Showing posts with label DSA - Das Schwarze Auge / The Dark Eye. Show all posts
Showing posts with label DSA - Das Schwarze Auge / The Dark Eye. Show all posts

Wednesday, October 14, 2015

Savage Synnibarr: Cloudpuncher's House

Leaving the airships and Clam Island behind, the group makes a 6 day trip with Airy's solid illusion submarine near Ship's Home, the giants' capital. Airy stays awake all that time, but is able to handle it with his mushrooms.

Gorogoroth, Dita, Trush and Douro walk along the cliffs near the coast towards Ship's Home. At one time they encounter an Giant airship patrol, but Trush turns into a giant flying stingray and covers view on the others with his wide body.

That way they make it to the city before the evening. They end up at a gate at the city wall where two drunk giant guards are on watch. Trush turns into a giant baby in a wheeled cradle and the group comes up with the story that they found the baby in a human city and want to return it to the giants. After being suspicious for a short time, the guards see them as heroes (Adventure Card) and let them pass, telling them about the way to the orphanage of Ship's Home.

While the rest of the group goes there, the invisible Gorgoroth follows Dita's instruction to look for the Cloudpuncher's house and to retrieve the book. Gorogoroth actually can smell from outside that there are two giant women in the living room in the ground floor while upstairs there are many weird and exotic objects.

He decides to fly intangible to the upper floor and lands inside a small room - at least for giants. Next to a small desk and a chair, a giant sized chest is the most outstanding object in the room. He puts his intangible head inside and can smell gold as well as a sleeping creature - an elvome. Elvomes are a cross between an elf and a gnome: 3 feet tall creatures that look like an overweight Yoda, who possess some magical abilities.

Gorgoroth decides to use his mind control on the elvome and is finally able to take him over. He makes the creature explain him telepathically that the chest is his home and that Cloudpuncher took the chest here seven years ago. The elvome's name is Chubbga and he has seen his chest change owner multiple times.

Gorgoroth asks the Chubbga to open the chest and elvome uses some telekinetic powers to open the look and come outside. Under Gorgoroth control he explains that he did not notice too much about the Cloudpuncher and his house, but that he knows where the giant captain was writing in his business journal: in another room on the upper floor. The elvome also explains that he has a magic dagger that turns people into golden figurines if they are stabbed with it. Gorgoroth commands him to take the two golden figurines from the chest with him.

In the meantime the rest of the group has reached the orphanage - at dusk. Some kids playing in front of that building notice them and a girl from the group falls for the cute giant baby. She tells them to bring it in the orphanage where an old nurse tells that the orphanage can take care of the baby, but that Dita and Douro better contact the authorities the next day, so that the parents can be found. For that night they can stay at the orphanage as there are enough cribs the humas can easily fit in.

Gorgoroth in the meantime let the elvome unlock the door to Cloudpuncher's study room telekinetically. He enters the big room that is filled with many weird objects from all corners of Synnibarr. The chameleon drake is greeted upon entering by a stuffed parrot that strangely talks to him in a shrill voice. Despite the danger of the two women downstairs hearing something, Gorgoroth decides to leave the door of the room open.

The parrot greets him and gives him advice first to clean the mirror in the room, then to take a red shield with a skull from the wall and finally to drink a potion that he found in the room. After hesitating for some moments, Gorgoroth follows the advice, as the parrot is not able to tell anything about the location of the book. Before that he tell the elvome to shut the door as the voice of the parrot is getting louder and louder, and could be noticed by the women downstairs.

Golgoroth examines the mirror and sees that its surface is dimmed by some grey film. He starts cleaning the mirror while being invisible with a cloths that is hanging over the mirror's corner. But only seconds after he starts, the mirror shatters in thousands of shards. Gorgoroth's scale skin is strong enough to withstand and harm from the sharts, but he can only rejoice for seconds, as he feels some presence making its way through from the back of the mirror, some evil presence...

He realizes that this is a mirror demon version of himself. And there is no doubt that his demon form posses the same powers as the adventurer chameleon drake. While Gorgoroth is able to withstand the mirror demon's first trial to possess him. Instead he runs to the wall and rips off the red shield with the skull on it, hanging there, that the parrot mentioned.

He feels that this skull shield has special powers: the ability to turn an opponent into dust, if they fail an attack. Before he can achieve more with this logic, his demonic doppelganger takes control over him and commands him to stay invisible in one corner of the room.

Douro and Dita decide in the meantime that they want to check out Cloudpuncher's house themselves. They take along Trush who is still in his giant toddler form and walks with them over to the house. There he knocks while the humans stay behind him.

Together they explain that the fake baby is Cloudpuncher's child. For some reason the old and young woman take them serious and ask them to enter the room. Trush is able to convince the giant girl into breast feeding him.

Dita takes telepathic contact with Cloudpuncher's ghost in her ghost lamp and asks him about the house. He warns her about the mirror.

Next: Cloudpuncher's Secret Chamber

Monday, June 18, 2012

Giant Hedgehog from The Dark Eye

From 1987, from the adventure "Kommando Olachtai". This critter nearly killed my character, because he fell on top of it, while fighting it.

Tuesday, July 7, 2009

D&D4 Aventuria: Sacrileges are fun

I decided just to kitchensink everything D&D4 has to offer (including the unaltered rule system) into the Dark Eye campaing setting of Aventuria. This will create lots of fun: normally Aventuria has no halflings for example. I will just decide that the travelling (human) merchants there - the Norbarden - were cursed into this smaller form centuries ago.

First thing to do, is to contextualise the low level encounters from the Monster Manual for Aventuria.

EL1: 2 Fire Beetles, Kobold Slinger, 2 Kobold Skirmisher
EL1: 2 Goblin Warriors, 2 Fire Beetles, Goblin Blackblade
EL1: 2 Kobold Skirmishers, 2 Fire Beetles, Stirge
EL1: 2 Stormclaw Scorpions, 2 Kobold Skirmishers, Kobold Slinger
EL1: 2 Kobold Slingers, 8 Kobold Minions, Stormclaw Scorpion

EL2: 2 Guard Drakes, 2 Elf Archers, Elf Scout
EL2: 2 Elf Archers, Elf Scout, 2 Gray Wolves
EL2: 2 Halfling Slingers, 2 Halfling Thieves, 2 Guard Drakes
EL2: 4 Halfling Scouts, Halfling Thief, 2 Guard Drakes, Needlefang Drake Swarm
EL2: 2 Kobold Slingers, 4 Kobold Minions, 2 Dire Rats, Rat Swarm

EL3: Young White Dragon
EL3: Ochre Jelly, 3 Orc Raiders
EL3: 2 Shadowhunter Bats, Goblin Hexer, 2 Goblin Skullcleavers
EL3: Doppelganger Sneak, 3 Human Guards, Human Mage
EL3: 2 Gnome Arcanists, 2 Iron Defenders, Pseudodragon
EL3: Human Berserker, 2 Human Guards, 2 Spitting Drakes
EL3: Hobgoblin Warcaster, 2 Hobgoblin Guards, 2 Skeletons
EL3: 3 Gray Wolves, 2 Hobgoblin Archers, Hobgoblin Warcaster
EL3: 3 Dire Rats, 2 Kobold Slingers, 2 Rat Swarms
EL3: Imp, Goblin Hexer, Goblin Skullcleaver, 2 Goblin Warriors, 4 Goblin Cutters
EL3: Kobold Wyrmpriest, 2 Kobold Dragonshield, 4 Kobold Minions, 2 Guard Drakes
EL3: 2 Goblin Sharpshooters, 4 Goblin Warriors, 4 Goblin Cutters
EL3: Deathlock Wight, 3 Zombies, 6 Zombie Rotters
EL3: Kruthik Adult, 3 Kruthik Young, 8 Kruthik Hatchlings
EL3: Kobold Wyrmpriest, 2 Kobold Skirmishers, Spitting Drake, 6 Kobold Minions, 4 Fire Beetles

Sunday, April 5, 2009

Aventuria Hex Map (The Dark Eye)

I was finally able to find the "Aventurien-Hex-Karte" from the old first edition Abenteuer-Ausbauspiel online. :) Now it should be easy to organize a Schwarzes Auge Aventurien sandbox game. One hex is 75km. That is too much to walk in a day, but should be 2 walking days in okay terrain. Actually it makes sense, because this way cities are somewhat detached from the rest of the hex. And on horseback you should be able to make one hex a day.

Monday, January 5, 2009

The Dark Eye - Das Schwarze Auge 1 - Open Rules

The rules for the first edition of The Dark Eye (Realms of Arcadia) can be found online in an English language alternative write up (similar to OSRIC). The German title would be Das Schwarze Auge, 1. Auflage. It's called the All-Seeing Eye.

The rules were originally published in 1984 and it was the first RPG I ever played around 1988. It's still a pretty handy rule light system. The only thing I am missing are some tactical and/or cinematic combat manoeuvres.

Hopefully I will present some in this blog soon.

Thursday, March 20, 2008

The Dark Eye / Das Schwarze Auge

I posted this on the RPG.net forum, but because it is quite long, I copy and paste it here.

The fun part is that the rulebooks from the very beginning on introduced a "sticking to the rules is bad" mindset. Rule Zero deluxe. So while you have all these rules, nearly every writer for TDE will tell you, that they don't use them, because after all it is about RolEplaying and maybe they will even go so far to proudly explain that their last 3 session there was no single die rolled.
Still I got the impression that in the creation of 4th edition every freelance writer got to write a really small part of the rules all for themselves. Then all this stuff was meshed together. So even if you as writer for TDE actually love to write MarySueNPC adventures, fluff and metaplot (as it is your job most of the time), when you get the chance to contribute writing for the new upcoming 4th edition (and therefore designing rules), even if it is only the 2 pages on rules for Wish spells, you want to come up with some very clever and unique way to shine with your design. So you come up with something really complex and well thought out. But then there is a dozen of other unique snowflake designers who have a similar mindset and all their stuff is put together and sold as a ruleset...
The last paragraph is pure speculation, but that is the feeling I get from the rules, the imprint and reading a few interviews with TDE writers.

A good example is the player who told me that TDE was a better game, because when facing enemies his group would think instead of fight, because nobody was in the mood to play through one of these endless fights.
You know, a thinking man's game instead of on for rules lawyering power gamers...

The anti power game message was that strong since first edition, that I (as a 9 year old) completely understood that you should _never_ give any of the magic items in the rulebook out in the game. I never did. We enjoyed it anyways to play out dialogues in the taverns for hours. Really. I guess Ulrich Kiesow would have been proud of us.

Still I think that the background on gods and archdemons is really cool. Maybe too postmodern for a medival mindset, but it really rocks that the banned and hunted gods of the lizards and dragons are most probably the same as the human gods in the end and that the difference between god and archdemon is are mostly in the eye of the beholder.
I also fall for the forgotten ages shtick with TDE, which is quite an achievement as nowadays-after having seen it dozens of times in other games/stories-I should get totally bored by it.

Generally the mysteries of the setting are the place where the game shines. I don't know exactly how they pull that off as there are for sure some cliches recycled.

So some parts of the background is really good and next to that all the region sourcebooks of the 4th edition have no rules in it (just some npc statblocks in the end) and are more than able to compete with Green Ronin's Freeport - if you can read German.