Archive for May, 2011

Corinth, 4 months later…

A grizzled Scout veteran sits behind a desk in an office. There is a knock at the door.

"Come," he calls. Arion enters and stands to attention – or, at least, what passes for that in the Corinthian Scout Service.

"You sent for me, sir?"

"Yes. Sit." The veteran flicks the graphics on his desktop to one side and gives Arion his full attention.

"I want to discuss your next assignment with you," Arion’s superior begins.

"Next assignment? I’ve mustered out, sir."

"I’m activating your reserve status and assigning you to Intelligence. Don’t give me that look; you still get to fly around the Galaxy sticking your nose where it doesn’t belong."

"Except now you tell me where that is."


"And where is it, sir?"

The veteran gestures to scale a starmap projection off his desk and onto the wall.

"Here," he says. "The Celestial Empire. They’re been making expansionist noises recently, and we don’t know enough about them. Between the Gimirri and what you’ve told us about the Imagoes… Well, let’s just say I want to know how much more bad news is coming our way." He sighs.

"It’s hard to see how we can avoid banding the Cluster together into an empire, if only for mutual defence. It’ll take blood spilt before we can make that work, and then both our planets could wind up controlled by these guys."

"Better that than bug food, sir."

"I suppose. Anyway, that’s not your problem. Your problem is to find out what’s going on over there, and get the news back to us."

"May I keep the Dolphin and my current crew, sir?"

"In a sense – you’ll travel as a free trader, and a Corinthian scout doesn’t fit that picture. We’re transferring the AI core and the name to a different hull. Coriander will handle the trading, you’ll handle the ship, you’ll both gather intelligence. I imagine you’ve worked out by now that Dmitri is one of ours; his mission will be to set up a network and safe houses, and feed your reports back to us, so you’ll drop him off on Halfway and leave him to dig in. You’ll commence by infiltrating the Combine, which will give you a good reason to wander around. Any questions?"

"No sir."

"Very good. I’ll have the details sent to your comm. Dismissed."


Magic in Irongrave

Posted: 28 May 2011 in Settings
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Last time on Savage Saturday, I looked at Wild Cards and Extras. This time, powers. The Irongrave campaign permits three Arcane Backgrounds; Magic, Miracles and Weird Science (this last to create all the minor magic items that lie around in an old school fantasy game). Those who choose Miracles must abide by their religion’s tenets, or their powers will be degraded or even removed. Those who choose Magic are not limited in that way, but can injure themselves if the spell fails badly.

Magic is fuelled by power points. Most casters have 10, and nobody below Legendary has more than 30. Most spells cost 3 to cast for 18 seconds, and a further 1 per 6 seconds after that.

Spellcasters have various ranks: Novice, Seasoned, Veteran, Heroic and Legendary. The detectable difference between them is that there are some spells only a high-level spellcaster can use. For example, if a caster uses Fly, you know he must be at least Veteran.

These five ranks are mapped to Apprentice, Journeyman, Master, Grand Master and Archmage respectively for Arcane Background (Magic or Weird Science); the equivalents for Arcane Background (Miracles) are Acolyte, Deacon, Priest, Bishop – there is no specific title for a Legendary clergyman.

The most effective way for a spellcaster to demonstrate their rank is to learn Shape Change, because what you can turn into is limited by rank. In fact, the only reliable way to prove Archmage status is to shapeshift into a Great White Shark.


  • Spellcasters fuel their effects from their personal mana.
  • Arcane spellcasters can injure themselves if the casting fails, divine ones lose their powers if they stray from their vows.
  • There are some spells which only the more powerful spellcasters can use.
  • Most spellcasters can’t keep a typical spell going for more than a minute or so.
  • Some spellcasters can heal you so long as the injury is less than an hour old, but they can’t bring you back from the dead.
  • Use of the Puppet or Zombie powers is illegal; Puppet because it can compel you to commit acts against your will, and Zombie because nobody wants to see their granny raise from the grave as a mouldering corpse.


  • Most formal magical schools require students to learn Shape Change. The final examination for promotion to the next rank includes demonstrating which animal shapes you can assume.
  • Secure locations are set up to preclude access by the Burrow, Fly, Invisibility, Puppet, Shape Change or Teleport powers.


  • To detect Puppet and Shape Change, security at an important fixed location includes one or more spellcasters, who scan those entering with Detect Arcana. The more worried you are about Conceal Arcana, the better these casters are.
  • As a defence against Invisibility, the approach to the location should include dog (to smell the intruder), floors covered with flour or water (to make his footsteps visible), squeaky floorboards (to make his footsteps audible), etc.
  • Defending against Burrow means there can be no areas of raw earth in sensitive locations. Stone or wood are preferred.
  • Thwarting the Flying intruder simply requires a site with no airborne access – common methods include sites deep within a building with no windows, or underground.

Logris and Camber

Posted: 27 May 2011 in Settings
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Players being what they are, and Irongrave being a sandbox campaign, at some point they will stray beyond the city and the dungeon. So, I zoomed out one level and did a rough draft, which you see below. Hexes on this map are 25 miles across rather than the usual 5 miles.



In the time of the PCs’ grandfathers, Logris was invaded by Neustrians from the south. Most nobles are still Neustrian, and most commoners are still Logrian; but two generations on, intermarriage is starting to break down the barriers between classes and nationalities.

  • Area: 24,898 square miles (46 hexes, 10 of which heavily populated).
  • Average Population Density: 40 per square mile.
  • Total Population: 995,929; 7% urban, 93% rural.
  • Cities (Population): Kaerlud (17,963), Cantwareburh (14,371), Eborakon (12,934), Deva (11,640), Irongrave (10,476). Eborakon is off-map to the north, at the other end of the Great North Road.
  • Ruler: King Enricus the Scholar, Lion of Justice. Enricus’ heir apparent is his oldest son, Wilmar.
  • Languages: Logrian (the Common Tongue); Neustrian (the Noble Tongue); Urosman (language of the long-fallen Empire of the Wolf, still used by scholars).


Camber is populated by orcs, the original inhabitants of both Logris and Camber (then simply called Camber) over a millenium ago, who were pushed west out of the best agricultural land by the Empire of the Wolf. When the empire fell, humans from the south-east moved into the power vacuum, settling in large numbers and renaming their lands Logris. The orcs, and their allies the goblins, have neither forgotten that Logris was originally theirs, nor forgiven those who displaced them.

  • Area: 3,789 square miles (7 hexes, 2 of which heavily populated).
  • Average Population Density: 53 per square mile.
  • Total Population: 200,810; 4% urban, 96% rural.
  • City (Population): Caerdydd (8,066).
  • Rulers: Cadwgan, Lord of Cynon (hex 0304); Gruffyd, Lord of Mathrafal (hex 0402).
  • Languages: Orcish (“the Black Speech”)

By the way: In my mind, at least, the orcs are neanderthals, who survived longer in this universe than in ours.

Mid-Course Corrections

Posted: 26 May 2011 in Reflections

Most of my regular gaming slots are being usurped by family and work for other things at the moment; so I need to refocus on what I can play while travelling, or during my lunch break.

The things that work well for this are generating background, Classic Traveller, and dungeon crawls, so you can expect to see more of those. CT is particularly good because of the lined-paper battlemat for combat.

Which brings me to another musing; at what point have I changed enough of CT that it isn’t CT any more? Currently I’ve replaced Book 1 with Savage Worlds, and I’m in the process of replacing much of Books 2 and 3 with Stars Without Number. I don’t use the Official Traveller Universe any more; haven’t done that for years. The only things that look likely to survive at this point are some of the background feel, and the random encounter tables.

It’s like William’s Axe, which I saw on display in a museum in Normandy; the handle and the head have both been replaced many times, so in what way is it still his axe?

What are the defining aspects of CT for you?

Arion continues to meander across the Imagoes subsector during this 7 week period, before exiting it, bound for Corinth.

I did dice through this, with the upshot that the crew made a killing on cybernetics parts on Indiarza, and had a wide range of encounters, only one of which resulted in a fight – since that was two fugitives armed with knives trying to stow away, versus Our Heroes with guns and body armour, it was a one-sided affair and soon over. None of those individually seemed worth a post.

The Dolphin leaves the subsector with 9,219,214 Credits on hand; I’ll dock them 600k for replacing the air/raft on their way home, leaving them with a cash balance of Cr 8,619,214.

The Arioniad so far has shown me that Classic Traveller works really well as a portable, solo game. With Flanf’s dice roller and a PDF of the rules, it’s entirely feasible to run a whole campaign on my laptop in my lunch hour. However, without a referee to inject adventures, CT becomes an exercise in world-building and trading, with little in the way of conflict.

That is too much like the day job for me, so the Dolphin is moving on again, into an experiment with Stars Without Number. Watch for The Arioniad Season 3: Heart of the Scorpion, coming soon to a monitor near you.

The Chosen

Posted: 21 May 2011 in Settings
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“I loved it when one day a player of mine said, “I polymorph myself into a troll and run out into the street after the thief.”

Another player said, “Dude, you can’t go out there like that!”

And the first player replied, “Don’t worry about it! This is Ptolus — they see this stuff all the time.”

I knew then that the first player really got Ptolus.”

– Monte Cook, A Player’s Guide to Ptolus

The thing that intrigues me most about Monte Cook’s Ptolus setting is that everything is driven by the Rules As Written of D&D 3rd Edition.

As my poison of choice is Savage Worlds, one of the things I shall be exploring in Irongrave is: What does a Savage Worlds setting look like if the conceits of the setting are the conceits of the Rules As Written? This will be my focus for the next few Savage Saturdays.

The first thing that springs to mind is the split between Wild Cards (PCs and major NPCs) and Extras (mooks and cannon-fodder). In the setting, people will know this, and might know which they are. This calls to mind the Bene Gesserit of Dune, who sift people to find the true humans, and the Birthright D&D setting.

There’s a third category, Allies – Extras (or possibly Wild Card NPCs) who are attached to the PCs. They differ from normal Extras in having a chance to “level up” after adventures. Some Wild Cards can also share power effects or bennies with their allies.

In-game, the best ways to tell whether someone is a Wild Card are to cast Fear on them (Extras always Panic, Wild Cards may Panic but usually do something else instead) or to injure them seriously (Wild Cards keep going after Extras have been incapacitated).


  • Most people (and other beings) are ordinary.
  • Some people – the Chosen – are inherently stronger, tougher, faster, smarter, and luckier than others. However, they are not invulnerable or immortal, nor is any race or social class favoured; anyone could be Chosen.
  • There is no infallible way to tell whether someone is Chosen or not; the most reliable predictor is how they respond to terrifying situations or severe injuries.
  • The best way for an ambitious but normal person to improve themselves is to ally themselves with one of the Chosen.
  • The worst monsters (vampires, dragons etc.) are Chosen.


  • If you want something important done, you use the Chosen to do it. They are more likely both to survive and to succeed. Over time, therefore, the Chosen have come to dominate positions of power.
  • Scars and a reputation for courage command respect. Improbable survival in the face of wounds, or exceptional courage, are good indicators that you are Chosen.
  • If you want to know whether someone is Chosen or not, you subject them to a series of terrifying experiences (much less likely to kill them than injuries). The ones who do something other than Panic are Chosen; most Chosen identified by this method have phobias or some mark of fear such as white streaks in their hair. However, some of the Chosen go berserk under stress, so the tests are best administered from a safe distance.
  • If you are not Chosen, but still ambitious, you try to find one of the Chosen and join his or her retinue; your chances of glory, gold and increased prowess are much higher. Of course, your chance of dying horribly is much higher too.
  • If you become well-known as one of the Chosen, you may start to attract normal people as retainers. These will be motivated by ambition, greed, or glory.

All of this leads naturally into a discussion of the pantheon – who Chooses these people, and why? That needs a bit more thought.

Irongrave and Environs

Posted: 20 May 2011 in Settings
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The lure of the old-school hex map proved irresistible after all, so I made one for the region around Irongrave. I’m using Hexographer for the maps, placing terrain according to the Welsh Piper’s hex-based campaign rules, and applying places of interest based both on what’s been established in the campaign so far, and the Houses of the Lost chapter in Red Tide.

I started with Greywulf’s advice for a sandbox campaign; place an adventure in the hex where the PCs start (Irongrave), then one in each hex around that, and then build out one hex at a time depending on where they go. I moved some of the adventures around, though, since one place of interest per hex made the map look too crowded.

The map (a work in progress) currently looks like this:


In the mediaeval Europe I’m using as inspiration, and indeed in present-day Western Europe, the average distance between villages is 2-4 kilometres; so each of the hexes marked as farmland (green with a pattern of brown stripes) actually has half-a-dozen villages in it. The only game setting I know that reflects this properly is Harn.

I’ve also advanced the timeline to 1111 AD, so that the campaign is now based on the 12th century in our world. This is mainly because Britain is more interesting to me after the Norman Conquest than in the run-up to it. It also makes it easier to adapt higher-level maps from the map at ADMC. This means the King of Logris is currently Henricus the Scholar (Henry Beauclerc), the Lion of Justice; a well-educated man known for legal and financial reform. His heir apparent is his eldest son, Wilmar (William Adelin).

Meanwhile, the leaders of the main orc tribes of Camber are borrowed from Welsh kings of the time, and so are called Cadwgan and Gruffyd. However, in this parallel universe, the Marcher Barons control less of Camber than they did historically.

I’ve been hankering to run the HeroQuest scenarios as a campaign again for a while, so I’ll use those, as previously advertised. I have a series of actual face-to-face sessions coming up over the next few months (Yay!); I’ll let you know how those go.