Showing posts with label archaeology. Show all posts
Showing posts with label archaeology. Show all posts

Tuesday, April 16, 2024

Medieval Cappadocian dungeon design!

Archaeology and real-world architecture is always super inspiring. But one of the problem is that real-world architecture, unlike fantasy dungeons, is often linear and too simple. Not enough weird interconnections to really make dungeon exploration interesting! I posted about this in the early days of this blog.

Well, this Cappadocian rock-cut monastery at Selime Kalesi is a non-linear dream!


Map:


The map is from Cave Monasteries of Byzantine Cappadocia by Lyn Rodley (p. 64).

My favorite detail is the narrow passage between areas 13 and 18. Good design, Cappadocians!

And the detailed room-by-room description is like a keyed dungeon... Albeit without monsters. Some excerpts from the book:

Room 2

At the south side of the east wall of Room 1 a small rectangular opening leads into Room 2, a narrow rectangular room with a bench along west, east and south walls. The room is roughly barrel-vaulted at its north end and has a flat ceiling at the south end, carried above a cornice. West, east and south walls at this end of the room have a decoration of arched blind niches; those on the west and east walls taper off at their north sides. The niche of the south wall contains a large rectangular window, overlooking the valley.

 

Room 8

The porch, like the church, was plastered, but most of the plaster has fallen away. Fragments remain on the east wall, around the church entrance, and on the easternmost edges of north and south walls. Just below the cornice on each side is a painted inscription of seven lines on the north side and three lines on the south. The lines of the inscription appear to be complete and since they occupy the whole width of the plastered area of the porch it is possible that the plaster did not extend right across the porch wall, but was confined to a narrow vertical band the width of the inscription. Unlikely though this may seem, the alternative is to assume that by chance the area of plaster with the inscription has been preserved while the rest is lost. The text, a dodecasyllabic poem, is as follows:

‘Let no one be misled by the desire for wealth for the love of money has destroyed many. For this flesh is earth, clay and...’

The poem appears to refer to the tomb chamber below it, but clearly does not supply any information on the inhabitants of the chamber.

 

Room 12

A secondary opening in the west wall of Room 12 leads into Room 13, described below. The only original opening is the rectangular entrance from Area 10, described above, which opens into the south wall of Room 12. In the southeast corner of the room a chimney has been cut through the ceiling, and the room is much blackened by smoke.

 

Room 18

There are two openings in the south wall of the east gallery: to the west, the entrance to another elbow-shaped passage leading to the east end of the south gallery (18c) and to the east an opening into the long tunnel (b) which links the east wall of Room 18 with Room 13.

 

Room 28

This is a small barrel-vaulted room with cornices, a transverse arch and wall arches, like so many others of the monastery. One lunette is decorated with a relief carving of a horned animal. The location of the stable suggests that the tunnel was once the only entrance to the monastery, and that horses and pack animals had to be left at the foot of the hill and the tunnel entered on foot. The room with the horned animal may conceivably have been a gatehouse of sorts.

Sunday, April 25, 2021

RPGs set in ancient Mesopotamia, a non-comprehensive overview

This is a post about Mesopotamian roleplaying games, games that specifically take place in the ancient Near East, although often in a fictional / fantasy-influenced version of it.
 
Elements of Mesopotamian myth and history have been present in wargames and roleplaying games from the beginning. Lammasu as a monster/creature appears in print as early as 1975, in Dungeons & Dragons IV: Greyhawk (and you can find Shedu in D&D VI: Eldritch Wizardry (1976)). There are sections on “Babylonian Mythos” and “Sumerian Mythos” in Deities & Demigods (1980).
However, I am unaware of any early games specifically dedicated to historical or historical/fantastic roleplaying in Mesopotamia. Such existed for Egypt, e.g. 1983’s Valley of the Pharaohs. Even for game lines where “historical supplements” were released for many different eras, Mesopotamia had not received coverage (there is GURPS: Egypt, but no GURPS: Mesopotamia).
 
Two books were released in the early 2000’s, in the so-called “d20-era” (when the owners of Dungeons & Dragons introduced the “Open Gaming License”, allowing the publication of third-party materials building upon the game).
 
One of these is Testament: Roleplaying in the Biblical Era (2003). The book, of course, includes a lot of historically based information and game options from Israelite, Canaanite, Egyptian, and, last but not least, Mesopotamian cultures. The authors sum up their approach to the material as such:
“<…> we are striving to capture the spirit of the Bible. We’re trying to portray the general characteristics of the Biblical characters: Samson is really strong, Moses is a miracle-worker of incredible power, David is a poet as well as a warrior, and angels are great and terrifying creatures.
We interpret the source material metaphorically. In other words, the Bible doesn’t tell us that Israelites physically battled tempter devils, or sphinxes, or other mythical monsters, or that seraphs transformed into fiery serpents (although there is etymological evidence to suggest that they could), but adding these features makes the game more playable.”


The second book is Ancient Kingdoms: Mesopotamia (2004). It’s similar to the aforementioned game, as it includes big chunks of geographical and historical information, and then presents options and mechanics on turning this into a roleplaying adventure. You all will probably recognize how Wooley’s reconstruction of the Ziggurat of Ur is used in one of the dungeon adventure maps. If Testament is biblical, Ancient Kingdoms: Mesopotamia leans more into the pulp/Lovecraft/Chariots of the gods side (“Atop the great ziggurat, on a moonless night, they called down an entity that the stone tablets named Yuthla-Nogg and described as a black wind with a thousand eyes”).


Also based on the Dungeons & Dragons Open Gaming License, but released later is the monumentally titled Babylon on Which Fame and Jubilation are Bestowed (2016). This is a very different beast. It is the self-published work of a sole author (G.P. Davis). It is very strongly grounded in historical research: the introduction states that middle chronology is used, and that the game as intended takes place in the 25th year of Hammurapi’s reign. The previous two books were more like popular encyclopedias of the ancient Near East. This game goes into scholarly detail. There is diacritics! To this background, the more or less standard elements of Dungeons & Dragons are added. There is also a second edition, which changes the game system to an original one, but I haven’t checked it out yet.
Also, do check out the solo play reports on the alea iactanda est blog! (Addendum: this game uses the 2nd edition)


Next up is Blood & Bronze (2016). The stated intent is to present Bronze Age adventures in the pulpy sword & sorcery style, in “Mythical Mesopotamia”. Robert E. Howard, Clark Ashton Smith, and peplum movies are cited as influence. This is a “lighter” affair, that does not include much encyclopedic detail about historical Mesopotamia (its “gazetteer” is 5 pages, compared to the 150-200 pages of the aforementioned examples – but then, recent game design principles are quite different from those of the early 2000’s).


And there is another recent minimalist addition to Mesopotamian roleplaying games, called Into the Bronze (2020). Even more than Blood & Bronze it aims to create an eclectic pulp literature feel: “You and your friends will play as adventurers in a fantastic world 4000 years before Christ. Among its influences are Sword & Sandals movies, Anouar Brahem records and the Jewish Book of Judges”.

This is it for now. This is not a complete list, of course, so feel free to add or discuss in the comments.

(I posted this text originally in a facebook group dedicated to popular references to the Ancient Near East)

Wednesday, March 17, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #14

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9Session #10Session #11Session #12, Session #13

Porphyra the Lyrist
Buff the Warrior
Meteora the Amazon
Romulus the semi-domesticated (at best) wolf of Porphyra
Henchmen: 2 Greek and 4 Phoenician warriors
& Donkey the donkey

Meteora finally caught up with the party. By now, the Amazon is unrecognizable as her previous self: her uncanny regenerative abilities and carousing with a Dionysian thiasus turned her into a monstrous thing with peacock feathers, scales and now even donkey ears...
But at least she was around, reinforcing the party with some much-needed fighting power.

(I'm very busy with work & life, so this report will be presented in bullet points)

  • The adventurers explored a small ruined building next to the mine's entrance. They found a staircase that led to a terrace cut into the rocky mountain-slope above the building. The edge of the terrace was lined with cyclops skulls... From the terrace, they also noticed some irregularities in the pavement of the room beneath them, and found a basement: six silver bars were their reward!
  • Next they moved into the mine. They put Buff and a Greek warrior in the first row, to form a shield wall, then Meteora and Porphyra, then Romulus, the donkey, and the rest of the warriors. And the squad carefully moved deeper. They arrived into a big chamber first, with lots of side passages.
  • The side passages were mostly dead-ends. Some bones were in one of them, and Buff theorized that this place might be used as a burial ground for the cyclops people.
  • A couple of the passages had some more branching tunnels, but eventually the party settled on exploring a tunnel that had a slight upward slant. Porphyra used her last oracular question, and this ensured them that taking that tunnel would eventually take them inside the volcano's caldera.
  • The journey was long. The tunnel felt almost infinite, going deeper and deeper into the mountain. The walls sparkled with silver veins. The adventurers lost track of time. They could only rely on their oil lamps to measure time. They were also very exhausted from tracking through the badlands the night before.
  • In one place in the passage, they were in for a nasty surprise. The veins of silver on the ceiling started moving, and then coagulated into drops, and silver rain came falling down on the party. Some were hit by the seering liquid silver.
  • After the "rain", they decided to rest, saying that as the drops had already fallen, this place was now relatively more "safe". They extinguished all their lights, and set watches.
  • During one of the watches, they heard something moving in their direction from ahead. They lit a lamp, and Buff and one Greek warrior formed a shield wall and charged ahead --- only to be met by the countercharge of a huge minotaur, made up entirely of the liquid silver!
  • A tough fight ensued in the narrow confines of the tunnel. Buff and the Warrior held their ground, and eventually Meteora managed to jump over their heads, and land behind the minotaur (she gained superhuman jumping and hopping powers back in the village of the frog people). The minotaur had regenerative powers, but was eventually defeated, and the remaining pools of liquid silver dispersed.
  • Then the party finally reached the end of this tunnel, and entered a gigantic cavern, which had a great silver lake in the middle.
  • A silver pillar rose from the middle of the lake, and everybody started hearing telepathic speech in their heads: "RISE, SLAVES! RISE AGAINST YOUR MASTERS! JOIN ME, IMPURE ONES, BECOME ONE WITH ME, AND I WILL PURIFY YOU!"
  • Attempts to circle around the lake were blocked by silver pseudo-pods. The telepathic manifesto countinued.
  • The adventurers first threw the silver bars into the lake, which seemed to please the entitty, but it continued to agitate some kind of "slaves" to rise against their masters.
  • At one point, Porphyra thought about gold, and this outraged the entity.
  • The adventurers caught on, that the entity is not really speaking to them, but to their metallic weapons and objects! They weren't keen on throwing those into the lake, so they took another way, and dumped a golden ear-ring into the pool.
  • When touched with gold, the entity got into an uncontrolled rage, and its pseudo-pods retreated, giving the party a chance to quickly run around the cavern and make it to the other side.
  • There the tunnel continued, and eventually led the party out into the lush jungle inside the caldera of the volcano!
....to be continued......






Sunday, March 7, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #13

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9Session #10Session #11, Session #12

Porphyra the Lyrist
Buff the Warrior (elevated to player character status)
Romulus the semi-domesticated (at best) wolf of Porphyra

After the untimely demise of Ellipsis the Hunter (formerly the spearhead of the party and guide in the perilous wilderness), the small group of adventurers returned to the village. Ellipsis' player decided to play as Buff the Warrior.

After the burial ceremonies, they discussed their plans with the colony elder and the priestess of Hestia. The priestess was happy to learn about the existence of an oracular cave nearby, and wanted to visit right away, but this pilgrimage was postponed until the place becomes safer.

Suddenly, a man (of the the colony's fishers) came running back from the seashore. He told that a ship appeared, adorned with a horsehead. Many warriors disembarked from the vessel, took a villager hostage.

Buff and Porphyra quickly commanded the colonists to fortify themselves in the houses, then took six guards, and went down to the beach. There, indeed, they saw a big ship, and about two dozen foreign warriors.

They introduced themselves as Phoenicians, who came to visit their compatriots who founded a colony here. The adventurers explained, that those colonists had disappeared before the coming of the Greeks. Then they led a big group of Phoenicians back to the village. Luckily, Bal-Shazzar was there, who corroborated the adventurers' story, and told the other Phoenicians that the adventurers rescued him from monstrous cyclopes.

A long discussion followed. The Phoenicians still laid claim to the village, as belonging to them. Furthermore, they needed proof about their missing relatives. Buff and Porphyra explained their suspicion, that most of these missing people were now slaves of the vulture riders up north. The Phoenician captain agreed to give a couple of his men for a scouting mission.

Porphyra used her oracular powers and learned that a way to get into the volcano's caldera undetected lay through the abandoned silver mines: a tunnel entrance she spied earlier in her prophetic trance.

So the group (two adventurers, two warriors, and four Phoenicians) spent a day preparing, then set out once more into the wilderness. They managed to navigate the well-trodden path through the forest, and made it back to the river source without encounters. There they rested, and waited for the night to fall. They though their best bet was to move in the darkness, to avoid scorpion patrols and the vulture riders.

At night, they moved closer to the lumber camp (which was still very active), and staked it out from a hiding place during the day. They saw vulture riders come and go, and also a squad from the wasteland arriving there. During the next night, they tried to make their way through the wasteland, but the terrain proved to be very hard to traverse: a thin crust of hardened earth above a deep layer of volcanic dust. The dawn caught them out in the open wilderness. But a lucky break: the weather was overcast, cloudy, with bad visibility. This aided them on the last leg of their journey, and they reached the entrance of the abandoned mines.

This was just a short session, but quite eventful. To be continued!




Saturday, February 27, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #12

One of these days, I'm gonna write a blog post that's not a Mazes & Minotaurs session recap! But not today... not today!

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9Session #10, Session #11

Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Meteora's player was busy with work stuff :(

The group woke up after some well-deserved rest in the cavern. Porphyra was still unconscious... So her player was given the choice to play as either Buff the henchman or Romulus the wolf, and of course he chose to play as Romulus the wolf!

As a first order of business, Romulus marked the cave as his territory.

Ellipsis came up with a plan to reach the Source: tie something to a rope, and throw it down through the little "window" overlooking the cave of the Source, wait for it to come down with the current, and use the rope as extra support when wading upstream. However, with their numbers so low, they decided to leave that part of the exploration for a later time.

Ellipsis and Romulus decided to leave the cave and explore the surroundings a bit. They left Buff and Chuff behind to look after Porphyra.

Outside, it was a hot summer morning. 


Suddenly, there was some movement in the bushes about 70' away from the cave entrance --- and a group of scorpion men started shooting arrows! An ambush! Ellipsis returned the favor with a couple of his own arrows, and Romulus charged into battle. However, the three scorps posed a much greater threat. Ellipsis called for help, but Buff and Chuff needed a couple of rounds to reach the place of the battle. 

Ellipsis took cover in the cave entrance behind some rocks, but still he got hit by several arrows... The damage was enough to kill him, but instead he got an adrenaline rush and continued fighting for enough time for Buff and Chuff to join the fight --- but then........

Sunday, February 21, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #11

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9, Session #10

Ellipsis the Hunter
Porphyra the Lyrist
Meteora the Amazon
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Right at the entrance of the cave, Meteora the Amazon caught up with the rest of the party. Turns out, she got distracted by a game of chance back at the village, and lost all her clothes as the outcome.

So now it was time to go dungeoneering!

The party traced the river back to its source, a cave on the northern slope of the Feathered Queen's mountain. The tethered their donkey at the mouth of the cave and cautiously entered. The cave seemed natural: grayish-black rock with sparkling speckles, polished smooth by millennia of fast-flowing water. The cave looked like a horizontal funnel, a gradually narrowing passage.

Ellipsis scouted forward, with the rest of the crew following after him. They found a chamber off the main passage to the left. They entered, and found that it was full of clusters of small, needle-like crystals, shimmering with all the colors of the rainbow. There was a draft of air coming from further ahead, and a weird whispering sound.

The party realized that the whispering sound was caused by the crystals; and that the crystals echo any nearby sound and amplify it. Porphyra the Lyrist decided to test the acoustics and played a song: however, her voice cause a bunch of screeching feedback, which led to some of the crystals exploding, and maiming Buff the Warrior - a bunch of small crystal needles embedded themselves in his palm. 

The party proceeded further, and found a long winding passage sloping upwards. It led to a small spherical chamber, with an opening ~10' above the floor. An uncanny light was seeping through this "window", slowly pulsating between blue and orange. The light of the group's lamp seemed to "retreat" from this otherworldly illumination!

Ellipsis stood on Porphyra's shoulders and looked through the opening: into a great cavern, full of large crystal, with a sphere of light and a whirlpool in the middle!!



Wednesday, February 10, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #10

 Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8, Session #9

Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Having rescued the poor Phoenician man from the evil cyclops laboratory, the gang decided to go back home to the village.

They quickly headed south, as they wanted to cover as much distance as possible before nightfall. Then they camped, luckily without any incidents. During the next day's track, they noticed more weird kinks about the local wildlife: for example, a regular-looking brown bear tried to ambush them by rolling big rocks off a cliff. Some of the adventurers got hurt, but were able to continue the journey and reach the river around dawn.

There, they set a fire to signal to their comrades on the other bank, to come get them with the ship. 

In the meantime, Romulus the wolf started gnarling at something in the water: a human body!

The body was pulled ashore with ropes. It was the cadaver of a drowned man, with lots and lots of tattoos on his body: mostly concentric circles and spiral patterns. Then the patterns started swirling and moving... and the bloated body rose from the ground, and attacked the adventurers. His touch had a life energy draining effect. Porphyra almost fell prey to it, because she tried to grapple, but got lucky with her save. Then with the help of a bunch of rope they subdued the creature, and tried to throw him on the fire. The flames burnt the ropes away, and the creature attacked again, but this time was put down for good and burnt to ashes.

Meanwhile, the ship crossed the river and took the group back to the village. 

There, they took good care of the Phoenician, and, when he regained consciousness, the group learned about how the village is originally the rescued guy's home, and how he had been abducted by the cyclopes. He wasn't aware that his fellow villagers were gone as well. But, he did confirm they had been seeing vultures hovering above them. They also learned the guy's name (Bel-Shazzar). It also was confirmed that Danel, the nymph's lover, was also originally from this village.

The next day, the adventurers stayed on their side of the river, and tracked north, towards the volcano. Logging was still going on in the woods at the foot of the volcano. They camped here, and at night saw an awe-inspiring gigantic creature swimming in the river...
In the morning, the group took a turn towards the east, to reach the source of the river in the mountain. They managed to avoid a vulture patrol, and reached the source - a mysterious cave...

Sunday, January 31, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #9

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7, Session #8

Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Meteora's player couldn't make it, so we commenced the exploration of the cave with two players characters and their henchmen.

The party (this time with a proper light source - an oil lamp) cautiously entered the cave. Ellipsis the Hunter checked for tracks, and found several, including prints of a single wolf and a cave lion. The lion's tracks, however, were strange, heavily impressed. Ellipsis thought it made be that somebody is riding the lion.

After the cave entrance, the passage branched into two. Romulus the wolf/dog gnarled at the left passage, so the adventurers proceeded to the right. In the next chamber they found a big eye caved into the rock. At the same time, a cave lion charged out of the left passage and attacked the rearguard. The two warriors put up a good fight, and with the arrival of the rest of the party, they managed to dispatch the lion quickly. 

But there was another surprise: it turned out that the lion was not a regular cave lion, but was a half-taxidermic, half-mechanic monstrosity!


This revelation greatly unsettled everybody. But they decided to investigate the lion's lair in the left passage, and found a weird nest made out of copper wire, and two marble eggs. The lion obviously was trying to hatch these stone eggs...

The adventurers returned to the chamber with the eye, and soon they found that its pupil could be popped open. A little niche behind it hid a metallic wheel or valve. Ellipsis turned out, and they heard a click from the neighboring chamber - a dead end. They searched that area, at first without much success. However, one of them realized, that the dead end was actually an illusory wall!

Ellipsis bravely walked through, and found that a strip of dark material was crossing the passage diagonally, however it did nothing. So he stepped through, and found himself in a built area!

Friday, January 22, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #8

 Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6, Session #7

Meteora the Amazon
Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

The session started with a track to the south along the river. A mild rain started. The group circled around the frog-people's swamp, but found a couple of discarded miniature mice-weapons along the edge. These they gathered, to have more tangible proof about the great Batrachomyomachia they had observed the day before.

During the trip, Ellipsis eyed the sky cautiously, afraid of vulture attacks. However, peril came from another direction: the river! Two giant snakes slithered out from the water, and attacked the group. The monsters were strong, with coiling bodies and green-yellow-brown scales. Porphyra tried her signature move - WRESTLING! But she got constricted by one of the snakes instead, and was almost crushed. Ellipsis and the two warriors peppered the snakes with arrows and sling bullets. Meteora and Romulus took the serpents in melee. Meteora was constricted too, but she was able to break away. Finally Porphyra broke out of the deadly situation as well, and tried to fight fire with fire: she wrestled with the snake again! But the snake simply shed its skin! So Porphyra wrestled a fine snake-skin instead of a snake...

But in the end, the group was able to defeat both monsters.

As this happened about an hour away from the village, they decided to transport the snake-meat home. Ellipsis started gutting the monsters. He found a big bulging area in the snake's belly, so he opened it up, and found the remains of what seemed to be parts of a pony, and parts of a teenager. The group thought that this might actually be a young centaur (as they've learned a couple of sessions back that the west bank of the river is "centaur country"). 

They opted to spend some extra time here, risking travel at night, to give the remains of the centaur a proper cremation and burial.



Luckily, this delay didn't lead to any extra encounters. And around midnight they reached their home village.

There two of them noticed a person sneaking out of one of the houses, and running off into the night!

Friday, January 15, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #7

The first Mazes & Minotaurs session of 2021 was a blast!

Previous installments: Session #1Session #2Session #3Session #4Session #5, Session #6

Meteora the Amazon
Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (now in technicolor level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

The group, present in full, including their trusted henchman Buff, the newcomer Chuff, and Romulus, the wolf, wanted to go and explore alternative routes towards the volcano.

In the morning after the funeral of Guff, the village got hit by a vicious thunderstorm. The group stayed in the village, and erected a tent over the sacred hearth of Hestia. Then the village priestess did a rite and blessed everybody.

The adventurers stocked up on arrows, ropes, lamp oil and torches (you may recall how, during the last six sessions, they lacked some of these essentials).

And on the following day, when the weather got all nice and warm and dry, they set out towards the north, along the river that runs close to their village. It was their intention to learn whether this river is the same as the one they followed earlier, or maybe if the two connect up somewhere.
(see the hexmap later in the post)



Saturday, December 19, 2020

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #6

Previous installments: Session #1, Session #2, Session #3, Session #4, Session #5

Meteora the Amazon
Ellipsis the Hunter
Porphyra the Lyrist
and Buff the Warrior henchman

This recent session was another short one, this one because me, the Maze Master, had a lot of work stuff, and couldn't commit to a full 3-hour session. Still, we thought it would be better to play at least an hour or so, especially now that the group could be present in full force!


Meteora, Ellipsis and Buff spent the night camping near the big river. Meteora heard a noise during her watch, and when she checked it out, she saw a body lying under the bushes! Of course, it turned out to be no-one else, but Porphyra the Lyrist, back from her bender with the Magic Stag! She couldn't remember much, or even how she got to the river from the valley of the Stag, but was happy to see her companions again.

She also found a small whistle hanging around her neck, which she supposed might be the whistle to call the Stag in case she wants its help.

Ellipsis and Meteora told Porphyra about the events of recent days, and what things they'd learned about the land.

Luckily, they didn't attract any unwanted attention / random encounters during the night, and in the morning they headed south. They thought that that way might lead them through a forest (which is not the creepy enchanted forest of the Golden Tribe), and towards their village.

In the forest, they saw a big brown bear, but the bear was busy eating something, so they avoided it.

And after a long track, they exited the forest next to the little grain field near the village!

Sunday, December 13, 2020

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #5

Previous installments: Session #1, Session #2, Session #3, Session #4

Meteora the Amazon
Ellipsis the Hunter
and Buff, the Warrior henchman

This was a relatively short session, as Porphyra the Lyrist's player was still sick, and we didn't want to go ahead much without her.

So, after the character group had been escorted out of the palace/nest of the Feathered Queen, they hiked down the hill. Luckily, they didn't encounter any vulture patrols or other monsters. They went back to the valley of the Magic Stag, but couldn't find neither them nor Porphyra.

Their plan was to go and circle west/north-west around the Feathered Queen's mountain, without going into the enchanted forest, because they saw a river to the north of the mountain, and thought that it might be the very river that flows by their settlement. 

However, first they had to get there. The group's mobility was partially hindered, because they were carrying the corpse of the dead warrior Guff (on one of the donkeys).

Even with all the caution, their path lay dangerously close to the edge of the enchanted forest. And soon, indeed, danger struck, as a herd of wild boars charged out at them. Ellipsis the Hunter alerted the others, and they looked for a quick way to escape, and tried to climb up some nearby rocks. Buff made it up quickly, but Ellipsis and Meteora failed to scale the rocks under pressure, and had to receive the charging boars!


During the combat, Ellipsis noticed that the boars all had golden ear- and nose rings! Quite unusual for wild animals... But also, this wasn't your normal wilderness either, but the ancestral territory of the Golden Tribe. The player characters hypothesized that the boars might be actual members of the tribe, polymorphed into boars by the Mother Superior, the stern witch leader of the lake nymphs.

After a quick and gory melee, the group managed to kill or rout the boars. Ellipsis fancied the thought of dragging a boar carcass into the forest and bleeding it there (in a previous session, the soil of the enchanted forest drank up all blood eagerly), but abandoned the idea and the group moved forth.

Nightfall caught them still out in the open, so they set up camp under an overhanging rock. Despite the rain, they managed to get a fire going, and rested for the night. 

Friday, December 4, 2020

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #4

This week we returned to ancient times for another session of our Mazes & Minotaurs campaign!

Previous installments: Session #1, Session #2, Session #3

We picked up where we left off, in the mystic grove of the shapechanging stag, with two players present:

Meteora, the Amazon

Ellipsis, the Hunter

and two NPC warriors, Buff & Guff

Porphyra the Lyrist's player couldn't make it, so we rules that Porphyra stayed behind to entertain the stag this session.

We started off with some carousing and conversation. The magic stag was quite talkative, and shared a lot of information about the locale. It also shared some magic mushrooms with the humans, although it warned them about side effects... Meteora ate one, and gained the power of regeneration - although for each wound regenerated she would gain an animal feature or other cosmetic mutation, leading to her slow transition into an unrecognizable woman-beast! Ellipsis also partook in the mushroom party, and his shadow detached and became his henchman!

Through conversations, the players learned that the Stag and the Mother Superior (stern overseer of the lake nymphs) were actually siblings! They were both hatched from eggs of their mother, a magnificent bird, called the Feathered Queen. The Stag also disclosed that it wasn't on speaking terms with the Queen. However, it was worried that something had happened to the Feathered Queen, because she hasn't been seen flying around for some time.

The party also learned a lot about the history of the land: like the tribe of the Golden Warrior, the Warrior's conflict with the witch, Mother Superior, and other tidbits.


Leaving Porphyra behind, Meteora, Ellipsis, and the two warriors set out towards the mountain peak to the north, the abode of the Feathered Queen.

Friday, November 20, 2020

[Mazes & Minotaurs Actual Play] Colonies & Chimeras! Session #3

This week's session took the party deep into the mythical forests of the unknown land!

Previous recaps: Session #1, Session #2

The party showed up in full force:

Meteora, the Amazon

Porphyra, the Lyrist

Ellipsis, the Hunter

and the NPC warriors, who even got names: Guff and Buff

As Meteora missed last session, I had her roll on the chart and weaved the result into the game. Turns out, last day Meteora got lost in the enchanted forest, and found a lake. She met a beautiful blue-skinned lady, and they bathed together in the lake's fresh water.

After establishing this, as all players showed up on time, they rolled on the chart of bonuses for reliable players (yes, I'm okay with rewarding meta things...). Ellipsis got darkvision for this session, while Porphyra received an omen. Meteora had her tribe's ancestral weapon (a sword of meteoric iron!) appear in her hand. This magnetic sword whispered to her (after the refreshing bath), that her friends are trapped in the enchanted forest, and led her as a compass to the mound where the other camped for the night.

The party was thus reunited in the tunnels of the mound.


They rested for a night (except Porphyra, who sang quiet lullabies to regain her magical powers).

During Meteora's watch, she heard a scraping sound coming from one of the blocked off side passages. She cautiously approached and asked who was there. A strange voice, or rather - two voices in near-perfect unison answered: "it is me, the Unnamed Child!". Meteora was freaked out and went back to the main chamber... Otherwise, the night passed without trouble.

In the morning, the adventurers decided to properly explore the whole mound.

Wednesday, November 18, 2020

d30 ancient Near Eastern treasures

Adapted from the list of wedding gifts that Tushratta, king of Mittani, gave to Amenhotep III, as dowry for princess Tadu-Hepa. From the Amarna letter EA22 (The El-Amarna Correspondence. A New Edition... p. 160-183). Modified as needed...

  1. Whip, overlaid with 5 shekels of gold. A large banded agate is inserted into the pommel. A banded agate seal is strung on it.
  2. Horse adornments, genuine banded agates mounted on gold: 88 stones per string. 44 shekels worth of gold.
  3. Set of bronze torques.
  4. 12 good, sharp arrows.
  5. Iron-bladed dagger; its haft decorated with ebony calf figurines, overlaid with gold; the pommel is of a precious stone. 6 shekels of gold has been used on it.
  6. Longbow, overlaid with 4 shekels of gold.
  7. Iron mace, overlaid with 15 shekels of gold.
  8. Pair of gloves, trimmed with red wool.
  9. Two multicolored shirts.
  10. Horse-shaped bottle, made of iron, with eagles of gold and genuine lapis lazuli as inlays. 300 shekels in weight.
  11. Golden fly whisk (3 shekels in weight), along with its linen cloth.
  12. Hand-bracelet, of iron overlaid with gold, adorned with lapis lazuli bird inlays. 6 shekels of gold has been used on it.
  13. Necklace with 35 genuine lapis lazuli stones, 35  dark red translucent stones, and one genuine banded agate in the center; all mounted on gold with a reddish tinge.
  14. Head-binding, of gold, twisted like a torque. 14 shekels in weight.
  15. Spoon, overlaid with lapis lazuli and dark red stones; its handle – an alabaster female figurine, with lapis lazuli inlays. 6 shekels of gold used on it.
  16. Pair of leather shoes, studded with gold ornaments. Its buttons are of a translucent dark red stone. 13 shekels of gold have been used on them.
  17. Pair of shoes, of blue-purple wool. Ornaments of gold and a genuine lapis lazuli inlay in the center. 4 shekels of gold.
  18. Garment of blue-purple wool, Hurrian-style, for the city.
  19. City shirt, Tukriลก style, and a pair of red wool sashes.
  20. Spear of bronze, with a double overlay of gold (10 shekels worth).
  21. Helmet container, of malachite, overlaid with 4 shekels of gold.
  22. Plaque with winged disks and Deluge monsters, of ebony, overlaid with 30 shekels of gold.
  23. Set of salt containers, in the shape of bull-calves and lions, of a dark red stone.
  24. Silver brazier, 66 shekels in weight.
  25. Ebony chest without a lid, adorned with a winged disk and overlaid with 2 shekels of gold and 40 shekels of silver.
  26. Colored loincloth.
  27. Pair of wool leggings.
  28. Stone container, with myrrh-scented oil.
  29. 20 arrows to be shot flaming.
  30. Shield, its middle overlaid with 10 shekels of silver.


Wednesday, November 11, 2020

[Mazes & Minotaurs] Languages house rule

My current Mazes & Minotaurs campaign started out with a more-or-less historical ancient world as its setting. Therefore I wanted to include some of the cultural and linguistic background of the ancient world. I ended up dividing up the languages into groups. The grouping is rather broad, but it works in the framework of the game, where the player characters are (mostly) Greek. And I think for a game with this premise it's okay to simplify things and keep the division between "Greeks", "barbarians", and "the East". "Ancient" languages (that is, languages that are "extinct", like Minoan) are not currently accounted for.

This houserule makes languages MATTER, but without bogging down the game with too much extra rules or bookkeeping.

Individual languages aren’t tracked, but there are three language groups and a catch-all skill for reading and writing.

Greek. The default language. All player characters (except Amazons and Barbarians with a negative Wits modifier) are assumed to know Greek.

Oriental. The languages of the cultures of the Near East: Egyptian, Akkadian, Phoenician, Aramaic, Hebrew, etc. Greeks merchants and sailors learn them by interacting with other nations, mercenaries serve in the armies of Eastern kings, mystics and scholars search for wisdom.

Barbaric. All the languages of the peoples of Europe, Asia Minor and the mountains, steppes and deserts of Asia and Africa. Examples: Scythian, Cimmerian, Thracian, Pelasgian, Macedonian, Phrygian, Lydian, Carian, Lemnian, Etruscan, Celtic, Old Latin, Umbrian, Berberian… and the tongues of sentient wilderness creatures! Greeks learn these languages if they have dealings with neighboring tribes, or come from a mixed Greek-Barbaric family.

Literacy. The Greek world has only recently emerged from the Dark Ages. The Greek alphabet is still under development, but there are of course many writing systems available. To avoid complexity, if a character buys this skill, they are considered literate in all writing systems for the languages they know.

Starting languages:

Characters get a number of “language points” equal to their Wits modifier. For each point, they can buy one group from those available for their class (see table below). For example, a Noble with +2 Wits knows Greek and buys Oriental and Literacy.

ฮ” = the class starts with this language.

ฮ”* = the class starts with this language if their Wits modifier is zero or positive.

‡ = the class may buy this language with their language points.

 

Language availability

Class

Greek

Barbaric

Oriental

Literacy

Amazons

ฮ”*

ฮ”

 

 

Barbarians

ฮ”*

ฮ”

 

 

Centaurs

ฮ”*

ฮ”

 

 

Nobles

ฮ”

Spearmen

ฮ”

 

Elementalists

ฮ”

 

Lyrists

ฮ”

 

Nymphs

ฮ”

 

Priests

ฮ”

 

Sorcerers

ฮ”

 

Hunters

ฮ”

 

 

Thieves

ฮ”

 

 

 

Leaning new languages:

Characters may learn foreign words, basic sentences, or even a couple of written signs during the game. However, they can only buy a new language group or literacy if their Wits modifier increases through level advancement.



Tuesday, April 7, 2020

1d12 reasons your ancient Greek character showed up late [Mazes & Minotaurs]

When a player is late to the session, their character is considered missing. Logical, right? But what's the reason behind the absence?

The DM of the LotFP game I play in has a special "late to the session" chart he rolls on in such cases. The results are mostly negative, but there are a couple of boons on the table as well.

I wrote up a mythical ancient Greece flavored 1d12 table of such mishaps, for use with Mazes & Minotaurs.

You were late, because...
  1. You caroused with a Dionysian thiasus. You gain one beastly feature (e.g. donkey ears, hooves, panther spots…).
  2. You played a game of knucklebones and lost 1d20% of your coins AND your clothes.
  3. You got caught between Scylla and Charybdis! Roll 1d6: even – you start the session at 1 hit point; odd – you start the session without your weapons and armor.
  4. You saved a Phoenician merchant from bandits. He gives you a beautiful golden bowl as a gift of gratitude and a token of free passage on any Phoenician ship.
  5. You met a Thessalian witch and she turned you into an animal. Roll 1d3: 1 – boar, 2 – singing bird, 3 – donkey. You spend 1 hour of game time in this shape, then you revert back to your original form.
  6. Turns out, you have a long-lost identical twin brother or sister. If you die during this session, the sibling takes your place.
  7. You were invited to a lion hunt. Make a Danger Evasion check. If you fail, one random limb (roll 1d4: 1 – left leg, 2 – right leg, 3 – left arm, 4 – right arm) is injured and cannot be used during this session. If you succeed, you get a fancy lion skin cape (+2 to Personal Charisma)!
  8. You bathed with a nymph. This session you get -2 to Athletic Prowess, Danger Evasion and Physical Vigor; but get +4 to Mystic Fortitude.
  9. You ran into a celebrity (roll 1d10: 1 – Heracles, 2 – Theseus, 3 – Perseus, 4 – Bellerophon, 5 – Castor & Pollux, 6 – Jason, 7 – Odysseus, 8 – Atalanta, 9 – Medea, 10 – Lucy Lawless). This session you are -2 on Danger Evasion (because you are still star-struck and you can only think about the splendor of the hero). On the upside, you now have the celebrity’s autograph on a shard of pottery!
  10. You sat through a long performance of an epic poem! You were so charmed by the tale, that pickpockets easily stole all your coins and jewelry. However, you learn the weak point of the next mythic monster you encounter (granting you a one-time automatic hit, roll only to see if it’s a crit).
  11. You were abducted by the gods and had to serve wine during their feast. The ordeal leaves you extremely exhausted (cannot run or jump effectively this session, and a -2 to Athletic Prowess, Danger Evasion and Physical Vigor). For your servitude, they give you a small vial full of ambrosia (healing potion for 1d8 points). And perhaps you learn a piece of juicy gossip about the Olympians?
  12. You angered a priestess of Hecate and you are cursed. This session, your attack rolls count as fumbles on natural 1 and 2 (even if your Luck would otherwise negate fumbles!).


Friday, March 1, 2019

[Dungeon] 30-minute dungeon: The Chaldean Archives

My take on the 30-minute dungeon format initiated by Tristyn. There are already a couple of other people posting these: Michael Raston, Shane Ward, and possibly many others!

The goal is to provide a dungeon adventure with more or less these items:

A Hook General Background 3 Combat Encounters 3 "Empty" Rooms 2 Traps 1 NPC 1 Weird Thing To Experiment With Some Treasure A Magic Item
30 minutes is... not much, I tell you that! I did waste 15 minutes on the map. Although I knew I should't. Then spent 30 minutes on the description, so I broke the rule...

But here's what I got. I think it's a good outline, and perhaps in the near future I can flesh it out! It's an ancient Mesopotamian themed ruin complex.


UPDATE 2025: Vladar converted this adventure for use with their Into the Dungeon: Revived system.

The Chaldean Archives

General background: Middle East, circa 700 AD. It is the time of the Omayyad Caliphate. But this empire is not the first to rule in the area, and some people are eager to explore the remnants of civilizations much more ancient and powerful – the Assyrians, the Babylonians, the Medes.

Hook: Abdul Alhazred, the renowned Damascene scholar (not yet known as “the Mad Arab”) hires the party to explore the ruins of an ancient Chaldean palace, find the archives, and bring back as many clay tablets as possible.

The ruins of a once glorious palace, now buried under the sand. A small part is accessible. There are two entrances, 1. from the east (visible) and 2. from the south (barely visible, covered by rubble, but easy to clear if noticed).

Outside the ruins

A nomad tribe has set up camp next to the east entrance.
They never delve deep into the ruins (sometimes go into the courtyard), just use its walls as defense against the sandstorms.
However, they also don’t want to let anybody else in, unless payment or reason is provided.
6+2d6 nomads (HD 1, armed with scimitars and slings) and their leader Sardar, who tells wicked ghost stories (HD 2, armed with Damascene steel)


Areas:

Courtyard

Open area that grants access to the various parts of the complex.

Storage rooms

Grouped around the Courtyard. Many broken clay vessels. Their ancient content (sesame oil and honey) coalesced into 1d4 deadly Lubricious & Viscous Oozes (HD 3, engulfing pseudopods, weapons get stuck in them).
Treasure: each Ooze’s body holds 1d100sp worth in assorted items and medieval coins, and one Ooze holds an ancient Egyptian faience amulet (+1 to saves against Magic if worn).

Chapel area

Entered from the west side of the Courtyard, through a small vestibule.
The entrance is flanked by stone reliefs, depicting two winged genies with human heads. The genies each hold a small container and raise a pine cone towards the entrance.
In the vestibule there is a locked chest. Contents: gilded pine cones, a small container with a sweet smelling oil (enough for 1d8 smears), silver cups and plates worth 200sp.
To pass through the door, one must be first anointed with the sweet oil.
Anybody not anointed is struck by searing light from the toppled statue in the next room. 3d6 damage (save against Rays/Devices for half damage).



The main chapel room

Toppled statue of a male divinity, opposite the entrance. Heavy (combined Strength of 40+ to move). If restored to its original upright position, an otherwise invisible compartment opens in its base, holding a gold bar worth 100gp and the personal Seal of the High Priest (small cylinder seal, depicts a nude hero battling a bull-man; can be used to open containers safely in the Sacred Archive area; provides protection against the Bull-Man).

Chapel storage rooms

Guarded by a Bull-Man (HD 7, very strong, bonus to grappling). If shown the Seal of the High Priest, bows and doesn’t attack.
Treasure: votive statues, furniture decorated with gold and ivory.

Archive area

Entered from the north side of the Courtyard, through a small vestibule.
The entrance is flanked by stone reliefs. When first seen, there are 4 winged genies with bird heads and vicious beaks. The head of one of them was damaged. When the spectators turn away, the three undamaged genies disappear from the reliefs. These three active winged genie guardians will then invisibly stalk and attack the intruders at the most convenient moment.

Winged Genie Guardians (HD 6, 2 attacks, limited flight [long jumps])
The genies have to be defeated, or, alternatively, their stone slabs can be broken (by at least two blows dealing 4 or more damage). If a slab is broken, one genie disintegrates.



Main archives (North part)

Myriads of clay shards. For each turn spent searching, 1d20 complete clay tablets can be salvaged, up to a total of 100.
The tablets contain economical records, hymns, epic stories, historical annals.

Sacred archives (West part)

Five limestone chests. Sealed with wax – the wax has the imprint of a cylinder seal (nude hero battling a bull-man). If the wax is broken, the perpetrator takes 1d8 damage and must save against Magic. On a failed save, the word THIEF is burnt into their forehead (in cuneiform Akkadian).
A person holding the Seal of the High Priest (see Chapel area) can break the wax without any consequences.
Each chest holds 1d12 complete clay tables. Descriptions of rituals, hymns. Every fifth tablet from this room is also a random spell “scroll” (written in cuneiform Akkadian).