Wednesday, June 4, 2025

Worldbuild24 - The Feywild

Feywild

Geography

Astrazalian – The City of Starlight is a two-faced realm. It spends spring and summer floating on its emerald island of Ruislip and autumn and winter in the Feywild. The crown jewel of all the Eladrin realms, where affluence, diversity, learning and trade fill the streets. The Havens are but a faded image of the original. Yet the noble houses hoard the power and courtesy and respect so engrained, just balances the corrupting arrogant and deceit. The mortals leave seasonally, for worldfall brings Astrazalian to be besieged by the Fomorians. The city is lean and grim then.[i]

Bakemono – Normally a term for a haunt, it has long been associated with the Hobgoblins of the Feywild. Which threaten and terrorise much of eastern Nangia from their Plane. The Great Gark of Nachtur commands his forces to destroy for his own pleasure or pay. Bakemono is a series of nominally independent staging camps in the lush forests where no axe or hoe will come to hew. The captains rule as independent lords and balance the hoarding and tributing of plunder to the Great Gark. From there, forces march to make worldfall in mortal woods.

Brokenstone Vale – Where the Fey Vidya Mountains rise and the pass to Whitewall belongs to the howling moon. By ancient compact, shapechangers are safe here and neither can a creature enter without their permission. Yet likewise, all beyond are forfeit to the eyes of the Archfey, the Maiden of the Moon. The lycanthropes make useful if intimidating trading partners for Mithrendain. Yet others are vicious, especially with the full moon. A sliver stripe or display of wolfbane dissuades them. But one must compete with the hags and witches for that and can mark one out as a target by the werebeasts.[ii]

Cendriane – Tragedy is the mark of the ruins of Cendriane, for here was the greatest of cities before the Kinstrife Wars that separated the Drow from the other Seldarine. Repeatedly attacked and pushed back, the final battle between the drow and Eldrain was forewarned by the appearance of the Far Realms-touched star Zhudun. Great magic was used and within days every citizen had vanished. The crystal city remains a beautifully preserved haunted ruin, guarded by nesting creatures, outlying communities with strange melancholiac customs and picked over by treasure hunters who seldom return. The lord himself, Kannoth remains as a vampire.[iii]

Court of Fallen Leaves – Once the lands south of the Scourge Mountains resisted the Archfey, the Prince of Frost and his opportunistic harnessing of the hateful winds. Now the remaining Eladrin lords bicker in a ruined realm and the Fey of Tronskal have no authority, living wild as they please. Or demanding much and offering only a little to the Earthly borderlands between the Jotunheimen and the city walls. In turn the Fomorians of the Feydark have made greats strides in securing their realms above and below. What little earthly commerce they do is with the Frozen Coast.[iv]

Desert of Winds – The desolate yet beautifully carved lands which mirror the western reaches of Zakhara. Few Genies dwell in the Feywild and those which do have embraced the narrative flow of the land. The tribes of Eldrain do not Differentiate but pass from spire-top villages to wind-carried tent as they please. The few cities are wind-scoured white and decorated, overgrown palaces of lords and attached bazars. The animals and resources are few and magical, meaning the fighting is for higher stakes. Numerous Sand Knives, a bandit people, have crossed over in recent years, lured by their control of Earthly Kashtaph.[v]

Feydark – As Earth has its depths, so does the Feywild. As the King that Crawls likewise laughs at such boundaries as the Planes in his anguished wanderings. Here lie the greatest dangers for the feydark is the realm of the Fomorians, and their cyclops. But also, creatures they could contain but never kill. Unlike the Underdark, it teems with life and magic, especially the lands of the myconids. With water and food abounding, the numbers of threats rise as well.[vi]

Forest Edge – There has never been barbarian Humans to hew the forests of the Feywild’s Long Lakes. Allowing the abundant greenery to grow all the way to the Lake of Dreams but remains no less vibrant. Yet the courteous of the Fey do not dwell here for the lake edge is home to a Dragon. This green beast has bewitched those who steaded here. Transforming the capricious realm into something malevolent.[vii]

Islands of the Uttermost South – South of the Crowded Sea is said to be a linear chain of island stretching a thousand miles west and east. This is thought to be the boundary of the world in Zakaharn folklore. Beyond is bare ocean or plunging mists to the Astral Sea or Elemental Chaos. It is yet another mirage of the Genie’s Wind. The islands lie in the Feywild, accessible through miss-aligned ships and Arodia’s counterpart not being in place. Unexplored as of writing, the only reported note is that the islands are forested.[viii]

Isle of Dread, The – It is said to exist everywhere and anywhere, an island that time forgot, ringed with treacherous reefs and storm-tossed seas. Black sand, black mountains and black smoke mark an island that floats above the coral kingdoms of the Sea Lord Archfey. The island is said to shift from the Feywild to Earth, any earth and any time it is whispered. Tight-knit or short-lived bands of survivors struggle and betray each other, for the island is home to powerful magic, Dinosaurs, Yuan-ti and the dread Su-Monster. Psionic creations of short-sighted and deceased wizard Halkith, which monitor and prey upon the island.[ix]

Lake of Dreams – Akin to Lake LumlĂ© in Adventia, this crystal-clear Feywild lake is rimmed with forest and cliffs, as is its counterpart. To gaze into the lake is to have one’s dreams perfectly interpreted in the reflection. To drink its waters is to invite he most wonderful or nightmarish phantasms for the sleeper. It is most known for its role in the savage enlightenment of Cerunnos, patron of the Wild Hunt.[x]

Mithrendain – Beyond these autumn stormlands of the Plains of Valdrennai is a magnificent city. Soaring autumn-colored towers and graceful architecture, with neither wall nor grid seem to benefit the phrase “Walls of the Fortress”. That citadel lies at its heart, built in the waning days of the empire to guard something forgotten. Besides the Citadel Arcanum, it is a place of tower clusters, gardens and rigorous privacy. A deep hum is heard by visitors. Earthly difficulties include vague timekeeping, exacting standards of beauty, the shady Old Battery neighborhood, secret police and that imprisonment is replaced with harsher penalties. Frequent diplomacy occurs.[xi]

Murkendraw, The – Stretching across the horizon is a pustule on the face of the Feywild. Not the Fenreach but the entire Sea of Ships is a bleak and sodden landscape of clotted mud and quicksand. Populated by crocodiles the size of the skiffs, assassin vines and flies the sizes of dogs. Witches driven from civilisation learn at the foot of hags and cold iron is buried under every door and window. The Murkroot Trade Moot cannot be found unless one is shown by another who has. An underground bazar of the cruel, illegal, illicit and the cures for what else is sold.[xii]

Nachtur – North and east from the territory of the Eladrin, the forest gives way to open meadows and eventually to dry rocky ground. Beyond is grey and treacherous badlands. The great Continental mountains reduced. This is the gateway to the Goblin kingdom. The forces of the Great Gark are numerous and count Trolls and Giants too. The Hobgoblin wizard seeks raiding against all. Snatching children and good Fey. By rumour, the innocent are eaten and malicious transformed into more goblins.  Border towns line the outskirts, home of witches, exiles and outcastes. Still, diplomats and mercenaries stream forth to all civilised realms.[xiii]

Nypacian Outlands – The echoes of the great jungles that swirl across the green coast of Zakhara’s Fey twin. No khedive dares march on this verdant misery, even when they know where the Planar portals are. For this land is one of snakes and birds and elephants of legend. It is the Earth which is but a pale echo of here. Worse still are those fey Giants who rule. The Fomorians have never fallen nor devolved, and they and their kin rules shadow-dappled cities amid the tower-high trees.[xiv]

Scourge Mountains – In the north, where the echoes of Jotunheimen rise, stripped of a name. A terrible wind blows every twenty years across the Feywild. A sentient and malevolent blast that seeks to freeze to death as many lives as possible before it blows out. Such a curse came about when an infant Eladrin princess of elder blood was slain in her crib. Such an act resonates despite amends. Indeed, only specially trained song-singers can ameliorate the wind for their foothill settlements. To do so, they take a sacred quest to wander, promote peace and life so they may sing of it.[xv]

Senaliesse – Titanic silver trees arise from the forests yet hold higher the living wood palace of the Summer Queen Tiandra. The Archfey dwells in a realm of endless summer and perpetually merriment among the roots. Yet such a realm was the work of many, Oran, the Green Lord wove the palace for this is the Court of the Stars and it’s Shiradi champions. Archfey, even those malign, travel here regularly to meet and scheme and revel. The lesser all know a rhythm to avoid the wrath of powerful visitors and courtiers, and petitioners bring constant tales of woe.[xvi]

Shinaelestran – The Fading City, City of Rangers. From sunrise to dusk, the Eldarin work the vineyards around their forest-choked city. Producing feywine, fletching arrows or trying stop the trees from consuming the manses. From dusk to midnight, the Fomorian Queen Connomae of Vor Thormil tries to seize the city as a raiding base, and Lord Calenon’s forces are put to the test. From midnight to sunrise, the city arrives on Earth to contend with the feral and savage Humanoids of the Deepwoods. Every night, from before to forever. Welcoming and valiant are they to allies, and mightily do they revel.[xvii]

Spiral Tower, The – A site both actual and metaphorical where the Fey races of the Seldarine studied the spell and the sword to achieve a balance between them. While Corellon taught here and Nerull studied here. The site is best known for being the final battle between the Drow, the Eldrain and Elves. The demons and drow had seized the site after a protracted battle. While the eldrain were fighting on multiple fronts, the elven commander Ossandrya stepped up. Victorius, the spiral tower was reduced to a blackened spindle and had to be rebuilt.[xviii]

Valdrennai, Plains of - Deep in the Feywild is the reflection of the great plains cradled by the Vidya Mountains. The lands of the Dyne, the Hill Cantons and the nomad-tinged marches of the Hundred Kingdoms. Here the weather is eternally blustery, and the plants bedecked in autumn colors of an eternal partial death. Beyond these autumn stormlands is the bright twin of wolf and bat-haunted woods. Where color predominates yet the danger can be just as great. This is the domain of the city of Mithrendain, which more than some know the way to.[xix]

Zoramadria, Tower of – Once the Eldrain warlock Zoramadria was banished from Astrazalian for her meddling in the Planar boundaries between the Shadowfell and Feywild. Forewarned, she teleported her tower and her students to a far corner of the shifting lands. As her tower was being invaded during a ritual. Apparently, the magic killed Zoramadria and render many of her students undead. Her promising student Parthal now leads as a lich. He is said to be consumed by vengeance and frequently in need of innocent or powerful souls.[xx]

Anthropology

Archfey – There are more archfey than there are major Gods, demon princes, Primordials and even Primal Spirits. They command the Fey courts, empower Exarchs and demand respect even if not attending the Court of Stars. The mightiest are called Sidhe Lords and many are still Eldrain. though others have arisen or are independent wanderers. Mightiest is Tinandra the Summer Queen, who rules two courts. The Prince of Frost and the Winter Witch, Siblings Elias and Siobhan Alastai, ruler of the rivers and seas. Oran and Cerunnos, the Maiden of the Moon. Baba Yaga and the greatest of the Formorian monarchs.[xxi]

Beast Tamers – It is suggested by the divine records which stretch to the Dawn War, that the callous Elven nobility would open Planar crossing to the Feywild to let loose beasts in generational gladiatorial games with Human settlements. Besides the historical inaccuracies, the Eldarin have sought to disprove their ancestors committed such vile acts. Nevertheless, many folktales refer to Fey beats and in turn to those who developed the art of taming them. These magical bloodlines have been diminished by time, yet individuals still occur. Perhaps the Whipmasters of Bael Turath were such, deceived rather than gifted by their masters.[xxii]

Cerunnos – A Firbolg, raised as the adopted son of Oran of the Green Court. Taunted by his sisters, it was foretold that he would be the greatest hunter, and a dark destiny awaited him at the Lake of Dreams. In hunting the silver hind to the lake, Cerunnos embarked on a story of betrayal. His father, the Prince of Frost, Tiandra, the Summer Queen and the hind herself, an aspect of the Moon. Now he lurks among the Gloaming Fey. Cursed with horns, he hunts lovers, lycanthropes and the strong if sporting. He brings madness by his passing.[xxiii]

Eldrain – A Fey Demi-Human race which are the ancestors of all Elven peoples. Supposedly made from the blood and tears of wounded Corellon, they continue to live in disparate Feywild kingdoms centred on powerful beings called Archfey. They possess slimer builds than their Earthier elven descendants and are more fair than dark in complexion. Noticeably they have no pupils, only pearly and opalescent orbs. Swords and spells are to them as a saw is to a carpenter, for the Feywild is turbulent as it is magnificent.[xxiv]

Fey – The Feywild live on and through stories and all narratives have sides. All native Humanoids and intelligent creatures serve one of these. The Court of Stars is the grand conclave of the rest. The Court of Coral encompasses the aquatic and island-dwelling fey. The Gloaming Fey are associated with dreams and night. The Green Fey are forest-dwelling creatures. The Summer Fey are the largest and most refined of the Eldrain. The Winter Fey perceive themselves as not being a faction, though they follow leaders. The Unseelie are not a true faction, being malicious outcaste creatures, frequently tied to the Shadowfell.[xxv]

Fey Crossing Hamlets – Far from the cities of the Earth stand quiet villages, where the Planar boundaries with the Feywild grow thin. Here plagues and famines never strike, and game is always plentiful. Mists rise in fantastic shapes and the woods are filled with senses that ae beyond the humdrum. Yet to stray out at night or beyond the path is to invite vanishment, and the few who return are out of time or mind. Residents are prone to odd rituals, even by the loose understanding of magic. Still, here is where fairy blood and skills may be found.[xxvi]

Fey Pacts of Ancient Days – A tome that records obscure Archfey once revered by primitive Humans. Within are Neifion the Lord of Bats, Zebechial the Lord of Lightning, and Morrisa the Lady of Swords. Zebechial is the most beseeched, but all that can be known is that he dwells upon a floating demesne within the Feywild and is most concern with directing the power of the storm. Their obscurement is obvious. Neifion is of an aspect long shunned by day-dwelling man, Zebechial was toppled by Kord in his Pagan glory. And Morrisa lost her chance when dead Turen perished for usurpation, not lack of skill.[xxvii]

Fomorians – As Giants and titans exist on Earth, their Fey equivalent reside. Masters of the Feydark against the Seldarine. Which is why the Drow came to the earth, though the Declaration of Eschatos preserves some equity. Emerging with a sinister eye, that brought them nightmares, visions and imparted curses. They shaped the Cyclops, reflection of Ogres but far more skilled into willing servants. The discarded Verbeeg, reflections of the Indra. They enslaved the Gnomes and made the Hengeyokai their servants. Hag-Ungotha may be destroyed, but Harrowhame, Mag Tureah and Vor Thomil remain. Mag Tureah the largest, most diplomatic and warlike.[xxviii]

Gnome – As Dwarves emerged on Earth, the gnomes emerged in the Feywild. And likewise, they were enslaved by the Fomorians, the Fey echoes of Giants. It is by stealth and cunning and occasion rebellion that many did hide or slip away from the Feydark. Illusions, inventiveness and unobtrusiveness are virtues to them, and hidden are their root-drawn holes. On earth, some have become closer to dwarves, loving gems and mechanisms, sometimes intermingling to grow beards. Others hide in the Underdark, losing hair but retaining their black orb eyes. Shorter than Halflings, they live like Eldarin, passing three hundred years, but aging.[xxix]

Knights of the Fey – The Aelavellin Seldarine, the Sword Knights of the Seldarine are those knights who serve Corellon above all. Open to all, they are more frequently are his patroned people; Eldarin, Elves and Half-Elves. They have a Fey perspective on what could be called a personal code of chivalry. They do not shun the bow, spell or ruses of war and learn techniques of moving in armour. Beyond valour and martial skill, they are expected to show the eldarin and elven virtues; exceptional patience, grace and compassion. Always welcome in those communities, with the title of ruathar, star-friends.[xxx]

Turco-Fey – Turco might mean strength, but some of Zakhara say it means robber. The Howling Plains of Earth are wild enough, the Feywild equivalent, the Plains of Echoing Thunder are where even the rivers, hillocks and mountains migrate to the rhythm of the sky. Hordes of Centaurs and intelligent horses roam these lands warring alongside Eldarin on storm-cloud shrines. There is never enough grass or water for hardship is the tale. And the tale ends when a mighty city is conquered, to be burned or settled. Only an earthly city has the legend-permeance and the majesty for the tribes since Antiquity.[xxxi]

Tuathan – The most mysterious Westermen were those which went through the Deepwoods to the Feywild and emerged again in ships to settle the riverine lands of the old Elven Empire. Human in form, they subsumed and interbred with the earlier westermen tribes and the Elves. Producing challenge-seeking, animal-faced humans and Half-Elves with faerie magic. In time, their empire crumbled before the advent of their death-metal kin and they retreated beyond. Their legacy are shape changers, those Planar west-rovers whose vows and bargains are binding, and a term for odd children in Fey Crossing Hamlets.[xxxii]

Wild Hunt, The – Led by Cerunnos, the Horned Lord, the wild hunt sweeps forth in an unhinged tide, hunting man and beast across the planes. They can cross Planes at auspicious times, and otherwise wait in between. Those taken but not slain can return years later with memories missing and unaged. Firbolgs, revere the hunt and ape it, joining the Gloaming Fey in it with wild whooping. Warlocks and undead bound by oaths must ride, the dead most common with the new moon. Kannoth, vampire lord of Cendriane still holds loyalty to Cerunnos, though he escaped.[xxxiii]



[i] See Heroes of the Feywild pp.9-10, Manual of the Planes p.41, Dragon Magazine #395 pp.1-5

[ii] See Heroes of the Feywild p.14

[iii] See Dragon Magazine #366, p.18; Heroes of the Feywild pp.14-15, Wizard presents Worlds & Monsters p.22

[iv] Inspired by Revenge of the Giants pp.84-87

[v] Inspired by Draconomicon: Metal pp.202-203

[vi] See Heroes of the Feywild p.10

[vii] See Draconomicon: Chromatic pp.110-117

[viii] See Al-Qadim Land of Fate: Map Booklet

[ix] See Heroes of the Feywild pp.15-16

[x] See Dragon #428 pp.13-16

[xi] See Dragon Magazine #366, pp.5-16, Heroes of the Feywild p.10, Manual of the Planes p.45

[xii] See Heroes of the Feywild pp.17-18, p.154

[xiii] See Heroes of the Feywild pp.18-19, 156-157, Maunal of the Planes p.46

[xiv] Inspired by the spell Nypacian Serpents from Arcane Power p.78

[xv] See Arcane Power p.23

[xvi] See Heroes of the Feywild pp.12-13, p.121

[xvii] See (Martial Power 2 p.52, Heroes of the Feywild pp.11-12, pp.149-150, Manual of the Planes pp.46-47, Dragon Magazine #413 pp.29-35)

[xviii] See 4E Players Handbook, p.171, Martial Power, p.128

[xix] Inspired by Dragon Magazine #366, p.5

[xx] See Open Grave pp.104-111

[xxi] See Heroes of the Feywild p.12, pp.108-109 and many Dragon and Dungeon Magazine articles and adventures

[xxii] See Heroes of the Feywild p.105

[xxiii] See Dragon #428 pp.13-16

[xxiv] See D&D Players Handbook 4th edition p.38

[xxv] See Textbox in Heroes of the Feywild p.12

[xxvi] See Heroes of the Feywild pp.9-10

[xxvii] See Arcane Power p.95

[xxviii] See Dragon Magazine #394, p.47, 4E Monster Manual p.48, 4E Monster Manual 3 p.200. Heroes of the Feywild p.16, pp.155-157

[xxix] See (4E Player's Handbook 2, p.10, Into the Unknown: The Dungeon Survival Handbook p.46-48)

[xxx] See Divine Power p.95

[xxxi] Inspired by Hill Canton Compendium II p.3, Heroes of the Feywild p.154

[xxxii] See Heroes of the Feywild pp.110-113

[xxxiii] See Dragon #428 pp.13-16

Tuesday, May 27, 2025

AD&D Solo Adventures - The Village of Homlet


So as part of playing rather than writing about OSR games, I ran a solo AD&D game. Using the Temple of Elemental Evil and as much RAW AD&D as I could muster. For the solo rules I used Black Stream Heroes Solo Rules. The free and conversion-only document that preceded Scarlet Heroes.

It reminded me of the pros and cons of OSR gameplay. On one hand, I could run through a module with just the listed procedures alone, not even the oracles and random decision-making processes from Scarlet Heroes. Each decision made by my character and many NPCs, done according to what the rules suggested was the best move. On the other hand, this was a tedious slog of minutia and tracking. A stop-start experience where very little got done in the adventure.

From here we can see before us the divergent paths taking by Role-Playing Games as the 1980s wore on and the 90s came upon them. Some games like GURPS and Rolemaster embraced the minutia and the complexity. Seeing a structure that anything could be fitted to. Other games like Vampires the Masquerade saw the tediousness as opposed to the storytelling element, where things happen because the game was about a role, not a spreadsheet.

But fundamentally I see both styles as lacking because above all OSR and even modern D&D to a lesser extent is a series of procedures like a board/wargame and that gives it solid basis to teach people how to play and propel their stories along.

I have another day’s worth of Dounil’s adventures, and I’ll either save it for a later post, or I’ll edit it onto the end at some point. So, check back on this post in a week if you see nothing more about my solo game. As it will be right here.


Dounil is a Half-Elf Fighting Man/Magic User, current level 1/1. He uses a Bastard Sword and divides all his XP by 8 before spreading them between his classes. As Black Stream divides the XP by 4 and AD&D Multiclass Demi-Humans divide between their classes.

Day 1 – Dounil arrives at Homlet and lodges at the Inn of the Welcome Wench (-2 GP). He is too open about his plans and refuses immediate assistance. He goes to Rufus + Burne and swears he is not there to cause trouble for them. He cannot reach the level required to threaten them and in fact, would pay them for training.

Day 2 – Dounil goes to the moathouse, random encounter roll is (5)-No [7:00 to 10:00]

The giant frogs in the moat fail to surprise him. Optional Black Stream rule means Dounil goes first. Fray Dice (1) Bastard Sword (5, 2+3) means 2 HD damage, so 1 giant frog is killed. Two 1 HD frogs hit (3, 4) so Dounil takes 1 and 1 damage, HP 10 to 8.

Round 2, Fray (10) 4 damage kills all 1 HD frogs, misses with sword attack. 2 HD frog hits (4) HP 8 to 7.

Round 3 Dounil uses magical Silver Spear (MU Fray) (3). Frog HD 2-1=1. Sword (20) means (5, 4+3) 3 HD of damage slays frog.

Dounil rests and bandages, HP 7 to 9. Fighter XP 33, MU XP 30. Butchers frogs on grounds they could have swallowed something. Finds gem worth (100). Time is [10:18]

While entering and inspecting courtyard, Dounil discovers footprints. Bandits (34) spot him and retreat to alert comrades in Area 5 [10:28]

Dounil decides to avoid the main door and looks at tower/Area 4, wandering in he is surprised by a giant wolf spider (5)

Somehow the spider misses (9). Dounil casts his MU Fray (1) and swings sword (15), (4,4+3) so spider HD 2 to 0. FXP 25 MUXP 23 [10:29]

Searching spider and room reveals (71cp, 38sp, Ivory box (50gp), no random encounters rolled [10:39]

Dounil cautiously approaches stairs to Area 5. Looking inside, he decides to explore open parts prior to any doors. He moves south, searching the gloom with infravision to not use any light. No random encounters as he approaches Area 12. Dounil stumbles upon the huge cold body of the adder (giant snake) which rears up.

Fray (2) snake HD 4 to 3, Sword (1, 3, 2+3) HD 3 to 1, snake (7) misses attack.

Round 2 Fray (1), Dounil casts Shocking Grasp (4+1) HD 1 to 0. FXP 69 and MUXP 63 [10:41]

With a snort, Dounil realises he cannot search a cold room for cold treasure with infravision, He rests for 10 minutes [10:51]

Dounil tries to return to a lit area to scrouge a torch, no random encounters. The stairs of Area 8 are searched but the wood and cloth are useless, no random encounters [11:01]

Searching the open storeroom at Area 13, Dounil hears squeaking and rustling, so he is quite prepared for rats but not how many or how large they are. Fray (5) 2/13 are dead, each with ½ HD. Sword (16) hits for (7, 4+3) 8 dead rats 10/13. Rats all miss.
Round 2 Fray (7) all 3 rats die. 15 FXP 14 MUXP

The storeroom is searched by touch (I rule 2 turns), no random encounters, revealing stairs below and a jar of oil. Dounil takes the jar of oil to Area 8 but lacks appropriate cloth or wood. No random encounter. Time is still 11:22 as Dounil is moving at non-exploratory speeds. [11:22]

Dounil takes a chance and opens door to Area 7. The forward brigands jump out (6) only by Dounil’s Elven heritage does he notice first and strike. x7 0-level + x1 0-level aid + x1 F2 leader.

Fray (9) 2 brigands die. Sword (20) hits for (6, 1+3) the leader and his aid die. Remaining 5 brigands fail their morale roll (05, 97, 47) and flee out the bolthole across the moat. Dounil does not pursue. FXP 11 MUXP 10 [11:23]

Searching the room gives 36sp 8ep 5gp 13pp 2 Citrines (50 x 2) and a gold chain (200gp), also detected a spot of digging, no random encounter [11:33].

Dounil rests for 10 minutes and contemplates he didn’t bring a shovel. He could wait for the brigands to return and dig up the loot, but he would be there for a while. Or he could leave and risk them coming back [11:43]

He grabs a bit of kindling, a torn bit of cloth and returns to the snake’s lair. No random encounters. He searches the room again, finding a jewelled dagger (850GP) [12:03]

Dounil opens the door to Area 10, searching the room and finding nothing [12:13]

Dounil opens the door to Area 11 and his torch is knocked out of his hand and is extinguished by the cloud of bats. Reeling back, Dounil goes back to Area 7 to get more kindling. Relights torch 2/10 oil jar, ducking low he searches Area 11 and finds nothing, no random encounter [12:23]

Dounil opens door to Area 9, though made alert by rats scurrying about, a search only reveals a broadsword, still fine. No random encounter [12:33]

Dounil rests for 10 minutes but is interrupted by a giant tick coming from the rafters as a random encounter. Rolling away though tired, Dounil throws magic spear then comes around with a swing. Fray (2) Swing (19) (6, 4) tick HD 3 to 2 to -1. Dounil completes rest, minus the one round. FXP19 MUXP 17 [12:44]

Dounil moves to Area 14, no random encounter [12:54]. Opens door, he searches but finds nothing, no random encounter [13:04]. Moves up to Area 15 and repeats. No random encounters for either, [13:14] and [13:24]. He rests for 10 minutes, no random encounter [13:34].

Dounil hears some noise from the open door, the sound of scraping. Moving to it, he realises it’s coming from Area 7. He attempts to stealthily move up to door (4), unfortunately the brigands digging up the chest hear him [13:44].

They attempt to ambush him again (5) and succeed. Brigand with voulge (19) (0, 3) Brigand with spear (1), Brigand with crossbow (19) (1), Brigand with crossbow (2) and Brigand with crossbow (20) (2). Dounil HP 9 to 6.

Dounil’s turn, Fray (1) Swing (14) (6, 4+3) 4 brigands die, two with crossbows remain.

Round 2, both brigands miss, Fray (7) both brigands die. Dounil stops to bandage (HP 6 to 8), [13:56].

The brigands had finished digging up the chest, Dounil reminds himself to buy a shovel. Searching bodies and chest reveals 45 sp and the chest holding 2000 cp, two bolts of fine cloth (60 gp x 2) a crystal set (80 gp), inlaid wooden box (45 gp) 4 arrows (+1), Dounil is intrigued by why arrows would be so special to be buried [14:06].

Dounil decides to return to Homlet and finish the other rooms later, before descending the stairs. Chest puts Dounil at V.Heavy Load. Moving at half speed, it takes Dounil 6 hours to walk back to Homlet.

On walk he is accosted by Kobort and Turko [17:06]

Thinking Kobort the fiercer opponent (incorrectly), Dounil casts magic at him, Fray (2) HD 2 to 1. And swings at Turko (11+1) hits for (3+3, 8) HD 3 to 0.

Kobort snarls and returns (14) hits and (5) damage, Dounil HP 8 to 6.

Round 2, Fray (3) HD 1 to 0. The silver spear catches Kobort and passes through. Dounil pauses to bandage and loot. HP 6 to 8. Taking longsword, shield and split mail, 40 cp 5 sp and 12 gp [17:08]

At [20:08], guided by infravision, Dounil reaches Homlet. He claims Kobort’s horse and equipment (- GP).

Day 3

7:00 Dounil wakes, eats and begins to sell the loot. HP 8 to 9. Nira Melubb the moneychanger gives 80% (High CHA) of gem value 100gp to 80gp, 2 x 50gp to 80gp. 111cp to 90gp 40ep to 36gp 13pp to 117gp 124sp to 12gp. [7:45]

Next, he stops off at the Trading Post, to talk to the creepy twins there. Selling the equipment and high-value non-jewelry. He felt he was getting a bad deal. Since even with his high CHA, prices were still far below what he would have to pay. They also asked questions about where the goods came from, which he answered truthfully [8:00].

Afterwards he negotiated the price per night for his horse (-2GP), the remaining money is lodged in the chest with Rufus + Burne. [8:45].

Dounil sets off on horseback, arrives [11:45]

Leading the warhorse over the rotting bridge, the bridge collapses, and after he assists the horse out, he realizes it has hurt its leg. But it is not whinnying in pain, just a little slow. He will see what can be done so he leaves his horse in the courtyard [11:55].

Advancing to the opened doors, no random encounter, he opens the way into Area 16. The giant tick leaps and Dounil swings against it. Hoping to spear it with his magic on the return [12:05].

Fray (3) HD 3 to 2, Sword (12) miss. Giant tick (16) hit (2) HP 9 to 8.

Round 2, Fray (4) HD 2 to 1, sword (16) misses. Giant tick auto damage HP 8 to 7.

Round 3, Fray (3) HD 1 to 0 [12:08].

Dounil bandages and searches but finds nothing, HP 7 to 9 FXP 19 MUXP 17 [12:18].

Angry Dounil kicks down the door to Area 17, the giant lizard hisses at him. Fray (3) HD 3 to 2, sword (20) (6+3, 6) (2 + 2 damage). The giant lizard chopped up, HD 2 to 0. Searching the room and the lizard due to its size reveals a chest and unscathed shield within lizard. Dounil prepared Shocking grasp, not Detect Magic today. He takes note of the condition. When moving material in the search, he disturbs some debris which drift down from the ceiling and Dounil proceeds no further.

33cp, Scale mail tunic, light crossbow and case of 24 quarrels. FXP 25 MUXP 23 [12:49]

Moving to Area 13, he intends to descend, no random encounters [12:59].

He rests in Area 7 before descending, no random encounters, [13:09].

As Dounil descends to level 1, as he did not search here, randomly he did not detect the ring (14). At the stairway arch (31) he dislodges one of the two green slimes, which falls upon him. He has 4 rounds to dislodge it before no resurrection death as he turns into a green slime. He uses his dagger, and it takes him two rounds to scrape it off, (3) HD 2 to 1, (3) HD 1 to 0. His chainmail will need replacing after his return.

Dounil searches the room, Area 18 with no random encounter. But discovers 3 zombies (XP 28, 40, 30). He flings a silver spear (his Fray) (4) and swings (13) (7 1+3) destroying 2. The last surges forward, flailing (17) (5) HP 9 to 8.

Round 2 Dounil retaliates Fray (2) (12 just) (damage didn’t matter as it had only 1 HD left). Destroying and chopping up the body. The room contains only junk, but in searching Dounil finds doors to Area 19 and 20. FXP 13 MUXP 12 [13:13].

Without a hammer, axe or lockpick, Dounil decides to bandage HP 8 to 10 [13:18].

He progresses to Area 21, seeing just dead bodies in the cells but forwarded about the zombies. He strikes at the occupants, the spell/Fray doing HD 2 to 1, but the sudden jerking of the undead making him miss the cold flesh on cold stone. The zombies attack, 1 hits (19) doing (3), HP 10 to 9.

Round 2, The Fray spell does nothing (1) but the sword (17) hits (1+3, 7), chopping both, HD 1 to 0, 2 to 0. The two zombies at the end of the hall begin to shuffle up.

Round 3, Dounil charges forth, Fray (1) sword (11) misses, but the attacks do little to harm the zombies. Two more emerge from the next cells and attack (16, 12). Two hits (6, 2) HP 8 to 6.

Round 4, Dounil senses he is in trouble here, Fray (4) (14) (5+3, 5). In a flurry of swings, he cleaves and blasts 3 zombies apart. Two more zombies join from the next cells (20, 17), two hits become (7, 2), HP 6 to 3.

Round 5, As two more join, Dounil is getting desperate, he fights with abandon. Fray (3) sword (18) damage (5, 3 +3), destroying 2 and reducing another HD 2 to 1. 1 Zombie hits (15) (6) HP 3 to 1.

Round 6, Dounil has bitten off more than he can chew, he so he relies on zombies being slow. Fray (4) (20) (2+3, 4) HD 1 to 0. With the current zombies slain, he drops the sword and unslings his longbow. The zombies move up.

Round 7, Circling around, Dounil shoots a barrage of magic and mundane projectiles. Fray (2) HD 2 to 1. (20 (13) (3, 5) HD 1 to 0, HD 2 to 0. [13:29]

He rests, bandages and searches the area. HP 1 to 3, FXP 65 MUXP 59, [13:39] and [13:49].

The peridot is found in the cell (500gp) (28XP). When searching the torture chamber (Area 22), the blood trail is spotted (02) but the secret door was not (5).

Dounil decides to return to Homlet after this small expedition.

He passes up the stairs, checking first and so spots the other green slime. [13:59].

He has to walk the horse back, so it takes 3 hours [16:59].

He has to pay for his room (-2GP) and take the horse to the druid who wants 100GP to heal it, he pays (-100GP).

Sunday, May 25, 2025

Houserules for SLA Industries 2E


SLA Industries 2E does some very different things than 1E. Adopting a dice pool system where you roll a Success Die (D10) + Stat + Skill numbers to see if the roll passed (Stat only if no skill), and dice equal to skill (0-4) to see how well they succeeded if the Success Die passes, each with the same D10 + Stat + Skill numbers. With the option to buy a success if the Success Die fails, but only at lower difficulties.

A bit of a change from 1E’s process of rolling 2d10 +/-, beat 11 to pass, crits on 21+.

This system naturally has some flaws, not the least being that you can fail everything if the Success Dice fails, regardless of any number of dice being thrown. But that only really happens in bad skills or early on because you can buy a Success with enough successful skill dice. Made worse by combat having a fixed Target Number of 10 before modifiers.

Couple with most Operatives starting the game with hefty stat and skill bonuses. Most characters will never just succeed but succeed with almost a mechanically predeterminable amount of bonus effects. And if they don’t succeed, they will get a regular hit until they have a serious difficulty, they can’t spend Skill Dice successes on. Combat and skills are more varied and dynamic and mid-skill ranges than higher ranges.

I saw a few attempts at fixing this on the Discord, some using more refined versions of the S5S (the game system) from Nightfall Game’s subsequent lines Terminator and Stokerverse. So, I can’t claim any authorship for these.

 

Step one suggested would be to rejig the system so characters only roll Dice equal to the Skill value. One of those is the success dice, preferably a different colour. This was suggested to be combined with increasing the skill cap to 5, but that would mean players have a natural skill cap higher than any normal NPC.

 

With that in mind, you would need to alter the unskilled rolls, which was suggested to be roll two Success Dice without Skill being added and both need to pass.

Someone suggested that rolls of 1s should fail/subtract but that leads to the problem of OWoD, where bigger pools meant mor chances to fail rolls.

 

Without changing too much, unlike above. It was recommended that opposed rolls be systematized in Stokerverse. Rather than Fear Rolls being best of two dice and other such being one die, all rolls become (Stat+Skill+Roll) vs (Stat+Skill+6).

This will be good for static effects, but I’m not super sold on it for characters potentially not being variable in their disposition. But most NPCs are generic anyway.

 

For more in-game stuff, I would copy most of AllmightyBrandon’s House Rules and Clarifications.

This is about as up to date as it is going to be. And surely will be depreciated as more books come out. I would also like to say that I think Frothers get a raw deal becuase while they are maniacs burning themselves out with drug addictions and violent deaths, their compulsory Drug Addict flaw runs up against SLA Indutries very harsh Drug Addiction and Long-Term Addiction rules.

They are supposed to be raised on combat drugs, but they suffer compulsory HP penalties and stat penalties like everyone else. On top of compulsory money penalties. If that was the intent, they should of had all of those listed in the Species write-up in front and incorporated in.

Saturday, May 24, 2025

I Dig Giant Robots

Mecha RPGs are a niche topic among a niche commercial environment. But I’ve owned and played a few of them. This will be very short.


Lancer

I backed the original Kickstarter. Very tactical and I love it for it. While the fact it takes hours to resolve one combat, a good mission should only have 3 or 4 of them. Still a pain. COMP/COMP is great as a tool, even if jumping between the pages to find all the parts can be a chore. Some people don't like the lore, I'm fine with it. It's conceptually Star Trek meets giant robots, don't tie yourself in knots too much.

The issues with it are of course it lacks the flexibility to go off script, like its inspiration Shadow of the Demon Lord. All the moving parts confuse players who aren’t into that. And the devs have been so bound up with other work, I’m still waiting on Kickstarter goals to be fulfilled.

Mekton Zeta and Mekton Zeta Plus

The most in depth and most obviously flawed Mecha RPG. No other one I know can boast the flexibility to build any mecha from Power Ranger monsters and EVA-01 to VOTOMS, but it’s true scale shines at Gundum scale, even if Roadstrikers meshed more mechanically with Cyberpunk 2020. On the other hand, measuring out parts for the bots was an exercise in tedium and it had to be done for every NPC as well. MECH REF was the godstat, just like how REF was in Cyberpunk. The rules for each edition jumped about making it hard to convert, even requiring calculation between MZ and MZ+. The psychic powers though can be ported to Cyberpunk 2020 and those are useful. So, some use out of that.

Heavy Gear 4E

Another Kickstarter, more narrative if one could say that of any of the Silhouette system RPGs. Still very tiny text as in all their products. Heavy Gear started out as Not-VOTOMS, someone upset at the inclusion of metaphysics in their gritty small-mech war drama. Tera Nova remains as distinct as ever, even if the metaplot has been kicked back and forth repeatedly. Weirdly, despite its new inclusion of narrative elements, it was the Silhouette system that keyed me into a problem that D&D and even VtM don’t have. For a whole swarth of late 80s and 90s games, they have all the detail one could ever need to simulate life in the game but no gameplay loop. You need to have experience playing D&D with its measures and XP before you know how to innately apply the game logic to other RPGs.

The metaplot gets a little unclear when they stopped the Plot Books and the first iteration of the wargame lore getting decannonised.

Jovian Chronicles


The classic Silhouette system RPG and one that suffers all the same problems. The setting is far more familiar with it being closest to The Expanse in scope and style. While compared more to Mobile Suit Gundum over Heavy Gear’s Armored Trooper VOTOMS, it actual channels a lot more of Mobile Suit Gundam 0083: Stardust Memory, with a bit of a veneer of Canadian politics. Lot of potential never realized due to Mekton II supplements being cut. So, there is this big gap in terms of plot and adventures between the first, somewhat sparse entries and the main books.

This kind of just compounds the problem in that the game didn’t go anywhere. You have Mekton II (two unrelated campaigns), the remake in their magazine (no stats). The world books (lore) and the start of the big war which disrupted all the lore they had been building. And nothing afterwards than a wargame that also never went anywhere and had not further metaplot.

Heavy Gear D6

Adapting Heavy Gear 2E to WEG D6 was the work of a dedicated poster on RPG.Net who had done work for Dream Pod 9 before. However, it ran into a problem. Star Wars D6 did not work well when everyone was driving around vehicles which all had the Blaster-Proof Wookie problem.

Damage was versus Strength/Armor. So, while the rules had biological characters taking light damage and slowly degrading. Vehicles didn’t get stunned as characters did if damage fell into a normal range. Wookies had high enough STR to ignore many attacks outright. Combine that with most converted Gears and vehicles having slightly higher defence than damage, as Heavy Gear worked on damage multipliers as opposed to WEG D6’s dice ranges. It meant most mecha action became plinking with no damage, with the occasion massive lucky dice roll. Still a fun campaign though.

Heavy Gear D6 Bravo

I haven’t yet played but very much looking forward to a tweaking of damage to make it its own RPG variant. And not just Star Wars D6 1E/1.5E but with Mecha action. Does mean that I can’t use them as filler for weird Star Wars planets, but I already did that for FFG Star Wars.

 

I would eventually like to complete my Jovian Chronicles collection and the Heavy Gear 2E collection. This post also intersects with Fabula Ultima, a “TTJRPG” I am interested in. Being based on JRPGs, naturally they have a Techno Fantasy genre book with giant mechs.