tag:blogger.com,1999:blog-18215444609421905492024-03-13T09:04:37.290-07:00Valley of Blue SnailsOD&D, D&D, B/X, military, pbp, pbem, custom campaignCanecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.comBlogger112125tag:blogger.com,1999:blog-1821544460942190549.post-39941023040226794292010-08-23T19:30:00.000-07:002010-08-23T19:54:35.065-07:00Pallas CatI am fascinated with the <a href="http://www.google.com/images?oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&q=pallas+cat&um=1&ie=UTF-8&source=univ&ei=EytzTJKxKML58Aaqj7GmDQ&sa=X&oi=image_result_group&ct=title&resnum=4&ved=0CEQQsAQwAw&biw=1240&bih=698">Pallas cat</a>. If you notice, the pupil of their eyes are round, not slit-like other cats.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_Aj39rSjtRWQ/THMuPwxK01I/AAAAAAAAAJ0/8b6qLINTJQA/s1600/tumblr_l54aeqIVqj1qc0jpmo1_500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_Aj39rSjtRWQ/THMuPwxK01I/AAAAAAAAAJ0/8b6qLINTJQA/s320/tumblr_l54aeqIVqj1qc0jpmo1_500.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"></div>Since it is Monday, here is a random <a href="http://www.youtube.com/watch?v=toG4bHjPLEU&feature=player_embedded">beheading</a>.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com70tag:blogger.com,1999:blog-1821544460942190549.post-58184467290207400042010-08-23T16:10:00.000-07:002010-08-23T16:20:12.749-07:00Fast Zombies, Slow Zombies<div class="separator" style="clear: both; text-align: center;"></div>I have always had a rather clear idea of how I wanted undead in my games and what their origin would be. This ties fairly closely with Clerics, religion and has a bit of Dante's Inferno in it as well:<br />
<br />
<b>The Dead</b> - Dead which are both faithful and buried on consecrated ground will never rise from the dead. If the consecrated ground is somehow marred or tainted, this is no longer true. The dead which are not buried on consecrated ground are vulnerable. The dead of the sinful are likewise vulnerable, although consecrated ground makes it significantly less likely they would rise. The sinful who are not buried on consecrated ground are very vulnerable, and this chance goes up the more horrible their crimes. Lastly, those murdered or slay themselves are also vulnerable.<br />
<br />
So, clerics, priest and their acolytes definitely make it a priority to firstly consecrate holy ground and bury their dead therein. Otherwise bad things can happen, especially if you have some real bastards among your population. Site of mass battles are especially vulnerable considering the amount of violence was wrought and the likelihood of lost or forgotten bodies - or simply mass graves or otherwise desecrated remains. All a prime site of dead rising.<br />
<br />
Consecrated ground, just like consecrated water, can harm undead. Most will not cross consecrated soil, but some of the exceedingly powerful undead can make a save vs Death to do so. Consecrated ground, even a handful, will harm undead if they touch it, 1hp per round. A Cleric's weapon can likewise be consecrated by himself to deal 1 extra point of damage to undead. Consecrated holy water is even more potent (as holy water rules). Consecrated relics are more potent still, especially in the hands of the person who consecrated it (turn undead rules).<br />
<br />
Now for the actual undead: <br />
<br />
<b>Zombies / Skeletons</b> - Skeletons and Zombies are more or less identical, but in different stages of decay. Zombies are Skeletons are the unwilling undead. That is, not particularly evil individual that have been made unto walking undead to serve a higher (evil) will. The bodies are unwilling, and so are forced into action that is not of their nature - and so their awkward and lumbering movements appear forced and strained. These undead are soulless vessels however will obey their master's will without question. (ie, slow zombies)<br />
<br />
All undead after this point forward are the sinful dead and considerable more dangerous. Unlike the unwilling dead above, they do not hold back, and move quickly with deliberate determination (ie, fast zombies). These undead do have souls; often twisted, evil and malicious.<br />
<br />
<b>Ghoul</b> - Ghouls are the remains of carnal malefactors. Those who went to extremes of lust or gluttony and now seek out the most perverse pleasures or to eat the most decrepit of things (with peoples on top of their list). They usually appear as they died - a corpse in the beginning stages of decay, smelling of rot, dirt stained with perhaps a seeping wound or noose around the neck. <br />
<br />
<a href="http://1.bp.blogspot.com/_Aj39rSjtRWQ/THL_1jWmsBI/AAAAAAAAAJk/VbnvlgWRdrk/s1600/ghoul.gif" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_Aj39rSjtRWQ/THL_1jWmsBI/AAAAAAAAAJk/VbnvlgWRdrk/s320/ghoul.gif" /></a><b>Wight</b> - Wights are the remains of the extremely avaricious or miserly (including many previous holy-men). Wights are distorted versions of their previous lives. They often have overly large hands, tongues or skin that is sloughing off of their body. All Wights drag around huge sack of what which they desire - usually heavy coins but sometimes other things such as small children. Wights attack viciously those who have more of what they desire (wealth, belongings, youth, beauty and so forth). They will ignore those who appear to have nothing that they want.<br />
<br />
<b>Shadow</b> - Shadows are those that found no joy in life or god. They exist two dimensionally and are horribly wrathful beings who spite everyone and everything. They are humanoid shaped but are of the darkest black, and move very quickly. Shadows can be exceptionally malicious - carving out meticulous and deceitful plans who harm the living in any way possible.<br />
<br />
<b>Ghast </b>- Ghasts are dead murders or those who took delight in unchecked violence. They appear as slightly dessicated dead that move with frightening speed and determination. Ghast will fly into a berserk rage in combat, leaping unto victims and ripping them apart with nails and teeth. Ghast have an innate cleverness but lack the comprehension for elaborate plans or motives. They are mostly driven to murder and violence with little thought to anything else.<br />
<br />
<b>Wraith </b>- Wraiths are nearly insubstantial, and are the undead apparitions of those who killed themselves. They have given their bodies away through suicide and so linger in a mournful state that barely exists. Their presence brings forth despair and lonely emotions of all those in the area, and they consume anything joyous or vivacious around them leaving nothing left. Wraiths eventually drive the living near by insane, but are difficult to thwart in their near-invisibility state and lack of need to do conflict.<br />
<br />
<b>Mummy </b>- Mummies are the remains of exploiters of their fellow people. This most often includes tyrannical rulers or others that were in positions of abusive power over others. They usually remain in the state which their body was placed. Maggots, vermin, insects or excrement form where ever they step - which represents the words they speak. Mummies seek power and exploitation and often control skeletons and zombies.<br />
<br />
<b>Vampire</b> - Vampires are those which fed on the sorrow of others; opportunistic dealers of vice or sorrow. and deceivers who brutally harmed others for their own gain. these often include barrators, nobles, or authority figures which took advantage of others with no regard for their being. Vampires are very much the blood-sucking undead of lore, but also have dark hands which drip of sticky tar - this represents the sticky fingers and dark secrets which they fed upon. Vampires can occasionally hide their undead nature with ample clothing.<br />
<br />
<b>Ghost</b> - Ghost are the worst of thieves or those who engaged in deceitful skulduggery. They have no substance and can not act upon anything. Ghosts loose their very identity, which occasionally gets lost onto the living. Ghosts, nearly invisible can wreck much havoc before being driven away if their personality is lost unto a living person. <br />
<br />
<b>Spectre</b>- Spectres are falsifiers and frauds who have betrayed their core beliefs; either their liege, faith or those who trusted them. These undead are dessicated corpses burned black from cold, all except their head which remains perfectly preserved. Spectres deal in whispers, lies, and falsifying items. Spectres take joy in breaking the faith or trust in others, and relish in the chaotic aftermath. Spectres can occasionally hide their undead nature with ample clothing.<br />
<br />
<b>Lich</b> - Liches are sorcerers, astrologers, and false prophets of malefic intent. Many have there have their heads twisted around on their bodies backward, so that they found it necessary to walk backward because they could not see ahead of them. Liches continue to decay, even in their undeath until they become dust. Some decrepit Magic-Users intentionally place themselves in this state to gain more power, for it is said to be the only true way to learn black magic. <br />
<br />
<b>Orcus</b> - Orcus is a unique being, an undead blight. Others may exist like him, but they are unknown. Orcus, the lord of the dead, was once a mortal who personally affronted the great Deity in an unknown but apparently most dire manner. Because of his unknown crime, he was deemed to languish in a state of perpetual and horrific torment. Orcus appears as a crushed and mutilated body, like a piece of half-eaten food that is constantly being chewed up, some-what reconstituted and chewed up again. His pitiable wails and other unwholesome noises drive any sane being away from him. All animals flee from him. Any vulnerable dead who hear this noise, rise and then flee.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com21tag:blogger.com,1999:blog-1821544460942190549.post-17769670966844792892010-08-12T17:58:00.000-07:002010-08-13T10:09:06.564-07:00Birthright Maps<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: left; float: left; margin-bottom: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/_Aj39rSjtRWQ/TGSS-BO5MMI/AAAAAAAAAJE/viHIUvNNlwA/s1600/map.gif" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://4.bp.blogspot.com/_Aj39rSjtRWQ/TGSS-BO5MMI/AAAAAAAAAJE/viHIUvNNlwA/s200/map.gif" width="190" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Plain</td></tr>
</tbody></table>For the past 10 years or so I have been playing in pbem/pbp<a href="http://en.wikipedia.org/wiki/Birthright_%28campaign_setting%29"> Birthright</a> D&D games and it continues to be one of my favorite settings. This setting does not quite seem to die, and it indeed has its own subculture - especially in Europe for whatever reason. Probably because it is as close as D&D will get to Europe without being <a href="http://en.wikipedia.org/wiki/H%C3%A2rn">Hârn</a>.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: left; float: left; margin-bottom: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/_Aj39rSjtRWQ/TGSTHFHmRoI/AAAAAAAAAJM/veUyvxvHl2w/s1600/map+-+provinces.gif" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://1.bp.blogspot.com/_Aj39rSjtRWQ/TGSTHFHmRoI/AAAAAAAAAJM/veUyvxvHl2w/s200/map+-+provinces.gif" width="190" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">With Provinces</td><td class="tr-caption" style="text-align: center;"></td><td class="tr-caption" style="text-align: center;"></td><td class="tr-caption" style="text-align: center;"></td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>I am currently playing in <a href="http://legacyofblood.org/empiretwilight/">Empire's Twilight</a> and <a href="http://brpbem.net/">Dawn of the Second Golden Age</a>. They mostly have European players and honestly I think they keep inviting me because it is much easier to have a player be your villains instead of having to role-play one yourself. Europeans, not to be overly stereotypical, are all pussies. They are quite content to be the honorable Duke who is very slow to anger, but once you rouse it, he pretty much hates you the rest of the game yet rarely does anything about it. To them, it is very much a game of wordplay, small slights, and a gradual build-up to confrontation. Some call this maturity in RPing, I call it boring. <br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: left; float: left; margin-bottom: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/_Aj39rSjtRWQ/TGSTaecTm4I/AAAAAAAAAJU/ria9-5vXnHM/s1600/map+-+with+text.gif" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="http://3.bp.blogspot.com/_Aj39rSjtRWQ/TGSTaecTm4I/AAAAAAAAAJU/ria9-5vXnHM/s200/map+-+with+text.gif" width="190" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">With Provinces & Text</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>To me.. well, its more of one atrocity after another, and half-assed attempts in blaming someone else for the horrible amounts of destruction and chaos that I bring to Cerilia. My regents usually last 1d4-1 turns before they perish, but let me tell you that is one <a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=532&type=card">Blaze of Glory</a> - cities of fire, holdings reduced to ash, peasants nailed to the trees, and a whole lot of dead armies. The Europeans just <i>hate</i> that, let me tell you. But they know I will do it, and continue to invite me anyhow, so what does that say about them, eh? I think they just secretly like to beat the shit out of a stupid American - but I don't mind since I usually get to take a few out with me when I go.<br />
<br />
Anyhow, it is all in good fun and I can assure I am exaggerating on the race baiting and chaos. The thing that strikes me the most is the setting is usually starts exactly the same. Same realm, same regents (usually), same tensions, same dichotomy between war and peace. Yet every game is quite different in actual play. Imagine Star Wars if you had different actors and the script was malleable. Al Pachino as Han Solo (which he almost did incidentally).. well that would change the story quite a bit now wouldn't it. He would freaking go out like Scarface before he even left Mos Eisley.<br />
<br />
I babble.. back to maps. After looking at the same maps for 10 years, I decided to work up a few, enjoy. Click for larger. The Europeans made me put the distance in metric in the last map - commies.<br />
<div class="separator" style="clear: both; text-align: center;"></div>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com12tag:blogger.com,1999:blog-1821544460942190549.post-57072207967179545872010-08-10T12:57:00.000-07:002010-08-10T12:58:19.872-07:00FEAST!<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_Aj39rSjtRWQ/TGGuFJs42aI/AAAAAAAAAI8/PdArVgpoP10/s1600/pirate.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_Aj39rSjtRWQ/TGGuFJs42aI/AAAAAAAAAI8/PdArVgpoP10/s200/pirate.jpg" width="176" /></a></div>Otter’s post at Huge Pile spoke of having to <a href="http://hugeruinedpile.blogspot.com/2010/08/orgies-inc.html">spend gold to gain experience</a>, which it very much in line with the type of feel I would like for my games. I have a tavern map in fact that is probably the most-used map that I have for all of my gaming. <br />
<br />
So here is some feast-fluff:<br />
<br />
<b>BEST FOOD/DRINK AVAILABLE, D20</b><br />
<br />
Description of average meal followed by max cost. City/village size should adjust this roll appropriately.<br />
<br />
1. Pond water and skimmed algae. Pile of unidentifiable ocher paste. 1c<br />
2. Pies made out of deer waste and yeast. Wilting celery with celery paste. Milky water. 2c<br />
3. Goat hooves marinated in brine. Boiled water. Wheat stalks with beeswax. 3c<br />
4. Beet gelatin on flatbread. Soaked pine-cones with melon drippings. Clean water. 5c<br />
5. Small, whole fishes cooked with onions and raisins. Water with mint. Hard grainy bread. 8c<br />
6. Cored pears baked with an egg. Oil and pepper soup with live fish swimming within. Root grog. 1s<br />
7. Salted corn husks filled with leeks with apricots. Hard and dark baked bread. Saltwater grog. 2s<br />
8. Green and Banian bean soaking in buttered milk. Grape leaves and oil, salted and spiced. Mustard rum. 3s<br />
9. Pine kernels mixed with minced eggs and cabbage. Soup with chicken feathers, carrots and broth. Coriander and dill laced ale. 4s<br />
10. Ginger, dates and pine nuts with cooked groats. Stew with spiced potatoes, goat broth and corn. Ale, mead or grog. 5s<br />
11. Lamb cutlets in liebstoeckl, baked with cumin. Fresh green beans with mussels and hazelnuts. Ale, mead, wine or grog. 8s<br />
12. Peasant half with corned biscuits. Vinegar egg-yolks with apples. Fine stew with chicken, mixed vegetables and spices. Ale, mead, wine, rum, brandy or grog. 1g<br />
13. Crab with honeyed-potatoes. Rue with flatbread and thyme. Peppered chowder with shrimp and vigaments. Hard cheese as desired. Ale, mead, beer, wine, rum, brandy or grog. 2g<br />
14. Mutton filled-grape rolls with lard and anise seed. Mashed beans with lentils, sweet peas, chickpeas with a slide of oil and olives. Stout Ale, mead, beer, wine, port, rum, brandy or grog. 3g<br />
15. Skewered hare with pomegranates. Dried figs with sugar. Beechnuts and cabbage. Fine cheese with white bread. Stout Ale, mead, beer, wine, port, rum, brandy, barleywine or grog. 5g<br />
16. Whole grilled piglet or Kobold tail stuffed with salt, vinegar and grass peas. Fine cheese melted over flat bread with tomatoes and garlic. Sturgeon soup with sardines and white wine base. Stout Ale, metheglin mead, beer, wine, port, rum, cider, gin, brandy, barleywine . 20g<br />
17. Buttered beef rack with ewe cheese and salted plantains. Giant Ant soup in sweet oil and bay leaves. Svirneblin cake with raisins. Fruit brandy, metheglin mead, beer, wine, port, rum, cider, gin, or barleywine . 100g<br />
18. Baked song-birds or Stirges perched on the snout of a swordfish. Marinated eels in goose yokes and pine nuts (eel numbs the tongue). Herbed bisque of tuna and mulliten. Fruit brandy, absinthe, mead, beer, wine, port, rum, cider, gin, or barleywine . 250g<br />
19. Basilisk or Gryphon rack spiced with the finest of herbs, served in a tame mimic. Black pudding pudding sweetened with black sugar and cinnamon. Dragon-turtle soup with sliced shreakers and shallots. Fruit brandy, absinthe, sparkling wine, Grig milk, port, rum, cider, Violet Fungus liquor, or barleywine . 2,500g<br />
20. Phoenix stuffed with persimmons that mews when eaten – heated under an enslaved fire mephit. Owlbear digits and gold-leafed Bulette fins marinated in sweetened figs and Sylph tears. Mermaid larvae soup, trussed with Naga milk and Couatl oil. Fruit brandy, absinthe, sparkling wine, distilled broken dreams, palm wine, port, Grig milk, cider, Bailigin (purple worm vomit), or barleywine - in cups that walk to the drinker. 5,000g+<br />
<br />
<b>BEST REVELING COMPANION(S) AVAILABLE D20</b><br />
Charisma modified may adjust this if applicable<br />
<br />
1. A mostly dead leper who lost his lower jaw. He only emits pitiable moans.<br />
2. A vagrant old man who will agree to revel if you promise to dig him a grave<br />
3. A one-armed gnome who enjoys pulling out your arm-hair at awkward times<br />
4. Orphans who continually beg for food and shoes<br />
5. A yellow stripped cat with human-like eyes that draws woman with its pristine coat<br />
6. A runt of an Ogre that is fond of throwing people out of windows<br />
7. Sausage vendor with nothing better to do, always carries a sausage in one hand<br />
8. Lost foreign diplomat who does not speak the local language, assumes you are the leader of the people<br />
9. An animated stool which follows you around<br />
10. Group of sailors who keep calling you ‘lumb nips’<br />
11. A parrot which speaks curses and returns occasionally with money and discrete articles of clothing<br />
12. A disguised kobold who somehow came into riches and looks to you on how to properly spend it<br />
13. Bunta, beautiful barbarian woman who attempts to slay any other female who gets too close to you<br />
14. Cult of albino Elves in pure white robes out for a night on the town – they apparently know many hidden where the finest mild altering drugs are sold<br />
15. A Halfling riding a large basset hound who serves drinks with a ladle and a bucket<br />
16. Noble with a heavy purse, wishing merely to hear your tales which later becomes a best selling novel<br />
17. Three dwarf-lords with a trove of treasure wanting an exotic drinking companion for the evening<br />
18. Infatuated theater troupe who sings a theme song where ever you go<br />
19. School of Magical Arts for young ladies from ages 16 to 24 whose tyrannical school mistress recently perished while on a study abroad trip<br />
20. Throgginor the Great Debaucher, high priest of missing nights – on the greatest holy day for his religion of the millennium.<br />
<b><br />
</b><br />
<b>ORDINARY EVENTS D20 </b><br />
As applicable<br />
<br />
1. You get lost in your revelry and find a new wondrous location in the city<br />
2. In your revelry you board the wrong ship/ wagon/ coach/ inn room<br />
3. Accidentally buy stolen goods (50% of being noticed with them)<br />
4. Stray cat or dog follows you and occasionally begs for food<br />
5. New romance with local dalliance<br />
6. Foolish behavior marks you with the local arbiters who track your movements<br />
7. 1d6 new enemies<br />
8. 1d6 new loyal friends<br />
9. New habit; beverage, drug or gambling<br />
10. New retaining or hireling<br />
11. Friends make utter fool of you while you are passed out<br />
12. Massive bar fight! 3d20 participate in a melee with non lethal weapons. 6d100g in damage is incurred<br />
13. Minor bar fight! 1d6 participants in a melee with non lethal weapons. 1d100g in damages<br />
14. Gambling binge, roll a 1d6. If you roll a 1, gain 1d1000g. Otherwise loose 1d1000g.<br />
15. Beaten and robbed, loose any obvious gold and jewels on your person<br />
16. New Tattoo, random location and type<br />
17. Romantic misunderstanding, gain a new (unwanted) romance<br />
18. Criminal misunderstanding, you are now in jail for a minor offense (1d4 weeks or 1d100g)<br />
19. Class misunderstanding, you are now in jail for insulting a noble (1d4 weeks or 1d100g)<br />
20. No ordinary hangover, you gain -2 to all rolls for 1d4 days<br />
<br />
<b>ODD EVENTS D20 </b><br />
Should the DM wish things to indeed be eventful.. <br />
<br />
1. Man flees the outhouse screaming of a monster living therein (a very upset Dryad who has awoken from her hibernation )<br />
2. Food is served from a municipal jar with imbues a sense of insight and focus you have never felt. Guests form a symposium who drink and speak of philosophy and grand questions. A new government or spiritual movement is formed that night with you as the leader.<br />
3. Colored powder is tossed from reveler to reveler – traditionally thought to ward infertility away. Most all revelers are coated head to toe in yellows, purples, blues and so forth.<br />
4. Local revelers engage in constant eye-gazing, fixating one person for an hour or more staring into their eyes without talking. You are unable to lie after this for 1d4 weeks.<br />
5. Establishment owner dies clutching his chest. Looking straight at you, he wills the establishment to you with his last breath – while his entire family looks on in horror.<br />
6. You see yourself walk into the establishment, order a drink and speak to some travelers. When you approach ‘you’ their face quickly changes in a sickly fluid manner into another person’s face. (doppelganger)<br />
7. You and your friends awaken on a ship of cat-people who enslave you dance and juggle at their hidden and bizarre tent-city<br />
8. Local priest enter the establishment and declare it a holy day of hedonism and demand an immediate mass-orgy. Priests sprinkle flowers on participants. (PCs can flee)<br />
9. You find a finger bone in your rum. If you search out the source, you find the ancient cask which was recently opened and if searched, a full skeleton inside. A rum-soaked map is jammed down the skeleton’s throat. The map is of a hidden isle to the far south east.<br />
10. A patrol of baboons enter the establishment in a berserk flurry. They grab throw a rock at your head that is inscribed with a time and place. The baboons then flee.<br />
11. You awaken on a giant turtle who calmly floats in a pond. On the far side of the pond is a massive ruin of stone buildings mashed between two huge standing boulders. You can find your way home in 1d6 days but are only able to find your way back if you map it meticulously.<br />
12. A moose walk into the establishment and eats from your plate. It is in no rush to leave. It will let you use it as a mount, although it never runs faster than a canter.<br />
13. It begins to rain with a thick mist. When the mist clears the establishment is in another city far, far away.<br />
14. A Halfing slices your hamstring with a deadly sharp dagger (1d6 dmg, ½ move for 1 week) and says, “Whoas-hit! Wrong Human!” and he scampers off, “Sorry!”. <br />
15. A black pudding has awoken and attacks through various cracks and crevasses from the floor boards of the establishment. At first small animals are wrenched through areas of the floor, then people.<br />
16. You awaken in a field surrounded by mushrooms and large toads. A smallish toad lifts a flower by the stem and croaks loudly, and all of the toads bow to you. Every now and then when you camp in the wilderness you find regurgitated fish and berries by your pillow.<br />
17. A Bard screams loudly after drinking the mead and begins to peel away his flesh. In 1d4 rounds he turns into a zombie and mindlessly attacks patrons. Anyone damaged likewise turns into a zombie and is likewise contagious.<br />
18. A man in a hood enters the establishment, calmly walks behind someone and slits their throat, slaying them. No one appears to notice except you. You notice his hands are like tiger-paws.<br />
19. You happen to look under the tables at the establishment and see a very large slug under each table. If you harm or disturb one, everyone in the establishment enters into an insane and berserk fury.<br />
20. You awaken on a flying Pegasus, nude, with someone’s severed head in one hand and banner of unknown origin in the other.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com7tag:blogger.com,1999:blog-1821544460942190549.post-74313265848497043242010-08-08T17:51:00.000-07:002010-08-08T17:51:13.023-07:00Free Adventure Sunday - Thunderdelve Mines<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_Aj39rSjtRWQ/TF9PFVXmXHI/AAAAAAAAAIs/PV4zl9U1oow/s1600/thunder.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_Aj39rSjtRWQ/TF9PFVXmXHI/AAAAAAAAAIs/PV4zl9U1oow/s320/thunder.jpg" /></a></div>I put this together for a buddy as an interlude adventure in <a href="http://en.wikipedia.org/wiki/Night%27s_Dark_Terror">Night's Dark Terror</a>. Their is a part in B10 with Dwarven miners and a cave, but it is rather mundane, so this was written to replace it. Simply put, this interlude is loosely modeled from Disney's <a href="http://en.wikipedia.org/wiki/Big_Thunder_Mountain_Railroad">Big Thunder Mountain Railroad</a> - only with the chance for catastrophic collisions, big nasty spiders leaping on people, and goblins throwing javelins from adjacent carts ala <a href="http://en.wikipedia.org/wiki/Indiana_Jones_and_the_Temple_of_Doom">Temple of Doom</a>.<br />
<br />
So, enter Thunderdelve Mines. I admit it is a bit campy, but with the length of good solid campigning in B10, I do not see that as a bad thing. Side note, I stole the name from an (unremarkable) model I owned as a kid, <a href="http://home.flash.net/%7Ebrenfrow/dd/dd-xs2.htm">Thunderdelve Mountain</a>.<br />
<br />
<a href="http://pacetec.org/old/thunderdelve%20mines.pdf">Download here</a>, 200k pdf.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com6tag:blogger.com,1999:blog-1821544460942190549.post-7022452373903542152010-08-05T14:18:00.000-07:002010-08-05T14:18:57.147-07:00The Land of RabbitsIn the western most reaches of the Lodoga lay the Durns of Laskemma, a charmed land of pleasant vales and blue-green pines. Despite its natural beauty, therein lay one of the greatest perils of the west, the Kammarissa, and the raging battles therein. It is here where no men dwell and the animals rise up with unwholesome demeanor.<br />
<br />
The Durns of Laskemma were long ago settled by a man rejected by hell who called himself Kammarissa. It was he who built a great mill call Voane, to grind mundane things such as corn, grain and even money into strange and unfathomable vile things in contempt of the world. Kammarissa had <span><span id="hotword"><span id="hotword" name="hotword" onclick="this.style.backgroundColor='#b5d5ff';return hotWord(this);" onmouseout="this.style.backgroundColor='transparent'" onmouseover="this.style.cursor='default'" style="background-color: transparent; cursor: default;">indiscernible</span></span></span> goals and the great mill ran for decades ceaselessly by using the wildlife to power the mill while he sang. Kammarissa was an eternally malign above all else, and it is here that he played the ten thousand verses of spite that enabled men to betray one another. He played his vile music while the mill ran, most of which was lost to the winds thankfully. The animals which powered the mill however listened and learned - and so many gained unwholesome comprehensions beyond thier peers breed elsewhere.<br />
<br />
<br />
Kammarissa is still thought to be in the Durns, and it is well known that many of the descendants of the animals he enslaved exist still in prolific numbers. They collectively call themselves the Laskemma, the first name they have known. The rollings hills of the Durns are the home to the Bode Warrens. A group of burrows which are dug by the Usu, semi-intelligent and large rabbits which migrate from warren to warren. They are semi-intelligent, like all creatures in the Durns, and form tight-knit bands for mutual protection. Usu females called does are the prime commodity among their race, and their go to great lengths to protect or gain new ones.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_Aj39rSjtRWQ/TFsqlPBLoSI/AAAAAAAAAIk/CPu0iYs0sz4/s1600/Watership+Down0001.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="136" src="http://1.bp.blogspot.com/_Aj39rSjtRWQ/TFsqlPBLoSI/AAAAAAAAAIk/CPu0iYs0sz4/s200/Watership+Down0001.jpg" width="200" /></a></div>Within the patches of forests dwell the Meerswetch, or pig-coneys, which vie with the Usu in brutal and vicious battles over territory. The Meerswetch warrens are almost always in the pined woodlands, and these are static hole-dwellings rather than the migratory ones of the Usu. As such they are better built with deadfalls, snares and other fortifications to deter intruders. The Meerswetch jealously guard the Voane in the deep reaches of the ancient woods, and treat it as a holy site. They desire things unknown to them as to feed through the Voane, and so they will often stalk interlopers in hopes of stealing unknown objects - or perhaps to feed the interlopers themselves through the mill.<br />
<br />
Tormenting both races are long-billed and multi-colored birds who dwell in the deep waters of the few lakes. It is they who cruelly and indiscriminately punish any who are so foolish as to be out of their burrows alone or be caught near the water's edge unprotected. Very few sources of fresh water exist in the Durns and those that do exist are likewise home to the great birds. Collecting water is perhaps one of the most dangerous but nessesary tasks in the Durns.<br />
<br />
All of the races in the Durns operate with an intuitive and very clever intelligence. They can use rudimentary tools, but prefer their natural capabilities. They can speak with one another, but no man has ever learned what language they know. Most of the inhabitants are spiteful and vindictive creatures. By in large, they are extremely territorial, superstitious, and xenophobic. Their are some exceptions, but these are rare and usually short lived.<br />
<br />
<br />
All of these races take their dead to a cork-screw hole in the ground that is a mile across and drills so deep into the earth that one can not see the bottom. It is here, a place unnamed, that Kammarissa himself is thought to dwell. All things which die in the Durns are dropped in to the deeps to a fate unknown.<br />
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The Durns are widely avoided by all civilized races. Intruders are beset by one or more of the prime races therein, and ceaselessly assaulted until they perish or flee. Indeed many of the battles from inside the Durns spill over into neighboring lands, causing great strife. It appears that the animosity of the races is at least contained within the Durns, and has not spread to other areas. <br />
<br />
- - - -<br />
<br />
When I was just out of High school I worked at a local software store and house-watched for one of my neighbors, who happened to be <a href="http://en.wikipedia.org/wiki/Roy_Thomas">Roy Thomas</a>. Besides being an absurdly brilliant individual, his house was eclectic to say the least. Every wall had scores of original art work from the silver age on up, a library of thousands upon thousands of book, and many many pets.<br />
<br />
Indoors lived 6-7 birds, Toucans which tried to maul me at every opportunity, and wicked parrots as well. All ill-tempered and loyal only to their dark master. In fact I think he liked them vicious. The backyard was a landscape of two burrows, a trench around them both, with areas filled with water. One barrow was for rabbits, the other for guinea pigs. Geese patrolled outside of this area with a few ducks too. All of whom absolutely loathed one another.<br />
<br />
I watched his house for a few weeks while Roy and his wife went on his many road trips. I had to bribe the Toucans with grapes to even get in the door and the parrots I simply had to keep caged for my own safety. The outdoor animals were quite curious of me at first - but when they got comfortable they when about their own routine - all out war. The rabbits and guinea pigs were the main aggressors. They would group up in large numbers and attack stragglers of the other side; the young, old and weak being the primary targets. Occasionally they would form small groups, running into the other's burrows and dragging out a lone victim, and proceed to chew the hell out of them. The high pitched squeal is something I will never forget, and this noise called for aid from their kin. Soon it broke out into an all-out melee, rabbits and guinea pigs running about all over the place in a brutal free for all. Sometimes one would be unfortunate enough to be dragged outside of the burrows and past the trenches, and that is where the geese would lay into them with unrelenting beaks that apparently never let go. The ducks were smart enough to stay the hell away from all of this and usually sat in the middle of the small ponds. As the only source of drinking water, they viciously protected it and would not hesitate to drag a bunny by the ear to a watery grave.<br />
<br />
In all Roy must have had 25 or 30 of each rabbits and guinea pigs. They did breed but the population size stayed the same for the few years that I lived near him. Many perished in the great burrow wars but oddly enough <i>I never saw a body</i>. Even the ones that I knew drowned in the water were apparently retrieved and placed.. somewhere. Maybe eaten, maybe placed in some dark and deep burrow for the lost, who knows. <br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/_Aj39rSjtRWQ/TFq9R9wT68I/AAAAAAAAAIc/DVTmZOLF6p4/s1600/Toucan_Photo.JPG" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://3.bp.blogspot.com/_Aj39rSjtRWQ/TFq9R9wT68I/AAAAAAAAAIc/DVTmZOLF6p4/s320/Toucan_Photo.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">He will ~jack~ you up unless you have grapes</td><td class="tr-caption" style="text-align: center;"><br />
</td></tr>
</tbody></table>This was all rather traumatic for a kid who previously had the most loving pets possible. I admit I would be lying if I did not think it was also morbidly fascinating. More so because Roy would go onto his back porch in the morning, sit in a lounge chair and drink his coffee while reading some Lovecraftian book that no one ever heard of. All the while this bloody and vicious war was occurring as a trifle for his unnoticed pleasure.<br />
<br />
Obviously Roys's personal little ecosystem is a trove of ideas to plunder. Considering how strange real-life is in this case, I feel that no fantasy write up can really do it justice.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com13tag:blogger.com,1999:blog-1821544460942190549.post-81370786147071367972010-08-04T19:11:00.000-07:002010-08-04T19:19:03.811-07:00Paper Art<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_Aj39rSjtRWQ/TFoZbrUvBsI/AAAAAAAAAIM/_3AUq9UIZHU/s1600/c2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="216" src="http://2.bp.blogspot.com/_Aj39rSjtRWQ/TFoZbrUvBsI/AAAAAAAAAIM/_3AUq9UIZHU/s320/c2.jpg" width="320" /></a></div>This is a small project I made with some left over Plexiglas and colored construction paper. Although image is small, the original is 18x24 (larger image <a href="http://pacetec.org/old/cave.jpg">here</a>). The Plexi is 3/8 and I ended up using 6 pieces, each with a cave cut out. This was then stacked to give it some depth. Unfortunately photos are static so you can't feel the depth, but I asure you it is the <i>shiz-nile</i>. At least that is what I keep telling myself.<br />
<br />
Cutting the paper was maybe an hour. Laying and cleaning the Plexi, maybe 20 minutes. The real problem was the frame - I had to build my own since 6 sheets of Plexi is something like 30 pounds. Building the frame took far more time and effort than anything else, so, I probably will not be doing too many more of these.<br />
<br />
<a href="http://2.bp.blogspot.com/_Aj39rSjtRWQ/TFoascJ41SI/AAAAAAAAAIU/LhIFwYVzQUA/s1600/c1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_Aj39rSjtRWQ/TFoascJ41SI/AAAAAAAAAIU/LhIFwYVzQUA/s320/c1.jpg" /></a>Next time (if their is a next time), instead of construction paper, it would be much easier to cut vinyl, although would be worried of an overly plastic feel. Also I think it would be better to not clean the Plexi, and even slightly dust it to really give the feeling of depth. Several people have looked at the peice and did not even notice it was in solid Plexi at all, but thought it simply free-floating paper.<br />
<br />
Anyhow, if I happen to get renewed interest I think it would be good to try a dungeon map with 4-5 levels stacked, but with enough viewable area to see all of the layers as they lower and lower. Tricky perhaps, but something that would look excellent if it was decent executed.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com35tag:blogger.com,1999:blog-1821544460942190549.post-22366051425406033242010-08-02T18:59:00.000-07:002010-08-02T19:09:50.114-07:00All good things.. rise from the dead and make no morale checkSo, it has been a little over a year and the initial Valley of Blue Snails campaign is now complete. I think I can consider it a success considering my esteemed cousin survived his tour in Iraq with (relative) sanity intact and managed to almost reach level 3 in the process. So a quick review of the game from my point of view:<br />
<br />
<b>The Good:</b><br />
A Giant Segmented Worm that spewed burning dirt-feces<br />
A hireling who grew a lemur tail when the PC's Oculus power was used in an inadvisable location <br />
Lord Maulden, who was bewitched by one of the users of the Occulus, was reduced to doing nothing but eating, fucking and sleeping in luxury. The question arose if anyone would really be doing him a favor by 'freeing' him, lol.<br />
Using a giant (dead) nautilus,I got to reenact this scene:<br />
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<br />
<b>The Bad:</b><br />
Using Gmail exclusively to run it<br />
We almost concluded the intro adventure in one year's time..<br />
The Traumatic Childhood Background Generator is perhaps <i>too</i> traumatic <br />
The Fighter's cleave on those under 1hd is enormously powerful<br />
<br />
<b>The Ugly: </b><br />
Trying to track down names and details I invented 8 months prior<br />
Find out that I am senile since I can't remember this crap <br />
<br />
All in all, not too bad. My main complaint was the difficulty in turn-around time for play. I seriously think we could have accomplished the same game-play in 2-3 nights of in-person play. <i>Cest la vie</i>.<br />
<br />
As for this blog, I will likely post again here and there as I have time. I enjoy the creativity exercises and a few folks have found some of it useful. I may eventually write up a short story or two set in the Valley of Blue Snails world. A few ideas have crossed my mind in the last year that I would like to put in writing. Further development of the campaign setting will be incidental and instead I will focus on being unfocused - generally blurting out what game related non-sense comes to mind. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_Aj39rSjtRWQ/TFd3yn749wI/AAAAAAAAAH8/BDBhCSFZ26g/s1600/mario-ron-jeremy.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_Aj39rSjtRWQ/TFd3yn749wI/AAAAAAAAAH8/BDBhCSFZ26g/s320/mario-ron-jeremy.jpg" /></a></div>At the moment we are playing Villains and Vigilantes. My PC is <i>El Gato</i>, a fat and old luchador wrestler that is a bit of a combination between Ron Jeremy and a Spanish Ric Flair. He has one stat above a 9 and he has to change luchador masks to use any powers worth a crap. The campaign is set in an alternate Las Vegas and our team's secret hideout is El Gato's run-down trailer parked in back of some seedy casino. Great fun.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com4tag:blogger.com,1999:blog-1821544460942190549.post-52474762410463348372009-05-19T11:36:00.000-07:002009-05-19T11:49:00.870-07:00Erol Otus Art ChallengeI entered in the <a href="http://odd74.proboards.com/index.cgi?board=fanzine&action=display&thread=2192">Erol Otus Art Challenge</a> and picked up two honorable mentions (and free loot as well). It is rather strange to have an iconical artist of D&D give your chicken scratch a look over and give a nod. This certainly exceeded my expectations and I am quite pleased.<br /><br />4-5 of the entries were spot-on works for the Erol Otus era of D&D art and I look forward to the enlarged versions when they post them. I recommend taking a loot.<br /><br />As a general update, I changed jobs and am also contracting at my old job. Thus the cobwebs and crickets. This project is in the 'dry polish' stage so there is not much to post anyhow. My cousin who is going to Iraq is visiting in a few days and we will likely give Valley of Blue Snails a playtest and I will make the appropriate changes. It is certianly playable now but who knows what will change after we actually play the damn thing. I am sure I will update after such.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-23208274977690839682009-04-17T19:43:00.000-07:002009-04-17T20:58:13.435-07:00You spy your long time love laying eggs in the wilderness one eveningThese tables really have nothing to do with B/X or Valley of Blue Snails. Rather just anecdotal write-ups for my own amusement. I am fond of random tables, probably a side effect of growing up with AD&D.<br /><br />Anyhow, this is the follow up to the <a href="http://valleyofbluesnails.blogspot.com/2009/04/fire-breathing-were-mammoth-destroys.html">traumatic childhood</a> background generator. Onwards to the <span style="font-style: italic;">Traumatic Adolescent Background Generator</span>:<br /><br /><span style="font-weight: bold;">COMELINESS 3d6</span><br />New ability score deriving physical appearance, roll 3d6. Discard this ability score at the end of adolescence. The memory will always haunt you however.<br /><br /><span style="font-weight: bold;">3 –</span> Exiled from the village for being not of your race<br /><span style="font-weight: bold;">4 –</span> Ruthlessly tormented and forced to wear bag over head<br /><span style="font-weight: bold;">5 –</span> Beaten at random intervals for no apparent reason<br /><span style="font-weight: bold;">6-8 –</span> Brought along by your good-looking friends to stand next too<br /><span style="font-weight: bold;">8-11 –</span> Non-descript and utterly forgettable<br /><span style="font-weight: bold;">12-14 - </span>1 in d4 chance to have a stalker (roll on Hirelings table)<br /><span style="font-weight: bold;">15-16 –</span> 1-3 in d4 chance to have a stalker (roll on Hirelings table)<br /><span style="font-weight: bold;">17 –</span> Ritualistically beaten by far uglier peers and family<br /><span style="font-weight: bold;">18 – </span>Extremely paranoid from lurid looks and random gropings from entire village<br /><br /><span style="font-weight: bold;">TEMPORARY WISDOM MODIFIER d6</span><br />The Wisdom for an adolescent can never be above 12. If the modified Wisdom is 0 or under, it is assumed the PC has gotten themselves killed in a spectacularly stupid manner.<br /><br /><span style="font-weight: bold;">1 –</span> minus 6 (permanent injury incurred caused by lack of wisdom)<br /><span style="font-weight: bold;">2 –</span> minus 5 (temporary injury incurred caused by lack of wisdom)<br /><span style="font-weight: bold;">3 –</span> minus 4 (several scars caused by lack of wisdom)<br /><span style="font-weight: bold;">4 –</span> minus 3<br /><span style="font-weight: bold;">5 – </span>minus 2<br /><span style="font-weight: bold;">6 – </span>minus 1 (remarkably unscarred)<br /><br /><span style="font-weight: bold;">HIRELINGS d20</span><br />Aka – gullible friends. They will be available as future hirelings. Roll once unless your Charisma modifier is 0 (then you have no friends).<br /><br /><span style="font-weight: bold;">1 – </span>An ill-tempered marmot capable of using tools but can not speak<br /><span style="font-weight: bold;">2 –</span> Friend of opposite sex, extremely attractive with no interest in you what-so-ever<br /><span style="font-weight: bold;">3 –</span> Lost Ogre who stays in the woods, friendly because you bring him small furry animals<br /><span style="font-weight: bold;">4 –</span> Disguised Fey creature entertaining himself for a few years<br /><span style="font-weight: bold;">5 –</span> Friend of same race, exact same interests, skills and traumas<br /><span style="font-weight: bold;">6 –</span> Friend of the same race, wholly inept<br /><span style="font-weight: bold;">7 –</span> A completely innocent, pure, and gullible friend of the same race<br /><span style="font-weight: bold;">8 –</span> Friend of the same race, who is better than you at just about everything<br /><span style="font-weight: bold;">9 –</span> A hopping bird with a smug look on its face<br /><span style="font-weight: bold;">10 –</span> Friend of different race, wholly inept<br /><span style="font-weight: bold;">11 –</span>The lone survivor of a decadent and extinct race<br /><span style="font-weight: bold;">12 – </span>Friend of different race, who is better than you at just about everything<br /><span style="font-weight: bold;">13 –</span> Some old hermit that follows you around<br /><span style="font-weight: bold;">14 –</span> A colony of lepers<br /><span style="font-weight: bold;">15 –</span> A dog that never stops barking<br /><span style="font-weight: bold;">16 –</span> A foreigner who can not speak your language but is remarkably loyal.<br /><span style="font-weight: bold;">17 –</span> The village retard with freakish strength<br /><span style="font-weight: bold;">18 –</span> Young orphan kid with a knack of finding snares and traps<br /><span style="font-weight: bold;">19 – </span>A blood-crazed and insane Knight who calls you ‘liege’<br /><span style="font-weight: bold;">20 –</span> A half-man half-cat that hides in your addict. Howls incessantly at the moon.<br /><br /><span style="font-weight: bold;">ACADEMIA d12</span><br />‘Trade skill’ is any knowledge applicable towards making a living. Fishing, begging, carpentry, pick pocketing, flogging, scribing, hole-digging, and so forth. Roll once.<br /><br /><span style="font-weight: bold;">1 –</span> PC incapable of learning anything useful (hence their future career as adventurer)<br /><span style="font-weight: bold;">2 –</span> Trade skill learned but turns out to be wholly inept in any application<br /><span style="font-weight: bold;">3 –</span> Single trade skill learned and mastered<br /><span style="font-weight: bold;">4-5 –</span> No trade skills learned, but cursory knowledge of a great many things<br /><span style="font-weight: bold;">6-8 – </span>Two trade skills learned and re-roll (ignore 1)<br /><span style="font-weight: bold;">9-10 –</span> Two trade skills learned<br /><span style="font-weight: bold;">11-12 –</span> Single trade skilled learned<br /><br /><span style="font-weight: bold;">LANGUAGES d12</span><br />Roll as many times as your Intelligence language modifier allows (0-3 times usually). Player or DM choose the language they wish to learn, results below.<br /><br /><span style="font-weight: bold;">1 – </span>Gibberish, the language was made up by a hard-up or insane instructor<br /><span style="font-weight: bold;">2 –</span> Language learned, but different language than intended<br /><span style="font-weight: bold;">3 –</span> Language learned with strangely alluring dialect<br /><span style="font-weight: bold;">4-5 – </span>Language learned and mastered with fluency as if born with it<br /><span style="font-weight: bold;">6-8 – </span> Language learned remedially, many words have entirely different meaning than what you think they do<br /><span style="font-weight: bold;">9-10 – </span> Language can be written and read, but unable to pronounce<br /><span style="font-weight: bold;">11 –</span> Language learned, and can understand all similar languages<br /><span style="font-weight: bold;">12 –</span>Language learned with annoying and irritating dialect<br /><br /><span style="font-weight: bold;">TRAUMATIC ADOLESCENT EVENTS d12</span><br />Count the number of odd dice rolls thus far. Roll on this table that many times (1-5 usually).<br /><br /><span style="font-weight: bold;">1 –</span> Re-roll twice and combine the events. Ignore 1.<br /><span style="font-weight: bold;">2 – </span>Re-roll. You learn an appropriate trade skill from applicable event.<br /><span style="font-weight: bold;">3-5 –</span> Horror Event<br /><span style="font-weight: bold;">6-8 – </span>Romance Event<br /><span style="font-weight: bold;">9-11 –</span> Adventure Event<br /><span style="font-weight: bold;">12 – </span>Weird/Other Event<br /><br /><span style="font-weight: bold;">HORROR EVENT d20</span><br /><br /><span style="font-weight: bold;">1 – </span>Head stuck in a hole in ground for 1d8 days. Something licks your legs periodically during your entrapment.<br /><span style="font-weight: bold;">2 – </span>Deranged hermit pulling a cart with unidentified meat follows you around at night for 1d4 years<br /><span style="font-weight: bold;">3 – </span>Walking <a href="http://valleyofbluesnails.blogspot.com/2009/02/barnacle-men.html">barnacles</a> abscond 1d4 members of your family and are never seen again<br /><span style="font-weight: bold;">4 – </span>Tawdry and irksome fey spirit prevents you from getting a good nights rest for 1d4 years<br /><span style="font-weight: bold;">5 –</span> Any deceased siblings or family reanimate and haunt your village periodically<br /><span style="font-weight: bold;">6 – </span>Another is blamed for a crime that you commit and is burned on a pyre. A revenant in a twisted amalgam of fire and that person seeks to slay you twice a year<br /><span style="font-weight: bold;">7 – </span>A <a href="http://valleyofbluesnails.blogspot.com/2009/01/other-races.html">Kalevope</a> culls the lands around your dwelling once a year, no matter where you live<br /><span style="font-weight: bold;">8 –</span> A priest inadvertently turns you with his turn undead ability. It appears to effect you<br /><span style="font-weight: bold;">9 – </span>Strange ticks grow under you skin and must be burned out lest they multiply<br /><span style="font-weight: bold;">10 – </span>A wingless forest drake smashes your dwelling while you are not home and devours all inside. It used the remaining timbers for its nest<br /><span style="font-weight: bold;">11 –</span> A horrid <a href="http://valleyofbluesnails.blogspot.com/2009/01/other-races.html">Nakki </a>drags you into its stagnant pool and forces you to clean the bones of its victims. In 1d6 years you manage to escape with many horrible tales.<br /><span style="font-weight: bold;">12 – </span>A water nymph enslaves you but is utterly boring. You are released 1d4 years later with few tales to tell.<br /><span style="font-weight: bold;">13 – </span>A group of carnivorous ape-men ransack your village leaving you as the only survivor<br /><span style="font-weight: bold;">14 –</span> Nomadic <a href="http://valleyofbluesnails.blogspot.com/2009/02/darkest-bohtan.html">Frog-Yetis</a> encamp near your village causing much horror and strife for 1d6 months. By the time they leave over half of the village is dead or maimed.<br /><span style="font-weight: bold;">15 –</span> You are enslaved by the Carpmen of <a href="http://valleyofbluesnails.blogspot.com/2009/02/raelenac-village-in-sand.html">Raelenac</a> and forced to scrape abalone shells on a Meglo-Coy for 1d4 years before escaping.<br /><span style="font-weight: bold;">16 – </span>A small but playful Trent ensnares your legs in its roots. It does not release you for 1d4 months.<br /><span style="font-weight: bold;">17 –</span> You fall down a sinkhole permeated with the remnants of <a href="http://valleyofbluesnails.blogspot.com/2009/03/vaunderfel-great-spring.html">Vaunderfel</a>, the Great Spring. You age in reverse until reborn into a different being (re-roll stats and race). This occurs within 1d4 months time and none recognize you after.<br /><span style="font-weight: bold;">18 –</span> Desert raiders enslave your village forcing you to act as pack animals. You escape 1d6 years later.<br /><span style="font-weight: bold;">19 –</span> An old and forgotten being of enormous power is released from its bygone prison by your meddling. It promises to repay you someday, searing your mind as it communicates.<br /><span style="font-weight: bold;">20 –</span> While sleeping in the wilderness you get enveloped by a <a href="http://valleyofbluesnails.blogspot.com/2009/02/sky-shells.html">Sky-Shell</a> and live within a pocket of air and fluids inside of the creature for 1d6 months before escaping.<br /><br /><span style="font-weight: bold;">ROMANCE EVENT d20</span><br /><br /><span style="font-weight: bold;">1 –</span> You have absolutely no romance in your adolescence and are mocked ceaselessly by your peers<br /><span style="font-weight: bold;">2 – </span>Desert raiders abscond you into slavery, forcing you act as a pleasure slave in the profane Ziggurats of the <a href="http://worldofthool.blogspot.com/2009/02/after-discussion-with-players-im.html">Man-Bull</a>. You are released 1d4 years later. Gain a trade skill.<br /><span style="font-weight: bold;">3 –</span> The sexually frustrated <a href="http://valleyofbluesnails.blogspot.com/2009/01/journal-of-khazrel-nakhu-journey-to.html">Elf maids</a> from the Village of Two Stars kidnap and fight with one another over mating rituals for 1d4 years. Still unresolved, you eventually escape.<br /><span style="font-weight: bold;">4 – </span>A moonlight date to some abandoned ruins result into running for life from crazed flesh-eating Halflings. Your date has 1 in d4 chance of escaping and naming you hero.<br /><span style="font-weight: bold;">5 –</span> A walk on the shores of nearby lake with your date results in a tribe of intelligent sand-crabs worshiping you both as a god.<br /><span style="font-weight: bold;">6 –</span> A winged fey creature becomes infatuated with you for 1d4 years, following you day and night<br /><span style="font-weight: bold;">7 – </span>Your hireling falls madly in love with you (applicable if you rolled on the hireling table, otherwise re-roll)<br /><span style="font-weight: bold;">8 –</span> You are forced into an arrange marriage by your family, roll for race and birthright of new family<br /><span style="font-weight: bold;">9 –</span> You fall madly in love with a Knights squire. The belligerent Knight hates you at first sight. They quickly travel away but you vow to find them one day (squire can be male or female or any race)<br /><span style="font-weight: bold;">10 –</span> An orphan vagrant falls madly in love you with and follows you around until death<br /><span style="font-weight: bold;">11 – </span>You find a potential mate to be amazingly beautiful and attractive. Everyone else you speak with talks about this person as if they are the ugliest person in the village<br /><span style="font-weight: bold;">12 –</span> The one you love cares not for you. An ancient family text speaks of a mushroom from the <a href="http://valleyofbluesnails.blogspot.com/2009/02/great-rot.html">Great Rot</a> that will infatuate all who look upon you should you devour it. A map of the location of where these mushrooms can be found are located in the book.<br /><span style="font-weight: bold;">13 –</span> A rival courtier of the one you love challenges you to a duel. You accept and accidentally geld the person. None in the village will be seen with you now.<br /><span style="font-weight: bold;">14 –</span> A wizard/sorceress falls in love you with you and is constantly changing their shape into alluring forms to gain your love.<br /><span style="font-weight: bold;">15 – </span>When finally alone with your date, you inexplicable turn into a fox-beast and attempt to devour them. None believe the tale.<br /><span style="font-weight: bold;">16 –</span> A wayward spirit steals a part of your spirit. You can feel no love nor lust until you retrieve it from them.<br /><span style="font-weight: bold;">17 –</span> You awake one morning married in <a href="http://valleyofbluesnails.blogspot.com/2009/03/astrumdantalas-opal-of-world.html">Astrumdantalas</a> with a mate of ill-repute whom you never recall meeting.<br /><span style="font-weight: bold;">18 –</span> An ogre of the opposite sex finds you and drags you off to their cave. You barely escape the event, but still hear forlorn cries from that area of the wilderness to this day.<br /><span style="font-weight: bold;">19 –</span> You awake most mornings with smallish fey creatures cuddled against you. They leave tiny offerings of flowers, sweet food and perfumes.<br /><span style="font-weight: bold;">20 –</span> You spy your long time love laying eggs in the wilderness one evening.<br /><br /><span style="font-weight: bold;">ADVENTURE EVENT d20</span><br /><br /><span style="font-weight: bold;">1 –</span> The PC finds a nest with an opal-eyed fox in it. The fox follows the PC around and attempts to remove the skin from my other humanoids its comes across<br /><span style="font-weight: bold;">2 –</span> You follow some singing in the distance and find several of the village females dancing and singing around huge nodding toad. The women flee if confronted, but the toad-thing speaks to you of fantastic adventures to the far south.<br /><span style="font-weight: bold;">3 –</span> You find a pole in the wilds that climbs higher than you see. You climb it as far as you can but it appears to be endless.<br /><span style="font-weight: bold;">4 – </span>While traveling six screaming men run past you with ruined clothing and smoldering hair. One of them drops a half-burned tome that speaks of an <a href="http://valleyofbluesnails.blogspot.com/2009/03/mageai-and-sea-of-boulders.html">underground desert</a>.<br /><span style="font-weight: bold;">5 –</span> A traveling Bard plays a song of a Bard trapped in a keep who is forced to play music to keep an angry tribe of man-eating bears asleep. The next day when you speak of the Bard none know what or who you speak of.<br /><span style="font-weight: bold;">6 –</span> While swimming in a lake you find a large tablet of polished coral. You drag it up the surface and see upon it a miniature city of incredible detail. The city appears to be abandoned but you see tiny sculptures of minuscule shrimp among the coral.<br /><span style="font-weight: bold;">7 –</span> After stealing a shield from a wandering Knight, a magic mouth follows you endlessly insulting you in many strange tongues. A wizard agree to remove the magic mouth, but only if you find him some rare grasses from the Valley of Endless Summer.<br /><span style="font-weight: bold;">8 –</span> A colony of lepers imposes themselves into the center of town unless the PC find them a new home.<br /><span style="font-weight: bold;">9 –</span> The fields of rye turn ashen and start to rot from the ground up. On your land you find a small cave leading under the fields of rye.<br /><span style="font-weight: bold;">10 –</span> As penance for committing an act of heresy, the local Priest-Lord send you on a quest to find an ancient knight an honorable death in combat. He puts emphasis on ‘honorable’. (Gain ancient knight as henchman until he has found an honorable death)<br /><span style="font-weight: bold;">11 – </span>A troupe of Marggots build a carnival some miles away and the village sends you to find out what it is all about.<br /><span style="font-weight: bold;">12 –</span> A fetid and diseased rhino stumbles near your home. When dealing with the creature it vomits a ruby encrusted bracer (value 500g). When worn the PC hears faint chuckling.<br /><span style="font-weight: bold;">13 –</span> A huge flightless birds runs into your dwelling, takes your most valuable possession in its beak and flees and blurring speed. You track it the best you can but you only know it headed towards a thicket of foreboding woods that none enter.<br /><span style="font-weight: bold;">14 –</span> While near a waterfall you think you saw a pair of feline eyes behind it. Exploring behind the water fall you see a crevice that sinks into the depths. You also find a huge discarded cat-claw larger than you are.<br /><span style="font-weight: bold;">15 –</span> While looking for a camping site you come across a meadow with a dozen Dwarves that appear to be sleeping. They all are simply overcome with lethargy and stare upwards. When you look upwards you see a low hanging cloud with a near invisible rope hanging down.<br /><span style="font-weight: bold;">16 –</span> A theater troupe stages a play that insults the local lord. All are due to be executed in a week unless they can make the lord laugh. They are all foreigners who can not speak the native language. Only you can translate for them.<br /><span style="font-weight: bold;">17 –</span> A group of pygmies wearing feather-clothing jumps out as you walk on a road and toss spears at you, some wounding you. When they hear your angry cries they flee up the tall trees. You can see platforms in the high canopy.<br /><span style="font-weight: bold;">18 –</span> A PC is given the deed to a pawn-shop in a nearby city. The store is in complete shambles, vagrants often use it to sleep in, and a crazy dwarf lives in the walls.<br /><span style="font-weight: bold;">19 –</span> A crazed Tyrannosaurus assault your village and you miraculously defeat with legendary bravery and guile. The local lord is so impressed he sends you on mission after mission of nearly suicidal quests.<br /><span style="font-weight: bold;">20 – </span> A half-man half-raccoon stumbles towards you camp, lets out and chattering sound then tosses a pouch of regurgitated seeds in your lap. Before you can respond it flees to a taboo vale that none enter.<br /><br /><span style="font-weight: bold;">WEIRD/OTHER EVENT d20</span><br /><br /><span style="font-weight: bold;">1 –</span> A fey creature leaves a child at your door step. (if taken) the child grows to adulthood in 1d4 years, looking exactly like you<br /><span style="font-weight: bold;">2 –</span> While working you see a <a href="http://i212.photobucket.com/albums/cc197/Reaper13731/Motivation%20Posters/wtf.jpg">cat</a> standing on a strange pillow that flies above the ground. If followed it eventually lifts off high into the night sky<br /><span style="font-weight: bold;">3 – </span>While in a drunken brawl, a wounded friend appear to be bleeding water. When closely inspected they flee. When met the following day they pass it off as you being drunk<br /><span style="font-weight: bold;">4 –</span> A sullen painter asks you to pose for a portrait. After a few hours he starts screaming and runs off never to be seen again. The painting is of you sitting upon a bronze throne with ruby-eyed imps prostrating themselves at your feet<br /><span style="font-weight: bold;">5 – </span>You find a Cudgel like weapon wrought from fossilized wood embedded in the side of a hill The Cudgel is larger than your dwelling<br /><span style="font-weight: bold;">6 –</span> Your friend swears on his life that he saw the chair in his room beat the snot out of his table. His table appears to be in shambles and the chair looks remarkably smug<br /><span style="font-weight: bold;">7 –</span> When coming home one day you find a group of six trilobites carrying your (most valuable possession) under your dwelling<br /><span style="font-weight: bold;">8 – </span>A saber-tooth cat will periodically jump on your back out of no where, give you a quick mauling, and then scamper off leaving only superficial wounds<br /><span style="font-weight: bold;">9 –</span> After bathing in a small pond of tranquil and serene water your notice your hair is remarkably full, flowing and vibrant. It grows quickly past your shoulders and the slightest wind bellows it heroically<br /><span style="font-weight: bold;">10 – </span>After traveling to a cave you once found when a child, you find a skeleton of a child. Long since dead, a pair old cloths it wore that appear exactly like the ones that you once owned<br /><span style="font-weight: bold;">11 –</span> You find a tomb made of fossilized wood with strange glyphs carved upon it. After studying the glyphs you think you can read it, but hear ghostly sounds when you start to do so<br /><span style="font-weight: bold;">12 –</span> While traveling on a long forgotten road you come across a coaching-inn. You open the door and see fey and goblinoid creatures enraptured in a wild scene of debauchery and unspeakable acts. You flee but the scene in seared into your mind<br /><span style="font-weight: bold;">13 – </span>In your travels you find a huge flowering plant with a large silver sphere in the center of the flower. (if removed) The orb transforms into a malicious leprechaun that torments you at in opportune times with song and dance<br /><span style="font-weight: bold;">14 –</span> You find a geyser that erupts erratically, sometimes days, sometimes months apart. When showered by the geyser you gain great insights (+1d4 Int and Wis for 1 week).<br /><span style="font-weight: bold;">15 –</span> While tracking your lost horse, you find a tar infested canyon hidden in the wilds. Deep within you find your horse being eaten by a diseased and featherless <a href="http://valleyofbluesnails.blogspot.com/2009/03/ruhk-eggs-of-chalk-quarry.html">Ruhk</a>.<br /><span style="font-weight: bold;">16 –</span> You awake one morning with your feet painted red an a adorned crook at your side (value 150g). Occasionally you can see odd looking crickets in the trees above you peering in your direction.<br /><span style="font-weight: bold;">17 –</span> A carpet of rolling moss implants false memories into your head as you walk upon it. (roll again on the Adolescence Events Table, this event is merely a false memory)<br /><span style="font-weight: bold;">18 –</span> A small duck billed <a href="http://farm4.static.flickr.com/3174/2748885432_7308e33e1a.jpg?v=0">Hadrosaurid</a> will periodically approach you when it thinks you are asleep and clean any parasites from your skin and hair. This is strangely soothing and does not wake you.<br /><span style="font-weight: bold;">19 –</span> After using a bar of soap given to you by a Dwarven trader, all of your body hair falls out. If eaten, the soap changes your gender.<br /><span style="font-weight: bold;">20 –</span> Lichen grows prolifically on a notably comfortable pair of boots you own and must be scraped daily to be kept clean. The lichen is eatable albeit not very tasty.<br /><br /><span style="color: rgb(102, 0, 0);font-size:85%;" >I am not sure if I will delve into adult events or not. I am getting a bit loopy after that last batch, and lets face it, adult life is boring anyhow. </span>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com6tag:blogger.com,1999:blog-1821544460942190549.post-50709626172490193632009-04-17T16:45:00.000-07:002009-04-17T17:15:04.024-07:00Entry - One Page Dungeon Creation ContestI am generally a <a href="http://paizo.com/rpgsuperstar/rpgSuperstar2008/round1/rPGSuperstarSubmissionMigrusLocker">sucker</a> for contests so I recently did a write up for one floating around the OD&D blogs. <a href="http://mysite.verizon.net/vze4zjyn/barnacle_caves.pdf">Here</a> is my submission to the <a href="http://oldguyrpg.blogspot.com/2009/04/announcing-one-page-dungeon-contest.html">One Page Adventure Design Contest</a>. My submission is streamlined version of a <a href="http://valleyofbluesnails.blogspot.com/2009/02/barnacle-men.html">homebrew</a> adventure which I've had decent fun running several times in the past year. Also I'm a bit lazy in drawing new maps so that is another factor in not doing something on the spot.<br /><br />As for the promotion, I like the idea for the 1-page adventures but in all honesty I find the format to be uninspired. It is a simple 'big map here' 'other crap every where else' with no formatting to speak of. I tend to be more creative with limitations so honestly things like word count, font type, strict layout would have been a favor to me.<br /><br />So, what is a good 1-page adventure? The box set <a href="http://en.wikipedia.org/wiki/From_the_Ashes_%28Dungeons_&_Dragons%29">From the Ashes</a> came with about 30 or so 1-page adventures that were terrific. Some I still use some to this day. Too bad the format in the contest can't really cater to this plot-heavy type of adventures. It seems like it is simply old-school for old-school sake rather than being practical.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com2tag:blogger.com,1999:blog-1821544460942190549.post-52392867557688024432009-04-13T16:12:00.000-07:002009-04-13T22:32:11.968-07:00A fire-breathing were-mammoth destroys half the village while calling your nameYes, slow day at work today so this is my '<span style="font-style: italic;">Traumatic Childhood Background PC Generator</span>'. Perhaps I will work up an adolescent and adult events one day.. anyhow this is for childhood events.<br /><br />So grab some dice and start rolling:<br /><br /><span style="font-weight: bold;">RACE d4</span><br /><span style="font-weight: bold;">1 –</span> Human <span style="font-weight: bold;">2 -</span> Elf <span style="font-weight: bold;">3 –</span> Dwarf <span style="font-weight: bold;">4 –</span> Halfling<br /><br /><span style="font-weight: bold;">SEX </span>(use roll above)<br />If your dice is to the right of you, Male. To the left, Female.<br /><br /><span style="font-weight: bold;">CLASS d4</span><br /><span style="font-weight: bold;">1 –</span> Fighter <span style="font-weight: bold;">2 –</span> Magic User <span style="font-weight: bold;">3-</span> Thief <span style="font-weight: bold;">4 -</span> Cleric<br /><br /><span style="font-weight: bold;">ALIGNMENT </span>(use roll above)<br />Light colored dice, good. Dark colored, evil. Mid-tone, Neutral.<br /><br /><span style="font-weight: bold;">SOCIETY d10</span><br /><span style="font-weight: bold;">1 –</span> Lost/Alien<br /><span style="font-weight: bold;">2 -</span> Decadent<br /><span style="font-weight: bold;">3 - </span>Nomadic<br /><span style="font-weight: bold;">4 -</span> Tribal<br /><span style="font-weight: bold;">5 -</span> Hierarchical<br /><span style="font-weight: bold;">6 - </span>Autocratic<br /><span style="font-weight: bold;">7 -</span> Feudal<br /><span style="font-weight: bold;">8 - </span>Communal<br /><span style="font-weight: bold;">9 -</span> Progressive<br /><span style="font-weight: bold;">10 –</span> Re-roll twice and combine. Ignore 10.<br /><br /><span style="font-weight: bold;">BIRTHRIGHT d10</span><br /><span style="font-weight: bold;">1 –</span> Slave/Exile<br /><span style="font-weight: bold;">2 -</span> Serf<br /><span style="font-weight: bold;">3 –</span> Lowborn Commoner<br /><span style="font-weight: bold;">4 –</span> Highborn Commoner<br /><span style="font-weight: bold;">5 -</span> Merchant<br /><span style="font-weight: bold;">6 -</span> Guilder<br /><span style="font-weight: bold;">7 -</span> Craftsmen<br /><span style="font-weight: bold;">8 -</span> Clergy<br /><span style="font-weight: bold;">9 -</span> Nobility<br /><span style="font-weight: bold;">10 –</span> Re-roll twice and combine. Ignore 10.<br /><br /><span style="font-weight: bold;">FAMILY d10</span><br />Even – Both parents alive<br /><span style="font-weight: bold;">1 –</span> Both parents dead<br /><span style="font-weight: bold;">3 –</span> Mother dead<br /><span style="font-weight: bold;">5 –</span> Father dead<br /><span style="font-weight: bold;">7 –</span> Bastard child<br /><span style="font-weight: bold;">9 –</span>No family, raised on the streets/wilds<br /><span style="font-weight: bold;">D8-1</span> for Siblings, 8s are re-rolled twice and added.<br /><br /><span style="font-weight: bold;">TRAUMATIC CHILDHOOD EVENTS d12</span><br />Count the number of odd dice rolls thus far. Roll on this table that many times (1-5 usually).<br /><span style="font-weight: bold;">1 –</span> Re-roll twice and combine the events. Ignore 1.<br /><span style="font-weight: bold;">2 –</span> Re-roll. This occurred but the PC blocks the memory out.<br /><span style="font-weight: bold;">3-5 –</span> Conflict Event<br /><span style="font-weight: bold;">6-8 –</span> Criminal Event<br /><span style="font-weight: bold;">9-11 –</span> Adventure Event<br /><span style="font-weight: bold;">12 – </span>Weird/Other Event<br /><br /><span style="font-weight: bold;">CONFLICT EVENT d20</span><br /><span style="font-weight: bold;">1 –</span> Re-roll event, this event results in the characters death. Re-roll character<br /><span style="font-weight: bold;">2 –</span> <a href="http://valleyofbluesnails.blogspot.com/2009/02/all-challenges-accepted.html">Chagmen</a> rampage your homeland stealing all pre-teen males (yourself included if male). You are to blame for enraging the Chagmen. (all male siblings die)<br /><span style="font-weight: bold;">3 – </span>Giant leeches erupt from the ground killing those to slow to flee. You are to blame for awakening the leeches. (1d4 siblings die)<br /><span style="font-weight: bold;">4 – </span>A headless Giants smashes every building in your village, except for yours.<br /><span style="font-weight: bold;">5 –</span> Your homeland was surrounded and starved by the Ladoga Imperial Army for 1d10 years.(1d4 siblings die)<br /><span style="font-weight: bold;">6 –</span> An army of semi-intelligent forest animals rampages through your homeland. Your people blame you.<br /><span style="font-weight: bold;">7 –</span> A belligerent drunk starts a riot that burns your village to the ground. The drunk is your closest family member/friend.<br /><span style="font-weight: bold;">8 –</span> A family of <a href="http://valleyofbluesnails.blogspot.com/2009/02/weather-shrines-of-water-monkeys.html">Tuehni</a> live in your basement for 1d4 years, occasionally dragging the unwary to their doom.(1d4 siblings die)<br /><span style="font-weight: bold;">9 – </span>A swarm of hundreds of <a href="http://mysite.verizon.net/vze4zjyn/molluetuesk.jpg">Molletuesks</a> lay their eggs in your homeland. It is said you are to blame.<br /><span style="font-weight: bold;">10 – </span>The Elf Village of Ten Winds slays every able-bodied man in your village looking for the acorn of the World Tree that you stole from them.<br /><span style="font-weight: bold;">11 –</span> An small army of <a href="http://valleyofbluesnails.blogspot.com/2009/03/fey-triumvirate.html">Fionn</a> riding Toucans raiding your village cutting and stealing the dwellers hair. You are the only survivor with their hair unscathed.<br /><span style="font-weight: bold;">12 –</span> After you insult a stranger, the stranger uses an Oculus power to burn your village to the ground.(1d4 siblings die)<br /><span style="font-weight: bold;">13 –</span> A cadre of Dwarven clergy men defile every holy place in your village due to your presence.<br /><span style="font-weight: bold;">14 –</span> A walking tree chases you throughout the village after you angered its spirit. Nothing grows where it chased you to this day.<br /><span style="font-weight: bold;">15 –</span> A small army of <a href="http://valleyofbluesnails.blogspot.com/2009/02/weather-shrines-of-water-monkeys.html">water-monkeys</a> steals everything metallic and shiny from your village after you stole a shiny stone from their stone pile.<br /><span style="font-weight: bold;">16 – </span>A fire-breathing were-mammoth destroys half the village while calling your name.(1d6 siblings die)<br /><span style="font-weight: bold;">17 –</span> A swarm of Marggots raid your village, feasting upon its children. You are the lone child survivor.<br /><span style="font-weight: bold;">18 –</span> <a href="http://valleyofbluesnails.blogspot.com/2009/02/walking-stone.html">The Walking Stone</a> completely obliterates your village as it chases you through your homeland.(1d8 siblings die)<br /><span style="font-weight: bold;">19 –</span> A herd of decaying and water-logged horses erupt from the river and hunt you ruthlessly after you toss some salt into their river. Most of the village is destroyed.(1d6 siblings die)<br /><span style="font-weight: bold;">20 –</span> Re-roll twice and combine events. Ignore duplicate results.<br /><br /><span style="font-weight: bold;">CRIMINAL EVENT d20 </span><br /><span style="font-weight: bold;">1 –</span> The PC is accosted for brigandage. The PC is forced to wear iron boots for 1d4 years.<br /><span style="font-weight: bold;">2 –</span> The PC is accosted for begging in the presence of a noble. The PC is forced to wear a halter for 1d10 days and walk through the streets of his homeland.<br /><span style="font-weight: bold;">3 –</span> PC is accosted for piracy and transfer of illicit slaves. The PC is racked for 7 days and nights. The PC is 1 inch taller.<br /><span style="font-weight: bold;">4 –</span> The PC is accosted for stealing dog food. PC is placed in a rat cage with 2d12 rats for 1d10 days.<br /><span style="font-weight: bold;">5 –</span> The PC is accosted for strangling small animals. PC is hanged until unconsciousness every day for 7 days.<br /><span style="font-weight: bold;">6 – </span>The PC is accosted for attempted murder of a high noble. The PC miraculously escape before certain death and starts a new life. Re-roll Society and Birthright.<br /><span style="font-weight: bold;">7 –</span> The PC is accosted for arson. PC is seared with boiling oil.<br /><span style="font-weight: bold;">8 –</span> The village witch accuses the PC of angering the spirits. The PC is lashed for 3 days and so is the witch.<br /><span style="font-weight: bold;">9 –</span> The PC is accosted for raiding the royal harem. They are chemically gelded. The PC is now a eunuch.<br /><span style="font-weight: bold;">10 –</span> The PC is accosted for horse theft. The PC released after the horse steals a child and is later captured and put down.<br /><span style="font-weight: bold;">11 –</span> The PC is accosted for capturing and bottling fey creatures. The PC is placed in a brass tub and soaked in rotten fluids for 1d6 days.<br /><span style="font-weight: bold;">12 –</span> The PC befriends a kindly blacksmith who later turns out to be Medlacklon the Black Vile, an infamous assassin. The PC is released out of fear.<br /><span style="font-weight: bold;">13 –</span> The PC is accosted to defiling holy relics. The PC is magically compelled to only tell truths.<br /><span style="font-weight: bold;">14 – </span>The PC is accosted for sedition. The laws of the kingdom are written upon the PCs flesh and remain to this day.<br /><span style="font-weight: bold;">15 –</span> The PC blatantly slays the village bully in a fit of rage. No one knows this.<br /><span style="font-weight: bold;">16 – </span>The PC is accosted for heresy after a water nymph follows the PC where ever they go and seduces all in her wake. The PC is later acquitted after the judge is seduced.<br /><span style="font-weight: bold;">17 – </span>The PC is accosted for horse mangling after a noble tramples the PC and lames his horse. The PC is imprisoned and beaten daily by the noble for 1d4 years.<br /><span style="font-weight: bold;">18 –</span> The PC is accosted for counterfeiting. The PCs hands were binded for 1d4 years with a coin in each.<br /><span style="font-weight: bold;">19 – </span>The PC beats a bully child only to find out the child is the disguised Prince of the realm. A large stone is tied to the PCs waist and they must drag it for 1d6 years.<br /><span style="font-weight: bold;">20 –</span> Re-roll twice and combine events. Ignore duplicate results. The PC is entirely innocent of said crimes.<br /><br /><span style="font-weight: bold;">ADVENTURE EVENT d20</span><br /><span style="font-weight: bold;">1 – </span>The PC finds a <a href="http://valleyofbluesnails.blogspot.com/2009/02/all-challenges-accepted.html">Chagmen</a> who offers the PC a large sapphire if the PC bring him a child to devour. If the PC accepts, the gem is worth 2000gp but the child ghost haunts him.<br /><span style="font-weight: bold;">2 –</span> The PC finds a large leathery egg on the beach of a large lake. The PC kept it safe for years but the egg has not changed nor hatched (yet..).<br /><span style="font-weight: bold;">3 –</span> The PC sets off to kill mice for an odd job. After setting a trap the PC finds a mouse with a hat, a tiny crossbow and a tiny belt. The mouse speaks and offers the PC treasure if they free him. (If they agree) The mouse gives the PC thousands of tiny gold coins, value, 1gp.<br /><span style="font-weight: bold;">4 –</span> A Halfling mistress of <a href="http://valleyofbluesnails.blogspot.com/2009/01/plateau-of-gnaeun.html">Gnaeun</a> accosts and marries the PC in a strange land. The PC is later released and wanders back home, only left with the words that she will return for them at a later date.<br /><span style="font-weight: bold;">5 –</span> The PC finds a underground chasm that leads to a underground valley still carrying the full effects of <a href="http://valleyofbluesnails.blogspot.com/2009/02/great-rot.html">The Great Rot</a>. Occasionally the PC sees walking mushrooms following them.<br /><span style="font-weight: bold;">6 – </span>A rotting river otter corpse follows the PC home one day, scratching at his window and door then scampering away when confronted. Eventually the corpse is found outside the PCs window unmoving. A silver otter amulet is clutched in its jaws, value, 200gp.<br /><span style="font-weight: bold;">7 –</span> A lone knight crosses paths with the PC while on the road. The knight speaks of the PCs eventual heroic deeds and honor before riding off. A few days later the PC sees the knight ‘s image on a mausoleum in his travels, apparently a Paladin who perished an age ago.<br /><span style="font-weight: bold;">8 –</span> A rancid behemoth hippo attacks the PCs village and the PC lured it away. Unfortunately the thing dwells under a well used bridge cutting off the main road too and from the town.<br /><span style="font-weight: bold;">9 –</span> The PC accidentally released a group of desiccated Halflings from a bygone barrow. The Halfling Ghouls stalk the village and terrorize the entire area.<br /><span style="font-weight: bold;">10 –</span> The PC finds a man in rich garbs in the deep woods being strangled by a feathered imp-creature. The PC scares off the imp but the man is dead. A book on the man contains information on spells and ritual to conjure creatures from other places.<br /><span style="font-weight: bold;">11 –</span> The PC finds a bush with plump orange leaves which are edible. The PC seems impervious to sickness if they consume at least one per week. Only the PC knows where this plant is.<br /><span style="font-weight: bold;">12 –</span> The PC finds a piece of ice that never melts. When carried the PC feels as if they are being watched.<br /><span style="font-weight: bold;">13 – </span>The PC find a large tar pit and strange fey creatures appear to live within. They have invited the PC into the pit to see their home but the PC has yet to accept.<br /><span style="font-weight: bold;">14 – </span>A traveling Elf maid gives the PC an orchid plant. The orchid never changes and is perpetually pointing towards one direction, even if turned or moved. If the Orchid is followed like a compass, it leads to a strange and wondrous place leagues away.<br /><span style="font-weight: bold;">15 – </span>The PC finds a lone bolder marbled with lapis. Before the PC can take any, a deer-spirit emerges and begs the PC to leave it. (if heeded) A yellow deer can be seen in the distance when the PC is in the wilds. (if ignored) Gain 1500gp in lapis.<br /><span style="font-weight: bold;">16 – </span>One hundred fat hamsters scamper across the road when the PC is traveling. If followed they dive into a sinkhole writhing through mud and compost. The PC follows the narrow path and finds an underground ziggurat on a miniature scale.<br /><span style="font-weight: bold;">17 –</span> The PC came face to face with the dread wurm Haecern while on the roads. The wurm demanded tribute but when the PC had little to offer, the wurm only mentioned it would ask again one day.<br /><span style="font-weight: bold;">18 –</span> In a pile of family books the PC comes across a map of an island west of Kaboria. This island is not listed on any other map the PC has found. Scrawled across the map in giant letters reads 'BEWARE THE PARROTS!'.<br /><span style="font-weight: bold;">19 –</span> An uncle visits the PC and tells them grand tales of adventure in the southern lands of Saltwhisker Glens. The uncle speaks of a Marggot King who owes him his life and says to speak his name should they travel to there.<br /><span style="font-weight: bold;">20 – </span>The PC is dragged away by a group of cat-men and taken to a desert city where the PC is forces to dance and juggle. After many months the PC escaped and find their way home, but none believe their tale.<br /><br /><span style="font-weight: bold;">WEIRD/OTHER EVENT d20 </span><br /><span style="font-weight: bold;">1 – </span>Perfectly normal childhood. The PCs peers mock the child for his normalcy.<br /><span style="font-weight: bold;">2 –</span> Every morning the PC wakes up and finds a silver piece under their head, as well as a splitting headache.<br /><span style="font-weight: bold;">3 –</span> PC is ruthlessly hunted by Dwarven slave-traders for an unknown reason. The Dwarves have a very annoying war cry they scream when ever they see the PC, '<span style="font-style: italic;">Vbblalalalbalalalalbala</span>!'<br /><span style="font-weight: bold;">4 – </span>Rats and other vermin hate the PC and attack on sight. Other animals find the PCs skin very tasty.<br /><span style="font-weight: bold;">5 – </span>Strange words appear in the PCs mind when they dream and the PC can usually remember them. If spoken aloud nearby spirits take notice.<br /><span style="font-weight: bold;">6 – </span>The PC dreams of another life and other experiences. Generate another entirely new character for the PCs alter ego in this dream world. At some point of time the personalities will switch.<br /><span style="font-weight: bold;">7 –</span> Halfling precognition is always blank in areas where the PC should be. This greatly unsettles Halflings.<br /><span style="font-weight: bold;">8 – </span>Once per full moon a lead tablet with the PCs name will appear near them during the night. Should this tablet be harmed in any way, the PC will suffer the applicable effects as well.<br /><span style="font-weight: bold;">9 –</span> A crow will occasionally follow the PC and bark guttural words that appear to mock the current situation.<br /><span style="font-weight: bold;">10 – </span>When ever the PC has broken an egg, someone very close to that PC has died.<br /><span style="font-weight: bold;">11 – </span>A pearl button seems to appear on the PC clothing, no matter what they are wearing. Random buttons the PCs apparel are usually missing as well.<br /><span style="font-weight: bold;">12 –</span> The PC gains a sense of inexplicable serenity when pointing towards the north-east. The PC gains a feeling of loathing when pointed another direction.<br /><span style="font-weight: bold;">13 –</span> Occasionally when the PC is alone in the wilds, a talking hedge lizard will roam near the PC and gives them non-sense advice.<br /><span style="font-weight: bold;">14 –</span> After the PC was beaten ruthlessly with cattails by a group of fey, the PC seems to never get hungry and must be reminded to eat or else starve to death.<br /><span style="font-weight: bold;">15 –</span> Ashes appear in the PCs footsteps after they commit an evil act.<br /><span style="font-weight: bold;">16 –</span> When drunk, the PC can see and communicate with spirits, much to the chagrin of the spirits.<br /><span style="font-weight: bold;">17 – </span>The PC can play any instrument even though they have never learned how.<br /><span style="font-weight: bold;">18 –</span> The PC can speak and communicate with moving machinery. The machinery completely lacks humor or sarcasm but is fond of well-oiled puns.<br /><span style="font-weight: bold;">19 –</span> The PC is compelled to travel to Nifflaer during the Lightless Day of Loksos and dance naked for days on end.<br /><span style="font-weight: bold;">20 –</span> The PC is not actually of his race, but their form was forced upon them as punishment for some prior transgression. The DM should instead create another race for the PC which was their original form and former life.<br /><br /><span style="font-size:85%;"><span style="color: rgb(102, 0, 0);">Appropriate phobias, nightmares, paranoia, nervous twitching, and likelihood to burst into tears at random times should likewise be recorded.</span></span>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com6tag:blogger.com,1999:blog-1821544460942190549.post-65503217037250036012009-04-06T22:36:00.000-07:002009-04-06T23:40:04.292-07:00Cleric Rationale<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2026/2204631804_ba6a078544.jpg?v=0"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 368px; height: 272px;" src="http://farm3.static.flickr.com/2026/2204631804_ba6a078544.jpg?v=0" alt="" border="0" /></a><br />Rationalizing Clerics has troubled me since starting Valley of Blue Snails, and I have thus far avoided the issue by skirting over all but the most basic details. Naturally this has to end as I am sewing up some loose ends as I am putting together a working copy of the rules and setting. I have about a month left however, which is enough time for some new ideas.<br /><br />One idea I have been messing with is using a pantheon war between four or five pantheons. The pantheons would likely be fairly straight forward with vastly different agendas and philosophies. Naturally they come into conflict with one another and use their mortal power-base to wipe each other out. So which pantheons? I am not sure yet, but I need something that would have constant conflict within civilization. My first inclinations (and cheesy names off the top of my head):<br /><br /><span style="font-weight: bold;">Fiorse (</span>Finnic/Norse<span style="font-weight: bold;">)</span> - Finnic and Norse have similar themes, stories and philosophies. A lot of the gods themselves are practically interchangeable. Hierarchical but independently motivated with vying agendas. Generally have the best interest of themselves and the world at heart.<span style="font-weight: bold;"><br /><br />Egyines - (</span>Egyptian/Chinese<span style="font-weight: bold;">)</span> - Foreign pantheon encroaching on the civilized areas of the campaign. Thus while they are definitely human/humanoid, they have very different and alien philosophies. Similar to above with a hierarchical map of gods, although their vision of good/evil and right and wrong are vastly different.<br /><span style="font-weight: bold;"></span><br /><span style="font-weight: bold;">Paragons</span> - Each race has a paragon deity(or deities) which embodies the archetype of that race. They will have their own pantheon and it will include everything from humans to elves to fey to dragons to were-elephants. The deities are equally powerful and quite potent. They however rarely work together and only have the best interest of their patron race to care for.<br /><br /><span style="font-weight: bold;">Nehmerian - (</span>Nehwon/Cimmerian<span style="font-weight: bold;">)</span> - These gods are identifiable as human or humanoid but usually more eccentric and defiantly more rogue. They have no organization and battle with each other as often as other pantheons. This is the largest 'pantheon', at least by sheer numbers of deities. This is the home of the 'failed' Paragons as well.<br /><br /><span style="font-weight: bold;">'Old Gods</span>' - This will blanket anything that is not above including primeval deities, deities from long ago, elemental or natural force deities, loathsome unfathomable deities, and just about anything else that does not fit in.<br /><br />The most important thing is that they fight with one another considerably. And so a good reasons for mace wielding, spell casting, holy warriors to be around. They would naturally vie with other pantheons foremost, and with each other secondarily. Temples would be erected either towards an entire pantheon or specific deities. Specific deities mostly, although other deities of the same pantheon could certainly be worshiped there, at least if the first few examples above.<br /><br />Deities that are clearly historical will use a thinly veiled disguises with a name change and perhaps some small changed to fit the setting. Most of the others I will make up on the fly. Individual Clerics would support a specific deity first, and pantheon secondarily. They would fully be expected to battle on the front lines using martial skills in combination with divine magics.<br /><br />The gods themselves are strictly tied to their nature and simply do not know how to behave otherwise. This makes them have little reason to interfere directly with mortals, unless it is simply to fuck with them. Most mortals are far too unpredictable for gods, sort of like a shovel with a hose for a handle. Gods will usually only speak to the most obedient and best trained priests who act as close to them as they possible - and so these priest end up being the most powerful. The gods are also not omnipotent; they may have prophecies to share but can not tell for sure what the future will hold. Gods frequently make mistakes when they delve into things that are not in their nature - and so most gods loath to do so. Gods can understand what all mortals say but can not listen to their minds. Lastly gods can and do die.<br /><br />Anyhow, some of this will likely change as I mull it over. Perhaps drastically if I come up with something better.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com3tag:blogger.com,1999:blog-1821544460942190549.post-80437374195284710332009-03-31T12:14:00.000-07:002009-03-31T12:19:04.129-07:00Filler ArtSome general filler art<br /><br /><a href="http://mysite.verizon.net/vze4zjyn/pic4.jpg">Giant Fleas</a><br /><a href="http://mysite.verizon.net/vze4zjyn/pic3.jpg">Header Pic</a><br /><a href="http://mysite.verizon.net/vze4zjyn/pic2.jpg">Barnacle Man</a><br /><a href="http://mysite.verizon.net/vze4zjyn/pic5.jpg">You decide</a>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com4tag:blogger.com,1999:blog-1821544460942190549.post-85938502835692488832009-03-27T16:07:00.001-07:002009-03-27T18:24:54.652-07:00Winding Down and Setting Design as a HobbyThe bulk of the rule modifications and setting material is more or less complete. As a writer it I think it is important to know when to 'call it', and move on to the next step. One of the reasons I am using the B/X ruleset is because it is unrestraining and well suited to an open-ended world. I do not want to over develop it. It should be loose guidelines of what is where with a lot of sandbox material to play in as the players go. Anything further would be diminishing returns I would think, since the players have a good chance to never see it. As of right now I am fairly happy with the amount of material that is done and it should be an ample amount to rake fresh characters over the proverbial coals.<br /><br />That said, the posts here will likely dwindle greatly as I concentrate on the fairly dry tasks of assembling the mess I've created in the past three months. This will include a lot of rewriting, organizing, editing and smashing it all together to form a single book '<span style="font-style: italic;">Valley of Blue Snails</span>'. A one stop rules/campaign setting, hopefully ready to go by the May Iraq deployment date. None of this process will be very interesting to share so I will not do so. I may do a few new articles (the two remaining great seasons, a cleric write up) but they should be uncommon at this point. Hopefully in MayI will simply post the PDF when its ready and stick a fork in it in this construction project.<br /><br />Thereafter this blog will highlight the actual campaign as it goes and I will fill future setting details as the player(s) stumble across strange lands, high adventure, and butter supple loins.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.faithmouse.com/gary_gygax_highest_level.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 217px; height: 325px;" src="http://www.faithmouse.com/gary_gygax_highest_level.jpg" alt="" border="0" /></a><br />I have a few notes in reflection, notably regarding setting design as a hobby:<br /><br />I suppose part of the reason that I have worked on Valley of Blue Snails is that it is a hobby in of itself. It is not all preparation for a campaign, although that was definitely a motivating factor to get some actual work done (ie Iraq deployment date). It is quite possible that I will spend far, far more time doing the labor and toil than actually playing the game. Granted I hope this is not necessarily the case; but it is foreseeable that the setting sees very limited play for one reason or another. There <span style="font-style: italic;">is</span> war going on after all.<br /><br />I won't belabor the point since I don't want to give the wrong impression that I think this would be some horrible thing. I'm having fun designing my little maps and trivial lore. I'm sure I will use the better bits in whatever I run or play in. Even if I don't it was fun to write them and generally explore some ideas that I've been mulling over.<br /><br />In retrospect I would change a few things from the get-go and move towards a more open approach to setting design. Preconceived notions seem to stifle creativity and I am surely caught up in that mix to some extent. I started from the ground up (B/X rules, 4 races) instead of the top down (<span style="font-style: italic;">An</span><span style="font-style: italic;">d then there was light</span>, what else is out there?). I should have taken the top down approach as I am sure I would have arrived at some more interesting conclusions rather than dipping into my prior gaming repertoire to fill in the blanks.<br /><br />The closest thing that comes to mind in treating the actual game design as its own hobby is probably Traveler. DMs and players for that matter almost certainly spent far more time generating characters, ships, worlds, systems and so forth than actually playing. Traveler summed it up as so:<ul><li><span style="font-weight: bold;">The Solitaire Game</span>: One player undertakes some journey or adventure alone. He or she handles the effects of the rules as the situation progresses. [...] In addition, there are many aspects ideally suited to solitaire consideration. A single player can spend time generating characters, designing starships, generating worlds and subsectors, planning situations, and mapping out ideas to use in later group scenarios.</li></ul>Note that this is reflected as its own game rather than simple preparation. And it is, I would recommend it to almost anyone with interest in D&D, old and new, or any general role-playing. Get to it and don't dilly-dally around. I know I would be interested and inspired with setting material that other people come up with who are more creative and talented than I.<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.faithmouse.com/gary_gygax_highest_level.jpg"><br /></a>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com2tag:blogger.com,1999:blog-1821544460942190549.post-73599049360983083322009-03-26T13:15:00.000-07:002009-03-26T19:42:06.721-07:00A few NPCsLocations and NPCs I prefer to dole out in small allotments rather than attempting to do them all at once or do them on the fly. A few that may make an appearance.<br /><br /><span style="font-weight: bold;">Miviel, the Hands of Twin Cinders</span> - A well known Sheriff known for his lust and remarkable fighting style with a dagger in each hand.<br /><br /><span style="font-weight: bold;"> The Dweller in the Pit</span> - Unfathomably ugly Dwarf that lives in the Miasma Pit of Klormb. He is said to be 1000 years old.<br /><br /><span style="font-weight: bold;">Romine, the Shield of Lime</span> - A half-man half-bear who honorably carried out the will of Selecuid. Ostracized by most civilizations.<br /><br /><span style="font-weight: bold;">The Selfish Braggart Hothir</span> - Well known warrior with an endless assortment of tall tales, some of them perhaps true.<br /><br /><span style="font-weight: bold;"> Juilio, the Fleecing Shadow </span>- Middle aged woman, thief and killer. Follows a strange cult in reverence to the Great Rot.<br /><br /><span style="font-weight: bold;">Coycoy, the Resting Magi</span> - Wizard from distant lands who makes him home on the Plateau of Gnaeun. The Halfling women keep a wide berth from his citadel.<br /><br /><span style="font-weight: bold;">Twic</span><span style="font-weight: bold;">e Born Reguln</span> - Renowned prophet and miracle worker. Said to raise the dead and died himself, only to return to his faith to serve once more.<br /><br /><span style="font-weight: bold;">Larnis the Clipper </span>- Lecherous old man but remarkably skilled pickpocket.<br /><br /><span style="font-weight: bold;">Seilnoon of the Moons Edge </span>- A lone Elf maid who sit near a lake during full moons. It is said she can be several place at once.<br /><br /><span style="font-weight: bold;">Gluberlane the Carnal</span> - Grotesquely fat giant with insatiable thirsts for all carnal things. Endlessly seeking for exotic and forbidden pleasures.<br /><br /><span style="font-weight: bold;">Thrymil, the Settled King </span>- Dwarf King dwelling among the Halfling of Neorn as their Lord.<br /><br /><span style="font-weight: bold;">Brother Cabil Douern </span>- Elf brother struggling with his kin over the leadership in the Pearpines. His bastard brother lacks a claim for the throne but is far more popular.<br /><br /><span style="font-weight: bold;">Brother Vesper Douern</span> - Bastard brother to Cabil, and romantic warrior. One of the few Elf men driven by passion, and has the heart of legions of Elf warrior women.<br /><br /><span style="font-weight: bold;">The Staring Child</span> - Prophetic Halfling child who never blinks with a powerful Oculus. Said to see the future in perfect clarity.<br /><br /><span style="font-weight: bold;">Kaetlin, of Three Lodges</span> - Dwarf maid who bludgeoned a Halfling Sheriff to death with an ale stien. Now an unwilling Dwarf folk-hero whom the Halflings resent.<br /><br /><span style="font-weight: bold;">Pereglorg, the Wizard Archeon</span> - Powerful Wizard-Lord who dwells in the Shedding Peaks. A race of long-furred Muskrats serve him loyally.<br /><br /><span style="font-weight: bold;">Ulfius, the Fasting Knight </span>- Viciously cruel and skilled knight known for his hatred in all things fey.<br /><br /><span style="font-weight: bold;">Kessel the Napper</span> - Named for her propensity to rest with the abnormally large sheep-hounds, Kessel is known well as a hound trainer and breeder.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images.elfwood.com/art/f/a/falke/halfling.jpg"><img style="cursor: pointer; width: 306px; height: 377px;" src="http://images.elfwood.com/art/f/a/falke/halfling.jpg" alt="" border="0" /></a>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com0tag:blogger.com,1999:blog-1821544460942190549.post-76578269061578538192009-03-25T18:54:00.001-07:002009-03-25T18:56:48.157-07:00Atari Cover Mockup<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://mysite.verizon.net/vze4zjyn/vobs%20cover.jpg"><img style="cursor: pointer; width: 450px; height: 591px;" src="http://mysite.verizon.net/vze4zjyn/vobs%20cover.jpg" alt="" border="0" /></a><br /><br /><br />Not really sure what inspired me to do this..Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com4tag:blogger.com,1999:blog-1821544460942190549.post-68884994505182189932009-03-24T11:35:00.000-07:002009-03-24T11:49:14.925-07:00Mageai and Sea of BouldersSouthwest of Orobia is a pitted vale stretching the distance from the Orobian highlands to the western gulf. This span is over 100 miles in length and is known as the Caustic Plains or the Sea of Boulders. It is an inhospitable place that is laden with round boulders of all sizes, ranging from the size of a small house to a pebble. This creates a virtual maze of crags, canyons, pitfalls and other broken hazards. Sulfurous plumes seep into the landscape and create a perpetual low hanging fog near ones feet and a damn caustic footing. Perhaps the most remarkable thing about the Sea of Boulders is the dark sheet of thick glass it is apparently sitting upon. Under the fog, under the boulders, and under the sand an endless sheet of thick smoky glass sits sturdy and ageless. In some places where the terrain can be cleared the glass can be seen clearly; meters thick, dark, swirling, with movement underneath, and seemingly unbreakable.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.maths.tcd.ie/%7Edaveyp/nzTrip/blog/images/7-9-2007/boulders.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 299px; height: 224px;" src="http://www.maths.tcd.ie/%7Edaveyp/nzTrip/blog/images/7-9-2007/boulders.jpg" alt="" border="0" /></a>The terrain of the Sea of Boulders is free from grasses, shrubs or other low hanging plants. Spindly tree do reach up in some areas with foliage attached only to the very top. The most noticeable creatures are the Rock Tossers, bipedal tusked behemoths which move boulders in search of smaller creatures to devour. They do so by leveraging their tusks against the ground and boulder and shifting it weight while their flabby trunk reaches under to grab any morsels.<br /><br />Smaller creatures have also adapted to the sulfurous fog and call the plains their home. Most are poisonous to eat or even touch. Swarms of putrid toads, lithe fog-snakes, boulder morays, sticky yellow slugs, furred flight-less birds and a plethora of other strange beings eek out a defiant existence. Lichens, molds and yellow toadstools often grow under boulders or in the damp crags. Few humanoids travel within but it is known that a few oasis are cast into the deeper areas of the plains, usually in large sinkholes with fresh water at the bottom.<br /><br />One of these is Mageai, a small Dwarf village in a particularly large sinkhole. The sulfurous fog seep into the sinkhole but apparently is drained down into the crevasses. Water leaks from the side of the sinkhole and makes the appearance of constant light rain on the bottom. No more than 100 Dwarves dwell here and they are a paranoid and primitive lot suck in the age of bronze and copper. They will trade with peaceful travelers but it is difficult to attain their trust and most are not allowed to come inside their sinkhole home.<br /><br />The Dwarves know of the thick glass that lay under the Sea of Boulders and say that another world lay beyond it. They believe it is taboo to travel under the glass but are well aware of several entrances, one of which is their own sinkhole home where the crevasse reach under the glass. The Dwarves also know of a handful of other breaks in the deep reaches of the Sea of Boulders, although they do not speak of such information and often intentionally hide these entrances. Once the Dwarves fully trust a visitor, that visitor is assumed to be a part of the village and is obliged to all manner of strange traditions, rituals and knowledge. Those who betray their trust are quickly exiled to the world under the glass and usually never heard from again.<br /><br />What lay under the glass is a matter of speculation. No reliable accounts exist and no known explorers have returned from such a journey. It can only be said that glass extends throughout the Sea of Boulders and perhaps beyond under the mountains and under the sea as well.<br /><br /><br /><span style="color: rgb(102, 0, 0);font-size:85%;" >This is loosely based upon the </span><span style="color: rgb(102, 0, 0);font-family:arial,sans-serif;font-size:85%;" ><a href="http://www.moerakiboulders.com/">Moeraki Boulders</a>. </span><span style="color: rgb(102, 0, 0);font-size:85%;" >I had a distinct sense of deja'vu when I wrote this up. I looked over previous articles to see if repeated any ideas but did not see any. Hopefully I did not do so. I generally am prolific enough that I often forget what I previously wrote leading to the occasional contradictions. I suppose that is what editing is for when I eventually put the thing together.</span>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com2tag:blogger.com,1999:blog-1821544460942190549.post-79904222526334961422009-03-23T22:40:00.000-07:002009-03-23T23:10:28.191-07:00- OF THIEVES<span style="font-style: italic;font-size:85%;" >Journal of Khazrel Nakhu “Journey to the Cities Afar” 32’s93</span><br /><br /><span style="font-weight: bold;">- OF THIEVES</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.thewinerychannel.tv/home/dailycork/uploads/photos/thief_30k.png"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 203px; height: 239px;" src="http://www.thewinerychannel.tv/home/dailycork/uploads/photos/thief_30k.png" alt="" border="0" /></a>“Let me be clear about one thing before I bedraggle my readers through the loathsome pits of skulduggery. When I speak of Thieves I do not use the term loosely to anyone finds their ways gravitating towards crime rather than honest toil. Wither it encompass offenses such as burglary, embezzlement, larceny, looting, robbery, mugging, trespassing, shoplifting, intrusion, deception, and criminal conversion (though consider a bad pun to be a theft of my time). Such folk that willfully act out such things are often the most wretched of people with few redeeming qualities. Whatever motivation they have, most sorts lack any sort of prosperity in their life, driven by petty impulses, and many are short lived.”<br /><br />“And then there is an entirely other sort, which is the Thief. One that perhaps walked the same trails of these criminals, but is something more than them. I have met many folk who were skilled in many things. I once knew a manling archer who used his bow so often and was so skillfully, watching him pluck a bow was nothing short of magical. The speed, delivery, and accuracy was a singular fluid motion of perfection. Some Thieves are of this ilk and are far removed from their lecherous criminal brethren. It is these folk that I both admire and fear, and I dug deep into my reserves of bravery to learn more of them in my travels.”<br /><br />“It is no coincidence that I sought the Thieves in the city of <a href="http://valleyofbluesnails.blogspot.com/2009/03/astrumdantalas-opal-of-world.html">Astrumdantalas</a>, the Opal of the World, the great Free City. I used nearly every connection that I had to see the cities inner workings and perhaps gain an unhealthy amount of knowledge within. I surmise that many of the most skilled Thieves come here to find a measure of prosperity and camaraderie that they could not find else where. It is no secret that the city operated with a number of guilds, councils and merchant troupes. I can only image what I do not know about the city. Astrumdantalas is one of the few places where such men openly organize and are in fact a both balancing power and an important tool for the Scryers Guild.”<br /><br />“Once they knew of my interests, I was invited to a sect known as Eight Aerlin which is a member of the larger collective Thieves Guild. I was most respectful and forthright about my writings and I think they appreciated the boldness. Among them met many unassuming folk who could pass easily for a baker, a farmer, a clothier, a charcoal burner and so forth. All highly skilled Thieves and single minded professionals. It was here that I learned that this sect operates as a part of the Thieves Guild but separate as far as organization and operations. From what I gathered there is no single ‘Thieves Guild’, but rather it is a vague term for a collection of professionals, similar to any craftsmen guild. Sects come and go, unworthy upstarts are quickly snuffed out, and most true sects are well aware of boundaries, politics, and rivals. They are similar to large families and control territory. “<br /><br />“Unlike petty criminal organizations, they rarely vie with one another over territory as it is usually passed on from generation to generation, from city to city and realm to realm. Astrumdantalas itself is merely the fulcrum for the organization; a place to find new talent, resolve disputes, find jobs, and otherwise organize. I was told that one of the most difficult things for a sect to accomplish is finding new skilled members. I suppose this is why so many make the pilgrimage to Astrumdantalas. While I was not privy to where Eight Aerlin operated originally, I did learn that it had a dozen members, most of whom where human, and that they operated in conjunction with the Scryers Guild.”<br /><br />“The two seem to have a symbiotic relationship. The Scyers Guild trades in all kinds of knowledge, and the Thieves Guild attains particular bits that they need. In turn the nobles and great lords cultivate the Scyers information for an assortment of needs; from predicting the future, to usurping a rival’s throne. By no means is this the Thieves Guild only source of revenue, but it is usually one that they tend to nurture and not sully for petty reasons.”<br /><br />“Just about all manner of folk could employ a Thief for a variety of reasons, and Thieves themselves cover the full gambit of demeanor and personalities. Some will only steal from wealthy Halfling Merchants, others still will merely track and follow important peoples. Others are heartless killers who will snap a child’s neck without a second thought. All have desired talents and ones price is purely on the behest of the Thieves reputation, thus most Thieves rarely back out on a deal or sully their name. Even law enforcement will seek out skilled Thieves if they are particularly befuddled, as Thieves have a knack at unusual means to accomplish their goals.”<br /><br />"Not all Thieves are guilded. Most novice Thieves must earn a name for themselves to rise above common rabble. Fame can come from many ends, but only those who have a measure of honor, even a twisted one, would be approached. Lone Thieves who are not guilded are not unheard of, but are a distinct minority. Guild sects do not like competition from solo Thieves and will often push them out or worse. Still, many solo Thieves exist, either has loners, exiles, eccentric individuals, or merely filling a vacuum where no Thief sect exists. Solo Thieves often have it much harder than guilders. The Guild often provides means to escape the law or at least reduce penalties in most areas if a Thief is inadvertently caught. Guilders usually pay dues but it is often far more lucrative than a solo Thief could be. Also the Guild tends to watch out for itself in times of trouble."<br /><br />"Still, it is a hard life and few Thieves reach a measure of wealth where they can quit the business and go honest. There is always the next job, the next mark and the next rush of pilfering a noble’s riches. Many Thieves find a sad fate at a guardsman’s blade or cross harsh words with the wrong master Thief. The politics of the Guild can likewise take its toll in exasperating struggles for contracts, pouching talent or even stealing from each other. With this in mind it is no wonder that some of the most talented Thieves seek more direct and tangible goals by adventuring in times of struggle."<br /><br /><span style="color: rgb(102, 0, 0);font-size:85%;" >The Scryers Guild is a bit like a Bene Gesserit think tank, minus the transhuman powers. The Thieves are their main means of getting hard information since they don't have the skill to do so themselves. I had a hard time justifying a Thief Guild, especially ones that span cities and realms, so it seems a good of a reason as any. Over all I think the Thief is pretty true to B/X and I didn't want to make the lore too specific where they are almost a different class. I may eventually rename the Scryers Guild, the Thieves Guild to something more setting specific. For now its a literary place holder.<br /><br />I wanted to include some <a href="http://www.spyvsspyhq.com/images.html">Spy vs Spy</a> elements into the Thief class (hence the pic) but found it surprisingly hard to do without forcing PCs into one guild or another. I think I will use this element, but just on the RPing side of things rather than a setting level with forced conflict. I think rival Thieves would be good story elements so they would attempt to out-do each other, sabotage each other, kill each other off and so forth.<br /><br /><br /></span>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-69738902589233897482009-03-23T11:51:00.000-07:002009-03-23T11:53:41.076-07:00Quick UpdateWe have had some major web incursions at my work and I am having to manually clean up some malicious code. Time consuming to say the least. Hopefully by Wednesday it will be straightened out and I can think about some more articles here.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-87086879150478108152009-03-20T09:46:00.000-07:002009-03-20T10:00:04.882-07:00Pointillism<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://mysite.verizon.net/vze4zjyn/molluetuesk.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 522px; height: 308px;" src="http://mysite.verizon.net/vze4zjyn/molluetuesk.jpg" alt="" border="0" /></a><br />Here are the two pieces I spoke of yesterday. The first is The Molluetuesk (click to enlarge). This was done using a Micron pen and some pointillism. I like pointillism since you can use the same pen for the entire sketch and I suck at traditional shading (as you will see below). I originally planned to use pencil to draw some natural cave stalactites and stalagmites to see how the critter could blend in. I opted against it because pencil smears too easily and I didn't want to overly obscure the Molluetuesk. I may submit this one to the<a href="http://odd74.proboards76.com/index.cgi?board=fanzine&action=display&thread=1809"> Erol Otus art contest</a>. I would feel honored just knowing he saw one of my pieces.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://mysite.verizon.net/vze4zjyn/throxiainsight.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 516px; height: 373px;" src="http://mysite.verizon.net/vze4zjyn/throxiainsight.jpg" alt="" border="0" /></a><br />This next one is practically a colleague. It uses pointillism, crosshatch, scribble-sketch, brush ink and whatever else I could think of. This is what I think approaching Throxia would look like (Otter's game, <a href="http://worldofthool.blogspot.com/">Thool</a>). I don't like this one nearly as much but it is really a mandatory sketch since I need to get back into practice somehow.<br /><br />I will probably try to do some pen and ink art work in the future since I enjoy it and have let it go for far too long.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-69438008141920536812009-03-19T21:38:00.000-07:002009-03-19T22:12:56.527-07:00The Molluetuesk EffectI've been a bit busy recently will endless meetings at my work, a job interview and some more pen art work. I picked up a sketch pad, micron pens, and some bottle india ink - the first time in many years I purchased art supplies. Really buying the supplies is a high of its own, as nothing is quite as promising to me as a empty book of really nice graph paper or a nice clean sketch pad. It is almost a shame to sully them with my meager scratchings. Good art supplies more so, simply because I could never afford the higher quality stuff as a kid. I distinctly remember doing Studio Art AP projects in high school on empty brown grocery bags. Not that there is anything wrong with that, brown-bag sketches had a unique quality to them, but its nice to have some options.<br /><br />Anyhow I will post a few sketches tomorrow when I have access to a scanner. One is of the <a href="http://valleyofbluesnails.blogspot.com/2009/02/barnacle-men.html">Molluetuesk</a>, which is my favorite home-brew critter that I've done recently. Not necessarily because its particularly clever, but because it has single handedly brought three groups to their knees - even though these parties have conquered far more insidious critters.<br /><span style="font-size:85%;"><br /></span><ul><li><span style="font-size:85%;"><span style="font-weight: bold;">8 – </span>The north section of this cave is the home of the Molluetuesk, which appears as a tranquil pool of water with several small fish swimming inside. The pool is faintly radiant and is lined with stalactites and stalagmites. Should a PC disturb the pool the Molluetuesk will attack relentlessly. If the PCs are 15’ or further back and somehow disturb the pool, the mouth will snap shut and the creature will slowly ‘reset’, ignoring the party.</span></li><li><span style="font-size:85%;"><br /></span></li><li><span style="font-size:85%;">A passageway is in the South East section of the cave which vaguely reeks of sweet cooking smells, like heated fruit.</span></li><li><span style="font-size:85%;"><br /></span></li><li><span style="font-size:85%;">In the refuse under the Molluetuesk a Shield +1 sits along with the bones of its previous owner.</span></li><li><span style="font-size:85%;"><br /></span></li><li style="color: rgb(102, 0, 0);"><span style="font-size:85%;"><span style="font-weight: bold;">Molluetuesk</span> – hd 3 hp 18 ac 5 att: bite 1d6, on max dmg swallow whole.</span></li><li style="color: rgb(102, 0, 0);"><span style="font-size:85%;">Very large cave-lurking beast that looks similar to a huge horseshoe crab, which opens itself up into a cavernous opening. Its ‘mouth’ very closely resembles an iridescent tranquil pool of water with some small fish in it, stalactites and stalagmites lining the sides above and below (teeth). Should the pool be disturbed, the ‘mouth’ will snap shut.</span></li></ul><span style="font-weight: bold;"></span>'Swallow whole' is intentionally vague to suit the DMs lethality. I had it do an automatic d6 per round until the critter is slain. Bad yes, but hardly save or die. I really have no idea why the groups I've ran have nearly gotten TPK'd from this thing; especially considering the stirge-breathing dragon is so, so much worse and they kick the crap out of that thing. I guess some critters are just bad luck.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-74425200424591697022009-03-17T11:27:00.000-07:002009-03-19T21:43:00.579-07:00The Seat of the SoulPhilosophy interests me and I like to integrate a bit of it into Valley of Blue Snails where I can. Admittedly I am probably doing a poor job but I have made the attempt to offer themes with a philosophical slant. Some examples:<br /><br /><ul><li>Elves and Descartes dualism. The males are heavily slanted towards the mind, introverted thought and consciousness. The females far more into the body and bringing things into motions. Two must interact, yet find it an abstract affair where they just don't share the same context. The conflict here is between body and mind.<br /></li><li><br /></li><li>Another would be Dwarves and naturalism. The Dwarves see everything as a machine. The mind being no exception, it is just a machine that they do not fully understand. The 'saints' of Dwarf-kind are the very knowledge whitebeards who do understand the brain as a machine (so they think) and can replicate consciousness into machinery. Ala Golems and their ilk. Spirituality is waning with the Dwarf culture but so is their society. Some Dwarves believe this is no coincidence and perhaps spirituality is not something to be ignored. Anyhow you have some conflict between spirituality and naturalism here.<br /></li><li><br /></li><li>The Oculus is based upon 'effortless action' in Taoism. Abilities through the Oculus are actions that are more like yielding to natural force rather than forcing an action into being. It takes great effort to swing a heavy broad sword, but using the Oculus powers is easier than watching water flow down a stream. I am not sure if I captured that well in the original articles at all, so perhaps it needs a rewrite. The Oculus is intended to be a very natural thing, an effect of the Great Seasons (Estaoculus) and operates far differently than magic, battle and divine types of conflict. All who have the Oculus have their own personal struggles on how to harmonize their ability with the rest of the natural world. This should include PCs as well.<br /></li></ul><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.oldbookillustrations.com/vector-thumbs/alchemical-dragon.png"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 217px; height: 217px;" src="http://www.oldbookillustrations.com/vector-thumbs/alchemical-dragon.png" alt="" border="0" /></a>Halflings like wise have a dilemma with seeing the future and the problems with changing it. Humans are more based upon the pull and tug of civilization vs nature. On a broader level I suppose Valley of Blue Snails operates with very symmetrical themes. The major theme is seasons; four seasons which effect all races drastically. Great Season are <span style="font-style: italic;">the</span> major events in the campaign. The seasons dictate prosperity, society and basic survival. I've thought about making the Great Season much more common, as in one after the other rather than years apart. They need not necessarily be in the order of spring - summer - fall - winter, but I think it would be interesting to have seasons that were random in order, years long, and having drastic effect as I've spoke of before (<a href="http://valleyofbluesnails.blogspot.com/2009/02/great-rot.html">fal</a>l, <a href="http://valleyofbluesnails.blogspot.com/2009/03/vaunderfel-great-spring.html">spring</a>).<br /><br />Still, it feels like something is missing to bring it all together. Some harmony to link it up and bring a greater sense of a singular campaign rather than a mish-mash of ideas. I suppose a mish-mash is not all bad, Greyhawk and Wilderlands are definitely that. It still nags me though, like a constant reminder that I forgot something.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-28628688470804117872009-03-17T10:20:00.000-07:002009-03-17T10:38:04.381-07:00Astrumdantalas – The Opal of the WorldAstrumdantalas is one of the few human cities that can pre-date itself before the time of Lodoga and when the Emperors walked the world. Elves say with certainty the city was founded by the Bard Deledago and his troupe of performers. It was originally intended to be a small trading post at a river fork between the Banshar Krush, the eastern seas, and the Elf Village of Six Stars. It was promoted heavily by Deledago as a free city, with no taxation, little police, and open to all who come in peace.<br /><br />Within two generations Astrumdantalas had a population of several thousand, a functional port on both rivers, and rife bands of thieves, brigands, beggars, merchants and vagrants. All races participated in the growth of the city and even today there is no definitive minority or outsider race. Astrumdantalas has been sacked and burned to the ground innumerable times but it continues to be rebuilt over the ruins of the old. This has in effect created layers of previous half-destroyed dwellings that were further built upon or buried. Those newer buildings were likewise built upon when they start to crumble, or at the very least torn down and wrought anew. These under-structures are a labyrinth of ruins and passages that maze their way down fifty, sixty or more feet under the cities current roads and buildings. One would assume that these pits would be best avoided or only used by the most loathsome of folk, but on the contrary, the wealthy and powerful dwell underneath while the vagrants and beggars take hearth to the filthy streets above.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://smartin.bol.ucla.edu/lankhmar/images/east.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 426px; height: 305px;" src="http://smartin.bol.ucla.edu/lankhmar/images/east.jpg" alt="" border="0" /></a>The Bardic colleges controlled what little law lay within Astrumdantalas for many years. Over time they simply lacked sufficient numbers and the proper ruthlessness to maintain power. The Bardic colleges still exist but hold little power beyond their well-financed dormitories. Astrumdantalas technically has no law, no police, and no civil services at all. It is kept from falling into complete anarchy by several powerful merchants, pirates, thieves, beggars, craftsmen and the Scryers guild. All of these have the mutual interest to keep Astrumdantalas thriving as a tax free haven to ply their trades. Ownership is held only by word of mouth and sword in hand. Permanent citizens known exactly who owns what and why, and this is referred to as Reeveless Law – that is a sort of common law that all are expected to abide by, or face vigilantism. A hand shake with some spit and blood in it is the proper means to barter ownership of something like a building or docking rights. Simply slaying the previous owner and taking what he owns will only get one mobbed by the cities hardened residence.<br /><br />Reeveless Law caters heavily towards the current powerful patrons of the city. Naturally nothing is outright taxed, but protection payments for visitors, inspection fees, and writs for services are all collected by the dock-lords and merchant captains. This law changes from district to district, and in particular when one travels into the deeps of the city. Older sections of the city have stone walls to delineate them from the rabble and are generally more upscale with sewage drains and fresh water wells. The shack towns beyond the stone walls host the worst of the vagrants and few travel within for anything wholesome. The worst criminals, killers, and sociopaths make their way into these shack towns when they wish to escape the law of more proper realms.<br /><br />The under-levels Astrumdantalas are situated under and between the two rivers and are of two distinct types - maintained and unmaintained. Unmaintained sections are considered to be uninhabitable and consist of sewers, caves, rubbled ruins and areas that are too damp to build. The Maintained sections are considered to be richest and most lavish dwellings within Astrumdantalas. Rich merchant lords and guilders will form their own private maze of under-dwellings with the finest goods and services that one may come across. These individual mazes are linked through a variety of smaller passages to the huge internal cistern called The Bards Bazaar. The cistern is long since dry and its ceilings rise thirty feet above the floor and the cistern itself stretches over a half a mile in length. Dwarves crafted it long ago and many Dwarven noble lords still make a vacation home that connects to the grand cistern.<br /><br />The Bards Bazaar is the open market for the opulent and well connected. No permanent residence are allowed within the cistern so the floors are clean and trades come from all over the world to set up a shop for the daylight hours. Of all in the cities in the world, none can compete with Astrumdantalas and The Bards Bazaar for the sheer variety and quality of good it attracts. Bizarre races who come peacefully are welcome to trade within, and few are denied entry if they pay the proper guilder fees. The finest slaves, weapons, narcotics, cloth, grains, brews and crafted products of the world can usually be found within. The cistern is one of the few places with armed guards that are neutral in their loyalty and traders come to the bazaar only if they are invited by one of the local merchant of guilders.<br /><br />Several smaller and far less impressive markets operate on streets of Astrumdantalas. These are seldom more than brigands selling their goods, but often quality goods can be had at barging prices. Barter is more common than exchange of coins, and the demand of certain goods changed from day to day or even hour by hour. Very powerful and important travelers will often stop at Astrumdantalas and pay nearly anything for their hearts desire. A flock of pygmy parrots may trade for a bowl of porridge one day, then a sack full of gems the next. Fortune tellers, card readers, bone scryers, and just about any Halfling are in high demand because of this.<br /><br />Huge profits can be had at a moments notice if the proper information is known. One of the most powerful guilds in Astrumdantalas is the Scryers Guild because of this. Other guilds and powerful nobles will pay dearly for their services, and they often pay with favors rather than gold. This has thrust the Scryers Guild into a fulcrum role of information collection and leaking. The Scryers Guild is not limited Astrumdantalas. Many of their agents are sent to hot spots all over the known world to collect information. It is said the Scryers guild knows many secrets, including the nature and time of the next Great Season. Naturally lords of all races and demeanors find great interest in this secretive guild.<br /><br />The Scryers Guild works in conjunction with the Bards Guild the Thieves Guild for their information collection. This is usually a one sided affair where the Scryers pay the Bards and Thieves for a certain collection of information, goods, or people. The pay is usually exorbinate and the best and most skilled Bards and Thieves are guilded. To a lesser extent beggars, vagrants, pirates and mercenaries are also used, but usually in less important roles for the Scryers Guild. Astrumdantalas is the nerve center of their operation so it is natural that most talent folk in those skills make the pilgrimage.<br /><br />Smaller sects, cults, and guilds also make Astrumdantalas their home. As long as they do not molest the citizens and guilds, they are usually left to their own workings free from lordly scrutiny or moral restrictions. There are far too many to list but one of note is the little known, but powerful Indolesmanus. The Indolesmanus scours the world for children with the Oculus in their bloodline or child prodigies. It is unknown who their leader is, but it is clear who over he or they are, they operate a well funded orphanage in Astrumdantalas for these children. The children are said to be instructed with the finest tutors and skill masters, and honed into hyper-intelligent masters of many disciplines. Those who have been encountered are sociopathic killers, extremely intelligent, and highly dangerous to those in their way. No Indolesmanus agent has been captured alive, and few have been bested.<br /><br /><span style="color: rgb(102, 0, 0);font-size:85%;" >This is somewhat of a parody on the City of Greyhawk with a bit of Lankmar thrown in. I expect Astrumdantalas to act as a good travel-by location to find some bits of information that would otherwise be unavailable. Information for a heafty price of course.</span>Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1tag:blogger.com,1999:blog-1821544460942190549.post-65388251464265422762009-03-16T17:53:00.000-07:002009-03-16T18:27:47.756-07:00Thoolish Art<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://mysite.verizon.net/vze4zjyn/Glaath-Yigon.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 319px; height: 356px;" src="http://mysite.verizon.net/vze4zjyn/Glaath-Yigon.jpg" alt="" border="0" /></a><br />I did some pen art for Otter today for his upcoming Thool webzine. I did six, here is one <span style="font-size:85%;">(click to enlarge)</span>.<br /><br />The agenda this week for VoBS, <span style="font-style: italic;">Thieves</span>. I will talk about the class, the lore and their place in Valley of Blue Snails. Also a cities of thieves that will be somewhat of a City of Greyhawk parody - a free city gone too far where the thief and beggars took over. One of the locations therein will be an orphanage that seeks out child prodigies to mold into evil-geniuses.Canecorpushttp://www.blogger.com/profile/06736480482655460384noreply@blogger.com1