Tag Archives: setting

Reskinning B/X Classes.

This is lots of fun. I’m inspired by Jack Shear’s Devilmount class re-skins. No need for mechanical adjustments. Encourages constructs, undead, and furries. Roll once for each, and you’ll have a pretty distinct setting. Here you go!

Halfling: 1d6

  1. Anthropomorphic koala bear.
  2. Anthropomorphic skink with chromataphores.
  3. Anthropomorphic rat.
  4. Animated puppet.
  5. Part sand elemental.
  6. Undead street urchin child.

Dwarf: 1d6

  1. Terra Cotta soldier.
  2. Anthropomorphic badger.
  3. Anthropomorphic wolverine.
  4. Anthropomorphic beaver.
  5. Skull golem (made of skulls)
  6. Anthropomorphic psychic mole.

Elf: 1d4

  1. Weak lich.
  2. Unicorn centaur.
  3. Orialchum construct.
  4. Anthropomorphic cat people.

Fighter: 1d4

  1. Anthropomorphic bull.
  2. Spirit that bonds with armor (can transfer).
  3. Revenant.
  4. Animated statue.

Thief:

  1. Anthropomorphic frog.
  2. Wire golem.
  3. Anthropomorphic raccoon.
  4. Anthropomorphic octopus.

Have some fun with this.

Ruins of the Undercity map: The Butcher’s Basement

I got a .pdf of Ruins of the Undercity based on what I saw over on Dyson’s blog. I am very interested in randomizers, and I am still planning to create one that is ideal for my needs. To do so, I like to see how others did it.

I have a much bigger post coming on “Ruins of the Undercity” but for now here is a digital version of the map that I created using the randomizer. It is not complete, but it is interesting all the same.

The undercity would be perfect for the Scavenger Lands of the World Between, but I also kind of want to hold it out for Crumbling Epoch.

The Butcher's Basement

Ghalidell Isles for Secret Santicore 2012

It seems that Secret Santicore 2012 is foundering, and possibly lost. This is a tragic happening, but it is better for the project to go than for Jez to be further pressured in an awful situation.

I’ve been hanging on to this, but now I will release it for all of you to enjoy. I got a super-tough request, but I feel I rose to the occasion and I am proud of this system neutral entry. Plus, I did a picture!

The request:

A list of ideas or a table for my player-agency-driven sandbox campaign that will provide me with under the table jobs, plots to get entangled in and adventuring opportunities appropriate for a mid-level party with at least one ship and a well-armed crew. Should be stylistically appropriate for a swords & sorcery setting full of decadent, decaying or outlandish societies, and can range from Western European to Mediterranean to African to Indian in style. Some entries that might have ramifications, beneficial or problematic, for the domain-conquering/thieves-guild-controlling/mage-tower-building/militant-temple-establishing stage of the game would be fantastic.

My entry:

Ghalidell Isles

moonlight_meeting_by_kaprou-d5hfs6s

Twenty Questions for Assignation

And again with Jeff’s 20 questions! This time, for Assignation.

Twenty Questions About Assignation

Sandbox Reflections

Robert Conley shared “Blackmarsh” with the online community–a great sandbox setting that I’ve looked over and thought about adapting. Good stuff!

Anyway, I was reading in the “Adventuring Advice” section, and ran across this:

After each session of the campaign, review what the players did. Look at your original timeline of events, see what impact their actions had, and make the needed changes. Sometimes the players’ actions will lead to a new and unexpected chain of events.

The creativity of the referee comes by not forcing his players to follow a predetermined story, but to develop new and interesting consequences based on the players’ actions. Use the NPC’s motivations and personalities to decide which consequences are the most likely and pick the most interesting.

The result is a campaign where the players feel they are forging their character’s destiny within a living, breathing world. It will not only be fun and adventurous, but also filed with surprises. Consequences will accumulate and spin the campaign into unexpected directions.

I agree with all this, absolutely. My caveat: this is only fun if your players can handle it. The unexpected consequences can trigger pouting and resentment.

Sometimes players use a sandbox like a catbox then complain of the smell.

Harrowfaust: Twenty Questions

Jeff Rients has twenty questions here. Let’s answer them for my World Between game! We get to play there next on August 11. (This was harder than I thought it would be, but I like how it turned out.)

What is the deal with my cleric’s religion?

There are fringe elements who worship the mono-theistic Lady of the White Way, but generally this land is hostile to her Church. Also, those who worship the Storm Sovereign Pantheon get a cold reception, as it was to avoid their tyranny that the founder of the nation struck a deal with a death god to gain vampiric power. Most gods leave Harrowfaust to the vampires and pennangalan and the other things that go bump in the night. This is a nation that turns to death gods and demons to protect themselves from the more traditional gods. If you must worship, pick Morgath the Corpulent Reaper, and/or keep your holy symbol tucked in.

Where can we go to buy standard equipment?

Harrowfaust has a tremendous gap between the wealthy and the abject poor, the exceptions gathering in cities or out-of-the-way farmsteads or chateaus. If you are an aristocrat, or you belong to one, there are many specialty vendors to cater to your needs. If you are more middle class, or have more money than connections, go where the people gather in numbers, stick to where trade flows. Where Harrowfaust touches the outside world, it mirrors it somewhat. Stray into the territory of the rulers or the ruled, and you’ll see how the demonic masters of Harrowfaust regard their subjects.

Where can we go to get platemail custom fitted for this monster I just befriended?

Many undead nobles indulge themselves in exotic pets as mounts, security, or displays. Most undead nobles have armorers on hand with extensive and sometimes strange experience. Befriend one of the elders among the nobility, and you can have armor made for anything. However, if you have no connections, there is a deep and weird black market in the big cities that has worked out a more or less comfortable solidarity with the demonic government. Go after custom gear like this, and you’re likely to make someone curious. Really, in Harrowfaust, it’s best not to be noticed.

Who is the mightiest wizard in the land?

Gabrielle Lorbrek. She rules the Claustrum Arx, an impenetrable fortress deep in the mountains, and is one of the two rulers of Harrowfaust. She’s also a demon. Unfortunately, she has a sense of humor, so her foes don’t generally die easy. She trains human wizards in demonic magic, and while others are more learned, or more skilled, she’s got a broad-band conduit to the World Below and she gets so much power flowing through her spellcasting, sometimes demons find their way through her spell effects as she tears the world.

Who is the greatest warrior in the land?

Maximilian von Karlock may as well be. With so many ancient veteran vampire knights, who can tell which one is the most terrifying? He is the Grand Duke, ruling Trivium with an iron fist, able to dominate the factitious vampire lords and withstand the scheming of the pennangalan sorceresses in Claustrum Arx. His ability to compromise and choose his battles, combined with his ruthless punishment of a foe’s miscalculation, make him awe-inspiring even among the monsters that rule Harrowfaust. He crucifies vampire hunters for sport. Are others more skilled? Well, it’s hard to know for sure; but if greatness also encompasses political ruthlessness, supernatural energies, and backup armies–he wins.

Who is the richest person in the land?

Zethlan Fier and his weird wife. They live in Trivium. Their wealth is vast; the money is one thing, but they have reached a point of conspicuous consumption of favors, souls, and more esoteric currency. Fiers who are in  good with the patriarch of the family do not age, for some reason.

Where can we go to get some magical healing?

Your best bet is to find a Vistani healer. Gypsies pass through Harrowfaust with relative freedom, connecting the World Between with the Scavenger Lands. They have made enough concessions with the demonic powers of the land that they are allowed minimally hindered movement, in exchange for news from nearby and far away. Their mysterious herbs and chants and connection to Fate may stand between you and death, but the price is seldom satisfied with mere coin.

There are many academic scholarly doctors who will bleed you to cure you of dirty blood, and there are monsters that will make deals with you so you can stay in the World Between, but really… Vistani are your best bet.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

Short version? You are SO SCREWED. Vistani or doctors may be able to help with disease or poison, and there are always  monsters who may trade your health for something you find you need more. Curses, again the Vistani; however, you’re just as likely to find yourself cursed by them as to get a curse lifted. If you’re shapeshifted, your best bet is to go to the Shae Isles, all the way across the world. For lycanthropy, Harrowfaust is a pretty sweet setup; many vampires have werewolf retainers, and you could probably find a boss no problem.  Cure? Not so much.

Nobody fixes undeath in Harrowfaust. This land belongs to a God of the Dead, Morgath, the Corpulent Reaper. It is sacrilege to retrieve someone from his grasp. Blasphemy isn’t treated with cuddly torture and beatings like it is in the Lands of the Lady. No, it gets downright unpleasant…

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

The pennangalan will train promising youth, exchanging their innocence and vitality for demonic sorcery. Also, there are many demons in the World Below who are willing to offer pacts sealed with familiars in exchange for magic. Nobility have private tutors for their mystically inclined children, but some train in secret; the demon lords of Harrowfaust keep a close eye on wizardry for a number of reasons.

Where can I find an alchemist, sage or other expert NPC?

The good news is, there are lots of refugees who have plenty of esoteric knowledge that are attracted to anonymous hideaways in Harrowfaust. Heretics fleeing from the Lands of the Lady, the violence of the Iron Principalities, or the savage philosophers of Relmeenos hide in the woods. Clever people who aren’t quite “Northron enough” slip across the border from Frostreave. Students seeking forbidden knowledge know it is closest to the surface in the wilds and slums of Harrowfaust.

The bad news is, education is decisively the privilege of the wealthy and powerful. Any expert will be attached to the machinery of demonic rule, whether associated with vampires or pennangalan or some opportunistic and hellish influence.

In short, freelancers are likely to be crazy heretics, and if there’s someone who has a good mind and education or has acquired any real power, that person will be in the clutches of one or more demonic interests.

Where can I hire mercenaries?

There are a lot of mercenaries in Harrowfaust. Rough people who made themselves unwelcome in the Lands of the Lady (Midian, Scarabae, Caligari) escape to Harrowfaust where the forces of the Lady tread with care. Soldiers from the Iron Principalities overflow into the haunted woods of Harrowfaust. Occasionally drifters from the blasted Scavenger Lands hire themselves out for “safer” work.

While there are numerous Frostreave warriors in Harrowfaust, you can’t hire them; if Northrons kick up a fuss, they can be enslaved by local nobles, by law; that’s Reparation Servitude. Rulers of Harrowfaust passed this solution, as they are weary of attacks by Frostreave raiders. However, Northrons may show up in the service of languid nobility, involved in violence even if they are not for hire.

To hire mercenaries, either go to a noble who has troops to spare and ask to rent or borrow some, or hang around taverns. Most mercenaries work for traders who must travel the roads through the tall, menacing forest.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

It is illegal to wear red unless you serve vampires. If you wear red and do not serve a vampire, then you will be made to serve a vampire one way or another by way of punishment.

Northrons (anyone who looks Viking enough to be from Frostreave) who are involved in suspicious activity or violence can be indentured as slaves to local lords, who have hobbies and trading networks built on this human traffic. Reparation Servitude. No need for proof, no appeal process, no pretense at fairness or justice; this is the sort of policy you get when you irritate demon rulers past the point of endurance.

A general note: corruption is pervasive. If confronted with the forces of law, figure out how to align your interests and wellbeing with the goals of someone powerful. Forget about justice, fairness, due process. Focus on the virtues of Harrowfaustian law; honor wealth, worship power, shelter trumps morality, don’t get caught.

Which way to the nearest tavern?

Dark, thick beer that is often as sustaining as what foods the peasants get. Meet in low, dark, grimy buildings that lend themselves naturally to brooding. Any place that attracts life, light, and color attracts predators, so if you see a lively happy tavern it’s a hunting ground. The grim, the dour, the servants of the Lady, the canny survivors of the demonic occupation, and the spies of the powerful frequent more suspicious and grimy drinking establishments. Still, secrets are always auctioned in both kinds of places. Your secrets are safe right up until you’re outbid–but the same is generally true of your enemies.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

An advantage of the profoundly corrupt law enforcement system is that it is stupid easy to get a job hunting criminals. Investigations are brief and cursory unless someone powerful is involved. The state or local lord will put out a bounty, usually dead or alive unless the target knows something, and all you have to do is find the poor bastard and turn him or her over to the rulers.

The pervasiveness of monsters also means some newcomers or rogue elders make trouble for those in power. The bounties for these monsters is usually quieter and higher, but you can make quite a living as a monster hunter in Harrowfaust, thanked by demons and vampires and such–as long as you restrict your activities to the proper targets. Rivals, escaped pets, failed experiments, rogue scientists, and the like frequently get on the nerves of the shepherds who like a sedate, numb flock.

Common targets include accidental or illegal vampires, werewolves of various stripes, spontaneously reanimated dead who can’t rest easy, tentacular dimensional refugees lurking in smashed laboratories, variously improved undead strains, and the occasional demon.

Are there any wars brewing I could go fight?

The Iron Principalities is sort of a neverending war. There’s always work there. Also, now that Caligari has the best musket and cannon technology, they’re eying the borders and looking to redraw them; skirmishers with no official connections to a nation are hired on both sides for exploratory raids, espionage, assassinations, and other asymmetrical warfare. Then there’s Frostreave to the north, like a glacier of violence that occasionally calves into Harrowfaustian territory. Both sides like to have more warriors, and the Harrofaustians are easier to endure.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

The top and the bottom of society can meet this need. The most wealthy and bored nobles have deathmatches, often between Northron slaves and/or monsters from the World Below or the depths of the woods.

In the slums, life is cheap and glory is wonderful, if fleeting. Plus, champions on that circuit don’t get in trouble if they confine their violent urges to arena matches, and they can also attract the attention of nobles and the wealthy looking for specialty warriors, some nameless and some with the kind of reputation you can’t buy, for unsavory work.

Are there any secret societies with sinister agendas I could join and/or fight?

Yes. Dozens. The vampires have intrigues within intrigues, and the pennangalan are demons that HIDE INSIDE BODIES. These demon predators can’t help themselves; they conceal, they misdirect, they betray.

When demons rule, good people will resist, and this resistance must be secret and labyrinthine in its trade-craft and operational security.

Delta is a secret society of monster killers, named for the idea that one river may have many branches. Their main goal is to depose the demons and make Harrowfaust a Land of the Lady, and their methods can’t rely on broad military support unless Harrowfaust is too weak to resist effectively. Those in power root traces of Delta’s work out and crush it wherever it can be found.

The Crimson Loopis a society of servants of the pennangalan in Claustrum Arx that work to uncover the espionage work of the vampires and protect the pennangalan in the shadow war.

Marooners are disloyal vampire servants who seek to steal the power of their immortal masters.

What is there to eat around here?

Freerange pork, almost illegally powerful coffee, scrawny scraps of chicken, thick black bread, gourds of all kinds used for all kinds of purposes, sweet heavy wine,  flatbread that is almost identical to the wafers of the Lady, used for dipping in wine and cold beet soup.

Any legendary lost treasures I could be looking for?

The Shade Forest is full of treasures hidden by bandits/freedom fighters/religious nutjobs/fleeing nobility/deposed monsters/armies of the Lady. Ghosts fill the forest; some try to help uncover treasures that keep them restless, others like to screw with people before arranging for their deaths (by killing them, or leading them into danger.)

The Lost Fifth is a column of the Army of the Lady from the third crusade that was moving through Harrowfaust when they broke contact. The entire company was lost in the mountains. They had with them fantastic weapons, armor, and treasure befitting an army from the World Above, and no one ever found a trace of where they went.

Where is the nearest dragon or other monster with Type H treasure?

There are a handful of surviving dragons in the Spine mountains. Most of them made a separate peace with the demonic rulers of Harrowfaust, mutual non-aggression. Screw with the dragons, the demons will find out and end you. It’s for everyone’s good, really.

World Building.

I put this in the comments, but want to pull it out here because it turned out to be really significant to how I’m designing.

One companion piece to the monster builder is the geomorph stocker project I’ve been working on for many months. One of the sticking points was the deep sigh that came with realizing I was going to need to make a huge bestiary to really realize my vision for how the stocker would work. Then I hit upon this plan–the monster randomizer.

Now I think that a DM can build a working bestiary with time and continuing adventure in a setting, just as the creators of D&D did. Minions and toughs (guards) are easy, and you can add a single talent if re-skinning isn’t distinctive enough. If you have cool ideas for monsters, write them up! If you want to use the resource of the monster builder (but not randomize) it is a toolbox. And if you get stuck creatively, roll something up and make a home for it in the world. (I’m also going to make a swarm and vermin generator.) Keep what you make, mythologize it, re-use it, riff off it, grow your world.

Wrenching loose of the idea that I need to do a whole bestiary to finish my stocker has been tremendously helpful to my creative process.

The middle ground I think I’ll take is to work up a default setting for Fictive Hack and begin that mythologizing and stocking process for that default setting. That can be the center or jumping-off point for a new campaign, or it can serve as inspiration to show how it is done.

This is the middle ground I offer. It doesn’t require the pure gush of creativity and sensibility for game design that Old School Hack requires. It also avoids the set, published, player-accessible prefabrication of the game world. In this middle space, you’ve got a lot more tools to make your world, but it’s still your world to make.

Eight Hex Locations

Joe Wetzel does good work. (I’m still a big fan of the Dungeomorph Dice he produced.) Over at Inkwell Ideas,  he has an exchange available; eight hex locations, in exchange for access to Hexographer. Today is the deadline! (If he doesn’t already have enough submissions.) So, check it out, try it out, etc.

Here are the descriptions I came up with.

Badlands. Gashed Throat Gully. Wind erosion hollowed a corridor of rippling stone walls and worn sand, rising from the hardpan baked rock up to the tumbled maze several hundred feet higher. The only gap in the jagged cliffs is up the Gashed Throat Gully. Armies have camped on both ends. From shoulder height down, the gully is stained rusty red, and the gully has a metallic stink to it. The dead are uneasy here. The only water in the area is a deep well at the top of the Gully. Carved into the rock behind the well is the phrase “Only One Drink Quells All Thirst.”

Desert. Nomad Ribridge of Thelaxi. Some vast carnivorous beast died here ages ago, in the center of the desert. The Thelaxi are a small tribe of nomads who have fixed skins to the towering ancient bones of the ribcage, living in the sacred space within. In a place where sandstorms can dig through flesh to bone in a matter of minutes, the Ribridge is a known landmark to travelers; the Thelaxi trade shelter and water for stories. If travelers have no stories, and cannot make up stories, the Thelaxi will accept pain and blood instead. No one knows where the Thelaxi get enough water to not only survive but share with travelers. Were that secret to be known, merchants would pay dearly to gain the secrets of water in the desert, in the shade of an ancient corpse.

Farmland. The Brisket Basin of Braggatch. Hundreds of farms take advantage of the strangely rich soil of the Braggatch valley. While it is true cattle thrive there in small numbers, the name of the valley comes from its description as a tender tasty prize for whatever ruler can seize and hold it without ruining it with lots of fighting on the farmland. The only legal weapons in the area are daggers, staves, and slings, but that’s more than enough to protect the crops, flocks, and herds of the cheerful farmers. When they are threatened, the people grow quiet and watchful, and a monster rises from somewhere in the hills and targets the interlopers. When they are gone, the people are cheerful again. No one knows what the monster is, or how it is summoned, but most are just as happy not thinking about it overmuch.

Grassland. The Ticklish Fields of Drunasil. Somewhere in the waving grass is the sunken bowl of earth that used to be Drunasil, stronghold of the horse lords. The grim nickname for the area comes from an ancient legend that Drunasil was assaulted by a necromancer lord and his armies, and after a hard fight the horse lords lost out. Impressed and infuriated by their resistance, the necromancer cursed them to always defend their patch of earth, but then the necromancer had to retreat; the Drunasi had bought time for their allies to gather and march in defense of the area. Legend suggests that you will know if you find the lost ruin of Drunasil because the horse lords and their steeds will find your footsteps ticklish. They will scratch you. You will join them. Best just to stay out of those highlands.

Forest. Losval’s Forgotten Army. The revolution was over, and Losval ran from the bloody blades of the victors. He took his army deep into the woods, and shaped them into trees. When he blew his mighty horn, they would take on their human shape once more, and charge to his rescue. But he did not blow the horn, nor did his son, or any of his line. That was a thousand years ago, or more. No one has a reason to go back into the woods, the deep woods, off the beaten path; still, some curious few have. They comment, if plied with beer and kindness, on the almost-human knots and twists on the tortured ancient trees. And on the almost cruel serenity of the younger trees, which are still ancient. And on the malicious whispers and titters of the younger trees, which are still terribly old by modern standards. If Losval’s horn were to be found, it would probably be best if no one sounded it.

Hills. Womb of the Dark Breath. Streams trying to escape the jealous mountains carved through the bodies of their foothills, riddling the rocky earth and lower forests with caves and channels. The very ground whispers always, chuckling and muttering to itself. Somewhere in the deeps there is rumored to be a cavern close to the pulse of the throbbing earth’s heart, where the water is cooked into the air, and light never reaches. This place is called the womb because it is where all the fungus began, before it was carried through the darkness and spread all underneath the hills. Life down there feeds on the fungus, thrives and grows large and strange. But… still, however strange, that fungus gives life. Even to the dead.

Jungle. The Broken Face of Khal Madacht. The jungle swallowed the shattered rock of this shelf of land. Legend suggests that the soil of the jungle came from the droppings and corpses of the demon army of Khal, which was slain by five mighty heroes before time really began. This legend was likely started by people who did not like being in the food chain; parasites, insects, predators large and small, and defensive plant life have created a savage circle of life in the jungle here. Roads go around this area. Every attack invites counterattack; even cutting through brush is a dangerous exercise.

Mountains. Ghost Tunnel Pass. The pass is not haunted; it is a ghost itself. Sometimes you can find it, sometimes you have to go around. The guides for the area accept this as fact, and no longer find it remarkable. Scholars have suggested it is an ancient dimensional tunnel crafted by ancient magics, or it is a physical manifestation of a ley line through the mountains, or it is a gift of the gods. There are many stories of people who have gone into the Ghost Tunnel Pass and come out decades later, or before, or never come out at all. Also groups have entered the Ghost Tunnel Pass from some other time or place, and emerged bewildered at the foot of the mountains. Exorcist, the town at the base of the trail, has many strange inhabitants indeed.

Hack Effect, by Aaron Kavli

Aaron Kavli took the Mass Effect video game and translated it to a tabletop RPG with Hack Effect. If you like the video game, and/or if you like Old School Hack, then take a look!

Hack Effect

Maptacular Monday–OSH Setting: Alanar River Valley

Here is a setting that can serve as a little corner of the world, begging for elaboration and adventure. I’ll show some different things you can do with it. However, for a start, here is the Alanar River Valley.

The .pdf has a brief summary, geographical features, settlements (with rulers, protectors, and locations of interest,) and a full size map. All in five pages.

Alanar River Valley Setting

Here is a summary:

Ten years ago, the Baffram Navy clashed with the Shokoro enclave known as the Voria. The Voria blocked travel to an island chain, it was taboo in their culture. The Baffram navy defeated them, and awarded land to veterans. Eight years ago, on the biggest island (Kolia), a veteran named Lord Cromatch led an effort to settle a fertile river valley. Now almost two thousand people live in the valley.

 Hemmed in by the Cradle Mountains on the north, west, and south, the curving valley is flanked to the east by highlands that crumble down cliffs towards the river. The Khavor Highlands and the Shekmell Marsh have enclaves of shokoro, but they are not connected to the Voria, and they are primitive in their weapons, world view, and traditions.

 Connected to the interior by the Hylar Trade Route, and to the sea by Alan’s Port at the mouth of the river, the valley is isolated from conflicts but still in touch with the wider world.

It’s true that yesterday I sort of staged a bit of a zombie apocalypse there, but I’ll also be exploring other ways to use this setting in a more…sustainable fashion. Not that you couldn’t do a zombie apocalypse there and still have lots of ongoing adventures among the undead! But that’s something you could do when you got bored with it being all in one piece.