Showing posts with label kalak-nur. Show all posts
Showing posts with label kalak-nur. Show all posts

Thursday, July 2, 2015

"Save Game Spots" for old school D&Dish Games

Slo-shift Spot-Clone Quantum Rings

Occasionally in one's wanderings, one will come upon these glowing rings upon the ground; usually, however, they have already been discovered. The knowledge of their location and that location itself are often well guarded.
Marked by the unnatural evenness of the old technology, these glowing rings cause a tingling and feeling of unease.
To activate them, a living being must step inside. If a cluster of them is found, they will not activate until all rings present are filled, one living being to each. At that point a bright flash will encompass all.
If any who were in a ring when activated were to later die, a perfect reproduction of that person when inside the ring will then step forth from it, no matter how much time has passed. Should their companions be far away, this could be very dangerous indeed.
The reproduction has no memory of what has occurred since being in the ring, and the ring must be re-activated for the effect to happen again.
These reproductions are imperfect, however...
-From the "Chronicles of Kalak-Nur", by Scion Naz

When all rings found (1d6) are occupied, make a copy of the character sheet of any characters inside one. If multiple characters crowd in, the ring will affect a random one. Characters can "Take turns" - a single ring can store multiple templates.
That copy of the character sheet is preserved until the character dies. Then, the copy is a character sheet for a new instance of that character, who steps out of the ring exactly as they were when effected - except for the below.

Subtract one from the result on this table for each character the ring is currently storing.

1d12
-2. roll three times
-1. roll twice
0.  subtract 1d10 HP, permanently (if this would put the character below 0, the new clone is unconscious for 1 hour then has 1 HP; make a random encounter roll for the hour)
1. cannot hit with melee attacks, permanent
2. if spellcaster, cannot cast spells; if not, cannot hit with ranged attacks; effect is permanent
3. -1d6 to a randomly selected ability score
4. no change
5. no change
6. is now a humanoid version of a randomly selected animal
7. is now a child
8. is a random other race that the DM allows PCs to be
9. reroll HP from scratch
10. reroll randomly selected ability score from scratch
11. -1 to all rolls in sunlight/moonlight
12. -1 to all rolls outside of sunlight/moonlight

Optionally, the DM may allow the player to forego rolling on this table by having the clone emerge with no equipment or clothing of any kind.

Tuesday, November 18, 2014

CASTLE IN SPAAAAAAAAAACE

LAUNCH:
Goat-men direct Q-Bot to the launch controls, the scientist Grantz caught up directing other Goat-Men at another set of controls.

Q-Bot quickly intuits the complex and alien system of controls (crit WIS), and goes to work helping the craft launch.
The castle shakes and tumbles, and all your instincts are to run for cover. It feels like every earthquake, a warfare of space, stone and metal, glass and air in a territorial battle. Then -liftoff! -BUT!!
Q-Bot realizes a critical stabilizing control is just out of his reach. He leaps for it, just missing (failed DEX)! Sir Ward sees what is going on and leaps in, only managing to topple on top of Q-Bot. The Goat-men scramble for the lever, but Q-bot knows it is too late.
Grantz helps up the grim adventurers, whispering "Thanks for distracting the Goat-men with the simulator so I could get this thing launched without distraction."
(got a couple weird results that meant Grantz succeeded in launch without your help. Not a likely thing to happen in any step.)

SPACE 1:
Lucien deftly commands the team of Ward and Q-Bot at several banks of controls (INT&WIS successes), steering the craft in a trajectory toward Grantz's home planet.
The dungeon levels of the structure burn off in the atmosphere, and any NPCs left in the cells are dead. The castle area is secure and has a life-support system, so your characters are ok.
However, all the goat-men and dog-men turn into normal goats and dogs and infants. Congratulations, you now have 266 Goats, 34 Dogs, and 300 infants.
Oh yeah, and one spider.


SPACE 2:
As you get further into space, a wormhole appears! After some debate and nervous looks at oddly rectangular asteroids on the viewscreen, it is decided to go through it. Again, Lucien deftly navigates and the crew manages to steer the craft while the rest of you try to corrall farm animals and infants.
(good rolls all around, damnit.)
You speed through tunnels of light, glimpses of...no, that's impossible! But that looks like...no, he's dead...AHEM anyway.
Grantz has awakened the castle's computer system to try and help with controls.
The wormhole was a shortcut to Grantz's planet! (goddamnit your dice luck). He initiates landing protocols as you speed toward the planet's atmosphere...

LANDING - OR NOT!:
The ship's computer takes over controls! It refuses to answer questions and settles into orbit around the planet. The controls do nothing. (finally! The dice do something interesting).
S.pace T.ravel A.utomated N.avigator and A.dvanced S.ecurity wants you to tell "him" riddles. If he likes them, he may give you certain controls. If he is not amused, well, he doesn't need the life support to stay on...

You are currently orbiting the planet, with 12 hours' oxygen...WHAT DO YOU DO?

Tuesday, July 8, 2014

THE BURNING EYE OF TRUTH

Sir Ward art by +Sara Machajewski; note holy symbol on the shield 

GORGATHON IS PLEASED. His paladin Sir Ward, Knight of Jet and Gold, bearer of the torch of knowledge, has been returned to mortal form by the efforts of his comrades. EACH of these comrades has gained Gorgathon's blessing, and each may use the following ONCE*:

THE BURNING EYE OF TRUTH
Light a torch while saying Gorgathon's prayer. All within this torch's light is revealed: magik, invisibility, alignment, lies, traps, doors. The one who lit the torch can see all in it's light, no matter how far away from it.
These effects last until the torch goes out. The flame is not artificially sustained, and is subject to environmental conditions as normal flame.

SIR WARD and other PALADINS of Gorgathon may use this ability once per week, or once every 3 sessions.
CLERICS of Gorgathon may cast this as a Spell, choosing one of the things listed above to be revealed for each spell level  - if cast as a 6th level spell, all is revealed. If cast as a 3rd level spell, three things from the above list are revealed.

In both cases, a torch must still be lit, and the effects fade when the torch goes out.

*Note that the light of Gorgathon does not shine in every plane, and if the DM decides this doesn't work in their game, the player shall not pout or argue.

SIR WARD, you seek purpose.
-Gain and apply your knowledge to restore life where you have taken it in error

-Spread the word of the Eye of Fire to other planes; gain converts and new followers of Gorgathon; encourage them to adventure and seek knowledge as you do

-Make (or help make) a place such that adventurers may gather there, and spread their gathered knowledge to each other

-Should your companions seek that like which came from Manzarin and was expired, let them seek it in the Interstices

I do not hide knowledge behind awesome poems. May the light of knowledge shine upon you.

Friday, June 13, 2014

Kalak-Nur Magic Items

Some items from G Plus posts I haven't put here yet, or have updated.


Leeching Orb - When the effect of a spell or magic item is used on the holder of this orb, the effect happens as normal, but the caster or item then makes a saving throw. If failed, further charges of the item or spells from the caster's brain are absorbed by the Leeching Orb until a save is passed or 5 charges are absorbed. This process will continue even if the holder of the orb throws it from their person. When 5 charges are absorbed, the Leeching Orb discharges as a Chain Lightning directed away from the orb as if cast by a 5th level Magic User. The orb is then destroyed. 


Blaster - 1d6+1 damage,1d6+1 shots left before needing recharge when found; otherwise as hand crossbow with no reload and fastest weapon speed.



Laser Sword - ignores non-tech/magic armor; 2d4 damage; -4 to hit; fumble on 1-4 causing damage to wielder; reduce penalties as follows - roll d4 at each use, on a 1 penalties are reduced by 1


Segmented Chain Whipsword - -2 to hit, 1d6+2 damage; on an 19+ to hit can ensnare opponent's weapon instead of damage and disarm on opposed STR roll; on 20 crit can ensnare opponent's limb; if maintains hold 1 round (opposed STR) can sever; 5% chance of breaking checked at the end of each combat used.


True Seeing goggles (http://www.d20srd.org/srd/spells/trueSeeing.htm) but charges are expended per creature/thing seen


electro-arrows - d6 normal dmg, d6 electricity dmg, save vs or be paralyzed d6 rounds on a hit


 "torture daggers": -1 to hit, 1d3 damage, victim must Save VS Paralysis or writhe in agony, getting -3 to next action.


Thursday, June 12, 2014

The Kalak-Nur Digest


The Grand Bazaar of Targenmoor ended as usual for most; waking in strange beds, sleeping off the afterpains of revelry for most of a week, discovering strange new tattoos, lovers, debts, or items that one is unable to remember acquiring.
Famat-The-Veiled blessed many trades!



The Fox Festival of Cortuth approaches fast, and those who wish to participate as Foxes are advised to begin traveling within the week to arrive at Cortuth in time for The Donning of Gloves. Those who wish to participate as The Blissful may tarry a bit longer, but not too much. Bring appropriate clothing!
(questions may be directed to your local Guild of Talent.)

The city of Vance has established a fishing and farming outpost to the NorthWest (in hex 1604). Recent skirmishes between cults on the path from city to outpost has made it dangerous to transport goods and citizens back and forth, however. The Church of Gorgathon's efforts to help a sister nature church dedicated to the dryad Dyna have been opposed by local cults "The Eater of Secrets" and "The Devouring Ignorance".

It is said that through Dyna's influence, some skeletons in The Westlands have "awoken" with intelligence, and prefer the society of the living to their own kind. What this means, only Fate will tell.




Those who run in mystical or underground circles have heard: the Palaces of Interstice have reappeared after 500 years, on schedule as predicted by various oracles. Rumor has it that the Insect-people arrived first, and claimed most of the Masks. (You may remember the unexplained mass exodus of insect-peoples from major cities a few months ago). The Black Veil arrived thereafter. The Insect-people may have already conquered the Alabaster Halls and part of the Great Ruby Chambers, but the Black Veil fares better in the Passages of Onyx and Crystal. (Hex 3205)
It is said many ancient treasures lie in the Palaces of Interstice, and many bizarre distortions of reality. One skilled in the arts might be able to transmute one enchanted item into another, for instance. Entering the Palaces changes one, or changes the rest of the world around one, forever. It is unclear if there is a difference. What is known is this: if you lose your Mask, you are lost forever. Some have trapped their enemies that way.



The mutant army of Amayawjkqd neow3j0100101010 has descended from the North to surround the structure formerly known as Mocata's Stronghold, now the center of the Magic-User's Guild led by Archmage Valentine McGee. What those insane, unfortunate mutants want is unknown. We hope the Archmage can protect his 526 charges, poor orphans from Tartary, from the ravages of war.



It was overheard during the Grand Bazaar that a Slow-Trans Diffraction Drive is at a stable point in the Westlands, and if one were to fight one's way there through the zombies infesting that land, one might be able to take advantage of that Drive's Quantum Reality pods in various ways. (Hex 1422)


I'll probably see comments on the Google Plus Post sooner than comments here.

Tuesday, May 27, 2014

An Announcement Regarding Sir Ward's Fate

By Ashe Rhyder

Caldephrion the Studious, High Priest of Gorgathon in Targenmoor, regrets that he never met the late Sir Ward. Several members of the church have overheard adventurers discussing that great loss, so sadly just before the Grand Bazaar began. Upon learning that Sir Ward was an agent of Gorgathon, The Merchant's Guild was petitioned to delay the Bazaar, but this petition was denied. Caldephrion the Studious communed with Gorgathon on the matter, and has an announcement to all and sundry.

It is hoped that this announcement will bring some brief joy to those so saddened by his loss.

Gorgathon has revealed the fate of Sir Ward's spirit. That essence which drove your brother adventurer is currently employed in The Eternal Stacks, Gorgathon's labyrinthine dimensional library of all known things (and some unknown - Derketa must keep her secrets). 

Sir Ward primarily seeks tomes for those entities wise and powerful enough to visit The Stacks, and reminds those spirits distracted by their studies that their books are due. He is also tasked with placing conspicuous tomes in abandoned dungeon rooms, and can occasionally be glimpsed at this by adventurers who rush in unexpectedly.


While the senior Spirit Librarians are often unsparing in their critique, they seem pleased with how his training is going.


Those who knew Sir Ward and held an emotional attachment to him may find a new item upon their person - a Library Card. Upon the back, instructions for the following are etched.
By Ashe Rhyder


Call Upon Sir Ward 
Spirit Librarian, The Eternal Stacks - formerly The Knight of Jet and Gold
Any adventurer who personally knew Sir Ward in life, or has heard tell of his exploits, may attempt to contact him by performing an hour long ritual, at which a permanent magic item must be destroyed in a fire and dancing and singing must be performed. Enacting the ritual makes the fire magical and capable of destroying such an item.
Once contacted and after any personal communication the supplicant wishes to make, the supplicant may ask Sir Ward one question about anything, which Sir Ward may then attempt to look up the answer to. Know ye adventurers that The Stacks are indeed Eternal, and Sir Ward has other duties.

The DM of whichever game this happens in may come up with their own method for determining Sir Ward's success in finding an answer. I would probably use this, modified by the power of the item sacrificed.

Should Sir Ward be resurrected, this ritual will no longer have any effect.



The Black Veil has made it known that they have a most...alternative method for potentially resurrecting Sir Ward...after a fashion. It requires much bravery, cleverness, and grit. Their strange beliefs warrant that they must withhold the information until 5 magic items are sold to them at their market booth.

Monday, May 26, 2014

The Grand Bazaar of Targenmoor: The Lists are Open!

Sign up for the FLAILSNAILS Joust, Melee, or Brawl by emailing metalvsskin at geemale dot calm by 9 am Pacific time Thursday, May 29th. The first pairings will be announced shortly thereafter, and round 1 moves solicited.

The Joust
Equipment costs as follows, and the loser of each round must pay the winner either their actual armor and mount or the value thereof.
Because it's Kalak-Nur, the mounts are actually:

Riding Horse = Riding Beetle
Light Warhorse = Riding Ant (+20 GP for 1 month's supply pheromone pouches to give it commands, +100 GP for one with stinging bite)
Medium Warhorse = Giant Spider (+100 GP to get one with intact web glands, +200 GP for one with intact poison glands)
Heavy Warhorse = Trained Wasp (+300 GP to get one with intact wings)

These have no mechanical benefits during the joust above that of the equivalent horse, but may have such when retained after. All mounts may be sold back to the Merchants' Guild of Targenmoor after the Joust is over.

The Brawl and Melee
These will likely take place via hangout on Saturday, May 31st, pacific time US. Sign up at the email above, and I'll try to coordinate a time that works for everyone.
The Brawl is bare-handed, no magic, the Melee is no hold barred everything and the kitchen sink.
Maps of the grounds for each and specific rules will be posted later this week.

The Market
Let me know what your character would like to buy, and if applicable, what book's equipment list it's from.
If your character has magic items they'd like to sell to the Black Veil, let me know in the G+ post!

Other Delights
A ticket to submerge oneself in the Pits of Change to the west costs a mere 200 GP. Be careful what you wish for, though!



Thursday, May 15, 2014

The Grand Bazaar of Targenmoor Approaches!

(what is this? FLAILSNAILS Joust and market, coming May 24th - 31st.)


GREETINGs, MOST BRAVE AND HONORABLE ADVENTURERs, and all those which happen through the most gracious twistings of fate to read this INVITATION!

Blind Aliya, chosen of Fate, seeress and prophet of Targenmoor, has seen that the great goddess of trade Famat-The-Veiled will bring profit for all this year!

PLAY BY POST EVENTS:
MARKET: Many vendors from many lands! Your PC can buy or sell nearly any item (magical items will not be for sale, but PCs may sell those already owned as detailed below).
PLUS: Massages! Spa treatments! Instruction in any trade! Spiritual Guidance!
(I will create a daily post for selling/buying/haggling.)

SELL YOUR MAGIC ITEMS: The Black Veil, powerful sisterhood, protectors of all, secretive but just, will be present to pay top gold prices for your magical items! Prices paid will be GP equal to the XP value for the item (or closest equivalent) in the 1e AD&D DMG. Magic-ish items (high tech, special make, etc) will be accepted as well. These items will not be for resale or trade. 
A 5% tax may be incurred by the newly formed Magic-User's Guild.


XP for GP: One gains XP at the market by selling things for GP. Mundane items you get 1 XP for every 2 GP you get for selling (so, half XP). The ratio is 1:1 for magical, high tech, mastercraft, and otherwise special exceptional items.
(So if you sell a normal sword and get 10 GP for it, you get 5 XP as well. If you sell a magical sword and get 1000 GP for it, you get 1000 XP as well).
You may only gain 1 (one) level during the entirety of the Grand Bazaar. 
The only exception is if you begin less than 100 XP from gaining a level, and participate in multiple events.


THE JOUST: A play by post Joust available to any FLAILSNAILS-compatible character will happen over the week above, using the rules developed by Mike D for +FlailSnails Jousting Field . (click anywhere before the word "for" to see the rules PDF. Sign up will be by email, will be detailed in a post next week).
"We, the governors of the Merchants' Guild of Targenmoor, have heard of this exciting contest of strategy and strength from other lands, and would be delighted at such a bold display here. Dame Takahashi Narue, a knight from another land and deeply familiar with these matters, has agreed to be the Tourney Master."

HANGOUT EVENTS:

THE BRAWL: A hand-to-hand competition in the abandoned temple to Vanamanaghor will take place. No items or armor, all must wear approved clothing and carry nothing into the temple. When one has been struck 5 times with the fist of another, one is out. The scoring otherwise will be made clear soon. Will the victor win by stealth and trickery, or bravery and stoutness? (Striking another= 1 pt, landing the 5th blow on another = 1 pt, etc)


THE MELEE: Similar to The Brawl, but all equipment, items, and magic are allowed. This will take place around the Tower of Gh'an Gh'ast, to the south of the city and bordering the Frozen Lands. Do not be alarmed at the Sahuaguapede presence; they are savages, but deeply enjoy seeing trials of combat. (rules similar to Warlords of Vornheim)


MECHA JOUST: Strange, large machines that look like men have appeared to the West of the city! We understand they are from a land called Tartary. A wise and humble woman from that land will train in their use for a mere 1000 GP. Any who desire to fight each other using these machines is welcome to arrange a time and place, and is guaranteed an audience. Training is not required, although encouraged. (This could be done play by post Joust style if needed)
Several merchants from Tartary will be present, selling customizations for these dread machines.
(more in this in a coming post - help me +Richard G ! )



BETTING ON ALL THE ABOVE EVENTS IS ALLOWED. Official Targenmoor bookies will be available if wanted.


Setting news:
In his great and terrible wisdom, the Witch King Mocata has determined that we humble citizens are safe from the threats of magic and necromancy. He has stepped down from policing the use of magic to return to his studies.
In his place, a newly formed Magic User's Guild, headed by Archwizard Valentine McGee, has been handed control of Mocata's organization and goat-man army. We expect to hear much of them in the future! Their goat-man soldiers will be present to protect the safety of Bazaar-goers, and enforce the 5% tax on magic item sale.

Thursday, April 3, 2014

Kalak-Nur Dungeon Answers

+Chris H Asked some questions on G+. I wanted the answers somewhere I could find again in the future.

"Joey, how many floors have we secured?" 
The top two - except the control room that's up that 4 ft square chute (second floor) and whatever else it leads to. (the third floor is the large space at the bottom of the 50-foot center openings of the other floors, which has a sort of hallway to another big space.)

"If there are prisoners on those floors that we have yet to release, I'd like to do the interviews in thread, rather than take up time in game for them if at all possible.
For the guys in the cells and the tortured wizards:
We'd use the glasses to see what they really are, we'd use Rey's Goodness Vision to determine Evility, we'd ask "Why did Mocata lock you up?" & "Do you know where treasure is in here?"
of the Wizards "Who took your stuff, and where is it now?" of each of them I imagine."
No one's said "We release the prisoners" yet, except for the three released during the last session. 
Wizards: 3 evil, 4 not. 
The Wizard's answers are pretty much "Because I use magic" "Spider-goats took my stuff after the first time y'all were down here and went somewhere lower" and the ones across from the hatch say "There's something important in that small hatch"
For the prisoners, see below.

"For the non-evil Vampires I'd like to ask "How do you satiate your hunger?" & "Would you rather we just kill you?" Also "How did Mocata prevent you from turning in to a bat/mist/bugs? (whatever your version of vampires can do, if anything)
I support staking the evil vampires."
"By drinking blood. I don't kill folks unless they're evil, though."
"No, I'd rather you dispel the sigil that binds me here and let me go."
"The sigil magically binding me here."
There are 6 evil Vampires, so this was the one not-evil one.

"Additionally, if any of the dudes have weird diseases (that might be contagious), including that biomechanical one (going to call it Borg Disease for now), it would be super great if we could get some more healers/potions/topical ointments to deal with it. Anyone with Borg Disease CANNOT be let loose."
Nothing on these two floors resembles the stuff coating Mocata's ship.



CELLS:
Level 1
1. Where Corbin was

2. Where the law cubes are playing cards

3. Where Leah was

4. Where Leah's cat was

5. Lacon, the fire lizard! He's pleased to see you, if there's anyone here he's met before. He was captured and imprisoned for attempting to sell magic items (the Frost Giant Heartswood weapons no one claimed way back during the play by post).
He is very worried about his companion, the Witch Agathan, whom Mocata's goat-men captured at the same time as he. Two of the non-evil magic-users in the exsanguination harnesses are women. If questioned, one is indeed she. She requests that Lacon not see her in such a state, that it be painless and quick.

6. Four tall, grey-skinned, grim faced humanoids whisper together until they realize you can see them. They turn to you quietly, and you see that all four have the same face (some at different ages). Their yellow armor is uncomfortably translucent, as if one made armor from dreams deferred, passion lost.
They each carry a grey mask trimmed in gold.
"Mocata locked us up for perpetuating our line, for defending the keep entrusted by our father. He saw duty not as we do, but through a glass darkly. You must free us, so we may return to our appointed places. We know little of this wretched domicile."

7. In a bird cage suspended by the cell door are 6 tiny humanoids, ranging from 1-3 inches tall. They otherwise look like an assortment of thieves, warriors, and magic-users. They plead with you to open the cage and free them.

Level 2
1. in this cell, Blixa's gem-sniffing sword doesn't detect gems, it detects GEM. Something of enormous value.
There is a hollow stone moon. When you break it open, you see a perfect and terrifying ruby that seems to absorb a bit of light instead of reflecting it.
It is a moon-shaped ruby on a moon-shaped sword of bronze. Sir Ward detects the residue of evils past. Valentine detects powerful magics; the ruby and sword give off one aura as a whole as well as each it's own unique magical radiation. Blixa feels deja-vu looking at it, as if he knows it's younger brother.

2. in this cell: 3 pregnant (normal animal) goats ignorantly feed on the viscera of a recently disemboweled man. A deep thicket of spiderwebs covers the ceiling and several feet below it, and the back wall. The burned outline of a pentacle also traced with pungent herbs takes up nearly half the floor. Broken glass has been swept against the wall.

3. a pack of wild dogs pace, bored. Dried blood cakes an area near the door. A black shape hangs limp in the corner, in shadow. Another burned pentacle, traced with pungent herbs.

4. A nightmarish cell cramped with failed attempts at making spider-goats. There are goat torsos with spider heads, goats with six legs growing at all angles, and further terrors.

5. In this cell is a humming blue field. Inside it on a pedestal are three finely-wrought statues in platinum: one of a goat-man, one of a dog-man, and one of a spider-goat.

6. Due to Q-Bot's goggles, you can tell this is a powerful Air Elemental. It appears as a blank mask hovering in a whirlwind.

7. Two lesser Air Elementals.

8. Where Santos Christo was - so, a hyperbaric chamber hooked to weird machines 

Sunday, March 2, 2014

Kalak-Nur: Fate Moves On The Wind

I'm starting a background, play-by-post/email game based on Zak S's Slow War rules for my 
Kalak-Nur setting. I was trying to be coy about it, but it's not gonna get done right without a big blog post everyone can refer to, so here is that. Players, remember, email me your moves. If you put them here or G+ you're giving info away to your potential enemies.
If you're not playing, it's full up at the moment, sorry. Comment here and if I remember I'll let you know if a spot opens up and there are unclaimed factions.

If you're in my every-other Friday games, hey, we're all adults here; either don't read this or separate player knowledge from character knowledge. Some of this your guy might even know, as history or whatever.



There's no functional difference between light and dark grey hexes; they're all dunes of metal filings. The whitish hexes in the frozen south are, uh, frozen. 
Movement is generally 4 Hexes on the Map per turn.
Special Movement notes:
-The following forces move at half the above, 2 hexes per turn, barring special circumstances: Digrot, Trepan, Rebel Droids
-EMFLWEM's forces must Occupy a hex for a full turn before moving on to properly freeze the ground for movement. Hella slow, but see bonuses to fight in those hexes.
-Occupying a hex: at least 20 STR worth of your forces are there unopposed (or winning a conflict) for a turn. This lets you take resources if there's a town there. Only the major cities are listed above; there are smaller settlements that can be found by exploration.
-The Goblin Coalition forces can move at double-speed below ground, IE not exploring just getting troops into position; there's less NPC stuff underground to encounter, but more of it is hostile.

A lot of this is adapted from Zak S.'s Slow War Rules.

Direct and relevant quotes from his blog:
"Moves:
Make a move at any time by telling me. Do whatever you want. I'll inform you what needs to be done to resolve your action.
There'll be a lot of rulings-not-rules and Common Law game design here. 
Most of the rest of this is just nitpicking and I-dotting, so don't let it intimidate you.... 
Timing and Speed:
I'll try to get back to y'all at least once per day. Actions where timing is immediately important will be resolved in order of fastest action first. 
Nominally, each day represents at least a day, so put everything you want done (including if/thens) in your orders.
Strength: **
Basically you start with 100 Strength. This is the currency you use for a lot of things representing wealth, power, influence, etc. 
1 strength point represents 1% of your army (usually about 1000 hd worth of regulars) or 10 levels/HD worth of special types (including whatever is needed to train, transport and feed them)--like if you need an assassin, you can spend a Strength point to get a 10th level assassin or spend a strength point to make a little force of 2 3hd fighters and one 4th level wizard, etc.
(At the start, some armies (like [Amaya Neow's or potentially Digrot's] army) are big; some, like [The Black Veil] are small, but the total strength of those forces is equal. One [Sister of the Veil] is effectively worth [several crazy biotech mutants or mindless undead].) 
When you win fights or take important territory you win Strength. 
A lot of things cost no Strength, you just do 'em. 
I'll keep track of how much Strength you have. 
**Exceptions: Town armies start at 50 STR, but a player may have two of them as their Forces. Digrot's army's STR depends on his first move.
Exploration:
Every space on the map has something on it...
Just rolling around purposefully searching territory without fighting anyone else is kind of like pulling cards off the Chance pile in Monopoly--you might get something good, you might get screwed. 
If you find anything good, likely at least one other faction will hear about it. 
Battles:
Each side rolls d100 plus or minus modifiers plus the total Strength of the troops you sent. High roll wins, disparity equals the percent of the strength gambled that the losing side lost.
You can send as many troops as you want, but a maximum of 30 Strength worth of troops can be "gambled" on one roll. Battles larger than that go in phases, and there is time for forces to maneuver after the first engagement/roll. 
Headquarters:
Many factions have a headquarters at their starting location. If you lose that, you lose half your Strength.
[Digrot, Rebel Droids, Amaya Neow, and The Elves of Trepan have no headquarters to begin with.] 
Winning and Losing:
When you're out of Strength, you gotta lick your wounds and take your army home. 
Maybe make a new faction. Last man, woman or salient entity standing is the winner or, if the game ends early, whoever has the most Strength when the game ends wins. 
The players will be ranked, and their FLAILSNAILS D&D PCs will be awarded bonus xp based on that rank.

Spies
When you do secret stuff there's a pretty good chance at least one other faction will find out. This is the table I'll roll on (note [Digrot] isn't on there, he only notices the obvious):
Who hears about your plans?

Roll d20
  1. Mocata (I know, I know, no one's playing him...)
  2. Mocata
  3. Victarion
  4. Victarion
  5. Chchcchchctktktktktk
  6. Chchcchchctktktktktk
  7. Chchcchchctktktktktk
  8. Goblins
  9. Goblins
  10. Rebel Droids
  11. EMFLWEM
  12. Black Veil
  13. Black Veil
  14. Amaya Neow
  15. The Elves of East Trepan
  16. Targenmoor
  17. Baksheesh
  18. Vance
  19. Cortuth
  20. roll 1d4 on 16-19

Temporary Defense Coalition of Independent Goblin Working CollectivesCan move quickly underground to position troops. -1/4 STR if they attack Victarion's forces (they are traditional allies).
-10 in open battle; +10% to success of tricks and traps.

The Droid Army of Victarion the Brave
Occasionally, something draws Victarion's attentions beyond his plantation and the delivery of food from it to the settlements of the Grey Waste. Once his droids get out of the Westlands, whatever that something is usually doesn't last long. -1/4 STR if his forces attack Goblins (they are traditionally allies.)


Rebel Droids for a Free Future
A faction of Droids have freed themselves from Victarion's will and formed their own force. Through means both physical and otherwise, they have bound some of the mindless zombies infesting the Westlands to use as footsoldiers. 1/2 move, +10 to open warfare, 1 in 10 chance of fuckup (zombies, mindless, etc); -10 to attack zombies except in self-defense.



EMFLWEM The Ice Demon
Since being released by adventurers some time ago, EMFLWEM has taken over in the dark, frozen South. Ice Goblins are his footsoldiers, and if he freezes enough ground he can call forth Frost Giants.
(Must occupy a hex one entire turn before moving to the next; +20 to open combat in frozen squares)

 Sisterhood of the Black Veil
Look, poetry fails you sometimes, so here: Psychic Jedi Nuns whose mission is to keep anyone else from getting too much magical strength or using big items.
Low in numbers, so -10 STR to open warfare each turn after the first in sustained fights. They act first in battle.

Amayawjkqd neow3j0100101010 - Amaya Neow for short
An insane mutant vocaloid who has turned most of the isolated cults in The Grey Waste into human/android/insect hybrids. Lots of weird abilities, but 1 in 6 chance her forces get distracted by something shiny for a turn.

Chchcchchctktktktktk
"We have lived among them, even loved them, but their time is over. The pretender moves through the waste, and we must end her and her tortured mutants."
Starts at 25 STR in any settlement, must get to any other to gain another 25 STR.

Digrot
The one who had bound me is destroyed; I awake, and soon, all will sleep. Forever.
(His forces are at -25 STR to attack Droids; they hunger instead for living flesh. Possibility to raise the slain fleshy types to increase his strength.)


The Elves of East Trepan
Our spies in many settlements have stopped reporting; perhaps our inferiors are finally catching up. Time to crush them. Even separated from our homeland, we will triumph.
1/2 move (unfamiliar territory), Sorcery, -10 STR if they have not occupied a settlement in the last 5 turns.

The Armies of the Free Cities
Each starts at 50 STR; a player may choose 2 of them to begin with.
Targenmoor
The grand bazaar is soon. (modeled on fantasy arabia, but just one sprawling city; allied with genies)
Baksheesh
Built on crashed ships. Has some weird tech. Closely allied with Mocata. Why hasn't be communicated recently?
Cortuth
Grew around a remote trading post. Defiantly independent. Relies on trade to survive though. Protected by the Ludo, giant furry beasts that can control stone by singing.
Vance
Ancient, dark forces flow through here, causing the people to keep secrets, conspire against one another, and get in touch with dark powers.