Showing posts with label sandboxing. Show all posts
Showing posts with label sandboxing. Show all posts

Friday, November 24, 2023

Mini-Review: "Home" Sandbox Toolkit

Home: A Light in the Darkness, by Scott Wegener

Scott is also author of Glaive, a rules-lite OSR RPG built off the Knave chassis. I personally find Glaive to be a bit more readable variant of the two.

More importantly, Scott is also the artist on the long-running Atomic Robo comic, which if you haven't taken a look, I highly recommend.

Anyway, on to the actual topic of this review:


"Home" is a toolkit supplement designed to catalyse sandbox play by creating a base town with surrounding hexes, a threat on the horizon, a collection of resources, and a pathway for worldbuilding via play. 

This is a good tool for players and gamerunners who enjoy playing characters starting at the "you're a nobody from nowhere" style of play, as well as players who like their gameplay to have a direct and tangible effect on their world.

At the heart of the "Home" approach is the "steading" or base town. At the beginning of play, the steading is little more than a wide spot in the road, or clearing in the woods, with the characters as locals with itchy feet.


Friday, April 10, 2015

Bakers' Tower

Standing over the ruined city of Halyk, on the margin of the Plains of Lig, is the Bakers' Tower.

The tower, named for the guild militia formerly responsible for its upkeep and defense, is the only major structure remaining in the destroyed and razed city. Halyk's walls and companion towers were collapsed by a vengeful barbarian horde under the command of several battle-mages, leaving the massive "Baker" as the only complete tower standing. It stands alone, surrounded by the rubble and rot of the old city, with the burned remnants of the city stretching behind it.
source
Baker's Tower is a fortified hive of structures and residences stacked upon each other and suspended within the shell of the burned-out tower. The structures are cobbled together from mismatched and salvaged materials gathered from the surrounding ruins.

Navigation through the Tower typically requires passage up multiple ladders, ramps and staircases, and across swaying rope bridges.  Because of the crowded, slum-like conditions, access is often through someone else's residence or business. Occasionally a tough will attempt to extort passage through a building, but this will tend to be thwarted by available detours, either existent or improvised.

In order to prevent the Tower interior from becoming waterlogged during periodic deluges, a complex series of gutters and catchments collect rainwater into rain-barrels and cisterns, including one large wooden cistern on the east interior wall. Likewise, a morning ritual of lowering buckets and chamber pots for collection and distribution into the nearby fields provides necessary sanitation.
source
The old tower gate is long gone, replaced by reinforced planking moved into place on a pair of weighted ox-carts.  A remnant pair of the city's scorpion catapults are arrayed behind the planking to dissuade intruders.  The scorpions are smaller than ballista and may be more easily moved and aimed.  Reloading action is per heavy crossbow (1 per two rounds), damage 2d6, range 100 ft. The scorpions fire specially-made heavy darts or arrows. Because of the length of the darts and power of the prods, on a critical hit, the dart will penetrate its primary target and strike a second target standing behind for the same damage. The scorpion requires a minimum crew of two, however, three is preferable.


Any raiders attempting to invade the tower will be met with pugnacious resistance, finding themselves showered with rock, bolts, offal, and burning debris. Any entering the tower itself will receive more of the same, as the residents retreat upward, pulling ladders and ropes behind themselves. Attempts to fire the structures will be dowsed by deluges from the rain barrels.

Within the creaking nest of shacks, cabling, rope ladders and bridges, wobbly ramps, improvised elevators and fragmentary staircases, are a collection of former citizens of the town, desperate immigrants and refugees from the surrounding war, and opportunists seeking remnant marrow from the bones of the dead city.

Welcome to Baker's Tower

Approximately 116 individuals are wedged within the tower. The majority are human, but there are 6 half-elves, a pair of halflings, and 6 individual of other races. Town governance is by a rotating committee that changes half of its members every 6 months.

Friday, February 6, 2015

Grimjack

When wandering through the local Half Price books a few months back (ostensibly to just buy Divergent for the daughter), I stumbled on compilation copies of a part of the Grimjack comic series (Legend of Grimjack, Volumes 1-3). I'd first read the series in the late 80's when sharing a house with a comic-hound (I was also exposed to Moore and Miller, Chadwick's Concrete, early Grendel, X-Men, etc. during that time). The series was written by John Ostrander and inked by Tim Truman, and was one of the original series produced by the now-defunct First Comics. Grimjack started out as a backup feature in First's 'Starslayer' comic, but rapidly gained traction and was granted his own standalone series. The series ran for 81 issues between 1984 and 1991.

Grimjack, in his usual cover pose - cigarette, cutlass, and poor trigger discipline.
The series opened up my mind for its setting - the pan-dimensional city of Cynosure, where realities met, popped in and out of existence, and generally mucked things up. Humans rubbed elbows with fantastic creatures, aliens and gods. Magic worked in one block, technology the next. A wise brawler carries a blade and a gun, in case one or the other failed in some pocket universe hidden in a alleyway. The next closest setting to this that I had read were the Terri Windling 'Borderlands' books, but Grimjack took the setting to 11. The comic storylines are a mix of pulp noir, detective, sci-fi, fantasy, and general gonzo.

Grimjack (née John Gaunt) is a sword-for-hire within the City. He's a weathered and scarred veteran of the city's gladiatorial pits, police department, and secret police. When we meet him, he is typically at his table at the back of Munden's Bar, nursing a glass of whiskey, accompanied by Bob the Watchlizard.


And as any good noir lead, he has a passion for 'his' city, a certain sense of honor, and the ability to unleash violence in defense of either.

The writing, of course, has a certain cheesy pulp air to it:

Friday, January 30, 2015

Tenkar's Landing Crowdsource Hex 18.16, Redux

I made some small revisions to the previous version of my contribution to the Tenkar's Landing Crowdsourced Sandbox Setting, as well as adding a bit of a roll-your-own mini dungeon in the form of the lava tubes riddling Mt. Hrada, set in the southern portion of the hex. The tubes contain a handful of ancient rooms, a smattering of artifacts, and a couple of new critters.

Full text below, or you may download here, if you are so inclined.

The Head of the Ghavor (Hex 18.16)
Contribution to the Tenkar's Landing Crowdsourced Sandbox Setting

Overview:

The River Ghavor is sourced among a ring of volcanoes occupying the southern portion of the area.  It flows from a lake fed by geothermal springs and mountain snowmelt.  A colony of lizardfolk has settled there, and have driven off other humanoids for miles around.  No one is certain why they have arrived here, or even how they arrived upon the island, many leagues from their favored marshy territories.  However, they have mined obsidian from the volcano's slope, forming and erecting stele throughout the forest for mysterious rituals. North of the volcanoes lies a lush evergreen forest, mostly uninhabited, but rife with tempting game,and a few odd predators. As long as one's incursions are brief, and does not raise the lizardfolk's notice, a fat hart or boar may be taken without raising their ire.  More intrusive exploration must be undertaken with great caution...


Monday, January 12, 2015

Owen's Mine - Four visions.

So I proselytized some time back on the geology of mines and how their geometry might influence the creation of an underground environment or lair. I used Dyson Logos' Owen's Mine as what I considered a good example of a small mine environment. Since I'd suggested the influence and environment, I figured that I should come up with a few examples. This has been a slow-burn project behind work and life and such.

And I've already bollixed up one of Dyson's maps before, have four interpretations of Owen's Mine...

Owen's Mine
Download
General notes: Tunnels are between 5 and 8 feet high, occasionally requiring stooping and affecting the mobility of taller characters. Measured from the crane elevator, vertical distances are: 30 feet to the first tunnel, 60 feet to the secret door, 100 feet to the right-hand lower tunnel, and 110 feet to the left-hand lower tunnel. The four scenes are statted using Swords & Wizardry, but are generic enough for any system.

Variation 1 - A small abandoned dwarven mine has been re-colonized by new tenants.

Variation 2 - The 'Temple of the Well' was a pilgrim site, with adherents coming from throughout the kingdom to be lowered to the sacred pool at the base of the well, with the hope of receiving a boon.  However, the area was overrun by barbarians, who pillaged, desecrated, and moved on. The well is still occupied, and worshiped in its own right by its new occupants.

Variation 3 - An alleged 'holy man' has been preaching along the roadside. However, goods and money have been disappearing, as well. He is suspected to be hiding in the abandoned mine. Another party of adventurers tried to root him out, but has not been seen since.

Variation 4 - Deep within an abandoned mine beneath an old temple is a unique bridge, possibly composed of powerful relics. Beware its guardian, though...

Have fun and comments welcome.  Thanks again to Dyson for his ongoing creativity and content.

Update: Thanks, Dyson, for the shout-out!  I really appreciate it!
And, I realized that I uploaded a draft of Variation 4, not my final version - So here's Variation 4a, with a different, more sinister, guardian,....

Update #2: A combined and reformatted version of the scenarios is available here, with broken links removed and stats made generic.

Friday, January 2, 2015

Instant adventure?

For the New Year, I was going to post up a few mini-adventures based on a single map, as I have done before. But they still require some tweaking (How the hell did that dragon get into that 10x10 room after all?).

In the meantime, please occupy yourselves with this all-in-one adventure kit.

1. Print out
2. Drop all the dice
3. Away you go!
After all, more adventures could use a magic cow.

Sunday, November 16, 2014

Hex 18.16, Tenkar's Landing Crowdsource Mapping Project, Revised

Well, I revised my crowdsource map and text based on a few comments - filled in the map and added numbered features, and fleshed out the hex a bit with substantial additional description and content

Download link


Text below, and comments welcome:

The Head of the Ghavor

Overview:

The River Ghavor is sourced among a ring of volcanoes occupying the southern portion of the area. It flows from a lake fed by geothermal springs and mountain snowmelt. A colony of lizardfolk has settled there, and have driven off other humanoids for miles around. No one is certain why they have arrived here, or even how they arrived upon the island, many leagues from their favored marshy territories. However, they have mined obsidian from the volcano's slope, forming and erecting stele throughout the forest for mysterious rituals. North of the volcanoes lies a lush evergreen forest, mostly uninhabited, but rife with tempting game,and a few odd predators. As long as one's incursions are brief, and does not raise the lizardfolk's notice, a fat hart or boar may be taken without raising their ire. More intrusive exploration must be undertaken with great caution...

Forest Primeval:

The northern portion of the hex is forested with primeval evergreens, typically monkey-puzzle trees and similar. Since the lizardfolk have pushed out former inhabitants, and patrol the area, game is relatively abundant. A few odd, almost alien, organisms are found here, as well as installations put in place by the lizardfolk.

Points of Interest:

1. Methuselah Tree:
Centuries older than the remainder of the forest, it towers over the area, allowing surveying of the northern half of the hex for anyone brave enough to climb its gnarled, spiny trunk (and deal with the giant wasps (1d3) that live there). However, sap from the tree is a potent curative (cure 1d8+1 dmg and cure disease, up to 4 doses available/day).

2. Obsidian Stele:
Explorers in the area will be greeted by loose rows of obsidian sculpted into mysterious, helmeted figures and odd, twisted stele with indecipherable cuneiform. The figures have not been carved, but expertly shaped (Stone Shape equivalent) by the lizard shaman (below) as tribute to their ancestry and for a secondary purpose. Each weighs 400 to 500 pounds. Astute observers will find the figures to be arranged in a 'Y' shape with the east and west arms of the Y pointing at the position of the star Akbal during spring and autumn equinox. Upon the equinoxes, the shaman goes into a trance at the junction of the Y. The stele act as an amplifying antenna, which the shaman uses for far-seeing to communicate with fellow lizard shamen scattered across the globe for sharing information and to make their ineffable plans. During the communication, the stele shimmer and pulse, and anyone foolish or curious enough to touch one will receive 2d6 shock damage + save or 1d4 CON loss (permanent) due to the etheric energies pulsing through the 'network'. Even one sculpture would exceptionally valued by collectors or sages, but if any were to be moved or disturbed, it would immediately be detected by the lizardfolk, instigating a fierce and terminal pursuit.

Creatures of note:

Tree Octopus: The lizardfolk have brought with them an invasive species, the Tree Octopus, which is considered a delicacy by the tribe(1HD, AC 8/12, 1d2, timid and retiring, camouflage hides on 5 in 6). Although the climate is much less humid than the lizardfolk's native marshlands, the octopus have adapted to the somewhat humid microclimate afforded by the lake and surrounding geothermal activity. Lurking in the canopy, the arboreal cephalopods subsist on small rodents and reptiles, and by raiding bird nests for eggs and chicks.

3. Filamentous Feeders: Several of these immobile creatures are scattered throughout the forest. They appear as giant fern-like evergreens, however; they are actually arboreal 'filter feeders,' snaring birds, small mammals, tree octopus, and occasional larger prey. The branches are coated with a sticky enzyme that both captures prey, and begins to digest it as it is passed to one of several mouth orifices on the 'trunk' of the creature. Multiple glowing blue eyes on 'branches' and attached to low-hanging tendrils watch for potential prey and act as lures. (HD6, AC7/13, Move 0, Dmg: entangles on successful to-hit,1d4/round enzyme +1d8 bite if pulled to mouth, minimum strength 9 to break entanglement – roll-under Str at +2 penalty, surprise on 5 in 6)

Shadows: In the forest surrounding the stele haunt 1-4 shadows. The shadows have been ripped from their native plane by use of the stele during the lizardfolk's biannual communications. These incorporeal beings are not undead, but instead consist of alien energies. They loiter near the stele, awaiting its next use. Each use of the stele allows 1d4 to return to their home plane; however, an additional 1d4 are drawn forth.

4. Lizardfolk Colony (U'essril):
A colony of lizardfolk (90 individuals: 50 males, 26 females, 14 juveniles) has settled near the outlet of the lake. The colony's name, U'essril, means 'Searching' in their language. Well outside of their normal environs, the 'Stonetalkers' keep to themselves, taking advantage of the warm lake waters and the bounty of the forests to the north. They show disdain, if not outright hostility, to the 'chattering monkeys' who have colonized the remainder of the island, and with the exception of intermittent trade with other humanoids, keep to themselves. While they may tolerate hunting parties into the area, any more intrusive incursions will be resisted.

The colony is comprised of mud and wattle huts and burrows. Closer inspection will find the apparent 'wattle' huts to be mere facades, with the structures lined with closely hewn or formed, interlocking stone of precise workmanship. The village is seasonally inundated as flood waters from snowmelt cascading into the lake push the lake and river past their banks. The lizardfolk call this the 'cleansing time' and relish the muddy inundation. The warriors will be typically armed with obsidian-bladed spears and macuahuitl (as morningstar, 1d8). Although the blades appear to be mere knapped stone, they have been magically hardened to steel-like resilience, while still maintaining the exquisitely keen edge of glass (+1 damage).

Authority:
The colony is led by the shaman Shy'ald'aes (8th level cleric/druid equivalent), who brought his kin here several years ago from unknown lands. Based on certain augeries, he is convinced that evidence of ancestral lizardfolk may be found in or around the island's volcanoes, prior to the race's more recent descent into the swamps. He lost face among his peers due to this theory, and regaining a relic would allow him to return triumphantly, perhaps even staging a coup among the leadership. Likewise, his village is split between ardent followers (70%), and those who have begun to doubt his leadership and vision (30%). The shaman is armed with a trident (+2/lightning 3/day (5d6 damage)).

People/beings of note:

Three lieutenants share leadership duties with Shy'ald'aes and lead patrols and explorations in the area. These are Scale-walkers, who speak one or more humanoid languages and will (begrudgingly) interact with outsiders. They are not welcoming in the least, and brusquely turn explorers or hunters away. If their particular flavor of negotiating fails, they are willing to defend their territorial claims.

It'as'es: 6th level fighter (cloak of protection +2, macuahuitl +1 /+3 vs humanoids) is Shy'ald'aes' oldest friend and closest confidante. She is tasked with exploring the region for evidence of the ancestors and as such, will often be out on the volcano slopes, entering caves or directing her underlings in scratchings and diggings.

T'queash and T'quaem: 5th level cleric/druid (Spear+2 / snake charm, sticks to snakes 1/day) and fighter (shield +1, Sling +2), respectively, are siblings, and lieutenants to the two higher-ranking individuals. T'queash has begun to question Shy'ald'aes' mission and wisdom. She is homesick for the native marshlands, and hopes to gain support for abandoning this foolish quest and settlement in this inhospitable land. T'quaem is an unimaginative leader, happy to be hunting in the forests, and chasing off interlopers. He and T'queash strongly disagree on their leader's vision, and he is conflicted on his loyalty to his leader and his egg-sister. He quietly hopes that he will not be forced to choose.

Additionally there are six acolytes (3rd level fighter (60%) or cleric/druid equivalent (40%)) in the tribe.

Mt Ghavor and Head of the Ghavor:

Points of Interest:

5. Mt. Ghavor is believed to be a dormant volcano. Although it has not erupted in historical memory, its slopes are almost always snow-free, except in deepest winter.

6:.The River Ghavor springs to life dramatically from the slopes of the eponymous volcano. A huge geyser (7) gushes forth with superheated water. The geyser, among other springs, feeds into a lake, and is surrounded by smaller geysers, steam vents and mudpots. In colder weather, or during inversions, the lake basin is filled with fog and mist. The north side of the lake is bounded by a wall of obsidian (8). The river flows westward from the lake.

The area is surrounded by overgrown lava flows and extinct cinder cones (9).

Creatures of Note:

The warm lake is home to several species of amphibian, most benign, a few malicious or hazardous:

Rage Salamander (1-2): An extremely territorial flame-red salamander that charges forward, jaws drooling hallucinatory poisons (1+1 HD, AC 7/13, Bite 1d4 damage + save vs poison or suffer acute hallucinations for 1d4 turns (1-4 - Attack nearest PC or NPC, 5 - Abject terrors, 6 – Catatonic).

Thunder-Frog (1-4): These large frogs (1 HD, AC 7/13) puff up to three times their normal size to issue forth a bellowing croak. To another Thunder-Frog this says, "I am sexy," but to other creatures, these vocalizations can deafen and stun for 1d4+1 rounds any caught within a 15' cone in front of the frog. Multiple frogs croaking in concert will multiply the stun effect for 1.5 x the rolled duration per frog, plus cause 1-2 HP damage per frog within the 15' cone. If a frog is injured while puffing, there is a 50% chance it will explode for 1d6 damage in a 5' radius.

Paralyzing Periwinkle: Besides the amphibians, a poisonous freshwater periwinkle snail lives in and near the lake outlet. This nondescript lemon-sized snail has a heavy shell and clusters among the rocks near the lake outlet, requiring significant caution when crossing the river, in the event that one steps on a snail and its stinger pierces a foot. (AC 3/16, 1 HP, Atk 1 pt + save or complete paralysis in 1d6 turns, death in 1d6 hours; Move 1) The lizardfolk use them for their rituals (They have a racial immunity to the effects of the poison, and use the venom as hallucinogen).

Southern Peaks:

Points of Interest:
10: Hrada Peak and a second, unnamed peak, south of the lake, dominate the topography of the southern portion of the area. Hrada is an extinct volcano, riddled with lava tubes, some dead-ended, some interconnected within the heart of the volcano (A framework and maps for the volcano interior are in the works – V.A.). Many of the lava tubes have been explored by the lizardfolk in search of evidence of lost cities and artifacts that may provide the information and means to bring uplift and renaissance to their race. Explorers to the tubes will have a chance of encountering one or more lizardfolk exploration parties (5th-6th lvl leader with 4-6 companions). Hidden deep within one of the tunnels, among other artifacts of inexplicable purposes, is The S'thter: A tome of pictographs and cuneiform etched on wire-bound sheets of mica dating to before the Age of Man. It contains a history of the lizardfolk's 'lost' city, allegedly located in the Desert of Glass. The book documents the history and advances of the race prior to the coming of the humanoids and the race's subsequent downfall. The book may include information on advanced 'magics' known to the ancestral lizardfolk. Although they have not yet found this relic, if it is located by explorers, the lizardfolk will attempt to recover it be any means necessary.

Creatures of Note:

11. Caves near the summit are home to a family nest of Blue-laced Wyverns, recognized by their lustrous iron-black scales with iridescent blue edging (valued for both their resilience and decorative qualities by certain armor-makers). The family is territorial, and one or more adults are typically patrolling or hunting in the vicinity. Adult (4): HD 6; AC 3/16; Atk 1 bite (2d8) or 1 sting (1d6+poison); Move 6 (Fly 24). Juvenile (2): HD 2; AC 4/15: Atk 1 bite (1d8) or 1 sting (1d4+poison); Move 6 (Fly 24) (6 total, 3 will always be present).

****************

Whispers you may have heard about the area:

1) Cutting down the largest tree in the forest will release a grateful imprisoned god (F, and kind of a dick move – V.A.)
2) Stone statues in the forest walk during the full moon (F)
3) The lizardfolk seek ancient secrets and magics (T)
4) Wyvern eggs, when eaten, are proof against all poisons (F)
5) Caves riddle Hrada Peak, and have been barely explored (T)
6) A wall of black glass borders the Ghavor headwaters (T)
7) The river flows from a steaming valley (T)
8) The lizardfolk practice rituals during the equinoxes to speak with their god (partial T)
9) Use caution wading in the Ghavor, the water will turn you to stone! (partial T)
10) Excretions from the red salamanders will give a pleasant buzz (F)
11) The lizardfolk climb Hrada Peak to worship the wyvern (F)
12) The caves of Hrada Peak were formed by huge worms, a few of which still burrow through the mountain (F)
13) Beware the forest, the trees will eat you! (T)
14) Ghosts walk the forest (partial T)

Wandering critters, forest:

1. Giant wasp
2-4. Boars/wild hogs (3-6)
5-9: Deer/elk (2-12)
10. Tree Octopus (1-4)
11-12. Black bear
13. Mountain lion
14. Giant snake (Constrictor – 3HD, AC 6/13, 1d4 + constrict (1d4/round))
15. Fierce feral chickens (4-8) (Ruins surprise chances next turn, but you might find eggs...)
16. Lizardfolk hunting party (4-8, 50% chance of 3rd-5th lvl leader)
17. A very confused, sun-burnt yeti.
18. Shadow
19-20. Odd noises, probably just the wind...

Wandering critters, in and around the lake:
1-4. Lizardfolk hunting party or patrol, or perhaps just swimming and cavorting in the warm water (3-6, 50% chance of 3rd-5th lvl leader)
5. Rage Salamander (1-2)
6. Thunder-Frog (1-4)
7-8. Very large carp or other fish surfaces/jumps in the lake
9. Giant axolotl (2HD, AC 8/12, Bite 1d4, attacks only in defense)
10-11. Patch of poison periwinkles (2-12) in shallow water
12-13. Nesting pair of large Steamer Ducks (1HD, AC 8/12, Bludgeon(x2) 1d4, Move 3 (Fly 12), very territorial)
14. Black bear
15. Fishing eagle
16-20. Nearby geyser or steam vent erupts. PCs in range receive 1d6 scalding damage.

Wandering critters, mountain:

1. Giant eagle
2. Mountain goats (Will tend to flee, although rams will be territorial (¼ chance))
3-4. Snow snake (2HD, AC 6/13, 1d4+cryo-poison (save or 1d8 cold damage), white fur camouflage, surprise 5 in 6 if in snow)
5. Yeti
6. Grizzly bear
7-8. Wolf, single or pack (4-8)
9. Ravens (2-6) (If party camped, 20% chance of stealing food or random shiny thing)
10. Snow leopard
11-12. Wyvern (75% adult, 25% juvenile)
13-14. Marmot (1-4) (Chatters at party, ruins surprise chances next turn)
15. Lizardfolk exploration party (4-8 with 3rd-5th lvl leader)
16. AVALANCHE!!! (dodge or 4d8 damage to anyone caught in path)
17-20. Nothing, but did the mountain just rumble?

Wandering critters, lava tubes:
1. Spider, giant spitting
2. Albino cave squirrels (4-12) (½ HD, AC 7/13, atk bite 1d2, tend to flee, Chatter at party, ruins surprise chances next turn)
3. Bat swarm
4. Mouse Swordsmen (4-6) pursuing a giant weasel
5. Cave Fisher (one only)
6. Small earth elemental (2-4HD)
7-8. Cave Cricket
9-10. Fire beetles (1d6)
11-12. Rockfall (1d6 dmg)
13-14. Pocket of asphyxiating gas (save or 1d6 dmg)
15. Lizardfolk exploration party (4-8 with 5th-6th lvl leader)
16. Cave Fairies (2-5, HD1+1, AC7/13, Fly 6, atk tiny dagger 1d3, 2nd lvl thief abilities, 1 random 1st lvl illusionist spell 1/day, flit about teasing explorers, annoying, try to steal stuff)
17. Giant weasel fleeing Mouse Swordsmen, carrying one of their deceased number in its mouth.
18-20. Nothing, but did the mountain just rumble?

Friday, November 14, 2014

Inspiration from the next barstool over.

...having a quick beer-thirty IPA at the bar next to my office, and jotting ideas in my notebook, trying to come up with a few more items/ideas to populate my shared hex for its next draft...

The guy next to me (whose beer-thirty arrived had a substantial head-start on mine) looks over and says, "Hey look, we're both doodling!" (he is sketching on a notecard while half-listening to his lady-friend). "Whatcha drawing?"

I tell him I'm making notes for a wilderness adventure story, but that my forest is boring.

"Oh, you need to make it underwater."

"I have a lake with some interesting stuff already."

"No, dude, like filter feeders.  Saw them on TV.  Put 'em in trees. Guy's in the forest, it's all dark and creepy. 'Hey, what's that?' Sees something floating in the air. 'Rawr!' "

And that is how I came to contemplate arboreal filter-feeders....

... another thing perfect for eating halflings.

Heh.

Sunday, November 9, 2014

The Tri-Colored Crater Lakes of Kelimutu, Indonesia

This popped up on my G+ feed...


The Tri-Colored Crater Lakes of Kelimutu, Indonesia occupy the summit craters of the Kelimutu Volcano on Flores Island, Indonesia.  Although the three lakes are adjacent to one another, each is differently colored, and the colors periodically change, also independently from one another.  The color changes are suspected to be attributed to chemical changes in the lake waters from interactions between dissolved minerals and volcanic gas eruptions.


The three lakes are named Tiwi Ata Mbupu (Lake of Old People), Tiwu Nua Muri Kooh Tai (Lake of Young Men and Maidens) and Tiwu Ata Polo (Lake of Evil Spirits, or Enchanted Lake).


Hook possibilities:
Of course, as volcanic lakes, I'd make them reeking, corrosive, poisonous, bubbling up with asphyxiating (or perhaps explosive) gasses, and a lovely place to visit during the summer.

For the less mundane, the color-changing lends to differing characteristics of the water.  Hook or plot drivers may entail collecting water at certain times, in order to gain certain abilities or characteristics - for more complexity, multiple trips may be required, or only when two or more of the lakes are in a certain color combination. Of course, lake characteristics change randomly. Water qualities include curative, poisonous, component for potion or construct, toxin or other reactant specific to the big-bad or a barrier, etc.  Have at it.

Friday, November 7, 2014

The Halflings of Bogaert

The Enclave of Bogaert

To feed off of Timrod's and Zenopus' halfling posts - a little community out in the boonies where few travel...

Most halfling communities are somewhat reclusive and insular, and the Enclave of Bogaert is certainly no exception. They are willfully independent and generally suspicious of outsiders. The halflings settled in contested territory within the foothills of the Rhodamine Peaks ten generations ago, and have been generally keeping to themselves since then.
source
The Enclave is generally forested, with cleared, terraced fields growing rye, barley, and wheat.  Livestock includes sheep and semi-feral hogs that roam among the forest brush.

The residents live in hamlet- to village-sized settlements, with the 'capital' of Myrkan having a population of 3,800, quite populous for any halfling settlement. However, visitors speculate that it is not so much a town as a haphazard group of villages that have grown together, disheveled and unorganized. Although outsiders are soon disoriented and confused by the torturous streets and pathways, a native finds her way effortlessly, reading subtle signs and ciphers known only to the residents.

Individual residences are the typical hobbit burrow-holds, although many well-to-do and/or eccentric residents will build one-to two-story buildings over the burrows. Close inspection will find them to be empty shells.

Wednesday, October 22, 2014

Hex 18.16, Tenkar's Landing Crowdsource Mapping Project

My modest contribution to the island sandbox...

Welcome to Hex 18.16, The Head of the Ghavor:

download
(Done with inimitable colored pencil technology.)

The northern portion of the hex is forested with primeval evergreens, typically monkey-puzzle trees and similar. A Methuselah tree grows in 0502. Centuries older than the remainder of the forest, it towers over the area, allowing surveying of the northern half of the hex for anyone brave enough to climb its gnarled, spiny trunk (and deal with the giant wasp that lives there).

0303/0304/0404/0405/0503/0504: Explorers in the area will be greeted by loose rows of obsidian sculpted into mysterious, helmeted figures and odd, twisted stele with indecipherable cuneiform. The figures have not been carved, but expertly shaped (Stone Shape equivalent )by the lizardmen shamen (below) as tribute to their ancestry and for a secondary purpose. Each weighs 400 to 500#. Astute observers will find the figures to be arranged in a 'Y' shape with the east and west arms of the Y pointing at the position of the star Akbal during spring and autumn equinox. Upon the equinoxes, the shaman goes into a trance at the junction of the Y. The stele act as an amplifier or antenna, which the shaman uses for far-seeing to communicate with fellow lizard shamen scattered across the globe to share information and make their ineffable plans. Even one sculpture would exceptionally valued by collectors or sages, but if any were to be moved or disturbed, it would immediately be detected by the lizardmen, instigating a fierce and terminal pursuit.


Tuesday, October 14, 2014

Tenkar's Landing Crowdsource Contributions - my mad skills.

The question went out on the group page for the mapping project, "When asked about how to approach the actual doing of things, a comment was made that design and development each to his or her ability. With that in mind, I wanted to ask what are folks strengths?"

I replied with:
"My writing skills rival those of a room full of monkeys with keyboards, and my artistic skills are equivalent to those same monkeys with buckets of multi-colored poo."

I'll probably not get many requests for editing. :)

Saturday, October 11, 2014

Territory Claimed

Erik Tenkar found a map from a set-aside project and decided to share it with the unwashed masses for a crowd-source sandboxing project.

Hex-claiming went live this AM on G+.  We claimed a nice-looking little hex in the center of the island with a mixed terrain of forest, mountains, and the head of a river.  Very promising.

Welcome to Leicestervania:

And of course we brought our flag.


Monday, August 11, 2014

Oldey-timey town generators

Oh crap, the PCs have wandered off the map and into a town - perhaps a wide spot in the road, perhaps a city.  Or you'd just like to quickly cobble together a hamlet and its resident occupations.
source

Two pages for quickly ginning up a list of professions and services available in a town follow:

S. John Ross' Medieval Demographics Made Easy

Rob Conley's Fantasy Demographics

These are partially based on the 1292 Tax Roll of Paris, which is an interesting historical resource for vocations of the time.  Apparently Paris supported one billiadier, or maker of balls for ground-bowling...

I took the liberty of putting them into a .xls sheet:
Town demographics generators

Enter your proposed town population and the two sheets will randomly select professions and craftspeople available within the town - use either generator, or mix and match, depending on your whims and needs.

Note that neither generator  guarantees a tavern or inn in a small hamlet - leaving the characters the opportunity to negotiate goods, board, and lodging from the (Reaction Roll) locals...

Source

Thursday, July 24, 2014

The Village of Creekside


This is a campaign/local setting for my little sandbox.  Feel free to co-opt it for your setting.

The village of Creekside is a stockaded frontier town, located along Peregrin Creek. Creekside was hewn from the forest and sits along a bend in the creek.  The cleared area is outside the town walls is home to several farms and residences.

The village is notable for a side-channel of the creek diverted through the stockade walls, allowing water and mill power during times of crisis.  If the town is pressed, dams can be dropped at the stockades, and the creek diversion floods low-lying areas along the north wall.  The stockades are wood, with some stone facing along the gates, blockhouse, and at the stream inlet/outlets.

Download


Saturday, June 21, 2014

One Dungeon, Four (mini) Adventures (Happy Free RPG Day, 2014)

Wherein I select one of Dyson's maps and come up with several scenarios for it...

I had these hiding in a notebook as a small writing/scenario-creation exercise for different interpretations of a single map, as well as practice working within the one-page format.

Here, we have the quiet village of Brenton's Bend, built up near an abandoned keep.  A recent collapse of a tower has exposed a hidden access to a small dungeon and its associated threats and/or mysteries...



Having a village and associated environment allows for a bit of local politics on top of the mystery - I populated a few semi-random locals with minor back-stories or interactions, as well as the dungeon.  Also added is the requisite rumor mill.  The dungeon was a bit of a challenge to populate, as it is essentially a small loop - which makes it difficult to place the traditional big-bad or endgame deeper in the complex, so I took a couple of different approaches:

Monday, June 2, 2014

A low-magic setting concept

Low-magic settings take several different forms depending on the world-building of the individual game-master/group - magic can be rare, can be a resource, or limited to a very few individuals.  I realized that the campaign I started a while ago had no magic users - characters or NPCs (at least as far as we've played so far). So why not, as a game experiment, keep it that way?

I'm toying with a political variant (still somewhat nebulous, so using this entry to air out some ideas).  Some generations ago, arcane magicians, through war, treachery, experimentation, dictatorship, erc. nearly destroyed the world's civilization.  Only through the efforts of divine inquisitors and/or magekiller knights, did the magical war/ reign of terror/ terrible mistake, come to an end.

Setup:  Arcane magic rare and persecuted.  Divine magic holds sway, with the support of the general populace.

I haven't eliminated magic - but just focused it to a primary form.  Don't worry, I'm not planning on overrunning the place with proselytizing warrior priests and stuck up paladins.  Divine favor is still a rare and precious thing.  Not just anyone can cleric up.  It is a calling, after all.

So - our setting -

Thursday, April 17, 2014

The Anfauglir, or Plains Elves

I'm hanging in the desert of Bishop, California, so here's more on the elven tribe who made their appearance in this narrative.

source

If an arboreal or "High" Elf is questioned about the Anfauglir, or the Plains Elves, a typical response will be a disgusted sniff, and an under-the-breath comment about "Rustics..." or "Barbarians...", as most High Elves consider them little more than a devolved group of primitives clinging to some distant cultural myth.

Thursday, February 13, 2014

Travel Times and D&D

I just picked up a used copy of World Lit Only By Fire, a history of the beginning of the Renaissance.  I haven't begun reading it yet, but was thumbing through the book this morning when I came upon this figure...




...which denotes travel times from Venice to a number of other European cities.  What is interesting is the difference in time to reach a few of the destinations (e.g. 10 days to Augsburg, vs 16 to Brussels vs 20 to Nuremberg). Part of these differences are likely due to the physical geography of Europe - Even though it is a relatively compact region, it is still bisected by numerous mountain ranges and rivers: