Showing posts with label role playing game. Show all posts
Showing posts with label role playing game. Show all posts

Tuesday, June 9, 2015

Opening Verse of the Saga of the Bear-Folk (Revised)

I recently updated my opening poem to the Saga of the Bear-folk, with that I needed to update the language. Here is the updated poem! I've also begun to create the language of the Fae creatures in the adventure I've been writing.

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Skarrn:
Lo!
Hjer byrja ferdhalakkar fra Bjorgdunar
Jog fra aegisagr thaejar…


Thekksagr byrja
Hvenr runekorn avsolja
Idh Rytarrskegg
Harrik, viedunnath-megg

Rugla megg skjirkorn
Seiflath fra Bjordunnar, Ivrik Arnbjorg dun nuldorn
Nefingja brrodhath halkur dhing
Tala fra gothing

Avsulta hultn
Brrodh fra gultn
Bafudhra tredhorn
fra runekorn

Harrik fra viedunnath-megg sorn
"Ath finga korn,
Sjodmad, sithur Nartr-frottr
Strarg fra assmattr.”

Thar a mokkithr vittegg
droppen far mugg fjltegg
fjltegg sithur himokk
Unni gothing slettlokk”

Translation:
Lo! 
Here begins the journey of the Bear-Folk,
and their Epic Saga

This story does begin,
When a rune-stone was discovered
In Rytarrskegg
By a fisherman called Harrik

Bemused by the strange monolith,
The Bjordunnar Chief, a man named Ivrik Arnbjorg
Called forth the the clan for a meeting
To discuss this discovery

It was decided,
That a group of warriors,
Be sent to investigate 
The rune-stone

Harrik the Fisherman said,
“That to find the stone,
One was sail north-east
along the coast.”

Until a great white tree
is spotted at the mouth of a river
Then one must sail up river
Until you come across a placid lake.”

Saturday, May 16, 2015

Saga of the Bear-Folk: A Strange Forest Part I.

The Bear-Folk were awoken by the warble of a loon and the trickling of a creek. They discovered they were no longer in the hall of Faeinuldi and his wife Astra. They were on the banks of a babbling brook. Another runestone, though this one only had one rune displayed, was cloaked in moss on the opposite bank. Whispers could be heard among the leaves and branches of the timber stands surrounding them. The ship they traveled up the river in was nestled among some trees. Ivrik cried out, “What sort of Fae hell have we been sent too!?” 

Mjorl was the first to stand and as he reached for his sword, his belt mysteriously undid itself and fell to the ground. The whispers among the trees turned into laughter. Mjorl drew his blade and called out to the voices, demanding they show themselves. Kol decided to go back to sleep, but there was a cracking and a branch fell and hit him in the face! An acorn was tossed from among the branches and hit Ivrik in the temple. This was followed by a chorus of laughter.


Suddenly the laughter stopped and the forest was silent, save for the flapping of large wings. There was a horrendous screeching and a monstrous creature crashed through the canopy. It had the body of an elk, and colorful feathered wings instead of fore-legs and it’s back legs had the appearance of an eagle. Screams of horror come from the branches and the zipping sounds fill the forest as the beast snapped at what appeared to be empty air. 

The beast spotted the band, and lunged at them. Riddare and Mjorl fired arrows into it’s side, while Ivrik, Kol, and Mjorla’s blades sang. The monster flew up and streaked towards Ivrik, knocking him to the ground. It’s jaws gnashed at Ivrik who swung his great blade and severed it’s head. Blood splashed over his face.

Once the beast was felled, Torgar noticed something near the stream, a sparkling light. He discovered a pixie weeping on a rock, whose name was Blooma. Her crimson hair was mangled and tiny tears streamed down her cheeks. One of her wings, which appeared as those of a butterfly, had been torn off. 
Riddare looked over Torgar’s shoulder and asked, “What is it?Some sort of bug?” Torgar informed him that it was a pixie. Torgar asked the pixie if she was okay.
Halugaashi tsauttaa minaashni! Nie suyotaarve etta mimasaa Mieselk…” wept the pixie. Torgar scooped up the pixie, and she gripped his hand and her hand glowed, and then he could understand her.
Please help me!” she repeated, “I need to see Mieselk!” When the asked who Mieselk was, she told them that he was one of the guardians of the forest. She was afraid of the dead creature. When Torgar asked her about the runes and began to draw the runes in the dirt, she got scared and erased the marks, saying that Torgar shouldn’t draw those. Because the “Queen” would appear. They asked who the Queen was, but the pixie wouldn’t say. 


Thus they set off to find the guardian named Mieselk.


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**This is my account of the events of the Saga of the Bear-Folk

Saga of the Bear-Folk: The Mysterious Runestone Part II.

They drank, mead, ale and beor, and told stories of their adventures. Kol told of how he slayed a great sea serpent, but Ivrik discounted the tale, saying that he was releiving himself and Kol was drunk and mistook Ivrik’s manhood as a serpent. This story made Faeinuldi giggle, and Astra blush. Torgar told a story of how he once had an owl but it escaped. Faeinuldi roared with laughter. 

The Twins, Mjorl and Mjorla were suspicious of Faeinuldi and Astra. Mjorl, sulked in the corner and Mjorla noticed something moving beneath Astra’s cloak, that despite the room being very warm, she did not remove. Mjorl made to grab Astra’s cloak off but Astra’s grip was tight. Faeinuldi explained that Astra got cold easy.
But I saw something moving under the cloak!” exclaimed Mjorla.
Astra, did you hide another snake under your cloak again? Hehehehe!?” asked Faeinuldi. Astra nodded, and Faeinuldi told her to take it outside. 


Mjorla made to sneak after Astra, but Faeinuldi wrapped his arm around her waist and pulled her close. Ivrik upon seeing this drew his great-sword and pointed it at Faeinuldi.
Unhand her! She goes where she wishes!” he growled. Faeinuldi’s eyes twinkled, as if he sensed Ivrik’s interest in the shield-maiden, and he released her. Mjorla stole out the back door, but could not see if there was truly a snake beneath Astra’s cloak.

Astra then made to tell the party’s fortunes. She tossed an oily smelling herb into the fire, and the putrid smoke filled the hall. Ivrik choked and had to leave to regain his breath. Once he returned, Astra’s eyes rolled back in her head and she shook and twitched and then she began to speak.


From forests dark,
To rivers deep,
And through eldritch,
And strange lands

You will face many hardships,
But should you succeed,
Your names will be remembered,
In song and poem.

Cattle die, Giants die,
One day you too will die,
But a brave soul will never perish,
When a man earns praise and fame.

That night, every one of the party except for Ridarre and Kol, who chose to sleep in one of the beds offered by Faeinuldi and Astra; chose to sleep by the hearth of the main room. Mjorla decided that they should keep watch and she would stay awake, and wake her brother in a few hours.


While Mjorla sat there, watching the flickering tongues of fire, she saw a head fire-hair appear in the corner of her eye. Astra had appeared next to Mjorla, pale skin, and buxom breasts illuminated by the hearth light. Astra seductivly began to kiss Mjorla’s neck. Mjorla felt something brush her other arm and looked to see the tale of a cow extending from Astra’s backside. She pushed Astra away, and upon doing so discovered that Astra’s back was hollow, like a rotted log. Recoiling in fear, Mjorla reached for a weapon, but before she could do so, Astra firmly planted her lips on Mjorla’s; and Mjorla knew no more.


Blood Clans of Jorikk Facebook Page


**This is my account of the events of the Saga of the Bear-Folk

Saga of the Bear-Folk: The Mysterious Runestone Part I.

Lo! Here begins the journey of the Bear-Folk and their Epic Saga. This story does begin when a runestone was discovered by Harrik the the Fisherman, on the banks of his favorite fishing spot. Bemused by the strange monolith the Bjordunnar Chief, Ivrik Arnbjorg called forth the clan to discuss this discovery. It was decided that a group of warriors be sent to investigate the mysterious stone. Harrik the Fisherman said, “That to find the stone one must sail north-east along the coast of the Joraklokk, until you spot a great white tree on the banks of a river. Then sail up the river until you come across a placid lake.

Now the warriors who were sent were:
Ivrik Ivrikson, the chief’s son.
Riddare, the huntsman
Kol, the berserker
Torgar Holslakket (Goat-Puncher), the sage and healer
and the twins, 
Mjorl, the woodsman, 
and Mjorla the stealthy one.

They followed Harrik’s directions, sailed north-east from Bjorgsulla, and found the great white tree. They turned up river and began to row. The trees grew dark as they sailed up the twisting river. They came across an arch made from twisted branches and vines and as they passed through they were blinded by sunlight.

The found the crystalline lake. White stones made up the beach, and a great stone, twice as tall as any Dunvig jutted from the shoreline. The band was cautious, and were nervous to wade ashore.

Ivrik was the first to jump into the lake, when he spotted a beautiful maiden coming out from the trees. The maid, whom was called Astra, had hair of fire, and skin of freshly fallen snow. She was surprised to see the Bear-folk and dropped the basket of clothes she carried. Ivrik called out to Astra, asking where they were. Astra spoke with an archaic voice and told Ivrik that he was at Kristaltarn, and she lived at Kristaltarn Halkkr. Now, Ivrik nor any of the others knew of a settlement by that name in the area.

Emboldened by Ivrik’s bravery the rest of the party came ashore. Kol, and Mjorla joined Ivrik in speaking with Astra, while Torgar, Riddare and Mjorl inspected the runestone. Torgar had seen the runes that covered the monolith, before and identified them as the runes of the Fae and Faeynir, though they came from the time when the world was still young.

While their conversation with Astra, a pack of wolves leapt out of the trees. Astra screamed and ran to hide behind the Bear-Folk. The wolves fell upon the warriors. Mjorla was bitten but was able to slay her attacker with help from Kol and Ivrik. One of the beasts clamped it’s jaws around Mjorl’s helm, but was able to finish the creature off with the help of Torgar; who single handedly beat one of the wargs off with just his staff! During the fray Mjorla was touched by Astra and her wounds were magically healed. 

Astra graciously thanked the brave band, and asked them if they would like to stay and have dinner with her husband. Ivrik asked Astra who her husband was and she simply responded with a list of many personal names; saying that her husband had many names. The party warily headed towards the hall, carrying the carcasses of the wolves, so that Astra may skin them later.

They walked along a path that lead up to the Hall. During their trek they discussed how things didn’t feel like. Torgar, being a druid was the most unnerved by the seemingly magical things that were happening. 

They halted when Mjorl spotted a tall lanky man with balding hair and a scraggly beard perched atop a log, watching them. He called out and weapons were drawn.
 Ivrik called out to the man, “Lo!who goes there!” The man stood and came towards them. 
He giggled as he approached. “I should be asking you the same things! You are on my land! Hehehehe! I am called Faeinuldi!” 
Why were you crouched on that log?” questioned Torgar. 
Hehehehe! Why do you carry a staff?”retorted Faeinuldi. They spoke for a little longer, until Faeinuldi lead them to the hall.


The ‘hall’ as Faeinuldi called it was little more than a longhouse. The Bear-folk did not enter, but instead discussed among themselves. They did not trust Faeinuldi and his wife, Astra. The decision was made that Mjorl, Torgar, and Riddare, would go back and check on the boat and try to learn more about the runestone, and Ivrik, Kol, and Mjorla would entertain Faeinuldi.
Mjorl, Torgar, and Riddare headed back towards the beach they met Astra returning from the lake side. She smiled at them and few words were exchanged about the evening meal. Mjorl warned Torgar to not touch the stone, but Torgar’s curiosity got the better of him. He felt a strange energy around the stone and when he touched it he felt power course through his body. They headed back to the hall as the sun began to sink below the trees. Every young Dunvig knows that Rytarrskegg is a dangerous place at night, especially among unfamiliar trees.

Back in the hall, Faeinuldi happily played the good host. “Skroll to the host! A guest in the hall, where should the stranger sit down? Hehehehe! To make a new friend, quickly give him the bench nearest the fire! Hehehehe!” He offered them horns and drinks. Kol and Ivrik gulped from horns of an aurochs, while Mjorla suspiciously sipped from her own flask.

Once regrouped, the Bear-folk learned that Faeinuldi had put the stone their and had created the runes during a flash of insight while swinging from an ash tree, and that Astra could use the runes to see into the future, as most sages and seers do. They agreed and decided that they would hear the fortunes to be told after the evening meal.

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**This is my account of the events of the Saga of the Bear-Folk

Monday, March 23, 2015

Blood-Clans of Jorikk: "Saga of the Bear-Folk"

So, I have been working on an RPG Adventure, for The Blood-Clans of Jorikk Campaign Setting,
written by Nickolas Gildersleeve. Follow them on Facebook!

Most people know my love of Nordic Mythology, so the Wyldr of Jorikk is a natural fit!

It uses the Hackmaster RPG, though any system can be used. For example, I plan to use Dungeons and Dragons for when I GM the game.

The title I have chosen is the "Saga of the Bear-Folk", and I have decided at the beginning of each Chapter or Verse, I will have a few stanzas of the Saga written in both Skarrn (The language spoken by the Dunnvigr) and the translation in English. 


Here is the intro for Verse I.

Lo!
Hjer byrja ferdhalakkar fra Bjorgdunar
Jog fra aegisagr thaejar...

*****
Thekksagr byrja
Hvenr runekorn avsolja
Idh Rytarrskegg
Harrik, viedunnath-megg

Rugla megg skjirkorn
Seiflath fra Bjordunnar, Arnbjorg dun nuldorn
Nefingja brrodhath halkur dhing
Tala fra gothing

Brrodh fra gultn,
Fus sanna thaejar haemn
Velja laethr thekkorn
Jog avsolja laeyndhorn 


Translation:

Lo!
Here begins the journey of the Bear-Folk
And their epic Saga…

*****
This story does begin,
When a runestone was discovered 
In Rytarrskegg,
By a fisherman called Harrik.

Bemused by the strange monolith
The Bjordunnar Chief, a man called Arnbjorg
Called forth the clan, for a meeting
To discuss this discovery

A group of young warriors
Eager to prove their worth
Were chosen to seek out this stone

And to discover it’s secrets…

Thursday, February 19, 2015

I'm sick of One-shot Adventures: A Rant

Okay. Context! Here's how it is. I've been playing tabletop RPGs now for about 6 years. I began on the idea of a group of people getting together every weekend or every other weekend to play an campaign. We slayed dragons, defeated the drow, killed the goblins and stole their shoes, and numerous other shenanigans...

After a while the group fell apart after about a year and a half, as was expected. I started another group that fell apart after breakups and real-life happened. 

It was about half a year afterwards which I discovered Pathfinder, published by Paizo, and Pathfinder Society. I was involved with PFS for about two years until I started to become bored of the drop-in/drop-out style. Don't get me wrong. I love Pathfinder, but I'd rather play in a Non-Society environment. 

I discovered D&D Encounters, There I could play a similar style game to Pathfinder, but we typically had the same group of folks at the same table every week. I loved it! It was fantastic! I ran several seasons, with the same players, though there were some drop-ins and drop-outs. The story was interesting and easy to prep. But again once the group began to grow and with the fluctuating player attendance, I began to grow weary... This coupled with my extreme dislike of one of the regulars lead to my attendance rate dropping to once in a blue moon.

It just appears to me that a lot of people in the groups have been only introduced to the drop-in/drop-out style of Organized Play. When I bring up a setting that I really really really want to play, or has been festering in my mind for a while, most people seem really interested, but as soon as I bring up an ongoing campaign of 2+ sessions, everyone gets cold feet! What?! 
Now I understand people have jobs and real-life to deal with, and I'm willing to work around that. 

Since I can't seem to get people to commit to a game, I'm forced to write down the adventures I want to GM into story format. I actually explained a setting to one of my friends and their response was "Ooh that sounds cool! When are we going to play that?"
My response? "Well, we aren't." Reason: Because I brought it up before and no one wanted to commit to a campaign so I went and made my own characters, and wrote the story I wanted to tell... (I still am writing that story)

It's so frustrating to go through the incessant cycle of one-shots were I am handed a character sheet and then after the game is over, I never see that character again! I love to develop characters, give them backstory, really get into their head... but in a one-shot? Ha! yeah that's not going to happen.

Friday, June 6, 2014

Lamentations of the Flame Princess Review (Mechanics and Rules)

Character Generation

Character generation is similar to most D20 systems. You role 3d6 (three six-sided dice), six times to determine your Ability Scores; Charisma, Constitution, Dexterity, Intelligence, Strength and Wisdom. Players start at 'Level 0', similar to in Dungeon Crawl Classics (DCC). 

Classes
The class system is similar to AD&D and DCC, where you are a human or a non-human race. The classes in LotFP are [human] Cleric, Fighter, Magic-User, and Specialist. The other races, called 'demi-humans' are Elf, Halfling, and Dwarf. As in every other D20 system each class has a certain die (hit dice/HD) that they role to determine health points (HP). Each time a player levels up they role the proper hit dice. Though in LotFP, after level ten each class adds a fixed HP value for every level afterwards.

LotFP has a unique saving throw mechanic. Instead of having individual saving throws for spells and items, each class has its own set of Saving Throw DCs (Difficulty Check). These categories are: Paralyzation, Poison, Breath Weapon, Magical Device, and Magic. 
  • Paralyzation covers any effect where the target is unable to move (like a Hold Person, or Web spell). 
  • Poison is for any situation where HP is irrelevant, and where a fail could result in unconsciousness or death. 
  • Breath Weapon is used for area of effects.
  • Magical Device is for when the target is being effected of a magical item, such as a wand, ring, staff, etc.
  • Magic is resistance against spells or magical abilities.
I'm not sure how I feel about this set of rules just yet.

Alignment
Alignment is not as stark black and white as in other systems. You have only three alignments to choose from, Lawful, Chaotic, and Neutral. I think I prefer this to the Alignment charts of Pathfinder or D&D. It gives the world a more 'grey' tone.


Encounters
Most experienced RPG players are familiar with the term 'encounter'. But for those of you that a reading this that are not experienced RPG players; an encounter is usually some form of combat, though not always. Meeting a monster or NPC and trying to best them. Encounters are typically the main way to gain experience points (XP). They are usually governed by initiative, the order in which the characters and NPCs act. A turn or round, of an encounter (when every character in initiative has acted) usually lasts anywhere from five to thirty seconds of in-game time, depending on the game you are playing. I use turn as in, 'Each character has a turn every round'.

There are two methods of initiative in LotFP.

  • One player rolls a d6 for the PC's side and the GM rolls a d6 for the opposition. The winner acts first.
    I personally don't like this. I feel it could potentially lead to an encounter becoming one sided.
  • The second method is more to my liking. Each player rolls a d6 and the GM rolls a d6 for each different type of creature they are facing. 
There are lost of different things one can do on their turn, and I won't go into it here.

Monsters
There is nothing about Monsters in the 'Rules and Magic' book. Though looking through the two modules I have It appears that monsters do not have the usual 'stat block' of other RPG systems. It gives you an Armor Class, Movement, Hit Dice, HP, Attack, and Morale, and then any any special attack or ability the creature has. I'm not so sure how this will play out in-game but it does make reading monster stats a lot simpler.

All in all I can't wait to play this for Free RPG Day. I like the dark feeling I get by reading the modules. and the system seems very clean and non-spread sheet like.

Friday, May 30, 2014

Lamentations of the Flame Princess (Pre-Play/Quick Read Through) Review



I have recently picked up the Lamentations of the Flame Princess "Rules and Magic" Book at The Wyvern's Tale (the friendly local game store). I have only flipped through it a couple of times and have not actually read through the rules. Though from what I have read it appears to be a D20 based system. The book itself does bare the the "18+ Explicit Content Warning". It is classified as a "Weird Fantasy" so I expect that when the Referee Book and the Bestiary comes out it will have some Lovecraftian type monsters and story elements.


The 2013 Free RPG Module "Better Than Any Man" takes place in medieval Germany. I picked it up last year but haven't had the chance to play it. The setting is incredibly dark and I find it a nice break from the fairy tale sort of settings that seem to be common in games such as "Pathfinder " (by Paizo Publishing) and Dungeons and Dragons 4e (by Wizards of the Coast). Now don't get me wrong I love both of those games and I took part of the play testing of D&D Next. But I have been yearning for a darker more gritty setting. I have been playing the Song Of Ice and Fire RPG, which accurately displays the feel and setting of the novels.  In my humble opinion I find that even with a quick read of this game, it definitely gives the world a incredibly gritty feel.

The artwork in the module and book is delightful. Mixing Old School artwork like those found in AD&D and the more recent Dungeon Crawl Classics, with modern style fantasy artwork. I have shared some that I found via Google. But most of the artwork, I would classify as NSFW.

All in all, I look forward to playing this game at Free RPG Day on June 21st. If you are in the Asheville Area, I will be running the 2014 Free RPG Day adventure at The Wyvern's Tale, I encourage you to join us!





Get the rules for free Here! It does not contain any of the art. So, I encourage you to go and buy the hardcover book at your FLGS so you can see the beautiful and disturbing artwork!