Between the Ultraviolet Skies

Armadilloid Encounter

At the end of the last post I wrote about my current Ultraviolet Grasslands campaign, I noted that the caravaners were on the cusp of an encounter with some Armadilloids. The section of the book describing the Steppe of the Lime Nomads has a list of random encounters just like all the other sections do. And, just like the other ones, the detail you get about an encounter is minimal, to say the very least. You might get a level for the creatures or NPCs encountered, and maybe a word or two of description. This leaves quite a lot in the hands of the GM and, potentially, the other players at the table. Perhaps the characteristics of the encountered entity would emerge organically in play. Maybe the GM will have prepared specifics for each potential encounter, with regards to physical descriptions, motivations, weaknesses and strengths for instance. In the case of this encounter. I knew I did not want it to be an automatically violent one. I wanted the Armadilloids to be sentient but different enough as to be inscrutable. I could probably have just written a description, but I have Between the Skies, so why should I?

I took to the Entities chapter of the book and started rolling. I started with a roll on the Size, substance and form table. I rolled a 7 for size. That gave me Very large (giant-size.) I liked this. It immediately brought to mind the Armadillo super villain first encountered way back in Marvel Secret Wars II some time in the 80s. So I had a picture in my mind.

Next, I rolled a 6 on the Substance table, meaning they were Animal. That corresponded with my general idea so far, which was cool. On the Form table, I got a 13 on the d66 roll. That made them Bipedal (which is a word, that, when you say it out loud, sounds weird, we discovered.) It was still matching the picture I had in my head at this stage, except for the fact that these bipeds also had wings. For my purposes I thought it best that they be stubby vestigial wings. It’s the Grasslands, it’s not safe to fly there.

This next bit was so good. On the Weaknesses and Needs tables, I started to see the situation emerge. I rolled a 34 on the Weakness table, which meant they were Confined. Now in the previous session the players had rolled on the encounter tables in UVG and we had established already that there were ten or so of them and they were merely silhouettes on the horizon. They could see the Armadilloids so they were not obscured by any sort of physical trap. But a pretty cool phenomenon in UVG is “stuck-force.” These are invisible barriers and shapes and containers of nothing but force. They litter mainly the skies of the UVG, left over from a time long gone, when fantascience and magic dominated and their practitioners left these eternal artefacts dotted all over, making flying an incredibly dangerous prospect (as I hinted at above.) So, I came up with the situation where the Armadilloids had been trapped in a sphere of this stuck-force and had been unable to free themselves. The next table was Needs. I rolled a 62 on that, which gave me Directions. But I didn’t like this one so I opted for 26 instead, Escape. Perfect.

Next was Characteristics and details. These tables round out the looks and important idiosynchacies of these creatures. First I rolled a 21 on the Notable characteristics table. You know those big ol’ Armadilloids are rolling around like Sonic (I know Sonic is a hedgehog, ok? Just roll with it.) On the detail table, I got a 34, Tatooed. Adding a little more to this, we see that they are tattooed all over with the pictographic stories of their lives. I love this detail.

Next come a pair of Behaviour tables. I rolled on the Social behaviour table, which indicates their numbers, even though I already knew how many there were from our roll on the UVG tables. Why? Well, it also suggests the type of groups they habitually congregate in: Couple, Family, Herd, etc. I rolled a 6 and got Pack. This fit perfectly as well. I actually skipped the behaviour and current demeanour tables because I already had a good idea that they would be eager to be freed, some of them going stir crazy, rolling around inside the sphere, some simply sitting in the grass, and one of them standing with his hands raised against the stuck-force sphere trying to will his way out.

This next one was fun: Attacks! I rolled a 6 on the Mechanism of attack table, making it a Blast. The Attack keyword I rolled up was 33, Draining. So, from these words, I decided they would have a Charisma Draining Psychic Blast power. It never came up in play, thankfully. Why? Because the PCs figured out how to free them and then were invited back to their mushroom growing burros where they were rewarded with three sacks of Regular Mushrooms.

They also spent the night there around the Armadilloids fire, despite the fact the big orange guys could only speak in some brand of “meep meep” language. They all consumed copious amounts of magic mushrooms and got high as fuck using the wonderful tables in the appendix of Fungi of the Far Realms.

Since I rarely get much time to prep sessions these days, this method was really valuable. It allowed me to do what I needed to do on the train on the way to work, using the pdf of Between the Skies, an online dice roller and the word processor on my phone. I have been using Between the Skies for some other games too in the last few months, most notably our Spelljammer campaign. It has made for enormously memorable and unique encounters in that case. I can’t recommend it highly enough. Go get it on itchio or on Exalted Funeral!

Final Plug: Shadows Return

I backed a project from Ian Hickey of Gravity Realms last year, The Price of Apocrypha. It was a really successful Kickstarter, especially for a small, indie, Irish creator, and it was fulfilled and delivered incredibly promptly.

Well, Ian has another great project in the works on Kickstarter right now, Shadows Return: House of the Wraith Queen. Its a mega dungeon style adventure for use with Ad&D 2nd Edition, D&D 5E and OSR games. It’s fully funded but there are only a couple of days left of the campaign and you could still help it reach some stretch goals! Go back it!

As a final note, I have recommended a lot of books and products recently and I like to think I always do here on the dice pool dot com. I do this purely because I believe in the books, the products, the creators, not for monetary or other rewards!

Fungi of the Grasslands

UVG, Yeah You Know Me

I mentioned recently that I had been reading Luka Rejec’s Ultraviolet Grasslands. I had, in fact, just been reading it for fun, but, about 50 pages in, I decided the best use for all its tables was in some sort of role-playing game. So, I got my trusty team together and started a campaign. We’ve had a session 0 and two sessions of play so far. It’s still early days. The caravan has not even managed to complete a full week of travel yet but we’re all enjoying the psychedelic vibes and the raw potential of the game and the setting.

I also wrote up character creation and caravan creation posts, which were not directly related to the campaign but were useful to me in getting to grips with some of the rules and the setting.

This post is about one element of the game that gets only a cursory mention in the book, and how I approached its use. That’s Caravan Quests.

Needy Naturalists

It might be a little ungenerous to suggest that the Caravan Quests section gets any less treatment than it deserved in the core UVG 2E book. It has a full page to itself, including illustration. Ten quests grace the page, everything from “Big Game Hunting” to “Ascending into the Sky Like the Shamans of Old.” And there are some great ideas there to spark events in your campaign. Since UVG is very much a play-to-find-out sort of game, very few things are explicitly labelled as quests. The encounter tables and the randomly discovered locations generally contain all the inspiration or trouble or opportunity the players or referee need to fill a session without picking up tasks from question-mark bedecked NPCs.

But I liked the idea of using one of them to further spur the PCs to do stuff on the road that wasn’t just trading and foraging. The one I settled on was 3. Glorious Naturalists. So, before their caravan ever set off, I had them encounter a band of scientists in L’ultim Gastrognôme, one of the most exclusive eateries in the Violet City. These scientists had been hanging around in the city for a while, looking for a group just like the PCs. They had been assigned a task by their Decapolitan university to discover a bunch of new plants, animals and minerals. They had a decent budget but, as academics, had little taste for roughing it in the trackless steppes and Vome-ridden wilderness of the Ultraviolet Grasslands. So obviously, our caravaners, Imssi, Stebra and Phaedred were the ideal choice to get out there and collect evidence of some undiscovered species! This coincided nicely with the drive of one PC. Stebra Osta, a forager and surgeon, is on the hunt for a special vegetable or fungus with incredible curative properties. She’s sure it’s out in the Grasslands somewhere so she wanted to take the scientists’ job as the perfect one to fund her own search. It also added quite a bit to their funds.

Were there more interesting or weirder quests in the list? Absolutely. Would it have been fun for them to have to 8. Witness the End of Time? Well, of course. But then, I wouldn’t have had such a good excuse to crack open a new prized possession.

Fungi of the Far Realms

Just look at this book… Go on. Look at it. These illustrations by Shuyi Zhang are just breath-taking. The concepts of some of these funguses, written by Alex R Clements, are fun and bonkers. I remember thinking to myself, how am I ever going to use this in a game? before backing it. Idiotic question. I backed it because it is a work of art, not for its usefulness. But, I guess a thing can be both useful and beautiful.

The Caravan Quest in UVG never mentioned anything about fungi. I added that myself, just so I could get Fungi of the Far Realms and its attendant cards out at the table and have my players oooh and aaah at it. I was able to hand them their very first fungus card last weekend. They discovered a ka-zombie beneath The Last Chair Salon. It was feeding Crystal Puffballs to an imprisoned, limbless Vome-Mother. The Vome-Mother was hooked up by rubber tubing to a Fermentation Golem which turned her milk(?) into Yellow Beer, which the Salon’s unscrupulous proprietor was selling to her customers. Once they had dealt with that whole situation they discovered a nearby lush garden of tulip-like flowers, which was also dotted with dozens of the puffball fungi. I was able to hand over the relevant card to Stebra the Forager and let her know that a sack of these was worth quite bit to the right customer. What a wonderful alternative to the usual type of treasure!

There are a few valid ways to use this book at the table in many different games. I utilised the wonderful fold-out map that I received as a crowd-funding reward. I knew the type of environment I wanted the PCs to find the fungus in, so I used the grid system pictured above to locate a similar habitat. Unfortunately, there does not seem to be an index of fungus per grid-square but each entry in the book highlights the areas of the map that you might find them in. You could also just make a d666 roll and see which entry turns up for you! That’s fun, even if it doesn’t match your needs. The appendices also have tables for afflictions like hallucinogenic effects and fungal infections. If you don’t feel like freaking the PCs out or make them sick, every entry has practical world-building notes like flavour/mouthfeel and aroma. I loved these details in our recent session because it allowed the PCs to know that they had been consuming the fermented Vome-mother milk flavoured with the Crystal Puffball (Flavour/mouthfeel: rotten apples, Aroma: fresh rain.)

And there is another fungus-related adventure afoot already! Stebra, ever on the lookout for foraging opportunities, heard a rumour from a fellow Lime Nomad, that the Great Armadilloids of the Steppes were cultivating mushrooms. Then, as their caravan pushed on across those self-same Steppes they rolled a random encounter. Guess who? That’s right! Armadilloids!