Showing posts with label Ancient Rome. Show all posts
Showing posts with label Ancient Rome. Show all posts

Monday, August 12, 2019

A Town Called January

The challenge this week on the GLOG Discord channel was to detail a city or village or quarter or similar. This is my attempt.

Apollo speaks through his oracle at Delphi, Aphrodite through Dodona, and even the gods of the Celts and the Norsemen all have their own seers. So Janus, among the highest of the Roman pantheon, he too has prophets, established in a town called January. Once, upon the discovery of this gift from Janus, the town grew at an enormous rate. Surely, visions from the gatekeeper of the gods himself must be of a purer, stronger sort, it was reasoned. And they are, for his oracles are two, and both prophecy only the truth. But one will only see the past and one the future, and even they do not know which is which. So the city fell into disrepair and is now mostly a curiosity.

Downtown

The core of January.

  • Joram runs an aging, but still upscale hotel, The Golden Fleece. He is also an expert on military defense and sieges.
  • Hiram is a mask maker who sells them from his cart every day. In the past, the locals would all wear masks on the backs of their heads, but these days it's mostly for tourists.
  • Mayors Miriam and Beelzebub won the least and the most votes for mayor respectively (that's how it works here). They get along together regardless.
  • Pam is the law and head priest around here. She will defer to the oracles on all matters, but they usually don't interfere.
  • Elam is a sculptor of growing renown. He claims not to know where the Wandering Adonises come from, but this is obviously a lie. His main income is sculpting large marble body parts to be offered to the temple (e.g. a large marble foot for foot for a foot problem).

The Temple

A short ways away up a small hill. Here there is a hot spring where people throw lead curse tablets, and then also drink the water for their health. You could probably get some good dirt on people from the accumulated curses, if you're willing to risk a god's disfavor.

  • Seppha and Piper are the two oracles, who all this fuss is about. They used to have more attendants and they're not pleased about the change.
  • Gerontus is the historian. For a not insubstantial fee, he can offer you some insight into which of the prophecies applies to the past, and by extension, which applies to your future.

The Old Town

The ruins of a massive city surrounding the core downtown. Unsavory sorts lurk here, but also just people trying to get by. There's a 50% chance that anything can be found here, albeit in rough shape (blacksmith, horse stable, observatory, waterpark, etc.).

The Quarry

An uncommon bright spot in January's future, Januarian marble is becoming trendy in some circles. The impurities give it distinctive purple veins.

The Orchards

Januarian farmers graft their trees relentlessly, such that something is always in season, and they can practically tell what day of the year it is by what's in bloom. Empty doorframes dot the landscape, but they are not magical and the locals will think it's very funny if people walk through them to check.

Encounters

  1. Boram, a political up-start. He's spreading positive propaganda about Miriam, hoping to snag last place in next year's election.
  2. Hephelot, a general of little renown. He can't afford the pricier oracles, but still wants to know about upcoming battles.
  3. A wandering marble Adonis. They don't speak. There's a few of them around.
  4. A caravan of pilgrims with various ailments, thirsty for the healing waters of the temple.
  5. Filiam, a disaffected local teen attempting to run away to a "real" city. Keeps getting lost in the ruins, but won't admit it. Claims instead that he's looking for something important.
  6. Poram, a massive quarryman. Wears the Janus mask on the back of his head, so looks quite frightening from behind. Needs people to check out a scary cave for him, but won't phrase it like that.

Other Cities

This is only my entry in a second GLOG challenge, these are some others:

Friday, February 22, 2019

Bloodring

A natural consequence of bad ideas. My entry in the Into the Odd PocketMod Jam (2019). CW: slavery, combat as sport.

Motivation

  • Make gladiatorial combat interesting in a game where combat is best avoided.
  • Provide an opportunity for things to get worse.
  • Create something useful within the given constraints (time, form factor).

Notes

  • Amounts of money are rough. Pay should be enough to motivate free gladiators, but not so much that slaves are freed too quickly.
  • After first blood, combat is assumed to take turns.
  • Mutilations are meant to give combat consequences between "death" and "recovery". They also convey the passage of time on days when PCs do not fight.
  • Making more gladiators is easy: For captive gladiators I used 3d6. For free gladiators I used 4d6 drop lowest. For simpicity everyone starts with 1d6 HP and no mutilations.
  • As a starting point for adventure it still feels lacking to me because it doesn't provide many motivations of its own and takes away a lot of the PCs' toys.
  • Combat should be survivable enough that characters don't necessarily die, but unpleasant enough that PCs consider escape or revolt or other things preferable.
  • Consider gambits from Moonhop or extra HP from Electric Bastionland (under "Scars").

Learnings

  • The booklet was written in LibreOffice with an A7 paper size. It's apparently quite difficult to do N-up printing without a margin, so I ended up using PDFResizer.com. Had I time, I would like to use PDFjam.
  • The PocketMod format really forces an economy of words. I found myself writing sentences that were barely intelligible in other contexts.
  • The cover image is Piranesi. The Wound Man is Ambroise Paré.
  • Printing on US letter paper, I found printing at 98% was the largest I could get before I lost things to the margins. This is why all my PocketMods are slightly off-kilter. The reasonable thing to do would be to print them all with outlines and then trim the paper to size, but that's work. Or find a printer that goes to the edges.

Files

bloodring-A7.pdf - for viewing on a screen.

bloodring-A4.pdf - for printing on A4 paper.

bloodring-US.pdf - for printing on US letter paper.

bloodring-A7.odt - for editing

Sunday, February 24, 2013

The Crooked Baths

My entry to the Great Khan's Roman themed contest was The Crooked Baths, and it came in third, which I'm pretty proud of. I present it here, with some notes.

Maps

The upstairs (ground level).

The downstairs (basement).

Ground Level

The crooked baths are located deep in the heart of a city, where space is tight. They are built around the ruins of an old city wall and fed by an underground stream.

1. Palaestra

Decimus Domitius Ahenobarbus, retired soldier and balneator, can usually be found here wrestling or taking money. Even when he is not, there is usually wrestling throughout the day, and a bit of gambling among the spectators is not uncommon.

2. Latrina

There could be something down there, but honestly, nobody wants to know.

3. Oecus

If a character is meeting someone at the baths, they will be waiting here.

4. Oil Shop

Domitius’ wife, Servia Flavia Poplicola, sells oils and unctions from here through a hole in the wall facing area 1.

5. Apodyterium

Domitius’ two daughters, Felia and Mus, work in this room as capsaria. Individually, neither is trustworthy, but will tattle on the other given the opportunity. This keeps them honest as a pair.

6. Frigidarium

The water here comes directly from an underground river through a hole slightly above the water level (the room is significantly below grade). A metal grate separates the water in this room from the water under area 7.

7. Machine Room

A sluice gate in here, controlled by a winch, regulates the water levels in areas 6. and 9.

8. Tepidarium

Two comely young foreign siblings, Lupus and Vulpa, work in this room as aliptae. They have been known to eavesdrop on conversations and probably know more than they should about many things. They have a creepy sibling-lover dynamic.
The brazier in the middle of the room usually burns a mildly addictive soporific substance that grows locally as a weed.

9. Caldarium

The hot baths are fed by an aqueduct running through the hypocaust. The labrum is emptied and refilled at the start of every day.

10. Praefurnium

This hallway runs along the old city wall, and is mostly only used by the servants.

11. Domus

Domitius and his family and slaves live in this set of rooms.

Basement

The foundations of the wall extend well below the surface (to prevent tunneling), and so are completely filled on this level.

1. Supply Tunnels

Wood is brought in from outside the city through these tunnels. The water draining along the edge of the wall eventually joins with the cloaca.

2. Furnace Room

Two furnacatores, twin dwarves Phillotus and Spinther, tend the fire in this room. Because the baths are so small, the caldarium is heated directly by the fire. Phillotus and Spinther run a smuggling operation through the extensive supply and sewer tunnel networks beneath the city, and have a cache in area 3.

3. Hypocaust

When the furnace is burning full-blast, it can be very difficult to breathe in the hypocaust, and at all times one can only move at one-quarter speed and only by crawling. However, from a good position in the hypocaust, conversations in areas 5., 6., 8., and 9. above, as well as area 2. in the basement can all be listened in on. Phillotus and Spinther cache smuggled goods and their personal savings in this room.
The channel running along the edge transports water from the machine room to the caldarium.

4. Frigidarium

The pool of cold water here is divided by a grate separating the machine room and the frigidarium proper. It is impossible to surface on the machine room side.

5. Underground Caves

The river feeding the baths comes from a larger underground cave system that continues a while back, eventually emerging somewhere in the mountains.

Glossary

Aliptae – Slaves who anoint patrons with oils.
Alveus – A gutter around the edge of the schola labri.
Apodyterium – An (un)dressing room, where a capsarius may be hired to watch your things if you have no personal slave.
Aqueduct – An elevated channel for conveying water over long distances.
Atrium – An open court in the entrance, part of the vestibule. Serves as exercise grounds for young men.
Balneae – A bathing vessel, usually a household appliance. Also refers to the room containing such a vessel.
Balneator – Keeper of the baths, responsible for extracting admittance (usually one quadrans).
Caldarium – The hot baths, heated from below by thehypocaust. May contain a labrum.
Capsarius – A servant hired to watch possessions in the apodyterium. Notoriously untrustworthy.
Clerestory Windows – High windows used throughout the baths.
Fornacatores – Servants who tend the fire and the milliarium.
Frigidarium – The cold baths. Sometimes large enough to be a natatio.
Hypocaust – Heated space beneath the caldarium and tepidarium. Filled with pilae.
Labrum – A round vessel containting cold water in the caldarium.
Laconicum – A hot chamber with no bath, used as a sweating room.
Latrina – A toilet, sometimes found in the vestibule.
Miliarium – a three-tiered water boiler above the furnace, so called for its resemblance to a milestone.
Natatio – The pool in a larger frigidarium, used for swimming.
Oecus – A salon where patrons can wait for others to enter and exit the baths.
Pilae – Short stacks of brick in the hypocaust, holding the caldarium floor up.
Praefurnium – A chamber leading into the furnace room. Sometimes underground.
Propigneum – See praefurnium.
Quadrans – A bronze quarter. Standard admission to the baths.
Schola Labri – The space in the caldarium about the labrum.
Strigil – A cuved metal tool for scraping dirt and sweat from the body.
Sudatorium – See laconicum.
Tepidarium – An ornamented, waterless room heated by both the hypocaust and a large brazier. In baths without an unctuarium, one is anointed here. Much time is spent sweating in preparation to enter the caldarium.
Thermae – The bathouse as a whole.
Unctores – See aliptae.
Unctuarium – A room in which one is anointed, not common to all baths.
Vestibule – An area containing the atrium, balneator, latrina, and oecus. A place where servants can await their masters, patrons can await their friends, and announcements can be posted

References

This is not an academic work, but here's some references:

Notes

  • I regret not more strictly enforcing a scale on myself for the maps.
  • I spent far too much time concerned with the grade of the water and how it flows. In the end I just added the "Machine Room" and left it nebulous enough to fudge.
  • The Glossary and References are available in a pdf.

Monday, January 14, 2013

Recollections of 3.0 and Roman Names

Recollections of 3rd Edition

The type of thing I did just recently, may be one of the better things I have chanced upon: I feel much better about getting rid of things after I've enumerated reasons I should, and I feel better about keeping things if I'm more familiar with them. For now, I'm looking at my 3.0 books, since they've been mostly superseded by 3.5 and Pathfinder.

Player's Handbook

by Jonathan Tweet, Monte Cook, and Skip Williams

This wasn't my first exposure to D&D (I got started from a 3.0 boxed-set), but it was close to it. It's well-used and held together with masking tape these days.
  • The first printings of the core rules (2000) were priced at $20 ea. I don't know if WotC planned to take a hit on the core rules and get it back in the extras (like consoles), or if they were genuinely cheaper, but I've ever since felt slightly betrayed by $40+ rulebooks.
  • The PHB was the first of the three core books to be printed. As such, my printing has a "2000 Survival Kit" in the back, containing basic monsters and magic items, and rules for DMing and designing a dungeon, as well as a sort of quick-start dungeon. I always felt that the other two core books were somewhat extraneous after these 16 pages.
  • It came with a CD. I don't know what was on the CD, but I think it was a version of Character Gen, which is now a nifty open-source program.

Dungeon Master's Guide

by Monte Cook, Skip Williams and Jonathan Tweet

So far as I know this book is largely unchanged in 3.5 anyway. The only thing I've found is that the NPC generation section is a bit better than in 3.5.

Monster Manual

by Skip Williams, Jonathan Tweet, and Monte Cook

The most important part of this book is the pictures, and those didn't change in the move to 3.5. Also, I think 3.5 has a few extras.

Psionics Handbook

by Bruce R. Cordell

This was the book that introduced me to psionics.
  • The system it uses is notoriously a mess. Some of these things were fixed in 3.5, and some of them were fixed by Dreamscarred Press, and some of them are fundamental, but the concepts are still awesome.
  • Soulknife is only a prestige class in this edition, although in 3.5 it becomes a base class.
  • This is the book where the Gith* début in 3.0.

Tome and Blood

by Bruce R. Cordell and Skip Williams

  • A paperback rulebook at the same price as my PHB, it's was a bit flimsy, but still feels quality.
  • Has a lot of good information on how to play an arcane spellcaster (e.g. "Fun with Prestidigitation" and "Researching a New Spell").
  • Has a lot of good fluff that I don't think made it to Complete Arcane: setting-neutral arcane organizations, wizard's hideouts, that type of thing.
  • I have a memory of an article detailing the design process of the Candle Caster prestige class, but it isn't here and I can't find it for the life of me.

Living Greyhawk Gazetteer

by Gary Holian, Erik Mona, et al.

I have nothing against Greyhawk, but this is far too in-depth for me. It details the political positioning and affiliations of every little piece of the continent. I've got a little ~16-page pamphlet with a quick summary, some maps, and some adventures and dungeons, and that's enough for me.

Treasure Quests

by James M. Ward

A lot of third-party products from this time are hit-and-miss. This is one of those "misses", generally speaking. It would appear the authors were well-meaning but sloppy, and it frequently refers to WotC's product identity.
  • The binding is wire-ring, which is nice. It lays flat on the table.
  • Each two-page spread has a map with a few rooms, some npcs and some treasure. Despite the blurb's claims, there isn't really much to link each map, or even each room, but they're not entirely unrealistic either.
  • There are recurring references to a wizard NPC named "Ren". Unfortunately these are never explained anywhere.

Green Races

by Timothy Brown

A campaign setting made entirely of monstrous races seemed like a neat idea, but suffers from similar problems to Treasure Quests.
  • Each region details the predominant inhabitants, the structure and tactics of their military, usually some sort of ruin in each territory, and a prestige class.
  • The only crunch in the book are those prestige classes.
  • The picture quality is low, and the backgrounds grey, giving the whole book a sort of photocopied feel.
  • There are further sections for "Non-Aligned Combatants" and "Dungeons, Ruins, Caverns, and Lairs". These are actually not bad; they've got some good original content.

The Book of Eldritch Might

by Monte Cook

I think this was the first third-party supplement I bought, and I don't regret it.
  • Really nice feats, spells, prestige classes, and items, although I don't much care for magic constructs.
  • Appendix I is "Random Rune Description Tables", which I had forgotten about. I'll have to remember these in the future.

If Thoughts Could Kill

by Bruce R. Cordell

A pretty mediocre adventure with some good ideas and some mediocre extras to show off a system with serious flaws (See above: Psionics Handbook).
  • One of the endings is pretty cool: letting one of the players re-architect the psionics system.
  • I feel like any non-psionic PCs would start to feel left out. Sure it has the option of letting an NPC be the psionic one, but I don't feel like that would be any better.
  • Interestingly, the psionic lich appears in this book, and also in 3.5 psionics. I wonder how the stats compare.

AEG "Adventure Boosters"

These include "Servants of the Blood Moon" by Ree Soesbee, "The Last Gods" by Kevin Wilson, and "Princes, Thieves, & Goblins" by Marcelo & Kat Figueroa.
  • These are a good form-factor and price: $2.50 for a 16-page "hot-dog folded" adventure. The last two pages of each are new material (monsters and items mostly)
  • The adventures themselves are somewhat bland and uninspiring. "Princes Thieves & Goblins" makes the mistake of devoting the whole first page to a history lesson, and "The Last Gods" is full of creatures that "cannot be harmed and are completely immune to magic" and the like.
  • Oddly the 3.5 series of similar adventures was very well-written IIRC, and much more sandbox-y.

Penumbra Adventures

These include "Lean & Hungry" by Chad Brouillard, "The Tide of Years" by Michelle A. Brown Nephew, "Three Days to Kill" by John Tynes, and "Maiden Voyage" by Chad Brouillard. These are all good; even the ones with boring premises manage to be exciting.

Roman Names

Just as the Great Khan has seen fit to extend the contest deadline, so have I seen fit to procrastinate further. I have taken a list of Roman names found here, and truncated and padded it until it makes a neat table:

Roman Names

A half-dozen samples:
  • Publia Hortensia Rulla (F)
  • Quinta Claudia Planca (F)
  • Publia Sicinia Longa (F)
  • Gnaea Acilia Dento (F)
  • Titus Horatius Stolo (M)
  • Marca Livia Barba (F)
In general the name has three parts:
Praenomen - This is like the first name. There's not so many of them, and I have the table set up to (very) roughly weigh them by frequency.
Nomen - This is a sort of family name. The female form can be made by replacing the "-us" ending with "-a". To roll a d120, roll a d10 for the ones place and a d12 for the tens and hundreds places. Treat a "12" as leading zeros unless the d10 rolls a "0".
Cognomen - This specifies which branch of the family one comes from. A d200 is rolled like a d120 except using a d20 in place of a d12.

Friday, January 4, 2013

Grab Bag and Ancient Rome

I got my Goodman Games Holiday Grab Bag today (the sale is ended now). It contained:

The top row is things I'm definitely keeping (most of the 4e stuff is alien to me).
Which I think is a pretty good pull, especially considering The Esoteric Random Creature Generator was not only on my wish list, but enormously discounted:

So About Ancient Rome . . .

I'm thinking of doing something for the Great Khan's latest contest. Initially, I was thinking of making some sort of itinerarium, but I don't think I'll be doing that anymore. But for the use of others, The Orbis Project is an amazing resource.
For the entry I'm considering now, here are two translations of Vitruvius' On Architecture:
While I may or may not finish in time for the contest (13th January), I'm having a lot of fun with it, and I wish everyone else the same.