Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Saturday, April 18, 2026

Take-aways from running quick pick-up games

Occasionally, when I have a free-ish evening and the urge to play, I run an impromptu pick-up game over at the OSR discord server. The first time I ran the Secret Hide-Out of Glaxorzis, that Sorcerous Creep! for a party of three players, the second time The Outpost of Stone & Silver for a single player controlling two characters, and the most recent game was a delve into A Single Tomb, Unplundered for three players. UPDATE: one of the players wrote an in-character session report!

The games were all ran on a super short notice – announced circa 30 minutes before starting time (the server has a pick-up-gamer role you can ping).

The setup is quite simple, so that we can get to the good stuff right away:

1. Searchers of the Unknown

a. Again and again, SotU proves to be the best lingua franca minimalist D&D for such quick games. If a person has played any kind of D&D, they are able to pick up right away. Of course, on the DM-side, it requires an experienced judge, who already has a bunch of rulings and tools and procedures memorized.

b. A little extra thing I introduced this time was MAGIC WORD based spellcasting. It worked quite well, although no combination spells were attempted, only single-component magics.

2. Pregens!

a. Pregens are a must for such quick games. I guess you can also do the Flailsnails thing and let the players bring in any character they want (esp. if the “setting” is kitchensink), BUT, and this is my next point:

b. PREGENS ARE THE SETTING! A lot can be conveyed about the game’s broader setting by the roster of pregens. If the pregens are “elf magic-user”, “dwarf fighter” and “human thief”, that’s a vanilla D&D sort of world. SotU doesn’t use classes, so instead I add a randomly generated two-word description to each character: “ruthless hero”, “vampiric acolyte”, “wild nymph”. They confer the vague vibe of the setting, help the players get into it + I also let them use these descriptors for in-game bonuses and in-setting knowledge. The equipment list is another setting-conferring element (“broadsword” and/or “energy rifle”? “chain armor” or “Kevlar vest”?)

c. In case of character death, left-over pregens can be used as backup.

3. Dungeon crawling (using a dungeon I already have), starting at the entrance

a. That’s where it’s at.

b. I use my own dungeons, so prep is minimal.  

4. Short session, aiming for 90 minutes (usually ends up being closer to 100-120)

a. Enough time to crawl through 4-5 rooms, have a fight, screw around with some stuff. You have to run a tight ship, sometimes cut down on random encounters to highlight the keyed stuff, but, overall, a satisfying amount of fun game stuff can happen in this timeframe.

5. Tech: Discord voice chat, tldraw for shared whiteboard 

tldraw has everything you need to quickly map stuff, record marching order, etc. Very handy tool.


Low-level games are fun. But so are mid-level games! This third time around, I went for levels 4-5 and gave the pregens more power and some cool toys. Good change of pace.




Below is how I explain the rules and the list of pregens from the third game:

Monday, March 16, 2026

Twenty-one eldritch dungeons...

I finally updated the list of dungeons I've written over the time. The tally is 21! That includes one-page dungeons, pocketmod-sized dungeons, 8-page booklet dungeons, a "megadungeon" (three levels so far...)... I've ran 10 out of the 21. What makes me particularly glad is that other people have used my dungeons in their games!

All of them are available on the blog as free PDFs.

You can always find the list here.

So, as of March 16, 2026, in chronological order:



Have fun! Let me know if you run something.





Saturday, March 14, 2026

[Dungeon] A Single Tomb, Unplundered... (Egyptian-style tomb for levels 4-6)

There are many Egyptian-style tomb dungeons like this, but this one is mine... 17 rooms, one level, I think it turned out quite good. 8 pages for the main text, so you can print it as a booklet (but print the cover on a separate sheet).

I wrote the bulk of this back in 2023, but somehow never got around to share it. I used OSRIC for the stocking. And I wanted to do something NOT for levels 1-3.







Tuesday, September 23, 2025

Monster generator spark cards

I made a small 12-card deck monster generator today. Draw two and combine!


The contents as a d12 table:

1.     Ooze

acid, rust, pseudopod, subdividing, natural, lab-grown, medicinal, (a)morphing, mutating

2.     Skeleton

mausoleum, holding shit, bone weapons, femur, teeth, display, pirate, giant, monster, necromancy, skeleton key, grave robbing, tomb

3.     Fungus/Plant

flowers, seeds, pods, tendrils, roots, crawling, stationary, fluorescent, growth, poison, psychoactive

4.     Robot

laser, prosthetic, tracks, lights, hologram, armor, clockwork, steam, replicant, android, mecha, production

5.     Lizard

scales, amphibious, rainbow, reptiloid, swamp gas, thunder, toad, prehistoric, conspiracy, rending claws, running

6.     Ghost

immaterial, haunting, fear, hunger, bound, eerie, screams, want, swamp, chains, murder, fog, treasure

7.     Parasyte

symbiotic, infectious, mind control, autonomous, slow transformation

8.     Octopus

tentacles, floating, sepia, ink cloud, grabbing, reef, alien, weird, unsettling, slimy, suckered, jelly, genius, mastermind

9.     Elemental

air, fire, earth, water, outer planes, transformation, void, harmony, balance, alchemy, philosophy

10. Avian

wing, shriek, egg, flock, claw, migration, dive, beak, nest, sky, plumage, navigation

11. Beast

tail, sentient, cub, mythical, bipedal, fangs, armored, quadraped, uplifted, horns, tribal, magical, camouflage, mutated, hoofs, armed, nocturnal, centaur, cryptid

12. Psychic

mind blast, oracle, clairvoyance, hypnosis, telekinesis, voice, illusion, pyrokinesis, vision

 

Quick examples:

BEAST + ELEMENTAL = a tribe of fire-worshipping pigmen

PSYCHIC + AVIAN = giant bats that navigate using telepathy

OOZE + PARASYTE = jelly that replaces a humanoid’s brain and spinal fluid

FUNGUS/PLANT + OCTOPUS = a tree with lots of grabby roots

GHOST + ROBOT = a malevolent gremlin that possesses machinery

SKELETON + LIZARD = dinosaur on display in museum reanimated


And a drawing by my wife, a PLANT + SKELETON combo which she interpreted as a dried husk of a plant with teeth:



Friday, June 13, 2025

Piles of Downloaded Files... #3: more treasures from the Unsorted folder

I’m reviving my old series, Piles of Downloaded Files, in which I delve into the bottomless Unsorted folder of RPG-related PDFs. See the previous installments under this tag

 

Micromaiden Spirit Grid by Evlyn Moreau

It is a two-sided pamphlet dungeon, with Evlyn’s trademark art. One side has the map of the dungeon, which is a complex semi-anthropomorphic computer circuit. Each node gets a title and one or two keywords (for function/condition), e.g. Cyber Maintenance Unit [In Use] [Possessed] or Sensation Module [Patched] [Cyber Fauna].

It is evocative, but definitely a toolbox. I feel you need to get into a specific mindset to be able to fit all this together – but then it can provide a super interesting game world. I’d love it if someone made a computer game with the art from this pamphlet. A top-down dungeon crawler of some sorts.

Link: https://evlyn.itch.io/micromaiden-spirit-grid

 

Salo’s Glory by Glynn Owen Barrass

I used to subscribe to the Stygian Fox Patreon. This was one of their monthly adventures, back in 2020. It’s a Call of Cthulhu 7e scenario… IN SPACE! A megacorp sends an exploratory vessel outside the Solar System. The scenario goes for that sci-fi horror vibe that you get in the Alien franchise, like in the comics. Hell, it has stats for power loader exoskeletons! It also comes with quite good floorplans for the space ships and shuttles – definitely a reusable resource for any sci-fi game.

The adventure is written in the usual CoC style: lots of text, not skimming-friendly. But overall, it feels like a solid offering for CoC/Mothership/Alien RPGs.

Link: https://www.drivethrurpg.com/en/product/309908/salo-s-glory-a-sci-fi-call-of-cthulhu-scenario-set-in-interstellar-space

 

Bonus mystery entry!

“original-colony.pdf” is a single-page file. It’s labeled “Original Drawing of the Ant Colony”. And it has a side-view section map of an ant colony. Pretty good map, I gotta say!

Reverse image search leads to a Something Awful topic I cannot access.

However, next to this file in my folder, I have:

Percent in Lair: Ant, giant by Justine Rogers / Angrymog Games

Turns out, the colony map was made for this project. This is a 10-page-long brainstorm on Giant ant colonies in fantasy adventure games. It contains the aforementioned map. Adventure hooks – why are we delving into an ant colony? And all kinds of Giant ant variants. Weird ecosystems, fungi, psychic ants, gem-encrusted ants… This is actually not bad!

Link: https://www.drivethrurpg.com/en/product/150281/percent-in-lair-ant-giant




Thursday, June 12, 2025

How I prep

Joining Weird Writer’s blog challenge.

So, how do I prep?

First, I stock up on weapons, ammo, first aid essentials, canned and dry goods. Next, I transport it all into my rural fenced-off compound and store it in my underground vault. Then I post a shelfie on the survivalist forums…

What?

Oh, this is about RPG referee prep.



Sure, here are a couple of disjointed ideas. I don’t have a system and, well, just don’t run games regularly enough nowadays, but when I do, I like to do as many of these as possible.

I’m only covering pre-session prep here, not campaign prep.
  • I write a lot of random game content, adventures, random tables, etc. So before a session, I check back to see if there is anything useful or relevant or something I just want to try in my archive.
  • I run 75% homebrew stuff, 25% published modules.

Notetaking, general:

  • I often make flowcharts and relationship matrices. I write out important factions, NPCs, locations, McGuffins and draw lines and arrows between them, note their relationships or connections. To me, this is the best way to organize info.
  • If the adventure has a monster summary, I print that out. If it doesn’t, I try to make one. Stats & special abilities on one page, so it’s all in one place, no need to look it up in the module or the bestiary.
  • I might do a condensed key for dungeons. But that’s pretty time consuming.
  • Print out the map separately! It also helps to annotate the map, add notes about room contents, etc.
  • I like re-drawing maps. Esp. for bigger dungeons. You memorize the layout and note interesting things for yourself, AND if you run an online game, this can double as preparing a VTT version of the map.

Pre-session prep for ongoing games:

  • Check notes, curse yourself for not taking better notes.
  • Any dangling threads or cliffhangers that require resolution or extra thought? E.g. a character was bit by a werewolf, how do we handle this, setting-wise and also rules-wise (see next section)? An enemy ran away, are there consequences? Any restocking needed Is there anything that might come back and bite the players’ ass?
  • Rules-wise, are there any complex situations that might come up? E.g. aerial combat, underwater adventuring, chases, mass combat, anything that I need to look up the rules for or make rulings on.

Pondering the moldy tomes


Searchers of the Unknown - pocketmod version

I really like Searchers of the Unknown, the super-minimal D&D by Nicolas Dessaux, where you just use the standard monster statline to represent any character. It's a one-page ruleset. So I converted it into a pocketmod.

Searcher of the Unknown pocketmod PDF for printing


I edited it a little bit to make it fit better. Then to PAD IT OUT, I added Monsters of the Unknown by Brent P. Newhall and a quick equipment list by me.

(Turns out, there is another pocketmod version out there, but I prefer my formatting)

Fight on!



Sunday, May 18, 2025

d30 eerie/weird garage rock bands

This is a supplement for the d50 Delinquent Werewolves from Outer Space post. Because your Delinquent Werewolves need some sick tunes to blast in their cars and clubhouses.

  1. The Aztec Mummies
  2. The Bad Vibrations
  3. The Berenices
  4. The Black Lagoon Divers
  5. The Blowers
  6. The Crypt Keepers
  7. Doctor Tarr & His System
  8. The Draculalas
  9. The Eeries
  10. The Frankenhookas
  11. Gordon & His Flashers
  12. Ilse & Her She-Wolves
  13. Jack Chick & His Tracts
  14. King Tut & His Curses
  15. Las Máscaras
  16. The Milkshakers
  17. The Mortsafes
  18. The Nudes
  19. Los Pornados
  20. The Quasi-Mods
  21. The Reefers
  22. Santo & The Vampire Women
  23. Satan’s Fingers
  24. The Saucerians
  25. The Screamers
  26. The Suburban Rejects
  27. The Teen Wolves
  28. The Tiki Twisters
  29. The Torturers
  30. Victor Noir & His Admirers




Tuesday, May 13, 2025

d30 generic items

I have a couple of all-purpose tables. One of them is the Amazing Inspirational Animal List (d30 animals...), which I've written about previously.

Another simple little table I always keep at hand is this list of 30 items.

For those "what's in its pocketses" situations. Players search the room/body/shelf/table, whatever, you just need something quick.
  1. Alcohol
  2. Blade
  3. Book
  4. Cards/dice
  5. Charm/talisman
  6. Coins
  7. Cosmetics
  8. Creepy
  9. Documents
  10. Drawing
  11. Figurine
  12. Fire-making device
  13. Food
  14. Handkerchief
  15. Jewelry
  16. Knick-knacks
  17. Light source
  18. Live creature
  19. Medication
  20. Mirror
  21. Musical instrument
  22. Pocket lint
  23. Poison
  24. Recreational herbs
  25. Religious item
  26. Sweets/treats
  27. Time-keeping device
  28. Tool
  29. Twine/rope
  30. Weird
This is a generic list, usable in any setting. However, it's also a cool exercise to try and come up with setting-specific reskins for all these items.

E.g., in a modern urban fantasy game, you would have

Alcohol → Fairy beer*
Card → The business card of a shady detective
Cosmetics → Vampire-attracting lipstick
...and so on.


* As elaborated during a discord convo, that's a regular IPA, but you burp rainbows after drinking it.




Sunday, June 2, 2024

d50 Delinquent Werewolves from Outer Space

I guess you roll three times and that's your character for any game of "I Walked With a Teenage Tiki Pin-Up Surfer"?..

  1. Abductee
  2. Alpha Bitch
  3. Beach Bum
  4. Beatnik
  5. Biker
  6. Brainiac
  7. Carnie
  8. Cat-Creature
  9. Catholic School Dropout
  10. Deceptively Square
  11. Drag Queen
  12. "Exotic"
  13. Franken
  14. From Outer Space
  15. Ghoul
  16. Goo Goo Muck
  17. Graverobber
  18. Grease Monkey
  19. Greaser
  20. Gun-Toting
  21. Hobo
  22. Hooker
  23. Junior Delinquent
  24. Leather-Clad
  25. Mod
  26. Mutant
  27. Pin-Up
  28. Psychic
  29. Psycho
  30. Psychonaut
  31. Punk
  32. Reefer-Mad
  33. Rock'n'rolla
  34. Roller Derby Champion
  35. Satanist
  36. Stiletto-Wearing And Stiletto-Wielding
  37. Suburban Escapee
  38. Surfer
  39. Tattoo-Artist
  40. Tiki
  41. Trucker
  42. Twins
  43. Undead
  44. Vampire
  45. Voodoo
  46. Werewolf
  47. Witch
  48. Witchdoctor
  49. Wrestler
  50. Zombie

Edit:
nooo, I forgot to put "Cheerleader" on this...

Edit 2:
nooooo, and I forgot to include "From Hell" and "Demonic"!



Thursday, January 25, 2024

3x10 initiation rites

Random acts and tasks a guild/clan/order/gang might require from those wanting to enter their ranks.

Sneaky
1. Spend a night in jail and carve your name on the wall.
2. Steal from somebody who trusts you.
3. Prevent a crime – then commit it yourself.
4. Frame somebody for a crime, real or imaginary.
5. Get caught cheating in a game.
6. Cry wolf!
7. Sell something of no value for a great price.
8. Find a hidden path.
9. Impersonate somebody for a day.
10. Steal something big – then lose it.

Martial
1. Fall from a high spot, then climb higher and fall again. Repeat.
2. Pick a fight – and lose.
3. Gather your gang, start a fight, direct them from the sidelines.
4. Teach somebody to fight better.
5. Fight with your hands tied behind your back.
6. Bring down a building.
7. Survive being dragged under a ship.
8. Fight an alpha to assert dominance.
9. Forge your own weapon.
10. Defeat somebody with your gaze.

Mystical
1. Witness a lightning strike.
2. Walk an untrodden path.
3. Become a wild beast for a day.
4. Get stung or bit by three different stingers and biters.
5. Create a mask and wear it as long as you can.
6. Ponder your orb.
7. Get utterly, hopelessly lost.
8. Create your own secret code writing.
9. Carve your true name on a pebble and throw it in the river.
10. Find the same place thrice in your dreams.



Tuesday, October 17, 2023

How do I make dungeon maps? A tutorial...

People ask me from time to time about my digital dungeon drawing method. Here’s a write-up! I hope it’s useful.




The Process:
I use GIMP, which is an open-source graphic editor. Photoshop can do the same. Basically, you need any graphic software that can do layers and brushes.

P3RPLEX3D explains very well how to do basic wall outlines and fill it with a grid pattern. Thanks!

I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.

Then I add everything else on top… Here’s my process:
  1. I put on some music (“Hejira” by Joni Mitchell today)
  2. I sketch out the map on paper. This is not the final version, but it’s good to have the general layout from the start
  3. I open GIMP
  4. I already have a blank map file, so that I don’t have to go through basic setup every time. This blank has several layers:
    a. Background
    b. Dungeon wall outline
    c. Dungeon grid
    d. Symbols
    e. A group of text labels
    f. Optional layers to contain stuff like water, overlays, or cover-ups for secrets and traps if I want to create a players’ map
  5. I set the editor’s grid to 70 x 70. This is the standard scale for Roll20 digital maps, but you can use any scale you want
  6. I draw all the walls
    a. Brush size for walls is 8 pixels
    b. For built architecture, I switch on “snap to grid”. Sometimes you have to adjust the grid to 35 x 35 etc., as needed. For natural cave areas, I switch “snap to grid” off
  7. I leave gaps for doors and similar features
  8. Fill up the dungeon with the grid pattern (see the video tutorial above)
  9. Draw the rest of the fckin owl Add in symbols for doors, secret doors, traps, main room features like statues and coffins
  10. Add “indoor” cliffs, bodies of water – these all go on extra layers. The slider for layer opacity helps a LOT!
  11. Add labels and room numbers on top. I always number the rooms on my paper sketch first, and only after that add the digital labels. I use Jost, font size 54 for room numbers, 40 for smaller notes

And so on. There’s a lot of trial-and-error, janky additions and overlays, mistakes happy coincidences. But overall, this is a relatively easy method of creating usable digital dungeon maps without resorting to specialized software. And I like the flexibility it offers.

Step-by-step illustrations:

1. Sketch:

2. Digital outlines:
3. Grid fill:

4. Symbols and extra layers:
5. Labels and finishing touches:

6. TIME TO STOCK IT!

Tuesday, August 8, 2023

[Solo] The Magnificent Adventuring Circus, Session 5: The Wolfman’s Turn

Introduction and links to other sessions can be found here.

The cast of characters:

  • Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
  • Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
  • Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
  • Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.

Day 6 [travel from 3508 to 3408 (barren hills on west bank, lightly forested hills on east bank), weather worsening, no random encounter]

The terrain on the east bank of the river becomes less rugged, more of a hill than a mountain. The weather, however, becomes worse: the first cold of Mid-Winter sets in. The first snowflakes also appear – early scouts of the oncoming storms and impassable roads. So, the Circus tries to pick up speed.

They get their hopes up when they see the outlines of buildings in the distance at the bend of the river – but as they get closer, they notice, that there is no smoke rising from the chimneys. It is just the ruins and remains of an abandoned hamlet, half a dozen empty, dilapidated buildings. Most are beyond repair. Some might be restored to livable conditions.

The deserted place gives everybody the creeps. It’s that uncanny feeling, when a place that should be “lived in” instead stands empty. “I feel like we are being observed,” shudders Callisto, and glances backwards, but can’t see anybody. The party decides to not search the buildings, and instead roll on towards a hopefully populated settlement.

+ [travel from 3408 to 3509 (barren hills on west bank, densely forested plains on east bank), weather worsening, random encounter: the Lycanthropes, party not surprised, creatures surprised)

The terrain on the east bank evens out, but the forest gets thicker. The snowfall intensifies. The branches of ancient trees look like skeletal arms outstretched against the gray, clouded sky.

Pointy Kid drives the wagon. Griswold volunteered to be on watch – which means sitting on top of the wagon – not the most pleasant position in the winter. The others huddle in relative “comfort” inside the cabin.

“I tell you, I don’t like this Griswold fella,” Callisto grumbles. “His words are pleasant, but his eyes are just not right. I recognize this type… He is a liar and a con-man, that’s what he is.”

“Birds of a feather, aye?” Julia pokes him in the side.

“First of all, I’m not a con-man, I’m a con-artist, and a master of illusions, not a liar. But yes, I’ve seen people like him before. I bet that tale about his traveling companions getting killed by monsters is a great big lie. They are either following us, or, hell, for what we know, he killed them himself and will do the same to us! And why did he volunteer for watch duty?! In this damn cold?”

“All right, all right, I’ll check on him, just stop nagging me!” Julia Maxima gives in.

A little trapdoor built into the ceiling leads to the top of the wagon, the “sentry post”. Julia Maxima climbs up the ladder, and emerges from the hatch, but not completely yet. She looks around.

Griswold kneels on the roof of the wagon, with his back to the trapdoor. And he is… waving? Gesturing? Signaling to somebody in the distance behind the wagon! Julia Maxima barely makes out three figures trotting after the wagon. Three dark figures… Wolves? WOLVES!

Julia drops back into the wagon and secures the trapdoor below.

“You were right, Callisto. I’m sorry. To arms, everybody! There’s a pack of…”

Her words are interrupted by a blood-curdling howl from above --- which is answered by a choir from the distance.

“…wolves. Or something worse,” Julia Maxima finishes the sentence and starts donning her chain shirt.

There’s another howl, and the sound of claws scraping against the roof of the wagon.

“POINTY! Pointy, look out! Behind you!” Sheila screams, hoping that her voice will penetrate through the wall of the wagon.

Pointy Kid turns around just in time to gaze into the gaping maw of a gigantic wolf perched behind him over the driver’s box… Instinctively, he hits it with his only weapon at hand – the whip! The leather strap would scare any other creature – but this monstrosity doesn’t even flinch – and it lunges forward – and misses! The sudden movement brings the creature dangerously close the edge, but it stays on top of the wagon. Pointy throws the reins and stands up to face the monster. Bamboo the horse needs no urging by this point, as she feels the horrible smell of the werewolf. She strains to go as fast as possible.

Meanwhile, below in the wagon Julia Maxima is still struggling with her chain shirt. Sheila grabs her scimitar. “I cannot let Pointy fight that… thing… all alone!” She opens up the back window of the wagon, crawls out, and pulls herself up onto the top. As a trained dancer, she manages this little acrobatic feat alright… But she also sees that the three wolves are gaining. Callisto watches in horror at the pursuers and tries to come up with a clever idea.

Up top, the monstrous wolf prepares for another attack. But first, Pointy Kid lashes out with the whip once more – this time he tries to hook it around the creature’s leg, but only causes some mild annoyance. Luckily, he doesn’t lose his balance. Griswold (or rather, “Griswolf”…) charges again – but Pointy Kid sidesteps, and the wolf jumps straight off the carriage!!

Callisto tries to use his only trick, and “throws” his voice, towards the approaching wolves. On a hunch, he imitates Griswold’s monotone speech: “Fall back! This prey is no good!” And, to the Grand Illusionist’s great surprise… the trick works! At least, the three pursuing wolves stop and look around in confusion.

Sheila and Pointy look below and try to find the wolf.

At the same time, Griswolf “resurfaces” from under the speeding wagon and snarls at Callisto (who is still standing at the open back window). And then the monster jumps, tries to latch onto the vehicle – his vicious claws miss the window just by a couple of inches.

Pointy climbs back into the driver’s box and takes up the reins. Sheila stays on top of the wagon to see how things unfold.

Griswolf snarls angrily, shakes himself – and turns back into a person! “You haven’t seen the last of us, carnies!!” he shouts after the wagon, then, butt naked, runs off into the snow-covered forest to find his pack.

Julia Maxima finally finishes putting on her chainmail. “I’m never taking this off again,” she says.

The wagon speeds on, pulled by the panicking Bamboo, in an unknown direction…


Cool Michael Stroganoff wolf encounter diorama by Taipeh


Saturday, July 29, 2023

Dirt simple 2d6 weather roll

Here's a short entry for this month's Blog Carnival: Terrain, Seasons, Weather!

By now using Reaction rolls to adjudicate, umm, everything and anything, has become an OSR staple, and I'm here for it! I think I first stumbled upon this idea over at Talysman's The Nine and Thirty Kingdoms blog. Since then, this little table has been on my DM screen/binder. 

 

Weather

2

Worst possible, anomalous, no travel

3-5

Very bad,
travel speed halved

6-8

Normal for season, regular travel

9-11

Advantageous, bonus travel speed

12

The best possible, bonus travel speed and morale


I like it, because it gives me a baseline, from which I can improv the actual conditions. If I'm stuck, I use the old "Dolmenwood Hex Crawl Procedure" document (no longer available on Gavin's blog, but pdf's hosted in other places are still around), which has a very nice 4xd8 table of possible seasonal weather types.


Giorgione, you rock.


Sunday, July 23, 2023

[Solo] The Magnificent Adventuring Circus, Session 4: Carnies in the Mist

 Introduction and links to other sessions can be found here.

The cast of characters:

  • Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
  • Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
  • Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
  • Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.

Day 4 – continued [camping in 3507 (river flowing from north-east to south-west, swamp on northern half, barren mountain on southern half), weather worsening, random encounter: Lycanthrope: Werewolf, party not surprised, creature not surprised]

Cold Fore-Winter rains make the life of the Circus worse. Pointy Kid is on lookout duty, Callisto cooks, Sheila and Julia Maxima work on the broken wheel. The party has the tools and some spare materials, but lack the expertise. It quickly becomes obvious, that even if they manage to finish the work today, they have to camp here in the wilderness.

Dusk sets in. The wagon is complete, but it’s too late to move. The troupe huddles around the fire.

“Somebody’s coming!” Pointy Kid points towards the rocky slope of the mountain.

“Greetings,” the approaching person waves from a distance. “Can a weary and unfortunate traveler warm himself by your campfire?”

The characters exchange a couple of words, then invite the stranger over, as it has been the way of Circus-folks for centuries. Only Callisto eyes the stranger with some slight suspicion.

He is a middle-aged fellow, with greying unruly hair, torn dirty clothes, a sword on his belt and just a small bundle of stuff. “My name is Abil Griswold,” he introduces himself. “I was traveling with three companions through the mountains, but we were ambushed by monsters – I was the only one to get away.” He speaks in a monotone voice. Grieving his companions, Sheila thinks.

“Where are you headed?”

“To Tabriz first, then Turachow,” Griswold explains.

“Come travel with us, it would be safer. Of course, you’ll be expected to contribute something to the performance or the running of the circus – that’s the Circus custom – do you have any talents?” Julia Maxima asks.

“I might have a couple of tricks up my sleeve,” says Griswold, and for the first time his voice becomes lively. He even smiles a little. “I can imitate the sounds of wild animals. Children love it,” he says, and does a pretty good growling dog impression.

“We could use that as the sound of the troll, too, what do you think, Sheila? Maybe in Tabriz, he can play the monster instead of you,” Julia Maxima offers.

“Yes, I guess I could become a monster,” Griswold nods. “But let us rest now…”

Watches are set – the night passes uneventfully.

Day 5 [travel from 3507 to 3407 (river makes a bend, barren mountain on east bank, lightly forested hills on the west bank), weather neutral, no random encounter]

In the morning, a light mist blankets the area. Callisto is almost sure that he spies a couple of shadowy figures in the mist… But perhaps that’s just his imagination running wild, or a bit of contact high from Pointy Kid’s morning pipeweed.

The Circus (with new temporary member Abil Griswold) continues its journey along the river. The swamp on the other bank ends and the river now runs in a valley between lightly forested hills and mountains.

The wheel holds – although one particular bump gives the whole party a scare – but nothing scary happens. Investigating, they find that they ran over a slab of stone, half-sunk in the ground: an ancient grave marker… Now this sends some chills down their spines, especially that the mist hasn’t lifted yet. The name is unreadable.

But these small things don’t hinder them much.

The river takes a strong bend towards the east, where more lightly forested mountains loom.

+ [travel from 3407 to 3508 (lightly forested mountain), weather worsens, no random encounter]

Further progress is hindered by cold rain. The troupe soldiers on. Just before darkness, they happen upon a cabin – built atop a tall tree! There are no lights in the windows, nor smoke from the chimney. Nobody answers their calls. So Pointy Kid throws up a grappling hook, then climbs up to the little platform at the cabin’s entrance. Knocks – no answer. He opens the door. A small living room: all furniture and implements cozy and halfling-sized, but covered by dust. There are books and scrolls, all of religious and philosophical content. Most of them are signed by a certain Glomol Glomolkan Glomolklari – the owner of the cabin. A little silver sea-shell is displayed in a prominent place: proof that the inhabitant of this cabin made the pilgrimage to the holy site of the Birth of the Goddess, far up to the north-east [5001]. Glomolklari must be a hermit. But where is he?

Pointy Kid doesn’t want to disturb the stuff of a hermit, so instead he just climbs down and reports to the others.

They park the wagon under the tree, and camp. Julia Maxima rations the food pretty strictly tonight: with an extra mouth to feed (Griswold lost his bag), the Circus is running low on supplies…

The night passes uneventfully.

To be continued!



Thursday, June 1, 2023

[Solo] The Magnificent Adventuring Circus, Session 3: Wheels & Waterfalls

Introduction and links to other sessions can be found here.

The cast of characters:

  • Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
  • Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
  • Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
  • Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.


Session 3: Wheels & Waterfalls

Day 4 [travel from 3606 to 3507 (river flowing from north-east to south-west, swamp on northern half, barren mountain on southern half), weather neutral, no random encounter]

The Circus leaves Abazar early in the morning. Nobody begs them to stay for another show… The plan is to follow the course of the river until they reach the town of Tabriz. A sound plan, but who knows what dangers await along the way?

The weather is… fine. A bit cold, but most importantly it’s dry, so the circus wagon rolls at a slow, but steady speed along the river. By midday, the party exits the dense forest, and enters an equally wild, but very different terrain.

Here the river runs in a valley. On its north/north-western bank, the swamp continues. On its south/south-eastern bank, stands a tall, barren mountain peak. Even this late in the year, water flows off the peak. It forms a magnificent waterfall, almost 500’ tall, and connects into the river in the valley. An awe-inspiring view!! But also, a hindrance for travelers: coming down this direction, one must either cross the fast-flowing stream, or circle around, wasting possibly many days among rocky hills.

Julia Maxima, the de-facto leader of the troupe, hands out ropes and commands everybody to prepare for crossing. Julia herself and Pointy Kid remain on the wagon – the stream is definitely too deep for the small folks. Sheila and Callisto begrudgingly tie themselves to the wagon, and take point, leading their horse into the ice-cold water.

They slowly make the crossing. In the middle of the stream the two adventurers are almost up to their chests in the freezing water. Callisto curses, Sheila suffers silently. The worst part is that they cannot see the bottom under the fast flow, and there are rocks everywhere. They pull through, and the wagon’s front wheels are already out of the water, when suddenly…

*CRACK!!*

Treacherous underwater rocks! The vehicle slumps backwards. Pointy Kid and Julia quickly jump down, and everybody starts pulling --- and they manage to pull the wagon out from the stream, but realize that a spoke on the wagon’s right back wheel is broken! It must be repaired before they can proceed!

To be continued…