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Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts

Monday, 31 March 2025

Jonstown Jottings #96: Rings of Glorantha

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Runequest: Rings of Glorantha is a short supplement for for RuneQuest: Roleplaying in Glorantha. It is by the same author of GLORANTHA: Trinkets from Dragon Pass.

It is a four page, full colour, 893.15 KB PDF.

Runequest: Rings of Glorantha is decently presented, but it could have been better organised. It
needs a slight edit.

Where is it set?
Dragon Pass.

Who do you play?

Adventurers of all types who could come across these rare items.

What do you need?

RuneQuest: Roleplaying in Glorantha. It can also be run using the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure.

What do you get?
Runequest: Rings of Glorantha is a description of seven rings which might be found in the world of Glorantha. However, it begins by noting that finger rings are rare in Glorantha, where rings are worn through the nose or around the arm. Thus magical rings are even rarer and more so in a world and setting in which magic is common, but magical items to be notable, even special, rather than just functional.

The seven rings in this supplement each come with publicly sourced image and two short paragraphs, one giving its description and the other its effects when worn. The rings are divided between two types. The first suggests that many copies of it have been produced. For example, the Ring of Green Power is one of the Earth Goddesses’ implements of war and is made of tiny, solidified leaves with an emerald stone. Found very occasionally on former battle fields where the Goddesses’ worshipers fought Chaos, it must be worn on the thumb of the right hand and an axe wielded in the same hand for its power to work. This consists of a magical bonus to damage inflicted on creatures with a high affinity for the Chaos Rune or have one or more Chaotic Features.

The second type is unique, there being only one of its type in existence.
For example, Charred Hope is ancient Elvish treasure that survived the Moonburn. It is found in Rist by those opposing the Lunar Empire. When worn, the wearer suffers less damage from spells that inflict damage and are connected to the Moon Rune.

The rings detailed in
Runequest: Rings of Glorantha do feel as if their powers fit their descriptions and none of the powers they grant are overly powerful, often working only under certain conditions. However, more description of their histories and their legends would have been welcome as that would potentially make each ring more interesting and more special beyond simply its rarity.

Is it worth your time?
Yes. Runequest: Rings of Glorantha is an inexpensive way of adding more magic to give Player Characters or NPCs minor powers that will enhance their legends.
No. Runequest: Rings of Glorantha is simply too expensive for what you get and the Game Master could create her own with a little bit of research which are just as good.
Maybe. Runequest: Rings of Glorantha is expensive for what you get, but the Game Master might want to add a little variety to the treasure found or perhaps take inspiration from the rings presented here and either develop more of their legend or create new ones of her own.

Monday, 2 October 2023

Jonstown Jottings #82: Tiny Treasures

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Tiny Treasures: 2 pages of neat stuff for adventurers is a supplement for use with RuneQuest: Roleplaying in Glorantha which describes six magical items that might be found at a market, on a caravan, hidden away, or on a body.

It is a two page, full colour 471.08 KB PDF.

The layout is tidy, the artwork rough, but serviceable.

With slight effort, the items detailed can be adapted to the rules system of the Game Master’s choice.

Where is it set?
The contents of Tiny Treasures: 2 pages of neat stuff for adventurers can be used anywhere.

Who do you play?
Tiny Treasures: 2 pages of neat stuff for adventurers does not require any specific character type. Worshippers of Lanbril, Humakt, Chalana Arroy, and Yemalio will find items items in this supplement to be of interest.

What do you need?
Tiny Treasures: 2 pages of neat stuff for adventurers requires RuneQuest: Roleplaying in Glorantha only. However, The Book of Red Magic and both Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses may be useful for the cult connections or significance that the items detailed in the supplement might have.

What do you get?
Tiny Treasures: 2 pages of neat stuff for adventurers lives up to its claim. It is a two-page PDF which describes and illustrates six magical items. For example, the Healer’s Gourd is described as a simple clay vessel with Harmony and Fertility runes carved on it and the Thief’s Dagger is a bronze dagger with no crossguard, a matching sheath, and the handle inscribed with the Death and Illusion Runes. Water drunk from the Healer’s Gourd grants a free roll on the Degrees of Illness table in RuneQuest: Roleplaying in Glorantha to reduce the severity of the illness, whilst the Thief’s Dagger grants bonuses to attack and damage, but a bigger bonus to the Sleight skill when cutting purses and pouchstrings and the Conceal skill when attempting to hide the weapon on one’s person. All six items have a suggested retail price.

All of the items are given a simple description and explanation of its powers. Alongside the text for each one is a simple illustration.

There is already a treasure sourcebook for RuneQuest: Roleplaying in Glorantha available on the Jonstown Compendium, Treasures Of Glorantha: Volume One — Dragon Pass, which is more expansive and detailed. The contents of Tiny Treasures: 2 pages of neat stuff for adventurers are more serviceable than necessarily noteworthy. Their barebones description means that they do not readily feel tied to the setting of Glorantha. Had each been given a legend or history, this might not have been the case, but the lack of legend means that the Game Master has scope to create her own entirely from scratch for each of these magical items.

Is it worth your time?
YesTiny Treasures: 2 pages of neat stuff for adventurers is a useful addition for the Game Master looking to add some potentially interesting artefacts or treasures to her campaign, if she is willing to develop some history or legend attached to them.
NoTiny Treasures: 2 pages of neat stuff for adventurers details items which might to be too magical for the Game Master’s Glorantha, too much like magical items from another fantasy roleplaying game, and lacks the background for each which might alleviate either issue.
MaybeTiny Treasures: 2 pages of neat stuff for adventurers works better for a high adventure style of play such as that for 13th Age Glorantha.

Saturday, 27 June 2020

Jonstown Jottings #22: GLORANTHA: Trinkets from Dragon Pass

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.


—oOo—
What is it?
GLORANTHA: Trinkets from Dragon Pass is a short supplement for for RuneQuest: Roleplaying in Glorantha.

It is a five page, full colour, 9.71 MB PDF.

GLORANTHA: Trinkets from Dragon Pass is decently presented and organised. It
needs a slight edit.

Where is it set?

Dragon Pass.

Who do you play?

Adventurers of all types who could come across curios, novelties, gewgaws, and the like.

What do you need?

RuneQuest: Roleplaying in Glorantha. It can also be run using the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure.

What do you get?
A single table with fifty entries.

GLORANTHA: Trinkets from Dragon Pass is a short—a very short—supplement containing one table. On this table is listed fifty entries listing gewgaws and trinkets and curios and knickknacks that you could find amongst an NPC’s personal possessions. For example, “A bronze clasp, once belonging to the belt of a fierce Orlanthi fighter. It resembles the head of a trollkin.” or “Something which resembles a brass bracelet, but it is instead a decoration for the central horn of a triceratops domesticated by dragonewts.” Some of them are even ever so slightly magical, such as “A miniature wicker boat. When a copper Clack is put in it, a faint, illusory image of Jeset the Ferryman appears for a moment.”

Is it worth your time?
Yes. GLORANTHA: Trinkets from Dragon Pass is an inexpensive way of adding verisimilitude to your RuneQuest: Roleplaying in Glorantha campaign.
No. GLORANTHA: Trinkets from Dragon Pass is simply too expensive and does not offer enough value for money for what you get, plus the small details do not always matter.
Maybe. GLORANTHA: Trinkets from Dragon Pass is expensive for what you get, but who knows what you might find packed away on that Issaries merchant caravan?

Monday, 4 May 2020

Jonstown Jottings #17: Treasures Of Glorantha: Volume One — Dragon Pass

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.


—oOo—
What is it?
Treasures Of Glorantha: Volume One — Dragon Pass is the first in a series of guides to the role, types, and items of treasure in Glorantha.

It is a sixty-four page, full colour, 20.50 MB PDF.


Treasures Of Glorantha: Volume One — Dragon Pass is well presented, decently written, and includes a wide range of artwork. The front cover is fantastic.


Where is it set?

Dragon Pass and Prax in Glorantha.

Who do you play?

The section on ‘Medicine Bundles’ will be of particular interest to shaman characters, but Treasures Of Glorantha: Volume One — Dragon Pass will be of interest to most characters in the region.

What do you need?

RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary for its information on spirits and Dragonewts at the very least.

What do you get?

Forty years on since RuneQuest II received its own supplement dedicated to the subject of treasure in the form of Plunder, RuneQuest: Roleplaying in Glorantha receives its own supplement dedicated to treasure in the form of Treasures Of Glorantha: Volume One — Dragon Pass. Like Plunder, this supplement presents some notable treasures of Glorantha—in the case of this volume, treasures of Dragon Pass—some thirty of them in total. Unlike Plunder, what it does not do is present the means to generate treasure, whether that is in terms of coinage, jewels, and gems, or special items. This very much reflects the differing approaches to treasure between different editions of RuneQuest, and instead, Treasures Of Glorantha: Volume One — Dragon Pass offers up a discussion of the nature, place, and role of treasure amongst the Orlanthi, followed by two essays on particular types of ‘treasure’ to be found in the region.

The supplement opens with ‘Treasure Among the Orlanthi’, which explores the attitudes that the Orlanthi have towards treasure and its types. These are physical—classic coinage, jewels, and gems; social—increased Reputation, new privileges and responsibilities, and so on; and magical—spells and boons, and other gifts from priests, gods, and spirits. The essay also examines how and why they might be rewarded as well as the outcome of such rewards. It suggests how such treasures might come into the possession of the adventurers and how they might be awarded to the adventurers. The author suggests several options, one of which he suggests is the Orlanthi method, but then goes on to point out that the all good Orlanthi adventurers are expected to pay a tithe to their clan and temple. All of the essay falls within the realms of ‘Your Glorantha May Vary’, but it is a fantastic read, well thought out and reasoned.

The first specific type of treasure examined in Treasures Of Glorantha: Volume One — Dragon Pass is ‘True Dragon’s Blood’. As the title suggests, this is the blood of True Dragon, either molten direct from the body of a damaged True Dragon or found set in ruins where they have been, including those of the Empire of Wyrms Friends. More recently it could be found at the site of the Dragonrise. Despite being anathema to the gods and elements, it can be attuned to and so grant fragments of draconic powers, including being able to use Dragonewt Roads and use Firebreath. This is not without its dangers since it also unhinges the attuned from reality itself... The second type is ‘Medicine Bundles’, essentially collections of items, whether skin, bones, twigs, stones, roots, and so on, given sacred power. These are examined from the traditions of the various Praxian tribes and sacred societies, as well as Daka Fal, Erithia, and Waha. Numerous types of bundles are given, such as for contacting ancestors and spirit weapons which extra powers when user is in the Spirit Realm. This essay offers numerous items and options of interest for anyone roleplaying a shaman, as well as enhancing the spiritual aspects of a campaign. Of the two essays, this is probably the more useful.

Treasures Of Glorantha: Volume One — Dragon Pass
is not only connected to Plunder in terms of shared subject matter, but also in the format followed used for listing each of the treasures. That is, the new supplement uses the same format as the old, listing its description, relationships with various groups and cults affiliated and unaffiliated, who has knowledge of it, its history, the procedure necessary to create or find the item, and what powers it has. The supplement also includes an appendix listing the new Rune and Spirit magic spells to be found in its pages.


The numerous items include Adder Stones, which made from the poisoned bodies of earth elementals grant greater protection against poison when held in the hand; Bones of Luck & Death, bone dice marked with the Luck and Death Runes found in the possession of those who survive the heroquest to become the next body of Belintar, the God-King of the Holy Country, which can be rolled to grant bonuses or penalties to the owner’s next actions; Debt-Coins of Etyries, simple lunar coins enchanted and exchanged to signify that the cult of Etyries will repay a debt that one of its worshippers is unable to; and Hippoi’s Feather, a shimmering feather taken from Hippograf’s wings and woven into a horse’s mane to make it’s spirit more aware. The selection of magical items does include a few weapons, such as Fallen Star, a spear in the shape of a four-pointed star which a Yelmalio worshiper can attune to and advance its capabilities to ultimately become a master of the spear, a Son of Light, and a fierce opponent of Chaos, but whether weapons or other items, they are all interesting and come with detail enough for the Game Master work them into her campaign and use them to tell fantastical stories with.

Is it worth your time?
Yes. Treasures Of Glorantha: Volume One — Dragon Pass is fantastic treatment of treasure in Dragon Pass, combining thoughtful and interesting essays on the subject with numerous relics to help the Game Master weave treasure into the fabric of her Glorantha campaign.
No. Treasures Of Glorantha: Volume One — Dragon Pass may simply not play an important role in your campaign.
Maybe. Treasures Of Glorantha: Volume One — Dragon Pass is only as useful as the role that treasure plays in your Glorantha campaign and you may want to wait for future volumes if your campaign is not specifically set in Dragon Pass.

Monday, 23 March 2020

Retrospective: Plunder

By 1980, RuneQuest had begun to mark itself as a roleplaying game and setting in the form of Glorantha, which was very different in comparison to other fantasy roleplaying games. It was skill-focused and emphasised every player characters’ faith and belief system and world view in the context of the world of Glorantha, especially in the form of the superlative Cults of Prax. Then came along Plunder, a supplement detailing some six-hundred-and-forty pre-generated treasure hoards and forty-three magical treasures of Glorantha. Plunder does not add as much to the world of Glorantha, but it does support it, both in terms of the mechanics and the background.

The first half of Plunder consists of ten tables, each an eight-by-eight grid, thus providing sixty-four results in each table. In each space is the listing for a treasure hoard that the player characters might be found in their intrepid adventures in Glorantha. This might be nothing; 38 Clacks; 406 Clacks, 364 Lunars, 30 Wheels, and a single gem or piece of jewellery; or 1068 Clacks, 1383 Lunars, 332 Wheels, four gems or pieces of jewellery, and a special item. When the Game Master needs to determine the contents of a hoard, he turns to a table and rolls two eight-sided dice to get a result. Two further tables enable the Game Master to determine what the gems and jewellery are if there are any and what the special items are if there are any. So the gems and jewellery might be an excellent gemstone worth 900 Lunars or costume jewellery worth 45 Lunars, and special items might be a scroll written in Stormspeech which grants a +5% bonus to the Dagger skill if studied, an eleven-point Power storage crystal, or a wand with the Glamour matrix on it.

Mechanically, this all ties into the use of Treasure Factors from the second edition of RuneQuest, recently republished as RuneQuest Classic. Treasure Factors are are means of determining how much loot a monster or an NPC might. The Treasure Factor for any one creature derived from its Hit Points, combat skills, how many extra dice are rolled when it inflicts damage, armour, combat spells, special powers, any poison used, and any extra attacks. If there is more than one monster or NPC, their individual Treasure Factors are added together, and the final value broken down into groups of a hundred. When it comes to using Plunder, the Treasure Factor is used to determine which table the Game Master will roll on when it comes to generating the hoard for a monster or an NPC. So for a single Trollkin with a Treasure factor of six, the Game Master would roll on the very first table in Plunder, but add a whole lot more Trollkin and mix in a Dark Troll or two, and the Treasure Factor rises rapidly so that the Game Master will be rolling on a table later in the book. In general, if the Game Master knows the Treasure Factor, she can generate a treasure hoard with just a handful of rolls.

The second half is dedicated to just some of the magical devices to be found on Glorantha. These range from the marvelously mundane, such as the Golden Torches which never go out, even underwater or in great darkness or Soup Bones which can always be boiled to provide soup, to amazingly magical, like Tora’s Hammer, a stone Warhammer wielded by a hero during the Dawn Ages who slaughtered untold numbers of Mostali with it and which returns to the hand if thrown, and Glass Butterflies, tireless magical messengers which will deliver a spoken phrase anywhere in the universe! Many are very particular in terms of who can use them, such as Morokanth Thumbs, black lumps of thumb-like flesh which when Power is sacrificed, the thumbs can attach to a Morokanth’s hands and enable him to be as dextrous as any human, whilst others are tied to a particular cult. For example, the Lightning Bands once worn by the bodyguards of a high priest of Orlanth Thunderous, which when imbued with Power, enables the wearer to blast out a bolt of lightning via a spear. There are treasures from the Aldryami and the Mostali, Chalana Arroy, Chaos, Kyger Litor, Dragonewts (and from Dragonewts), Waha, Stormbull, and more. Some have more generic links such as Fire or Sky cults.

Every item follows the format. A description, followed by a listing of the cults associated with the item as well as those friendly, hostile, or enemy to it; a discussion of how common knowledge of the item is, ranging from common to one of a kind or owner only; its history and the procedure required to use it (and sometimes make it); and lastly powers and value. The latter should one come up for sale. For example, Bajora’s Shield is a large iron shield with a glowing Death rune on it. It is associated in friendly fashion with Humakt and knowledge of it is automatically known to Humakt’s cult, though it is a cult secret, it is famous and one of a kind. Its history is that it was originally carried by Bajora, a friend of Humakt who sacrificed his life to save Humakt from a thing of Chaos. All that was left of Bajora was his shield, which Humakt carried for the rest of Godtime in his honour. Humakt refused to use it though and so since time began, none of his followers can either. They do know of the shield’s powers, so anyone wielding it and wanting to use if to its fullest powers needs to be on good terms with Humakt’s cult.

The procedure to use it requires the wielder to be a Rune Lord of a cult not an enemy of Humakt. He must then sacrifice a point of Power. Once attuned it grants a +20% bonus to the wielder’s Shield skill, the same effect as the Shield 4 spell when in melee, Light spells on command with no expenditure of Power, and immunity to Sever Spirits when cast anyone other than a Humakti. The value 120,000 Lunars and selling it would offend any Humakti (although buying it to donate to the temple is fine).

One issue perhaps is that a few of the items are unlikely to come into play, for example, the Aluminium Tridents of various sea cults, and of course there are some treasures which are unlikely to fall into the hands of the player characters—mostly Chaos related. Plenty of the others though will be desired by the player characters and some will certainly be subject of great hero quests. If there is an issue with the selection it is that there are few treasures related to the Air and Earth cults, but that is likely due to the contents of Plunder, like Cults of Prax before it, being set in Prax rather Sartar and its surrounds.

Physically, Plunder is again a book of two halves. The first is tables—large, open, and easy to read tables, but tables nonetheless. The second is more open, with one or two entries per page. Some are illustrated, some not, but the artwork is decent, if a little ‘Swords & Sorcery’ in style in places. If any of the artwork is disappointing, it is the cover, which comes from the ‘chainmail bikini’ school of female depiction in fantasy. The skull panties are a notable feature.

At the time of its release, critics could not agree about Plunder. In Space Gamer Number 33 (November 1980), Forest Johnson said that, “About half this book is not very useful. It consists of a shorthand method for generating treasure. (This does nothing to lighten the real work – adding up all those cursed treasure factors.)”, but ended on a positive note, concluding that, “The lack of exotic magic items has heretofore been a weak point in RuneQuest. These items have authentic Gloranthan flavour, complete with history and cult affinities. The discreet use of these items will add spice to a campaign without reducing it to Monty Haul.” Conversely, writing in The Dungeoneer’s Journal Issue: 25 (February/ March 1981), Clayton Miner said, “The variety of the items, and the detailed information included with the great treasures is sure to make this book very useful to Judges. Of more use to a Runequest Judge is the first section of Plunder, which presents easy to use tables for determining that value of a lesser treasure…” and that, “…[T]his book would make a welcome addition to a Judge’s stock of Runequest items. Plunder is definitely a useful piece of work and shows a great deal of imagination, and the only question I had with the book as a whole is, why so none of the items listed under Treasures of Glorantha have a negative side effect on the user.”

Other reviews were more balanced. Oliver Macdonald, reviewing Plunder in White Dwarf No. 25 (June/July 1981) awarded the supplement just five out of ten, adding that, “All points considered Plunder is an interesting but by no means essential RuneQuest play aid, certainly not worth buying if you have a limited budget.” Plunder was reviewed by John Sapienza, Jr. in Different Worlds Issue 12 (July 1981). Of the first half, he wrote that, “I think that a bit of reflection will let the GM realize just how dull it is putting treasure descriptions together, particularly those that get improvised during gaming. Once you realize this, the usefulness of this play aid makes it attractive.” He was more positive about the second half, saying that, “…[T]he treasures are, by and large, not out of balance, and most of them come complete with cult associations that provide effective limits on their use. Other limits are the tendency of certain races to take offense and kill the wearer, such as a suit of dragonewt skin armor. Use this at your own risk, in other words. Neat.” before concluding that, “Plunder is a useful idea, and well done. I recommend it to all RQ GMs.”

Plunder is a curio from a bygone age and another style of play. That style of play is one in which plunder is important. In Dungeons & Dragons, it was treasure and it would directly count towards the number of Experience Points a character gained in addition to that gained from killing monsters. In RuneQuest and Glorantha, the plunder paid first for any dues you owed to your cult and temple, second any monies owed to a cult, temple, or guild for prior training, and third for any skill or spell training undertaken with your cult, temple, or guild. Certainly in RuneQuest II, all of this would cost a character thousands of Lunars. Not so in the latest iteration, RuneQuest: Roleplaying in Glorantha, which presumes that a character’s training has already been paid for, though a character still owes his tithes to his cult and is encouraged to purchase further training. So there is less of an emphasis today on plunder when roleplaying and exploring Glorantha, as evidenced by advice given in the back of the core rulebook to cut the value of the treasure found when playing classic scenarios. 

So, forty years ago in Glorantha, the need for treasure was greater. Player characters had debts. Thus, the Game Master had to seed his scenarios with plunder aplenty—well not too aplenty because the characters had to have a reason to be coming back for plunder and the peril which went with it—and that took time and effort. Forty years ago then, the tables in the first half of Plunder were useful as they helped speed the process. Not so now when they feel redundant. Similarly, the second half of Plunder with its listing of forty-three magical treasures was useful forty years ago because so few of them had been then detailed in the early days of RuneQuest. So the forty three were useful, many of them tying into the cults described in Cults of Prax and so helping to build the world of Glorantha just a little further. 

Conversely, at this point in the history of RuneQuest: Roleplaying in Glorantha, the current iteration of the roleplaying game has the same problem—few if any treasures of note have been detailed. There is background and detail to many of these forty-three items that the Game Master could bring them to her Glorantha today and they would still work. Doubtless, new supplements will appear detailing new treasures of Dragon Pass, but the conversion process is anything other than challenging. Until such a supplement is published, Plunder is actually more than a curio.

There can be no doubt that Plunder is no Cults of Prax, for it is very much a curate’s egg. Its dual focus and character—divided equally between the mundane and magical—mean that one half is at best utilitarian, at worst bland, whilst the other by comparison rich in detail and flavour. Conversely, the Game Master is likely to have got more use out of the Treasure Tables than the individual items, even if they are mundane, but nevertheless, the actual treasures in Plunder further showcase the more fantastical nature of Glorantha.

Monday, 2 January 2017

Fanzine Focus V: The Undercroft, No. 5

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, such as The Undercroft and Vacant Ritual Assembly.

Published by the Melsonian Arts Council in May, 2015, The Undercroft, No. 5 follows on from engaging initial issue with its intriguing and useful material; the less than satisfying mix of content that constituted second issue; the decent medly that made up issue three; the solidly done issue four; and the entertaining scenario, ‘Something Stinks in Stilton’, that made up issue eight. Unlike these previous issues, The Undercroft, No. 5 comes with a definite theme—magical artefacts.

Now this being written for use with Lamentations of the Flame Princess Weird Fantasy Roleplay, what this means is that these are not the magical artefacts of traditional sense of Dungeons & Dragons. None of the five items in the thirty-one pages of The Undercroft, No. 5 are safe. They do not simply provide some great magical bonus, but instead both great power or advantages as well as great disadvantages. There is a downside to each and every one of these five items. Further, their being written for use with Lamentations of the Flame Princess Weird Fantasy Roleplay means that they are truly great and powerful artefacts, ones that will not have an effect on the Referee’s campaign, but also upon the world that is his campaign. This effect may be weird, horrific, or both… Rest assured that these items are going to mess with your players and their characters.

The issue begins with Chris Lawson’s ‘Smiling Goat Horn’. Formed from the mummified skull and horn of goat, when blown it drives all farm animals to acts of larceny for the horn-blower and acts of constant and incessant praise of the horn-blower, all the whilst being stalked by timber wolves. This is an absurd, not to say insane object, best added to only the weirdest of campaigns. This is followed by ‘The Washer Woman’ by Oliver Palmer. This appears to be a simple piece of statuary depicting a woman washing laundry, but where the Smiling Goat Horn will instantly irritating, this ornament will at first appear innocuous, but then odd and eventually irritating. Wherever the owner put it last, it will always turn up about his person or nearby; it will even replace an item he has about his person. The owner will soon regret taking it as the statue will do its very best to prevent it being left somewhere or being passed to someone else, some of them quite disturbing… That said, there is neither any advantage nor any disadvantage to owning the statute, just as long as the owner definitely decides to keep it upon his person.

The second entry from Chris Lawson is actually useful. ‘The Opticaphobicascope’ is a monocle that enables the wearer to discern another’s true intent, reveal details about the wearer’s surroundings, and even glance at the notes of the wearer’s Referee! The downside is that it screws itself into the wearer’s eye socket and cannot be removed as it essentially replaces the wearer’s eye. That is of course, if he can follow the instructions and install it correctly. Then again, this is not the only downside, but that should be no surprise to anyone familiar with Lamentations of the Flame Princess Weird Fantasy Roleplay—there is no such thing as a free lunch! In being able to see more than he usually can, the wear of ‘The Opticaphobicascope’ comes to feel that there is still things that he cannot see and even things that are being hidden from him. This feeling will grow and grow, the rules for the device providing for this escalation.

The centrepiece to The Undercroft, No. 5—and at eleven pages out of the issue’s thirty-two, also the longest—is Frank Mitchell’s ‘The God of Seven Parts’. This details the seven parts of a deity known as the ‘Sundered God’ that perhaps may have been Baphomet, which is said to have been worshipped by the Knights Templar. The seven parts are the head, the left and right arm, the left and right leg, the phallus, and the torso. As well as providing advice on how to succeed in all of his endeavours, the Head of the Sundered God will urge its owner to seek out the other parts of its body, all missing and scattered across the world. Looking for each of these parts can be an adventure in itself and even be something that a campaign can be built around. Each of the parts is individually described and detailed, each having its own powers and abilities. For example, ‘The Left Arm of the Sundered God’ can be wielded as a club and inflicts both damage and a save versus Poison to the target, but wielder has to save versus Poison in order to wield the Left Arm and again if the target is successful in making the save. Further, each of the parts can be grafted onto the body of anyone missing said body part. For example, when grafted onto the stump of a severed arm, ‘The Left Arm of the Sundered God’ grants the wearer all of its abilities, all of the time. So the wearer has to wear a glove to stop involuntarily using its Poison effect…

Each of the seven parts is an artefact in its own right which can be wielded on its own, grafted on to replace a body part of any humanoid, or it can be combined with other parts to reform as the Sundered God. Much like a ‘Gattai Robot’ of Japanese Anime, when the seven parts of ‘Baphomet’—if that truly is his name—come together, he has greater control of each of the parts powers. He also turns into a nigh unstoppable world conqueror. Stopping him would be a campaign in itself, but should the player characters actually assemble the Sundered God, then the consequences are entirely their fault… 

‘The God of Seven Parts’ is a grand artefact in the mode of Eye of Vecna and Hand of Vecna, though not quite the Head of Vecna. It will have a profound impact upon any campaign that it is added to.

Lastly, Daniel Sell’s ‘The Precocious Abundance of Holy Mountain’ is a twist upon  Arthur C. Clarke’s adage that “Any sufficiently advanced technology is indistinguishable from magic.” The sacred mountain is actually an ancient war fortress of the Ven and is the source of ‘Aqua Gravis’, the heavy water that fuelled the Ven war machines as well as the fortress itself. Other technological devices described include the Ven worker Custodians, the gates through which the Ven may return from the end of time, things constructed by those that came immediately after the Ven, and even the ‘Slaughtergrid’, the Ven warmachines buried and concealed where they might need them again. ‘The Precocious Abundance of Holy Mountain’ is not just a selection of artefacts, but also a framing device for a campaign, suggesting both an ancient history and a future history. That said, of all the artefacts in The Undercroft, No. 5, these have the least sting in the tail.

Physically, The Undercroft, No. 5 is a neat and tidy affair. The few illustrations are excellent, though perhaps the issue could have benefited with a few more.

The Undercroft, No. 5 is the most coherent issue of the fanzine reviewed to date. Of course, that is because it has a singular subject matter and the artefacts in question all possess a sting in the tail particular to such devices in Lamentations of the Flame Princess Weird Fantasy Roleplay. The downside to this is that not all of the five items in the issue are necessarily going to see play because of the potential havoc they have to wreak on a campaign. Of course, the Referee is free to pick and choose, and of course, take the consequences of the stings in these tails.

Saturday, 11 June 2016

A Treasure's Treasury Trove

The first point to be made about the Book of Loot is that it is a dull read. The second point to be made is that it is not a dull book. The distinction needs to be made because it is not written to be read from end to end, which is the dull way to read it, but rather referred to and dipped into for ideas and inspiration—and those ideas and inspiration are anything other than dull! In fact, the ideas and inspiration to be found in the Book of Loot are not only great, but they have the potential to be great fun.

The Book of Loot is a supplement for 13th Age, the dramatic Dungeons & Dragons-style RPG published by Pelgrane Press. It presents a hoard or thirteen’s worth of treasures, each individual item linked to one of the thirteen Icons, the archetypal gods and major NPCs, in the game’s default setting of the Dragon Empire. The items are further categorised into further fourteen types with one, two, or more entries for each type. The types are in turn Armour, Robe, Shirt, and Tunic; Arrow, Crossbow Bolt, and Sling; Belt, Swordbelt, Kilt, and Girdle; Book, Scroll, Tome, and Grimoire; Boots, Shoes, and Slippers; Cloak, Mantle, and Cape; Glove, Gauntlet, and Mitt; Helmet, Circlet, Crown, and Cap; Necklace and Pendant; Ring; Staff; Wand; Weapon; and Wondrous Item. What this means, with thirteen Icons and fourteen types, is that the Book of Loot describes at least one-hundred-and-eighty-two items of treasure—and the true figure is closer to two hundred!

The Book of Loot is neatly organised with chapters devoted to each of the thirteen Icons and then each detailing the various items under each of the fourteen types. Each chapter opens with a description of where items related to the Icon might come from and what they form they might take. So for example, those items related to the Elf Queen tend to be either well made, if ordinary looking, or simply beautiful works of art, whilst those of the Archmage can be showy, whimsical, devastating, or all three, since they serve to showcase his power to both his allies and his enemies. Then it proceeds through the types, one by one, giving in many items that can in varying forms. For example, under the ‘Armour, Robe, Shirt, and Tunic’ type for the Dwarf King two items are described, ‘Solidity’ and ‘Thrice-Forged’. So these might be ‘Armour of Solidity’, ‘Robe of Solidity’, ‘Thrice-Forged Shirt’, and ‘Thrice-Forged Tunic’. What this means that in a very many great instances, the actual form that a magical item comes in is not important and that a wider array of Character Classes will be able to make use of them. Rounding out each of the chapters is a trio of adventure hooks, each involving a magic item, for a total of thirty-nine, plus another six involving magical items in a more generic sense, for a total of forty-five in the supplement.

Each magic item is accorded a paragraph or two, each comes with a quirk, and many are written with a sense of humour. For example, “Swift Shot: Once per battle, if you’ve got elven grace, and you get an extra action, and you use that standard action to make a ranged attack with this ammo, then the size of the die rolled to determine whether or not your elven grace triggers doesn’t increase. If you’re not playing a wood archer, your eyes probably glazed over two clauses back.” Of the quirks, the ‘Armour of Darkness’, tied to the Prince of Darkness and which grants an Armour Class bonus in darkness (at night, underground, or indoors), but a penalty in sunlight or bright light, also leaves the wearer finding bright light painful, increasingly pale skin, and sadly, allergic to garlic; the Emperor’s Spellbreaking Ring, a chunky affair that enables a user to use an opportunity attack triggered by a spell to counter the actual spell, but the wearer no longer respects personal space; and The Three’s Weapon of Feinting gives the wielder an Armour Class bonus if he misses an attack, but makes him blurt out lies when put under pressure. In this way not only does each magical item give a player one or more powerful abilities, they also alter his character’s behaviour and so give the player role-playing challenges.

Topping and tailing these thirteen chapters is the book’s introduction and a chapter on Treasure Troves. The former sets out what the Book of Loot is for and how it works, but notably it panders to the 13th Age’s love with a set of lists. So you have lists of ‘Items that Demand a Story’, ‘Relentlessly Practical Items’, ‘Unforgivable Puns’, and more. The latter explores what else might be found in a treasure trove beyond magical items—coins, gems, jewels, and actual treasures. This nicely ables the GM to design interesting hoards for his players to loot. Rounding out the supplement is set of tables that addresses a problem in the Book of Loot—finding anything. As everything in the supplement is organised by Icon rather than type, finding anything by type is a bit more awkward than normal. So a set of tables for each type of magical item lists everything in the previous pages, as well as summarising each item’s power, tier in the game—Adventurer, Champion, or Epic, Icon, and of course, page number. So the tables work as a set of indices too.

Physically, the Book of Loot is far from perfect. It needs another edit in places and the layout is scruffy in others. Over all, in places it does feel a bit rushed. The book is lightly illustrated, but all of the illustrations nicely capture the feel of one magical item or another. Nevertheless, the book is well written and it is clear that the author had fun writing it.

As much as the Book of Loot is a chore to read from start to finish, each individual entry is actually a pleasure to read because it is invariably clever and interesting and does so much more than your run of the mill +2 Sword of Giant Slaying or Ring of Invisibility. Arguably this is one of the most inventive and interesting hoard of magical items ever to grace a d20 System supplement and it almost deserves to be on the shelf of any GM or Dungeon Master who creates his own adventures and dungeons. The only reason why it should not be is that a great many of the items in the Book of Loot are more complex than those typically found in Dungeons & Dragons because they have to take account of the greater complexity, often dramatic complexity, such as the relationships between each player character and the Icons, to be found in the 13th Age. That said, there is nothing to stop the DM from adjusting any of the items in the Book of Loot to suit the mechanics of his choice.

The Book of Loot is quite possibly one of the best treasure books ever written for Dungeons & Dragons—it is unsurprisingly, the best ever treasure book written for use the 13th Age RPG. Inventive, fun, and full of clever creations, the Book of Loot is an excellent addition to the 13th Age line and a hoard of treasures worth looting for just about fantasy RPG.