tag:blogger.com,1999:blog-6937275106179383982024-03-16T18:45:59.360+00:00Trollish DelverThe Trollish Delver is a blog about roleplaying games, comic books and other niche pursuits. Home of Trollish Delver Games.Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.comBlogger1351125tag:blogger.com,1999:blog-693727510617938398.post-40710413618966009832023-10-28T09:59:00.003+01:002023-10-28T09:59:45.779+01:00Lantern Man (Romance of the Perilous Land)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj28U4Nt0CAYw44gJW1zW7CPVtPEx19rHxMSWH0_Yg6EZWCpFycFIvlqD-BgsHZibG33QByx5MQP35AxDW2fcprhIZquZ8os6JSaiGlPmnpd82kPJ1TGK-2h5n9H6v4HZkmkzAH-ApHFGdPEj57Fi7xaUv9SzQygM0xN9G_avIcwrtfCYuvhizuTMfWI3k/s626/man-motion-black-clothes-holding-glowing-lantern-dark-scene_158388-4614.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="470" data-original-width="626" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj28U4Nt0CAYw44gJW1zW7CPVtPEx19rHxMSWH0_Yg6EZWCpFycFIvlqD-BgsHZibG33QByx5MQP35AxDW2fcprhIZquZ8os6JSaiGlPmnpd82kPJ1TGK-2h5n9H6v4HZkmkzAH-ApHFGdPEj57Fi7xaUv9SzQygM0xN9G_avIcwrtfCYuvhizuTMfWI3k/w640-h480/man-motion-black-clothes-holding-glowing-lantern-dark-scene_158388-4614.jpg" width="640" /></a></div><p><br /></p>A spirit related to the corpse candle, the lantern Man appears as a shadow figure carrying an ethereal lantern. He wanders the marshlands and swamps, ensnaring wanderers who go towards his light. As they slowly sink into the marsh waters the spirit lets out an eerie cackle before fading into the night. Many can be found close to the lairs of hags, knuckers and others water-dwelling creatures. <p></p><p><br /></p><p>HD 4 </p><p>HP 18</p><p>AP 4</p><p>Attack: Lantern Lure (ranged 60ft) or Cold Grasp (melee)</p><p>Damage: d8+4 </p><p>Number appearing: 1</p><p>Special: </p><p>- After dealing damage with lantern lure, the target must succeed a mind save or move their full movement towards the lantern man. This includes moving onto or through hazardous terrain. </p><p>- The lantern man gains an edge on rolls to find hidden or stealthy travellers.</p><p>- If a creature lies face down prone, they are immune to lantern lure. In addition, the lantern man doesn't get their edge on rolls to spot hidden creatures in this position.</p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-30931395924085145322023-10-01T08:16:00.003+01:002023-10-01T08:16:25.435+01:00Three-point plot clocks<p> Now say that twice as fast.</p><p>In OSR games we often talk about prepping situations, not plots, which means having a bunch of locations, NPCs, motivations and hooks ready. </p><p>This is half right, since plots should totally be part of your game - just the plots of NPCs rather than one to lead the PCs by. This simply means knowing that over time your voidcalling necromancer is always hard at work in the background fulfilling her ungodly ritual and will complete it if the players don't intervene. </p><p>Too many modern modules are like the observer effect in quantum physics - if the players aren't interacting with a part of the world then it just remains static. In my mind, your campaign world should be in full bloom - a rainforest eco-system of cause and effect. </p><p>This brings me onto three point plot clocks.</p><p>The idea is that you have three plots running at once. Raiders are sweeping in from the mountains looking to torch three named villages and kidnap the mayor for random. A wizard is looking for the ancient orb of Garnash to open a portal to the nether realm, unleashing the Beast Who Walks in Dreams. A queen is mustering an army of volunteers to make a last stand against the red orc army.</p><p>For each plot there are three points (based on three story acts): activation, escalation and fruition. </p><p>Activation is the plot's beginning - its first act. The raiders are seen on the mountain pass. The wizard hires a band of miscreants to steal a map from a noble.</p><p>Escalation is the middle. There's a problem that needs to be solved or a change in situation, or things simply heat up. The wizard gains the help of a bronze dragon in exchange for a sacrifice.</p><p>Fruition is the end. This is what happens when the plot resolves without intervention. The red orcs overrun the queen's forces. The raiders are paid the random and the mayor becomes both destitute and wildly unpopular. The key here is that things should change drastically but it should never preclude adventure. </p><p>Each point should have a hook for the PCs. The wizard can't spend a point just researching the orb in their tower since that has no impact on the game and no visible threat for the PCs. They should always be doing something that constitutes an adventure hook.</p><p>Now, for each plot assign a die type. For a short plot a d6 or d8 would work, or for a longer plot use a d20 or even d100. You will want a mix of die types across plots. </p><p>Write the three parts to each plot on cue cards and put the die on Activation at 1. Each number on the die represents a day by default. For each day increase the die by 1. Once the die reaches the halfway mark move it onto Escalation. Continue doing this until it reaches the highest value and move to Fruition. </p><p>So for my raider plot, I might make it a d10, the wizard a d12 and the red orcs a d20. </p><p>This is just a simple way of tracking the dynamic plots happening in your campaign at any given time. Once a plot has come to Fruition just create a new plot. This might be a follow on from a previous one - the destitute mayor is exiled from his village and now needs help securing money.</p><p>Of course there's no reason not to have two plots rather than three (it's just a good number), or add in more plots. Obviously the more you have the</p><p> more complex things become. </p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com5tag:blogger.com,1999:blog-693727510617938398.post-88354394488750441742023-09-19T21:28:00.001+01:002023-09-19T21:28:27.396+01:00Back to basics<p> It's been a bit of time since my last post, and now I'm off Twitter (find me on Blue Sky) I wanted to kick the blog back into gear by taking it all the way back to basics. That is to say, old school gaming and inspiration. </p><p>I've found myself digging back through OD&D, T&T, Dragon Warriors and a bunch of other yellowing, foxed game books and I'm inspired to write more about the OSR/traditional games than anything more modern, for the sake of focus. </p><p>See you soon!</p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com4tag:blogger.com,1999:blog-693727510617938398.post-66640480684261226152023-04-23T07:27:00.001+01:002023-04-23T07:27:13.296+01:00Ruins of the Dread Bishop Out Now for Heartseeker <div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1nLzExOTQwNjE3LmpwZw==/original/Pw0yPw.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="800" height="264" src="https://img.itch.zone/aW1nLzExOTQwNjE3LmpwZw==/original/Pw0yPw.jpg" width="640" /></a></div><br /><p>In ancient days the Veiled Bishop demanded tithes of treasures from his subjects, all of whom worshipped him like a god. When riches became scarce the Bishop would instead take their very souls, trapping them in a reliquary. The tides of time would claim his flesh, but his foul reliquary stayed his malignant spirit, wandering the church ruins in search of new souls to steal. </p><p><a href="https://trollish-delver-games.itch.io/ruins-of-the-dread-bishop">Ruins of the Dread Bishop</a> is a 4-page pamphlet adventure for use with <a href="https://trollish-delver-games.itch.io/heartseeker">Heartseeker</a>, but is easily converted to other OSR games. </p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com2tag:blogger.com,1999:blog-693727510617938398.post-65684232523855872122023-04-22T07:25:00.003+01:002023-04-22T08:02:50.153+01:00Scratching the Itch: New RPG Hotness 22/4/23<p> It's time for another creamy dollop of new games I see on itch that hit my brain just right.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAyNzU3NC8xMTkyNDE0Ny5wbmc=/347x500/iqUfpg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="408" data-original-width="347" height="408" src="https://img.itch.zone/aW1hZ2UvMjAyNzU3NC8xMTkyNDE0Ny5wbmc=/347x500/iqUfpg.png" width="347" /></a></div><br /><p><b>Vyrmhack</b></p><p>by Feral Indie Studios</p><p>Now here's an interesting one. It's a grimy-looking fantasy skirmish wargame with roleplaying elements, with part of the draw being its compatibility with OSR scenarios. It plants its webbed feet firmly in the domain of dark fantasy, with characters like a mutated Decrepit Magus and a Noble Duellist fused to their armour. It's co-operative and competitive too, which I assume means can require a GM if you want. Looks great! </p><p>Vyrmhack is Itchfunding now, so go throw money at them.</p><p><a href="https://feral-indie-studios.itch.io/vyrmhack">https://feral-indie-studios.itch.io/vyrmhack</a></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAxNDYyMi8xMTg1ODczMy5wbmc=/347x500/DMirQ1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="347" data-original-width="347" height="400" src="https://img.itch.zone/aW1hZ2UvMjAxNDYyMi8xMTg1ODczMy5wbmc=/347x500/DMirQ1.png" width="400" /></a></div><br /><p><b>Magpie by Moonlight</b></p><p>by Anna Anthropy</p><p>Evlyn Moreu's art is always going to catch my attention, and I love magpies so how could I resist? Magpie by Moonlight is a one-page solo journaling game where you "collect" (nick) things and make your getaway before noting all your new curiosities in your ledger. I enjoy a one-page game with a bunch of flavour, so MBM was an instant buy for me, and maybe you'll like it too. </p><p><a href="https://w.itch.io/magpie-by-moonlight">https://w.itch.io/magpie-by-moonlight</a></p><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMTkwNjY4MC8xMTIwODI0My5qcGc=/347x500/WkBrR%2B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="268" data-original-width="347" height="309" src="https://img.itch.zone/aW1hZ2UvMTkwNjY4MC8xMTIwODI0My5qcGc=/347x500/WkBrR%2B.jpg" width="400" /></a></div><p><br /></p><p><b>Elfland: Beyond the Fields We Know</b></p><p>by DragonPeakPublishing</p><p>While I'm not a DCC player (yet, I want to rectify this at some point) I have a soft and squishy spot for Lord Dunsany. Elfland is a setting size detailing the titular environ made famous by Dunsany's King of Elfland's Daughter and later a DCC module The Queen of Elfland's Son. Basically, six adventuring locations also written in a way to service the solo player. </p><p><a href="https://dragonpeakpublishing.itch.io/elfland-beyond-the-fields-we-know">https://dragonpeakpublishing.itch.io/elfland-beyond-the-fields-we-know</a></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1nLzExNjU0ODUzLnBuZw==/original/kbr%2BeG.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="225" src="https://img.itch.zone/aW1nLzExNjU0ODUzLnBuZw==/original/kbr%2BeG.png" width="400" /></a></div><br /><p><b>Runecairn Bestiary</b></p><p>by By Odin's Beard RPG</p><p>Another Itchfunder and this time for a bestiary for the wildly popular Runecairn, which I finally picked up at Dragonmeet. The art by Kim Diaz Holm in this look incredible, holy moly! It's 100 new monsters for the game, with conversion rules and ways to create your own wee beasties. </p><p><a href="https://byodinsbeardrpg.itch.io/runecairn-bestiary">https://byodinsbeardrpg.itch.io/runecairn-bestiary</a></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1nLzExOTAyMTkwLnBuZw==/original/MTRzzK.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="570" data-original-width="800" height="285" src="https://img.itch.zone/aW1nLzExOTAyMTkwLnBuZw==/original/MTRzzK.png" width="400" /></a></div><p><br /></p><p><b>Souvenirs</b></p><p>by Rémi Töötätä</p><p>My last pick is a cosy little number called Souvenirs, part of the Tiny Keepsake Jam. Lookhow adorable this is! I love the art and of course I love a pamphlet. It has a similar theme to Magpie by Moonlight but here you're going on a week long holiday and bringing back nice trinkets, including gifts for your friends. I'd definitely play this with a mug of coffee and some lo-fi hip hop on in the background. </p><p><a href="https://remi-tootata.itch.io/souvenirs">https://remi-tootata.itch.io/souvenirs</a></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-26039547278790125062023-04-14T20:43:00.005+01:002023-04-14T20:43:48.117+01:00Scratching the Itch: New RPG Hotness 14/4/23<p> It's time for another slab of sizzling new stuff that caught my eye on Itch this week.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAxNjY5My8xMTg2MjI4Mi5wbmc=/347x500/Y7OvrN.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="347" data-original-width="347" height="347" src="https://img.itch.zone/aW1hZ2UvMjAxNjY5My8xMTg2MjI4Mi5wbmc=/347x500/Y7OvrN.png" width="347" /></a></div><b><br /></b><p></p><p><b>Throne of Avarice</b></p><p>by SoulMuppet Publishing</p><p>Aright, full disclosure that Brian Yaksha is an online chum of mine and a Very Good Game Designer. I've had my eye on SoulMuppet's Throne of Avarice when Zach was throwing out some development bits on Twitter and it looks super sweet. Created for Best Left Buried, this is what the blurb says:</p><p style="background-color: white; color: #222222; font-family: Lato, Lato, LatoExtended, sans-serif; line-height: 1.4;"><i>THRONE OF AVARICE is a setting book and procedural generation toolbox for adventuring in the fantasy horror game Best Left Buried. The tools and tables within present Doomsayers with the means to generate the citizens, victims, regions, and reprehensible rulers of the Grand Duchy of Calmyn - a nation struggling to reclaim its dominion over the known world.</i></p><div>It's, like, full of factions and the bizarre shit that Yaksha is known for. </div><div><br /></div><div><a href="https://soulmuppetpublishing.itch.io/throne-of-avarice">https://soulmuppetpublishing.itch.io/throne-of-avarice</a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAwMjYyMy8xMTc3Mjk2Ny5qcGc=/347x500/uwo2T3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="500" data-original-width="331" height="500" src="https://img.itch.zone/aW1hZ2UvMjAwMjYyMy8xMTc3Mjk2Ny5qcGc=/347x500/uwo2T3.jpg" width="331" /></a></div><br /><div><br /></div><div><b>Casket of Fays #9</b></div><div>by Red Ruin Publishing</div><div><br /></div><div>This was quite a nice little surprise, not least because I had totally forgotten there was a zine for Dragon Warriors. But there is, and it just came out. The latest fanzine for the British RPG stalwart looks like a chocolate box of DW thingies that sort of speak directly to my heart ventricles. Fairy knight? Check. Some sort of gibbet? Double check. Venom and bites! Ok, I'm less excited about that, but I'm sure the content is good. </div><div><br /></div><div><a href="https://redruinpublishing.itch.io/casket-of-fays-9">https://redruinpublishing.itch.io/casket-of-fays-9</a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAxNDQzNy8xMTg1MzI1NS5wbmc=/347x500/9NDiBW.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="245" data-original-width="347" height="283" src="https://img.itch.zone/aW1hZ2UvMjAxNDQzNy8xMTg1MzI1NS5wbmc=/347x500/9NDiBW.png" width="400" /></a></div><br /><div><br /></div><div><b>Heads Frozen in Vaults Enduring</b></div><div>by Exeunt Press</div><div><br /></div><div>This one caught my eye because it's inspired by urban legends about celebrities getting their heads frozen. This is a one-shot heist for CY_BORG in the shape of an a4 pamphlet. Here's what the gubbins says:</div><div><br /></div><div><div><i>Escort a live streamer into the G0 wasteland in search of an underground cryovault! More action means more viewers, and viewers are creds. So remember to smile for the cameras while the nanophreaks shred your face!</i></div><div><br /></div></div><div>It comes with a free frozen head generator, which is a great deal in such price-conscious times. </div><div><br /></div><div><a href="https://exeuntpress.itch.io/heads-frozen">https://exeuntpress.itch.io/heads-frozen</a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAxMTIzOS8xMTgyODQ0MC5qcGc=/347x500/BXRH0o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="277" data-original-width="347" height="319" src="https://img.itch.zone/aW1hZ2UvMjAxMTIzOS8xMTgyODQ0MC5qcGc=/347x500/BXRH0o.jpg" width="400" /></a></div><br /><div><br /></div><div><br /></div><div><b>A Shrine for Something Forgotten</b></div><div>by Junk Food Games</div><div><br /></div><div>This is a solo journaling game about collecting little bits and bats and creating a shrine out of them. A lovely clean concept created for the Tiny Keepsake Jam. </div><div><br /></div><div><a href="https://junkfoodgames.itch.io/a-shrine-for-something-forgotten">https://junkfoodgames.itch.io/a-shrine-for-something-forgotten</a></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-36750261452427080692023-04-10T09:17:00.003+01:002023-04-10T09:17:38.893+01:00GORGON ROT brings heavy metal roleplaying to your table<p> <a href="https://img.itch.zone/aW1nLzExODIzMTU2LmpwZw==/original/BeEa5o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="226" data-original-width="800" height="181" src="https://img.itch.zone/aW1nLzExODIzMTU2LmpwZw==/original/BeEa5o.jpg" width="640" /></a><br /><br /></p><p>I'm running my first Itchfunder! I've just released GORGON ROT, a new wave of old school fantasy RPG influenced by Fighting Fantasy and heavy metal. It's all packaged as a CD booklet, so I'm raising money for a print run. It features:</p><p></p><ul style="text-align: left;"><li>A simple 2d6 mechanic fans of old, yellowed gamebooks will be familiar with</li><li>A push-your-luck system: your Luck score gives you great power, but depletes as you use it, so use it wisely!</li><li>Designed for grid combat and hexcrawling</li><li>Find the secret apocalyptic spell!</li><li>Perfect for pulling out at the pub before a gig</li></ul><p></p><p>This 12-page booklet contains everything you need to play, including a bestiary and pregen characters. You even get a bonus flyer called Foul Sorcery, which deals with necromancy.</p><p>You should go buy it <a href="https://trollish-delver-games.itch.io/gorgon-rot">https://trollish-delver-games.itch.io/gorgon-rot </a></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com1tag:blogger.com,1999:blog-693727510617938398.post-89249287495200311392023-04-07T08:32:00.001+01:002023-04-07T08:32:38.860+01:00Scratching the Itch: New RPG Hotness 7/4/23It's time to delve into a selection of new and popular games to pop up on Itch recently that caught my eye. <div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1nLzExNzg2OTU1LmpwZw==/347x500/jK83L6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="276" data-original-width="347" height="318" src="https://img.itch.zone/aW1nLzExNzg2OTU1LmpwZw==/347x500/jK83L6.jpg" width="400" /></a></div><div><br /></div><div><b>Sworn by Crom & Mitra</b></div><div>by 3vandro</div><div><br /></div><div>Describing itself as a minimalist randomised setting for the Hyborian world of Conan, Sworn by Crom & Mitra is designed for use with Ironsworn with a bunch of random tables and setting info. </div><div><br /></div><div><a href="https://3vandro.itch.io/sworn-by-crom-and-mitra">https://3vandro.itch.io/sworn-by-crom-and-mitra </a></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMjAwMzk1OS8xMTc4MjExNi5qcGc=/347x500/XghIcE.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="278" data-original-width="347" height="320" src="https://img.itch.zone/aW1hZ2UvMjAwMzk1OS8xMTc4MjExNi5qcGc=/347x500/XghIcE.jpg" width="400" /></a></div><br /><div><br /></div><div><b>24XX Dying Sun</b></div><div>by TaTooka</div><div><br /></div><div>Jason Tocci's 24XX system continues to prove its popularity with a new standalone game focused on emulating the world of Dark Sun in a tiny package. A post-apocalyptic fantasy world awaits players in Dying Sun, which changes up the usual 24XX armour rules in favour of the ability to equip piecemeal armour parts, as well as rules for defiling magic. </div><div><br /></div><div><a href="https://tatooka.itch.io/24xx-dying-sun">https://tatooka.itch.io/24xx-dying-sun</a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMTk5MjEyMC8xMTcxMTY5MC5wbmc=/347x500/TQzoxe.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="347" height="305" src="https://img.itch.zone/aW1hZ2UvMTk5MjEyMC8xMTcxMTY5MC5wbmc=/347x500/TQzoxe.png" width="400" /></a></div><br /><div><br /></div><div><br /></div><div><b>The Lost Treasure of Granny Snake-Eyes</b></div><div>by rootdevil</div><div><br /></div><div>Fans of short, weird dungeoncrawls might want to check out The Lost Treasure of Granny Snake-Eyes. The titular Granny is up to her eyes in debt, so naturally she needs your help to pilfer her late husband's tome of the riches within. The eight-page adventure crams in some evocative descriptions and memorable NPCs, along with a hat generator for OSR and 5e play. </div><div><br /></div><div><a href="https://rootdevil.itch.io/the-lost-treasure-of-granny-snake-eyes">https://rootdevil.itch.io/the-lost-treasure-of-granny-snake-eyes</a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://img.itch.zone/aW1nLzExNzg2OTY1LmpwZw==/original/%2B0yGCQ.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="350" data-original-width="800" height="175" src="https://img.itch.zone/aW1nLzExNzg2OTY1LmpwZw==/original/%2B0yGCQ.jpg" width="400" /></a></div><div><br /></div><div><br /></div><div><b>The Tombs of Agalosh</b></div><div>by Jamzilla</div><div><br /></div><div><div><i>For an Age and beyond the wizzards of Agalosh have languished in their ancient halls, trapped there by the Gods they dared dethrone! Fearful of phantoms and breathless things, the wizzards fled deeper and deeper into their dungeon-tombs, hoarding in pits their spells and things of gold...</i></div><div><br /></div></div><div>Honestly, the colour and font for this 16-page zine caught my eye. It's an adventure location for the game CYST which I've just discovered. Basically a game where you create a fantasy world and then play in it. </div><div><br /></div><div><a href="https://jamzilla.itch.io/agalosh">https://jamzilla.itch.io/agalosh</a></div>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-13531318958624982552023-03-26T07:35:00.001+01:002023-03-26T07:35:20.786+01:0014 years of Trollish Delver<p> It would be remiss of me not to remark on 14 years of this blog's existence. I don't post on here enough anymore, mainly because I'm working on projects, but I'm proud to have kept TD going long enough for it to be a Gen Z teenager. </p><p>A big thanks to all my readers over the years, particularly those who have been there right from the beginning. </p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com4tag:blogger.com,1999:blog-693727510617938398.post-29195626678442948492023-01-15T08:42:00.000+00:002023-01-15T08:42:10.521+00:00The Ultimate Newbie Guide to Pathfinder 2nd Edition <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitp1diFLdBLedGSX_RoLNTBMiQe0XFmE2A_Api57N1lYxFp9WK7TCO7yvAjkM3p4hTp0Xnl4X4GrusUgmGGxJOPeHz7FICc00Df23CDppUqlKVHeO8NSu7nRNVJDLtVzb47dTFesNq3-ASwTEZ9ScKAh4GGwGVaWqhRwN89r1a3PDJ66zipJpdMD8G/s1600/pathfinder-2e-rpg-artwork.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto; text-align: center;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitp1diFLdBLedGSX_RoLNTBMiQe0XFmE2A_Api57N1lYxFp9WK7TCO7yvAjkM3p4hTp0Xnl4X4GrusUgmGGxJOPeHz7FICc00Df23CDppUqlKVHeO8NSu7nRNVJDLtVzb47dTFesNq3-ASwTEZ9ScKAh4GGwGVaWqhRwN89r1a3PDJ66zipJpdMD8G/w640-h360/pathfinder-2e-rpg-artwork.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image: Paizo</td></tr></tbody></table><p><br /></p><p>So you've decided you want to check out Pathfinder 2nd edition. Maybe you want a change of pace from your usual game, or perhaps you've been burnt by a corporation. Either way, Pathfinder 2e is an excellent roleplaying game - one of my very favourites. I've been playing Pathfinder since 1st edition and moved to 2e during the open playtest, so I'd love to share with folks who are new to the game a guide on what to expect. </p><p><b>What is Pathfinder?</b></p><p>Pathfinder is a traditional fantasy roleplaying game created by Paizo in 2009 using the d20 system from the 3rd edition of Dungeons and Dragons. That means that if you're already familiar with how D&D works you should have little problem getting onto Pathfinder. The second edition, released in 2019 cleaned up a lot of the complexities of the original game and brought in more innovations. </p><p>This is a big game of big heroes existing on the planet of Golarion, a kitchen-sink science-fantasy setting. Pathfinder relates to the in-world Pathfinder Society where adventurers can enroll to receive quests of exploration and discovery.</p><p>Whereas D&D 5e was designed to be a more rules lite game, Pathfinder 2e contains more rules and options, particularly when it comes to character creation. That isn't to say it's a complicated game. At its heart you're still rolling a d20 and adding a bonus to meet or beat a difficulty score. But the rules it does have in place are there to do the heavy lifting for the GM. There is less emphasis on making up rules on the fly because chances are that there's a specific rule or process for a given action. </p><p>So if you love customising your characters, having a toolbox of cool abilities and having an easier ride GMing a game, Pathfinder 2e is for you. </p><p><b>Highly Customisable Character Creation</b></p><p>As stated, Pathfinder has always been about massive customisation when it comes to player characters. Personally I found 1e unwieldy, particularly at the end of its lifecycle. The designers realised that feat bloat, where the vast number of abilities ended up allowing for broken characters, was an issue so with 2e they made character creation simpler but with the same level of customisation. </p><p>Characters are made up of ancestries (previously races), heritages, classes, backgrounds, feats, skills and optionally archetypes. </p><p>Classes are very similar to D&D but there are variations and unique classes. While Fighter, Thief, Bard and Sorcerer will all be familiar, classes like Investigator, Thaumaturge, Swashbuckler and Inventor are all totally new. Each class has several different builds, so one ranger will play completely differently to another. </p><p>The breadth of available ancestries is pretty ludicrous, from the usual dwarf, elf and halfling to huge shapeshifting spiders, mutated flesh people, conscious shards of cosmic force and androids. Mix these with versatile heritages that allow mixed ancestries, like a reflection, genie or dhampir, your character can be pretty much anything. This will be good news to 5e players who are used to a large array of racial options. </p><p>You have the same attributes as in D&D, along with AC and the same Saves. It's all very familiar for anyone coming from 5e. One of the big differences is in your feats. Here feats fall into several categories: skill feats (cool extra things you can do with your skills), class feats (majorly cool abilities that define your class), and general feats (a wider pot of feats aiding customisation). This may sound overwhelming but you only get certain types of feats at specific levels, meaning you're never choosing from a huge pot of feats. </p><p>When it comes to skills, you have five proficiency ranks: untrained, trained, expert, master and legendary. Each has a set bonus you get on your skills, which is you level plus 0, 2, 4, 6, or 8 respectively. Simple.</p><p>Archetypes can help you hone in on a specific character concept. A sort of multiclassing, archetypes can be plugged into your class to open up a new branch of feats. For instance, my ranger has a Marshall archetype, which allows her to be a leader in combat, offering bonuses to others for attacks, damage and saves. </p><p>It's genuinely difficult to make a bad character and apps like Pathbuilder (for transparency the guy who made this has been part of my group for the better part of a decade, but it's simply the best character creation app out there) make it easy to create a cool, unique character. </p><p><b>Satisfying Combat with Tactical Crunch</b></p><p>Combat in Pathfinder is beautiful. Each class is designed to play in a specific way, so their role in combat is defined and satisfying. For instance, a ranger is designed to hunt its prey around the battlefield, while a swashbuckler dances around their foes to get the upper hand. Part of the beauty of combat is in the now-famous three action turn. Forget action types like full actions and bonus actions. In Pathfinder 2e you have three actions you can do anything with. Want to move twice and attack? Go ahead. Want to demoralise, run and stab? You can! Want to attack three times? Have at it, with a penalty for each consecutive attack. </p><p>Combat and skill actions are the bedrock of a good fight, offering a host of options outside of just locking yourself to an enemy and wailing on them. You can disarm, shove, feint, demoralise, and more. These, along with your character's class features and feats, make fights dynamic and fun. It's still worth noting that combat does often last a while, depending on what you're fighting - in my experience it's common for fights to go on for an hour or more, but for me it never feels like a chore. </p><p><b>Exploration and Downtime </b></p><p>In game design you have a spectrum ranging from rules light games where rulings are more important than rules, to rules heavy games (or 'crunchy') where rules are more heavily codified. Pathfinder 2e is more on the crunchy end of the spectrum while D&D 5e falls somewhere in the middle. </p><p>This means that exploration has specific rules to help the GM and players adjudicate what's happening, offering clear options for players who may otherwise not really know what to do when travelling the wide world, particularly something that's meaningful. Pathfinder tackles this with modes. The three modes of play are encounters, exploration and downtime, each having their own stakes and actions that can be performed in them. If I'm on the lookout for enemies tailing the party I could take the Scout activity, moving at half speed and offering a +1 initiative bonus to the entire party. Or I could put enemies off our scent with a Cover Tracks activity, causing anyone following to roll a survival check. The activity you're undertaking also impacts the skill you roll on initiative. If you're on the lookout you'd roll perception. If you were sneaking you'd roll stealth. In other words, what you do in exploration mode has a direct impact on everyone. Even if you're not travelling around you'll be using exploration activities. In an investigation you will probably want to ask around for information, so you can use the Gather Information activity that states specifically how that would work. It's all laid out to give the GM bandwidth to run the game. </p><p>During downtime you'll be doing activities like Bribe Contact, Craft, Create Forgery, or Gossip, among many others. Again, everything you do here has a concrete impact on the game, whether it's a bonus, a new contact, or gaining money. Of course, players can do whatever they like, but having eventualities clearly spelled out is a real boon for everyone.</p><p><b>Pathfinder's Unique Setting</b> </p><p>Unlike D&D where there are many settings, Pathfinder has Golarion as a persistent science-fantasy setting, mixing dark fantasy, high fantasy and even science fiction in a fully realised and intriguing world. With its own gods, heroes, and legends, Golarion is not only a lore-lover's dream, it's also dripping with GM inspiration. From city adventures in the sprawling Absalom where mortals can ascend to godhood, to the steaming jungles of the Mwangi Expanse where rich cultures and strange creatures live side-by-side, Golarion is a setting that places wonder and exploration at its heart. </p><p>To tell the story of Golarion, Paizo releases a series of books called Lost Omens guides. Each of these goes into detail about the locations, people and creatures within the setting. They're generally released quarterly so there's plenty to get your teeth into. They're also incredibly well written, filled to the brim with ideas and contain some of the best art in the biz. </p><p><b>Adventure Paths</b></p><p>If you're used to D&D 5e's stable of infrequently released hardbound books, Paizo's schedule might take getting used to. Adventure Paths are campaigns split across multiple books over a year, typically taking players from 1st to 20th level, released twice annually. In the long run you'll be paying more for a campaign than in 5e, but you'll also get to level 20 and because Adventure Paths are released in stages there's less risk of your group isn't really enjoying the campaign. Some are also combined into hardback collections, bringing the overall price down. </p><p>That said, most Pathfinder 2e Adventure Paths are very good in their quality of writing and artwork. If you enjoy a good old fashioned dungeon crawl then Abomination Vaults is for you. If you like investigative stories with actual coded rules for investigation try Agents of Edgewatch. If you're already a fan of magical schools like Strixhaven then Strength of Thousands is an RP focused powerhouse set in a magical college. And if dominion and kingdom building is your thing then look no further than Kingmaker.</p><p><b>The Supplements</b></p><p>Pathfinder 2e is a well-supported game with frequent supplements and accessories like maps and cards. The Lost Omens range builds out the setting and offers new character options. If you're wanting to run a homebrew campaign these guides are indispensable.</p><p>Core rulebook supplements like the Gamemastery Guide, Advanced Players Guide, Dark Archives and Secrets of Magic can take your game to the next level with new rules, classes, spells and feats. None of these are required though - Pathfinder is a modular system to include whatever rules and options you wish. Best of all, most are released in hardcover and softcover, the latter being much easier on the wallet. </p><p>All material from every supplement is available online for free from <a href="https://2e.aonprd.com/Rules.aspx">Archives of Nethys.</a> </p><p><b>Organised Play </b></p><p>The Pathfinder Society is a global organised play initiative that features an ongoing campaign. Each player enlists with a faction with their own objectives. You'll gather reputation with your faction as you play. At the end of the adventure you'll report back the outcome to the Society which can change the course of the global campaign. </p><p><b>How to Get Started Playing Pathfinder 2nd Edition</b></p><p>If you're finding it difficult to understand where to start with Pathfinder 2e, the Beginner Box is the best place to begin your journey. While more expensive than the 5e starter sets, you get more in it at a premium quality, including a solo adventure, GM handbook, dice, pregens, 100 card pawns with bases, reference cards and a flip mat. </p><p>If you want to jump right in then you'll need the Pathfinder Second Edition Core Rulebook, available in hardcover and a much cheaper softcover. You'll also want to pick up the Bestiary, though as I mentioned every rule and creature is available online for free. </p><p>While people often recommend just using Archives of Nethys as a free starting point, I think it's a whole lot easier running through the core rulebook. Once you're more confident then Nethys is your number one friend for looking up rules. </p><p>To take most of the effort out of creating a character, <a href="https://pathbuilder2e.com/">Pathbuilder</a> is probably the most popular app available, but there's also <a href="https://wanderersguide.app/">Wanderer's Guide</a> as a free character manager. </p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com2tag:blogger.com,1999:blog-693727510617938398.post-60294925073945087742022-12-19T10:44:00.002+00:002022-12-19T10:44:34.973+00:00Why you should check out Aconyte Books<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVs3K7WN9mrWX3tcQhI4vKG3GOTe2lEzTMLPgKtGeDRcpGNEybUOQHbSsYlxMsPu-Nvbguv6J5camsrgWyVO7AhejLDO1OvxjrMVdeTV3rB2iI0G6RMdGsLe97a4ulMMfIfS1NcOOAzHzYliuLtauJDJlIASkE8_uQcSWPP1hUdm-DO1bUAt3P9Ouj/s1013/Aconyte-Worlds.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="400" data-original-width="1013" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVs3K7WN9mrWX3tcQhI4vKG3GOTe2lEzTMLPgKtGeDRcpGNEybUOQHbSsYlxMsPu-Nvbguv6J5camsrgWyVO7AhejLDO1OvxjrMVdeTV3rB2iI0G6RMdGsLe97a4ulMMfIfS1NcOOAzHzYliuLtauJDJlIASkE8_uQcSWPP1hUdm-DO1bUAt3P9Ouj/w640-h252/Aconyte-Worlds.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image: Aconyte/ Asmodee </td></tr></tbody></table><p><br /></p><p>First off, this isn't a sponsored post or anything. I just like talking about things I enjoy, and one of those things is <a href="https://aconytebooks.com/">Aconyte Books</a>. Let me tell you the ways.</p><p>Aconyte is the fiction (and recently non-fiction) publishing arm of Asmodee, announced back in the beforetimes of 2019 as a way of bringing novelisations of Asmodee's hit games to a wider audience. Helmed by publishing luminary Marc Gascoigne, Aconyte would launch its first slate of titles in 2020 including universes such as Arkham Horror, Keyforge, and Legend of the Five Rings, and Descent, quickly expanding to Marvel, Twilight Imperium, Watch Dogs and Assassin's Creed after a deal with Ubisoft. </p><p>I jumped on the bandwagon at launch, reading Wrath of N'kai by tie-in heavyweight Josh Reynolds. It was good, pulpy, cosmic horror fun, so I decided to grab a bunch more books and here I am two years later with somewhat of a crush on Aconyte. </p><p>As an unabashed fan of game lore and tie-in fiction Aconyte's stable is, for me, a bit of a dream and I'm surprised just how many titles the publisher puts out in a year, typically with a slate of new books per season, often with brand new licenses. My absolute favourites so far have been Litany of Dreams by Ari Marmell (Arkham Horror), Cult of the Spider Queen by S A Sidor (Arkham Horror), The Necropolis Empire by Tim Pratt (Twilight Imperium), The Gates of Thelgrim by Robbie MacNiven (Descent), and Sword of the White Horse by Elsa Sjunneson (Assassin's Creed: Valhalla). It's also important to note that I'd only played a few of the games these were tied to, and in some cases only once, but these were strong enough to get me invested in their worlds. I'm not too proud to say that after reading White Horse I immediately bought Assassin's Creed Valhalla. Turns out it's my jam.</p><p>So why should you check out Aconyte?</p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioyGAi4hPA6WoqakOlNMnau3COlVlMMXXpBZIcRLqluLxlasoM08CErhpPqySLnDFslHSFmejw_o8Nq8UvvLtuayan60kHGA3BO_pjGjx6Cd657aT3IpuVczBopgBpd2yGgcY9OCNABWZg5noOt1Vxh7ILJb8e82JN7QoP7dU4L3U3Rn78nWKDBOT-/s2560/fall-ine-up-scaled.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1707" data-original-width="2560" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioyGAi4hPA6WoqakOlNMnau3COlVlMMXXpBZIcRLqluLxlasoM08CErhpPqySLnDFslHSFmejw_o8Nq8UvvLtuayan60kHGA3BO_pjGjx6Cd657aT3IpuVczBopgBpd2yGgcY9OCNABWZg5noOt1Vxh7ILJb8e82JN7QoP7dU4L3U3Rn78nWKDBOT-/w640-h426/fall-ine-up-scaled.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image: Aconyte/ Asmodee</td></tr></tbody></table><p><br /></p><p><b>1. The Variety</b> </p><p>Something Aconyte does is smartly subcategorise its brands. Having a full line of Marvel books could be overwhelming, but the publisher releases mini lines within licenses to keep things manageable. With Marvel that means having the Legends of Asgard series of you're into high fantasy, Heroines, School of X and more. You won't be hard up for a license that you like, too. So far Aconyte has as part of its stable:</p><p>- Arkham Horror</p><p>- Descent</p><p>- Marvel </p><p>- Zombiecide </p><p>- Splinter Cell </p><p>- Keyforge </p><p>- Legend of the Five Rings </p><p>- Assassin's Creed </p><p>- Watch Dogs </p><p>- Terraforming Mars </p><p>- Twilight Imperium </p><p>- The Division </p><p><br /></p><p><b>2. The writing</b> </p><p>Tie-in fiction is a tough gig. Tight deadlines and having to keep within a given world can be limiting. But Aconyte has brought on a experienced group of authors putting out some of their best work. With Josh Reynolds not working for Black Library anymore it's a bit of a coup for the publisher in my opinion, and with stalwarts like C L Werner, Robbie MacNiven, S A Sidor, James Swallow and Anna Stephens, you can be confident of a good time. </p><p><br /></p><p><b>3. LGBTQA+ characters</b> </p><p>Many of the books in Aconyte's library contain queer protagonists or supporting characters. This is especially heartening in properties like Arkham Horror where Lovecraft's deep-seated loathing of anything 'other' ran through many of his stories. Sometimes queer characters are just left to be people, without forcing romance into the story just because, which is refreshing. </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga1Ht5bQh3gin6R-bTMuPYZVc0OCQMluad8HD-my20spTlcit-7_PopOIHhyKBg1AMRuputs7oAcMCG-5KWRvwRSfRjnz8bz7b6HSRTQU55eicmlevSz0DJUm0Z6ZoAL4_0ojyWUa2LWxv6GJKiW3910A2EMVDzKIFvG-EcRnJIj1cuY-IwM1axESI/s2093/Litany-of-Dreams.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2093" data-original-width="1400" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga1Ht5bQh3gin6R-bTMuPYZVc0OCQMluad8HD-my20spTlcit-7_PopOIHhyKBg1AMRuputs7oAcMCG-5KWRvwRSfRjnz8bz7b6HSRTQU55eicmlevSz0DJUm0Z6ZoAL4_0ojyWUa2LWxv6GJKiW3910A2EMVDzKIFvG-EcRnJIj1cuY-IwM1axESI/w428-h640/Litany-of-Dreams.jpg" width="428" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image: Aconyte/Asmodee</td></tr></tbody></table><p><br /></p><p><b>4. Beautiful covers </b></p><p>Yeah yeah, I know the saying, but some of these covers are gorgeous, particularly the art deco of Coils of the Labyrinth or Litany of Dreams. I also really like the lovely triptych you can when you put the Twilight Imperium trilogy together. </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5cgY4CcNOG7IsmqphYSQiaGWezmX9z5hKmpn5HTBnLvNwvm-EysUTn1Bn2JbNGVVtShj4ZU7oy5gsE70MFcgY8ENC9Vfacuu4DOeSd8LZf6wOOJKNtRidd7PvyDdlPTT2JRY80GqaFmJYZEJ-iswMoKL8GRyc3Hd_whCJnW09wVQ6mH-GTanW8GdA/s1200/p0dfk4gn.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="675" data-original-width="1200" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5cgY4CcNOG7IsmqphYSQiaGWezmX9z5hKmpn5HTBnLvNwvm-EysUTn1Bn2JbNGVVtShj4ZU7oy5gsE70MFcgY8ENC9Vfacuu4DOeSd8LZf6wOOJKNtRidd7PvyDdlPTT2JRY80GqaFmJYZEJ-iswMoKL8GRyc3Hd_whCJnW09wVQ6mH-GTanW8GdA/w640-h360/p0dfk4gn.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Image: BBC</td></tr></tbody></table><p><br /></p><p><b>5. Multiple formats</b> </p><p>Aconyte has more recently moved into audio formats, with audiobooks produced for some of its lines. They've even done a full cast audiodrama of some books like Wrath of N'kai. Speaking of, the BBC has just launched <a href="https://www.bbc.co.uk/programmes/m001fn5r">Splinter Cell Firewall as an audio drama </a>over on BBC Sounds that I'm listening to as I write this post. Yeah, I'm a fanboy. </p><p><br /></p><p>Anyway, a bit of a tangent from my usual roleplaying stuff, but something I thought you, dear reader, might be interested in. If you're a fan of Aconyte let me know your favourite books in the comments. </p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com2tag:blogger.com,1999:blog-693727510617938398.post-47983407196542866522022-12-14T06:30:00.001+00:002022-12-14T06:30:06.895+00:00The Lake Maidens of Camelot for Romance of the Perilous Land <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4RHwQUzF8T2eafwRRN69Jp1vDJv_uugPBrdPF_Xpaqtc3OoX7QMy5VLRvA4LEtSe2cMAlWvfCtdNeVka5N1BF38BGVU2OZRM3MBLH5MVHkQsoRTopA47cEEZTYxgNj_r7MSmjgrwHtyT3nzhUnV21lODgg7ZPUZkjBdltMJziOHLuQ3vvHGAHzNXm/s600/fairy-lake-1905.jpg!Large.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="573" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4RHwQUzF8T2eafwRRN69Jp1vDJv_uugPBrdPF_Xpaqtc3OoX7QMy5VLRvA4LEtSe2cMAlWvfCtdNeVka5N1BF38BGVU2OZRM3MBLH5MVHkQsoRTopA47cEEZTYxgNj_r7MSmjgrwHtyT3nzhUnV21lODgg7ZPUZkjBdltMJziOHLuQ3vvHGAHzNXm/w612-h640/fairy-lake-1905.jpg!Large.jpg" width="612" /></a></div><p><br /></p><p> The Gwragedd Annwn (Ga-reth An-oon), also called Lake Maidens in the common tongue of the eleven kingdoms are radiant fairies who dwell in large lakes, emerging to ensnare mortals with their beauty. The Lady of the Lake Nimue herself is one of these creatures, though a friend to Arthur and Merlin. </p><p>Lake Maidens dwell in great submerged fairy cities in apparently bottomless lakes. When called to the Wild Hunt, they ride their fairy hounds to aid Herne in dragging souls to Annwn. Some even bear children with mortals, giving birth to fey-touched whose skin glistens unnaturally in the sun and moonlight. </p><p>Lake Maidens are able to take the form of adult humans as well as their diminutive fairy aspect. </p><p>HD2 (12), HP 9, AP 2, Att Dagger (d6+2) and Lure, SP12, Spells: Conjure Water from Air, Dazzle with Glittering Lights x2, Change the Mundane into Treasure X2, Sense the Presence of Magic X2, Good Luck Charm. </p><p>- Lure: As a ranged attack of 60ft, the lake maiden entrances a target. They must succeed a Charisma save or use their next turn to move towards the creature, taking no other action.</p><p>- Waterborne: Swim speed of 50ft</p><p>- Unnatural sight: Can see in darkness as if in light.</p><p><br /></p><p><br /></p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-22913503084538640662022-12-05T20:36:00.006+00:002022-12-05T20:36:52.369+00:00Krampus for BX and RoTPL<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI1j5Ek7g6G_oJUsvQ7gmakfoLEVEmY4K4U6Ie8Yc14CLPd7CTsi9oaVwrmXl8OB0rs4d1NIZx-w2kDmCrrlupNb_4rCF_KTZceSEWUfsRcRpGgdv8vWTEt4Cgoi0kNV97oSpkX9F2uIjix-OtMeqAgWAkGsHJ0HQJmxf-U63xGZaxrCne1RW4p9rI/s1600/Krampus-Austrian-postcard-1910.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1028" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI1j5Ek7g6G_oJUsvQ7gmakfoLEVEmY4K4U6Ie8Yc14CLPd7CTsi9oaVwrmXl8OB0rs4d1NIZx-w2kDmCrrlupNb_4rCF_KTZceSEWUfsRcRpGgdv8vWTEt4Cgoi0kNV97oSpkX9F2uIjix-OtMeqAgWAkGsHJ0HQJmxf-U63xGZaxrCne1RW4p9rI/w413-h640/Krampus-Austrian-postcard-1910.jpg" width="413" /></a></div><p><br /></p><p>Merry Krampusnacht! Tonight's the night the Krampus comes to your houses and thrashes your children with sticks before dragging them to hell. He's my favourite.</p><p>Anyway, here he is for BX and then Romance of the Perilous Land.</p><p>Krampus, HD9, AC3, HP40, Att claw (1d6)/stick thrashing (2d6), MV 120' (40'), SV D8 W7 P11 B10 S11 AL Chaotic, XP2300</p><p>- Cleric Resistance: +4 to saving throws against spells cast by clerics.</p><p>- Fearful Aura: Anyone Lawful or Neutral coming within 10' of Krampus must save Vs spells. If they fail, they must flee for d6+4 rounds, with a 30% chance of dropping whatever they're carrying.</p><p>- Spell Immunity: Unaffected by sleep and charm spells.</p><p><br /></p><p>Krampus, HD8 (18), AP8, HP32, Att claw/stick thrashing (d10+8/d10+8), SP18</p><p>- Unaffected by Cause the Alert to Slumber and Subdue the Wicked spells.</p><p> - Fearful Aura: Anyone who ends their turn within 10' of the Krampus must make a Mind save or flee at full speed for 3 rounds. They have a 30% of dropping whatever they're holding.</p><p>- May cast Restrain as if with Invisible Rope. </p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com2tag:blogger.com,1999:blog-693727510617938398.post-28151888621644735872022-12-04T17:30:00.005+00:002022-12-04T17:30:50.297+00:00Fairy Markets <p> It's never many people's desire to come across a fairy market. Some plains and valleys are known for driving people 'pixie-led', happening across a glimpse of the otherworld and the uncanny fear this experience brings with it. </p><p>Wanderers often hear the sweet music of the fairies (or fair folk, including pixies) and feel bound to follow this beguiling melody. In Romance of the Perilous Land this would require a Mind save based on the level/HD of the fairy musician. In a BX game it would be a save versus spells. If they have the knowledge to turn their coat inside out then gain an edge on the roll (or in BX, +2). Turning out your pockets if you have no jacket works too. Using a pixie pole as a walking stick completely negates the need for a save. </p><p>Failure results in the wanderer heading towards the music's source, through a cloud of rolling fog. Here they happen upon the fairy market. Smells, sights and sounds are heightened. Fairies, pixies, hobs and all manner of otherworldly beings browse stalls of weird materials, clothes, trinkets, garlands and food. Fairies, even the seelie ones, are stick tricksters and will rarely give a human a fair sell. Most of the time the object purchased will turn into a couple of snails webbed together. Unseelie fairies may sell the interloper something malevolent, like a cursed goblet that will never be filled or a necklace that attracts adders.</p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-69816737910482221402022-11-12T16:46:00.006+00:002022-11-12T16:46:47.316+00:00Snickelways <p> In York there's a now fairly famous neologism called snickelways used to describe a network of charming little alleys that snake throughout the city. They all have names like Hole-in-the-wall and Mad Alice Lane - all super evocative and just a little bit magical.</p><p>If you don't know, York is ancient. Its bones date back to Roman times, its flesh gathering throughout the Anglo-Saxon period and into the later medieval age that lends it a Mordheim-esque look. So its snickelways are routed through the past and present, bending space and time as you move through them. </p><p>In your favourite flavour of fantasy game we can take this more literally. Snickelways are forgotten liminal spaces between buildings - a labyrinth of tiny streets with their own strange denizens, living both within and without the city. </p><p>Who dwells in the snickelways? (D20, roll as many times as you want.)</p><p>1. The rat librarians dragging their mobile Bibliotheca. </p><p>2. The Snickelwitch whose shadow has a mind of its own</p><p>3. Sallow dwarves selling from their bratwurst cart. </p><p>4. The gull-headed assassin, slowly losing their mind.</p><p>5. A trio of ghost brigands who gamble eyeballs.</p><p>6. The silent greyhound that smells decaying magic.</p><p>7. The priests of the snickelways seeking converts to worship the Lord of Keys.</p><p>8. The sewer gorgons prized for their teeth.</p><p>9. The Lord Mayor of the Snickel, with their powdered wig and terrible secrets.</p><p>10. The Hidden Guild of Keys, able to open every lock in the city when dusk comes.</p><p>11. The junk ogre and her alignment-sensing magpie.</p><p>12. Snuffy the lantern dragon</p><p>13. The Society of Alleyway Alchemists</p><p>14. Wall-jumping goblin jesters</p><p>15. Mr. Black, the gentleman thief and seeker of keys.</p><p>16. Gungula, the great spider of the snickelways and her ravenous young.</p><p>17. The marvelous tailor and her enchanted spider silk</p><p>18. The Keeper of the Final Key</p><p>19. Muriel the taleteller whose payment is in quality teeth</p><p>20. Gutter urchins made from living shadow</p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com1tag:blogger.com,1999:blog-693727510617938398.post-23877792591660949352022-02-10T19:36:00.005+00:002022-02-10T19:36:48.538+00:00It's time to stop fetishizing the role of GM<p> If you're knee deep in the quagmire they call TTRPG Twitter then you've definitely seen people talking about how nervous they are about being a GM for the first time, or you've seen the endless memes about the GM's role in the game as some sort of God of arcane lore and keeper of sacred wisdoms. You hear as many tales about amazing GMs as you do about nightmare ones, but only really the two extremes. Folks bestow a weight onto the GM as if they were ordained. Sometimes it's about how much the GM has to improvise (but the players will never know), or it's about how you'll keep improving until you're an incredible, polished storyteller. </p><p>The reality is, the GM is just one of the players. It's no more grandiose than that. People put heavy expectations on themselves because they're constantly seeing advice on how to be a better GM, or how to be more like Matt Mercer. Voices, pacing, minis, props. The role inevitably becomes daunting when it really shouldn't.</p><p>I'm not saying effort isn't good, but it's more than ok to GM in a way that you're comfortable with. You can take a minute, or five, to think about things. You don't have to do voices. You can ask the players for help. You don't need to know the rules in their entirety. You don't need to make intricate plots and NPCs. It's great if you want to and you can, but there's no pressure to do so. Here's the thing: as long as players feel comfortable with who they're playing with and what the game's about they'll have fun with pretty much anything. It's fine to be fine.</p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-61312803570540751702022-01-29T08:19:00.002+00:002022-01-29T08:19:15.381+00:00An alternative to adventure hooks<p>When it comes to designing trad RPG adventures, one of the first things you need is a hook to get the players involved in that adventure. If the hook isn't good enough then no adventure.</p><p>Really, this isn't good design. As a group you already know you're under the social contact of the game when you enter that magic circle. When the GM asks you to roll a die for a check, you roll the die, or perhaps suggest an alternative. You don't just say 'nah, don't feel like it'. But that's kind of how plot/story hooks are used in a game. </p><p>The alternative is the GM asking the players "Here's the situation. How would your character get involved in this adventure?" Revolve the adventure around the characters rather than the other way around. How do their motivations or fears play into this adventure? This is a great opportunity to create emergent backgrounds for characters. "Well, my father went out to the Borderlands but never returned. I would want to see if I can find his remains." </p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-50149347211926228412022-01-22T10:34:00.002+00:002022-01-22T10:34:11.810+00:00Sacred Wells and Springs in Romance of the Perilous Land<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg8c3ypy-q48_07vTQ9vSlY-05kjitnBOuLNhZxu3u60QwJe9spmNIVBTAKHRT3WATHEGDtAGCeESLfk3GfcTCA_EHzPlzBLRiTECE-aM35uMmaxSdOxIEStzXD9dqOr1W7SY4P9eF-96Dm8XRtaKXzgQBrBOjBKI37t2idxh9rhPmKktk_GaKKWgsf=s1841" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1227" data-original-width="1841" height="426" src="https://blogger.googleusercontent.com/img/a/AVvXsEg8c3ypy-q48_07vTQ9vSlY-05kjitnBOuLNhZxu3u60QwJe9spmNIVBTAKHRT3WATHEGDtAGCeESLfk3GfcTCA_EHzPlzBLRiTECE-aM35uMmaxSdOxIEStzXD9dqOr1W7SY4P9eF-96Dm8XRtaKXzgQBrBOjBKI37t2idxh9rhPmKktk_GaKKWgsf=w640-h426" width="640" /></a></div><br /><p></p><p>Around the Perilous Land are various springs and wells deemed sacred by the populace for their restorative and divinatory properties. These blessed waters bubble up from the earth, attracting all manner of magical beings (lending them their common name of fairy wells). It's not known why, but the western coast is home to a high density of sacred Wells, stretching all the way up Escose. Great tales are told of springs rising from the ground where a legendary hero has perished. </p><p>Druids gather around a sacred well to divine the will and mood of the gods. At sunset a pebble is dropped in the water and the number of bubbles determines the answer to the diviner's questions (such as 'how many days until the next storm?). </p><p>Most wells are used for healing. Taking a rag to sacred water and wrapping around a wound causes it to heal twice as fast during a rest, but only as the sun rises and they have circled the well thrice. Drinking by starlight (it absolutely must be clear) can alleviate all manner of maladies. In game terms, a disease effect ends. </p><p>As for some rarer effects, drawing water from a sacred well an hour before midnight on the eve of a new year turns the water to wine (called druid's wine). </p><p>Water should not be taken from a well without giving something back. A coin will do the trick, as will a cloutie, a piece of cloth rag tied to a tree branch. Leaving without an offering has an effect on the well user until they return with an offering.</p><p><br /></p><p>1. They are stalked by a magical being, such as a fairy, boggart or bogie. The being will steal from their pack, make noises and generally be mischievous. </p><p>2. Their weapons are dulled or become brittle and useless. Weapon damage is halved.</p><p>3. They can't sleep due to awful nightmares, becoming fatigued.</p><p>4. Their body becomes weak, getting a setback on all Might-based checks and saves.</p><p>5. Their armour becomes cracked and worn, falling apart. Their effective armour points are reduced to 1.</p><p>6. They are stalked by a Black Dog.</p><p>There is a 1 in 4 chance that a sacred spring will appear at the site of a level 10 character death (if they die in a spot where a natural spring would make sense). The chance is reduced by 1 for every Valour point that has been used. </p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-5912603687439605092022-01-20T19:16:00.001+00:002022-01-20T19:32:29.360+00:00Quill scenario: So You Want to Join A Doomsday Cult?<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiDkZK3NJKHJpifmfFgH_73qCUF483y-BvnlNocYhINn-khYelJyOJa-7AmfumpgXv9Uh9aTzhul1MdAFQ3fK6ktQu5qdWAecsV-egtTuh7IFgaEZhhZl2c5MPSQ6m12blqgI9lvg95nvUCLb2OsJNMPjhvNoI-ltmjTDBWlkDl4KOs1B_9Qi0eU3BJ=s1000" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="803" data-original-width="1000" height="514" src="https://blogger.googleusercontent.com/img/a/AVvXsEiDkZK3NJKHJpifmfFgH_73qCUF483y-BvnlNocYhINn-khYelJyOJa-7AmfumpgXv9Uh9aTzhul1MdAFQ3fK6ktQu5qdWAecsV-egtTuh7IFgaEZhhZl2c5MPSQ6m12blqgI9lvg95nvUCLb2OsJNMPjhvNoI-ltmjTDBWlkDl4KOs1B_9Qi0eU3BJ=w640-h514" width="640" /></a></div><br /><p></p><p>Profile: </p><p>You are a member of a sinister cult hell-bent on ending the world, but it's a real struggle to find new recruits. You've been trusted with creating a new pamphlet all about your, erm, religion in an effort to win new people to the cause. Also, there's something in the pit. Probably not worth going near that.</p><p><br /></p><p>Rules of Correspondence:</p><p>Begin with 5 Lucidity. You may spend a Lucidity to automatically pass a test. At the end of your letter roll a die. If the score is below your current Lucidity, you are fine. If it's above, reduce your final points by 3. </p><p><br /></p><p>Create your character:</p><p>Throw together a character with Penmanship, Heart and Language. Assign the scores 1, 2 and 3. Alternatively, use the character options from Shadow & Ink. </p><p><br /></p><p>Ink Pot:</p><p>Glorious revival/ Painful death</p><p>Fun games/ Terrifying ordeals</p><p>Robes/ Bathrobes</p><p>Guest/ Sacrifice</p><p>Divine nectar/ Weak tea</p><p>Benevolent/ Clearly Evil</p><p>Enjoy/ Loathe</p><p>Tentacles/ Tentacles</p><p>Transformation/ Brainwashing</p><p>Chambers of the Holy House/ Ned's Cellar</p><p><br /></p><p><br /></p><p>Consequences:</p><p>Less than 5 points</p><p>This could be your greatest achievement to date, the finest writing ever put to paper. So why on earth have you been summoned to the Chamber? Probably to get some sort of accolade for cult marketing. It soon becomes apparent by the leagues of guard escorts that this may not be an entirely positive meeting. Ah, the Glorious Leader, they will put all this right. Wait, is that a knife? Oh, oh no. Into the pit you go. </p><p><br /></p><p>5-7 points</p><p>This may not have been your greatest work. Over the next month the cult gets a trickle of new recruits but, let's face it, they're not top-of-the-line. They just stand there at meetings, half-cut from the day session at the pub. Even the pit creature doesn't want to touch them and that thing's made of tangible regret. They come and go as easy sacrifices, but nothing more. Back to the drawing board. </p><p><br /></p><p>8-10 points</p><p>Sometimes you impress even yourself. A week after your fine pamphlet hits the dark corners of the city you get a flood of new recruits. Young, old, rich, poor - the whole works. Poor schmucks. The Glorious Leader is pleased as punch, so pleased that at the next cult luncheon you get a special name drop. Over time the cult grows and grows. Soon it will be time...</p><p><br /></p><p>11+ points</p><p>Ah, so maybe you did TOO good a job. You find yourself elbow deep in recruits - a city block's worth in a few days. That thing in the pit is happy as Larry but the Glorious Leader looks perturbed. They speak to you in hushed tones (they've never spoken to you alone - this is big). Turns out that this unprecedented influx of new sacrifices has actually sped up the end of days by, oh, 500 years (accounting for leap years). That brings the end of the world to...2pm today. The Glorious Leader is sobbing, the thing in the pit is writhing. You back away and run out into the street as the clouds collapse. </p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-89682340808124912942022-01-15T08:31:00.001+00:002022-01-15T08:31:09.049+00:00Aubresque: The Champagne Collective<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgckq5Ev6yphhLysdQ38p3sE-7201V4stO2rqQX2Jx-DFjlrQxXBqm7apCUeIBlxBabSF0av6Lj6NlT_AUJ3gtWgcsp_bxgsEWAe4Tai995kFZY2ybcbl7XYvGjQcQKkHYuLsPHHAorp8sb3BLvUyHnP2ADyS_ZGyDKV7G_SmlJRu11igVGdr9wr_yS=s995" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="995" data-original-width="666" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEgckq5Ev6yphhLysdQ38p3sE-7201V4stO2rqQX2Jx-DFjlrQxXBqm7apCUeIBlxBabSF0av6Lj6NlT_AUJ3gtWgcsp_bxgsEWAe4Tai995kFZY2ybcbl7XYvGjQcQKkHYuLsPHHAorp8sb3BLvUyHnP2ADyS_ZGyDKV7G_SmlJRu11igVGdr9wr_yS=w429-h640" width="429" /></a></div><p><br /></p><p><i>What does the very essence of life taste like? Perhaps I'll find out.</i></p><p>Madame Rouge is the leader of the The Champagne Collective, a secret society of socialites who maintain their youth by drinking champagne with the blood of the proletariat.</p><p>Located beneath the arches of the Rue Dragon, in the vast wine cellar belonging to the aristocrat Norman Auldes, The Champagne Collective meets on a blood moon. Madame Rouge takes the head of each victim and places them on a consecrated table. The blood drains from the neck onto white silk and is then wrung out into a champagne decanter. In order of hierarchy, from Madame Rouge, through to Madame Vert, the congregation sips the champagne and gives thanks to the blood moon for its gift of vitality. Members of the cult live for hundreds of years, and it is rumoured that Madame Rouge is over 1000 years old.</p><p>The ritual has the following effects:</p><p>* The participant will not age for another year</p><p>* The participant is healed of all wounds and afflictions</p><p>* The participant has +2 to Wisdom for the next week</p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-32614520145370653592022-01-12T21:10:00.002+00:002022-01-12T21:10:39.439+00:00Yes, you can be a barista in D&D. Get over it<p> Yesterday I wrote about the so-called "barista" adventure for D&D set in Strixhaven in which I explained how I would improve on it because currently the engagement factor is pretty low. </p><p>A certain segment of old-school fans on Twitter have taken great umbrage with this adventure because it's what they see as an erosion of what D&D used to be. It's a little pathetic, really. You can criticise the adventure fairly for how it engages players, but to say that it's the sign of some sort of apocalypse in gaming is silly. </p><p>Now, I love ye olde D&D games. I really like OSR stuff, whether it's based on the original game, an offshoot or a totally different game (i.e. BOSR). But to decry 5e (a game I don't particularly care for) and its players as the harbinger of all things "woke" is whiny at best. </p><p>1. You can do what you want in your gaming world. If you want to just run a gritty dungeon-fucker, then do it. </p><p>2. Old D&D and OSR are right there. They're catered for you. Go have fun with that. 5e clearly isn't for you. </p><p>3. This particular setting is based on a Magic: the Gathering set. M:TG is famously science fantasy. Strixhaven is not Dark Sun. </p><p>4. In the scheme of things, what does it matter?</p><p>There's room for all kinds of flavours, playstyles and traditions even under the same banner. There are thousands of games out there - hell, create your own! The world isn't ending because there was an adventure in the 40 years of D&D where you have to wipe a table. </p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-24508661705998082722022-01-11T21:49:00.004+00:002022-01-11T21:49:55.108+00:00Revamping the "Barista" D&D adventure<p>This one caught my eye today as I saw a couple of people talking about it. I've actually been kicking around a coffee shop roleplaying game for years but never did anything with it, so I was interested to see what D&D Beyond has done with the free Strixhaven promo adventure <a href="https://www.dndbeyond.com/posts/1118-free-d-d-adventure-work-at-strixhavens-firejolt">No Tears Over Spilled Coffee</a>. I love coffee!</p><p>Ok, so what I read didn't really impress. I understand it's free and it's not super bad, per se, but it feels like it's full of missed opportunities. So I decided to consider how I would change it if I were to run it. </p><p>Its main sin is that it doesn't really offer anything interesting to do. Cleaning tables and serving coffee isn't interesting in a high fantasy world. Sure there are two very hollow encounters but what choices are players actually making? And the events seem to happen without much reason.</p><p>So first I'd fill it with hooky NPCs with weird orders. Treat them as random encounters throughout.</p><p>Bartleby Flob, a first year who has brought in his own flavouring for his coffee. Problem is that he's got the ingredients wrong and it transforms him into a great gorilla. Looking through his book can possibly help reverse it, or make it worse (mega gorilla). He'll start trashing the joint unless he's brought down. </p><p>Bebe Sabrelast, transmuter. She's on a date, but her date tries to impress her by turning a staff into a snake. It does not go well.</p><p>Nurt Sheaffer, a student with a charm on them that causes those within 20ft to fawn over them incessantly. Suddenly there's a huge horde of sycophants in the shop getting in the way. Let's hope a certain gorilla doesn't come to play right now. </p><p>As for the mephits - they've been placed there by a spurned ex employee who's in disguise in the quiet room looking on. The mephits don't just attack - they go at the patrons, they break pottery. The more rounds they aren't dead the more money the cafe loses. The more they lose the more impetus the PCs have to get extra tips. Oh, and the mephits need to be projected. Some is curling from the coffee machine and it smells of brimstone. There's a gurgling within.</p><p>The ex employee may continue to try screw things up for the PCs throughout the day. They turn people's coffee bitter so they ask for refunds. They start spreading rumours that they have an infestation in the basement. Which leads me to...</p><p>The Infestation in the Basement</p><p>At some point the PCs need to get more beans from the basement. The ex-employee has released several giant weasels down there, who are eating the valuable beans! The more the PCs delay, the more they eat and the more money is lost. </p><p>Finally, Quentillius comes along. I don't get what's so bad about him in the original adventure, he tips well and you can charge a stupid amount for a coffee. Let's turn him into an inspector. He's looking to make sure everything is ship shape. In fact, let's make sure that the PCs know there may be an inspector coming sometime during the adventure so the drama ramps up. Now they've got to make sure they're throwing out weasel bodies and cleaning up weird potion spills. The inspector grades them based on the number of discrepancies. If it's low enough the cafe could be completely shut down! </p><p>Anyway, that's what I would do. </p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-36936404109066152362022-01-09T14:55:00.002+00:002022-01-09T14:55:17.920+00:00Aubresque: The Court of Sycophants<p> <a href="https://blogger.googleusercontent.com/img/a/AVvXsEjPCs3mPuVIIfyoS7bF8KtpQN1_6S5ifNZ2vIroaO2NSxohaLARQ_gzqEu6mCCrldxgPtIv4grHK7g9R_sRvW1Hvi6QcDgrHBt0cngI9Yc1Nv0XRS6Nipw3x0xM-hfJEPPdB1upgiVyjk7sulp1fFzKWdUkVT8f4PI1Xjppw5JQ_UQML8yZXUcmtIA_=s2006" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="2006" data-original-width="1296" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEjPCs3mPuVIIfyoS7bF8KtpQN1_6S5ifNZ2vIroaO2NSxohaLARQ_gzqEu6mCCrldxgPtIv4grHK7g9R_sRvW1Hvi6QcDgrHBt0cngI9Yc1Nv0XRS6Nipw3x0xM-hfJEPPdB1upgiVyjk7sulp1fFzKWdUkVT8f4PI1Xjppw5JQ_UQML8yZXUcmtIA_=w414-h640" width="414" /></a><br /></p><p><i>We are the infernal. Your vices are ours and ours yours.</i></p><p><br /></p><p>The demoness Vestrenna is at the centre of the grand Court of Sycophants. The organisation is housed in the Yellow Bastille, once a fortification crafted by the Church, now a place of hedonism, vice, and occult. Members of the clergy pass through the oak doors nightly, escaping their chaste-fronted lives and delving into a world of excess and gratification. They fawn over Vestrenna, whom they call their Eternal Mistress, bringing her gifts of gold, trinkets and sacrifices.</p><p>Vestrenna has built a great network of Sycophants throughout Mon Parier – Hush Spies who recruit new Sycophants and destroy those who stand against the Court.</p><p>Vestrenna is in direct contact with the Horned One, Belenagoth, the Beast of the Wastes, the Black Star. When she first emerged into the world, her objective was to pull society into a web of vice, causing an end to civilization. But she found the task much more difficult than she anticipated. She set her sights on Mon Parier as a beginning point. Belenagoth chastises her for becoming distracted by the very hedonism she is supposed to be spreading. If she can't complete her task in the next decade, she will be destroyed.</p><p>Vestrenna, the Eternal Mistress, HD7, AC 3 (16), Atk Vile Spear (d8 + Poison), MV 120', SV as MU8.</p><p>If Vestrenna deals damage with her spear, the target must save vs poison or take an additional d6 damage.</p><p><br /></p><p>Sycophantic Clergy HD3, AC 6 (13), Atk Flail (d8), MV 100', SV as F3.</p><p>Hush Spy HD4, AC 5 (14), Atk Rapier or Shortbow (d8), MV 120', SV as T4.</p><p>A Hush Spy gains AC-1 (+1)when fighting from the shadows.</p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-45079820967779429742022-01-08T14:13:00.000+00:002022-01-08T14:13:35.599+00:00The weird art of Erol Otus<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh20py1CMjDLzUcvt8HiD4mH_8uwvPGeZiEowwzB7b3hJ2aY_7kKPUDVecw8xXT1Y7Ntd8l5HuIbtjOlX9m0sb_yz5bjJ0Fpeic1MMOmUdAZPC5I3ogENmYF2Tj6TWLXNmUWzL_sl5oCdqW4eIM4D3BmfRFbwaFaqM9zxWCUtSymI3sMSkQ4-zRbvGp=s2048" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1665" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEh20py1CMjDLzUcvt8HiD4mH_8uwvPGeZiEowwzB7b3hJ2aY_7kKPUDVecw8xXT1Y7Ntd8l5HuIbtjOlX9m0sb_yz5bjJ0Fpeic1MMOmUdAZPC5I3ogENmYF2Tj6TWLXNmUWzL_sl5oCdqW4eIM4D3BmfRFbwaFaqM9zxWCUtSymI3sMSkQ4-zRbvGp=w520-h640" width="520" /></a></div><br /><p></p><p>I make no bones about my love for the Moldvay/Cooke BX rules. For me these are the concentrated essence of D&D - deadly dungeons and hexcrawling wilderness. Beautiful.</p><p>I wanted to take a look at the cover of Basic today, created by the incredible Erol Otus. Otus is one of my favourite D&D artists. I love the weirdness he brings to his pieces and the colour, almost monochrome in some cases, that seeps off the page. </p><p>With Otus you don't get a character study. There are no adventurers sat around being introspective. No, Otus is about the moment of action and we can see this in the cover for the magenta BX box. It's an image laced with potential kinetic energy - the fighter ready to thrust his spear into the creature's flank while the magic-user calls forth a ball of green flame, no doubt cooking up a magic missile bound for the creature's weak points. And the monster, perhaps a dragon or some water-dwelling cousin (it has gills and webbing, after all), is emerging, its claw on the rock. Its mouth is gaping, about to bite or make a breath attack, all the while rendered in a brilliant acid green. </p><p>And there are the finer details. The shape of the torch is almost alien. The look on the magic-user's face - she's clearly been taken by surprise, an ambush from below. The little round gems found on the wizard's belt, cloak and the fighter's pommel suggest hard-won treasures. All of this pushed to the foreground by the dark purple of the cave.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi7Y8p4yDBIBFN5jo-hyC4GFgcTMzLXoIjFAUedwGA-67OvMwRFwkSmyDfwNFSPeFObPXN6OC4Mj2lwm7pKWnaXm7VlfoqISp0mg0Lijn4HKtpzr-2ejQBW7ZmaBZ9QeWxYLc-P3Hn4gLeMs56swhacXrFkYACX4jI96E-m5st9vD34KgCCdbExKDjU=s517" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="517" data-original-width="400" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEi7Y8p4yDBIBFN5jo-hyC4GFgcTMzLXoIjFAUedwGA-67OvMwRFwkSmyDfwNFSPeFObPXN6OC4Mj2lwm7pKWnaXm7VlfoqISp0mg0Lijn4HKtpzr-2ejQBW7ZmaBZ9QeWxYLc-P3Hn4gLeMs56swhacXrFkYACX4jI96E-m5st9vD34KgCCdbExKDjU=w496-h640" width="496" /></a></div><br /><p>Let's contrast this with Otus' Hackmaster Basic piece, a self-homage that gives us a similar set up, but now the action has moved on a fraction of a second later. The creature is obviously different, some multi-necked, colourful monstrosity, but the situation remains the same. Now the fighter has landed his blow and the magic-user has unleashed her spell, blasting a head. But much like the dragon-thing was primed to pounce in BX, now it has struck twice! A toothy hand (or mouth) draws blood from the fighter's leg and the wizard's staff has been blasted from her hand by a breath weapon.</p><p>Otus is the master of the weird, drawing from pulp fantasy much more than from Middle-earth. His domains are vast and his creatures unknowable - cosmic horrors doing battle with heroes. For me, the BX covers are the more D&D of any, including the 1e PHB. </p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0tag:blogger.com,1999:blog-693727510617938398.post-41356660962154422782022-01-06T22:23:00.005+00:002022-01-06T22:23:54.000+00:00Aubresque: Perfume Barges of the Averon<div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhWwJaOOa_mrg9h54mE8m1_t80d-4BA717AI68ck_HHYu1TJyh5hhsUMXuwBlwBRe5Z-kJQQ3ZpsGyiIRyy6l7Q0RQYtMKDfGPJplWMAaSLYPnmtrHI8Be1NnDjIzOMH0u39GUMXIw_1ClRxAeAJPExqfyMnjDgdIrLIzdhi1aFvQEAY8dCmOFwc8kC=s1024" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="686" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEhWwJaOOa_mrg9h54mE8m1_t80d-4BA717AI68ck_HHYu1TJyh5hhsUMXuwBlwBRe5Z-kJQQ3ZpsGyiIRyy6l7Q0RQYtMKDfGPJplWMAaSLYPnmtrHI8Be1NnDjIzOMH0u39GUMXIw_1ClRxAeAJPExqfyMnjDgdIrLIzdhi1aFvQEAY8dCmOFwc8kC=w428-h640" width="428" /></a></div><i><br /></i></div><div><i><br /></i></div><div><i>Olfactory is the most intimate of senses</i></div><div><br /></div><div>Anyone who is anyone in the city of Mon Parier spends some of their leisure time (and significant wealth) on the Perfume Barges that float down the Averon. Aristocrats, High Clergy, Royalty and demons of high society pay a hefty fee to ride the two barges for a few hours. The barges are run by the Parfumier par Excellence, Hugo Lorenze, master of scents.</div><div><br /></div><div>The perfumes available on each barge are exclusive and available only for the duration of the trip, after which they are incinerated.</div><div><br /></div><div>Starflower: Notes of mandarin, banana and elderflower. Tinged with harrowleaf. When applied gives the wearer +1 Charisma for 3 hours. The more basic fragrance, but still sought after.</div><div><br /></div><div>Moonshadow: A potent concoction formed of radiant moonlight and septimus grass. A lemony scent. The wearer is able to speak any language for 3 hours.</div><div><br /></div><div>Fireglow: A curious lime green perfume that occasionally turns orange. The wearer may speak three words of sleep 'lein morrienne cortiusse'. Anyone hearing this falls into a deep sleep for 2 hours or until woken. They dream of you in a positive, often erotic way. When they awake they are drawn to you.</div>Scott Malthousehttp://www.blogger.com/profile/12028866803584444828noreply@blogger.com0