Showing posts with label The Chelmsey Series. Show all posts
Showing posts with label The Chelmsey Series. Show all posts

Monday, 14 June 2021

The Quiet Observer: Ortyn of Heth

 A scratching, seeming almost furtive, comes from the Box. Ortyn knows who it is immediately - long years have taught him to recognise the cramped and careful hand holding the Quill. He can see Tarvaunt in his mind's eye, hunched over the parchment, squinting horribly as he chooses every word with an eye to economy...and concealment. For what feels like an age, but probably isn't, Ortyn of Heth waits for the other wizard to finish his missive. After several false alarms - particularly long pauses as Tarvaunt tries to find the correct phrasings - the Quill finally comes to rest. Hobbling awkwardly on his painful leg  - never again would he attempt to reach the island at the centre of the Well! - he makes his way to the Box.  


Ortyn of Heth is not one of the circle of guardians - none of them know, although some suspect - that he is here as the representative of parties unknown. In fact, he is in Chelmsey as an agent of the Order of the Owl, a group of scholars whose sole purpose is the gathering and preservation of knowledge. He is not there to protect against the Chaos Well, but to study it. A knight-diplomat turned scholar he is now old and somewhat tired, but is enjoying the Chaos Well as an intriguing object of research. He also likes the village and those who dwell there, although most of them are a little uncertain around him, due to his carefully cultivated air of bland but affable disinterest. Folk find him hard to read. When not specifically engaged in researching the Well (and learning as much about the villagers as possible), he spends his time committing a record of his career in writing for the Order to archive.

Ortyn is quite short, but retains some of the musculature of a warrior, and most of the bearing. Now quite bald, he has a meticulously trimmed short beard (mostly white), calm blue eyes, a proud beak of a nose and - currently - a limp gained when he was attacked by the mutant crab that lives in the Chaos Well. 

Ortyn of Heth
Human Cavalier 5/Diviner 7
Lawful Good
STR 11 INT 15 WIS 16
DEX 10 CON 10 CHA 17
AC 10 HP 33
Saving Throw: 12
Attacks
+2 Longsword ATK+11 DMG 1d8+3
Height 5'5" MV 30'
Feats: Alertness, Expertise, Skill Focus (Lore), Weapon Focus (Longsword)
Skills:  Lore         +11
        Riding          +6
                Alchemy                 +8
Languages: Common, Celestial, Dragon, Elf, Giant, Sylvan
Abilities:
Leadership, Dominate Weaker Foes, Wondrous Mount, Immunity to Fear, Cavalier Weapons. 
Spells Prepared: (1st level) detect magic, identify, light, precognition, read magic, sleep, true strike; (2nd level) detect evil, ESP, know alignment; (3rd level ) clairsentience, dispel magic; (4th level) scrying  
Background/Secondary Skill:
Gentry/Tailor
Gear:
Scale Mail +2 (not usually worn)
Shield +1 (not usually carried)
Longsword +2
elixir of sneaking, bead of force, candle of truth, potions (gaseous form, haste, mage hand, restoration), scrolls (dimension door, detect secret doors, summon monster II), farscriber's parchment, quill & box
 
Below is the Fantastic Heroes & Witchery version of Ortyn.



Wednesday, 9 September 2020

Portrait of a Guardian: Gedner Hallop

 Every so often, it comes - the feeling that here is not the right place, that moldering in this backwater is no fate fit for such a talented son of the Church, that such skill and power is better deployed somewhere else,where the need is more urgent, more real...not some imagined residue of ill, but real problems. But of course, the ill is not imagined but fabricated, probably by enemies within the Church hierarchy, those jealous of such ability, who have used this stupid notion to effectively sideline a potential rival...

Gedner Hallop shakes his head, cursing gently under his breath: they come more often lately, these errant thoughts, self-serving meanderings. His duty here is truly important - the odd thoughts and impulses he has been fighting lately are proof enough, for he knows whence they come: the Chaos Well. He knows that the Well - or the force that powers it - is in some sense alive, active and straining to break free of its bindings. No longer content with the slow leakage of the last century, the Chaos walled away at the bottom of the Well is pushing, stretching the bonds that hold it. Dark thoughts rise like bubbles to the surface of the Well and then drift, miasma-like towards the village, seeking to take hold of minds willing and unwilling. In the case of the guardians and observers, it would be useful to convince one or more - or all - of them to find something better to do with their mortal lives, so frail and short in the face of Chaos Eternal... 

Gedner Hallop is the local Priest of Vlynn, God of Good Fortune and Lost Things Found. A hale and cheerful fellow in his early fifties, he is outwardly no more than an ordinary priest of his faith, in a quiet village with just enough of a congregation to justify the expenditure of building and maintaining a Temple. However, he is in truth an experienced and gifted priest - his powers mostly kept secret from the villagers and the few visitors who bother with Chelmsey. Mostly, aside from his regular priestly duties, Gedner provides a willing ear and wise counsel to those who need it or spends time using his considerable skills as a carpenter to repair anything that needs fixed or to help build a new barn (or other such things). 

Gedner came to Chelmsey at the behest of his superior, the Bishop of Brejlgard - as one of the more experienced and capable priests in Rakhanay, seasoned by long service dealing with the Demon-cultists that continually attempt to subvert the provinces of the north-west and a stint as a mediator in the conflicts between Khoul and Reymedo, to serve for six years, watching over village and Chaos Well. This Gedner has done willingly - he is not particularly ambitious, and, like many priests of Vlynn, detests intrigue. Although he is often bored with his bucolic living, he enjoys the opportunity to serve the villagers - most of whom are decent folk - and the Kingdom. Keeping an eye on the Well appeals to his veiled sense of romanticism.

Gedner Hallop
Human Cleric 7
Neutral Good
STR 10 INT 16 WIS 17
DEX 8 CON 13 CHA 16
AC 14 HP 31
Saving Throw: 13
Attacks
+1 dismissive Footman's Hammer ATK+4 DMG 1d6; Bolas ATK +4 DMG 1d4 (+entangle)
Height 5'9" MV 30'
Feats: Extend Spell, Iron Will, Skill Focus (Lore)
Skills: Conversion +9
        Healing         +9
        Lore         +5
Languages: Common, Celestial, Dwarf, Elf, Halfling, Infernal, Sylvan
Abilities:
Turn Undead
Spells Prepared: (1st level) bless, cure light wounds (2), detect evil, divine favor, mending; (2nd level) augury, cure moderate wounds, gentle repose, shield other; (3rd level ) cure disease, locate object*; (4th level) change fate   
Background/Secondary Skill:
Yeoman/Carpenter
Gear:
Leather Armor +1
Shield +2
Footman's Mace +1, dismissive
ring of free action
wand of canny effort (4 charges)
potions (darkvision, gaseous form, healing [2], stoneskin)
scroll of protection from outsiders
candle of invocation
seer's diadem
temple bell

Here is Gedner Hallop for Fantastic Heroes & Witchery

Gedner Hallop
Friar 5
STR 10 DEX 8 CON 13 INT 16 WIS 17 CHA 16
AC 15
HP 4w/19v
SAVING THROW 13 
BtH: +3 melee/+2 ranged
Movement: 12”/30 ft.
Attacks: +1 Dismissive Hammer; Bolas
Damage: 1d6/1d4
Skills: Persuasion +4, Healing +4
Special Abilities: +2 CHA & WIS saves, Prayers (d12), Community Ear (+5), Churchman (+5)
Social Class: Middle-class/Decent
Background: Ecclesiastic
Personality: Altruistic
Allegiance: Vlynn
Equipment: see above

& here he is for my heavily house-ruled Advanced Labyrinth Lord campaign:

Gedner Hallop
NG Priest (Cleric) 7
STR 10 DEX 9 CON 14 INT 15 WIS 18 CHA 15 PER^ 18 LUCK^ 13
AC 4
HP 30
SAVING THROWS B 14 PD 9 PP 12 W 10 S 12 
Attack Matrix ^C
Movement: 120'(40')
Attacks: +1 Dismissive Hammer; Bolas
Damage: 1d6+1/1d4
Combat Maneuvers ^: Block +3, Defend Other +4
Skills ^: Arcana, Concentration, Religion 13; Detection, Endurance, Etiquette, Lore, Manipulation, Movement 15; Others 18
Special Abilities: Turn Undead
Lineage/Culture^: Villager (Human)
Backgrounds: Carpenter, Novice, Envoy
Social Status^: 10
Spells Prepared: 1st level:  create water, cure light wounds (2), detect magic, purify food and drink, remove fear; 2nd level: bless, know alignment, hold person, reveal charm, spiritual weapon; 3rd level: cure disease, dispel magic, locate object*; 4th level: cure serious wounds, divination.
Eldritch Resonance ^: bless, ceremony, combine, detect lie, holy chant, know alignment. 
Equipment: see above
* as a Cleric of Vlynn, Gedner Hallop can cast this spell with double the normal range and duration.
^ "Eldritch Resonance", "Backgrounds", "Combat Maneuvers", "Attack Matrix", "Skills", "Perception", "Luck", "Lineage/Culture", "Social Status" are all importations or elaborations of rules taken from elsewhere. 


Wednesday, 19 December 2018

Manifesto 2.0 & Why Are These Games Not More Popular?

It’s no doubt becoming increasingly clear that this blog can no longer be called a Rolemaster blog, and probably won’t be unless or until RM is released under some sort of OGL or Creative Commons License: there’s just no point stepping gingerly around IP issues. I lack both the know-how to do so and, frankly, the cojones to just ignore such things (I also find it ethically questionable to do so). Aside from possibly reviewing the new edition of Rolemaster when it appears, and the occasional HARP product, I shan’t be covering RM or HARP henceforward.


So for the foreseeable future, my focus is going to be on several d20-type systems for which I can write without angst – and these are great games in their own right. I’ll keep doing my work with OSR-type Skills and Petty-classes: it’s fun to do and throws up some interesting ideas from time to time that might feed through to the other writing I want to pursue, but it is, in a way, a species of low-hanging fruit, tasty, easy to get at, but ultimately lacking in nutrition. This’ll serve to keep the blog ticking over between ‘New Kingdoms’ posts, which, I’ve found, require considerably more thought and preparation.


I’ve recently got myself into a position whereby I can buy print copies of games I’ve owned digitally for quite some time. I’m sufficiently old-fashioned to prefer reading books to PDFs, and I garner more information when I’m doing so, so I’ve been able to get a much better handle on several systems than I have done previously. I’m sort of in mid-contemplation of these systems, but liking more and more what I find there. The systems, in no particular order, are For Gold & Glory, Fantastic Heroes & Witchery, Blood & Treasure and B/X Essentials.

Not the prettiest or most symmetrical display, but boy oh boy am I glad to have got these in print!


Two of these games are, more or less, re-visonings and re-organisations of old editions. FG&G is a reworking of 2e for the OGL, and B/X Essentials is an excellent, streamlined version of Basic/Expert. I’m not going to say much more about them but to point out that FG&G is, as far as I’m able to tell, not very heavily supported so far, so writing a module or two, or a rules expansion, might be a cool thing to do (also, 2e was my favourite version when younger, especially once I got kits and such to get my teeth into!). B/X Essentials on the other hand, is well-supported by Necrotic Gnome Press (Their work totally gets my brain ticking), but, as a base for expansion, its pretty outstanding. I’ve been looking at converting my RM races to a B/X format, and the results are quite interesting (at least to me!). I may post them here.


The systems I’m most interested in, however, are Fantastic Heroes & Witchery, and Blood & Treasure, two games that might be best typified as “OSR+”, in that they draw their aesthetic, basic engine and ambience primarily from older editions but incorporate ideas and mechanics from 3e-style games. For someone like me, who missed the OGL and edition wars (and the OSR!) and came to post-OGL gaming via Pathfinder, they’re rather a treat, and full of creativity – and creativity-inspiring material. I’m not going to outline these games (there are some good and informative reviews here and here), although I am going to heartily recommend them, and ask the question: why the devil are they not more popular? (Although FH&W seems to have been more or less forgotten since its 2.0 release some years ago, which will no doubt partially account for its current neglect).


I’m not schooled enough in the history, economics, politics (or the hagiography?) of TTRPGs to answer that, but I do find myself wondering if the very thing that appeals to me might, at least in part, account for it. Where I see versatility and options, others might see games that fall between two stools, so to speak...I don’t know, but those systems, in particular, (with guest appearances from Swords & Wizardry, OSRIC and Labyrinth Lord) are going to be the mains on the menu at Tales of the New Kingdoms, now that I’ve finally settled on the systems and approach I want to take. The work I’ve done so far on the Chelmsey series and Kambyra Island will be continued using those systems, and I’ll post new character information for the various NPCs and critters I’ve introduced previously (usually with Pathfinder statblocks) to reflect that change. I’m hopeful that, in my meagre way, I can do something to promote these excellent systems.


I’m looking forward to it.


The systems mentioned above are all available at DriveThruRPG as follows:




Wednesday, 7 November 2018

When Life Intrudes...

Well, it's been a while - too long really - since I posted. There have been extenuating circumstances - the passing of my Dad, for one - and I have been loth to post whilst completing a writing project I've been working on. Also, I've encountered a new system, Blood & Treasure, that I really like, and I've been busy contemplating and reflecting upon that as well. In brief, its an OSR-ish version of the 'very popular game", but with a fair amount of input from later incarnations of that game. it's quick and clean, with not too many rules to worry about but many options for an option-hungry GM like me.

Anyhoo, after a lengthy hiatus, I'm back and hoping to flood the decks with new material whilst tying up a few loose ends. Much of this new material will be multiple-statted for B&T, other OSR games and Pathfinder (maybe a certain recent edition of a very popular game too, if I can be bothered. Ought I to be?), with references to Rolemaster and/or HARP where I'm confident of not violating copyright (I'm certainly looking into posting HARP/B&T conversions of classes, spells and other stuff I like from Pathfinder).

I'm particularly keen to continue with The Chelmsey Series and the Island of Kambyra and re-statting the NPCs mentioned in previous posts for some other systems (check back at those posts from time to time if at all interested). 

Saturday, 11 August 2018

The Ordinary Amid the Miraculous? The Villagers of Chelmsey




Those charged with maintaining the watch over the Chaos Well, whilst arguably the village’s most ‘important’ citizens, are not the only tale that can be told of the village. For most of the villagers, the Chaos Well is a local legend, but in no way part of their everyday lives. They steer clear of the Well’s immediate vicinity and pursue their existence much as do folk everywhere else. Some of the more perspicacious among them might guess that the village is subject to a greater level of outside scrutiny than other places of similar size, and will no doubt ascribe it to the presence of the Well, and most likely be reassured.

CHELMSEY





NG village
Corruption -1; Crime -3; Economy -2; Law -1; Lore -2; Society +4
Qualities insular, rural
Danger -5
Demographics
Government council
Population 167 (134 humans, 19 dwarves, 10 halflings, 4 half-elves)
Notable NPCs
Priest of Vlynn Gedner Hallop (NG human cleric 6)
Magistrate Kabus Khay Brone (LG human expert 3)

Marketplace
Base Value 500 gp; Purchase Limit 2500 gp; Spellcasting 3rd
Minor Items 2d4; Medium Items 1d4; Major Items -

Chelmsey is not exactly a hub of trade: most of its primary produce is moved by wagon to Barabbyn, a larger and better-sited village to the south. Only a few pedlars make Chelmsey part of their regular route (and at least one of these has an ulterior motive for doing so), and they seldom come away with much profit. In general, these travellers bring in those few goods that the villagers cannot make or grow for themselves (such as glassware, or spices). There are no stores or traders in the village: those folk who make things or grow food sell them directly to those who wish to buy. The local inn does retain a small stock of items such as rope, boots, candles, oil for lanterns and so forth, but they are somewhat more expensive than is usual.

The village has a smithy. The smith, Jasbur Shay (NG Human Commoner 3) generally works with bronze, but retains sufficient iron to create knives, small agricultural tools and shears (a most valued product in Chelmsey!). Jasbur is a friendly sort, much inclined to gossip. He enjoys fishing in the river when there is not much business. He is more than happy to share his insider’s knowledge of the best fishing spots.

Kibben Shay (LN Human Commoner 2/Cleric 1), Jasbur’s rather errant cousin is an odd sort: after a brief stint in the capital training as a minstrel, he fell afoul of a petty-noble and left under a cloud. He wandered the kingdom for a while as a vagrant before meeting – and being converted by – an Arunaic firebrand. He then returned home where he scratches a living as the village’s charcoal-maker, occasional helper to his brother and labourer in the fields. He also preaches the Arunaic faith from time to time (even as a guest of the very open-minded local Priest of Vlynn), but has made only a couple of converts. He dosses down in back of the smithy in summer and in the woolstore in winter. He can be found every morning at dawn, rain, snow or shine, undertaking the ritual oblations central to Arunaic worship. It should be noted here that Kibben is neither particularly bright nor wise: even though he is now technically an Arunaic Cleric, he is unable to cast spells due to his low Wisdom score (although, if he endures and gains experience, this will surely change). Kibben knows he is a poor vessel for his God, and will certainly contribute to the defence of the village or to operations against Chaos in order to prove his worth. Although he is not very smart, he is hardy and strong-willed.

KIBBEN SHAY  (Pathfinder)                                                                               CR 2

LN HUMAN  Medium Humanoid ( Human)
Commoner 2/Cleric 1
Init 0; Senses Perception -1
DEFENSE
AC 10, touch 10, flat-footed 10
HP 19 (2d6/1d8 +6 Con, +3 Feat)
Fort +6, Ref 0, Will +3
OFFENSE
Speed 30 ft.
Melee
Spear +2 (1d6+1/x2)
Spell-like abilities calming touch (2/day), touch of law (2/day)
STATISTICS
Str 13, Dex 11, Con 15, Int 10, Wis 9, Cha 13
Base Atk +2; CMB +2; CMD +12

Feats Toughness, Great Fortitude, Iron Will.
Skills  Craft (charcoalmaker) +5, Knowledge (religion) +5, Perform (lute) +2, Perform (oratory) +2, Swim +6
Language Common
SQ Domains (Community, Law)


There is one modest inn, but travellers are so rare in Chelmsey that it has only three rooms, and these are seldom occupied. The bulk of the inn’s business is done with locals, many of whom enjoy the convivial atmosphere and homely meals available in the common room. The owner of the inn, Marthea Rayte, (LG Warrior 2/Expert 2) is a retired member of the Kalanakree militia. She inherited the inn from her father ten years ago and left the militia to devote her time to running the inn. 

Her elderly mother, Josietta Rayte is a somewhat waspish and bitter individual – and competent seamstress – who spends much of her days in the heavily curtained room she once shared with her husband, drinking strong tea and repairing clothes for the villagers. On the rare occasions she leaves her room, she descends to grump at the locals for their various failings (not without fondness, it must be said), and to scold her daughter for the dreadful state of the inn (a most unfair criticism, as the inn is both clean and well-maintained). Marthea endures her mother’s grumbling with good-natured humour and an occasionally ill-concealed concern over Josietta’s prolonged and unhealthy grieving.
Josietta sometimes seems to possess an uncanny knowledge of the goings-on in the village – the gossip and tales of the wider world. In fact, she is helped in this by two factors: she possesses a Wand of Clairvoyance/Clairaudience (21 charges remaining), and also is gifted with psychic sensitivity, using it to make predictions and read the auras of others, adding to this a large fund of both common sense and shrewd knowledge of human nature.

JOSIETTA RAYTE  (Pathfinder)                                                                               CR 2

NG HUMAN Old Medium Humanoid ( Human)
Commoner 3
Init -1; Senses Perception +11
DEFENSE
AC 9, touch 9, flat-footed 9( -1 Dex)
HP 10 (3d6 - 3)
Fort -1, Ref -1, Will +6
OFFENSE
Speed 30 ft.
Melee
Dagger -2 (1d4 -3/x3)
STATISTICS
Str 5, Dex 9, Con 9, Int 12, Wis 16, Cha 9
Base Atk -2; CMB -2; CMD 6
Feats Psychic Sensitivity, Alertness, Iron Will.
Skills Appraise +3, Diplomacy +1, Heal +4, Craft (Seamstress) +7, Lore (Chelmsey) +4, Perception +11, Sense Motive +7, Spellcraft +8, Use Magic Device +0
Language Common
SQ Faith healing, hypnosis, prognostication, psychometry, read aura
Other Gear wand of clairaudience/clairvoyance (22 charges), artisan’s tools (seamstress), healer’s kit

There are several other individuals in Chelmsey who are unaffiliated with the guardians of the well, but could, in certain instances, play an important role.
One of these is Hett Colgannen (LG Commoner 3/Wrestler 2), an affable shearer who bears the unofficial title of Chemsey’s strongest man. He is a highly competent wrestler, often travelling to neighbouring villages to compete at fairs and competitions. Although he has a gentle nature, he does not hesitate to put his skills to use: he recently dealt with a roughneck bandit who had attempted to impose himself upon one of the local lasses. When mundane troubles strike, he is often the first person to whom the villagers turn to settle matters.

HETT COLGANNEN  (Pathfinder)                                                                            CR 2

LG HUMAN  Medium Humanoid (Human)
Commoner 3/Wrestler 2
Init +3; Senses Perception +5
DEFENSE
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
HP 33 (2d12/3d6 +5 Con, +5 Toughness)
Fort +5, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee
Unarmed Strike +7 (1d6+4/x2)
STATISTICS
Str 18, Dex 16, Con 13, Int 10, Wis 9, Cha 12
Base Atk +7; CMB 7; CMD 24
Feats Catch Off-GuardB, Dodge, Improved GrappleB, Improved Unarmed StrikeB, Landing Roll, Mobility, Toughness.
Skills Acrobatics +9, Climb +9, Escape Artist +9, Handle Animal +7, Perception +5, Profession (shearer) +6, Swim +9.
Language Common
SQ crushing grip, uncomfortable strength, grappling technique (ankle lock, wristlock), wrestling path (submissions expert), versatile grip
Other Gear shears


The final individual of particular note in Chelmsey is the local magistrate, Kabus Khay Brone. Brone represents the royal authority in some legal matters, but his personal power is limited to one seat on the small village council. Brone is careful to maintain an advisory role rather than interfere openly in village matters – although this is something he could conceivably do under certain circumstances. Brone is a quiet man, approachable and astute. He is aware of the history of the Chaos Well, but is not privy to the business of the ‘Guardians’ – although he is certain that such a group exists, and, if forced, would be able to guess the individual members with some accuracy.

KABUS KHAY BRONE  (Pathfinder)                                                                          CR 2

LN HUMAN  Medium Humanoid (Human)
Expert 3
Init -3; Senses Perception +9
DEFENSE
AC 7, touch 7, flat-footed 7 (-3 Dex)
HP 20 (3d8 +3 Con)
Fort +2, Ref -2, Will +4
OFFENSE
Speed 30 ft.
Melee
Dagger +1 (1d4 -1/x3)
STATISTICS
Str 9, Dex 5, Con 12, Int 16, Wis 13, Cha 10
Base Atk +1; CMB -2; CMD 8
Feats Alertness, Skill Focus (Diplomacy), Skill Focus (Knowledge (history)).
Skills Appraise +9, Bluff +6, Diplomacy +8, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nobility) +9, Perception +9, Profession (magistrate) +7, Sense Motive +9.
Language Common
Other gear Scales, Small Library of Legal Tomes, Royal Seal



Fortnightly Fiends: The Brelkhaddar

It's been a while, for which I apologise: I've been spending much of my time providing COVID cover - too much, really - at work, the...