Skip to main content

Weird Venetian adventure seed

I really should be doing several other things right now, but that's exactly the kind of time I start doing things like this. For those unaware of the fact, Jurgen Hubert, long-time gamer, at least sometime GURPS fan, and self-publisher of a variety of gaming products, has been spending time doing translations of bits and pieces of old German folkloristic texts (he's got a Patreon, if you'd like to support his efforts).

Jurgen recently posted a tidbit with relevance to some of my works. Legend has it that Venetians would come to Germany, find and extract treasures using magic, and sneak back to Venice to live it up. There's more, of course but this struck me as an interesting basis for some heist and smuggling-style adventures.

For something like this, the Venetian state machinery is going to be involved at some level. The question is whether its agencies are directly involved in the covert looting or if they are, as usual, lurking in the shadows doing oversight and making sure the state gets its cut while preserving plausible deniability. Both are viable options, but I'd be inclined to run it as the former. The job is to sneak in, rummage around the countryside, and get out with the goods.

During the late 15th century, the Holy Roman Empire was a bit of a mess. The authority of the emperor was at a low ebb, and the nobility often erupted into open conflicts with one another. That's a reasonably good set of conditions for our Venetian treasure hunters. Angry local lords who want to prevent that kind of thing may not feel restrained by legal restrictions imposed from above, but it also means that there's lower odds of a coordinated response. This is classic Dukes of Hazzard/Bonnie-and-Clyde-fleeing-to-banjo-music stuff; just make it over the county line and you should be clear.

The kinds of characters this effort needs includes:
  • Technical specialists. This depends on the kind of magical work involved. People with Divination skill? Alchemy? A handful of actual spells like Find Earth? Whatever is required, people like that are needed.
  • Guides and navigators. Somebody has to get the treasure hunting party there and back again, guiding them through the physical and social landscape. This requires things like Area Knowledge, social skills for bribing and otherwise finessing people along the way, possibly Current Events, and maybe Allies or Contacts in the region.
  • Strong backs. A few big guys to do any digging and heavy lifting are going to be necessary, and if they can fight their way out of sudden confrontations, so much the better.
And any number of individuals can be added in: a healer or priest because why not, subsidiary specialists for mining, loading up animals, piloting boats, etc., a designated leader (perhaps a member of the patrician family underwriting the whole thing) who doesn't fit one of the above roles, someone without particular capabilities of their own but is along because they have a specific, useful relationship with the place or the magic in question needs a person of a particular type (a tall red-headed woman wearing a green hat, the father of seven daughters, etc.).


Comments

Isabella Lucas said…
My ex-husband and I had always managed to stay friendly after our divorce in February 2017. But I always wanted to get back together with him, All it took was a visit to this spell casters website last December, because my dream was to start a new year with my husband, and live happily with him.. This spell caster requested a specific love spell for me and my husband, and I accepted it. And this powerful spell caster began to work his magic. And 48 hours after this spell caster worked for me, my husband called me back for us to be together again, and he was remorseful for all his wrong deeds. My spell is working because guess what: My “husband” is back and we are making preparations on how to go to court and withdraw our divorce papers ASAP. This is nothing short of a miracle. Thank you Dr Emu for your powerful spells. Words are not enough. here is his Email: emutemple@gmail.com or call/text him on his WhatsApp +2347012841542

He is also able to cast spell like 1: Lottery 2: Conceive 3: Breakup 4: Divorce 5: Cure for all kinds of diseases and viruses.

Popular posts from this blog

Spaced Out Rides

(This is the kind of thing I'd have sent into Pyramid   back in the day, but that's not an option now, so here we are.)   The GURPS Action series is the gift that keeps on giving for a lot of modern-and-later gaming. GURPS Action 2: Exploits has rules for sneaking around, running away, and all kinds of other activities which can be easily transplanted to cyberpunk and other high-tech settings. GURPS Action 6: Tricked-Out Rides provides more of the same for its topic, giving an easy framework for describing and even designing common types of vehicles without all the math and paralysis-by-analysis of GURPS Vehicles. Pick a standardized vehicle type (van, compact car, etc.) and apply modifiers (rugged, tinted windows). But, of course, it’s limited. It’s just ten pages, after all, so it’s great for common passenger vehicles for the modern(ish) era. But higher-tech vehic...

G$ --> DND GP

A GURPS $ is worth 1.27 D&D 5e SP, which is interesting because in GURPS Dungeon Fantasy, the typical $1 coin is a silver piece. And a D&D GP is worth about $7.87 in GURPS. So, where does that come from? A while back, I cautioned someone considering using (among other things) GURPS Renaissance Venice: Merchants of Venice  in a non-GURPS game that prices listed in the extensive lists of trade goods were expressed in GURPS $, which might not have obvious conversions into other game systems. But if one wanted to convert GURPS prices into D&D or vice versa, how would that work? It crossed my mind to take a "basket of goods" approach. Economists measure inflation not by picking a single commodity, like the price of gold or oil or wheat, and seeing how that changes over time, but by taking the combined value of a set of common commodities. This provides a more comprehensive picture of the cost of living. Perhaps gas becomes less expensive while the price of whe...

dVikingNames

This 2015 dissertation by Dr.  Paul Peterson  is the kind of gaming resource actual academia provides to us. The work contains a list of 517 Viking nicknames and their meanings. They start on p. 127 if you just want to skip ahead. Cool, no? Shane Ivey over on Bluesky suggested bringing a d517 to your next D&D game. And having a random table of Viking names is a great idea, actually. But. 517 doesn't break down into die rolls well. It's the product of two primes, and that does not translate into rolls on dAnythingyoumighthaveinyourdicebag. But its really close to 512, which is a straight-up power of two, and that you can roll. Indeed, if you just ignore the last five items on the list (sorry, enn ǫrvi, ǫrvǫnd, ǫrvǫndr, Øxna-, and øxnabroddr), you just need 3d8, or roll a d8 three times, treating each roll as a separate digit to generate one of 512 possible rolls and looking up the corresponding value. Roll, say, a 5, 7, and 1? That's 305, or lunan , meaning little blac...