Tuesday, May 24, 2011

Post 666

I have reached a momentous milestone here at the Other Side.  This is my 666th post.  I feel compelled (by the Power of Satan!) to post about something devilish.

I have talked about Hell before and some of it's inhabitants and some potential inhabitants.  If I follow this logic then devils would be the ultimate foe for the elves.  Not that I don't mind this idea at all. But I think I might focus it a bit more.   Combine the story of Dante's Inferno, Milton's Paradise Lost and Lolth's shunning/betrayal and I can paint a pretty detailed idea of what Hell is in my world.

Hell is the ultimate prison for the fallen.  Gods, Angels and other powers are cast out and into hell.

Let's start with a couple of Goddess that give me some problems.

Tiamat is a Goddess and Queen of all evil dragons.  She has always been listed as having a domain on the first level of Hell.  I have never really liked that to be honest.  Tiamat is in Babylonian myth primal Chaos.  If anything she should be in the Abyss.  Using the new 4e cosmology that would place her in the Elemental Chaos, which is really the perfect place for her.  In Dragonlance her home was always called "the Abyss".  In my games I always called her realm Tehom, which means Abyss in Hebrew and is associated with the mythical Tiamat.  So she really has no place in Hell.  Who should replace her?

Lolth on the other hand is better fit.  Her story is more in line with the casting out of the Angels into Hell.  Though I am not sure I want her in Hell proper, maybe more of the Ante-chamber to Hell, near the Underdark. This would be similar to the first level of Hell that Dante claimed the Pagans went too.  So I am trading a giant dragon for a giant spider.   For a bit of tongue in cheek continuity I would make Tiamat and Lolth allies.  They have different goals and motivations, but I see them as felling they have a common history so if it benefits them to share an alliance, then they would. Lolth's realm is still called the Demonweb and she still has a number of demons in her employ.

Devils in my Game
Demons are easy.  They are evil, chaotic outsiders bent on destruction of everything.  Devils are much more complicated.  I say in my game Devils are only Fallen Angels.  That means there are a finite number of them and once they are gone, that is it.  There are a lot of creatures that are called devils, but most of them are demons pressed into service.  Since they have been forced into service by the Devils they have changed, they can evolve into greater forms.  Pit Fiends are those fiends that have reason up in ranks.  The True Devils still look down on them.

Since I started this post, Dreams of the Lich House posted a bit about using Satan/The Tempter in your games.  It is a good read.  It also ties in nicely with the Milton/Dante-ish cosmology I want to use for Hell.  I would keep the 9 layers.  The top most being the "Ante-Chamber of Hell" and the rest each ruled by an Arch Duke.  Also each Arch Duke is responsible for one of the Seven Deadly sins.

Layer Name Arch-Duke Deadly Sin
1 Avernus none na
2 Dis Dispater Envy
3 Minauros Mammon Greed
4 Phlegethos Belial Sloth
5 Stygia Geryon Wrath
6 Malbolge Glayssa Lust
7 Maladomini Baalzebul/Beelzebub Gluttony
8 Cania Mephistopheles Pride
9 Nessus Asmodeus *

Glayssa was given Lust, Asmodeus' old sin since he is now in charge.  His though is the sin of betrayal.
In the 4e cosmology Asmodeus was the angel guarding the prison that Tharizdun was held in.  Tharizdûn corrupted him and Asmodues and his angels all fell.  I have decided that Tharizdun is still chained, but the greatest deceit is that he is not where all the gods think he is.  He is in fact buried deep in Hell where Asmodeus taps his power. This is how he has been elevated to near Godhood.  Of course this might be Tharizdun plan to to trap Asmodeus in his thrall even more.


Chances are good that the Dragonslayers will run into the cult of Tharizdun sometime soon.  I just need something to do with them.

I am not planning on the Dragonslayers going to Hell anytime soon, so this all might be for nothing.

Once upon there was Irish ways and Irish laws.

One of my WIPs that is very close to my heart is a game of playing mythic Ireland.

Éire (also sometimes called Ériu in my notes) has been in my notes for many, many years and the system has changed based on what I have felt best suited it.  Presently, and likely to be the final version, uses the ORCS system seen in Jason Vey's Spellcraft and Swordplay game.  I chose that over say straight OD&D or some other clone because I like the feel of the game and it has some DNA in it that I really like.

Well the game has languished in the hell of my hard drive since the dawn of the d20 system.  But last night I got inspiration from an unexpected source.

I was working with my son last night on his research paper on Ireland.  We talked about the the Blight, the Troubles and even went back a bit to talk about St. Patrick and my personal favorite Finn MacCool.  After telling him the story of the Salmon of Knowledge my son (whose name is Liam by the way) looked at me and said "this would make an awesome D&D game."

So I am rereading all my notes.  Marveling at some, and wondering what the hell I was thinking with others.
No idea when I'll have it done.  But I feel I should get it done soon.  If for nothing else for my boys Liam and Connor, so they can learn a bit of their own heritage too.

Monday, May 23, 2011

Mongoose to end RQII

So Mongoose is planning on ending their run of RuneQuest II.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=47370

They are keeping the ruleset and publishing it under the name "Wayfarer".

Two things come to mind.
1. Don't we already have a FRPG call Wayfarers?, http://yeoldegamingcompanye.com/wayfarersmain.htm
2. Doesn't "Wayfarer" sound a bit like "Pathfinder"?

I have a love-hate relationship with Mongoose and no dogs in this race, so I am just an observers.

Sunday, May 22, 2011

The Dragonslayers vs White Plume Mountain, Part 4 Final

I was feeling a little sick over the weekend.  Caught whatever my son had caught and only ate crackers for lunch.  So my boys asked if we could finish WPM.  I had a bunch of material worked out for the final part, combining the 2nd Ed. Adventure Dragotha's Lair and the WMP Web Enhancement Outside the Mountain.  Since I wasn't feeling well I reduced Dragotha's Lair to a smaller area and removed many of the (redundant) undead.

They battled the Effrit on their way out of the mountain and he was quickly dispatched by couple of cones of cold.  Dragotha did carry off the wizard, but a well rolled concentration check and a quick teleport spell the wizard was safe.

I kept the Hag, Thingazzard and had her using my own 3.0 rules for witches and she provided a good hazard on the way to Cave of Bones.

The Dragonslayers fought Dragotha in the end, taking some pretty serious damage almost loosing one of their elemental sorcerers. But in the end they triumphed. They collected the next part they needed, the Red Dragon tooth, and there are odd notes in Thingazzard's Book of Shadows about the Horn of Iggwilv and an item that might be what they need.

All in all the boys did good despite my general lack of energy.  They may have gotten off a touch easier than they should have, so to compensate the amount of magic is not as great.  Everyone managed to go up a level so next time we will decide what those levels will be.  Liam wants his wizard to take a level of fighter so he can use the cool new flaming sword he found.  I also suggested Bard.

Next up, into the deeps as the Dragonslayers enter the gnome vale and find The Lost Caverns of Tsojcanth.

Saturday, May 21, 2011

Zatannurday: Happy birthday Z!

According to the DC Universe (and DC Women Kicking Ass) May 20 is Zatanna's birthday!

So here are some of celebration posts:
http://dcwomenkickingass.tumblr.com/post/5677896286/zeebirthday
http://thehappysorceress.tumblr.com/

Here is Zee and friends enjoying a birthday cheesecake, which I like because that is what I have for my birthday too.


and more,

So happy birthday Zee!

Friday, May 20, 2011

Updated Plans

Not much to this post, I am looking over the Big PlanTM I have for my Kids' D&D games.

I detailed my plan first here and then updated it here.  Since then I have played some of the adventures listed, just not in the order I had them.

Of the plan I have completed:
  • B3 Palace of the Silver Princess
  • X1 The Ilse of Dread
  • S2 White Plume Mountain
Removed from rotation are (and detailed here):
  • C2 The Ghost Tower of Inverness.  I am going to be running this under the Doctor Who RPG as "The Ghost Tower of Inverness, Illinois"  (the castle, the Ghost Tower)
  • B2 Keep on the Borderlands.  Been done a 1000 times.  I want to run it under Army of Darkness rules.
  • I6 Ravenloft. Will run this as Ghosts of Albion: Ravenloft for Ghosts of Albion.
Games I'll run under my Basic Levels plan:
  • T1 Village of Hommlet (and come back to it later using the 4th ed version)
  • B1 In Search of the Unknown (great dungeon crawl)
  • L1 Secret of Bone Hill (been wanting to run this one forever)
Then on to some D&D4 adventures.

Basic Levels: Background and Themes

To continue on with my idea of Basic Levels for D&D4 I want to look at two features of the D&D4 game that came after the PHB was published.  Backgrounds and Themes.

When you are 1st level in D&D4 you get to choose some skills to be trained in.  This gives you a +5 in those skills.  As you move up in level all your skills are your appropriate modifier + 1/2 your level.  So regardless a 30th level character has +15 minimum on every skill and +20 (15+5) on trained skills.

A background is a bit of role-playing that asks what were you before you were an adventurer? Most times it gives you a +2 in two (or sometimes just 1) skills.  So maybe a fighter was once the apprentice of nere'do well Bard and spent his childhood stealing magical items.  He would have a +2 to Arcana and +2 to Thievery

Themes are new from issue #399 of Dragon Magazine (seems odd to call it a magazine anymore) and they are more or less like kits were in AD&D2.  You choose a theme and it gives you some pluses to skills and then at later levels you can choose different powers at different levels.   not exactly a sub-class but more of a flavor.

To do these in the Basic Level model players need to have fairly good ideas of what their character was (or is since we are starting them younger) and where they want to take their character.

At Basic Level 1 they get their Background and maybe training in 1 skill.  If the class has a "default" skill then it will be that one; ie Religion for Clerics, Arcana for Wizards and Thievery for Rogues.  Clerics get their Channel Divinity power (Turn Undead), but no spells yet (just like Basic). Wizards get a spell.

At Basic Level 2 they get training in two more skills (or maybe just one, still looking at the options).  Clerics get a spell as do wizards.  Rogues and Fighters fight get one of their combat styles.

The idea here is to build up that list of trained and background skills and introduce the Themes to the character.  In the end you want all the elements in place for that 1st level character.

While I consider the details here are the past posts that have lead me to this point.


Plus it gives me a good excuse to use all of these together.