Author Archives: the venomous pao

BoL: The Lesser Cities Of Tlactoztlan

Much has been discussed about the inhabitants, both human and otherwise, of Tlactoztlan. But so far, little has been revealed of its nature. Below are some verbal sketches of the nine lessser Tlactozotl cities as well as an indication of things that are frequently seen in those cities.

The current map of Tlactoztlan is reproduced here for reference. Click on it for a larger version.

Anhuatli
Anhuatli has a thriving “secular” university, the library of which nearly rivals that of the Great School in Xotepeclan. Students who attend this college are often the children of lesser nobles or scions of the larger merchant families of Tlactoztlan. Philosophy, the arts and sciences, and even outlander languages are taught here by a faculty comprised largely of Tlactozotl who have returned to the hidden valley after traveling in the wider world. The religious leaders of Tlactoztlan grudgingly tolerate the presence and organization of these “heretics” only because King Cuhuitlazcaltiacapan insists that at least some number of Tlactozotl have an understanding of the greater world because it is necessary to understand one’s enemies. The occasional too-outspoken teacher has run afoul of the priesthood in the past, though.

  • A group of students returning from a “field trip” to the outside world, weary but excited
  • A heated debate between visiting priests and multiple professors in the public market
  • Farmers from the outlying areas delivering goods, aghast at the fashions and attitudes of Anhuatli
  • Children of the faculty of the University openly taunting priests as they travel through the city
  • A group of Eagle Knights eyeing a small band of visiting Jaguar Warriors suspiciously

Mixochitl
Renowned for its natives’ outstanding and colorful wooden animals and demons, Mixochitl is the capital of the “lesser” arts such as wood carving and basket making. The people of Mixochitl are humble and honest, shunning the bright colors favored by most other Tlactozotl. The food here is simple yet exquisite fare, featuring corn fritters filled with various savory and sweet delights. Mixochitlotl are capable of great warmth and generosity, but are often wary of outsiders when they are first encountered.

  • Artisans selling their carved wood creatures along the main thoroughfare
  • Women selling food from traveling carts pulled by their excited children
  • A scarred old warrior wrestling an crocodile in a pit for money
  • Small groups of young women gathered about the fountain in the town square, coyly flirting with passersby
  • An Jaguar Warrior attempting to recruit disaffected townsfolk into his order

Tiacazatlan
Home to numerous temples to lesser Tlactozotl deities, Tiacazatlan is a mecca for those with simpler needs and humbler requests. Tiacazatlan also benefits from a number of mineral springs which draw visitors from throughout Tlactoztlan.

  • Water merchants selling elixirs and draughts, some of which may have magical or healing properties
  • A farmer waiting at the steps of the temple of Xilonen in hopes of receiving a blessing
  • Priests of the lesser deities leaded in the old and infirm to temple for use as sacrifices
  • A circus with jugglers, fire eaters and trained jaguars performing in the central plaza
  • A group of young Jaguar Warriors training near the outskirts of the city

Quiloxoclan
A very serious place indeed, Quiloxoclan is home to the finest weapon-makers in all of Tlactoztlan. Obsidian from the nearby mines is somehow stronger and sharper than that found elsewhere in the lost valley. The people of Quiloxoclan are all devout followers of Itzlacoliuhque, the Tlactozotl god of obsidian knives and other implements of war.

  • Merchants displaying their finely crafted macuahuitl and obsidian knives, sometimes in elaborate weapon skill exhibitions put on by the local Eagle Knights
  • Priests of Itzlacoliuhque inspecting the workshops of weapon-makers to ensure that the crafters are meeting the standards set by the priesthood
  • A group of outlanders who have found their way into the lost valley via one of the rivers that runs through the nearby mountains

Pochilitzin
At the foot of Topecacalpachipan, the second tallest peak in the western mountains, stands Pochilitzin, the City of Feathers. The combination of terrain types near Pochilitzin allows for a broad range of bird species to be found within easy traveling distance, which in turn makes the town the ultimate resource for the feathers that feature so prominently in Tlactozotl clothing and art. The feathers that comprise the headdresses of many nobles and priests were originally purchased in the markets in Pochilitzin.

  • Feather merchants hawking their wares
  • A group of bird hunters returning with a great catch of condor, parrot and hawk
  • Priests of Opochtli blessing a hunting party about to set out

Temozco
Called “Little Quanoac” by many Tlactozotl, Temozco lies nestled at the base of Nezahuaquitzin, the tallest mountain in the west. Like Quanoac, Temozco is a thriving mercantile and artisan stronghold. The priests of Tlaloc maintain an extravagant temple here, and in return for the loyalty of the Temozcozotl they intercede with the armies of King Cuhuitlazcaltiacapan, keeping the city free of unwanted political interference.

  • Ladies selling pottery and beaded necklaces along the main thoroughfare
  • Priestesses of Xochiquetzal leading a sacrifice to bring good fortune to the Temozcozotl artisans
  • A seller of trained monkeys visiting the city from the deep jungle to the north

Opomiztlan
The premier headdress makers of Tlactoztlan – Xiuixico, Pizcazatec, and Maloxoq – make their homes in Opomiztlan, just close enough to the great cities to be accessible to the young nobles who flock to them for their artistry and just far enough away that they can actually focus on their art. Life among the Opomiztlotl is marked with frivolity and an obsession with appearances. The food in Opomiztlan is very spicy and focuses heavily on fish-based dishes.

  • An impromptu fashion show pitting the latest creations of the great headdress houses against one another for the amusement of the local Priestesses of Ayauhteotl
  • A group of young nobles visiting one of the headdress makers to deliver their rite-of-passage feathers for the creation of their own unique headdresses
  • The hermit Huetzin passing though town gathering supplies for the coming season

Nezachitlan
Nezachitlan is home to the largest and most prestigious Ullamaliztli court in Tlactoztlan, even grander and more storied than the ones in Xotepeclan, Tecali and Quanoc. The people of Nezachitlan are justifiably proud of their long history of dominance on the tlachtli and take their local team’s performance very seriously. The town’s guard is always on patrol for jaguar-masked minions of Tlilpotonqui sneaking through the town at night in search of drunken revelers, destitute gamblers, and other questionable individuals to use as part of the never-ending tide of sacrifices at the Temple of Omacatl, which lies not far to the southwest.

  • A recently victorious Ullamaliztli team being paraded through the streets
  • A group of gamblers outside the arena placing bets on upcoming matches
  • Tlilpotonqui himself visiting the town simply to reinforce the people’s fear of him

Tecuchitl
Travelers to remote Tecuchitl are frequently surprised to discover a vibrant and thriving town where nothing more than a village would be expected. The Tecuchitlotl wouldn’t have it any other way. These hardy and clever souls are quite happy to remain on the empire’s edge, pushing the boundaries of esoteric wisdom and arcane lore without the involvement of the priests, soldiers and politicians so prevalent in the rest of Tlactoztlan.

  • A group of Izatacli renewing the enchantments that render the town nigh invisible to the rest of Tlactoztlan
  • Alchemists and apothecaries intensely creating talismans and concoctions in the Xiuhitl, an open air marketplace for such oddities
  • Sorcerers from outside the lost valley who have come to confer with the great sages who reside here, largely free to pursue their goals in peace

BRP Bestiary: Troghûl

Wherein your humble scribe presents a classic weird-ass Basic D&D monster written up for Basic RolePlaying.

Troghûls are a magically-created amalgam of hobgoblins, trolls, and ghouls that outwardly are nearly identical to hobgoblins. Like trolls, these creatures are able to regenerate wounds of all sorts, except those that are the results of fire. Like ghouls, the touch of a Troghûl can paralyze its unlucky victims. And like Hobgoblins, Troghûls are able to travel and fight in full daylight without penalty.

Troghûls are often found among the retinue of powerful Hobgoblin leaders and are also occasionally used as shock troops by powerful wizards and clerics.

Troghûl, A Big Bag Of Nasty

STR 4d6 (14)
CON 2d6+6 (13)
SIZ 2d6+6 (13)
INT 2d6+3 (10)
POW 3d6 (10-11)
DEX 3d6 (10-11)
MOV run-10

Average HP: 13
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d6 (Hard Leather Armor)

Attacks: Scimitar 40%, damage 1d8+1 + db
Spiked Shield 35%, damage 1d3 + db
Claws 45%, damage 1d4 + db + paralysis
The claws of a Troghûl deliver a toxic substance that paralyzes those who are wounded by them. Each time a character is damaged by a Troghûl’s claws he should make a CON roll against a POT equal to the Troghûl’s own CON. If successful the character is unaffected by the toxin. If unsuccessful then the character becomes paralyzed for a number of hours equal to the POT of the toxin minus the character’s CON, with a minimum of at least 1 hour.

Skills: Climb 55%, Command 35%, Dodge 45%, Grapple 50%, Intimidate 75%, Listen 55%, Spot 50%, Stealth 55%

Powers: Like the Trolls from which they were created, Troghûls regenerate 1d3 HP per round unless the damage is done by fire.

BRP Bestiary: Muttmen

Wherein your humble scribe presents a classic AD&D monster written up for Basic RolePlaying. You might find this writeup handy if you’re heading to any forbidden cities.

Muttmen are not truly a race, but are instead an admixture of many different species’ bloodlines. Any individual Muttman is likely a combination of human, orc, gnoll, ogre, hobgoblin, dwarf, elf, and wug and may have the blood of yet other races in their veins as well. Each Muttman’s appearance is unique, nearly always combining the worst features of his or her lineage into a distinctly ugly package.

When pressed into combat, Muttmen fight with whatever weapons are at hand, which most often includes short swords and clubs. Occasionally a handful of Muttmen will possess blowguns and darts tipped in some poison or paralyzing agent. These concoctions are seldom very potent, but unprepared enemies may be quite surprised by the resourcefulness of these creatures.

Muttmen are invariably outcasts from civil society and are often enslaved by amoral power groups. Due to their marginalized existence, these creatures have learned to hide and mimic animal and monster sounds. Further, they are accomplished pickpockets. These skills enable them to survive on the fringes of a world that would rather they didn’t exist. They frequently dwell in ruins and other forgotten places of the earth.

Muttmen, A Race Of Mongrels

STR 4d6 (14)
CON 4d6 (14)
SIZ 3d6+3 (13-14)
INT 2d6
POW 2d6+3 (10)
DEX 3d6 (10-11)
MOV run-10

Average HP: 14
Average Damage Bonus: +1d4
Morale: 45%

Armor: 1d6-1 (Leather)

Attacks: Club 35%, damage 1d6 + db
Short Sword 35%, damage 1d6+1 + db
Blowgun 25%, damage 1d3 + poison or paralysis
Fist 40%, damage 1d3 + db

Skills: Dodge 40%, Hide 80%, Mimic Sound 90%, Pick Pockets 70%, Spot 50%

A Dangerous Foe: Pianova di Triosso

Wherein your humble scribe presents a Barbarians of Lemuria villain he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

Pianova Triosso is a powerful sorceress who makes her home in the Orecchi District of the City of Secrets. She is quite ill-disposed to men, seeing them as little more than chattel to be used to their best ends by women. Pianova seeks to use her arcane powers to overthrow the patriarchy that dominates Liria in favor of a new, women-centric government and will happily destroy any man who stands against her in this mission. She is exceptionally militant about her beliefs and sees any woman who does not stand firm against the barbaric animals called males as a collaborator who is scarcely better than a man (and no more deserving of pity).

Pianova is actively seeking out several artifacts she needs to cast some of her more aggressive incantations and heroes operating in Liria will quite likely run into her machinations at some point. The sorceress employs a number of spies and agents throughout the city’s taverns and inns, and little happens in Liria that she is not aware of.

Essences
Lifeblood 10
Arcane Power 15
Villain Points 5

Attributes
Strength 0
Agility 2
Mind 2
Appeal 2

Combat
Brawl 1
Melee 1
Ranged 1
Defense 3

Careers
Sorcerer 3
Sage 1
Assassin 2
Serving Wench 0

Boons
Quick Recovery
Power of the Void

Flaws
City Dweller
Greed
Distrust of Men

Languages
Lirian, Sorceric, Kellic, Thaxian

Equipment
Lirian Kris, d6-2

LL/RoCC Antagonist: The Sorcerer Rl’itaago

Wherein your humble scribe presents an antagonist for use with Labyrinth Lord and the brand new Realms of Crawling Chaos. Two appropriately Lovecraftian artifacts are included below. Both are the result of rolling on the Random Artifact Tables contained within RoCC, which I believe is Open Game Content and can be published here. I mention this mostly so that the mighty Dan Proctor gets proper credit.

The transformation of the sorcerer Rl’itaago into the Deep One he is destined to become is nearly complete, and his appearance testifies to this. Once a handsome young man, he now has “the Look” – he is hairless, hunched, and shambling, with spindly, webbed fingers and toes and unblinking, membrane-covered eyes. To avoid undue suspicion he hides in his room at the Yellow King Inn during daylight hours and moves about the great city of Khaarm only by night, cloaked and wrapped in heavy robes.

Rl’itaago is obsessed with the nature of the cosmos and seeks to learn as much as he can from the land dwellers before his eventual exodus to the sea. Any who visit Khaarm with artifacts of the Old Ones or who boast too loudly of exploits wherein they might have gained knowledge of the sort that Rl’itaago seeks will shortly find themselves a target for his attentions.

Over the course of his descent into inhumanity, Rl’itaago has come into possession of two hideous and powerful artifacts created by alien hands in ancient times: The Candle of Yshkor and the Pendant of the Steloloi. These items are described below.

Rl’itaago / Sea Blood Magic-User 5 Neutral Evil
STR 13 INT 17 WIS 7 DEX 13 CON 11 CHR 10
HP 18 AC 4 Gold 39
+1 Dagger of Venom, Bracers of Armor (AC 5), Candle of Yshkor, Pendant of the Steloloi

Magic-User Spells:
1st Level
Charm Person*, Comprehend Languages, Identify, Read Languages, Read Magic, Scribe, Sleep*, Unseen Servant*, Ventriloquism*

2nd Level
Amnesia, Auditory Illusion*, Phantasmal Force*, Powder of Ibn Ghazi, Ray of Enfeeblement*, Strength*

3rd Level
Dispel Magic, Hideous Graft*, Hold Person, Suggestion, Summon Night Beast*

Spells marked with an asterisk are the ones that Rl’itaago normally keeps in memory. The other spells are kept within his grimoire for use when needed.

Candle of Yshkor

Though this blood red candle burns slowly, it is close to halfway spent. When the candle is burning its owner may alter the passage of time, avoiding the effects of the previous combat round as though they did not happen. There is a 1 in 6 chance that the power of the Candle forces the combatants to relieve the round, resulting in twice as much damage as they suffered. 7 uses remain in the Candle of Yshkor. Whether an intentional effect or simply a twisted characteristic of its eldritch creation, all foods and liquids in close proximity to the Candle spoil instantly.

Pendant of the Steloloi

This wearer of this sickly green stone may drain life levels from opponents as Wight, but must make a save vs. Death or permanently lose one point of CON each time the power is employed. The Pendant of the Steloloi constantly whispers with a sibilant, indecipherable voice when worn.

Appendix N: Three Hearts And Three Lions

So I just finished reading Poul Anserson‘s Three Hearts and Three Lions, which has the unique distinction of being the first book listed in the (in)famous Appendix N of the 1st Edition Advanced Dungeons & Dragons Dungeon Masters Guide. The book was clearly an influence on the good Mr. Gygax and company, though its prominent place in the alphabetized list is probably due to the author’s last name as much as anything else 🙂

The book itself is interesting enough, though I found myself somewhat disappointed with what seemed like a rushed ending right at the moment things were about to get truly epic. The characters are generally solid and there’s plenty of set pieces that feel rather like encounters in an RPG. Some of these are even handled with cleverness rather than steel (imagine that!).

As far as its influence on D&D goes, Three Hearts and Three Lions is likely the source for the whole Law vs. Chaos alignment thing*, big-nosed, regenerating trolls, several Paladin-y things, and perhaps a few other concepts.

I don’t know if I’d call it an absolute must read, but if you’re looking for some enjoyable heroic fantasy that draws on the Carolingian cycle and features what might be the earliest heavily-accented Dwarf (and some nasty human-hating elves, too) in our geeky literary history, then you could do much worse than giving Three Hearts and Three Lions a bit of your time.

*Of course, Moorcock’s works also focused heavily on this concept, and probably drew from Three Hearts as well. Anderson’s book does pre-date the melancholy albino’s first appearance by a few years, after all.

And it’s a much scarier troll than any D&D troll has ever felt like to me. Maybe that’s because we all know you just need to hit the damned things with fire. Man, I hate playing with people who break character to bust out their encyclopedic knowledge of the Monster Manual (and similar works), don’t you? I mean, can we have some effing immersion occasionally, please?

LL/RoCC Rogues Gallery: The Outcasts Of Nogoloth

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion plus the brand new Realms of Crawling Chaos. These characters are all 1st level, were granted maximum HP (advanced style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order.

Driven out of the gloomy seaside town of his birth by the superstitious village elders, Jerald Istholam wandered southward along the rocky coastline of Nogoloth, pausing too often to stare out at the grey and moody sea that seemed to beckon to him darkly. Drawing upon the last reserves of his strength he turned away from the whispering waves and headed inland, intent upon making his way to the great city of Khaarm. There, amid the wisest sages and holiest priests, he would find the answers to the eldritch riddle of his lineage. Along the road to his ultimate fate he would befriend others whose very natures made them unwelcome in the petty and inconsequential civilization cobbled together by those sad creatures known as “men.”

Jerald Istholam / Sea Blood Cleric 1 Chaotic Good
STR 13 INT 10 WIS 15 DEX 10 CON 10 CHR 12
HP 8 AC 4 Gold 40
Mace, Shield, Chain Mail, Silver Holy Symbol
Cleric Spells: Command, Create Water, Fear

Lara / Subhuman Fighter/Thief 1/1 Chaotic Neutral
STR 16 INT 6 WIS 7 DEX 13 CON 16 CHR 11
HP 10 AC 7 Gold 96
Scimitar, Dagger, Leather Armor, Thieves’ Tools

Losh / White Ape Fighter 1 Chaotic Good
STR 16 INT 13 WIS 7 DEX 17 CON 16 CHR 7
HP 12 AC 4 Gold 97
Spear, Short Bow & 20 Arrows, Studded Leather, Shield

Dha’yacha / White Ape Hybrid Fighter/Magic-User 1/1 Chaotic Good
STR 12 INT 16 WIS 5 DEX 14 CON 10 CHR 8
HP 7 AC 5 Gold 67
Flail, Dagger, Light Crossbow & 10 Quarrels, Studded Leather, Shield, Spell Book
Magic-User Spells: Divine Weather, Magic Missile, Sleep

In Praise Of Noble Knight Games

Odds are you’ve heard of Noble Knight Games by now. But if not, you owe it to yourself to give ’em a look. They’re pretty much the absolute best online RPG shop, and they have a strong focus on out of print games.

Part of how they fuel that side of their business is by taking trade-ins from nerdly folks like me. I just did a big deal with them and was treated quite fairly. Heck, they even paid for shipping on that big box o’ games I was never gonna play again.

So if there’s something you’re looking for that you can’t find anywhere else (or if you just want to order online) I highly recommend giving the folks at Noble Knight a bit of business. They’re good people who do right by their customers. Heck, you might even wind up with something I used to own.

BoL Character: G’antonin Ancente Ecchius

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

A priest of Sunere Luculum – an obscure Lirian deity opposed to the use of magic – G’antonin Ancente Ecchius acts as judge, jury and executioner in a never-ending battle against dark wizards and those who consort with demons. He mostly confines his activities to the city of Liria and its surrounding regions – both areas are all quite rich with sinners – but has been known to travel the width and breadth of Kaalmuria in pursuit of powerful sorcerers and witches. G’antonin is a man obsessed; stern, brooding, and hard to travel with. But when battle against the dark forces becomes inevitable, there are few men in all of Kaalmuria anyone would want at their side.

Essences
Lifeblood 11
Hero Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal -1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 1

Careers
Priest 1
Assassin 1
Hunter 1
Torturer 1

Boons
Magic Resistance
Detect Deception
Nose for Magic

Flaws
Distrust of Sorcery
Taciturn

Languages
Lirian, Thaxian, Kellic

Equipment
Sword, d6+1
Dagger, d3+1 (or d3 thrown)
Light armor, d6-2

Ia! Ia! The Stars Are Almost Right!

In case you missed the news, Dan Proctor has announced on his blog that we may be seeing Realms of Crawling Chaos within the next several days. Now that’s more exciting that an internet brawl over the future of S&W WhiteBox, innit?

Already my brain is beginning to spin up a short campaign concept wherein the heroes are cast from the Lovecraftian character races listed in the Table of Contents as glimpsed (1/1d3 SAN) in the Labyrinth Lord Society members-only sneak preview of RoCC. What’s that? You haven’t seen the preview? That must be because you’re not a member of the LLS. You should probably rectify that, naughty person.