Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Monday, August 29, 2022

Barbarian World

 


     So I stumbled across some art by Matteo Carlarino, on his art station page. Hes got this whole re-imagining of Masters of the Universe that I really like. It's a stripped down, no technology, low magic, barbarian world. Think low fantasy Conan style MotU. I really love the idea of it. It inspires me to run a low fantasy game. No caster classes, just fighter, barbarian, and thief. Casters of course being NPC's and Villains.






Monday, December 16, 2019

Forbidden Woods

    In the Dywylled Forest, next to the Pine Barrens, and on the way to Twr Diafol is the Forbidden Woods. A dark forbidding place. Even at high noon it seems to be twilight here. No living creatures seem to be here. The woods perimeter is indicated by stone markers. These markers are 3 foot tall covered with obscure runes. Placed every 20 feet.
    The Forbidden Woods is subject to much speculation as how it came to be. One thing known is it is the home of a terrible creature. Some say it was the site of a great battle between the black wizard Sarlaac, and the wizard known as Kelthorn the Word. Unleashing powerful magical energies upon the land. Yet others swear that Chump and Arthose the Sailor defeated an inter dimensional invasion here. What ever happened sucked the light and life from the place. Leaving a dark, evil place.
    What is not known is that the creature that roams this wood used to be a force of good. Now corrupted and twisted it kills all it comes across.

Random Forbidden Woods encounters (roll 1d6)

1-2 Skeleton
3-4 Zombie
5 Ghoul
6 Wight


Corrupted Actaeon
Armor Class: 3
Hit Dice: 11** (L)
Move: 150' (50')
Attacks: 2 spears/ 1 antler or breath (special)
Damage: 1d6+6/1d6+6/2d8
No. Appearing: 0 (1)
Save As: C11
Morale: 10
Treasure Type: B
INtelligence: 12
Alignment: Chaotic
XP Value: 3,000
Monster Type: Monster (Rare)

    This creature used to be the protector of the woods. Now it is a murderous destroyer of life. The creature is 9" tall with the face, arms, and torso of a human like creature, but with the antlers and legs of an elk. (As a note to our European friends, when I say elk I mean an American elk. Not the European elk, that we here in the US refer to as a moose) Its entire body covered with a dirty black and brown elk like hide.
    The beast blends into the forest perfectly. (as if invisible) It typically attacks with surprise. (1-5 on 1d6) It uses large wood spears tipped with jagged bone, to assault it victims.
    It has a powerful breath weapon that can be used once per day, filling a 10x10x10 cube area with disease. It is treated like dragons breath for damage and saves. The victim that fails their save takes full damage and they and all items they carry become infected with a rotting disease. This disease causes all nonmetal items to rot away in 1d6 turns unless a cure disease spell is cast during that time. The victim cannot be healed by any healing spells, or healing items, save for a cure disease effect. The disease also causes 1 point of damage per turn. (for the 1d6 turns). If the saving throw is successful, half damage and avoids the disease.
    Once per day it may summon 1d6 creatures to assist it. They arrive in 1d4 turns.
1. Skeleton
2. Zombie
3. Ghoul
4. Wight
Terrain: Forbidden Woods
Load: 3,000 cn at fullspeed; 6,000cn at half speed.

Thursday, December 12, 2019

The Pine Barrens

    To the east of Septure lies the Pine Barrens. A swamp of murky, fetid water and tarry pine trees that eventually empties into the Carp River. Somewhere in the middle of this damp hell, is the remnants of an old empire outpost. Why would anyone venture into this place forsaken by the gods? Well their are two.
    First off, while very dangerous, it is the most direct path to Twr Diafol. Secondly while danger awaits, great riches can be found. The Pine Barrens are home to giant bees. These bees produce a magical honey. Each pint of honey eaten acts as a half strength healing potion, curing 1d4 hp's. Each hive contains 1d10 pints worth of honey. But they make an even rarer thing, royal jelly. Royal jelly is a powerful substance. First it cures 1d6+1 hp's, and acts as a potion of Fortitude. Only a single dose worth of royal jelly will be found in a hive.

Wandering monster table for the Pine Barrens
Roll 1d12

1        Crocodile
2        Crocodile, Large
3        Leech, Giant
4-6     Bee, Giant
7        Nixie
8        Insect Swarm
9        Fish, Giant (Giant Bass)
10-11 Devil Frog
12      Devil Frog, Giant

Monday, December 9, 2019

OSE is controlling my mind (and a scenario)

    So I've been drooling over the Old School Essentials, for a minute now. I mean yes its just B/X, and I literally have the Rules Cyclopedia next to me. But OSE is calling to me like a siren. Maybe its the good reviews and positive energy I'm picking up on from online. Maybe its the flavor of a book set, that makes me think of the old boxed set goodness. Maybe its the idea of classic style from the past. Maybe the idea of a robust chassis that can be bent, fold, and manipulated into what ever I want. Maybe its that all the classic goodness has been better organized. (Most D&D books are not renowned for their organization) But its not really any of that. You want to know what it is?
    They look really cool, and I want them. Silly, dumb but true.
    So this of course has sent me down the rabbit hole of thinking about B/X, and settings. Dolmenwood that Necrotic Gnome is working on looks fantastic. So I've been assembling ideas for a setting of my own. I'm going to try to post some of it here. Share my imagination, excitement and madness.

(Full disclosure, this is an adventure I've run and posted here before. But I think makes a good starting point. The adventure has been slightly revised.)

    This adventure is written with first level characters in mind. Now this can start any way the GM sees fit. Perhaps the characters start in the traditional fashion, meeting and joining up together in the tavern. Or perhaps they are already a group, riding into town after a long journey through the wilderness. Regardless, the hamlet should be a pleasant respite from the dreary wilderness.

    The sleepy little farming hamlet of Septure is located in the Dywylled Forest, along the Carp river. Build atop the ruins of a town destroyed hundreds of years ago in the great purge. The only remaining feature of the previous town is part of ancient the sewers. The hamlet consists of a tavern, blacksmith, and gristmill. Regardless where the characters go. Be it the tavern, blacksmith, or gristmill the locals of Septure are filled with rumors.

The Tavern
    The Wolf's Head tavern is a small, dark slat board building. The lower floor consists of the public room, and bar. The upstairs contains three rooms for rent. Run by Markus an ornery man of ill disposition, and body. His only employee is Sofia, a pretty girl with an empty head.
    Typically a few farmers can be found here in the evening. Hard working folk of generally good disposition. Artimus the town drunk can be found here all day. Drunk, friendly, spindly, and mostly reliable, he is always looking to make some coin to pay his bar tab.

Tavern Rumors
(Roll 1d8 twice per character, except for Thieves, and Halflings which roll three times.)
  1. Those dunderheads Sven and Ollie were hired to set traps in the sewer to catch those imaginary rats. No one's seen them in a couple days. They took that money and left. Grigore from the gristmill was a fool for hiring those louts.
  2. I'm worried about Sven and Ollie. They've been down in the sewers for days.
  3. Grigore's wife has been sneaking about with Victor the Blacksmith. A reckoning is bound to come.
  4. Markus hasn't always been such a jerk. His attitude turned sour when his daughter left the hamlet with that devil may care rogue.
  5. Have you heard about the village Twr Diafol? People have gone missing.
  6. Sven and Ollie have been playing tricks on people down by the river, and now that idiot Grigore is paying them to prank. A pack of fools they all are.
  7. Something evil has crept into the sewers. I don't know what, but I can hear it, feel it.
  8. Something's not been right with Grigore at the mill for a while now.
The Blacksmith
    The Blacksmith shop is a collection of small stone buildings. Run by Victor, a mountain of a man. With a heart bigger than the tallest oak. He offers a range of common iron wares. (No weapons, besides a wood axe) Glad to engage in conversation. Unless it turns toward the miller's wife. He is then very quiet.

Blacksmith Rumors
(Roll 1d4 once per character, except for Thieves, and Halflings which roll twice.)
  1. No one's seen Sven and Ollie since they went into the sewers. I'm worried about them.
  2. Something's wrong with Grigore the miller. He hasn't been himself in a couple of months.
  3. Markus wasn't always the sourpuss he is. It wasn't till his daughter ran away with that thieving vagabond.
  4. Fisherman have said something big is stealing their bait, and wrecking their nets.
The Gristmill
    The gristmill is run by Grigore. A haggard man, that visibly appears to have a lot on his mind. The gristmill is run by Grigore and his wife. A black haired petite woman, that would be a looker if it wasn't for the large bruise on her face. Gregore will be friendly with the characters. Becoming slightly aggressive if asked about his wife, or the blacksmith. She will not speak, save for simple yes or no answers. He will ask if the characters have seen Sven and Ollie. Inquiring if can hire them to go into the sewers to find them. Strange sounds have come from the sewers, and a few of the towns folks animals have gone missing. So Swen and Ollie were hired to go down into the sewers and set traps. They have been down there two days. Grigore fears for their safety. Grigore would like to hire the group, a stout assembly of adventurers, to go into the sewers, find out what's down there and hopefully rescue Swen and Ollie. He doesn't expect the characters to do this out of the goodness in their hearts. He is offering a hundred gold pieces. Plus, anything they find in the sewers they can keep. (Remember these are first level characters, so one hundred gold pieces, even divided is big money.)

Gristmill Rumors
(Roll 1d4 once per character, except for Thieves, and Halflings which roll twice.)
  1. Markus has been acting shadier than usual. I think he's stealing from customers as they sleep.
  2. Victor the blacksmith is a bad person. Don't let him fool you. Watch yourself around him.
  3. Sven and Ollie are good lads. Something's not right with them being away so long.
  4. Somethings stealing the fishermen's catches on the rivers.
    If they accept Grigores offer to search the sewers he will guide them (when they are ready) to the sewer entrance at the river. Leading from the river into the sewer is a black iron bar gate. Grigore will go no farther than the gate. Inside, the sewer is built from simple grey stone blocks, with an arched ceiling. Moist and covered in moss and slime, it feels slippery to the touch. The center of each corridor is a 4 foot wide trench which the refuse flows in. Each side of the trench there is a three foot wide cobblestone walkway. Thru the trench flows murky, stinking water.







1. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps.

2. The catch basin, multiple clay pipes empty into this room. Where the tainted water collects and flows out. It's also the home to a group of 1d4 Devil Frogs. Searching the murky water will reveal 4d6 copper pieces.

3. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d2 traps.

4. This tunnel has a group of 1d4 Devil Frogs gathered here. As well as the well chewed on corpses of Sven and Ollie. If they search the bodies they will find a total of 12 gold pieces, and a sack with 2 traps.

5. This catch basin, is the lair of the Giant Devil Frogs. 1d4 Giant Devil Frogs can be found here. Searching the murky water will reveal 4d6 copper pieces, 2d6 electrum pieces, and a ruby worth 25 gold pieces.

    When the water is entered there is a chance the character contracts a disease. Make a saving throw vs Poison. If the character fails, they have a 25% chance of dying in 1d6 days. Character loses 1d4 from all attributes, per day till death. Even if they are not on track for death, they need bed rest for the 1d6 days. Otherwise operating at 1d4 minus from all attributes till the days are up. A successful save means the character does not contract the disease. The spell Cure Disease will cure this infection.


Devil Frog

AC: 7
HD: 1-1
Move: 90' (30")
Attacks: 1 Bite
Damage: 1d2
No. Appearing: 1d4
Save As: Normal man
Morale: 5
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP: 2

    These are huge red skinned frogs. Minimally 2' long, and weigh 10-15lbs. They do not have teeth. But the jaw bone protrudes through its gums. This jaw bone is serrated like a hacksaw blade. They are carnivorous, and very aggressive.

Devil Frog, Giant
AC: 12
HD: 2+2
Move: 90' (30")
Attacks: 1 Bite
Damage: 1d4
No. Appearing: 1d4
Save As: F1
Morale: 6
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP: 25

    These immense frogs can grow to the size of a donkey, and weigh up to 250lbs. The are bright red like their smaller brethren and have the same hacksaw jaw bone teeth. The giant frogs have 15' long tongues, and on a successful hit they are able to yank any being the size of a dwarf or smaller toward their mouths for a bite attack. Victims no larger than a halfling may be swallowed on an attack roll of 20. Any creature swallowed will suffer 1d6 hit points of damage per round as the frog digests it.

Monday, March 18, 2019

Empire


    So I've been thinking about my "Empire" setting from forever ago. I feel like messing around with it. I will have some free time forced on me tomorrow. So I'm going to take advantage of it. So the plan is to flesh out the races (stats wise), and then the classes. I plan on using RC/BX for the rules base. As that is my favorite. 5e would work as well, but I think I want to keep this old schoolish.

So the races,

Human (Common, balanced creatures found in most games)
Ursa (Large, shaggy/hairy, sasquatch/bear like, humanoids)
Geck (Small goblinoid, creatures)
Lizardfolk (Lizard humanoids)
Saqar (Cactus like humanoid plants)

Classes,

Soldier
Doctor
Scout/Hunter
Engineer
Gentry
Burglar
Pickpocket
Grifter
Warrior
Champion
Shaman

Monday, August 7, 2017

Septure, a Place and Adventure in Ardeal

Septure, a Place and Adventure in Ardeal

    This adventure/location is for my Ardeal Setting. The system being used for this I use Sabres and Witchery, which is a variant of Swords and Wizardry. Both available for free. It can be easily converted to any OSR, D&D, or even 5e D&D at a GM's preference. This adventure is written with first level characters in mind. Now this can start any way the GM sees fit. Perhaps the characters start in the traditional fashion, meeting and joining up together in the tavern. Or perhaps they are already a group, riding into town after a long journey through the wilderness. Regardless, the hamlet should be a pleasant respite from the dreary wilderness.

    The sleepy little farming hamlet of Septure is located in the Întuneric Forest, along the Grey Mountain river. Build atop the ruins of a town destroyed hundreds of years ago in the great purge. The only remaining feature of the previous town is part of ancient the sewers. The hamlet consists of a tavern, blacksmith, and gristmill. Regardless where the characters go. Be it the tavern, blacksmith, or gristmill the locals of Septure are filled with rumors.

The Tavern
    The Wolf's Head tavern is a small, dark slat board building. The lower floor consists of the public room, and bar. The upstairs contains three rooms for rent. Run by Markus an ornery man of ill disposition, and body. His only employee is Sofia, a pretty girl with an empty head.
    Typically a few farmers can be found here in the evening. Hard working folk of generally good disposition. Artimus the town drunk can be found here all day. Drunk, friendly, mostly reliable, he is always looking to make some coin to pay his bar tab.

Tavern Rumors
(Roll 1d8 twice per character, except for bard/thief/rouge types which roll three times.)

  1. Those dunderheads Sven and Ollie were hired to set traps in the sewer to catch those imaginary rats. No one's seen them in a couple days. They took that money and let left. Grigore from the gristmill was a fool for hiring those louts.
  2. I'm worried about Sven and Ollie. They've been down in the sewers for days.
  3. Grigore's wife has been sneaking about with Victor the Blacksmith. A reckoning is bound to come.
  4. Markus hasn't always been such a jerk. His attitude turned sour when his daughter left the hamlet with that Black Friar.
  5. Have you heard about the village Bodružal? People have gone missing.
  6. Sven and Ollie have been playing tricks on people down by the river, and now that idiot Grigore is paying them to prank. A pack of fools they all are.
  7. Something evil has crept into the sewers. I don't know what, but I can hear it, feel it.
  8. Something's not been right with Grigore at the mill for a while now.
The Blacksmith
    The Blacksmith shop is a collection of small stone buildings. Run by Victor, a mountain of a man. With a heart bigger than the tallest oak. He offers a range of common iron wares. (No weapons, besides a wood axe) Glad to engage in conversation.Unless it turns toward the miller's wife. He is then very quiet.

Blacksmith Rumors
(Roll 1d4 once per character, except for bard/thief/rouge types which rolls twice.)
  1. No one's seen Sven and Ollie since they went into the sewers. I'm worried about them.
  2. Something's wrong with Grigore the miller. He hasn't been himself in a couple of months.
  3. Markus wasn't always the sourpuss he is. It wasn't till his daughter ran away with that thieving vagabond.
  4. Fisherman have said something big is stealing their bait, and wrecking their nets.
The Gristmill
    The gristmill is run by Grigore. A haggard man, that visibly appears to have a lot on his mind. The gristmill is run by Grigore and his wife. A black haired petite woman, that would be a looker if it wasn't for the large bruise on her face. Gregore will be friendly with the characters. Becoming slightly aggressive if asked about his wife, or the blacksmith. She will not speak, save for simple yes or no answers. He will ask if the characters have seen Sven and Ollie. Inquiring if can hire them to go into the sewers to find them. Strange sounds have come from the sewers, and a few of the towns folks animals have gone missing. So Swen and Ollie were hired to go down into the sewers and set traps. They have been down there two days. Grigore fears for their safety. Grigore would like to hire the group, a stout assembly of adventurers, to go into the sewers, find out what's down there and hopefully rescue Swen and Ollie. He doesn't expect the characters to do this out of the goodness in their hearts. He is offering a hundred gold pieces. Plus, anything they find in the sewers they can keep. (Remember these are first level characters, so one hundred gold pieces, even divided is big money.)

Gristmill Rumors
(Roll 1d4 once per character, except for bard/thief/rouge types which rolls twice.)

  1. Markus has been acting shadier than usual. I think he's stealing from customers as they sleep.
  2. Victor the blacksmith is a bad person. Don't let him fool you. Watch yourself around him.
  3. Sven and Ollie are good lads. Something's not right with them being away so long.
  4. Somethings stealing the fishermen's catches on the rivers.
    If they accept Grigores offer to search the sewers he will guide them to the sewer entrance at the river. Leading from the river into the sewer is a black iron bar gate. Grigore will go no farther than the gate. Inside the sewer is built from simple grey stone blocks, with an arched ceiling. Moist and covered in moss and slime, it feels slippery to the touch. The center of each corridor is a 4 foot wide trench which the refuse flowed in. Each side of the trench there is a three foot wide cobblestone walkway. Thru the trench flows murky, stinking water.







1. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps. Make a Saving throw or 1d4 damage. Unless of course someone has found them already.

2. The catch basin, multiple clay pipes empty into this room. Where the tainted water collects and flows out. It's also the home to a group of 1d6 Devil Frogs. Searching the murky water will reveal 4d6 copper pieces.

3. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps. Make a Saving throw or 1d4 damage. Unless of course someone has found them already.

4. This tunnel has a group of Devil Frogs gathered here. As well as the well chewed on corpses of Sven and Ollie. If they search the bodies they will find a total of 12 gold pieces, and a sack of 2 traps.

5. This catch basin, is the lair of the Giant Devil Frogs. 1d6-1 Frogs can be found here. Searching the murky water will reveal 4d6 copper pieces, 2d6 electrum pieces, and a ruby worth 25 gold pieces.

    Any time the water is entered there is a 5% chance the character contracts a disease. A saving throw is permitted if they fail they die 1d6 days later. If successful the character after the sewer adventure becomes ill and is bed ridden for 30 days. At the end of which there is a chance the disease proves fatal. Make a save, if successful. Character is cured. If they fail, they die. (GM may allow a second roll to confirm the failure) The spell Cure Disease will cure this infection.


Devil Frog

AC: 12
HD: 1-1
Attacks: Bite
Special: None
Move: 12
HDE/XP: 1/10

    These are huge red skinned frogs. Minimally 2' long, and weigh 10-15lbs. They do not have teeth. But the jaw bone protrudes through its gums. This jaw bone is serrated like a hacksaw blade. They are carnivorous, and very aggressive.

Devil Frog, Giant

AC: 12
HD 1+1
Attacks: Bite
Special: Tongue (See below)
Move: 18
HDE/XP: 1/15

    These immense frogs can grow to the size of a donkey, and weigh up to 250lbs. The are bright red like their smaller brethren and have the same hacksaw jaw bone teeth. The giant frogs have 15' long tongues, and on a successful hit they are able to yank any being the size of a dwarf or smaller toward their mouths for a bite attack. Victims no larger than a halfling may be swallowed on an attack roll of 20. Any creature swallowed will suffer 1d6 hit points of damage per round as the frog digests it.

    Notes: This is a subtle revision of an adventure I have ran in the past, for my Ardeal setting. Its weird trying to write this out. Hope its up to you folks standards. Or if nothing else can be easily savaged into what you want or need. Yes the map says Carp River. the Settings changed. Deal with it. I'm not going to mess with changing it. Again deal with it. It's OK trust me, I play a doctor on TV.

Monday, April 10, 2017

Windsor Camp

    Just to the north of Wolfsdale, near the the crossing of both of the king's highways is a permanent gypsy camp. Made up of a few permanent builds, and a couple dozen wagons. Most of the wagons haven't moved in at least a decade or better.
    While mostly accepted by the local community. Their are a couple bad apples that give the place a bad name. Provoking a bit of discrimination. A skinny, smooth talking man named Shifty cooks illegal alchemicals and herbal remedies. A dirty, fat man with a bad attitude named Blake is a black marketeer. A good looking, chain smoking woman, with a heart of gold wrapped with a dirty sock, named Penula runs a sometimes crooked card game.
     The vast majority of the people are hard working good folks. Like Miss Alitony a sweet little old lady is a fortune teller of great power. Then there's Richard Turner. A stout man of few words. A wood worker, his creations are just this side of magical, sometimes more.
     In reality the biggest beef the village has with the encampment is the question of grazing rights. As the camp maintains a large flock of sheep.

Monday, March 20, 2017

Johnny Apples

    Over a century ago, a wandering druid known as Johnny "Appleseed" Chapman wandered through the kingdom of Michigoomy. Along his travels he planted magic appleseeds. These seeds bloomed into special trees. These trees bear magic apples known as Johnny Apples. Powerful magic is contained in these fruit. The trees are now quite rare. Their locations closely guarded family secrets. Occasionally these can be found for sale for large amounts of gold.

Magic Apples
    Eating the apple the character will heal 2d6 hit points, acts as curse disease (as per spell), and curse poison(as per spell). Eating a slice a day will improve saves vs poison/disease +1 for the day. Because of their magical nature the are resistant to rot. Picked apples last twice as long as a normal apple. Even a cut up apple will not rot for one week. Apples can be cut into 6 slices.

Saturday, March 18, 2017

Muskrat, Giant

Muskrat, Giant
AC: 7 [12]  HD: 4  Attacks: Bite 2d4  Move: 7 on land, 14 in water.

A few of the Giant Muskrats in Wolfsdale have been mutated by illegal alchemical waste dumped in the river. Roll 1d6 on the following table to determine mutation.

  1. Two headed. Two attacks per round.
  2. Thick rubbery hide. AC5[14]
  3. Breathes Fire. 1d8 dmg, cone, three times a day.
  4. Poison Bite. After bite, if save is failed target paralyzed for 1d4 rounds.
  5. Spits Acid. Range 10' 1d4 dmg for 1d4 rounds
  6. Roll twice on table. (Additional 6 ignored)
Properly tanned the hides of these creatures are worth good money.

Friday, March 17, 2017

Inspiration Struck, Wolfsdale

    So inspiration has struck me. Or perhaps the fever has gripped and tweaked my mind. (Seriously, sinus infection is kicking my ass.) But anyways I was reading Justin Isaac's "Halls of the Nephilim" blog. He has a series of posts about Portsmaw. Which is a fantastical americana mash up of his home town of Portsmouth, Ohio. I love the combination of fantasy and americana Justin is doing. It really interests and amuses me. Not unlike Wampus Country by Erik Jensen.
    So it struck me. Why not do the same thing for the little village I grew up in? I have a ton of ideas. I do know a bit of the villages history. Doesn't hurt my grandmother wrote a book about the history of the village. But I wanted a way to fill in even more. So I thought about Jack Shears 13 questions. Having read it recently. Then thought, well I should use 20 quick campaign questions by Jeff Rients as well. Between those two thought generators and my own fevered (literally) mind should be able to bang out something very cool.

So without further adu,

Jacks Thirteen Questions

Tell me about a church, temple, ashram, etc. in this neighborhood
     The Church of Celestial Light is the largest church in the village. Run by the Reverend Thoth James. It always puts on a chicken BBQ on The Great War Memorial Day, and sponsors dinners and activities throughout the year.

Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
    Wolfsdale Hardware sells everything from frying pans, to shovels, to muskets. The owner Bill Strohs is a former tradesman that worked in the Capital. Always seen with a mug of lager. But no matter how many he drinks, he never seems drunk.

Tell me about someone who sells something illicit in this neighborhood
    Looking for Halfling Leaf, "magic" mushrooms, or alchemical irregularities? Oliver Gretch is your gnome. TYpically can be found milling around the picnic tables by the dam, and drinking in "Frederick the Greats" bar.

Tell me about a powerful wizard, sorcerer, or warlock in this neighborhood
    Formerly that would have been Tisdale Hull. But he died ten years ago. He is still seen occasionally. As his corpse rouses itself from its mausoleum, and visits the village. While mostly harmless. He has a tendency to tell people they are doing something the wrong way. Then explaining the way it should be done ad nauseum.
    His son Trenton Hull is probably the most powerful in the village. Though no where the level that his father was.

Tell me about a feared warrior who lives in this neighborhood
    Bart "Breaker" Barrs. Rumored to have been magically joined with a bear at birth. He is a giant brute of a man. Veteran of the Toledo Skirmishes. He is a merc for hire. Carrying a ridiculously large musket, and a zweihander sword given to him by his grandfather.

Tell me about someone who is wealthy in this neighborhood
    Corner Bronson owns most of the town. One of the genuinely friendliest people that you will meet. Always ready to help those in need. Seems to find a job in his little empire for anyone that asks. A deacon in the Church of the Celestial Light, and the mayor of Wolfsdale. Never seems to have been the victim of a theft or housebreaking. Secrets seem to hide somewhere.

Tell me about someone you can go to for help in this neighborhood
    Warden Casement, is the Warden assigned to the village by the king. While pledged to protect the kingdom. Helps the right wrong doings in the village.

Tell me about someone you can go to for information in this neighborhood
    Stu knows everything going on in the village. A professedly homeless dwarf that wanders about the village, with a group of seemingly stray dogs. A minor wizard, he sees, and hears things through his surely omnipresent dogs.

Tell me about a gang or criminal organization operating in this neighborhood
    The only visible criminal element would be the river rats. But in truth they are only concerned with using illegal alchemicals, and halfling leaf. The real criminal syndicate in the village is the Horseshoe Club. Using the front of the horseshoe tournament league, they are a large producers, and distributor of illegal alchemicals in mid Michigoomy.

Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
    "Frederick the Greats" Bar, is the only place that serves alcohol in the village. Depending on the day it can be sleepy, or a rousing party. The Horseshoe Club typically holds court nightly at the back round table. The bar features a large outdoor patio, with a wood fired oven. Known for their pig in a blanket appetisers.

Tell me about an ongoing problem in this neighborhood
    The elf tribe up river is growing angry about the numerous alchemical stills they keep finding on their land. Blaming the village, they may soon be roused to be more proactive in their protection of their lands.

Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
    Card games can be found in the bar, and in the villages restaurant. Of course a game of horseshoes can be found every afternoon at the Lions pitch.

Tell me about a food or drink that is popular in this neighborhood
    Lager brewed in the village by the Ten Penny Brewery, is the most popular. Food wise the village is known for its chicken BBQ.

Jeffs Twenty Questions

What is the deal with my cleric's religion?
    Their are many churches are the area. Clerics are never called clerics here though. Always Preacher, Reverend, or Minister. The biggest is the church of the Celestial Light. Others include the Temple of the Immersed, The Independent Sovereign Souls, and the Brotherhood of Briars.

Where can we go to buy standard equipment?
    The Wolfsdale Hardware, is the best place. Kraigs Emporium specialises more in food stuffs, but has the occasional find. KC's corner store has good selection of alcohol, legal alchemicals, tobacco, and very common items.

Where can we go to get platemail custom fitted for this monster I just befriended?
    Not in town. Your best bet would be to seek out the Good Brothers that live just outside of the village. They custom forge all kinds of devices and equipment at their metal forge.

Who is the mightiest wizard in the land?
    See above

Who is the greatest warrior in the land?
    See above

Who is the richest person in the land?
    See above

Where can we go to get some magical healing?
    Any of the churches can help, though the price/task they ask of varies.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
    As before, any of the churches can help, though the price/task they ask of varies. But the only religious group that will deal with death is the Brotherhood of Briars. Though you might not care for their price. Nor the taint that comes with it.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?
    No guild per se exists here in Wolfsdale. But an informal club known as the Blue Lanterns meets at the library twice a month. Most members are lower level casters.

Where can I find an alchemist, sage or other expert NPC?
    No one place exists. But you can typically can be pointed in the right direction of one, by someone at the Bar, Restaurant, or Barbershop.

Where can I hire mercenaries?
    Definitely at "Frederick the Greats" Bar.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
    No not really. If found using dangerous magic, or brandishing weapons in the village, one might find themselves on the wrong end of a vigilant committee led by the warden.

Which way to the nearest tavern?
     Frederick the Greats is the only bar in town. At least it is after the Sunset Saloon just outside of the village burned down mysteriously last year.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
    Giant Muskrats have been beginning to hassle boat traffic on the river as of late. The Kobold den in Potters Hole have been seen again lately. Surely they are up to no good. Rumors of mutated animals have been filtering in from the countryside.

Are there any wars brewing I could go fight?
    The Toledo Skirmishes have started heating up again.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
    Not in Wolfsdale, but you could definitely find that kind of thing in the Capital city to the north.

Are there any secret societies with sinister agendas I could join and/or fight?
    Lots. The Horseshoe Club, the River Rats, and certainly the Brotherhood of the Briar is involved in something unsavory.

What is there to eat around here?
     Claimed to be the best Chicken BBQ in the state.

Any legendary lost treasures I could be looking for?
    Its claimed that the villages founder Issac Wolf was buried with his wood axe. The axe is claimed to posses great powers. Different powers depending on who is telling the story. Unfortunately the founder was buried in a secret location. Which has never been divulged by the family. Who has since died off, with no heirs.

Where is the nearest dragon or other monster with Type H treasure?
    That would be four or five leagues to the south west. A great red dragon resides in the city Chartucky. But why would you want to kill, and/or rob the leader and savior of that city? 

Wednesday, March 8, 2017

One Shots

    So I was wandering about a forum, and someone asked an interesting question. What system is best for a one shot? I of course have my preferences. OneDice, 1PG, XPG, and Risus. All of them very serviceable, for more than a one shot even.
    I've spoke before about OneDice. I really like this game. Its got that just right about of crunch, but still very light. Where as Risus sometimes seems to lite to me. Don't get me wrong its a fun little game. That I have run, and would run again. !PG/XPG is a great game as well. Very underrated in my opinion.
    But back to the question. A poster on the forum gave the best answer I have heard/read. Your favorite. That totally makes a lot of sense. Your familiar, you know its ins, and outs. Plus if your group is also familiar, which if they are your group and you've been throwing dice with them for a while your bound the be. Its just that much easier.
    For example, probably my go to fantasy game would probably be D&D Rules Cyclopedia. I could grab any of my players, or even people that haven't played. I could totally wing it and bang out a one shot easy. I've done it.
    So guess my point to all of this is keep it simple, keep it familiar. I suppose that could explain a lot of the interest, and varying games of the OSR. Some thoughts for you to chew on.

Wednesday, September 28, 2016

Viking Weapons

    The viking weapon list is a little different from the standard D&D list.
Simple Melee Weapons

  • Dagger/Knife
  • Handaxe
  • Javelin "Gaflak"
  • Spear
Simple Range Weapons

  • Sling
Martial Melee Weapons

  • Battleaxe
  • Glaive "Atgeirr"
  • Greataxe
  • Halberd "höggspjót"
  • Longsword
  • Shortsword "Sax"
Martial Ranged Weapons

  • Longbow
Armor

  • Padded
  • Leather
  • Chain Shirt
  • Shield
  • Helmet
A typical man had a shield, an axe or a spear. A lot of them carry a sax as a secondary weapon. A wealthy man would own a sword. Very expensive and passed down as heirlooms. Swords are named by their owner.

Tuesday, September 27, 2016

Further thoughts on viking bards and clerics

    So I've been thinking more about Clerics and Bards. I've got two different styles in mind. Not sure which direction would be better.
    So first off no real changes to what I've already posted. One thing I did miss was the elimination of turning undead. Doesn't seem right to me to be included.
    Second idea is a mildly radical change. (I know that kind of a oxymoron, but roll with me here a minute.) Elimination of spells completely. Bards would have more or less boosting abilities through their poetry. Example, poem of inspiration raises the parties attack bonus for the fight. Or boost a character's strength, and etc. Then clerics wouldn't really be clerics per say, as much as they would be devout follower of a particular deity. Whom they may ask a favor or boon of. I keep thinking of the line from Conan the Barbarian.

"Crom! I have never prayed to you before. I have no time for it. No one, not even you, will remember if we were good men or bad. Why we fought, or why we died. All that matters is that today, two stood against many. That's what's important! Valor pleases you, Crom; so grant me this one request. Grant me revenge! And if you do not listen, then to hell with you!"

    Now that I write that down the line between bard and cleric kind of blurs to me. Perhaps I'm over thinking the whole thing. After all I want it to be a mythic campaign so to speak. So they will be fighting mythic creatures, and such. As well as other humans/warriors. I've got to ponder this all a bit.

Monday, September 26, 2016

A viking class forgotten


    I forgot a class. But in turn it's a little bit of a problem as well. The Bard aka Skald, seems to scream viking campaign to me. But that also brings up the specter of magic. So I thought a bit about this today. Bards don't really have fireball and such in their spell list. So maybe it's ok. Perhaps a bit more magical than I would like but ok. Maybe some how tie it into runes somehow. I would think the musical aspect would be tossed in the trash and replaced by poetry. That would be very viking and bardish. (Is Bardish a word? It is now, true believer.)
    Perhaps do the same with clerics. The cleric spell list would definitely need some tightening up. No Guiding Bolt for example. I think a cleric should favor a particular god. But venerate them the pantheon. Obviously the god list would be easy to put together. Not to mention finding the aspect of the favored god, and applying it the the cleric's domain.
    The big question is are Druid appropriate to the campaign. If this was straight up celtic I would say yes. But... Something to ponder. As for now I would be inclined to say no.

Vikings on the mind


    So i've been thinking about Vikings a lot lately. I think a fantasy viking campaign would be very fun. So I thought a little about the basics, characters. What classes should be allowed in a 5e game. So heres my little list.

  • Fighter/Warrior
  • Barbarian/Berserk
  • Ranger/Scout
    Cleric is a maybe. I say maybe because I'm not a big fan of characters casting magic in the campaign. But at the same time a pagan shaman of some sort wouldn't be to bad. But its the casting that gets me. I don't like it. Not for this type of game.
    There are restrictions of equipment available as well. But that's next time.


This website here has a ton of interesting information.

Monday, September 19, 2016

Plans

    So I've been thinking about my gothic setting Ardeal. As I'm going to eventually run a game in it for the wife. Its been a crazy couple weeks work, home, and health wise. So it hasn't taken off yet. But I've been pondering what to do, and what to use.

    I'm going to run a real simple scenario to begin with. Find a gypsy van that has been attacked by bandits. The wife and the survivors hunt down the bandits to their lair and deal with them. Its a bit more complicated than that. But that's the reader's digest version.
    Then on to a village that's being menaced by evil, coming down from the haunted mountain.
But after that I have not set anything in stone. I want to see what happens and make it fit together organically if you will.
    But I do have a list of thing I would like to weave together.
  •  The Bone grinder scenario from Curse of Strahd
  • The village of Vidra from my Ardeal setting. Lots going on there.
  • Using factions and tracking where the players stand with them
  • Gallows of the Crossroads from Ardeal.
  • Weaving together of Strahd and Ardeal's Koschei the Immortal, King in Yellow
  • I'm totally stealing the idea of Ravenloft creeping into the area (Jack Shears campaign idea) as opposed to being stuck in Ravenloft.

Saturday, September 17, 2016

Adventures in Middle Earth


    So I'm sure all have heard about the middle earth 5e book coming out from Cubical 7. I've been reading a lot of stuff about it. Its sounds very good. A good meshing together of the system and setting. Something that I think could be hard to do. But sounds like it been done, and done well. I'll reserve final judgement on it till I read it myself. But all signs look promising.
    I've also heard some scuttlebutt about people using this to run Curse of Strahd. That really interests me. I think an AiMe low magic, alternate flavor of 5e might be great for this. We shall see.

Wednesday, September 7, 2016

One Page


    I really like one page games, or at least the idea of them. There's something wonderful about a game and the trimmings in a page or two. Things like this from the Metal Earth Blog. Or Swords and Wizardry Lite Eric Tenkar has been working on. At the same time its like a piece of toast with butter and jam. So tastey and wonderful. But quickly gone. Leaving you wanting something more substantial.
    Kind of like BECMI back in the day. I remember my the old red box I got as a lad. So wonderful. But left me wanting more, the rest of the series. At the same time three main books and the rest is gravy. As shown by AD&D, 2nd, 3rd, 4th (I don't like it but it fits the model), and now 5th.
     But then there's things like CoC. All you need to play for eons is just the main book. Which is nice reference wise and nice to the wallet.
    I suppose 5e gave that taste of toast and jam, with the starter set. Then releasing the core books one by one. Heck they even cornered the main rulebook thing with the players handbook. With the little bestiary in the back. Something to ponder.

Tuesday, August 30, 2016

My solution to henchmen


    Well I think I found a decent solution for a 1st level characters henchmen. Its been staring me in the face, and I didn't see it. Till I did. Commoners. Commoners are the perfect henchmen. Not as powerful as the characters, and semi useful. Plus as a bonus, it think that commoners will fit way better into the scenario that I have planned.
    Before you ask, no we have still not played. That stupid real life thing keeps getting in the way. Hell as I write this we are waiting a phone call. So that we can go retrieve furniture. Which was supposed to happen soon as I got out of work. But then got bumped back to around seven. Which I'm betting will turn into eight real easy. But whatever. Stay tuned an after action report will follow.

Friday, August 26, 2016

Henchmen

    So I've been thinking about henchmen. I'm going to be running a game with the wife. I think she might need some extra firepower so to speak. So I've been reading the 5e rules. She's going to be starting at 1st level. I cant see her hiring NPC of the same level. I also cant think of why an NPC from the back of the MM would work for a 1st level character. Hell they would probably hiring the character as a henchman. (or henchwoman in this case.)
    So what to do? I think I have a solution. Start them as zero level characters, so to speak. Using the tables in the DMG, randomly determine the character like the high stat, and the low stat. give them a back ground and the proficiencies that go with it. Boom zero level character. After they gain 300 xp they can then progress into a class.
    As far as equipment. The background equipment is it. Unless they do not have a weapon. Then give them a club. They start at 1d4 hit points. When they gain a class they gain the classes hp.
    What do you folks think?