Thursday, June 30, 2016

BUSHIDO* - THE DESTINY OF SHINTO

My good friend, and Google Hangouts GM Keith Jacobson requested a Campaigns I Have Known entry on my most memorable Japanese mythology/folklore inspired Fantasy game. Funny thing is, one of the fellows in that game just recently posted a 'Remember This...?' entry on my wall on Facebook.

Well that's too much of a coincidence to ignore.

I've run a number of games set in a mythical, feudal Japan, but my preeminent one was Shinto No Unmei, or 'The Destiny of Shinto', back in 1988-89. I used Bushido, the Japanese Medieval Fantasy RPG classic by Fantasy Games Unlimited, although modified as noted below.

Campaigns I Have Known
Proudly Presents...

BUSHIDO
SHINTO NO UNMEI

The Mechanical and Creative Influences
for this campaign:

Bushido (FGU)
Land of the Rising Sun (FGU)
The Dagger of Kumi (One of my all time favorite animated films)


Title: BUSHIDO - SHINTO NO UNMEI

System: Bushido* (Fantasy Games Unlimited) - Additional Rules from Land of the Rising Sun (FGU), and House Rules.

*In truth, this campaign used a kitbashed system of my own making that was about 80% Bushido. The remaining 20% was a mixture of simplifying what was in the core rules, adding bits from Land of the Rising Sun (also from FGU), and a few house rules. The overall effect was, as I recall, very detailed while remaining highly functional.

 
Circa: 1988-1989. There were roughly a dozen sessions, each lasting 8-10 hours. For reasons related to scheduling conflicts we were never able to complete the climatic final battle and finish the campaign.

Sad panda.

Player Base: There were five players, all male, ages 18-20. All the players were present for all the sessions, and unlike a lot of my other games, there were no guest players, or characters.

Characters: I remember most of the characters from this game quite well, which in, and of itself is very interesting. Granted, this game was not as long ago as some of the others I've covered in the recent past, but I think it's more than that. This campaign was just that good.

Katsuhiko Otomo - Gakusho Shinto Priest / Shugenja (Played by Joe V.)

Katsuhiko Otomo was a Shinto Priest, or Gakusho, who initially hid the secret truth that his priesthood was a front for his real vocation - a Shugenja/Mage.

If I remember correctly, Katsuhiko was indeed trained as a Shinto Priest from the time he was a very young man. His ancestors came to him in a terrible dream, wherein they charged him with a quest to find a Ronin Samurai (Yoshi Yamashita) whose destiny would shape the future of Japan. Otomo was gifted/cursed with mystical powers to help him achieve this goal.

Katsuhiko was always the voice of calm, and good sense when the world around the PCs seemed to be spiraling into madness. At the same time, he was the most Human of the player characters in attitude, manner, and deed. He could be scared, get frustrated, and liked good food, drink, and a warm place to sleep when it was available.

Otomo avoided violence whenever possible, but could fight quite well with his Tetsubo (a knobbed bo staff/club), and various mystical powers, and spells.

Moki No Shingun - Neko Hengeyokai Kensai (Played by Eric F.)

Moki No Shingun (Moki of the March - Specifically 'Shingun' refers to a 'military march' or 'the coming of an army') was a strange young man with green eyes, and an oddly, eerily graceful way of moving. When first encountered, he was thought to be a commoner Bushi, a local warrior for hire. 'Moki' had developed a bit of regional renown, as he had defeated several bandit gangs with his enchanted sword, a very old tachi blade.

Like Nakagawa, and Otomo, Moki decided to join Yoshi Yamashita on his journey back home following the death of his uncle the Daimyo. It was implied that Moki may have had another reason for going as well. Something like, "I've been meaning to head that way. I would travel with you if you wouldn't mind the company."

Over time we learn that Moki No Shingun was a man of many secrets, including that fact that he was not really a man at all. Moki was a Hengeyokai, an animal spirit (in this case a cat) who could assume Human form. You could also become a seemingly normal cat, and with some effort and expenditure of Ki, a hybrid form with varying degrees of transformation**.

In addition to supernatural abilities from his status as a cat spirit such as amazing reflexes, balance, night vision, and stealth rivaling Nakagawa's, Moki was a Kensai, or 'Sword Saint'. His enchanted tachi was not enchanted at all. Rather, he spread that rumor to hide the fact that he had a number of Ki powers that could be channeled through his sword (or which needed a sword as a focus).

In one particularly awesome sequence, Moki and Shogu had taken a short cut through a forested area to come out behind an enemy. Yoshi and Katsu had taken the long way around the woods by traveling the main road. When Yoshi and Katsu arrived to enage the villain, they were surprised to have gotten there first.

It was taking an unusually long time for Moki and Shogu to get through the forest, which was peculiar since this was the short cut! Eventually, Moki used the Spirit Sight of his cat eyes to see that a curse had been placed on the forest. As they moved through it their speed bled away. Like a dream where you run, but go no where they were quite literally 'wasting time'.

Evoking the power of his Ki, and placing part of his spirit into his sword, Moki sliced through the curse, seemingly swinging at nothing, but in actuality 'cutting their time in half' (the player's description/explanation). Shogu and Moki then burst from the woods behind the enemy forces to see Yoshi and Katsu approaching from down the road.

Moki was an excellent swordsman, possessed of numerous special abilities as mentioned, and a decent hand-to-hand combatant. With not as proficient with martial arts as the other warriors in the group, he made up for it with remarkable speed, acrobatic skill, and the occasional claw attack.

Moki's full story is never completely revealed unfortunately. My idea, based on clues, suggestions, and other elements of the story was when the enemy forces summoned supernatural aid to assistance them with their plans, the Shinto gods sent Moki to level the playing field as it were.

Shogu Nakagawa - Profession Unknown - Definitely NOT a Ninja
(Played by Nelson M.)

Hailing from a small fishing village on the river, Nakagawa claimed to be the last survivor of a flood that had killed his family. Impressed with the wandering Ronin Yoshi Yamashita (and he with Shogu), the two quickly became allies if not friends (not right away anyway). Nakagawa decided to tag along with Yamashita on his journey to avenge his uncle, the former Daimyo.

Shogu had an interesting skill set that made him at once very useful, and at the same time difficult to categorize by way of profession, and station in the setting's society. At first he seemed to be a beggar from a fishing village that had fallen on tragedy. He could fight  very well unarmed using martial arts, or with a sword like a Bushi (a Warrior, or Soldier). He was quick, stealthy, knowledgeable about the woods, and knew various pyrotechnic tricks that lead some to believe he was a Shugenja.

Eventually, the group determined Nakagawa was an entertainer; an actor or performer of some kind trying to make a living off his skills. One thing was certain of course - since Ninjas were fictitious bogeymen long gone from the world, Shogu was definitely NOT a Ninja (an ongoing, in game line said as a running gag by one player, or another at least once every session).

The truth of course was that Shogu Nakagawa was very much a Ninja. He was the last surviving member of the Dark River Ninja Clan. A mysterious patron had hired the Dark River Ninjas to defend the Daimyo against an attack that was known to be taking place later that evening. The Dark River Clan, the Daimyo, and all his bodyguards, and forces present were killed in the attack.

It is unknown if the patron was honestly sending the Dark River Clan to help the Daimyo, but they were overpowered, or if it was all an ambush set up by the mystery employer.

Nakagawa primary weapon was a Tanto (Japanese samurai short bladed sword, or long knife). He would later use a Ninjato / Tanto combination, oddly mirroring Yamashita's occasional use of the traditional samurai pairing of the Katana and Wakizashi.

Nakagawa used a mixed martial arts style that was part Kung-Fu, part Jujitsu, and part Karate. He perfected the 'Flying Dragon Kick' - a devastating, Ki-enhanced, running leap kick.

Yoshiyuki Yamashita - Ronin Samurai (Played by David C.)

Youngest male of the Yamashita Clan, nephew of the great Daimyo Masao Yamashita. Yoshi was off delivering a message to Yamashita Clan allies when his uncle's fortress-like home was attacked and invaded. Word reached him while he was passing through a small town on his way back.

With his uncle dead and his father having passed on when he was a young boy, Yoshiyuki was now technically Daimyo of the region. Since he was not present when the Daimyo and his fortress fell, those familiar with his clan colors and emblem but who did not recognize his face assumed he was Ronin - a masterless samurai at best and at worst a coward.

For a short while he hid his identity and excepted the Ronin label to avoid the culprits of the attack targeting him before he could get to the bottom of what had transpired. Surviving brigands and assassins on his way back home, Yoshi befriended a wandering priest (Katsuhiko Otomo), a vagrant performer (Shogu Nakagawa), and a peasant bushi (Moki) who all decided to join him on his journey.

Evidence at the site of what could only be described as a massacre seemed to point toward foreign invaders, but the clever Yoshi, with the help of his new friends, soon realized this was a ruse.

Whomever the attackers were that slew his family, his clan-mates, and sent the region into chaos, they were not Buddhists, Chinese, or anything of the sort. They were Japanese, cleverly but cruelly trying to frame foreigners. In addition they had brought with them a supernatural element. They were evil, pure and simple, and they needed to be vanquished.

While skilled with the paired Katana and Wakizashi combo traditionally attributed to samurai, Yoshi more commonly utilized an Odachi, a long or 'great' sword that predated the Katana. This was especially true after he found the enchanted Odachi dubbed 'Ashita' (Japanese for Tomorrow).

Yoshi was also adept at martial arts, focusing on karate, judo, and an early form of aikido. He created his own close quarters fighting style patterned after Chinese Kung-Fu which he dubbed Mongoose style. It primarily consisted of very quick, short punches that started low on the opponent's body and then moved upwards towards the neck, face, and head.

Synopsis: I'm sure you can piece together a good bit of the campaign from the character write-ups, but to consolidate and simplify...

While on a mission to deliver a treaty agreement to his clan's potential new allies, Yoshi Yamashita, youngest adult male of the Yamashita clan, discovers that his uncle Masao, the regional Daimyo, was killed along with most of his family, loyal retainers, and samurai.

Yoshi immediately vows to return home, only to discover rumors have been spread explaining his absence at the battle that destroyed the Yamashita Clan as cowardice.

Travelling in disguise as a Ronin, Yoshi crosses paths with a wandering Shinto Priest named Katsuhiko Otomo, a strange Bushi called Moki No Shingun, and a beggar and performer named Shogu Nakagawa. Together they journey to the fortress home of Yoshi's uncle, which begins an intricate mystery as to who attacked and why.

Without the Daimyo's influence, the area quickly erupted into chaos, with numerous enemies and allies alike attempting to take control of the countryside. Only the Ikeda Clan, old and wise, stayed out of the competition - ready to assist whomever came out on top with the transition form the old order of the day to whatever new status quo resulted. Eventually clues and later hard evidence pointed to the Ikeda clan as the instigators and orchestrators of the entire predicament. Also, it seemed they had a supernatural ally, a Witch who may have been possessed by a Demon, or perhaps been a Demon herself.

With the help of his allies and the pure nature of his heart, Yoshi Yamashita showed his true identity as a man of loyalty, honor, and leadership. He assembled a volunteer army of mercenaries, commoners, and peasants and lead them against the Ikeda clan, and it's allies.

The final battle between Yoshi and the leader of the Ikeda clan, as well Moki and Katsuhiko versus the Demon-Witch, and Shogu of the Dark River Ninjas against the leader of the Fire Mountain Ninjas was, sadly, never run. It is one of my deepest, hell one of my only, gaming regrets.

***

In addition to the Action/Adventure Cinema nature of this campaign, it was also one of my first to go a little deeper and tackle social, political, cultural, and even religious ideals and issues. While there is definitely a focus on the hero's journey here, The Destiny of Shinto was also about more than that.

A lot of the game had a sub-context that asked, "What happens when a society and culture changes - whether from within or without due to outside influences?"

Are we better off changing and adapting with the times or do we fight for our established traditions and beliefs?

Although set at an indeterminate period in Japan's history, it is definitely a time one can roughly estimate with careful observation. Japan is aware of China in the campaign and the threat of 'foreign invaders' (as well as being the foreign invader) is very real. Buddhism is depicted as encroaching on the old ways of Japan's Shinto culture and religion. It is initially framed as foreign, different, and perhaps dangerous but eventually it is clear it isn't 'evil'. It is simply a different set of beliefs.

The death of Masao Yamashita and the 'old' Yamashita clan must be avenged by Yoshi, who seeks to carry on the memory and traditions of his ancestors. At the same time, Yoshi adapts to the changing times better than his predecessors. He does things his way. He doesn't lose who he is or where he came from, but he doesn't dwell in the past either.

Appendix N: The source material found in Bushido and Land of the Rising Sun was actually some of the best, most accurate material on Medieval/Feudal Era Japan ever produced for RPGs. Lee Gold, who wrote much of Land of the Rising Sun, would later go on to do GURPS Japan, another fantastic resource.

In addition to the games themselves I found information and inspiration in several books on Japanese culture, mythology, folklore, and religion in a number of libraries and Japanese bookstores (only one of which remains in New York City - Kinokuniya Books. Sadly Asahiya Books and Zen Oriental Bookstore are both closed).

Additional resources included Osprey Books, Akira Kurosawa films, and numerous Japanese Anime/Manga, especially The Dagger of Kamui, a huge favorite of mine. It really set the tone for much of the game.

Finally, I had two very special consultants on the campaign. One was a young Japanese woman I was friends with who was born in Yokohama (I believe). She only lived in New York during the school year, then returned to Japan in the Summer. I think her father was a diplomat, or something. The second was a friend of mine who was half-Japanese. He was an aficionado of Samurai era Japan.

Bonus Features:

I wanted to use as much, and as accurate, Japanese naming as I could (which wasn't easy in the days before the internet) but my 'consultants' really helped in that regard. That's true for any of the Japanese words we used, from meaning to pronunciation.

Dave and Nelson had been in a few games together.
Dave and Eric had been in a number of games together.
Eric and Nelson had been in games together.
Joe had been in games with Dave.

This was the first campaign I can recall where all four of them were PCs in the same game at the same time.

I didn't own a copy of Bushido at the time, nor Land of the Rising Sun. I borrowed a friend's copies in order to develop the campaign.

The phrase, "He's NOT a Ninja", in regard to Nelson's character Shogu, began honestly and naturally. The other PCs really didn't think he was playing a Ninja, but couldn't figure out what his profession was. When it became clear he was indeed a Ninja, we established in game that Yoshi had convinced himself of the delusion that his good friend could not possibly be one of those terrible, not to mention mythical, assassins.

Anytime some plays a Ninja or Ninja-like character in any games, of any genre, and part of the conceit is that they are hiding that fact, the phrase "He's NOT a Ninja" is uttered by someone in the group in the exact same way we said it back in 1988-89.

**Moki No Shingun could change himself into a 'Catman', though more often he only changed a part of his body. He was more likely to be a man with cat eyes, clawed fingers, padded feet, or have Anime style cat ears. I only recall once or twice where he did a full, hybrid transformation.

I apologize for the lateness of this post.

Originally done on June 28th, and edited on the 30th, I meant to post it that Thursday due fell asleep. I've not been sleeping well again recently - more so than usual I mean - and it's thrown off my posting plans. Hopefully this was entertaining enough to be worth the wait.


ありがとう楽しい時過しなさい

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Barking Alien






Tuesday, June 28, 2016

Love and Memory

This past Saturday, the 25th of June, a friend of mine...no...two friends of mine got married.

To each other that is.




I've known the bride for almost 25 years. I've seen her through two boyfriends, passing relatives, a girlfriend or two of mine, my engagement, my marriage and divorce, all manner of good times, and some less so.

She is a warm, funny, creative person, an amazing artist, and one of the best RPG players I've ever had the pleasure of GMing for. She was a member of the oft-mentioned, and much vaunted 'New Jersey Group' that I ran some of my best games with over the years.

It made me so happy to see her so happy. Her head was together, her sassy attitude in full gear, and her demeanor that of genuine bliss.

The groom, and I have know of each other for close to 20 years. We were never friends per se, but rather distant acquaintances.

I always remember him as a friend of my friends, yet always on the periphery. He never seemed close to those I was closest to in this particular group. Like a moon in an extraordinarily wide orbit.

I was very pleased to have had the chance to talk to him, get to know him, help him with some of the logistics of the day, and impart the tiniest bit of advice from my own experiences. Clearly I am no expert on marriage, but I like to think I let him know he had a friend in his corner whom he didn't know he had. If anything, I hope that took a little of the edge off his nerves.

It was a beautiful ceremony performed by another friend of theirs (and mine), and yeah, it was pretty awesome.



***

On a unrelated, related note...

Among the guests I encountered at the wedding were people I hadn't seen for the better part of a decade, or more. A few I have communicated with via Facebook, or email once in a blue moon, but for the most part it took a close look, followed by a literal double take in one instance for them to recognize me, and vice-versa.

Before the wedding, and at the party after, we caught up and waxed nostalgic about old times. As gamers are want to do, we reminisced about games of yore.

My pal Phil mentioned our old Star Wars game, and how it was the best game he'd been in. I thanked him. He told me about a new Star Wars RPG campaign one of the guys had started, and honestly it sounded pretty damn cool.

A little while later I got to talk to the fellow running it, and we shared notes.

Some time passed, the subject of the new Star Wars game came up again, and someone mentioned how I had run this amazing campaign that they all still talk about. I turned to see it was a fellow named Robert who...it's very hard to explain the gravitas this fellow has. He is a true scholar. A brilliant, wise, thoughtful man. His health has suffered somewhat in recent years, but he still looks surprisingly youthful. When he speaks, everyone falls silent. He has the gift of great knowledge, but the know how to avoid being long winded. Astounding guy.

Anyway, I felt a bit embarrassed as he wasn't even in my old Star Wars: Ever The Brave campaign. As I started to thank him, but try to diffuse some of the praise, he went on to say that having seen it, and those who played in it, he had "never seen a game so evocative of its source material, that engrossed its players to the same degree. It was truly a work of art."

Again, Robert wasn't in the game. He had observed it many times, and knew many of the players in it quite well. As you can imagine, high praise from a fellow I respect a lot had me wanting to run a victory lap, and hide under a table in equal measure.

Finally, no more than a ten minutes before I had to leave I was in a conversation with the guy I mentioned who was running the new Star Wars game. He says to me, "You know what? We've been talking shop on and off all day, and I don't think I actually got your name"

I was embarrassed, and said, "My apologies. I'm Adam Di..."

"OH! YOU'RE ADAM! THE ADAM! You're the guy they're always talking about. You ran that Star Wars game they keep mentioning! You ran other stuff too. They're always saying you're the best."

Heheh. I've never been so happy to travel home by train. I don't think my ego would've fit in a car by the end of that day.

I miss my NJ Group. They are really, good people, and great gamers.

Hopefully, we can reconnect, and not wait so long between visits.

***

Congratulations to Lynn and Matt,

I wish you Wisdom, Harmony, Peace, and Love


Lynn and Matt
Art by Matt, Colors by Lynn


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Barking Alien






Tuesday, June 21, 2016

Getting My Bearings

A little status update before I talk about something more substantial.

Campaigns I Have Known remains one of my more popular series of posts, and I couldn't be happier. It gets a large number of views each time, and while it doesn't get a ton of comments, the ones I receive are complimentary, and really make me feel good about the endeavor.

If anyone has a game they'd like me to cover I'm open to suggestions. For the rest of this month I'm going to try to cover games that are atypical to what I usually address (Sci-Fi and Supers), but in the months to come I will be returning to my faves.

I know what you're thinking (my species is telepathic), "How can we suggest games for Campaigns YOU Have Known? We don't know what you've played." This is true of course, but I've played a lot of games. No, no. A LOT of games. If you suggest a game, and I haven't run it I won't choose your suggestion. Easy peasy.

Thing is though, I've played so many games, over so much time, that sometimes it's hard to think of one in particular that others might find interesting. A suggestion might jar my memory, while simultaneously letting me know what my readership wants to read about.

My planned Player Profiles series has been delayed, but I do intend to follow through with it as it's something I've been wanting to do for some time. Celebrating the players who've made my time in the hobby so awesome is the least I can do for all the hours of fun they've given me.

I've only been able to post a one Thorough Thursday this month, which as the posts themselves are noted for saying, "That's just wrong". I hope to get to at least the next two before month's end. If not, there is always next month, and onward.

What Other GMs Do Wrong went over well this month, but again, I really only posted one entry on it. I've been GMing for the most part, and haven't really encountered a situation where another GMs approach triggered my need to critique a particular gaming pet peeve. This is a good thing. It means I'm playing with really good GMs (or that I'm getting soft in my old age. Frell that noise! I'll find something to get agitated about if it kills me. Heheh).

That's about the size of it right now.

In the upcoming Summer months of July and August, I intend to get back to some older projects, expand on the series above, and discuss some of the new projects I've started. Plus August 25th, 2016 is 39 years that I've been gaming!

Holy Hortas in Hard Vacuum! Do you realize what that means? Next year will be...40 years.


Good grief.

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Barking Alien







Thursday, June 16, 2016

Thorough Thursdays : STALKING THE NIGHT FANTASTIC

I'm a few Thursdays behind in my plan to bring back Thorough Thursdays, but I'm glad to finally get back to the series.

This month I want to make a concentrated effort to not talk about Science Fiction, and Superheroes.

In addition to getting back to certain reoccurring theme posts, I was looking to address the fact that although I (like anyone else) have my favorite genres, subjects, and games, I've enjoyed and played a lot of different kinds of RPGs.

One genre that I rarely favor, but which has occasionally resulted in some really fantastic games, is Horror. However, we are looking at a very specific type of Horror - one with a dollop of Funny.

Follow me as I take a long look at a very specific game...


***

Prior to this post, I've only tagged Stalking The Night Fantastic, the supernatural Horror-Comedy RPG created by Richard Tucholka, Chris Beiting, and Robert Sadler for Tric Tac Games in 1983, four times before.


I've probably mentioned or alluded to it a few other times.

That's just wrong.


Original 1983 Cover and Third Edition 1990 Cover.


This game, and this entry, is a bit of an oddity.

Most of the time, Thorough Thursdays posts focus on a subject very near and dear to me that for some reason I've never addressed in detail. This was the original idea of the series at least. Take a game, a TV show, a famous person or what-have-you that means a lot to me, realize I haven't ever really talked about that person, or thing, and rectify that situation pronto!

Then there are subjects that I want to discuss because they interest me but the opportunity to do so just hasn't come up for one reason or another. Sometimes these aren't especially favorite subjects but they are ones I think about and would love to look at a little more closely.

Perhaps examine them more...thoroughly? Heheh. Ahem.

Stalking definitely falls into that latter category.

STNF is part of a certain breed of game that was very popular in the early to mid-eighties, even if each individual game wasn't hugely popular among the masses. These games all shared the common traits of being really cool ideas for RPGs that were then buried under incredibly crunchy and unnecessarily complex mechanics.

Stalking The Night Fantastic has a number of interesting elements going for it. Not the rules of course but interesting elements nonetheless.

First off, the overall tone of the game is a little bit tongue-in-cheek. Depending on how you read into it, the setting either has a hint of humor or it's a downright comedy (best handled as a dark comedy in my opinion).

I personally ran it a bit more on the serious side (believe it, or not), with humor sneaking in through the use of clever character banter and the occasional oddball NPC. My take would fall in line more closely with the Hellboy comic books than it would say, Ghostbusters (although my later take on Ghostbusters upped the scary factor as well).

The game itself focuses on a super secret organization known as 'Bureau 13' that investigates unexplained phenomena and protects America from the strange and supernatural. A mix of Hellboy's B.P.R.D., Men in Black, and the X-Files, the agents of Bureau 13 are not your polished, James Bond type spies. Rather, its field operatives are a mismatched assembly of former soldiers, police detectives, civilian researchers, and other assorted specialists.

In edition to normal men and women fighting off the denizens of the dark, paranormal  agents were also possible. I recall a Vampire, a Spectre, a Sorcerer, and a Psychic among the various PCs to appear in our campaigns. A friend's campaign featured a Were-Squirrel PC. No, you did not read that incorrectly.


Agent McNamara was killed in action in the Summer of 2013,
and he STILL reports to work on time every morning.
What's your excuse?


The adversaries in Stalking The Night Fantastic are incredibly diverse, as well as over-the-top. It is here that you see the comedic angle rear it's head in earnest. From the aforementioned Were-Squirrels to a few pun related beasties, truly anything is possible. The classics are still the best of course and Zombies, Ghosts, Demons, Cult Members, Ancient Gods, Flying Saucers, and creatures like Bigfoot and the Loch Ness Monsters are all fair game.

I've always felt this game had a lot of potential, more potential in fact than it's notoriety and popularity would elude to. I've run campaigns of it on a few occasions and I'm not even entirely sure I achieved the full potential of the game as I imagine it.

There is this amazing place that lies somewhere between Call of Cthulhu, Chill, Ghostbusters, B.P.R.D., the X-Files, and many other related settings that this game is perfect for depicting. The road to that place is hard to find for some reason.

Maybe one moonlit night, somewhere far away from the eyes and thoughts of the unbelievers, I'll find it.

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Barking Alien




Wednesday, June 15, 2016

BASIC DUNGEONS & DRAGONS - SKULL MOUNTAIN - Part II


Campaigns I Have Known
Proudly Presents...


BASIC DUNGEONS & DRAGONS
 - SKULL MOUNTAIN

Part II


Synopsis (Continued...):
And now the second half of the campaign, which features the two new players/PCs entering the fray following the departure of Aaron and his recently deceased Elf.

The story thus far...After being marooned on a mysterious island by a terrible storm at sea, two old friends, a Fighter and a Cleric, join forces with an Elf they met to find shelter. They discover Skull Mountain, the former home of a giant long since dead.

Strange creatures and fantastic treasures are found within the mountain. With each level deeper our intrepid explorers descend, the foes become more dangerous, and the rewards greater!

On the next to last level, the sixth level of Skull Mountain, a terrible creature slew the Elf as he tried to help his allies.

Now, with their Elf friend gone, the Fighter and Cleric swear to find out what is at the very bottom of Skull Mountain if it's the last thing they do! Before they can make good on their plan, another dreadful storm comes through, depositing a damaged boat, and two new castaways into their midst.

Jeff's Fighter, and Josh's Wizard had arrived! David's Fighter and Matt's Cleric brought the newcomers to their campsite, gave them food, and some first aid, and learned about the brothers' need to go home.

The PCs made a deal to aid each other in their respective goals. The newcomers would help the Fighter, and Cleric explore the lowest level of Skull Mountain in exchange for some of the treasure, and their help in repairing the boat. In exchange, the brothers would take the stranded adventurers with them to The Mainland**.

Fairly quickly, things became complicated. A series of phantoms accosted the newcomers, especially Jeff's Fighter. Luckily, Matt's Cleric had the magic amulet that let him see the ghost-like figures, as well as speak with them. They turned out to be ancestors of Jeff's people and they were trying to warn the brothers to leave the island immediately.

Josh's Wizard, and Matt's Cleric consider this, while the two Fighters refuse. Jeff wants to find treasure and weapons to aid his nation. Dave wants to avenge Aaron's Elf.

Boldly pressing onward, the party uses the pit entrance in an attempt to reach the sixth level quickly. Unfortunately, slippery ledges and loose rocks make it slow, and treacherous going. Exploring the area thoroughly once they arrive, they PCs discover it to actually be the den/nest of the creature that killed Aaron's Elf. In addition, they felt that the creature had been placed there on purpose by someone, perhaps as a guardian beast.

Was it the protector of whatever, or whomever was on the bottom level?

Finally, the PCs made it to the seventh, and final level, which turned out to be a cavernous chamber filled with seawater which formed a miniature lake. In the lake was a small island, and on that island was a domed, stone structure about the size of a small keep. Several other structures were found that eventually led to the party calling it 'The Domed City'.  

The Domed City is revealed to be the home of a race of Dwarf-like beings who saw Skull Mountain as both their home, and their charge. They felt it was their 'true purpose' to protect the mountain, and the giant's treasure to the point of seeing the PCs as invaders, and criminals. Even after an attempt to explain, the Dwarves felt compelled to attack the party. Luckily, the Wizard and Cleric were able to reason out the why of this.

The small people of the Domed City were the descendants of Mountain Spirits, and Brownie-like Faeries from the giant's house. They simply could not allow the PCs to go unharmed even if they wanted to. However, if the adventurers could take the treasure, and get it out of the mountain, not only were they free to go, the Dwarves were likewise free of having to remain in the mountain to protect it.

With clever thinking, lucky rolls, and the discovery of The Giant's Heart (a magic artifact that may, or may not have actually been the heart of the giant who lived in the mountain), the party was able to defeat enough of the Dwarves, and their minion beasts to get past them, find the treasure, and escape with it to the surface!

The campaign ends with the party at sea on the brothers' repaired carrack (boat) heading for a new chapter back on The Mainland**.

Appendix N: The other players (meaning not me) brought in influences from books, movies, cartoons, and other sources that I was less familiar with. Things like The Hobbit, Lords of The Rings, Warlord and Conan comic books, and more that I couldn't tell you.

I personally sourced (in addition to the stuff I mentioned in the preface of the previous post) a lot of folklore, just as I do today. Specifically, I used British, German, and Russian folktales, as well as some Greek and Norse Mythology.

Bonus Features:

*I came up with the idea of Signature Magic Items so that I could give the PCs cool magic items without having to keep giving them items. They would find one item that would get better, and better as they (the PCs) went up in level.

Signature Magic Items start as something like a +1 Sword, or an amulet that lets you see ghosts. When you go up in level, beat some difficult challenge, or something similar, you discover a Shield that is also +1, but makes both the Sword and Shield +2 each IF they are used together. The amulet lets you speak to ghosts as well as see them. That kind of thing.

This is an idea I still use when playing my D&D-But-Not style games.

**The entire campaign took place on a single island with a skull topped mountain on it.

World building was somewhere between simple, and non-existent.

At the same time, I believe that at some point I did sketch out what we knew of the world. Story elements from both the players, and some of the NPCs gave me just enough information to get an idea of where the campaign took place (if you're very lenient about the meaning of that phrase).

The original map is long since lost. It would look something like this:




The entirety of the world besides Skull Mountain Island was either The Mainland or the mysterious  'Lands Beyond The Sea', where Dave's Fighter, Matt's Cleric, and presumably Aaron's Elf came from. It is also possible the Elf came from The Mainland and was simply exploring the Lands Beyond The Sea just as Jeff and Josh's characters were.

The Mainland consisted of several small nations including Jeff and Josh's PCs' homeland, a number of warring neighbors, and The Hidden Forest.

While I primarily used creatures found in the Basic D&D rules, I felt the need to create a few original beasties to make the setting special. The monster that slew Aaron's Elf was inspired by the Dobhar-chú, an Irish folklore creature whose name means 'Water Dog'. The Dwarves of the Domed City were based on Domovoi, a type of Slavic Brownie.

Also...

As part of a series entitled, 'Dungeon Mastering As Fine Art', the site Zenopus Archives gives considerable attention to the map of Skull Mountain and the various incarnations it has had.

James Maliszewski, on the GROGNARDIA blog, likewise gave the locale some thought.


***

Well, ladies and gentlemen, that's all for this tale. It was a lot of fun reminiscing about this campaign, and I hope to do more 'firsts' in the future (my first Mekton campaign, my first Traveller campaign, etc.).

I hope you enjoyed it as much as I did.

See you soon.

AD
Barking Alien