Creating Mongoose and Meerkat TTRPG Content the #BROSR Way

[Only a few days left to back Tales of the Mongoose and Meerkat Volume 3: The Redemption of Alness!]

When we first started doing the Mongoose and Meerkat books, one of the things I wanted to do for fun on the side as bonus content was do write-ups of parts of the stories that could be used at the gaming table.

This hearkened back to my days of reviewing short pulp fiction and talking about ways in which one could easily adapt short adventure fiction into adventures at the game table. One of the first examples of this was where I showed how you could run Fritz Leiber’s Jewels in the Forest with as little as a single stat block. Later, as something of a tour de force, I not only came up with some stats for Basil Wells’ Raiders of the Second Moon, I eventually ran it as a mini hex crawl for my gaming group.

So, it only seemed natural to provide some examples of how you could adapt elements of Mongoose & Meerkat into your game. I’m still very proud of the writeup I did in volume one for Battlefield of Keres, which can be dropped as an adventuring location into your hexcrawl. I’ve heard at least one person has tried it out and had fun with it.

My own tastes in gaming have changed, largely thanks to my experience with the BROSR. One thing we discovered was the greater wargame at work in AD&D. We went from some impressive skirmishes in the United Caveman Federation in the Trollopulous game to some insanely large-scale battles, such as the Battle for Castle Brovenloft, in the Halloween Braunstein Kes ran last October.

This coincides nicely with the climax of Tales of the Mongoose and Meerkat: while Kat and Mangos have been adventuring together, Mangos has been spending his money on wine, women, and antique weapons, but Kat has been saving her money to raise an army. Following the turning point in Death and Renewal and Thunder in the North, M&M’s scale shifts towards domain level play. The scale is smaller than what we’ve played in our Braunsteins and the factions fewer, but it’s there: Kat and the Alnessi remnants on one side, Rhygir and his free company on another, and Bardor’s Fedai as something of a wildcard.

The second to last Mongoose and Meerkat story features a set piece battle between the Alnessi and the Rhygirians. Mangos, a fighting man, has his first opportunity to command troops and fight on the line.

Flight of the Mongoose is a cool story, but there’s plenty of fodder for dragon hunting to incorporate into your game. I decided to focus instead on Trapped in the Loop, which will first appear in Volume 3 but will later be serialized in the Fall issue this year.

One challenge is that I’ve been primarily writing from a B/X viewpoint, while my gaming and interests have shifted to AD&D. Both B/X and AD&D have the tactical wargame embedded in them, though B/X merely hints at it and ultimately eschews it completely in favor of the “War Machine” rules. You can still use it, though, it’s merely a matter of scaling [1 figure = 20 men, multiply damage done by a unit by the number of figures on the front line, subtract the number of figures killed from the opposing unit].

I ultimately gave the unit stats in AD&D terms with a few notes for if you’re using a system with AC 9 as its baseline [eg. treat units with Scale armor as having Plate -1].

I think the characters themselves ought to convert easily enough, though I do not intent to rework all of their stats’ effect tables.

One conundrum was Kat’s Dragon Steel plate armor. I didn’t feel like rewriting her as a Fighter/Thief dual-class. She’d always been a high-dex fighter, which is more consistent in B/X with the Thief class than the Fighter class [Thief is the big damage-dealer in B/X when used correctly]. The Dragon Steel plate she gets is explicitly ultralight [lighter than Silvecite (think Elven/Mithril equivalent)], flexible, and custom fit to her, so I decided that it would be easier to treat it as an artifact-level item that has properties of magic plate AND leather, so she can get around the class restriction and still keep her dex bonus. She can’t use Thief skills in it, but it’s something of an equalizer against Rhygir, who is a very strong fighting man with Silvecite full plate.

Anyway, I hope you’ll enjoy what I’ve cooked up for the bonus content this time around and might consider either trying it out or trying out large-scale battles in your D&D game. They’re a lot of fun and that’s where you really discover the soul of D&D.

The United Caveman Federation

Ringo Starr in Caveman 24x36 Poster at Amazon's Entertainment Collectibles  Store

If you’ve had a chance to back The Paths of Cormanor, you should read up on what’s going on in Jeffro’s Trollopolous game.

Jon has a pretty good brief overview at War in a Box.

Most of our gaming related feed can be found by following #UnitedCavemanFederation.

…and Almost Finished with Game Content!

I spent a pretty good chunk of the evening working on bonus content for Mongoose & Meerkat!

The result is roughly 3,000 words of gaming content, including:

  • How to drop the Battlefield of Keres into your hexcrawl map
  • Suggestions on how to run a short adventure based on Brandy & Dye
  • Scenario for Sword of the Mongoose
  • Encounters in Terzol
  • Statblocks for monsters and encounters, ranging from the Hands of the Bursa and the Terzoli Remnants to Isak Yan and his undead to  Keres’s magical anomalies
  • Much much more!

I’ll be putting the finishing touches on it soon then will be running it by Jim Breyfogle for approval.

Once he gives it the OK, it will be added to the Appendix of the hardcover.

In fact, we’ll be adding all of the bonus material to the hardcover [except for the list of backer names, of course] this week, at which point the hardcover will be officially Almost DoneTM.

Once we have a page-count, we can do the layout for the hardcover’s dust-jacket.

No promises, but this could begin fulfilling by as early as June!

6 x 9 cover

Mongoose and Meerkat Author, Jim Breyfogle, on Geek Gab with Daddy Warpig and Dorrinal

Cirsova author Jim Breyfogle was on Geek Gab over the weekend, talking about the Mongoose & Meerkat project and other fun stuff.

Check it out!  And once you do, be sure to back the kickstarter today!

We’ve met our $2k goal and are well on our way to meeting our initial $3k stretch goal to create gaming content based on these adventures.

Goblin Slayer and the PulpRev

With the first series of Goblin Slayer wrapping up, I wanted to touch on the show that’s been not only one of the number one animes in North America but has also been rather popular among the PulpRev crowd.

I enjoyed Goblin Slayer, but when all was said and done, it occurred to me that not only was it not a great anime, it was not even a particularly good anime—what gave it the illusion of greatness was that it met all of the meager expectations it set, delivering in heaping doses what little it promised. It set a low bar and clears it with ease. You want to watch a show where a guy kills goblins? This is it, chief. The utter lack of pretension is far more delicious than the “fake depth” many shows try to coast on before crashing in a mess at the end. Goblin Slayer needs no apologia, and there are no great divides in the fandom over thema, symbolism, and other minutia.

goblin slayer

Is Goblin Slayer pulpy? The only reason I ask is that it’s pretty well loved by the PulpRev crowd. And thinking about it, not only is it not particularly pulpy or Appendix N-style fantasy, it’s Pink Slime fantasy to a degree even worse than Record of Lodoss War; it’s pure, in a vacuum, D&D fan-fic.

What separates it Lodoss, however, and many other pink slime fantasies is that the D&D it draws from (if indeed it is drawing from D&D; evidence abounds) is of the older, classic variety, in which the purpose of “adventurers” is to kill monsters, because monsters represent an existential threat to mankind and because they have treasure. Goblin Slayer lacks the pretense of the game in which great and powerful forces are at work and the heroes must act because the fate of the world is at stake and the party represents the champions of all humanity and all that is good.* There are no destined saviors, chosen ones, lost princelings, who are going to stop the Dark Lord. That none of the characters in Goblin Slayer even have names beyond what they do or have accomplished or what their profession is almost serves to lampshade this lack of “special” and “important” fantasy heroes in its narrative. In D&D terms, these are characters who lasted a couple adventures and gained reputations around the table, rather than being wadded up and thrown in the trash because they died—this in contrast to the contemporary trend in D&D to craft intricate backstories for the very-special-snowflake characters who are destined for great things and will almost certainly having nothing too bad happen to them because the player might throw a hissy-fit.

The first episode of Goblin Slayer, which created quite a stir for its brutality and graphic nature**, mainly served to illustrate that the kind of game that inspired Goblin Slayer*** is the kind in which level one characters die in the dungeon and you have to roll up new ones. There’s no point in bringing your very special bisexual tiefling princess with daddy issues who is the most beloved of her tribe to the goblin cave, because the goblin and his spear that will kill her don’t give a shit about your character’s backstory.

I think that, even though Goblin Slayer is shallow and derivative fantasy to the extreme, this is the reason why it resonated so well with the PulpRev crowd, a group that grew largely from the OSR and which preferred the more brutal old school style of Dungeons & Dragons to the modern narrative-driven style of play that’s come to dominate tabletop gaming.

*: This is going on to some extent in the background; the setting is the aftermath of an earlier such conflict—but the climactic battle is not to save the world or even a town, but rather the farm where the girl who likes the Goblin Slayer lives.

**: Yo, the way everyone was talking about that first episode, I was expecting Mezzo Forte levels of gratuitous…

***:Look at all the goddamn dice rolling and talk of gods rolling dice and try to convince yourself it’s anything but TTRPG inspired.

Death Crypt of the Ultralich – The Artificer’s Workshop

The artificer’s workshop is below the south end of the abbey. It can be reached either by the stairs in the annex behind the hidden door or via the well.

Dungeon Level 3 - Workshop

  1. Artificer’s Bedroom. Skeleton*. Desk w/notes–Read Language will reveal his attempts to build “Daughters”. +1 Plate.
  2. Inner workshop. All manner of tools & blueprints, cogs, springs. A desk, tables, half-assembled bronze constructs. 4x “Daughters” 4HD*, AC3, 40′ 1d6*/1d6. (*stun for one round). Scrap worth 6k gold.
  3. 2x Iron Living Statues. 500 steel ingots.
  4. Workshop supplies. 100 hammers. 25 screwdrivers. 50 wrenches. 25 unknown tools.
  5. 3 patrolling bronze walkers. HD2, AC4 30′ 1d6 (will flee if attacked and summon LS then Daughters.
  6. Anvils, barrels of springs (5x 100 gp each) and gears (5x 100 gp each).

*:active if seal in L2-26 is broken.

Death Crypt of the Ultra Lich – Old Buried Abbey (Level 2)

This second level is the lower, original abbey that was buried under a layer of dirt and ash. The hole in the chapel of the newer, upper church leads to room 10. The stairs north of 1 lead to the Library. Well in 22 is the back door to the Artificer’s workshop. Capstone in 26 leads to the Crypts (Level 3). Stairs in 27 are the main entrance to the Artificer’s workshop.

Space between 16, 19, 22, and all between 17 and 20 used to be an herb garden for soap-making; it can theoretically be cleared enough to create a “short cut”, but it would hardly be worth the effort. Exterior doors open to solid walls of dirt, stone, and ash. These can be excavated, but will take much longer than the upper tunnels.

Dungeon Level 2 - Main

  1. High arched wall w/stairs going down; spider webs
  2. 1d4 crab spiders
  3. 1d4 crab spiders; rack w/tattered clothes
  4. 1 Mage Spider (2HD)–Light, Read Magic; Scroll of Magic Missile x3; 5pp
  5. Several tables w/books. Most crumble at the touch. 1 is open to an illuminated page showing battle of wizards. Falls apart when touched.
  6. Webbed antechamber
  7. Narthex. 2 empty fonts. Door cannot open. Lever to secret door by west font
  8. 1d4 faded wraiths (2HD, drain only on a 6); 8 vials of holy water. 3k gp, 8 holy symbols
  9. Caved in room. Can be tunneled/excavated
  10. Four Saint Statues making holy gestures (1k gp each)
  11. 1d4 crab spiders; 22 cp, +1 mace
  12. Rows of wooden benches; Altar w/book (scroll of Bless, 5x charges)
  13. Missing door, 2 skeletons*
  14. (Monks’ cells) 2 skeletons*, 85 sp in d
  15. Long tables w/benches
  16. Kitchen. Oven. 4 bottles of wine (bad); rotted, useless ingredients; 24 blackened silver plates (1gp each)
  17. Prayer room w/empty pool
  18. Cabinet reliquary, trapped door (poison needle on cabinet door); Gold Chalice (500 gp), +1 mace, +1 shield
  19. 1 wight*; 700 gp, tapestries/fur blankets, +1 robe
  20. Soap making chemicals, dried plants, 20 bars of fragrant soap (10 gp each)
  21. A piece of tooled metal
  22. A well in the middle of this room goes 50-ft deep; there are buckets (4), rotting rope and 60 ft of chain; 1d8 fire beetles in the well
  23. 3d4 skeletons*; south door has holy symbols and writing. Read magic, languages or local cleric “Beware the life curse”; below is carved “Blessed be the Resurrection”
  24. A bronze, bi-pedal construct [1.5′] wanders these halls clockwise. 4 mauls
  25. Shelves. 2x sets of thieves tools
  26. 9 ghouls – 3 in each alcove. Attack when party enters the room. Jars w/3k cp, 5k sp, 900 gp, jeweled bracelet (1.2k gp), and rosary. Stone circle [capstone] in center of room. Sigil reads “Beware the life curse”
  27. Two metal faces in corners of the room. Stepping into the room triggers them. 1d6 arrow. 1 per round. Attacks as 1HD monser, 30 arrows. Disassembled, worth 1k gp each
  28. Barrels of nails (3), scrap metal (all rusted together)
  29. Barrels of scrap copper 4x (200 gp each)

*Become active undead if capstone seal in room 26 is broken.

Sandboxes?

I came across a bizarre article by DM David yesterday on Sandboxes with the click-baity title “Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think.” His article uses an idea of a sandbox in a way that no DMs I’ve ever played with or who have written on the subject have used the term.

David seems to be using it to describe some sort of absolute free-for-all, nothing planned, no direction to go, the DM just runs with whatever the players decide to do at that moment. It’s nuts, so of course that notion of a sandbox doesn’t work and is not what players really want.

“Sandbox” in every case I’ve seen it used has meant a gaming environment populated with multiple locations to interact with and explore, as opposed to “Here is a dungeon; you are going to explore this dungeon; here is a town; when you’re not in the dungeon, you’re at the town.” The sandbox is typically full of toys; you can play in it and you play with the toys that are there. Sometimes you get more toys, which is always cool, or maybe you find a toy that was hidden under some sand.

Just because players enjoy exploring dungeons doesn’t mean that they’re not in a sandbox game or that they don’t enjoy sandboxing!

Yet David oddly seems to imply that there is some kind of ‘pure’ Sandbox that is devoid of adventure hooks for players to choose from.

sandbox

“Herpty, derp, you put a castle to be explored in your sandbox? Looks like you’re going back towards the rails, friend!”

While there is some sound advice for open-world gaming in David’s post, it’s all derived from attacking a strawman notion of Sandbox gaming that doesn’t exist.

“I think seeding your sandbox with locations for PCs to explore may be pushing your story too hard!” said no ‘railroad-phobic’ player ever.

A sandbox may not have rails, but it has boundaries and things to do; David’s notion of a sandbox sounds more like a desert.

Anyway, ChicagoWiz has also written an interesting rebuttal to David’s piece.

Saving Throws, Pulp Heroes and D&D

Every once in awhile, you’ll hear the complaint that lower level D&D characters don’t feel like the heroic characters from pulp adventures on account of how fragile they are. The low HP means that a couple of good hits will kill those lower level characters, whether in fights or to traps or even something as ignominious as falling down a flight of stairs.

One of my counters to this is that most pulp heroes would be at the lower end of mid-level, contra to what is suggested in many of those old articles where Gary and friends would stat up Cugel or Eric John Stark as being well into double digits with massive pools of HP to prevent low-level PCs from being able to meet and kill these characters just because they were there and they could (though I’m sure they did).

Another bug-bear of oldschool games is the saving throw, particularly in save or die situations. Why should a character with all of that HP be insta-killed?! It’s just not fair! A character who can take 8 full-on sword wounds shouldn’t be able to die just because he was bitten by a snake or had a rock fall on his head!  Besides, that’s entirely unpulpy, right?!

Well, take this from Tarzan at the Earth’s Core, at a point in his career where he’s probably level 27 and has a gorillion hit points:

Tarzan remained very quiet. He did not wish to frighten it away for he realized that one of them must be the prey of the carnivore sneaking upon them, but if he expected the thag to be frightened he soon realized his error in judgment for, uttering low grumblings, the great bull pawed the earth with a front foot, and then, lowering his massive horns, gored it angrily, and the ape-man knew that he was working his short temper up to charging pitch; nor did it seem that this was to take long for already he was advancing menacingly to the accompaniment of thunderous bellowing. His tail was up and his head down as he broke into the trot that precluded the charge.

The ape-man realized that if he was ever struck by those massive horns or that heavy head, his skull would be crushed like an eggshell.

The dizzy spinning that had been caused by the first stretching of the rawhide to his weight had lessened to a gentle turning motion; so that sometimes he faced the thag and sometimes in the opposite direction. The utter helplessness of his position galled the ape-man and gave him more concern than any consideration of impending death. From childhood he had walked hand in hand with the Grim Reaper and he had looked upon death in so many forms that it held no terror for him. He knew that it was the final experience of all created things, that it must as inevitably come to him as to others and while he loved life and did not wish to die, its mere approach induced within him no futile hysteria. But to die without a chance to fight for life was not such an end as Tarzan of the Apes would have chosen. And now, as his body slowly revolved and his eyes were turned away from the charging thag, his heart sank at the thought that he was not even to be vouchsafed the meager satisfaction of meeting death face to face.

Tarzan, with all of his HP was forced to make save-vs-death against some kind of charging inner-earth dire oryx. His saving throw numbers are probably really low at this point, and he probably could’ve made it with anything but a nat 1, but it was still going to be a case of instant-death regardless of how many hit points he has.

This ties back into the game theory that HP doesn’t represent actual wounds but exhaustion and the character’s ability to fight on under pressure in extreme circumstance. Of course, you also might say that it would not be very pulpy to fail your saving throw and be instantly killed, but D&D is a game, and without a genuine sense of risk, your game can end up in a boring slump where everyone knows that everyone is going to live no matter what, so why bother faking the suspense? And in those cases where your life is on the line AND YOU MAKE IT, how much more awesome is it? It makes those times when you could’ve lost your character but didn’t all the more special.

Big Monster Fight

Well, we may have found the solution to the balance issue we’ve begun to encounter in Gutters, Guilds, & Grimoires: bigger monsters.

Most of what we’ve fought has been fairly close to man-sized. Even the bigger things have been between bear and small elephant sized.

Last session, we fought something three stories tall.

Well, okay, some of us fought it, while many of us ran like hell.

We were completing a quest in someplace that was a pocket dimension, a moon, or some other part of the world (we never really figured it out), which meant freeing a celestial or demonic creature we called Jeff. We found Jeff in the middle of an abandoned village located between a fork in a stream surrounded by megalithic wards.

Since Jeff couldn’t talk (he could only sign yes or no), we had a hard time getting a complete picture of what was going on with him and the weird abandoned village. We found that he was trapped, the person who trapped him was nearby, we could free him, the villagers had not trapped him, he had not killed the villagers, he would help us if we freed him, and he would not hurt us if we helped him. We got a nice one point stat boost to luck for freeing him.

We set off to see if we could find the person who’d trapped him and we eventually found a wizard’s cottage. It was locked from the inside, empty, and had a hole in the roof. We dicked around way too long debating whether we should loot the cottage, wait for the person to come back, or decide that Jeff (or someone) had pulled the wizard straight through the roof of his own house.

Then we heard some crashing sounds.

Poking around the village was a thing described as being over 30 feet tall, having a three-eyed Cthulhu head and long spindly Salvador Dali Elephant legs.

Oh, right, I forgot to mention the other complication – the area was filled with obscuring mist and unless you had one of the sage torches with you, you could neither see in the mist nor were you safe from the mist folk who would tear you apart in four rounds tops. We’d left several torches lit along the path back to the mirror, but had only taken three with us. And the bridge across the stream consisted only of a series of rotting logs propped up by piles of rock, and several of the logs had already broken loose on the way over.

When the thing noticed us, we started running like hell. A few of us barely made it across. Others got swept down the stream a bit as the fell in, landing further down the shore out of the light and safety of the torches. Others eventually had to try to jump and swim for it, with most of the bridge gone, losing at least one torch in the process.

The thing used its tendrils to snatch up and try to eat people. Those who couldn’t get away ended up badly mangled and one was eaten. While they figured out that they could hurt it (a couple characters managed to cut off a few of its mouth tendrils and one guy even managed to tie its legs like an AT-AT) the thing was NOT going down easily and there was little indication that it was being more than really annoyed. After it had staggered a bit and fallen into the stream, the characters who’d stayed to fight saw more of them coming –they had just barely managed to convince ONE of the things that they were not worth trying to eat, but there was absolutely nothing they could’ve done once more of them showed up.

Eventually, everyone except for the character who was eaten had either run back or was carried through the mirror portal which we immediately sealed before they could come through. Hoping we don’t have to fight those things again any time soon.

The one really funny thing is that in the big battle against Lord Brinston’s armed guard awhile back, just about everyone in the party ended up with an open-faced helm, so everyone had really good head armor (4); were it not for those helmets doing damage reduction, everyone in the party who did not just run like hell would have had their heads popped off in no more than two hits and been eaten.

Fighting big monsters should be very different than fighting small and medium sized monsters, and it shouldn’t just be reflected in hit points. PCs typically won’t even be able to hit most locations on such creatures (I’ve always thought that if a DM has something like a dragon go toe-to-toe, blow-for-blow, with the PCs he’s running the encounter wrong). A big monster should keep its vital locations out of reach as is reasonable. Really big monsters absolutely should have subparts which could be crippled or destroyed; definitely makes things more interesting than the old Critical Existence Failure at 0HP.