Affichage des articles dont le libellé est Greyhawk. Afficher tous les articles
Affichage des articles dont le libellé est Greyhawk. Afficher tous les articles

dimanche 13 octobre 2013

La Cosmologie des Suppléments d'OD&D - Greyhawk

Greyhawk (Premier plan supérieur).

Description : Ce plan, bien qu'il semble similaire au premier abord au monde primaire, est en fait assez différent de ce dernier quand on y regarde de plus près. 

Il s'agit d'un monde couvert de terres arides parsemées de gigantesques citées où se rassemblent les humains (ainsi que les autres races humanoïdes comme les elfes, les nains et les tinigens) s'étendant sur des centaines de kilomètres et formant des gigantesques agglomérations qu'il faut des jours et des jours pour traverser, et où les quartiers, aussi grands que les bourgs du plan matériel, sont des zones autonomes à part entière, véritables villes à l'intérieur de la ville, entrelacs de ruelles labyrinthiques où règne la toute-puissante guilde des voleurs locale. Les guildes des différents quartiers se livrent à des guerres sans merci, leurs maîtres très craints intriguant depuis des manoirs feutrés aux allures de bastions construits au cœur de chaque quartier, tandis que loin au-dessus de la masse grouillante du peuple et du dédale formé par les constructions hétéroclites se dressent les tours et les minarets pourpres des magiciens, qui n'ont rien de commun avec leurs homologues du monde primaire. Ces sorciers vêtus d'écarlate et de mauve contemplent les astres depuis leurs demeures élevées qui surplombent les mégapoles, ne quittant jamais leurs observatoires et leurs laboratoires, et se servant de diverses et étranges créatures qu'ils convoquent grâce à leur magie très avancée, comme les chiens de l'enfer, ou façonnent de leur mains blêmes, comme les terrifiants golems, pour imposer leur domination et se confronter avec leurs semblables par interposition. Ils sont par ailleurs responsables de la création d'horreurs indicibles, comme les ours-hiboux (pour tenir à distance les importuns) ou les cubes gélatineux (afin de nettoyer leurs sombres demeures), qui se trouvent parfois relâchées (par inadvertance ou pas !) dans les rues de la ville...

Les égouts sont aussi le siège d'une présence maléfique : des tribus entières de rats-garous hantent les profondeurs des cités, complotant contre les humains et disputant le complexe souterrain aux à des cannibales blêmes et à leurs prêtres cruels, les druides .

Toutes les cités de Greyhawk sont ceintes par de colossales murailles basaltiques de plusieurs centaines de mètres de haut et plusieurs dizaines de larges. Patrouillées par les forces armées de différents ordres de guerriers saints, les paladins, ayant chacun pour emblème une arme d'hast spécifique (on peut par exemple citer les Frères de la Hallebarde, la Confrérie de la Sainte Pique et la Fraternité de la Blanche Guisarme), elles protègent la population citadines des horreurs qui rôdent dans les landes désolées qui séparent les villes les unes des autres. On peut citer à titre d'exemple les ours de cauchemar - des sortes de gobelins aux têtes de citrouilles maléfiques et à la fourrure épaisse - qui chassent silencieusement la nuit, se rassemblant en bandes, les nuées de striges buveuses de sang ou encore les harpies au chant sinistre. Insensés sont les voyageurs qui bravent ces étendues stériles, car les dangers sont grands et ont causé la mort de maintes expéditions et caravanes. Le commerce pouvant se faire entre les quartiers de la mégapole, il n'y a qu'une seule raison de s'aventurer ainsi en territoire hostile, la gloire et la richesse... en effet, on raconte que dans les ruines des anciennes civilisations disparues dorment des trésors inimaginables et des reliques antiques très prisées par les sorciers des villes. Mais là encore, le danger est grand, on raconte des rumeurs sur des magiciens transformés en non-morts par une magie puissante, des monstres métamorphes pouvant assumer une forme humaine, des ombres au toucher affaiblissant, des meutes de chiens esquiveurs, des araignées de phase, des bêtes éclipsantes, des tiques et des limaces géantes, des monstres rouilleurs, des charognards rampants, et des spectateurs au regard mortel... mais il est dit aussi que les braves et les valeureux reçoivent parfois l'appui de créatures singulières à la sagesse légendaire, les lammasu.

Les rares étendues d'eau qui viennent interrompre la monotonie du paysage sont toutes très salées, et leur voisinage n'est guère profitable à cause des groupes de tritons en maraude et des clans querelleurs d'hommes-lézards primitifs. De plus, de temps à autre, des lueurs spectrales attirent les aventuriers vers une mort certaine afin de se repaître de leur âme...

Les chaînes de montagnes qui balafrent la croûte terrestre sont le sujet d'encore plus de légendes : on raconte des histoires au sujet de volcans au cœur desquels naissent les salamandres, de forteresses géantes volant sur des nuages, de gouffres habités par des créatures aveugles, et de cavernes où vivent les dragons, divisés en deux camps antagonistes, celui des grands vers métalliques et celui de la reine maléfique multicéphale et de ses serviteurs ogres mages.

dimanche 19 mai 2013

[Making a Fantasy Sandbox] D3 - Vault of the Drow | Part 1

  1. Pick an area roughly 200 miles by 150 miles
  2. Grab a 8.5 by 11 sheet of hex paper.
  3. The scale should be so that it represents a 200 by 150 mile region
  4. Draw in mountains
  5. Draw in rivers
  6. Draw in hills using them to divide the region into distinct river valley
  7. Draw in vegetation (swamps, forests, desert, etc)
To serve as sandbox, Vault of the Drow is far too small (6x6 miles). I want to increase the size of hexagones from 240 yards to 1 mile. This is a huge increase (x7,3) which will radically change the scaling of adventures in D3


We will see later if it is suitable: it will always be time to change.  
So this is the new map of Vault of the Drow (note that the city and the temple were significantly decreased in terms of size). I did not try to stick strictly to the original (too tedious, but the locations and shapes are the same).

PS : I did not specified it in the original post, but I will also convert characteristics from AD&D to OD&D.

Any suggestions/comments ?  


Click to enlarge.

[Making a Fantasy Sandbox] D3 - Vault of the Drow

There is no need to brag for the umpteenth time the module D3 : those who read this blog are as much aware of this fact as me.
However, one can see a lot of people asking : "What the characters are supposed to do in this module?". Asking this question amounts to miss the main interest of Vault of the Drow. Why ?
BECAUSE D3 IS A FANTASY SANDBOX!
Although this isn't an earth-shaking revelation, it's worth repeating.
  
So, what's the purpose of this post?
Vault of the Drow is in the top 5 of my favorite modules, and thereby I am toying with the idea of finally playing it.

Yet it is clear that D3 is not a ready-to-play module. It needs to be expanded and reworked with love by the referee, and this is even more the case if one wishes to play it as a sandbox. So this message began a series of posts in which I will try to extend D3 to make it playable without prior preparation by the DM, while still maintaining a minimalist style leaving any latitude to the environment to be changed during play. 

I will try to follow the 34 steps of the method created by the brilliant Rob Conley on his Bat in the Attic blog. 
  1. Using one page sketch a world or continent map
  2. Label important regions
  3. Write one page of background giving no more than a handful of sentences to each region.
  4. Pick an area roughly 200 miles by 150 miles
  5. Grab a 8.5 by 11 sheet of hex paper.
  6. The scale should be so that it represents a 200 by 150 mile region
  7. Draw in mountains
  8. Draw in rivers
  9. Draw in hills using them to divide the region into distinct river valley
  10. Draw in vegetation (swamps, forests, desert, etc)
  11. Decide to place Population Locales note their race this includes social monsters
  12. Decide to place Lairs (locales tht revolves around a home of monsters)
  13. Decide to place Ruins (locales that revolves around a site)
  14. Decide to place miscellaneous locales. (anything that doesn't fit a above.
  15. Name your geography (don't forget islands)
  16. Write a Half Page background describing the region and it's history.
  17. Write a paragraph describing each named geography
  18. Write a paragraph describing each Population Locale
  19. Write a paragraph describing each Lair (you could get away with a stat block)
  20. Write a paragraph describing each Ruin
  21. Look at your notes and come up with two to four plots that ties one or more locales together. Write a paragraph or two on each.
  22. For each population locale come up with three to five encounters. They should be a sentence each.
  23. Come up with 6 to 12 general encounter for the region as a whole. Should usable in any area of the region. They are a sentence or two each.
  24. Pick the 4 or 6 most important Population locales and draw a quarter page sketch map of the settlement.
  25. Pick the starting population locale and draw a full page map of the settlement. This is the "Home Base"
  26. Use Medieval Demographics to get an a idea of how many shops are in the town.
  27. Pick or create 6 or 12 important buildings. Write a paragraph each.
  28. Scan your descriptions for NPCs or noted monsters. Write a two sentence about each. The first a one line with minimal stats the second one sentence. This is your roster.
  29. Pick the 12 most important NPC or Monsters
  30. Write a paragraph describing each and fully stat them.
  31. Pick the most six common encounter type. (City Guard, Border Warders, Bloody Hand, Orcs) Write a paragraph and fully stat them.
  32. Scan your description for any regional organization and write a paragraph on them. Fully stat the most common encounters involved with them.
  33. Make up a rumor chart with 10 to 20 items that feeds the players into the encounter and plots you created in above.
  34. Identify major regions and create a random encounter chart for each (monsters, wildlife and NPCs).

mercredi 1 mai 2013

Lawful Mind-flayers ?

Mind-flayers are truly a fascinating monster. Their diet of brains, their psionic powers, their cthulhoïd look... And their background (they practice slavery, particularly on githzerai and githyanki ; and
they are at war with the Dark elves). 

They are now firmly embedded in the D&D players' mind as the "bad guys". What if... it was a completely false assumption ? What Gygax had in mind when he created illithids ? 
"Law :
Mind flayer [...] highly evil but otherwise lawful."
-Gary Gygax in OD&D, Supplement III : Eldritch Wizardry. 
It could hardly be more confusing... 

I spoke about OD&D alignment in my last post.
It means that mind-flayers fight alongside the Law against Chaos (and possibly the Great Old Ones if they exist in your world. In mine, that's the case).

These creatures created by Gary Gygax appear only in one set of modules which had been writen by EGG : D1-2, Descent into the Dephts of the Earth. In D1, we learn that they are opposed to the dark elves (Chaos), have Were-rat servants (Chaos) and beholder allies (Chaos). Strange dating.

Lately, porphyre77 (a faithful commentator of this blog) rewrote the mind-flayer for Epées & Sorcellerie (we both work with snorri to realease the version 2 of E&S which is the first French retro-clone - I'd probably review it this week) and came with the following interpretation :
"Cette race souterraine à l'allure humanoïde possède une intelligence supra-humaine. Bien que loyaux, ils agissent d'une façon perçue en général comme maligne pour les races plus jeunes qui ignorent tout de leurs objectifs et façon de penser."
-porphyre77 in E&S v2.
"This subterranean humanoid race has superhuman intelligence. Although loyal, they act in a way generally regarded as malignant by younger races who know nothing about their goals and way of thinking."
-porphyre77 in E&S v2 (english translation).
That's brilliant !

Before interpreting the oddity, I must admit it made ​​me think of the Carcosa Space Aliens :
"SPACE ALIENS [Law]: Roughly human in shape and size, though unmistakably alien, these invaders from outer space have hairless, light gray bodies. They tend to be slender, and they have unblinking, bulbous eyes with black irises. Thousands of years ago, an armada of them made a hard landing on the planet of Carcosa. Since then, others of their race have come and gone while establishing bases on the planet—undoubtedly for some nefarious purposes. The Space Aliens possess a highly advanced technology, though they mostly lack such things as art, emotions, religion, philosophy, etc.
[...]
Law is the alignment of those who oppose the Great Old Ones. This opposition need not be (and is usually not) active. If, however, an Old One were to be released from imprisonment, those of lawful alignment would fight against it."
-Geoffrey McKinney, Supplement V : Carcosa (emphasis added).
So basically, we have two solutions (not necessarily exclusive) to handle the situation. Let me develop them to see where they lead :
  • Mindflayers are geniuses without morality who plan ahead the downfall of Chaos. Their devious plans may include providing assistance to their Chaotic enemies or may even include attacking other Lawful races if it can help them to strengthen their position. This disregard of their natural allies can be explained by their excessive pride that drives them to make light of the inferior races little able to fight against the Chaos and meant to be their slaves. This attitude may also be explained by their paternalism towards other races that they educate by reducing them to slavery in order to "civilize" them. 
  • Mindflayers are evil beings who oppose Chaos with a highly advanced science. Why are they fighting Chaos and the Great Old Ones that they resemble physically and mentally (they have great evil in common)? Nobody really knows. Maybe the mindflayers were previously a servant race of the Old Ones... They may have rebelled and now seek revenge. Or maybe they were the ones that the dawn of time, have imprisoned the fouls Old Ones because of a feud? Perhaps they are the immemorial Elder Ones!
Their high technology relies certainly on the minds they consume. Perhaps even navigators of their spaceships are giant brains with surnatural perceptions and terrifying mental powers immersed in vats of amniotic fluid... This is undoubtedly the reason why they enslave the inferior races: they need a lot of brain matter to create such horrors!