Showing posts with label dwarves. Show all posts
Showing posts with label dwarves. Show all posts

Thursday, April 14, 2016

Sidequest: The 5 Sinful Books of the Covert Library

The library at the bottom of the city with no name has quartz walls. There are great stone tablets documenting the secret passages of the city, ancient vellum spell scrolls written in iron-rich blood, and foot-thick books with detailed records of open accounts going back centuries.

And in a small room at the back, there are the five books of sin.

(The dwarves have five big sins:
  • sloth
  • gluttony
  • meekness
  • deceit
  • jealousy) 

The Books

The Unfolded Axe by Friedrich Folium

Friedrich was a dwarven paper-maker whose brother went to war and won glory for the family. No one cared about Friedrich’s paper-making, so he created a book that could be folded into any kind of axe. When folded, it becomes a magical +1 weapon, +3 against dwarves (1d8 or 1d6 damage). It is a book of JEALOUSY. The book is large but thin and made of cardstock and pulp paper.

An Autumn of Razors by St Vincenza de la Capitanio

Vincenza was a saint of the god of wrath. When she wasn’t allowed to rise to the top of the church’s hierarchy, she composed An Autumn of Razors as her suicide letter and threw herself from the top of the church into the courtyard. The high priest of the church read the book and was consumed by the swarm of leaves that burst forth. Vincenza was granted sainthood. The book hungers for more flesh, so it’s sin is GLUTTONY. (Dex save 13 or 1d8 slicing + 1d6 poison damage.) The book is chained down and is bound in wood and metal.

Silent Grammar by Duan Su Qi

The famous demon hunter Duan Su Qi captured Zagam, the demon of DECEIT, between two covers woven from the wool of the sheep of the southern realm’s God of Justice. After capturing Zagam, Duan Su Qi retired and lived a long and happy life. When the book's covers are open, the pages turn into Zagam, who is now free. Zagam can turn water to beer and is very friendly, waiting for the moment to turn on someone. The book is very thick and behind glass.

Elfin Truisms by Misozwerg the Scholar

Misozwerg was born crippled and often mocked by young dwarves. He grew to hate dwarven culture, and Elvin Truisms is one of his many attempts to undermine his race. It is written in the most beautiful poetry, and it tells of the joys of relaxation, individualism, and useless ornamentation. The book hums sweet songs (4d8 HP of sleep, and those affected can only be awoken by being dealt damage) and can slowly extinguish torches and small fires. It is a book of SLOTH. The book is small, thin, and green, and it’s wrapped in cotton.

The Door Into Somewhere, author unknown

The origin of this book is unknown. It is a book that is also a door. Its table of contents lists a number of locations it can take you to: a small tropical island, a silent deciduous forest, a cave overlooking a sparkling waterfall, or a rocky desert filled with chromatic sands. Those who use the portal find that there's no way back. It is a book of MEEKNESS. It speaks in a high, nervous voice, and it demeans itself and its powers. The book is huge and has a blue cover and smooth, cream-colored pages.

From P. Gasparis Schotti’s Physica curiosa (1662)

The Test

Young library assistants are put in the room of the five sinful books and told to guard them overnight. They’re locked in the room, told not to let anyone in, and warned not to touch the books. The door (which is also The Door Into Somewhere) is shut and locked from the other side.

They're provided with the following equipment:
dry cakes
honey
coffee
water
cards
dice
paper armor (14 AC+Dex, wearable by all)
sloth-fur caps
three each of swords, shields, warhammers

Throughout the night, five demons knock on the door.

Sloth: a cute, sleepy sloth looking for a place to rest; a PC who lets it in can roll an extra Hit Die during a short rest

Jealousy: comes in the shape of a man-sized rat who wants to read the books and elevate itself to manhood; the demon will hide the books away and teach the characters proficiency in Sleight of Hand

Meekness: asks for entrance in the voice of a child, a helpless bystander with no grand plans or designs; it will teach characters to be proficient in Stealth


Gluttony: comes in the shape of a pig-centaur who wants the characters’ food; a character who dines with the demon heals 6 HP

Art by Cathy Hannah
Deceit: comes in the shape of the head librarian to tell them the long night is over; it will let the characters out into the greater library

Characters who pass the test are made full librarians. Characters who fail are killed.

Tuesday, April 5, 2016

Sidequest: How to Live Like a Dwarf, or, Dwarven Hold 'Em

I've long been enamored with Patrick Stuart's "a city without a name." A few sessions into the Wall campaign, I realized that there were no dwarven PCs or NPCs in Wall, and I knew it was my chance to mix Stuart's heavy metal, constantly fighting dwarf city into my own campaign.

It ended up being part that, part 30 Days of Night, with the dwarves building a circle of fortresses on the melting edges of the world's Antarctic continent. During the 28-day darkness, sloth demons rise from the snow and ice, and only the dwarves keep them from corrupting the rest of the world.

As is maybe appropriate, the background stuff I developed for the dwarves resembled an iceberg: the players only discovered the tiniest bit, seeming generally uninterested in the snow and ice. I blame the Minnesota weather.

So I repurposed everything into a standalone story game, How to Live Like a Dwarf, or, Dwarven Hold 'Em. It's a game about keeping and discovering secrets while keeping demons at bay.

Here are the rules:

Dwarves live in a city in a mountain at the bottom of the world. This city is never named because no one is allowed to find it. Every day, they celebrate their skills and seek to discover the gifts the gods left them. These secret gifts give them great joy, so they like to keep and reveal their own secrets as well. Every night, they keep the demons of hell from escaping their prison at the center of the world.
 

A single game of The Secrets of Dwarves reflects one day-and-night cycle in their nameless city at the bottom of the world.
 

Goal: To end the game alive, with at least one of your secrets revealed and at least one secret still secret.
Art by Kevin Budnik.

Character Creation

Dwarves have built their society around seven Virtues:
 

GROOMING (beardcraft, accessorizing, bespoke, make-up, tattoos)
DRINKING (ale-guzzling, shots, keg stands, drinking games, leading rounds)
CRAFTING (stonecraft, jewelry, wood carving, sculpting)
STRENGTH (lifting, throwing, pulling, pushing, wrestling)
POETRY (family sagas, slam poetry, doggerel, song)
DIVINING (finding ore, finding water, casting runes, telling fortunes)
ROMANCE (mostly indescribable)


Assign your Virtues a number, 0-6. Each number can only be used once. A higher number indicates greater accomplishment and more likelihood of success.
 

The values assigned to Grooming, Drinking, and Crafting are public. The others can be hidden.
 

Create two secrets. One is potentially revealed by winning a contest related to a Virtue of your choosing. One is potentially revealed by losing a contest related to a Virtue of your choosing.
 

Lastly, choose a gender for your dwarf. This is kept secret; it is your most delightful secret and will be revealed only to the dwarves you marry. Possible genders are nearly limitless, but here are some options: agender, androgyne, bigender, boy, demiboy, demigirl, female, gem, genderfluid, gendersmash, girl, intergender, man, male, metal, nonbinary, pangender, polygender, woman, rock

Round One

Characters are celebrating the night’s victories and the day’s marriages. In round one, each player must challenge one other to a contest in a Virtue of their choice. The oldest player goes first. Play continues to their left.
 

Both players roll a die and add their skill number to the roll. The higher result wins. The characters receive appropriate tick marks in the “wins” and “losses” columns of their sheets. Any applicable secrets are revealed.
 

Example: Hrothgar High-Rock has the secret, “Pinkie finger of left hand is an immaculately constructed prosthetic,” and that secret is only revealed on a loss of a Crafting contest. Jillian the Hammer-Headed has the secret “Can sculpt lead like water” that is only revealed on a win in a Crafting contest.
 

Jillian challenges Hrothgar to a Crafting contest. They plan to make busts of each other. Jillian rolls a 5 and adds their 3 Crafting for a total of 8. Hrothgar rolls a 4 and adds their Crafting of 1 for a total of 5. Hrothgar loses, and both dwarves reveal a secret.

Round Two

Night falls. The demons are here. Each player, in turn, adopts the identity of one of the manifold beasts of hell, starting with the player who went last in round one. Demons need a realm of origin, terrifying features, and at least one name.

Each demon chooses one dwarf to challenge. The demon chooses which Virtue will decide the challenge, and it has a 6 in that Virtue. The dwarf may recite the tales of as many of their wins as they’d like, regaling the demon with how they were achieved. This wins are “bid” on the battle.
On a win, the dwarf gains a number of wins equal to the number they recited plus one as their listed deeds are amplified by besting a demon. Also, secrets may be revealed depending on their conditions.
If the dwarf loses, there are a number of potential consequences:

  • The wins they recited are converted to losses. They gain an additional loss as well.
  • If the dwarf has any unrevealed secrets, the demon may demand it reveal one if it so desires.
  • If the dwarf recited wins and they’ve already revealed both of their secrets, that dwarf is killed. However, it destroys the demon as well, overcoming it with the power of their deeds.
  • If the dwarf did not recite any wins and has already revealed both secrets, the dwarf is killed, and their body is tainted by their cowardice and inhabited by the demon. It will rise in 24 hours as an unholy thing.
  • A secret may be revealed if it matches the condition of the loss. This happens after the fight is concluded but before the dwarf dies, if applicable.
After all demon challenges are completed, the night is over.


Round Three

Living dwarves return home. They must bring any corrupted and possessed compatriots with. These dwarves are ritualistically slain, and the player of the slain dwarf must distribute their losses to the other dwarves, using each loss to cancel out one win.

Once this grisly duty is completed, dwarves with wins may propose marriage to any other dwarf. The two must discuss the terms of their contract, including property ownership, sexual allowances, and so on. If they come an agreement, they are bound forever. They reveal their genders to each other, each gaining an unrevealed secret (their spouse’s gender).
 

Once the marriages are finalized, the players may drink. Those characters with at least one of their secrets revealed and unrevealed are seen as successful within dwarven society.

A full PDF (including character sheet) is available here.