Tuesday, January 23, 2024
Jennell Jaquays Memorial Campaign
Monday, November 6, 2023
My Stocking Procedure
Step 1: I take the map I am going to use (whether drawn by me or someone else) and count the number of rooms - excluding sub-rooms that are marked with letters. 2 gets counted; 4a-4d is all just one room. I take this number and divide it by 3, possibly rounding up or just adding one if I'm feeling frisky that day. This is the number of monster encounters I will spread throughout the dungeon. It's also the number of treasures I will place. To get the number of traps, I divide the new number by 2. Easy peasy.
- Boss
- Miniboss
- Miniboss
- Grunt
- Grunt
- Grunt
- Mook
- Mook
- Mook
- Mook
I decide what each of these encounters is going to be so that a level one dungeon might have...
- Boss: Ogre
- Miniboss: Grey Ooze
- Miniboss: Tarantella
- Grunt: Ghoul
- Grunt: Orc
- Grunt: Orc
- Mook: Goblin
- Mook: Goblin
- Mook: Stirge
- Mook: Skeletons
- 1 Ogre
- 1 Grey Ooze
- 1 Tarentella
- 2 Ghouls
- 4 Orcs
- 3 Orcs
- 6 Goblins
- 8 Goblins
- 10 Stirges
- 10 Skeletons
I generate the treasures assuming 250 x Dungeon Level or Assumed Level of Adventure for the treasure parcel. If I have a lair from step 3 I instead use the treasure type conversion guide in the doc. I count 19s as well as 20s as magic because that seems more fun to me but your mileage may very, as they say. For half the hoards I roll the size of the hoard without modifiers, but knowing half the hoards will be ungraded I only generate those as 1d3 parcels.
Step 5: I spread the monsters and treasure among various rooms, having half the monsters not have treasure (other than perhaps pocket change I'd roll in session) and having half the treasure be unguarded by monsters.
Thus ends the stocking procedure. I of course add specials and tricks and dungeon decor, but that stuff is harder to make procedures for.
If you want to know why I have such a rigid schema, it's because it 1) Quiets the Voices in my head. This is it's primary function but 2) it works. I am at least going to get a solid session (or more likely several) if I follow this procedure.
Monday, September 4, 2023
The Spiral of Horror - A Campaign Frame
I've been playing World of Horror, which officially releases next month (and which you should grab before it's price goes up with that official release), and it's made me think about an old campaign frame I once discussed with one of the Nightwick Regulars but still haven't been able to pull off. Here I wish to revise that campaign frame into something more concrete and see how it sounds to my gentle readers.
First, we need the equivalent of the Spiral from Uzumaki, the overall theme and phenomenon that will drive the strangeness of the campaign. Here is the first place I wish to borrow from World of Horror: we're going to have the imminent return of a Great Old One. For my example here I'm going to pick Cthulhu but I think you'll see any of them can work. An important thing here is we don't want one organization that is trying to summon Cthulhu, but rather he is coming and his influence is spreading throughout the world. If you're playing Delta Green, we can do that literally, but if we're doing more traditional Call of Cthulhu or Liminal Horror, or especially if you're doing Liminal High School, we're going to be focusing on how this effects one town.*
Why a Great Old One? They're thematically broad, like the core phenomenon of Uzumaki. Cthulhu is most utilized in scenarios in the form of Innsmouth/Deep Ones stuff, but remember that the story the Call of Cthulhu is about his effects on dreamers and artists. The madness of dreams could certainly show up in a number of scenarios, as could ancient artwork that seems to resemble the modern, or what of the "white pulpous thing" in the swamps of Lousiana or the stellar nature of his star spawn, or even his defeat of other intelligent races in Lovecraft's Mythos? Maybe a Elder Thing ruin activates an ancient weapon meant to stop Cthulhu's return based on math created by that ancient race but now it will destroy the town the PCs occupy. I dunno. Lots of stuff. If you need ideas for expanding the meaning of your respective Great Old One, check out the section on them in Trail of Cthulhu or, if you have it, the d20 version of Call of Cthulhu.
Next we come up with 1d4+2** of mysteries around the town.*** In my head players will have access to the hooks for these all at once. In my original Lerouxville campaign the analogous list of hooks came in the form of the notes of a missing friend. He had collected a number of notes on the outer layers of various mystery-onions**** and the players could kind of pick which one they wanted to investigate. Unfortunately I did not have these as thematically consistent as we want here - they were just a bunch of weird things - nor did I have the intention of ever revealing the fate of the missing friend. In hindsight I should've probably made that explicit - "you're never going to actually find out who killed Laura Palmer, that's just the frame for the other stuff" - but the first part is remedied by this campaign model. How you develop these mysteries is up to however you do it normally. I'm a fan of the method in the DG Handler's Guide, but you do you.
For the sake of our Cthulhu example, and because I have Liminal High School on the brain, maybe some high school Wicca types were all visited by him in a dream and now they're out in the swamp feeding people to those polypous things. Get a list of NPCs, leads, maybe a handout for one of their dream journals, and you have a scenario.
As I hinted at above, our example for this is going to be a dream-driven deep one with a fire axe that'll attack the PCs during one of their investigations. What's his deal? Unfortunately for the PCs, that's likely to be a dead end; however, he sets up the broader theme of the Great Old One thematically and introduces an element of horrific synchronicity into our game.
So why do this? What do we get out of it? Well from our example one thing we get out of it is potentially a higher density of weird moments instead of mundane detective work. I know a player who has disliked most of the CoC/DG games run by the Nightwick Regulars because of the lack of relative action. This perhaps does something to remedy that. Hopefully. It also sets up foreshadowing for the final bad thing in our Uzumaki spiral. And if you want to be real pretentious about it, and this is hack work, remember, it adds to the horror of the unknowable or some shit. Spooky!
* You could probably do that with Delta Green too.
** Not necessarily literally rolling dice but I wanted to be more concrete than "a handful."
*** Or world. Whatever.
**** To slightly borrow a metaphor from some asshole.
***** Get it? Because of the ocean?
Wednesday, April 5, 2023
The World is a Haunted House
Saturday, June 29, 2019
Hexes for a Golden Voyage
The following hexes are adapted from the seven voyages of Sinbad the Sailor. In some cases I have done minor adaptations to make it more D&D-like. When hexes are on the same island I will not so with a parentheses next to the XXXX entry.
XXXX What appears to be an island is actually a fish of enormous size that has slept for many years. Sand has accumulated upon it and shallow rooted jungle trees have even taken root. Should any fire be set on the fish, or perhaps an anchor stuck into its side, it will awaken and return to the bottom of the sea. Anyone on the island when this occurs must make a Saving Throw or be swallowed up by the sea, starting the next round 100' or more below the depths. Those that succeed tread water on the surface. Heavy metal armor will cause an automatic failure. Should the creature be attacked, it has 36 HD. It is easy to strike, but only weapons with a +2 or higher bonus or that are meant for sieges (such as a cannon or ship's ballista) will damage it.
XXXX This heavily wooded island has a wide shore. A beautiful black mare has been tied to a stake in the surf. Anyone approaching the mare will be beckoned by a man who waits unseen at the shore. He well ask the characters to wait with him in a underground chamber. He is a groom of the king of the city in hex XXXX. He is awaiting a hippocampus to come and mate with the mare. Any foal born of such a union will be able to gallop tirelessly, having double movement speed in overland travel. If the characters refuse to wait with him, he will bang his shield and summon his 6 fellow grooms (HD 1+1, AC 15, armed with spears and daggers) to attack.
XXXX This island is the home to a mated pair of rocs. They spend the daylight hours hunting the giant snakes that live on the island in hex XXXX (see below). The island has three eggs buried partway in the sand and those not expecting such eggs my believe they are domed buildings without obvious entrances. Should the egg or hatchling of the rocs be taken to a noble or king rich enough to afford it, each of the three will fetch 3000gp, though woe be unto the noble who buys them. Should the eggs be struck or stolen, the rocs will attempt to sink any boat belonging to men associated with the act. A negative initial reaction roll will mean that the rocs think that a ship could serve as a meal. Unless their children are disturbed, the rocs are unlikely to pay attention to individual humans.
XXXX (Isle of Gems) This hex is full of a sandy desert infested with giant, venmous serpents (HD 4+2, AC 14). The snakes rarely emerge during the daytime due to fear of the rocs in hex XXXX (see above). Anyone wandering through the desert at night will encounter a snake for every 5 minutes of travel.
XXXX (Isle of Gems) The mountains in this hex are jagged and difficult to climb, but their heights are covered with gemstones (tigers eye if you're feeling cheeky). A group of merchants who know the secret way up the mountain through the skinned corpses of sheep down the mountain to collect the gems. Anyone who does so, or finds a sheep thrown by another person, will get 250gp in gemstones.
XXXX (Isle of the Apes) The shore of this island is home to 300 ape-men (HD 1+1, AC 14, Claw 1d6 or weapon) who can climb with such alacrity that they can easily get onto a ship even from the swirling ocean. They will cut the sails and ropes of any boat as well as carrying away any goods or treasure aboard. They will ignore anyone who does not attack, but if one is struck all the apes will move to attack the assailant if possible. They lair in a subterranean village, where they hide from the giant (see below), and have collected 1000gp in spices and other goods. No one is certain what they do with it, even seemingly the ape-men.
XXXX (Isle of the Apes) A large "abandoned" manor serves as the home for an adolescent giant and his mother (as Hill Giant and Stone Giant). The mother is rarely seen unless the adolescent is injured. The adolescent scours the island looking for people to eat. He will select the heaviest member of any party to take home and roast on a spit. He will only attempt to seize his potential meal and if attacked by others or injured will run to his mother. There is furniture in the manor worth 2500gp, and a +1 set of greek armor (as plate).
XXXX (Isle of the Cannibals) This small city of c. 1,500 is inhabited solely by cannibals and the Type IV Demon that serves as their king. The king usually operates under an illusion to make him appear as a mortal, but the scent of death is always present about him. Anyone who eats food prepared by the cannibals or presented by the king must make a poison Saving Throw or lose all sense and wish to do nothing more than eat. The first meal of each day prompts a new saving through, but with a penalty equal to all previous meals consumed. Eventually those stricken begin to resemble cattle and eat grain out in the fields, watched by cannibals. These victims are eventually slaughtered, their blood and organs fed to the demon and their flesh devoured by the cannibals.
XXXX (Isle of the Cannibals) This city, also of around 1,500 inhabitants, is much more innocuous than the city of the cannibals; however, it has a macabre tradition. Whenever a man or woman dies, they are lowered into the catacombs beneath the city along with their possessions and their living spouse. Some of the spouses have tried to form gangs in the underworld, killing newcomers for the little food and water they are given. An entrance to these catacombs exists on a cliffside facing the sea and is unknown to the inhabitants of the city.
XXXX This island seems like a lovely paradise - temperate but warm weather, sweet flowing streams, plentiful fish and fruit. Its sole inhabitant is the Old Man of the Sea (HD 4, AC 10, 1d6 damage with both fists, immunity to nonmagic weapons). He will ask to be helped up onto the back of anyone unfortunate enough to meat him, so that he might cross a stream he sits in front of. Once on the victim's back he will refuse to remove himself, forcing the character to move as though encumbered and in heavy armor, and will constantly gode and strike the victim into doing his bidding. It is impossible to remove him unless he sleeps, which he only does if he drinks alcohol. He has never actually seen alcohol before so does not know of this effect. This slumber also removes his immunity to magic weapons.
XXXX The area around this island is a set of doldrums which will permanently entrap any boat with sailors not adept enough to avoid it entirely. Once trapped the only option, baring magic or player ingenuity of course, is to set down on the nearby island. It is rich in natural resources, gems, gold, silver, and ambergris which flows out of a geyser for some reason. However, the island lacks any forms of food. A stream on the island leads into a dark cave that, if traveled long enough, leads through the earth and into hex XXXX, but it becomes so narrow that anyone attempting to make it through with treasure will at best only be able to come away with 1000gp in goods, and that is if they can think of a way to avoid bringing food on the journey.
XXXX This city of 666 buildings is actually home to 666 vrocks masquerading as humans. They will do little to reveal their nature, but will also refuse to allow any to leave the island. A family of humans dwells hear in fear of the vrocks, but they know a secret that can destroy them: causing the vrocks to fly into the sky will make the gods of good and light aware of their presence and bring down a cleansing fire.
Friday, June 14, 2019
Making Lychgate Part I: The Map
Yellow - The New City (Middle and Lower Residential and market area)
Wednesday, May 8, 2019
Rumors at the Cutthroat Inn
The Missing Tricksters*
Kogmeni Goldtooth, an obviously nervous clerk from the Litigation Trickster’s Guild, is looking for someone who will investigate and stop the abduction of tricksters that seems to be occurring with some regularity on Shady Street. He is willing to offer up 700gp for proof this task has been completed. The more usual patients inform anyone who has heard his offer that rumor is that some obscene cult has a secret temple on Shady Street, and that more than tricksters go missing.
The Goblin Basement**
Long Vran is the owner of the Cutthroat Tavern but is rarely seen inside except to collect money from the lockbox and to straighten out unruly customers. Tonight he sits among the assembled rogues and complains of goblins in his store rooms. What they’re doing outside their reservation after nightfall, he knows not, but he doesn’t like it. He promises a fine debauch for any man willing to slay the goblins and find out their intentions. He adds that such a debauch will be aided by sumptuous powders purchased from distant Karak and the finest houris Naughty Nannies can offer.
The Spider Temple*
A pair of drunken Skandiks in the inn are complaining about an offer they received from a heirophant of the Spider-God. They claim he is hiring fighters and bravos for a task, but that it is so chilling that no man would take him up on his offer. The heirophant, they assert, wants someone to go to an ancient temple in the Dearthwood where lives a half-spawned abomination of their god and slay it.
The Sunken Spire
A legend overheard in the Cutthroat Inn
In time out of Time when the sandaled kings of Orichalca sat upon their rubied thrones and the brother-races of the Altanians and Alryans had yet to leave each other, no city was greater in all the world than Modron. Its purple-sailed vessels plied the waters of the world from the Demon Kingdoms to Klush and Wulin beyond. Many were its treasures and great its science and greater still its water-goddess, Modron.
But time fades all things and Glaukos the Impious, a pirate from Kelnore, came with reavers and sacked the city and stole off with its jewels and idols. Thus was Modron destroyed, for a time, and its treasures lost, hidden in a pirate’s keep.
Many legends tell of the doom of Glaukos, for he did not long outlive the dead city. The goddess Modron, abandoning the ruins of her home, followed him across the Winedark Sea. It waited long beneath the waves for him to become besotted and over-happy with his deeds, for a goddess can wait forever. When, at last, Glaukos set up for himself a keep on an island off the Roglaras, the goddess struck, drowning the keep and all its lucre…
Until now! Sailors of the Overlord say that where once there was no island now a great spire rises out of the ocean, barnacle-wracked and blasted. No one has yet braved entering the strange holes in the side, and those who have sailed close to it at night speak of ghost lights flitting about from within…
The Ghost of the Lake*
A legend overheard in the street between the Cutthroat Inn and the Werelord Tavern
An obviously drunken Altanian, singing in his barbarian accent, stumbles through Slash Street. Those who go outside the Cutthroat Tavern can hear him chant
Three nights awakeThose about him make signs to Mitra or Hamarkhis to ward away the spirits of the dead, knowing he sings of an apparition just north of the City State.
In Oracle Lake
The Lady cries for Help
Four nights she sleeps
And doesn’t weep
Her soul’s gone down a well
The Cool Noble
On the 10th day of the Howling Winds, the party encountered Varius, an Alryan Noble who wanted them to steal an item from the house of Xanatheria Lily-Limb.
The Doom Metal Pyramid
Near the Adderwood (hex 2918) there is a mysterious doom metal pyramid (b/c its black).
Mystery of the Manipulated Mules*
Ion Skamos determined that the mule the purchased for the wagon from the wailing street vendor has been placed under a charm spell by an unknown party. While discussing this in the Cutthroat Inn, a passing Alryan noted that he heard from a friend who knows a guy that the Overlord himself is seeking the aid of ghost chaser in an alley near Wailing Street to rid his stables of phantasms.
Saturday, April 27, 2019
Silent Legions of Superheroes
I've talked with certain people quite a bit about the pros and cons of the scenario tools in Silent Legions. One of them has argued that it doesn't do enough to create a holistic mystery. Instead of having each new piece of information compounding to create a picture of the incident, they act as breadcrumbs to lead you to a preset resolution. This isn't necessarily linear (indeed non-linearity is part of the point) but Silent Legions' goal is focused on having certain types of scenes rather than replicating a police procedural.
However, that structure works better for the kinds of superhero games I want to run. Having the kind of action and investigation "beats" (for lack of a better word) allows problem solving to be tied to the heroes' abilities and superhero stuff while still keeping it from being a bunch of fights in a line. I've made a couple of these before, but for this post I'm going to use one I made while writing it to show how it's done. I'm going to roll on the Silent Legions tables, provide the results, and then convert the whole thing into a supers scenario.
First we need a resolution. I roll that it's going to be a Time Sensitive Resolution and get the following result: An Enemy seeks to destroy a Friend or an object which is impeding its Scheme. Investigations will reveal the existence of the threat and the means by which it intends to do this.
So we need to figure out what clues lead to the Existence of Threat and to the Means. I decide that both are people/events (the means being an actor of some type) and for the Existence of the Threat i get: The event was related to a Secret in the location, and those that are trying to protect the Secret will also try to dissuade the PCs from examining the event.
For the Means I roll: The Actor involved has been kidnapped by agents of the Enemy and taken to a remote Place. They mean to keep him or her out of events until the Scheme has come to completion, but they’ll kill him or her if necessary to preserve their silence.
Now I decide I want a clue to the Scheme itself and get: The event was hushed by local police, and getting the facts requires either the cooperation of an Actor involved in the investigation or a stealthy inspection of local police records.
For the Introduction scene I got: A Friend gives the PCs the results of their own research which aims the PCs at one or more Investigations. They’re still looking into things; if the PCs don’t dissuade them they’ll discover a useful clue for the heroes, but will perish hideously.
... and the Hook: The site's Enemy needs victims or recruits, and just happens to pick the heroes for an attack that is decidedly less overwhelming than it should be. The assailants have some sort of clue that traces back to the site.
To give a little more description I want to flesh out some of these. I decide the Hook is an Ambush and so roll an ambush scene: The Enemy threatens a known Friend or ally of the PCs in order to goad them to come to their aid, and then attempts to deal with them all. The PCs will be aware they’re heading into danger, however, and may choose not to respond.
I decide the Means is going to be some kind of physical Combat scene (the thing guarding the captured Actor) and get: an eldritch entity summoned by the cult. I decide to ignore the direct text - since this isn't a Cthulhu game - and instead that it's going to be some kind of non-human baddie as guard.
For the Actor involved with the police I decide I want a social encounter with Someone Who Fears Something and get: fears a person present with them
And finally the clue found that points towards the existence of the threat needs someone to..: recognize the residue of an occult ritual or event. Again I'm ignoring the word "occult" and just going to say they need to recognize that some kind of villainous activity took place.
Taking some cues from the current political moment, I decide that HYDRA is working to get Taskmaster to train some Watchdogs recruits so they can infiltrate the NYPD. Ben Urich has been doing a report on the Watchdogs and wondering who is funding them and what they're planning.
A group of trained but not yet initiated into the police Watchdogs take Urich hostage and are overconfident in thinking they can take out the team of heroes that arrives to confront them. From interrogating the Watchdogs or perhaps from some card or written address they can track down where Taskmaster is training them. Taskmaster doesn't exactly know who's funding him or why they want the guys trained but he's not one to leave money on the ground. The PCs can either confront him directly or stake out the place to become aware of his presence and then figure out how to proceed from there.
If they want to follow the cop angle there's a non-crooked member of the NYPD, we'll call him Officer Joel because that name popped in my head, who realizes that all of his buddies are being replaced by real racist assholes but isn't in a position to talk about it and is usually followed, even off duty, by somebody in with the Watchdogs.
While the PCs are working on one of those two angles, Urich continues the beat and gets kidnapped by actual HYDRA members. They lock him in a warehouse with some robots made by Arnim Zola and you got some things the PCs gotta fight to save him.
It also leads some loose ends, like where are the HYDRA brass opperating out of? Do they have a goal with the police beyond just turning a blind eye to hate crimes? Do they have any other schemes with the Watchdogs?
So hopefully that shows how you can use the Silent Legions tables to make super hero scenarios.
Friday, April 19, 2019
Politics in the Wilderlands
Pink - The City State
Yellow - Thunderhold
Grey - Warwick
Purple - Orcs of the Purple Claw
Orange - Kingdom of Lightelf
Light Blue - Kingdom of Ossary
Brown - Kingdom of Croy
Unlike Rob Conley's vision of the Wilderlands, I do not view the politics of the City State as fundamentally feudal. Instead I think the name implies that it is a city state in the Greco-Roman or Mesopotamian mode and instead of having subordinate fiefdoms it has a "sphere of influence."
Within that sphere of influence the power in question has de facto power but not necessarily de jure power. The de facto power comes mostly from the fact that they are more heavily militarized than the small villages they effectively bully. You'll note on the map that many of the spheres of influence overlap, and these are the places in which battles happen.
Viridistan is slightly different. On this map it shows a sphere of influence like the others, but on its home map it has provinces with governors who are more or less left to their own devices because of the incompetence of the inbred fish emperor. Most governors use their position to line their own pockets despite, or maybe because of, the fact that many have secretly been replaced with demons.
I should note that the kingdom of Lightelf is technically a client state of the Skandiks at Ossary, and that both Ossary and Croy are client states of the CSIO. Pity the villages that lie where their spheres of influence overlap, because they get bullied twice.
Monday, March 11, 2019
Mastering the Megadungeon Take 2: Tips for 5e
Thursday, January 17, 2019
The Wilderlands and Me
ElfQuest (currently by Dark Horse)






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