Wednesday, 22 November 2017
Magic by the Milithaum
Wednesday, 15 November 2017
Lost in a Shop
This is a randomly generated dungeon-type shop to explore in Daniel Sell's Troika!, which I heartily recommend to anyone and everyone.
The Reliquary is a sprawling set of rooms in Irifice, hidden behind a relatively tidy shopfront off the marketplace which serves as its entrance. The full shop is vast, with many more floors and rooms than any customer is likely to see.
The owner is one Mister Tasmund, a dirty-looking old man with long and unkempt hair that matches his scraggly beard. Tasmund is a native of the sphere Daldria, and grew up on the bleak and muddy Coasts. Worlds away from there now, people say he's like a tiny piece of that provincial and crude lifestyle brought into the urbane streets of Irifice.
Tasmund is in an ongoing back-and-fro feud with the Irifician Constabulary, who suspect his shop is in breach of the City-Limits Interplanar Expansions Act, a law which forbids the use of extra-spacial spaces and large pocket dimensions within the bounds of Irifice. The truth is, he is very much in breach.
The Reliquary specialises in second hand rarities and lost objects. There is a chance players can find almost anything in the many storerooms and packed-full corridors, both good and bad.
Use the table below to generate the players route through The Reliquary. The place exists across several spheres using extradimensional magic and there may be numerous similar but slightly different rooms, so don't worry about duplicates or maps- just mark down a flowchart style list of where you've been already so that players can retrace their steps if they want to. The Reliquary makes a great place to explore for a specific item need, or to hide from people chasing them in the city outside.
Roll 1d3 and 2d6 for the room, and 1d3 for the number of doors leading from it. For any dalliances, loud accidents or other mishaps roll the Monster table to see who is nearby.
111. ... a comfortable living room arrangement, safe to rest in.
112. ... a room full of fancy dress clothes.
113. ... a gang of Reliquary Goblins, arguing over a mannequin in a long bare corridor.
Other entities wandering the Reliquary:
Mien: 1. Lost something 2. Found something good 3. Smug 4. Upset 5. Combatative 6. Conniving
Mien: 1. Looking for something 2. Feeling harrassed 3. Rushing 4. Irritable 5. Upset 6. Tired
Mien: 1. Satisfied with their purchase. 2. Bored 3. Lost 4. Riled up 5. Lonely 6. Wants something the party have found.
Mien: 1. Slothful 2. Disturbed 3. Ill-tempered 4. Mournful 5. Seeking something particular 6. Hungry
Mien: 1. Suspicious of thieves 2. Transporting new stock 3. Rushing 4. All weary 5. Afraid 6. Argumentative
Mien: 1. Violent 2. Subservient 3. Rude 4.
Chaperoning players 5. "Helpful" 6. Incoherent.
Mien: 1. Suspicious 2. Aggressive 3. Accusatory 4. Busy 5. Mildly irritated 6. Glad of the distraction.
36. ... a dreaded clockwork dragon, a panther-sized metallic monster with damaged ornamental wings and a maliciously-oriented malfunction. Skill 12 Stamina 20 Init 4 Armour 3 and damage as Large Beast.
Mien 1. Malicious 2. "Hungry" 3. Playful in a sadistic way 4. Ennervated 5. Winding down 6. Stalking
2. You have been offered a substantial amount to find Tasmund's secret room of unsaleable items and steal a rare magical sword from it. His safe is in room 366 though they will have to bribe or otherwise coerce the directions from a Reliquary goblin or aid as above.
3. An Irifician Constable has gone missing in the shop after going in vigilante style, and his wife has offered a substantial sum for his return. On each room roll a d6- an even number indicates that some physical clue or clue with the creatures encountered exists.
4. You've been invited by a reliquary aid to help the shop catch a clockwork dragon on the loose that keeps mauling customers. The random encounter table is adjusted so that results 51-66 involve the clockwork dragon. The party's reward is any one item from the shop each.
5. You have insider information that one of the items in Tasmund's curiosity room (345) is worth a lot. If they can find it and get out they could get very rich. Again, finding the room will involve much cajoling for directions.
6. You've been chased in, either by the law or unsavoury elements. Lose them, trick them- get back out. Rooms 161 to 166 are all rooms with exits to other spheres.
Thursday, 26 October 2017
Three new tables, or "Oh shit, I didn't plan for this"
I read too much of Daniel Sell's Blog on the buses, and then write down too many ideas for Troika! games I want to run. Organising players can be like herding cats.
While I wonder where my next fix of weird fantasy tabletop mania will come from, here are three silly tables for strange happenings.
If there are things on here that seem unexplained, that is usually by intention- Troika! is a game of weird things. Most of the names of places or people or things I'm dropping into lists are places or people or things that I want to play with or develop later. These things are, naturally, best saved as entries on a random table. Logic.
Agents of Balance you must deal with...
11. The Holy Hermaphrodite, ready to birth the components of a next world.
12. A knight with a twin bladed sword and no horse.
13. A two headed dragon, cursed with ever-tearing indecision.
14. An immortal wanderer, watching the world decay around her.
15. One of Bast's wise cats, who walk between worlds on unknowable whims.
16. A priest undergoing a terrible crisis of faith.
21. A weary Moonwarden, who believes himself corrupted.
22. A failed messiah, left mourning his people.
23. A professional Broker Envoy, in well over their head.
24. An intelligent golem, made from the Origin Clay itself.
25. Representatives of Law and Chaos, bound together as one (roll next table)
26. The captain of a ghost ship which sails the waves between worlds.
31. A powerful sorceror, plagued by a lack of confidence and believing himself a charlatan.
32. The preserved head of an ancient prophet.
33. The patriarch and matriach of the local pantheon of gods.
34. The Prince from a story you read as a child.
35. An angel, midway through the dlow process of Falling.
36. An enlightened holy man, travelling the world to spread his Word.
Representatives of Law and Chaos who are summoned to debate...
11. Punch and Judy.
12. A jester and an austere judge- the judge talks nonsense and the jester is measured and wise.
13. A white dwarf and sprawling nebula, both pulsing in binary.
14. An aged tree and a lit lamp. Both are silent and incommunicable.
15. A nun and a prostitute.
16. A burning bush and the sprouting flame, both only communicating in memories and physical sensations transmitted psychically.
21. A wise lammasu and cruel chimera.
22. An inhalation and exhalation, each experienced as a stretched out moment of revelations
23. Two wyrms, red and white and fighting one another.
24. Two knights, identical but furious at any suggestion of that.
25. A figure of molten metal and another of crystalline glass.
26. Two madmen- one expressionless and muttering monotone binary. One babbling glossolalia animatedly.
31. A box and its contents. The box is carved with questions, the contents broadly represent answers.
32. Sleep and the dreams inside it.
33. The wild night and your warm home.
34. The summer day and your cold, hard grave.
35. A coiled serpent and authorative, disembodied voice.
36. A black haired woman and gold-skinned man.
Envoys that might be sent to fetch your aid...
11. A squire, harrassed and flustered and very afraid.
12. A trained raven, sassy and barely comprehensible.
13. A very smart monkey, relative to other monkeys.
14. A wise dog, who can only whine imploringly and look where they want you to go.
15. A spirit of air and fire, enslaved by a wizard many years prior.
16. A wicked imp in an enchanted collar.
21. A small cat who is more than he seems.
22. An animated man made from twigs, barely still held together when he reaches you.
23. A wire fetch, sturdy but not able to communicate accurately.
24. An object nearby which spontaneously animates into sentiency.
25. A tattered corpse, unusually spry and talkative.
26. A skeleton that has been travelling to you long enough for the flesh to fall from his bones.
31. A mysterious knight, all clad in jet and gold.
32. A hungry child, promised food if she delivers the message to you.
33. The ghost of an orphan, afraid of the living.
34. A beautiful courtesan, sent under duress.
35. A dryad, sickening to be so far from her tree.
36. A gold shower. Dramatic, but a terrible communicator.
Sunday, 22 October 2017
The Salt-demons of the Yammerstills
"Ol' fort Yama? Somewhere under yer feet, I dareseh. It's a tragic tale, crumbled under a giant's club. Yama himself'd offended the giant's wife, see?"
"Yama's Keep? Oh, long time gone. Stolen brick by brick, taken by merfolk. I mean it! They crawled out of the sea, and their briny footprints made all the bogs here now."
"No, no- the knights descended into anarchy. Fort Yama was too small for all the mouths to feed. They probably stole everything worth a damn and left the stones to fall into the swamps."
"You want to go where? Oh, you won't find that easy. Go to the salt caves, have a look down there. Billson from the inn does a fine tour of the salt caves."
Fort Yama fell hundreds of years ago, sinking into the marshy ground of what is now the Yammerstills, on the sphere of Daldria. The knights there were champions of civilisation, bringing order to a whole barbaric continent and helping found many of the towns still standing today. There are many legends about its fall- many stories, and many untruths. The popular one this year is that old Yama himself went mad, and gifted the fort to a foreign princess who had it towed away. Last year they said a dragon ate all the knights and shit out the hills that must now cover the old fort. The opinion over in nearby Ristallin is that the fort was never in the Yammerstills, that the grand arches and towers of their own fair town proves it was once known as Fort Yama.
The truth is not something the marsh-farmers of the Yammerstills could wrap their boggy heads around. Old Yama, founder of the order, discovered the truth that his sphere was one of many- a wiseman with a crooked staff showed him the great sky, swirling with worlds and weirdnesses. Yama had brought order to his world- now it was these others he must reach. He had his court magician working day and night to open a breach to such a world, and kept his knights in close reach so that they may rally and march into the unknown at a moments notice.
Things went wrong. Perhaps the magician didn't perform the spell properly. Perhaps the gateway he opened led to a sphere already fully descended into chaos. Perhaps some malign entity influenced happenings. Reality in the fort began to erode, with space itself loosening like molten wax from the aether. The knights battled strange alien creatures and vivid hallucinations as the fort's foundations crumbled as though a millenia had slipped by. The court magician knew little of the forces of chaos, but what he knew was enough for him to realise what this foothold might mean for the rest of the sphere. He advised Yama; Yama gave the order.
The spell he cast cost him his life. It covered everything in the fort in sea salt, briefly purifying the water in the bay nearby. The salt grounded the interdimensional energies so that Yama, choking on the salt as he did, had chance to close the portal. The fort sank into the swampy marshland.
Today, the Yammerstills are a poor trader's outpost, built on the hillsides in the bay. They are a simple people, providing necessities for sailors heading north and farming their sweet marsh-potatoes, for the most part unaware of the salt-crystal caverns underfoot. Until recently...
Strange white figures have risen from the hills. Perhaps roused by the outbreak of another interplanar working of magic, the old magical servitors of Fort Yama were warped by the portal, and fused with the salt by its closing. They toil away in the corridors and halls below, ordering the items left in the fort in order of their magical "radiation", continually cleaning the strange halls. These Salt-Demons, as the locals are calling them, can dessicate a man with their sharp embrace. They can lift huge weights with no sign of fatigue. And they are coming to quietly dry out and organise anything that smells of another sphere...
Marrandale Birthdays
It's been a long walk over the dry and chalky plains of Marran, but just as the turf starts to soften a touch underfoot you see it ahead- Marrandale, with its quaint thatched rooves and picturesque poofs of smoke curling from the chimneys. Looking forward to a night spent anywhere but on ground as hard as stone you press on.
As you reach the town gate, however, you see trouble. A small boy of no more than five, armed with a flint knife and facing down three great dogs that snarl and slobber. You draw your sword and race to intervene before the babe is shredded by the great beasts, only to feel a sharp sting on your forehead as you get near.
"Piss off!"
The cry comes from a set of men and women in the traditional and puritanical dress of the Marran plain settlements, who you now spy crouched behind a bush by the walls.
"What the damned devils are you doing watching this happen?" You cry to the villagers who just cast a stone at you.
"It"s the boy's bloody birthday!"
Long ago, Marrandale was dreadfully poor. The dry plains had spread over farmland, causing a long and hard famine to settle over the land. The coyote from the hills hassled their flocks, and any travellers in small number. It was a hard place, as hard as the ground outside. It did not reward sentiment.
Elsewhere in the world, elsewhere in thr multiverse, birthdays developed as a celebration. "Congratulations!", as though a reward for surviving another year. But in Marrandale where the children were too many and the food too few, they became a trial.
What began as an act of desperation became a proud and noble tradition, weeding out the weak and unlucky. Even to this day Marrandale residents of all ages arm themselves and hole up on their birthday, ready for all manner of challenges both physical and abstract- ready to prove they are worth feeding for another year.
Friday, 20 October 2017
Improper Prophecies
2d6
|
For
the Truest Prophecies you must seek out…
|
11
|
The dread Herrongeist, a six-legged
monster of a bird who dwells in the darkest swamp with one foot in the
present and another in the future. The only thing the Herrongeist enjoys more
than providing prophecy is the taste of fresh eyes from an intelligent skull.
Approach with caution.
|
12
|
Sweet old Mother Marrana, who is
cursed by apparitions of the future dead who beg their fates be averted.
|
13
|
The great Library of Geft, in which
all the histories of all men may eventually be found written. To find one set
of records may take a lifetime’s searching.
|
14
|
The Blacksphere, an orb of captured
nebula-gas. The malign intelligence within will answer any question with a
smoke-vision, but attempts to trap the asker’s mind inside…
|
15
|
The Chimera-on-the-Fence, a composite
creature of split loyalties to Law and Chaos. Her maelstrom of a mind sees
all things at once, a madness with occasional spurts of prescient lucidity.
|
16
|
Lady Geraldina of House Matherrin, the
young would-be-heiress whose various social slipups have forced her parents
to exile her to the attic, where she has grown terribly bored and fond of
embroidering her relatives death-scenes as morbid tapestries.
|
21
|
The forest-dwelling Skank of the
Greater Ridge, a madman and prophet who blurts facts only true in parallel
worlds. Prophecy is a process of deduction with the Skank.
|
22
|
The mummified head of Simon the
Wretch, an immortal who was captured by a cruel sheikh and tortured for
years. His mind went so far in fleeing the horrors of the present that it
reached the future, where it now dispassionately relays information back to
the present.
|
23
|
The Sinking Window, a glass pane in
the tallest room of a long dead sorcerer’s tower which can be focussed like a
lens through history.
|
24
|
The Black Deck, a set of common
looking oracle cards with a history of accuracy. They were last seen heading
to an inquisitor’s hearth, though rumour has it they didn’t make it to the
flames.
|
25
|
Mistress Lucille, a patient and
saintly woman whose dedication and focus one day paid off. She requires
absolute concentration and a good deal of time to make a true prophecy, and
has been known to fudge details if she gets bored.
|
26
|
The Madwoman of Marrendale, who reads
the future in the webs and legs of her pet spiders.
|
31
|
The Guild of Weavers, where all who
spin the yarn of fate meet. The Guild can be petitioned for a sneak peek at
the future, but the paperwork they require is mountainous.
|
32
|
Funnyman Dannel Casserin, a
bard-comedian from the courts whose jokes are noted for their increasingly
portentous nature. Anything he says that gets a laugh will very quickly come
to pass.
|
33
|
Templeton-Jones Eleven, a living fragment
of the Cosmic Engine of Daldria. T-J11 doesn’t properly prophesise, but
rather generates probability. He’s very good at it, too, but intensely
melancholic down to being the last part of a machine that could have answered
The Question.
|
34
|
Armoria, a warrior-princess of the Icy
Wastes whose people would revolt if they knew she whispered with the Fractal
Angels in her sleep. The Angels’ knowledge has saved them many times from war
and famine, but their full motivation is not yet known.
|
35
|
Old Ned, a horse who can communicate
with hoof-clops and is owned by a farmer who still hasn’t noticed the
desperate chained intellect in those deep, mysterious horsy eyes.
|
36
|
The Tappletura-Bush, a plant whose
powerful hallucinogenic berries grant brief omniscience for 1d3 hours.
Focusing too long on any one thing has the risk of teleporting you into the
scene.
|
41
|
Trickmaw, a grey parrot with an
excellent memory. Used to be owned by a powerful psychic who talked to
herself incessantly.
|
42
|
The Fractal Angels, weird creatures
who can only be contained in our reality for moments at a time. Communication
must be made in such a way as to be comprehensible to a being from the 6th
or 7th dimension, but if you can manage it they will tell you anything. Talking to them has been
known to drive people insane.
|
43
|
The Fissure under the Sun, a great
crack beneath an old temple. The fumes from the ground are said to allow one
to remember in both directions for 1d6 hours. It can be very unsettling, and
makes normal conversation difficult for the duration.
|
44
|
Samaul the Weary, a man so old he has
seen this universe end once already and lived through most of this second
iteration again. He claims it usually diverges at some point, but until then
his memories of how it played out the first time are pretty accurate. Does
tend to exaggerate.
|
45
|
Cristan Crossing, a remote crossroads
where travellers meet their future selves of misty nights.
|
46
|
Ash the Dawdler, notorious opium-fiend
of the shanty town. He isn’t credited as genuine by many who know him, but
there are many regulars in the taverns and alleys who’ve been left pale and
shaken by his words.
|
51
|
Ewwyrd the Distraction, a minor god
from a distant sphere. He will happily jaunt backwards and forwards through
time- but only to gleefully deliver bad news.
|
52
|
A Manual of Motions, a tome by the
late and lunatic astrologer Stefen Dower. The Manual has instructions for
scrying with total accuracy using the motions of the moon and stars. Only one
copy remains, locked securely in the Church of Our Lady in the Moon.
|
53
|
Dalia Moongazer, a dreamy young girl
who can see the future in the moon’s reflection on water. She will be really,
really upset if asked to look at anything violent, sexual, or otherwise
inappropriate.
|
54
|
Frank Downing, a charlatan who makes
only makes one true prediction every year.
|
55
|
Ser Michael Morestone, senior lecturer
in the Tower Libray. Morestone’s life’s work is a mathematical formula which
can answer any question. He’s currently depressed and despondent because he
used it to discover he’ll never make tenure.
|
56
|
The Eyes of Gammorh, perfect marble
spheres which must be planted in one’s eyesockets. Once used to stare
unflinchingly into the future they blink and are gone.
|
61
|
Urbania’s Compass, which points in the
direction one must travel in. While following the compass through a crowded
place the fragments of conversation overheard will constitute an unexpectedly
straightforward prophecy. Overuse will invoke the displeasure of the patron
goddess of metropolises.
|
62
|
The Blind Tutor, who cannot see
anything in the past, present or future, but can talk someone through the
process of seeing it themselves- it will take 1d3 weeks to attempt a
prophecy.
|
63
|
The Witching Pool of Warrenwren, a
muddy puddle in the centre of an abandoned but strangely preserved village.
When stirred clockwise its reflection shows the future, and counter-clockwise
will reveal the past. If the surface is disturbed too much, of course, the
bloated corpses at its bottom will animate and seek to add you to their
number…
|
64
|
The Ravensingers of Weald, a coven of witches whose most powerful magic is an ongoing song that a listener can get lost in, experiencing visions of the future as part of the ebb and flow of the music. At any given time three Ravensingers must be singing their song, and the coven takes this duty in shifts. Should the song end their very direst prediction will come to pass...
|
65
|
Farly the Tumultuous, who stared into the unformed Chaos beneath the world and saw in it the shape of all things to come. That image is burned in his brain, impossibly and irreversibly, and Farly may be compelled to draw a portion of it as a crude prophecy.
|
66
|
The Heavens, a set of grand halls where the record keepers of Law abide. By finding their personal record-keeper and their extra-temporal records, one may glimpse their actions and experiences still to come.
|
It isn't easy giving a glimpse of the future in an RPG. In works of fiction and the preconceived structure of a computer game flashes forward are much easier to manage- prophecies in a collaborative story are naturally harder to pull off. I like playable prophecies- scenes that are set ahead of your current narrative position, but that the players can get involved with and have some agency in. They are, admittedly, a total pain to plan and pull off. Your player might know she attacks with her silvered +1 longsword in three months time, only to have the longsword stolen in the next session. Causality is a cruel mistress like that.
You can get around it by having all components featured in the prophecy as prerequisites for it to come to pass, or by only showing things in the prophecy that players will not be involved in. Show them the king being crowned- hell, show them their characters arriving in a new place- but don't show them anything specific that their double-dratted and thrice-damned free will might mess around with.
Prophecies are great until they're 100% railroad.