Friday, April 17, 2009

Entry - One Page Dungeon Creation Contest

I am generally a sucker for contests so I recently did a write up for one floating around the OD&D blogs. Here is my submission to the One Page Adventure Design Contest. My submission is streamlined version of a homebrew 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.

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.

So, what is a good 1-page adventure? The box set From the Ashes 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.

Monday, April 13, 2009

A fire-breathing were-mammoth destroys half the village while calling your name

Yes, slow day at work today so this is my 'Traumatic Childhood Background PC Generator'. Perhaps I will work up an adolescent and adult events one day.. anyhow this is for childhood events.

So grab some dice and start rolling:

RACE d4
1 – Human 2 - Elf 3 – Dwarf 4 – Halfling

SEX (use roll above)
If your dice is to the right of you, Male. To the left, Female.

CLASS d4
1 – Fighter 2 – Magic User 3- Thief 4 - Cleric

ALIGNMENT (use roll above)
Light colored dice, good. Dark colored, evil. Mid-tone, Neutral.

SOCIETY d10
1 – Lost/Alien
2 - Decadent
3 - Nomadic
4 - Tribal
5 - Hierarchical
6 - Autocratic
7 - Feudal
8 - Communal
9 - Progressive
10 – Re-roll twice and combine. Ignore 10.

BIRTHRIGHT d10
1 – Slave/Exile
2 - Serf
3 – Lowborn Commoner
4 – Highborn Commoner
5 - Merchant
6 - Guilder
7 - Craftsmen
8 - Clergy
9 - Nobility
10 – Re-roll twice and combine. Ignore 10.

FAMILY d10
Even – Both parents alive
1 – Both parents dead
3 – Mother dead
5 – Father dead
7 – Bastard child
9 –No family, raised on the streets/wilds
D8-1 for Siblings, 8s are re-rolled twice and added.

TRAUMATIC CHILDHOOD EVENTS d12
Count the number of odd dice rolls thus far. Roll on this table that many times (1-5 usually).
1 – Re-roll twice and combine the events. Ignore 1.
2 – Re-roll. This occurred but the PC blocks the memory out.
3-5 – Conflict Event
6-8 – Criminal Event
9-11 – Adventure Event
12 – Weird/Other Event

CONFLICT EVENT d20
1 – Re-roll event, this event results in the characters death. Re-roll character
2 – Chagmen rampage your homeland stealing all pre-teen males (yourself included if male). You are to blame for enraging the Chagmen. (all male siblings die)
3 – Giant leeches erupt from the ground killing those to slow to flee. You are to blame for awakening the leeches. (1d4 siblings die)
4 – A headless Giants smashes every building in your village, except for yours.
5 – Your homeland was surrounded and starved by the Ladoga Imperial Army for 1d10 years.(1d4 siblings die)
6 – An army of semi-intelligent forest animals rampages through your homeland. Your people blame you.
7 – A belligerent drunk starts a riot that burns your village to the ground. The drunk is your closest family member/friend.
8 – A family of Tuehni live in your basement for 1d4 years, occasionally dragging the unwary to their doom.(1d4 siblings die)
9 – A swarm of hundreds of Molletuesks lay their eggs in your homeland. It is said you are to blame.
10 – 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.
11 – An small army of Fionn riding Toucans raiding your village cutting and stealing the dwellers hair. You are the only survivor with their hair unscathed.
12 – After you insult a stranger, the stranger uses an Oculus power to burn your village to the ground.(1d4 siblings die)
13 – A cadre of Dwarven clergy men defile every holy place in your village due to your presence.
14 – A walking tree chases you throughout the village after you angered its spirit. Nothing grows where it chased you to this day.
15 – A small army of water-monkeys steals everything metallic and shiny from your village after you stole a shiny stone from their stone pile.
16 – A fire-breathing were-mammoth destroys half the village while calling your name.(1d6 siblings die)
17 – A swarm of Marggots raid your village, feasting upon its children. You are the lone child survivor.
18 – The Walking Stone completely obliterates your village as it chases you through your homeland.(1d8 siblings die)
19 – 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)
20 – Re-roll twice and combine events. Ignore duplicate results.

CRIMINAL EVENT d20
1 – The PC is accosted for brigandage. The PC is forced to wear iron boots for 1d4 years.
2 – 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.
3 – 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.
4 – The PC is accosted for stealing dog food. PC is placed in a rat cage with 2d12 rats for 1d10 days.
5 – The PC is accosted for strangling small animals. PC is hanged until unconsciousness every day for 7 days.
6 – 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.
7 – The PC is accosted for arson. PC is seared with boiling oil.
8 – The village witch accuses the PC of angering the spirits. The PC is lashed for 3 days and so is the witch.
9 – The PC is accosted for raiding the royal harem. They are chemically gelded. The PC is now a eunuch.
10 – The PC is accosted for horse theft. The PC released after the horse steals a child and is later captured and put down.
11 – 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.
12 – 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.
13 – The PC is accosted to defiling holy relics. The PC is magically compelled to only tell truths.
14 – The PC is accosted for sedition. The laws of the kingdom are written upon the PCs flesh and remain to this day.
15 – The PC blatantly slays the village bully in a fit of rage. No one knows this.
16 – 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.
17 – 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.
18 – The PC is accosted for counterfeiting. The PCs hands were binded for 1d4 years with a coin in each.
19 – 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.
20 – Re-roll twice and combine events. Ignore duplicate results. The PC is entirely innocent of said crimes.

ADVENTURE EVENT d20
1 – The PC finds a Chagmen 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.
2 – 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..).
3 – 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.
4 – A Halfling mistress of Gnaeun 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.
5 – The PC finds a underground chasm that leads to a underground valley still carrying the full effects of The Great Rot. Occasionally the PC sees walking mushrooms following them.
6 – 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.
7 – 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.
8 – 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.
9 – The PC accidentally released a group of desiccated Halflings from a bygone barrow. The Halfling Ghouls stalk the village and terrorize the entire area.
10 – 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.
11 – 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.
12 – The PC finds a piece of ice that never melts. When carried the PC feels as if they are being watched.
13 – 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.
14 – 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.
15 – 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.
16 – 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.
17 – 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.
18 – 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!'.
19 – 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.
20 – 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.

WEIRD/OTHER EVENT d20
1 – Perfectly normal childhood. The PCs peers mock the child for his normalcy.
2 – Every morning the PC wakes up and finds a silver piece under their head, as well as a splitting headache.
3 – 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, 'Vbblalalalbalalalalbala!'
4 – Rats and other vermin hate the PC and attack on sight. Other animals find the PCs skin very tasty.
5 – Strange words appear in the PCs mind when they dream and the PC can usually remember them. If spoken aloud nearby spirits take notice.
6 – 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.
7 – Halfling precognition is always blank in areas where the PC should be. This greatly unsettles Halflings.
8 – 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.
9 – A crow will occasionally follow the PC and bark guttural words that appear to mock the current situation.
10 – When ever the PC has broken an egg, someone very close to that PC has died.
11 – 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.
12 – 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.
13 – Occasionally when the PC is alone in the wilds, a talking hedge lizard will roam near the PC and gives them non-sense advice.
14 – 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.
15 – Ashes appear in the PCs footsteps after they commit an evil act.
16 – When drunk, the PC can see and communicate with spirits, much to the chagrin of the spirits.
17 – The PC can play any instrument even though they have never learned how.
18 – The PC can speak and communicate with moving machinery. The machinery completely lacks humor or sarcasm but is fond of well-oiled puns.
19 – The PC is compelled to travel to Nifflaer during the Lightless Day of Loksos and dance naked for days on end.
20 – 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.

Appropriate phobias, nightmares, paranoia, nervous twitching, and likelihood to burst into tears at random times should likewise be recorded.

Monday, April 6, 2009

Cleric Rationale


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.

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):

Fiorse (Finnic/Norse) - 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.

Egyines - (
Egyptian/Chinese) - 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.

Paragons - 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.

Nehmerian - (Nehwon/Cimmerian) - 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.

'Old Gods' - 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.

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.

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.

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.

Anyhow, some of this will likely change as I mull it over. Perhaps drastically if I come up with something better.

Friday, March 27, 2009

Winding Down and Setting Design as a Hobby

The 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.

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 'Valley of Blue Snails'. 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.

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.


I have a few notes in reflection, notably regarding setting design as a hobby:

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 is war going on after all.

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.

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 (And then there was light, 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.

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:
  • The Solitaire Game: 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.
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.



Thursday, March 26, 2009

A few NPCs

Locations 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.

Miviel, the Hands of Twin Cinders - A well known Sheriff known for his lust and remarkable fighting style with a dagger in each hand.

The Dweller in the Pit - Unfathomably ugly Dwarf that lives in the Miasma Pit of Klormb. He is said to be 1000 years old.

Romine, the Shield of Lime - A half-man half-bear who honorably carried out the will of Selecuid. Ostracized by most civilizations.

The Selfish Braggart Hothir - Well known warrior with an endless assortment of tall tales, some of them perhaps true.

Juilio, the Fleecing Shadow - Middle aged woman, thief and killer. Follows a strange cult in reverence to the Great Rot.

Coycoy, the Resting Magi - Wizard from distant lands who makes him home on the Plateau of Gnaeun. The Halfling women keep a wide berth from his citadel.

Twice Born Reguln - Renowned prophet and miracle worker. Said to raise the dead and died himself, only to return to his faith to serve once more.

Larnis the Clipper - Lecherous old man but remarkably skilled pickpocket.

Seilnoon of the Moons Edge - A lone Elf maid who sit near a lake during full moons. It is said she can be several place at once.

Gluberlane the Carnal - Grotesquely fat giant with insatiable thirsts for all carnal things. Endlessly seeking for exotic and forbidden pleasures.

Thrymil, the Settled King - Dwarf King dwelling among the Halfling of Neorn as their Lord.

Brother Cabil Douern - 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.

Brother Vesper Douern - 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.

The Staring Child - Prophetic Halfling child who never blinks with a powerful Oculus. Said to see the future in perfect clarity.

Kaetlin, of Three Lodges - Dwarf maid who bludgeoned a Halfling Sheriff to death with an ale stien. Now an unwilling Dwarf folk-hero whom the Halflings resent.

Pereglorg, the Wizard Archeon - Powerful Wizard-Lord who dwells in the Shedding Peaks. A race of long-furred Muskrats serve him loyally.

Ulfius, the Fasting Knight - Viciously cruel and skilled knight known for his hatred in all things fey.

Kessel the Napper - Named for her propensity to rest with the abnormally large sheep-hounds, Kessel is known well as a hound trainer and breeder.

Wednesday, March 25, 2009