We're following the life of a City Watchman through the streets of Khaboom at the moment. Frank is 34 and has just got married. He's never been interested in a promotion but now with his thoughts on starting a family, he's horizons are expanding.
His sergeant at Dungbeetle Scrubs, a crusty dwarf named Rumplejaw, is very encouraging, as is friend, the homespun philosopher, Nietzche.
He's having a normal Friday night knees-up at the Sullied Trousers when a messenger for the rich chestnut estate owner, the wizard Warmnutz, comes looking for some likely lads to recover some stolen goods for him. It's urgent.
Two strange fellows with a box, Rosencrantz and Guildernstern, accept the job (50% of the 200 GPs fee up front) but will Frank be hooked by this dangling carrot?
His no nonsense approach to work and life on the city has kept him alive and made him popular but things can change in an instant in the magic-rich Trollworld...
Saturday, June 18, 2016
Wednesday, June 15, 2016
Taverns of Caerthaeph't
Most streets in Caerthaeph't have a tavern. In the 'Control Freak - Spirited Resistance' solo I'm about to release you will get the chance to drink in them all (although the game is not meant to be a pub crawl that would be a reasonable alternative approach).
Here's the list of taverns:
Here's the standard door policy for troublemakers:
Here's the list of taverns:
·
The
Eviscerated Nun (54) – Heist Street
·
The
Liquor Hole (9) - Robin Hood Street
·
The
Alibi Rooms (10) - Thieves Boulevard
·
The
Bushwhackers Tavern (28) - Snaffle Street
·
Moe’s
Tavern (29) - Shark Court
·
Halla’s
Underground Den of Amusement (48) - Hostage Hill
·
The
Feisty Goat Public House (49) - Purloin Passage
·
The
Medusa’s Head (68) - Cutthroat Place
·
The
Rover’s Return (88) - Pickpocket Parade
·
The
Mermaid’s Tale (108) - Burglar Arcade
·
The
Smuggler’s Armpit (128) - Kidnappers’ Close
·
The
Emperor’s New Clothes (148) - Gollum Square
·
The
Spit & Sawdust (168) - Hit and Run Avenue
·
The
Broken Bottle (188) - Heist Street
·
The
Habitual Offender (208) - Ruffians Row
·
The Deformed
Dwarf (228) - The Robber Road
·
The
Lucky Dip Tavern (237) – Filch Street
·
Widow
Twanky’s Gin Palace (248) - Hijack Park
·
Raffles
(268) - Larceny Lane
·
The
Silk Purse (287) – Sneak Lane
·
The Winchester Club (288) - Pursesnatch AlleyHere's the standard door policy for troublemakers:
Friday, June 10, 2016
Whistling Ned
Here's a very short story Charlie wrote last year as part of a game:
Whistling Ned
Ned was a carpenter. His father had been a
carpenter. His entire family as far back as he knew had been carpenters. He
loved thinking up new ideas, ever attracted by life’s oddities. But now he
could see that his business was about to end. No one seemed to be interested in
his furniture anymore. Someone had come to the town with a new way of carpentry, making everything more intricately
designed than Ned. This was drawing almost all attention away from his work.
Ned knew at least part of the reason why people didn't come to him any more was
because he was so forgetful. He would make a cabinet for Frank and give it to
Barney. They never really minded him
getting mixed up for very long even though they would get annoyed at the time
because Ned had such a carefree nature.
He had to go out
into the world to find a living. His mother had begged him not to go, but Ned
had no choice. She eventually agreed to let him go and said she would stay in
her rocking chair and pray for his safe return until he came back. His mother would always sit in her
rocking chair and pray when she was worried about something. It was all she
really ever did.
Ned had been walking for a couple of hours
whistling in the way he did when he had been working on furniture. He was
looking around taking in the trees and grass and hills of the country side. Suddenly
he saw what looked like a trapdoor fixed into a nearby hill. Ned stopped
looking at it feeling very confused. He knew that trapdoors were definitely not
usually in hills.
His curiosity aroused, Ned walked over to the trapdoor and looked at it closely. He
could see that it had been made very well with metal hinges and an exquisitely
made lock. He had never been outside of his home town before and didn't know
what to expect. In fact he had barely heard anything about what was beyond the
town boundary.
The door felt cold to the touch. It looked
like it had rarely been used if at all. Ned hesitantly tried to open it. He had
to pull very hard but the trapdoor opened. There was a very wet ladder going
down into darkness. After much thought he decided to climb down the ladder to
see where it went.
Ned hadn't been going far when he felt his
foot slip. He grabbed for the ladder with his free hand, but too late! Ned felt
himself falling and he lost his grip on the ladder with his other hand. Oh why
had he been so careless on a slippery ladder?! The last that was heard of Ned
was a piercing whistle as he fell.
The mother of whistling Ned was praying in
her rocking chair for the rest of her life. When Fred and Barney thought of
Ned, as they did whenever they needed something different made, they wished Ned
had been a little more like his mother and that she had picked up something
from her son’s example. “Life just doesn’t deal even hands,” Barney observed to
Fred as they raised a glass to Ned in fond memory.
Wednesday, June 8, 2016
Totopoly
We finally got round to playing the Murder-Horse Race game (well, I insisted in the end).
12 horses, very simple rules. 4 for each player with the task to write orders for each jockey before each turn started. The orders were limited: R for ride hard, A for attack another jockey and D for defend against attack. Each jockey got 2 choices so there could be double R's, double D's and double A's as well as combinations. Impossible to do everything though.
We started each turn by announcing which jockeys had attack orders and then rolling for initiative. A single A got 1d6, double A 2d6 (same for D and R). The attacking jockey rolled the dice and so did the jockey attacked if there was a defence order in play. It just took a victory by more than one point to unseat, maim or murder a rival.
At the start, because all the horses were stationary, anyone could attack anyone. After that, jockeys could only attack rivals they were level with in the race.
After the attacks were done with, we got on to the racing. Each horse was rolled for with 1 and 2 indicating a forward gallop of 1 space, 3 and 4 2 spaces and 5 and 6 3 spaces. Then if the jockey had employed an R order, 1d6 was rolled for each order with 5 or 6 meaning an extra forward move. The most any horse could advance in a turn was therefore 5 spaces.
After a quarter of the race all bar 4 jockeys were down and out! By half way, only 2 were left. The additional rule that came into play after the carnage of the start was that each jockey had one Take That You Fiend to play. This could travel a maximum of 10 spaces so the leaders were always going to be in jeopardy. A TTYF involved a 1d6 roll off to see if it worked, the caster needing to have a higher roll.
Charlie and I ended up side by side in the final furlong after he reeled me in - he had used his TTYF so I didn't have to worry about being a sitting duck in the lead.
Not only did he catch my jockey, he slipped a blade into his back and was the only one to finish the race.
A quick and satisfying game and one open to all sorts of future rule tweaks. Thanks Mr Waddington!
12 horses, very simple rules. 4 for each player with the task to write orders for each jockey before each turn started. The orders were limited: R for ride hard, A for attack another jockey and D for defend against attack. Each jockey got 2 choices so there could be double R's, double D's and double A's as well as combinations. Impossible to do everything though.
We started each turn by announcing which jockeys had attack orders and then rolling for initiative. A single A got 1d6, double A 2d6 (same for D and R). The attacking jockey rolled the dice and so did the jockey attacked if there was a defence order in play. It just took a victory by more than one point to unseat, maim or murder a rival.
At the start, because all the horses were stationary, anyone could attack anyone. After that, jockeys could only attack rivals they were level with in the race.
After the attacks were done with, we got on to the racing. Each horse was rolled for with 1 and 2 indicating a forward gallop of 1 space, 3 and 4 2 spaces and 5 and 6 3 spaces. Then if the jockey had employed an R order, 1d6 was rolled for each order with 5 or 6 meaning an extra forward move. The most any horse could advance in a turn was therefore 5 spaces.
After a quarter of the race all bar 4 jockeys were down and out! By half way, only 2 were left. The additional rule that came into play after the carnage of the start was that each jockey had one Take That You Fiend to play. This could travel a maximum of 10 spaces so the leaders were always going to be in jeopardy. A TTYF involved a 1d6 roll off to see if it worked, the caster needing to have a higher roll.
Charlie and I ended up side by side in the final furlong after he reeled me in - he had used his TTYF so I didn't have to worry about being a sitting duck in the lead.
Not only did he catch my jockey, he slipped a blade into his back and was the only one to finish the race.
A quick and satisfying game and one open to all sorts of future rule tweaks. Thanks Mr Waddington!
Tuesday, June 7, 2016
Monday, June 6, 2016
Making A Quantum Universe
A while ago, I made a simple choice giveaway (it's on DriveThru published by Khaghbboommm Press) entitled "Zyrian Attrocities" - it gave the reader the chance to (satirically) play the US president and get a grip on the world.
It would be all too easy to re-write it for the present day but instead I've let a combination of Charles Darwin and Albert Einstein guide my hand.
"A Blank Canvas For The Quantum Artist" works in the same 'no saving rolls, no combat' way - it should hit DriveThru this week.
It would be all too easy to re-write it for the present day but instead I've let a combination of Charles Darwin and Albert Einstein guide my hand.
"A Blank Canvas For The Quantum Artist" works in the same 'no saving rolls, no combat' way - it should hit DriveThru this week.
Sunday, June 5, 2016
Retro
I have a lot of music from the 70s and 80s on my iphone. Much of it betrays my punk, new wave and indie leanings.
One of the coolest things right now is letting y 11 year old daughter loose on the track selection on car journeys.
Happily weird to have Rodney Allen and The Men They Couldn't Hang dominating with the dj so young!
One of the coolest things right now is letting y 11 year old daughter loose on the track selection on car journeys.
Happily weird to have Rodney Allen and The Men They Couldn't Hang dominating with the dj so young!
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