Tuesday 6 December 2011

Bookhounds of New Crobuzon

After reading Ken Hite's excellent Bookhounds Of London I'm daydreaming about running a Bookhounds mashup of Ars Magica set in New Crobuzon.

The players would take the role of a magical bookshop's guards, bookfinders and sellers as well as alchemists and ingredient sourcers. So many games, so little time.

Thursday 22 September 2011

The Chained God's Tabernacle

In a hidden oubliette layer of Star Trap, many levels down lies a temple to the Chained God. It sits suspended in a huge cave above a black sea. Vast taut chains keep the inverted pyramid held in place. A long straight passage leads to the cave and ends where one of the chains is fastened to the rock wall. The links are twenty feet wide and where the vertical meet horizontal links odd, oversized steps are etched into the cold metal. The upper surface of the stone pyramid is bare, save for a large circular plug that must lead to the interior.     

Tuesday 20 September 2011

What's the Star Trap Dungeon?

Star Trap is my attempt at a old school megadungeon that is relatively cohesive for 4th Edition D&D.

Megadungeon means many things to many people, and has various subtle overtones. My straight up definition of a megadungeon is that it is...


  • A large network of small scale locations. Technically underground, but that's not an absolute.
  • A place large enough in scale and story to run a whole campaign within it.
 Star Trap adds a bunch of extra assumptions...

  • Encounters are not linear in power.
  • Areas can and should be devoid of hugely interesting features.
  • Things that eat each other do not live next to each other.
  • The party can find friends or at least temporary allies within the depths.
  • Players should feel that death might lurk around the next corner.
I've also stolen a big fat leaf from Robin D. Laws Armitage Files sourcebook in that Star Trap details several ways of using foes, labelled Helpful, Harmful, Disdainful. Unlike the official 4e adventures Star Trap doesn't place foes on a battlemap for each encounter, although advice is given as to tactics on occasion. Dungeon Masters are better placed to decide on where monsters start than adventure writers and I've always find putting figures on a battle mat more time consuming when following someone else's plan. WotCs 4e strategy means that the online monster compendium means you don't have to list the stats of monster in every encounter either, allowing DMs to print out stat cards as they need.

Friday 16 September 2011

Day Zero, basic map

Here is a map drawn in about 15 minutes using Campaign Cartographer 3 it shows in the simplest of terms of the Skyelund region and acts as the basic players map. Currently it displays the Old Road and the mysterious and cursed Isle Of Zyphan.

Dungeon Doodles, Vault of the petitioners


Day Zero, mythic places, the Old Road

A great forest runs north to south much of which acts as a border between the coastal kingdoms and the empire of the sun. Rumours that the forest is haunted, plagued by goblins, spiders or woodfolk are always leveled at it. Woodsmen steer clear of it'd depths and nobody can say of anyone who ever returned after venturing into it's interior.

The forest would cause anyone wishing to travel between the north and east to the south and west a huge inconvenience, adding months onto the journey time was it not for the Old Road that runs through it, linking east with west. The Old Road is not for the faint-hearted though, as it plunges straight into the deepest parts of the forest and travellers report of strange goings on and even attacks from monstrous forest beasts and unseen foes.

The road has been there for as long as records of the region can be found. It is a single lane track, never overgrown or muddy and it avoids all but the most minor hillocks and dells. All along the route are way stones, ancient and carved into the shape of forest creature both renown and unknown. The 3ft tall stones appear neither weathered or new and are placed about a fifty paces apart. In several places the road descends underground briefly, for no more than three or four hundred paces and an eerie luminescent green moss coats the ceilings of the tunnels. 

Experienced travellers sleep on the road itself, and the journey across is a week on foot. Guards should be posted and it is best to flee any attacks that might occur, as the fauna seem reluctant to travel along the road themselves. Some say that lone travellers are blessed by ancient spirit and need never fear the inhabitants of forest. Unfortunately robbers do sometimes pray on less guarded merchants and individuals.

Thursday 15 September 2011

Classic D&D monsters, Otherworld Orcs & Vrock

I've been slowly painting a whole bunch of really well designed pig-faced Orcs from Otherworld Miniatures as seen here. I've got another 20 to go. Behind them is a old Vrock I bought sometime ago and painted for my 4e Raiders Guild campaign.

WH40K Bilious Bile Brothers a Death Guard mercenary 2000pt Chaos warband




This is my 2000 point Nurgle CSM army which I put together for a team based weekend competition. I had a huge amount of fun, and even won a game (OK, I lost 4) with some of the most expensive troops in the 40K verse. The Plague Toads (back right) were stand ins for Obliterators. All troops where Deathguard and I even took the Mark Of Nurgle for the 5 Terminators that accompanied Typhus.

This year my friends and I are taking loyalists, and once again I've gone for expensive troops. My Brass Wardens are ultra secret Grey Knight offshoot that patrol the galactic fringe. In other words I like the GK miniatures but can't bare to paint them silver.

Dungeon Doodle, Birthing Pools



Dungeon Doodle, The hidden basement


Dungeon Doodles

Awhile back I was forced to spend several weeks without a laptop, in an environment that I couldn't read in and with just a notebook. Much of the time was very dull and so I ended up doodling dungeon floorplans in my dotted notebook, which in my opinion is better than squared paper for the task. I've scan these in and will post them.

Wednesday 14 September 2011

Day Zero, Monsters out of time

Skyelund is home to various species of lizard-like reptiles known as drakes that range from tiny winged creatures to huge horned beasts that can carry a platform of warriors into battle. While knights prefer horses that are tamed easily and can be ridden into the cool evenings, some regiments use instead terrible teethed mounts called rage drakes. Many merchants will employ guard drakes instead of dogs to protect their property and more than one great hero is said to have flown on the backs of great winged serpents. Drakes seem to prefer warm climates and are far more common in the south, however packs of white furred wolf drakes are said to haunt the great forests of the north.

These creatures are said to have been spawned eons before man conquered the lands and are some how connected to dragons.

Friday 2 September 2011

Day Zero, Bright Empire styles

The Bright Empire is a patchwork of countries brought together under a single ruler, and so the differing regions have retained something of their distinct styles. However the core military forces wear platemail armour of a banded form, metal skirts and greaves that allow warriors to operate in the hot lands of the south. This armour is often painted white or golden in reverence of Pelor.  Knights and cavaliers wear front to back plumed helms, often yellow or red. They carry rectangular shields with sun motifs. Warpriests of Pelor dress in a similar fashion although favour chainmail and some take to wearing golden masks. Other citizens dress often based on local norms, from the semi-naked tribes of the south west to the eastern magicans who traditionally wear many tiered hats and hoods with lavish silk robes. Nobles wear whatever the latest fashion is in the heartlands, although these styles can take some time to reach outward. Jade, often in the form of large flat necklaces, has been in fashion for some time though.

Architecturally the Bright Empire is also very varied, however the many temples to Pelor often take the form of great stepped pyramids sometimes with gold clad sides and are guarded vigorously. Defensive structures range from huge fortresses in the heartlands to little more than wooden barracks in the outlands. Notably the Empire is poor at defending it's outer regions, although it is rare than anyone challenges their authority in any real scale.  

Wizards, like their counterparts elsewhere, often build towers following the theory that earth magic interferes with rituals, however Bright Empire wizards build estates around the tower as a matter of prestige and often have large extended families working for them or of their own.

The great cities along the coast are huge sprawling affairs with both grand architectural marvels and overpopulated slums. White wash is used to keep the buildings cooler in the summer. Flat or near flat roofs double up as vegetable gardens, sun pools and lounges, with rope walk ways acting as secondary walkways between neighbours.  

Day Zero, The Coastal Kingdoms

The Coastal Kingdoms or Storm Kingdoms as the eastern region is known is a collection of feudal kingdoms of varying size. The kings, barons, dukes and other assorted rulers follow the god Kord who represents strength, competition, war, storms and honesty. This has led to a overarching society constantly in conflict with itself. War, while waged vigorously, follows agreed rules and is carried out in such a way means smaller nations are less disadvantaged. The peasants generally follow Kord but also a number of lesser gods and goddesses, mostly in relation to weather and agriculture.

Warpriests and cavaliers of Kord are a common sight in the halls of kings, advising but also riding out with the very many knights the kingdoms support. Scouts and hunters are valued too, although these coming for the peasantry they are held in high status, especially given the forests that dot the landscape. Mages often act in support of their lieges, although in the more remote regions they sometimes are found as rulers themselves or just hide themselves from sight.

The Coastal Kingdoms are bordered by the Brass Mountains to the north and the Old Forest to the west, and both come with fierce-some reputations. The Brass Mountains are said to be the home of giants and ogres, while any who forage to far into the Old Forest are never seen again. Hunters who range along the edges of the forest speak of beautiful fae folk who are at least as dangerous as the stunted goblins and other faeries who live there.           

Thursday 25 August 2011

Day Zero, Regions : Bright Empire

The Bright Empire controls much of central Skyelund and encapsulate many peoples so almost every physiology can be found. The emperor or empress is an nominally a hereditary position, although from a large group of families. When the ruler dies family members compete mentally, physically and morally for the position of emperor in a series of games. The Pelorian religion once had great influence in Bright Empire politics but a successive series of emperors have, some say, turn the tables and now much religious influence is driven by it's rulers. There are however many sub cults who still reflect Pelors noble aspects, particularly the Paladin cults. Clerics from the Bright Empire universally follow Pelor as Sun domain worshipers.

Wizards in the Bright Empire are held in higher esteem than other counties and magic schools, large and small thrive without harassment. Necromancy, however, is banned and mages who practice shadow magic are hunted down and dealt with in a way that stops them coming back as undead.

The standing armies of the Bright Empire are made up of ranks of Knights and skirmishing Scouts. Slayers are rare, but some merchants employ such men and women as bodyguards and hired muscle. Thieves, while not common, are to be found in number in most major cities.

Geographically the Bright Empire has a broad range of areas made of lands conquered and mostly pacified , the southern coastal cities are opulent and not a little decadent, while the villages of the grain lands of the central empire are people by conservative, earnest and stoic folk. The advanced and wealthy lands eventually fall away to less cultured and peaceful domains. These borderlands skirt the great Old Forest and mountain ranges, said to populated by fae, trolls, giants and worse. Along the border with the Coastal Kingdoms constant low level warfare plays out between the battle hungry Kordians and the crusader knights of Pelor All Father.        

Friday 19 August 2011

Day Zero, Regions : Lesotha

Lesotha is a region that sits on the borders of a vast and impenetrable jungle. The semi-nomadic tribes that cling to the coast and rivers are a tall black skinned people, famed for their singled mindedness and noble treatment of friends and strangers alike. Lesothians worship Death, but believe the gods only have sway over mankind when they die therefore Death's priests are greatly respected but have no political power, and are free to wander as they see fit using the power of Death to guard mankind against the undead and other horrors that slither from the jungle. Slayers, Scouts and Hunters make up the vast majority of what military the Lesothians have. Mages are rare and reviled, while thieves are almost unheard of. Sometimes a warrior who dedicates themselves to Death becomes a Cavalier.

Ancient ruins both vast and labyrinthine are found within the jungles around Lesotha, and it is whispered that the inhabitants worshiped snake gods. The jungles also contain terrible giant lizards and strange unimaginable creatures that sometimes come a pray on the tribes people.    

Day Zero, Regions : Drune

The north lands, know collectively as Drune is a heavily forested, sometimes mountainous temperate land whose most northern stretches deciduous forests becomes evergreen giant pine and much of the year snow covers the ground. The people are fair skinned, with dark hair and brown or blue eyes. Spirit worship is the key religion and Druids form the main clerical cast. Druids are also law givers and protectors of the balance, an essential part of Drune life. Drune warriors are brave and deadly Slayers who fight as individuals rather than the well drilled soldier Knights of the south, while Drune Hunters are some of the deadliest archers in Skyelund. Finally Drune Mages are rare but not unheard of, although they are notorious for their reclusive and dour nature.  

Some of the tribes have split from Druidism and have fallen into Shadow and rumours of night assassins and warlocks are rife, if rather unsubstantiated.    

Myths of the Drune speak often of spirits and fae who inhabit notable places in the far places of forest. While the Fir Bolg, giants of legend who were pushed out by the coming of man live amongst the hills and mountains.

Wednesday 17 August 2011

Robert A. Heinlein standard response form

This made me laugh out loud, which admittedly isn't that unusual. I'm easily lulz'd.
Tick here

Day Zero, monsters of myth

In a low fantasy the world does not teem with a multitude of creatures. To heighten the sense of wonder and terror that creatures of myth should convey most magical beasts should be unique, while non human sentient races should be both rare and unusual.

Campfire tales speak of giants, ogres and trolls but who knows if they are real or just imagined. Goblins, elves and other faeries are said to inhabit a side world called the Feywild which can be reached by getting lost in the deepest forests and mothers will frighten their children with tales of what should happen if they wander far from home. Great knights set out of quests to bring back the heads of Dragons and other fell beasts but few castles can boast such trophies. Dark wizards are said to summon legions of the walking dead or command terrible demons.

One great thing about 4e is that it's easy to stop foes feeling the same, so I shall pillage the various monster manuals and just present them as human.

Day Zero, player races

Humans. That's it. Starting players may only choose to play humans. Events may unlock other playable races for PC's. This idea is ripped straight out CRPGs and will be interesting to see how it pans out. Traditionally characters have a relatively high survival model in table top RPGs so it maybe that players have to elect to drop an existing character to pick up a new one. However I definitely want a sense of danger in the game, and will be making resurrection much harder than it is in core 4e.

Tuesday 16 August 2011

Day Zero, the Gods and others.

Skyelund has four main religious regions.

To the north spiritualism and the druids that venerate them hold sway. Theirs is a ad hoc religion, which changes rapidly between the tribes that litter the land. In some places vicious animal totems drive their factions to raid and plunder while in other regions are peaceful and just. Druids who seek to maintain the balance across the lands rather than just within their communities are known as Sentinels and are both feared and respected. Druid.

The coastal kingdoms follow the god Kord, The Storm God, God of Strength and Courage. This leads to conflict within the kingdoms as it's priest urge the nobles to out do each other, however Kord is also the god of honesty therefore the actions of the armies of knights are guided by strict noble codes. Priest of Kord strive to show their strength, determination and spirit. Wandering warpriests, know as Truthsayers, act as judges both in competitions and in law matters. Warpriest (Storm)

The Empire Of The Sun, which occupies central and eastern Skyelund worship Pelor as state deity. Pelor is the Sun God, Light Of The World and All-father Of Man. The empire depends on Pelor's All-father status to hang is conquering nature on, believing that all men deserve to live in Pelor's light whether they want to or not.  However Pelor's role as the soul shepherd means that those clerics of a more martial bent are sent out to defend the living from the walking dead. Paladin Cavaliers of Pelor are the brightest knights of the empire and their holiness is renowned throughout the world. Warpriest (Sun), Paladin Cavalier

To the south in the Jungle borderlands the noble Lesotha people worship Death without name. They believe that only in death do the gods have hold over the people and so do not allow their priest to interfere in politics. However they greatly venerate their dead so the priests are venerated in other ways, despite seeming to work in the shadows. Warpriests of Death seek to counter the evil the seeps into the world from the Shadowfell. Warpriest (Death)

There are other gods. Secretive hidden beings that work behind the scenes and rarely for the good of mankind. Those who study religion will know of the whisperer, a god of secrets and the Night goddess. The most fallen and wicked worship demons, Demogorgon prince of destruction and Orcus lord of the undead being the most infamous. It's also said that to the east other gods and even devils are venerated. Once other things walked the lands and their gods leave shadows too.

Day Zero, a name.

Why is it that sometimes names for made up things come so easily and at other times it's a struggle? All new worlds deserve a name, so that they may live in the mind and also so you can tag your posts.

Skyelund

Hopefully that encapsulates the strength of the sky gods, Pelor & Kord have in the region while -lund has, I hope, a euro-medieval feel to it. 

Day Zero, a new world spliced together.

I have a new group to play games with and I've volunteered to run the first sessions. After asking the group, it game down to low fantasy or cosmic horror. Since I'm rather taken with Dungeons & Dragons 4e Essentials it's that I'm planning to run. I'm hoping another in the group might run Cthulhu.

I really enjoy 4e, both as a player since it gives everyone something to do and has plenty of options, and as DM as the tools allow for fast adventure creation. Essentials is simpler than standard, or should that be advanced 4e and given that some of the players may have no table top experience, for now it suits the group. Best of all, essentials converts to advanced 4e easily.

I've recently re-read both the Fafhrd and Gray Mouser stories and second Chronicles of Conan omnibus, so low fantasy has been very much in the forefront of my genre headspace. One of the group is a new found fan of the Song of Ice and Fire series, and loves Dragon Age CRPG which both have a more pseudo medieval feel but none the less fit. Perhaps I should send him off to the Green Ronin website. I've always very much liked Jack Vance although instead of stealing so much from Dying Earth I'll take this time from Lyonesse and it's faerie realm.

So I've got my sources - low fantasy, pseudo medieval, the 4e D&D default setting, with decent pinch of old school D&D and faerie. And let's not forgot Conan with it's cosmic horror elements.