Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Monday, August 5, 2013

Adventure in Your Own Backyard

I took an atypical approach when designing the outskirts of Elf Water. In the past, especially when I anticipated a megadungeon-centric campaign, I’d locate potential adventuring sites a bit of a distance away from the PCs’ home base. This was a nod to realism, seeing as how an ancient ruin rife with fell monsters situated too close to a settlement would mean constant raids and the eventual deaths or departure of any sentient residents living nearby. That’s not the course I undertook with the Realms campaign, and there were several reasons for this design choice.

The first was that the Realms have such a rich and long history. I didn’t quite grasp this in my younger days, but now I have a better idea of what Ed was going for when he built the world. With a history stretching back millennia, the Realms have seen innumerable civilizations and cultures rise and fall, with each potentially leaving their mark behind. There are a lot of similarities between the Realms and Middle Earth, and Peter Jackson’s movies have influenced my mental picture of what the Realms “looks like.” Just as in Jackson’s films, a moss-covered ruin or broken statue of an ancient potentate isn’t out of place in the wilds of the Realms, lingering evidence of those who tread Faerûn long ago. I could conceivably place such enticing lures close to the village and thereby hint at the Realms’ history and to serve as adventure hooks.

Secondly, since I was running a by the book AD&D game with a small number of players, I wanted them to have ready access to help for the first level or two. They could flee to the safety of civilization if they ran out of important materials or got in over their heads. Borrowing from the MMORPG school of design, the outskirts of Elf Water is the “yard trash” newbie zone where one can familiarize themselves with the world before pursuing grander and more dangerous goals. In the future, I could see myself using Elf Water and the environs as an introductory campaign for players experiencing RPGs for the first time, but I hope it’s also challenging and interesting enough that veteran players will enjoy their own explorations.

Thirdly, I wanted to ground the PCs in their home town, making it seem like a real place, one they have familiarity with by virtue of living there their entire young lives. I have many pleasant memories of rambling through the wooded glens of my own neighborhood in my youth, dreaming dreams of what adventures might be found there and making my own discoveries of places and things forgotten in the scrap woods of suburbia. It stands to reason the PCs would have similar experiences, albeit of a slightly more dangerous variety.

Lastly, and I make no bones about this, I was influenced by Ed’s map of Shadowdale that appeared in the Gray Box. In addition to detailing the village of Shadowdale, there are a number of geographical features depicted on the map, many of which have legends and adventure potential assigned to them. If it’s good enough for the Realms’ creator, it’s good enough for me.

With these design decisions in mind, I set out filling in the rest of blank space on my big piece of poster paper that already held my Elf Water map. This is the result:

Blank poster paper and colored pencils: Life's less celebrated wonders.

There are few special landmarks and places the PCs know about—and more they don’t. I have a master map with each interesting place or thing detailed, but these are unmarked on the big map. During the game sessions, I lay the large map down on the table and let the players consult it, replicating their familiarity with the area. Of course, growing up here doesn’t mean they know everything about their own backyard. They know the major landmarks and legends, so I’m not spoiling the fun by pointing out a couple of them. Maybe it’ll get your own creative juices flowing.

In the lower left-hand corner is a gorge running through the woods. This is the somewhat infamous “Orc Trough.” The elven/human alliance broke the Black Slashers’ drive toward Loudwater in this gulley back in 1235 DR with a cunning ambush. The rocky walls of the Trough contain a number of elven catacombs known as Sinomrin. An Espruar word that’s closest Common translation is both “tomb” and “remembrance place,” the Sinomrin were formed from the surrounding rock to memorialize some of the great lights of Eaerlann who fled south when Hellgate Keep rose in power. When the Black Slashers marched through the Southwood, guerilla engagements drew the horde to this location. Human and elven troops concealed themselves in the Sinomrin, springing out to ambush the horde and cutting the orcish flanks to bloody ribbons before routing the Slashers and sending them back to the Graypeaks. When the elves conceded the verge of the Southwood to human settlement, they emptied the Sinomrin, leaving the catacombs bare. Since that time, the Sinomrin have served to host teenage parties away from parental eyes and more than a few adulterous rendezvous. But they are not all completely abandoned as the party has recently learned.

Just north of the Orc Trough on the far side of the brook is the farm of Amrig and Sobashy, a woodsman and healer, respectively. The couple prefers the solitude of the woods over the hustle and bustle of the village proper, and they are largely believed to be “elf friends,” individuals who deal with the isolationist Lanymthilhar elves.

At the eastern edge of the banana-shaped clearing bisected by the western road stands a single tree. This is the Hangman’s Tree, a relic of the rough frontier justice enacted regularly in the early days of Elf Water’s settling. Although no longer used, rumors say a ghostly figure is sometimes sighted beneath the tree and is undoubtedly the spectre of an unknown criminal who met his (or her) death on the tree decades ago.

North of the large clearing where the Hangman’s Tree grows is a rocky hill known as “The Prow.” The southern edge of the hill is steep and narrows to a point, giving it the appearance of a ship’s bow breaking through the surrounding trees. A stone bearing Thorass runes is located atop the Prow and some of the PCs have seen it in their youth, but the lack of fluency in the dwarven tongue means the stone’s writing remains a mystery.

Immediately east of The Prow and in the vaguely star-shaped clearing located east of the Orc Trough are two large clearings. The presence of a pond and creek in each meadow makes for damp earth, making both places possible sites to gather leathertop mushrooms, should one be in the mood for such fare.

All my initial prep work was now finished and I was ready to begin the campaign. There was just one small chore I needed to do: seed the campaign with rumors and see which ones would spark the players’ interest, thus deciding the course of the campaign for the first few sessions. I’ll share those rumors, or to put it in Realms terms, “the clack,” tomorrow.

Wednesday, July 31, 2013

Choosing a Backdrop

To say the Realms is large place is an understatement, even if I’m confining myself to regions covered in the Gray Box and some of the supplements. Those poster-sized maps only hint at the scope of Faerûn and it’s not until you put down the transparent overlays and start counting hexes that you realize how much an area even a small section covers. Needless to say, I was going to have to zoom in on but a small part of its grandeur for the campaign.

My usual choices for campaigns are the Dalelands (Mistledale in particular; see my original campaign map of Ashabenford here), the Western Heartlands along the Trade Way, or somewhere in the Savage North. One of these years I’ll tackle Tethyr or the lands east of the Sea of Fallen Stars, but since this was an exercise in fun, I decided I’d keep to my old haunts. Having a backlog of previously-generated campaign materials for those regions doesn’t hurt, either.

Since I was coming off of Kingmaker, and as an old school DM I have a preference for such, I wanted to keep the campaign on the fringes of civilization, thus allowing me to play with some of the plot ideas I had in mind. This crossed the Dalelands off the list and I wasn’t feeling like managing the constant stream of traders and costers rolling along the Trade Way. Plus, I personally like mountains and forests. A return to the Savage North was in order.

Breaking out my copies of FR1 Waterdeep and the North and FR5 The Savage Frontier, I started re-reading them and looking over the landscape. Although a Waterdeep-based campaign would be fun, running an urban game requires a lot of work, and I discarded that idea. The same reasoning also removed Silverymoon, Neverwinter, Luskan, and other large urban sites from the list. Then my eyes fell on the Loudwater environs and the creative wheels started churning. A nearby fallen Elven empire, a large town, the biggest forest in all of the Realms, a Zhentarim-controlled village, an abandoned dwarven kingdom, and Hellgate Keep all in close proximity to one offered more potential adventure seeds than I could count. This had potential.

Following my decision to only incorporate Realms canon as interested me, I started looking for what was actually detailed about this area. None of it is covered in the Gray Box, so it was time to move on to secondary sources, namely the above-mentioned supplements. Loudwater and Llorkh garner a paragraph or two each in Waterdeep and the North, while Hellgate Keep and the High Forest each earn three. Hardly a treasure trove, but exactly the amount I felt like dealing with. The Greypeak Mountains have a paragraph in The Savage Frontier, and more detailed information for Loudwater, Llorkh, and Hellgate Keep is provided. The High Forest earns an entire chapter, but by this point, it’s become beyond the scope of my focus for the initial campaign adventures, so I can ignore that material for now.

What does catch my attention is a small entry covering “Other Woods” in FR5. It reads in its entirety, “This is not the name of a single forest, but includes the Lurkwood, Southkrypt garden, Southwood, Moonwood, and Westwood. These [sic] edges of these forests are logged by men, though their dark depths are largely a mystery.” Southwood (or South Wood depending on if you’re going by the text or the map) is located just beneath Loudwater and seems perfect what I’m thinking about: A frontier area close to a bastion of civilization but offering unplumbed mysteries.

I decided to consult a tertiary source—The North boxed set—to see if there was anything further I could use in there. As much of the material in that set is based (or copied outright) from both FR1 and FR5, it might or might not provide additional glimpses or inspiration. Luckily, there was a little more, but the entry was still sparse enough for me to monkey with. I’ll decline quoting it in case it spoils any surprises for my players.

Next, I started brainstorming and came up with the following background for the campaign:

After the transformation of Ascalhorn to Hellgate Keep, the elven kingdom of Eaerlann fell, and most of the moon elves fled down the Riving Shining to either travel to Evermeet or join the Fallen Kingdom near Ardeep Forest. A few, however, lingered in the Loudwater area, either joining the small mixed-race community or occupying the Southwood. These displaced refugees harbored dreams of resettling the ancient kingdom if the forces of Hellgate Keep were ever banished. For centuries, the elves claimed the Southwood as their own, a small domain of displaced elves dreaming of their former glory. This enclave dubbed themselves “Lanymthilhar.”

In 1235 DR, the Year of the Black Horde, a never-before seen force of orcs boiled out of the Northern mountains, rampaging as far south as Calimshan. One tribe, the Black Slashers, charged down from the Graypeak Mountains towards the River Shining. Forging a tentative alliance, the humans of Loudwater and the refugee elves of Lanymthihar battled the Black Slashers, breaking their invasion near the northern verge of the Southwood. After this defeat, an accord was reached between the Lanymithihar elves and the residents of Loudwater. The agreement opened the outer edges of the Southwood to human logging and settlement, but the forest interior would remain sacrosanct and protected by the elves. So long as this compact was obeyed and the loggers didn’t become greedy in their yearly felling of timber, the two cultures would pursue their own agendas separately and in peace.

The PCs would begin the campaign in one of the few forest edge communities, caught between civilization to the north and forbidden mystery to the south. A decision to play up the mystery of elven culture and the phenomenon known as “The Retreat,” led me to prohibit elves as a starting race for the PCs as mentioned previously. While not actual enemies, I wanted to explore the “alien” factor of elves, rather than making them pointy-eared humans. I hope to have fun with this aspect of the campaign.

After a quick trip of the maps through my scanner and importing the scans into Photoshop, I made minor changes and additions to the canonical landscape of the region. I also took a look through Volo’s Guide to the North to see if I could use anything in that book, and decided I’d incorporate one of roadside inns mentioned therein. Situated to the east of Loudwater, “The Nighthunt Inn” might come in handy should the PCs ever decide to travel toward Llorkh. I now had my regional campaign map.

Loudwater and Environs as Ed never imaged.
The next step would be zooming in even more to detail the PCs’ home base of Elf Water and the adventuring opportunities in their own backyard.

Saturday, April 6, 2013

MAJUS: A Look at the Skein

Let me first say that I’ve extremely grateful to the fifty-seven of you who have contributed to the MAJUS Kickstarter. We’re at the half-way point now and the game is more than 50% funded. With two weeks left in the campaign drive, I thought I’d shine a hasher light into the shadows of MAJUS and illuminate the driving goal of its inhabitants: that strange thing called “The Skein.”

Conflict is a necessary element in drama, and therefore a requirement for any medium seeking to engage and entertain its audience—RPGs included. When I sat down to write MAJUS, I set out to design a central point of contention that drove the battles in the shadows that are the lifeblood of Maji. At the same time, my design goal was to make this axis of conflict customizable to allow game masters to run the type of campaign they wanted within the MAJUS universe. The end result was the Skein, an enigmatic end game that most of the rival magical Towers seek to either control, destroy, or protect.

In short, the Skein is a thing that the Maji have been contesting since the days of ancient Sumer, with some seeking to claim it for themselves, while others strive to destroy it completely. It serves as the focal point of the Old Game, otherwise known as “the Mehen” after a nearly forgotten Egyptian game of strategy. But what that thing is, I leave wholly up to the hands of the CM. This way, the Skein retains much of its mystery, and allows the game master to best build a campaign of MAJUS to his/her and the players’ liking.
MAJUS doesn’t leave the CM completely in the dark regarding the Skein, however, and I make a few suggestions as to what the Skein might be and how it affects the type of campaign that uses those options. Here’s a quick breakdown of the types of Skeins up for offering and what a campaign featuring those types might entail. You can find more details in the MAJUS rulebook, itself.

1) The Skein as a bloodline: Although all Maji trace their heritage back to the Sumerian priest-kings, not all are equal in blood. Among them is a sacred, powerful bloodline destined to bring about great changes on the magical stage. Jokingly known as the “Harry Potter option,” the Skein as a bloodline sees the campaign revolve around gambits designed to protect, enslave, or eradicate the descendents of this ancestral legacy. The PCs might be mystical bodyguards or, on the flip side of the coin, magical assassins charged with slaying those of the blood before they come to power. Another option would be a campaign where the members of the bloodline are unknown, forcing the PCs to track down the living descendents before deciding whether they need protection or destruction. Game masters looking to run campaigns featuring the Knights Templar, the Priory of Scion, or to cannibalize the plot of The Da Vinci Code will find this option to their liking. It can also take strange turns into Lovecraft country. After all, the Maji of ancient Sumer were said to have come from the sea. Perhaps the members of the bloodline are those “pure” specimens who retail the strongest hold on their aquatic ancestry or maybe they are the inheritors of the lost arts of sunken Mu.

2) The Skein as sacred sites: This option casts the Skein as a network of lay lines, dragon roads, etc. which cross at potent points across the globe. These nexuses contain immense mystical power and the Tower that controls these sites bolsters their magical prowess a hundredfold. In their moves and counter-moves in the Mehen, the Maji battle to discover and possess (or destroy) these sacred sites before their enemies can, and game masters looking to indulge in world-spanning travel to obscure locals will find this option to their liking. From dense jungles to frozen wastes, the PCs journey to locate these nodes to tap or negate their power. In this version, these sacred sites are known as “labyrinths,” named after one of the first of their kind in ancient Crete. And of course, every labyrinth needs a “minotaur” to guard it. In a campaign with this type of Skein, these minotaurs run the gamut from strong and obviously supernatural defenders to inbred hillbillies with shotguns and a strong family legacy to patrician New England families with a sense of honor and millions of dollars in their trust funds. The PCs might even be minotaurs themselves, seeking to protect their labyrinth from outsiders seeking to pillage or decimate it. If you want a campaign with gunfights and spell-slinging amongst the ruins of Machu Picchu after the tourists have gone back to their hotels, this is the option to choose.

3) The Skein as antiquities: For the Indiana Jones’ fans, this version of the Skein sees the Towers competing to possess or eradicate ancient objects of power, and like the Skein as sacred sites’ version, is a good excuse for world-trotting Maji to battle in exotic or unexpected places. At least one of the Towers, the Sodality of Thoth Eternal, dedicates itself to the collecting and cataloguing of ancient artifacts, and with this Skein option, the PCs might be members of that Tower looking to acquire new artifacts either from forgotten locations or from the hands of their current owners. Game masters can do a lot with this type of Skein. One week might see the PCs battling in a dilapidated Mayan tomb in the middle of the jungle and the next week have them plotting an “Ocean’s Eleven” type heist to steal an artifact from a gleaming and heavily defended (both magically and mundanely) skyscraper. If you really want to pay homage to the noir roots of MAJUS, steal the plot of “The Maltese Falcon,” but make everyone a rival Maji and give the Falcon some potent mojo. Game masters looking for inspiration or artifacts to outright steal will find ten of them in the pages of MAJUS: From Hess’ Luger to the Emerald Tablet of Hermes Trismegistus, there are some neat oddities to choose from.

4) The Skein as the Maji: In this version, the Skein and the Old Game is the same thing, with the Maji fighting to dominate the magical underworld and plot the course of humanity’s fate. Call it the “Highlander Option,” if you will. Rather than battling to possess some external element, the Maji are fighting themselves, with each Tower out to use or destroy the rest until only one remains alive. To this end, there is no lack of double-crosses, multi-level conspiracies, paranoid, and machinations, and the PCs can never trust others—even the party itself might face betrayal from within! This version really draws inspiration from the gray morality of film noir and players who thrive on weaving complex schemes and manipulating others will find this option most enjoyable. In the end, only one Tower will remain standing (or maybe just a single cabal of Maji within that Tower): Are the players’ crafty enough to be those survivors?

If any of this is pushing your “That’s So Cool!” buttons and you haven’t done so yet, please take the time to throw a few bucks at the MAJUS Kickstarter. Remember, every contributor receives the draft copy of the rules, allowing you to familiarize yourself with the world of MAJUS and get playing long before the book arrives on your doorstep in August. Thanks for reading and a double “thank you” for contributing!

Wednesday, March 27, 2013

More About MAJUS

There have been a few questions floating around about Goblinoid Games’ new Pacesetter System game, MAJUS. Since I’m extremely well-qualified to answer them and because playing coy doesn’t help the game get funded, I’ve put together this handy primer on what to expect while you’re expecting MAJUS to fund. Hopefully, it’ll also help those of you currently on the fence to make the plunge and throw some money at the project to get us across the finish line.

What’s the Kickstarter for?

Primarily, the Kickstarter campaign is to raise money to pay for the art and final layout of the book. The rules are 100% written and play tested, so there’s no waiting on the actual game itself to be completed. The art for MAJUS is being done by Mark Allen, whose work appears in numerous other gaming supplements (including Realms of Crawling Chaos by Goblinoid Games). You can check out his website here if you’re unacquainted with Mark’s work.

What time period is MAJUS set in?

By default, MAJUS is set in the modern world, but the CM is not limited to the 21st century when creating the campaign. Although MAJUS is billed as a “magic noir” game, implying it takes place during the 1940s and 1950s, the heyday of film noir, it’d be more accurate to call it a “neo-noir” setting. However, since “neo-noir” is less recognizable than “noir” amongst the general population, I billed the game as “magic noir.” Also, you could roughly translate “magic noir” as “black magic,” which isn’t a bad way to sell an urban fantasy RPG featuring sorcerers with questionable moral compasses.

Despite the modern setting, there’s nothing preventing you from running MAJUS in any time period of your liking. The Old Game between Maji has been ongoing since the days of ancient Sumeria and the game rules contain mechanics for an array of skills and weapons ranging from the archaic to the futuristic. Additionally, powerful Maji are able to project themselves backwards in time to previous incarnations, allowing for both one-off and ongoing adventures in distant epochs. If you want to rub shoulders with Da Vinci or fight Nazi magicians in the ruins of WWII Berlin, MAJUS allows you to do so.

MAJUS is a game about magicians, so how does magic work?

I had a heck of a good time researching “real world” magic systems and school when writing MAJUS. Borders Books and Music was shutting its doors during the design period and I helped clear out my local store’s New Age and Occult section of reference material.

In MAJUS, there are a number of magical paths known as “adits” and each is a three-tiered system of spells. At the lowest level, minor effects are possible, but with study, greater and more impressive results occur. There are twelve adits to choose from in MAJUS, ranging from “animagic” (the power to influence animals via mystical means) to “weather control,” with adits such as “blessing,” “hexing,” “glamour,” “counterspelling,” “summoning” and “warding” in between.

Magic is powerful, but low-key in MAJUS, and you won’t find a lot of fireballs or flying Maji around. Spell casting takes a bit of time, requires props and tools, and you’ll find variables like knowing your target’s true name or possessing something important to him helps the spell casting process. However, Maji are able to “hang” spells, allowing them to begin the mystical process prior to events that might benefit from magical assistance and then complete the spell when needed to produce nearly instantaneous results. The number of hanging spells a Maji can have ready at one time is dependent on his level of magical training and experience.

Besides the magical adits, Maji also walk strange paths, some of which seem preordained. A Maji can tap into the power of Synchronicity, enabling the magician to be at the right place at the right time or pick up hints the magical Skein might be strewing in the Maji’s path.

Since a player can cherry-pick which adits his PC knows, this allows for the creation of nearly any type of magician. If you want to play a sorcerer steeped in the Celtic druidic tradition, a New Age earth mother with potent healing (and hexing) powers, or a Hermitic magician well-versed in summoning angels and devils to do his bidding, you can build such a character in MAJUS.

That all you got?

Nope. Since the line between magic and psychic phenomenon is blurry (and some would argue non-existent), MAJUS contains rules for psychic talents and most Maji have one or two of them as well. These “paranormal talents” (PTs) cover a lot of ground and include aura reading, distance viewing, dowsing, dream walking, mesmerism, psychometry, and pyrokinesis, just to name a few. All total, there are thirteen different PTs to choose from, some of which will be familiar to those acquainted with other Pacesetter games, while others a brand new.

How are Maji organized?

In general, most Maji associate themselves with like-minded individuals and these groups are known as “towers” after the traditional sanctums of magicians. Towers vary in size from a half-dozen magicians to a few hundred, based on their goals, training, and ability to get along. MAJUS includes nine suggested towers, some of which are suitable for PC membership, while others are out-and-out “bad guys.” The nine towers included in MAJUS are:

  • Abraxas: A group of magical families who enhance their power by consuming demons and other supernatural entities.
  •  The Circle of Saturn: Aging Maji who are searching for immortality—by any means necessary.
  • Prima Materia: Alchemists who seek not to change lead into gold, but perfect their mortal bodies into near-indestructible killing machines.
  • The Projecteers: Maji who walk the halls of government, using military funding to engage in their own private wars to win the Old Game.
  • The Quiet: Magical police (or are they assassins?) working for the enigmatic Veiled Masters who might be pulling all the strings in the Mehen.
  • Schwarze Sonne: A tower of Maji birthed in Nazi Germany that still has access to the strange occult experiments enacted during that time.
  • Sodality of Thoth Eternal: Maji on an archeological quest that travels the world, collecting artifacts and grimoires.
  • The Thessalians: Witches with the power to draw down the moon and harness its energies against their enemies.
  • The Witchfinders: Outlaw bikers who have no interest in the Old Game and serve as a (relatively) safe haven for those of similar thinking.
In addition to the towers, there’s a new breed of Maji in the Old Game, one that came out of the Age of Aquarius and the increased interest in magic during the 1960s. Known as “erratics,” these Maji are independent agents who might be the key to winning control of the Skein or disposable pawns easily manipulated by the towers.

You’ve got Maji, but urban fantasy is rife with other supernatural creatures. Any in MAJUS?

A dozen of them, not counting rules for creating your own astral entities like angels, nature spirits, devils, and demons. As with the magic of MAJUS, I drew on real world folklore to populate the supernatural ecological niches of the game, but gave each a different twist. From magic viruses that turn the infected in bloodthirsty maniacs, to indestructible ogres created by twisted French nobles, to psychic vampires, to aquatic bogeymen who keep the souls of drowned victims in bottles, there’s a lot of nastiness in the shadows of MAJUS. You might never look at a neon “LIVE NUDE GIRLS” sign the same.

I’m not that familiar with the other Pacesetter games. How compatible is MAJUS with other games?

The good news is that MAJUS is a complete game and you don’t need the other Pacesetter games available from Goblinoid to play. Hopefully, once you read the rules, you’ll use them as written and launch a MAJUS campaign with the rulebook alone. Plus, as an Action Table system game, MAJUS is fully compatible with TIMEMASTER and ROTWORLD, allowing you to throw in magic-wielding foes or new monsters in those game campaigns.

However, even if you decide not to use the Action Table system, the MAJUS setting is detailed enough (but not overly detailed) to easily be used with other RPGs. You can adapt the background material, towers, default setting, and other aspects of the game to build an exciting campaign using your rule system of choice. Plus, MAJUS features a short primer on “noir” campaigns, which is extremely helpful to the novice game master looking to incorporate those elements into other games.

Hopefully this clears up some of the questions surrounding MAJUS and gets you all excited to play. If so, please consider helping fund the game by visiting the Kickstarter page and pledging. If you have further questions, feel free to ask them hear or comment over at the Kickstarter page. Either Dan Proctor or I will address them whenever possible.

Thursday, January 10, 2013

The Ashgate Academy

I’ve been a vocal advocate for the “shared world” experience in role-playing games. Although the referee is responsible for the majority of the heavy lifting when it comes to detailing the campaign world, I don’t believe he or she should be the only one carrying the load. As a game master, I encourage player creativity to help fill in the unpainted corners of the world we’re all exploring and experiencing together. It not only jump-starts my own creative process, but allows for a greater investment in the setting on the part of the players.

The following is a result of that refereeing style. In my Kingmaker Pathfinder game, the party’s wizard often refers back to his time at the magic university he studied at prior to his adventures in the Stolen Lands. Player Rich has elaborated a wonderful backstory about how his wizard paid his way through college as a bootlegger brewer and regularly provides bits of information and lore with the preface “When I was studying magic in Strormfast…” I, for one, believe such creativity should be rewarded, and, inspired by Rich’s anecdotes, have sketched out a brief description of the hitherto unnamed university his wizard attended. Rich’s wizard is of the evoker school and, based upon his usual method of prying information from prisoners, I thought the benefit provided for studying evocation at the Ashgate Academy is fitting.

The Ashgate Academy can easily be dropped into any 3.5 or Pathfinder campaign with a name change or two. Older editions of the game can utilize the Academy with a little mechanical tweaking.
Ashgate Academy 
Founded in 1499 G.C.R., the Ashgate Academy is one of the few renowned and respected schools of the magical arts in the harsh northern kingdoms. Situated in Strormfast, the college earned its name from the site of its construction. The Academy stands at the base of Pyre Cliff, the traditional site of cremation for the city’s dead. Following the incineration of the deceased’s mortal remains, the funeral procession bearing the ashes pass through a wrought-iron gate erected at the base of the cliff. The Academy’s main building faces this “Ashgate,” thereby earning its designation. The Academy’s sigil is a crimson flame inside the archway of an argent gate on a field of deep azure.

The Ashgate Academy is best known for producing exceptional practitioners in the schools of enchantment, evocation, and necromancy. Instructed by masters of these magical arts, the graduates of these three schools enjoy a minor benefit from their education. These benefits manifest as follows: 
Graduates of Ashgate Academy’s enchantment college are well-schooled in the identification and classification of magical auras. Enchanters of the Ashgate Academy gain a +1 circumstance bonus on Spellcraft checks made to determine the school of magic involved in a magical aura or to identify the properties of a magical item when using the detect magic spell. 
Graduates of Ashgate Academy’s evocation college are famed as battle wizards and feared for their ability to rain destruction down upon enemies. Evokers of the Ashgate Academy receive Intimidate as a class skill. 
Graduates of Ashgate Academy’s necromancy college receive intense training in the funeral practices and beliefs of many diverse cultures. Necromancers of the Ashgate Academy receive a +1 circumstance bonus on Knowledge (religion) skill checks regarding funeral rites, afterlife symbolism, and the identification of deities possessing the Death domain.

Wednesday, December 12, 2012

Curriculum Vitae (Current as of 2.16.14)

There is now an online index of Fight On! articles assembled by “elf23” from the Original Dungeons & Dragons Discussion forum. It contains a list of all the articles appearing in issues #1-#13 and can be viewed by issue, article, author, and other criteria. If you’ve ever wondered who contributed to what issue or what exactly appears in a magazine you don’t own, go check it out.

That’s the important part of this post and what follows is mere vanity on the part of the author. Upon examining the FO! index, I realized that it’s getting to the point where I don’t necessarily recall all that I’ve written for various projects and publishers. My body of work is not extensive, so I fear it’s my collapsing mental faculties that are to blame for this. To help combat this encroaching decrepitude, I’m listing my current oeuvre for reference and as a reminder to myself. I’ve got more irons in the fire for 2013 and look forward to expanding this list as announcements are made.

Author
"The Fane of St. Toad"
The Dungeon Alphabet (2009)
The Dungeon Alphabet Expanded Third Printing (2012)
Stonehell Dungeon: Down Night-Haunted Halls
Stonehell Dungeon Supplement One: The Brigand Caves
Stonehell Dungeon Supplement Two: Buried Secrets
Emirikol Was Framed!
The Sea-Queen Escapes!
The Croaking Fane
Frozen in Time
MAJUS RPG
The Tower out of Time
The Old God's Return
Intrigue at the Court of Chaos
The Adventurers’ Almanac (to-be-released)
A Single Small Cut (to-be-released)
The Chained Coffin (to-be-released)
Stonehell 2 (to-be-released)

Co-Author
Realms of Crawling Chaos (random artifact generation tables & eldritch tomes rules)

Magazine Articles
“The Dungeon Alphabet: Part One,” Knockspell #1
“Dungeon Oddities,” Knockspell #2
“Stealing the Histories,” Knockspell #4
“With New Old Eyes,” Silver Gryphon Monthly #4 (January 2009)
“Random Rooms,” Fight On! #4
“A Few for the Road,” Fight On! #5
“A Few for the Road, Part 2” Fight On! #6
"Old School Game Determination," Fight On! #6
“Sites to Seek,” Fight On! #8
“It’s All in the Cards,” Fight On! #12
“In the Shadow of the Catskills" Fight On! #13
"Gnatdamp: Sanctuary in the Swamp." Gygax Magazine #1
"The Wildwyck Gazetteer" Fight On! #14
"Artifacts to impart ancient lore" Gygax Magazine #3 

Contributing Author
Open Game Table: Anthology of Roleplaying Blogs Vol. 1 (“The Commonplace Book”)
Red Planet RPG (revised magic chapter)
Dungeon Crawl Classics Roleplaying Game (additional spells)
Dungeon Crawl Classics Free RPG Day 2012 (“The Undulating Corruption”)
Fragments 1: The Way of Tree, Shadow & Flame (deities, encounter tables, and rogues’ gallery)
Tales From the Fallen Empire (additional spells & crafting magical items)
The Monster Alphabet (additional entries; to-be-released)

Judge
The One-Page Dungeon Contest (2009)
Mystery Map Adventure Design Competition (2012)

Awards
Three-Castles Award (2011)

Monday, September 10, 2012

Affairs: See “State of”

It’s safe to say that August 2012 won’t go down as a banner month of posting here at the Society. Somehow, the entire last few weeks of unofficial summer here in the Northern Hemisphere slipped by without much activity around these parts. Such is the nature of blogging, especially when you’ve been doing it for four years now.

This dearth of regular postings does not reflect a lack of activity on my part, however. Quite frankly, I’m busier than ever writing, designing, planning, scheduling, corresponding, and brainstorming on new projects. If the OSR is in fact dead as the naysayers would have you believe, somebody neglected to inform my inbox of that fact! I’d appreciate it if you all kept it on the QT as well since I’m having a lot of fun keeping busy with the work.

So, like a neglectful boyfriend, I find myself needing to explain why I haven’t written you all lately. Hopefully, I haven’t damaged our blogger-reader relationship irrevocably, even if I’ve been catting around with other slutty projects on the side.

As long-time readers and fans of The Dungeon Alphabet undoubtedly know, Goodman Games and I are deep in cahoots. The lion’s share of work that’s been occupying my time has been for Joseph Goodman and the Dungeon Crawl Classics RPG. My adventure “The Undulating Corruption” debuted in this year’s Free RPG Day release from Goodman, but it’s not the first adventure I wrote for the game. That honor belongs to Emirikol Was Framed! which should be on the shelves of your finer FLGS either this month or next depending on when the printer gets finished with it. I’ve seen the layout of the adventure, including Doug Kovacs’ excellent maps and player handouts, and I’m mighty pleased how it’s all turned out.

When I took the job of writing Emirikol, I knew I was putting myself in the crosshairs. When you’re dealing with one of the iconic images of the hobby, you’ve got to accept that people are going to have their own expectations firmly in place before they even get a look at the damned thing. Early speculation pegged it as a parody module, but it’s absolutely not. It’s a solid, pulp sword & sorcery adventure, one where Conan or Fafhrd and the Gray Mouser would be at home. My hope is that once people get a chance to read it (or better yet, play it), Emirikol will be judged on its own merits. Time will have to tell.

In addition to Emirikol, I’ve completed two more adventures for DCC. One is The Sea Queen Escapes!, a nautical-themed adventure with a deliciously evil twist for the judge to spring on his players. The second is a more traditional “stop the evil brotherhood” dungeon crawl. I’m not sure if I can make any formal announcement regarding its content or title, but regular readers can probably speculate on its subject matter if you recall what I’ve play-tested at conventions this year.

These two are not the end of my scribbling for DCC RPG either. Contracts have been signed for at least two more adventures by yours truly and they’ll take us safely into the heart of 2013. I’m also doing work for a third-party DCC RPG release entitled Tales From the Fallen Empire to be published by Chapter 13 Press. Suffice to say, if you enjoy my work and DCC RPG, you’ll be a happy camper for the foreseeable future.

The DCC RPG stuff is in addition to two more books I’ve written for Goodman (well, one and half, really). Next month sees the release of the expanded version of The Dungeon Alphabet, available in both the regular and limited-edition covers. The third printing is 33% larger than the original and features new art in addition to eight more entries covering other classic dungeon tropes we couldn’t squeeze into the original. I think “T is also for Treasure Chests” is worth the price alone, especially when you see Holloway’s accompanying illustration, but there’s plenty more to inspire in there as well.

The second book in the schedule is The Adventurers’ Almanac, a title in the same vein as The Dungeon Alphabet. It’s not a “this is how you do it” text, but one written to inspire the referee and get the creative juices flowing. I had a lot of fun writing this one. A system-neutral supplement, The Adventurer’s Almanac provides an entire year’s worth of adventure seeds, monsters, interesting NPCs, magic items, weird events, strange celebrations, and other juicy morsels to season your campaign world. It’s also a big book, much larger than The Dungeon Alphabet, so you’re bound to find something in there to suit your purposes. The release date is not yet set on the book, but hopefully it’ll be available the first or second quarter of 2013.

As part of the grand plan to make DCC RPG your game of choice in 2013, I’m going on the convention trail throughout the fall and winter of this year and a lot of the next. I’ll be running play-tests, demo sessions, and regular games at various locales along the East Coast (or as we here call it, the “Right Coast”). The process of hammering out dates and appearances is still ongoing, but there’s a better chance than usual I might be in your neck of the woods in the months ahead if you rub shoulders with the Atlantic Ocean. More on these appearances as things get finalized.

Putting my Goodman Games projects aside for now, I still find I’ve got irons in the fire, on the anvil, or quenching in the bucket. As mentioned previously, I wrote an urban fantasy game for Goblinoid Games and the play-test period of that is at an end. No official word from Dan Proctor on it yet, but if you’re a fan of Hellblazer, Clive Barker, or classic film-noir, I encourage you to check this one out once it’s available.

I’ve not forgotten poor old Stonehell Dungeon either. I recently squeaked past the halfway point on the manuscript (thirteen quadrants are finished and there’s thirteen to go) and I’m desperately trying to ride the downhill inertia to completion. For those of you playing along at home, this means that Stonehell 2 is three quadrants larger than its predecessor. Even when the manuscript is finished, there’s still a lot to be done (cartography, editing, layout, and proofs) before it gets the green light for sale. I remain hopeful that it gets completed this year, but it’ll be close.

I decided that I won’t be doing a Kickstarter for the book, although that has been suggested. It’ll be in the same style as the original to keep the aesthetics identical and the cost down. If you own the first book, you know exactly what to expect. Perhaps, somewhere down the line, I’ll go back and combine the two books into a prestige version, but that’s so far over the horizon at this point you can barely even see it from space.

Finally, I’m writing my own role-playing game and expect to have the first draft of the rules and setting completed in the next two months. After that, I intend to spend a year in play-testing to make sure the wheels don’t fall off before offering it up for public consumption. It is not a retro-clone and it isn’t even a traditional fantasy game. Despite this, I’m designing it with old school sensibilities in mind. My goal is to keep it simple and flexible, and to leave as much agency in the referee’s hands as possible when running it. I hope to have a formal announcement as well as a design & promotion blog ready in October.

There’s more things going on, but I’ve already taxed your time and interest enough with this post. Besides, I’ve got work to do. I’m eagerly anticipating the fall months as they’re not only my most favorite time of the year, but also my most productive. Hopefully, you’ll reap the benefits of that intellectual harvest in the year ahead.

Tuesday, July 24, 2012

The “Jennisodes” Podcast is Now Live


My interview with Jennifer Steen for “Jennisodes” is now up. In it, we discuss an array of topics ranging from how I got into this bizarre hobby, the body of my work, Dungeon Crawl Classics RPG, The Dungeon Alphabet, Fight On! magazine, this blog, and, of course, “Of Unknown Provenance.” You can listen to my dulcet tones by clicking on this link.

Thursday, July 19, 2012

Let’s Talk “Of Unknown Provenance”

I had a revelation this week: I suck at self-promotion. I’ll talk your ear off about whatever cool widget or book that’s coming down the pike that has my attention, but when it comes to plugging my own work, I need a PR guy. A media assassin. Harry Allen, I gotta ask him.

This satori luckily coincided with the fact that I did an interview for Jennisodes to help plug “Of Unknown Provenance” and the rest of my upcoming projects. I’ll provide a helpful link once it goes live, but, in the meantime, let’s take a closer look at “Of Unknown Provenance” and the madness behind the method. Maybe once you see what’s going on in my head, you might be willing to help turn it from a flight of phantastical whimsy to an actual dead tree thing.

First of all: provenance. It’s not a word that gets tossed around a lot, so a definition is in order. In short, provenance is the chain of ownership behind an item. In the art, archival, and collecting worlds, knowing the provenance of something is extremely invaluable when determining its worth. Was that painting owned by a dear friend of the artist? Was is purchased through legitimate channels or did it just appear one day on the market without documented ownership? Establishing a clear provenance is very important in legitimate dealings and collecting, so already you have an idea that this adventure concerns people, places, and things not at all concerned with how they got their paws on the items in question.

When James approached me to participate on the project, his orders were pretty loose. In fact, they boiled down to “do whatever the hell you want if it’s cool.” Now, that’s a constraint I can work with! So with that direction in mind, I started brainstorming. Do a dungeon crawl? No thanks, been doing too much of that with Stonehell and I need to expand my horizons. Hex crawl? Extraplanar adventures across time and space? Again, not really that exciting for me at the moment.

The hackneyed old phrase in writing is “Write what you know.” As some of you are aware, I’m an archivist by trade when not churning out RPG books and it’s a career and institution that doesn’t get a lot of play. I think that outside of the Nick Cage “National Treasure” film, I can’t recall the last time either archivists or archives got a fair shake in popular entertainment. And so, I decided to correct that.

Archives, like museums, are repositories of items and documents with “intrinsic historical value.” They’re places to stash stuff you want to preserve, but don’t necessarily want to lock away forever. A place to keep the grubby hands of the everyman away the good stuff and let those qualified to handle and appreciate it do so under controlled conditions. As John Constantine once said about the British Museum, “It’s where they keep the loot.”

As we all know, loot and adventurers go together like gin and tonic, so the concept of introducing such a store house—combined with my own experience in the trade—seemed like a natural fit. Riffing off that idea, I started thinking about the final scene in Raiders of the Lost Ark, the GURPS supplement Warehouse 23, and the Sci-fi series Warehouse 13. What red-blooded, greedy adventurer wouldn’t want a chance at prying open some of those crates and seeing what might be worth taking? OK, I think we’re on to something here.

James Raggi has also been charting a different course for Lamentation of the Flame Princess as of late, setting-wise. From my view, he’s been moving away from your standard pseudo-medieval fantasy setting and looking towards the 15th and 16th centuries, a time when rampant imperialism and the subjugation of anyone unfortunate enough to live in an area possessing value to those empires was commonplace. That tied into the concept of a storehouse of esoteric loot. After all, once the caretakers of such cultural artifacts have been exterminated, who’s left to keep their “quirks” under control? Best to stick those things somewhere safe until somebody can puzzle that out. I’ll also now break a cardinal rule of writing and design that states you should always obscure your sources by saying that Blue Oyster Cult’s Imaginos album, specifically “Magna of Illusion” plays an important role in defining my course for “Of Unknown Provenance.”

Those of you familiar with my Stonehell know that I’m very big on modular design, and not what one usually means when referring to “game modules.” I enjoy telling a big story, but I also realize that not everyone wants to listen to the whole tale, preferring only to take the chapters that interest them instead. “Of Unknown Provenance” will reflect that same design philosophy.  To accommodate that goal, I found myself drifting back to the old horror/sci-fi anthologies of my youth: Tales from the Dark Side, The Outer Limits, The Twilight Zone, Amazing Stories, Friday the 13th: the Series, and even Freddy’s Nightmares. “Of Unknown Provenance” is an homage to those shows, featuring a central adventure “plot” (for lack of a better word) comprised of several smaller vignettes that twine together to give the players multiple views of what’s happening at the Night Archive. So, if you’re the referee and have no interest in the big picture, there’s going to be lots to loot from this adventure. I’ll even provide the dotted lines for you to cut along when you take out your mental scissors.

I’m still not settled on an “appropriate for PCs of levesl X through X” for the adventure and won’t be until the fingers hit the keys and start exploring the Archive, but likely this one’s going to end up in the “PC sweet spot” of 6th-8th level.

You can hear me talk some more about “Of Unknown Provenance” once the Jennisodes podcast goes live, but in the meanwhile, I hope I’ve given you all a little peek at what to expect from the adventure. If this helps you decide you want to make “Of Unknown Provenance” a reality, hop over to IndieGoGo and make a contribution. My thanks go out to everyone who’s already contributed based solely on my name and the thumbnail description I provided. Hopefully you and the rest of the gaming world will get a crack at the Night Archive and discovering why it’s the uncertain things that make life so interesting.

Tuesday, July 3, 2012

Of Unknown Provenance on IndieGoGo

James Raggi has kicked off a campaign to get nineteen adventures for Lamentations of the Flame Princess RPG funded in the month of July. The would-be authors of these works runs the gamut from industry professionals, up-and-comers, and a few wild cards one wouldn’t expect to see lending their names to a roleplaying game supplement.

One of the names that falls somewhere in that range is my own. Provided the funding is achieved, I’ll be writing an adventure entitled “Of Unknown Provenance.” They say write what you know, so I decided to use a forgotten, near-legendary repository of items with intrinsic – as well as pecuniary—value as the adventure’s framing device. It’s also my nod to certain anthology shows like Tales from the Darkside and Friday the 13th: The Series. The teaser is as follows:

In certain occult circles, sorcerers still trade tales of the Night Archive. Known as a repository for artifacts deemed too perplexing or too dangerous for mortal minds to safely comprehend, the Night Archive was a vault of wonders tended by the devoted few who dedicated their lives to the custody of the macabre and inscrutable. But history, like the weird inks that stain arcane grimoires, is prone to fading and the Night Archive slipped into the mists of legend. 

Now, as the stellar wheel turns above and the sign of Herthas rises once more, rumors spread that the location of the Night Archive is again known by Man. The fate of its collection and the caretakers charged with its keeping remains a mystery, but for those who deduce the vault’s location, a treasure trove of magic surely lies for the taking…


I’m really looking forward to penning this one, so please, if you’re interested in seeing it brought to life, consider kicking in to help fund the adventure. While you’re doing so, check out the rest of the adventures currently up for funding and see if they also pique you’re interest. Both I and the rest of the authors would be extremely grateful.

Wednesday, May 30, 2012

One More DCC RPG-Related Announcement


A new Kickstarter campaign has just been launched for Tales From the Fallen Empire, a 3PP supplement for Goodman Games’ Dungeon Crawl Classics RPG. Tales of the Fallen Empire is a post-apocalyptic swords & sorcery setting inspired by the works of Fritz Lieber, Robert E. Howard, Lynn Carter, H. P. Lovecraft, Roger Corman, and Michael Moorcock. It’s being produced by Chapter 13 Press and here’s the skinny on the setting:

1OO years have passed since Mankind revolted and slew the Sorcerer Kings of old… Now, the survivors of seven kingdoms begin to rebuild, placing new lives and hopes on the ashes of old. However, even as life continues, an ancient and forgotten evil stirs awaiting its moment to strike against mankind.
Join a war-torn land where the struggle for survival continues as new empires arise to impose their will upon the masses. Vicious warlords fight to control territories carved out of fallen Kingdoms. Imposing magicians emerge claiming the legacy of the Sorcerer Kings. High Priests of long forgotten gods and goddesses amass wealth in the name of divine right while Warrior-priests, devoted to a banished god, patrol the lands bringing justice to people abandoned by their rulers.
Within these pages is a detailed post-apocalyptic fantasy setting taking you through an ancient realm that is fighting for its survival and its humanity. Seek your fortune or meet your fate in the burning deserts of the once lush and vibrant land of Vuul, or travel to the humid jungles of Najambi to face the tribes of the Man-Apes and their brutal sacrificial rituals.
Tales From the Fallen Empire is a post apocalyptic swords & sorcery setting created for use with the Dungeon Crawl Classics RPG by Goodman Games.  It introduces new classes, an alternate way to handle the 0 level character funnel, setting inspired spells, new optional rules for swords & sorcery play and more.  Tighten the straps on your sandals, grab your weapon, and head forth into a land of trouble and turmoil. Adventure  awaits those foolhardy to enter the wastelands or for those who fear not the unknown. Pledge today to begin the adventure in the fragments of the Fallen Empire. 
I’m one of the writers slated to contribute to the book and your funding means you keep me working! I’d be ever so grateful if you stopped by the Kickstarter page, gave the project a look, and help make Tales From the Fallen Empire a reality.

Monday, May 21, 2012

New Goblinoid Games Playtesting Underway

Regular readers will remember that I hinted at (well, OK, blatantly plugged) the fact that I've written a new game for Goblinoid Games using the Pacesetter System. As of today, the playtest document is now open to Labyrinth Lord Society members. If you want to get in on the action, you'll need to sign certain documents writ in the burning blood of Orcus and become a Labyrinth Lord Society member.

The following except is from the email that went around to Society members this morning. If it piques your interest, why not go to the LLS page and sign up!

I'm looking for playtesters for a new Pacesetter System game developed by Michael Curtis. The genre is urban fantasy, particularly of the dark urban magic variety.

Playtesters will receive credit in the book and free PDFs of the final release.

In order to be a playtester you need to have a currently active gaming group willing to play, and be willing to commit to playing three sessions before September 1st. I would also ask that the GM submit a playtest report, briefly describing your experience running the game and any comments by the players. Ideally you will already have played similar games like TIMEMASTER, ROTWORLD, SANDMAN, etc., but this is not mandatory.

I'm really excited about this game! I think Michael Curtis has done a great job with it.

Dan Proctor

Goblinoid Games

Saturday, May 12, 2012

The October Country: Swamp Shark

More scavenged material regarding the October Country setting from my other blog. I've gone from "working on a book" to "planning on working on a book once I finish Stonehell 2, but the October Country material still looms large in my head.

I’m working on a book that brings detail to a section of the October Country known as Snakewater Swamp. It’s been a lot of fun and is helping me to focus on certain systems I want to implement in the game and to flesh out the world in greater detail. I won’t say much more in the meantime.

Like the rest of the October Country, the wildlife found in Snakewater is largely of my own creation. For various climatic reasons, gators aren’t nearly as common as they are on Earth, but that doesn’t mean the swamps are free of large, aquatic predators. The swamp shark fits that bill wonderfully and has the pedigree of being inspired by the late-night, Sci-Fi channel cheapy movie of the same name. If you’re going to watch crap, you might as well make the best of it.


Swamp Shark

STR: 4d6+12 (26)
CON: 3d6+6 (20-21)
SIZ: 4d6+12 (26)
INT: 2d6 (7)
POW: 3d6 (10-11)
DEX: 4d6 (14)

Average hit points: 24
Move: 10 (swimming)

Other skills: Hide—50%, Leap from Water—50%, Swimming—95%, Tracking—85%

Damage Modifier: +1d12
Armor: 2 point skin

Attacks
Bite: 50%--1d10+1d12 damage

Swamp sharks are a species of shark that has adapted to the brackish and freshwater conditions found in coastal marshes. Their adaptations allow them to venture further into the headwaters of coastal rivers and bayous and many have begun to use these areas as nurseries for the pups. Full grown swamp sharks range in 8 to 11 feet in length and can weigh up to 700 lbs. Skin tones are brownish-gray to dark green, giving them natural camouflage in the muddy waters of the swamp. Swamp sharks are usually solitary predators (85%) but are occasionally encountered in pairs (15% chance). They attack by rushing their prey from concealment, biting their victim to shear off flesh, and then move past their prey to devour the mouthful of meat. They turn and make another pass two or three rounds later.

Thursday, March 8, 2012

The October Country: The Cargo Cult

Those residents of the October Country who originally hail from Earth know of the cargo cults that arose in South Pacific following the Second World War. However, those born in the Autumnal Lands are aware of another quasi-religious phenomenon that shares the same name.

Signs of the cult are not common, but do pervade almost every known trade route and method throughout the October Country. On rattling railcars bound for the Lightning Lands, on moss-covered boats plying the Snakewater Swamp, and on the beasts of burden driven by the nuleskinners of the Brackish, the signs are there: parcels, crates, and barrels chipped with travel and bearing any number of near-illegible labels and mystic symbols. Always treated with care, these containers move from town to town, never finding a final address at anyplace they go.

The origin of the cult is uncertain, but scholars have pieced together some background. In his work Transient Religions Under the Frost Moon, Professor Caspar Gellkillerson records the most commonly told tales regarding the cargo cult and is considered the primary reference source for all theologians interested in the study of this religion.

According to Gellkillerson, the cargo cult began when a large packing crate bearing certain High Magic sigils of protection was laden onto a wagon bound for the City of Candles. When the wagon arrived in the city, it was learned that the addressee had died, leaving no next of kin to receive it. The caravan master, as is custom, could claim the crate and all it contained as his own if no legal claimant was found. After a week passed with no such challenger appearing, the caravan master paid a magician to inspect the symbols prior to opening the crate. Upon seeing the glyphs, the magician backed away in fear and warned the caravan master that powerful protective charms were in place, ones that spelled doom for whoever dared to open the box if they were not “of the selected brood.”

The caravan master tried unsuccessfully to pass the crate onto other unsuspecting parties, but they always became aware of the warnings protecting the crate and refused to take it off of his hands. Finally, in desperation, the caravan master had it shipped back to its town of origin, thus beginning a process that continues to this day.

The crate arrived back from whence it came, but the original shipper could not be found. The poor depot clerk who accepted the crate soon found himself in the same situation as the caravan master. It took him two weeks, but he eventually smuggled the crate onto a riverboat headed north and dusted his palms of the problem. In each new place the crate arrived, the process was repeated and the box, now showing signs of wear and tear, and covered with faded shipping labels, continues its endless journey looking for someone “of the selected brood” to take possession of it once and for all.

In time, other containers joined the original crate under similar situations. Some are no doubt “copy cat” shipments sent by pranksters who heard the tale of the crate and mocked up their own with fake sigils and blatantly erroneous addressees, but others bear the same fearful warnings etched upon their wooden exteriors. More telling that these containers were of legitimate origin was the effects produced when two or more crates found themselves in close proximity in a warehouse, riverboat, or railcar.

When multiple containers come near one another, unnatural events occur. Spontaneous growths of vegetation, chilling fog banks, whispered songs sung in unidentifiable tongues, and other happenings have been reported. These so-called miracles were what created the first of the Cargo Cultists—men and women who reported seeing visions, receiving supernatural healing, and other mystical revelations when near the containers. These cultists continue their strange religion, often acting as unofficial (and often unwanted) guardians of these containers as they make their endless journeys. When several containers appear at the same location (always by happenstance for the Cultist never act to guide the boxes on their travels or determine where or when they will arrive), tent revivals spring up to attract the few but fervent believers the Cult has. There, the devoted witness miracles and testify about the coming of the One the Crates are Destined For.

The Cargo Cult is tolerated, mostly because they keep to themselves, pay the costs of keeping the crates moving, and are not a violent or proselytizing sect. They’re nevertheless considered one of the weirder religions in the Autumnal Lands and associating with it adherents (or worse, joining them) is a sure way to damage one’s prestige.

Wednesday, March 7, 2012

The October Country: The Ghost Machine

I'm still banging away on projects and preparing for GaryCon (14 and a wake-up!) so the consolidation of blogs continues. Today's post is all about a strange device that appeared in my dreams.

I mentioned at the end of last year that the October Country material has taken on a sometimes uncomfortable life of its own, making it difficult for me to escape its powerful allure. It is indeed heady stuff to my mind and the autumnal land and its parts have invaded my dreams more than once…or maybe I’m merely travelling there more often in my sleep. The following came from a dream I had two nights ago. I was exploring the attic of a decaying hotel and found this bizarre, unwieldy-looking, antique typewriter there. After blowing the dust off of it and figuring out how it worked, I began having a two-way conversation with the ghost of a murderer. The typewriter model cited in the post below is a different one from my dream, but of all the antique typewriters I could find, it comes closest to the strange device I found in that attic.

The device known in certain circles as the Ghost Machine is unusual in appearance, but not abnormally so. It tends to draw stares not because of the function it can perform, but rather because it is rare to encounter a typewriter in the 21st century—especially one that is more than 100 years old.

Those few individuals knowledgeable of the history of these obsolete business machines recognize the Ghost Machine as being a North’s number 1592, manufactured in London in 1892. The machine (and the company that manufactured it) gets its name from the obscure English lord who financed it. Individuals with more than a passing knowledge of Victorian Era spiritualism know that Lord North held a deep interest in the afterlife, so it comes as no surprise that the Ghost Machine serves as a conduit for the dead.

The Ghost Machine allows for conversation between the living and the dead—even with those who have never demonstrated the slightest talent for mediumship. When using the Ghost Machine to communicate with the dead, PCs with the skill of Medium add a +20% bonus to their percentage. Those without the skill can utilize the device with a base 20% chance of success, modified by other conditions as normal.

The Ghost Machine is simple to use. When a clean sheet of paper is inserted into the typewriter’s “holding basket”, the machine is ready to function. The typewriter’s operator need only type a question onto the paper and wait for a reply. If the Medium skill roll (or the base 20% chance) is successful, and there is a cognizant spirit within a half-mile of the device, that ghost will become aware of the Machine and likely be drawn to its location. Spirits with a POW of 13 or less are compelled to seek out the Machine and its operator; those with POWs of 14 or better will be intrigued but cautious, and may or may not approach the location of the Machine depending on their personalities and goals.

Once present, the spirit can communicate with the living by means of typing out a reply via supernatural manipulation of the Ghost Machine. The Machine seems to operate on its own as the keys strike and the reply appears on the page. Although the typewritten reply is typically in the same ink as the original query, there have been cases where the reply seems to be typed in blood, ectoplasm, or even ordinary water. The ghost must spend one MP for each full minute spent in typewritten correspondence, and once it does, is compelled to answer any question typed during that period. After the minute expires, it can choose to spend another MP or cease conversation. If during the minute period, the Machine’s operator ever types a question the spirit wishes not to respond to, it and the operator must engage in an POW Opposition Test. If the spirit is successful, it can obfuscate the truth or simply not reply.

For unknown reasons, the Ghost Machine tends to attract angry or harmful spirits. If there is more than one spirit within the area affected by an operating Ghost Machine, the most dangerous of the ghosts present will always be the one to make contact. It is for this reason that would-be mediums lacking proper talent and training are cautioned against using the Ghost Machine without proper precautions and supervision.

Thursday, February 23, 2012

Hex Crawl Easter Egg

Just something that popped into my head today. Use it in your next hex crawl and see if the PCs (or more correctly, the players) pick up what you’re putting down.

Hex XXXX: A shallow grave lies in an overgrown thicket that stands here alongside the river. Excavating the grave reveals the rotted, mostly skeletal corpse of a halfling. His tattered clothing identifies him as being a River Halfling in life. A careful examination of the corpse discovers he was strangled to death.

Friday, February 10, 2012

Wildwyck County: Clunker Heaven

The Sheer Mountain Mining Collective made a small fortune for itself in the late 19th and early 20th centuries cutting and shipping bluestone, a distinctive colored sandstone found only in New York and Pennsylvania. When the early sidewalks of the Big Apple demanded slabs of this stone, Sheer Mountain provided it, carving it out of the side of the mountain from which they took their name. When the mansions along the Gold Coast of Long Island cried for bluestone patios and pools, Sheer Mountain was there. Unfortunately, between the Great Depression and the growing concrete industry, the demand for bluestone waned. In 1933, the company went under, leaving nothing but rusting machinery at the bottom of a great pit hewn into the mountainside.

Nobody knows who started it, but the old bluestone quarry has become the final resting place for scores of decrepit automobiles, ones so rundown that even selling them for parts isn’t worth the effort. Instead, these junkers are abandoned at the bottom of the secluded quarry, left to rust amidst the briars and blackberries that are slowly reclaiming the old mine.

The variety of makes and models that rest quietly some 120’ below the lip of the quarry is simply amazing. A once-fine Cadillac sits beside an ancient Packard, now crimson and pitted with rust. Hulking trucks and 4x4s loom menacingly over sub-compacts. Raccoons and mice nest amongst the spilled upholstery while deer nibble at the grass growing around the dented hubcaps of forgotten Mazdas, Subarus, and Hondas.

On warm summer days, the quarry, called “Clunker Heaven” by the locals, is a popular site for teenagers to gather. They take their own rundown cars and trucks up a dirt road that winds along the slope of Sheer Mountain for miles, a route overshadowed by verdant branches and crossing chuckling mountain brooks, before arriving at the gravel patch that once served as the mine’s main yard. From there, it’s a short hike down the switch-back road that leads to the quarry's bottom. At the bottom, far from the sight of authority figures, they’re free to indulge in all the vices and pleasures teens find so attractive.

There are many tales told about Clunker Heaven, the kinds that would be called “urban legends" if they were told in a less bucolic setting. A popular tale is that one of the rusting autos contains a fortune in drug money, stashed here by dealers in an unsuccessful attempt to escape arrest. They’re up at Snake Hill Penitentiary now, but their stash remains undiscovered.

Another legends is that the ghost of a dead Prohibition-era mobster haunts the quarry, his bones moldering in the trunk of one of the ancient heaps from that era. He supposedly lurks amongst the rusting cars, angry at his violent death and unconsecrated grave. He inflicts horrible wounds on trespassers by causing them to cut themselves on the jagged pieces of metal which protrude from the briars and brambles. Those who do so are certain to succumb to tetanus or die from blood poisoning.

There is another legend about the place, but it’s not often repeated and only known by a few. These select folk maintain that there is something living down amongst the heaps, something that should not be. Decades of gasoline, oil, brake, and other fluids have seeped into the soil down at the bottom of the pit, polluting the water table and working its way into the plant life. These chemical have upset the natural order of things, giving birth to life that should never have seen the light of day. This mutation (or mutations) lairs amongst the cars, feeding on the larger animals that wander into the area. These meals have been sufficient to keep its hunger in check—so far. Who knows what might happen should the deer stop foraging in Clunker Heaven?

Wednesday, February 8, 2012

From the October Country: The Flesh Sempstresses

Atop a wave-swept tower of rock on the shores of the Cold Dim Sea stands a foreboding edifice of granite. Block-like and unadorned, this building looks as if the wind and rain carved it from the adjacent stone. Aside from the glimpse of a lit window amidst the perpetual storms or a blood-chilling scream doused by the howling wind, the structure shows little sign of occupancy.

This is the home of the Flesh Sempstresses, the feared tailors of Nightmare who dwell outside that realm’s borders so as to have close access to their preferred medium of creation. Harvesting unwitting travelers and wayward animals alike, the Sempstresses make unsettling patchwork creations born of the sliced flesh and severed appendages of their victims. Using methods unknown outside of Nightmare, these couturiers make unique monsters for their own pleasure and to export back to the Terrible Places. On occasion, either by accident or design, one of the Sempstresses’ projects escapes their towering abode to wreak havoc on either side of the barrier.

Few have seen the Flesh Sempstresses in person, or rather those that do seldom survive the encounter. The witnesses that do live through their meeting with the skin tailors report that they dress in antique gowns of lace with leather (or another preserved hide) accents and disguise their visages with painted china masks. They are never without at least one of their horrific amalgams of human and animal parts trailing close behind.

Scholars in the October Country suggest that there may a connection between the Flesh Sempstresses and the skinners, but this is likely due to the craftwork shared by the two groups. If this is not the case, it may be that the Flesh Sempstresses were once skinners and rose to their current role through practice and longevity. It could be just as true that the first skinners were failed Flesh Sempstresses or were created by the macabre tailors long ago and now seek to imitate their makers.

Although the Flesh Sempstresses never leave their domicile, their creations can be encountered almost anywhere. It is widely believed by the commoners of the October Country that jaded and decadent nobles procure the Sempstresses creations for their own debased menageries or blood-stained arenas.
Here on Earth, the Pope Lick Monster of Kentucky is widely believed (by those aware of the autumnal lands, that is) to be an escaped--or perhaps a released--creation of the Flesh Sempstresses who crossed the barrier. The current location of the creature, or indeed if it still lives, is unknown.

Beware the Crazy-Ass Miniature Level of Stonehell!

I took a brief jaunt up to the FLGS today to clear my head before taking a late night stab at the next phase of my current project. I’ve mentioned before that my local game shop regularly buys old gaming collections from those poor sods that’ve been forced to abandon this rather bizarre hobby of ours for various reasons. When I got there, the owner was sorting through one recently acquired collection and he knows I love getting first dibs on newly received stuff.

The collection was all pure 3.5 stuff: modules, sourcebooks, dungeon tiles, and a bunch of WotC pre-painted minis. Really, really crazy-ass minis, like Aspects of Tiamat, 15’ tall werewolves, frost giants riding on mammoths, and the like. All stuff I’ve never seen before. But while there were one or two pieces that caught my eye, I can’t justify spending $20 on a mini I might use once. However, it did give me an idea.

I’m going to spend the next few days going through all my minis—plastic and metal—and pick out the strangest of the lot. When that’s done, one quadrant or more of Stonehell is going to showcase them all. I’m not certain how (if at all) I’m going to rationalize it, but I guarantee anyone wandering into that area of the dungeon is going to meet something they’ve never seen before. I’ve got some crazy-ass minis that have been collecting dust for far too long and it’s about time they see the light of day (or at least the dim glow of a hooded lantern). If you’re one of those anal-retentive referees who simply must use the “correct” monster miniature in your games, my apologies in advance, because you’re going to hate this part of the dungeon!

Sunday, February 5, 2012

From the October Country: Skinners

Have you ever found yourself talking to a stranger, perhaps one seated next to you on a bus or at the bar, and noticed that they seemed a little…off? If so, you might have met a skinner and you should count your blessings you’re still breathing.

Skinners are one of the apex predators of Nightmare, birthed from one of the maelstroms of hate that seethe within its borders. Having honed their murder skill on the lesser denizens of that place, Skinners look out past the barrier to the choice pickings to be had in our world. But such an monstrosity would be easily detected and destroyed if it set foot across a vestibule without taking precautions. To blend in, they wear suits: people suits. Ones made from 100% real people.

Such a macabre masquerade would almost be humorous if it weren’t of so gruesome an origin and oh-so effective. Despite the ill-fit and obvious gore stains a skinner’s suit has, the creature’s own innate chameleon power blends with their grisly trophy to make them indistinguishable from ordinary folks. It is only by their odd turns of phrase, alien tics, and nervous habits that they can be detected---and very few people would attribute these tell-tale signs to the skinner’s otherworldly origin.

In a culture were murder has become entertainment, it’s no surprise that skinners have found 21st century Earth more accommodating to their tastes than ever. More and more have been crossing the barrier to walk amongst us. The scary thing is that, even with an increase in their numbers, they’re too few to have an impact on the nation’s murder rate—that increase is of completely human origin.

Most skinners operate across the barrier for short, intermittent periods, almost like they were on safari. Once they bag their share, they retreat to the October Country to revel in their trophies and flaunt them amongst their own kind. In time, the call of the hunt sounds once more and they dress up again to hit the town with a few days to kill. Very rarely, a skinner decides to take up permanent residence on this side. These expatriates establish a murder dynasty, taking human deviants as mates to found a bloodline of killers. Although this is rarely successful, a few backwoods clans, products of a skinner patriarch, assuage their bloodlust for decade before coming to light. Although unknown to most people, the few in the know suspect that Ed Gein might have been the descendant of an expatriate skinner.