Been reading the Legend of the Five Rings 4thEd corebook just recently, starting to think that Bushido World (a…

Been reading the Legend of the Five Rings 4thEd corebook just recently, starting to think that Bushido World (a…

Been reading the Legend of the Five Rings 4thEd corebook just recently, starting to think that Bushido World (a hypothetical DW hack I am now proposing :/) would be pretty frikken awesome. One of the things that often turns players off not-Japan settings is the fear that they’ll either have to learn a whole different ethical and cultural system or else ignore it and lose a lot of the flavour that makes it fun in the first place, but with the Moves structure you can build the core setting assumptions into the basic moves, allowing the mechanics to do a lot of the legwork of proper characterisation for you. In fact, you could create a core of seven moves based on the principles of bushido that would really help to get across the tone of the setting, e.g.;

Sincerity

When you speak with forthright conviction roll +Cha. On a hit, you are seen as both sincere and don’t cause offence. On a 7-9 pick one;

1. You are sincere but cause offence.

2. You cause no offence but are seen as a toady or a fool.

Just recently started rereading the Dying Earth series, seriously considering making a few tweaks to Dungeon World…

Just recently started rereading the Dying Earth series, seriously considering making a few tweaks to Dungeon World…

Just recently started rereading the Dying Earth series, seriously considering making a few tweaks to Dungeon World that would support running it, Dying World is too delicious a *World hack name to resist…

The thing that amused me going back to it was that characters in the Dying Earth act exactly like traditional murderhobo players, indulging in every opportunity for vainglory, visiting hugely disproportionate vengeance in response to any imagined slight and treating NPC’s like… well, NPC’s.

Another day, another session, and as our heroes are left with some time on their hands awaiting their audience with…

Another day, another session, and as our heroes are left with some time on their hands awaiting their audience with…

Another day, another session, and as our heroes are left with some time on their hands awaiting their audience with the Brave Sultana during their time in Dis they’ve decided on personal quests to undertake in the meantime. The first was that of our resident Thief, Eldon Tosscobble, to procure a hamper of the finest delicacies in the land, the quests of halflings being somewhat less expansive yet infinitely more pleasing to the palate than those of other folk. A peacock-feathered elf in the Avenue of Spices, a famed covered market of the parish, fulfilled his desires but would accept only memories in payment. 

“A painful memory, if you please, there’s quite the market for them at the moment.”

“The face of my estranged father, over his shoulder as he leaves for the last time.”

“And what makes this memory especially potent?”

The answers Eldon gave will provide fertile fuel for a later adventure, but for now we move on. Next came the deed of the Cleric, Siggrun Ironshod, who in making some enquiries found that the parish of Hollow Steel once housed a temple dedicated to his lord Havok, god of bloody conquest, that has since fallen into disrepair, and worse, become desecrated by demons of fire and metal who are using it as a workshop for Hell’s armies, corrupting the once sacred forge. While scouting the area Sir Gideon the Paladin was nearly strangled to death on the rooftops by a chain devil but fortunately it was stunned by the stern Fighter Ragnar with a blast from an octopus-folk radium sceptre he had acquired in earlier adventures and finished off with a bit of swordwork backed by righteous anger.

With Eldon doing the breaking-and entering, the party uncovered documents indicating that this was no mere ordinary temple, but that its forge was blessed by Havok himself in the making of weapons of war and that no enemy of the Bloody God could stand its heat when it was blessed by one of his anointed. Disguising Siggrun as a chain devil and equipping him with a magic item held by Eldon, The Chains of the Drowned Man, which permitted the wearer to move ethereally, Ragnar and Sir Gideon formed the distraction, charging into the fray to smite the demonic hordes whilst Siggrun used the disguise to get close enough to the forge to reconsecrate it. After getting stuck halfway through the wall and having to convince a surprised ( and fortunately rather dim) fire imp that yes, chain devils can in fact do that, he managed to extricate himself and begin the rite, filling the temple with a ruby-red light and the sounds of distant battle that drove the demons shrieking from its halls… at this point, the Inevitable who had been overseeing the temple’s orderly decline into obscurity took exception.

“Excessive divine magic detected, initiating countermeasures.” It intoned dolefully as it shattered Siggrun’s spells one after another. “The restoration of this site violates entropic pattern ordnances, desist immediately.”

One by one the party’s blades crashed and clattered uselessly against the entity’s body of actualised Law, failing to do more than scrape against its axiomatic hardness. “The Forge,” Siggrun declared “There must be a way to harness its power against this invader.” And so he searched, and so it was true. The proper prayer intoned, the weapons of the heroes reflected Havok’s light, carving armour of pure order into shingles with the chaos found in the midst of conquest.

Of Ragnar and Sir Gideon’s own quests, we shall have to wait and see.

So, I’ve recently had the idea to introduce one of the things I loved most about Planescape, namely the Factions, to…

So, I’ve recently had the idea to introduce one of the things I loved most about Planescape, namely the Factions, to…

So, I’ve recently had the idea to introduce one of the things I loved most about Planescape, namely the Factions, to my Planarch Codex game. Mechanically they are to function as pre-made options for players to choose for the Cultural part of their Heritage Moves. In the game they are to be more like street gangs with philosophies rather than philosophers with clubs, though. Here’s the first one I’ve come up with so far;

Gravebound

AKA: Tomb-tenders, corpse-botherers, deadites.

“Can you believe that just three Engulfments ago this lot were just another mortuary cult? Now you see them on practically every street corner, all done up like a flock of raven devils. Well I don’t trust ‘em, and I don’t care how many cemeteries they keep tended or how many hauntings they rest, or how many orphans they take in.

“Hah! That’s another thing! Taking in the street urchins, feedin’ em up, trussin’ em up all in black and putting strange notions in their heads like the rest and teaching them necromancy? Even in Dis that’s a pretty tall order to swallow. I’ll give the next one of those dour little sods who tries to flog me a plague-warding pomander a clip round the ear.

“Pers’nlly I reckon they’re responsible for half these plagues that keep blowing through the parishes. Oh sure, they help cart away and bury the dead but notice how not a one of them gets sick? And with that damn unhealthy way they live, all those mucky vegetables from out the ground they eat, and bathin’ so regular that the body doesn’t have time to develop a proper defensive odour? Right suspicious, I say.”

Honouring the Faction

When you invoke your rights of blood and tradition, as described on pg. 26 of “Dark Heart of the Dreamer”, these are suitable ways to honour your Faction;

1. Record the fading names on gravestones and tombs.

2. Tend to the sick and dying.

3. Make sacrifices and offerings to the honoured dead.

Faction Heritage Moves

1. Perform proper funeral rites.

2. Listen to what the dead have to say.

3. Impede the spread of pestilence.

Here’s a little something I’m planning on springing on my players at some point in their jaunt around Dis.

Here’s a little something I’m planning on springing on my players at some point in their jaunt around Dis.

Here’s a little something I’m planning on springing on my players at some point in their jaunt around Dis. Something you may recognise from the shortlist of inspirations I’ve been using in my game from the last Actual Play;

Slake Moth

Magical, Terrifying, Planar, Large

Talons (d10+3, +1 piercing) 20HP, 4 armor

Close, Reach

Special Qualities: Wings

The slake moth is a vaguely arthropodal creature chiefly known for its ability to paralyse its prey with a hypnotic display of light and colour from their wings (which can be countered by observing the slake moth’s display only through a mirror) and its unusual diet. The slake moth is a psychovore, feeding on consciousness itself, leaving its prey physically alive but braindead. Given that they are hermaphroditic, predatory of sentient beings and incredibly hard to kill (owing to their unique physiology, in which they occupy multiple planes simultaneously, thus any injury made on them does only fractional harm), a slake moth infestation can quickly grow to a massive threat if not dealt with swiftly. Worryingly, it has been theorised that they are not the apex predator of their habitat, something is keeping their numbers down, after all. Instinct: To Consume Consciousness

-Lure prey with mesmerising patterns

-Devour minds

-Sense psychic emanations

-Induce nightmares on the populace

-Lay eggs in hidden places

So my first game involving the Planarch Codex went rather swimmingly, we started off with the Indigo Galleon intro…

So my first game involving the Planarch Codex went rather swimmingly, we started off with the Indigo Galleon intro…

So my first game involving the Planarch Codex went rather swimmingly, we started off with the Indigo Galleon intro adventure but by the time our group sorted out the situation with the dread captain Hobart, the octopus-men and the Imperial soldiers I was left with nothing much to do with the abandoned dwarven mine part of the adventure, but they still knew it existed and wanted to investigate anyway… time to drop in Dis!

So rather than the escapee pirates the adventure originally calls for, they find the place filled with the curious inhabitants of the Ravenous City, a diverse bunch indeed and much more fun to describe than regular old pirates. A pair of sibling elf/shoggoth hybrids were particularly noteworthy. Fortunately, the party paladin had taken as part of his quest to investigate the mine the power to transcend language and after a few bloody misunderstandings were able to ascertain that the people of Dis were not actively hostile, despite their monstrous countenances. Rather they were just in the process of looting the abandoned mine before it was fully consumed by Dis and became part of the Sultana’s realm and subject to her laws (of which prohibition against looting is one).

As the villagers they had just saved from almost certain poultry, nay, calimari, still used the mine as a shelter when the octopus-folk got irate, the party was needless to say a bit put out at the idea of it being swallowed off the map by a hellish multiplanar urban organism and set out to bring their complaint before the Sultana. So, after perusing the impromtu mining/looting/thrift store operation that the Dissians had opened up (and joining in on the action themselves, getting into a few fights for claim-jumping, most of which ended in fisticuffs rather than blades), they sallied forth through the portal at the very bottom of the complex and met with one of the Sultana’s mysterious Road Wardens who agreed to carry their petition and would meet them in three days to be brought before the Sultana to make their case.

I have to say, I absolutely love the Planarch Codex and Dis in particular, I’ve been throwing in bits of everything from Perdido Street Station to Imajica and Planescape: Torment and it all works, the world building is going swimmingly and I’m looking forward to seeing what happens next. This DW game has been the best game I’ve ever GM’d by a country mile, both I and the players are having a blast with it.

Just got hold of a copy of Invisible Cities to use with the Planarch Codex game I’m going to start running soon.

Just got hold of a copy of Invisible Cities to use with the Planarch Codex game I’m going to start running soon.

Just got hold of a copy of Invisible Cities to use with the Planarch Codex game I’m going to start running soon. Just struck me that in addition to being a source of awesome fantasy cities, it’s also a pretty cool resource for Barbarian ‘outsider’ backgrounds!

Presenting a new base class (rather overdue), the Alchemist, primarily designed to fit into a game within the…

Presenting a new base class (rather overdue), the Alchemist, primarily designed to fit into a game within the…

Presenting a new base class (rather overdue), the Alchemist, primarily designed to fit into a game within the setting of the Monster Blood Tattoo novels which don’t really have magic as such, much like two previous compendium classes I’ve done, the Fulgar and the Wit. I’m not really trying to reinvent the wheel with this class, it’s basically a Wizard variant with a few little tweaks I thought were neat. The potive (spell) list isn’t complete yet, so for the time being it’s usable only with the Wizard spell list. I’m sure I’ve made some mistakes somewhere along the line though, so please gimme some feedback on how to make this class better.

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that…

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that…

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that compendium classes, with their focus on providing a shorthand how experiences while adventuring changes you, would be perfect for various ‘contagious’ monsters, in this case the werewolf. Comments and criticism are appreciated, I think I’ve gotten a little better at creating moves but I’m sure I’ll still make mistakes.