Saturday, 30 August 2025

Try A Tourist Campagn Pointcrawl





































Tourism is a thing of the past, and this is about how to incorporate it into a game. The last post on aqueducts is a must. All my past tables of food, taverns, theatre, bards, shopping, fishing, books and ruins could be used. My pilgrimage posts can be used too.

My typical use for this is tourists are an encounter type on the road
They also hire adventurers or need help
Maybe adventurers might take a holiday 

Make a tourist trail pointcrawl
Make a simple road pointcraw 3-12 locations + a day and night encounter table
With a bigger one you can give players more choice but they might miss some stuff
Describe each stop. Each stop have one sidequest or quick minidungeon or encounter
They dont all have to be violent but dramatic or a mystery

Every trail needs at least one cult, maybe rivals maybe every village has one
Have a bandit gang preying on the trail and have several encounters with them
A famous named local monster could be at a point or on an encounter chart
Locals know about tourists and every town has its own reaction

Fitting in dungeons while guarding the rich might give your dungeon raids a more hurried experience. "Only 4 hours before the Snedly family want to see an elf bath house ruin". No slow searches, just smash and grab. When guarding is done party might go back the same way. to finish them. Maybe other tour guides in a dungeon.

Maybe zero-level starting characters on a tour could be a good character funnel.
Maybe a carousing adventure tour for bored adventurers?
Plan a tourist railroad mini campaign for a point per session

d12 Tourist Parties Needing Escorts
1 Poor holy pilgrims led by a devout priest seek shrines, ruins, gifts and salvation. They appear weak and attract bandits and cultists compelled to murder them 
2 Weedy students who want to see famous ruins and battlefields, and perhaps dig some relics. Hard-to-reach ruins or private property might be promising so some angry dogs and bulls, and farmer gunshots could happen. Local cultists will think these fellows good to recruit and try to tempt them to secret parties or local mystery cults to see more hidden ruins. Perhaps a cultist among them seeks specific items
3 Artists who seek inspiration for poems, paintings or books, ruins are very romantic. They drink and party hard and need to be watched for loudmouths or accidents while high. Many eccentric snobs or sexual creeps or drunks. They think ruins are romantic and get interested in exciting subterranean monster fighting and plunder. Keen to produce authentic art depicting noble savage monsters, tragic deaths at the hands of heroes. Possibly they are all bards
4 Gourmet travellers seek exotic dishes and drinks in obscure places. Awful drunks and snobs, writing reviews for travel guides. Some get interested in the fad of dungeon food or perhaps locals invent exciting dishes of monsters, so the gourmets will go to a dungeon to die. They will be keen to go hunt, butcher and eat monsters and direct the party to loot a dungeon of delicious monsters
5 Married young nobles and followers seek to see the land before settling new home. Family enemies might try and kill them. Maybe they eloped with cash and hunted. They are awfully nice and might seek a nice place to call home
6 Rich wannabe adventurers want to rob & murder humanoids on the frontier. But they want to be safe and have a pro team on standby. They want all the glory and pick of the flashiest items first, but are safe. As time goes on they increasingly believe their own hubris
7 Noble and companions are writing a travel book, which is all the rage right now
8 Church party visiting sacred places to assess funding and church needs. Church enemies and cults, plus internal intrigue, might play a part. Might ask adventurers to recover relics
9 Puritanical pilgrims dress dourly and record all the vice and amorality of the palaces they visit. Insult locals and against all fun. Some might write letters to inquisitors or witch finders. Lots of complaining, wild accusations, and outrage. They might patronise or help the needy in a patronising manner 
10 Flagelants on village tour, show their piety with self-abuse by day. Drink, party and corrupt local youths by night to get new members. On the bright side, all good with whips and flails and clubs and happy to scourge the wicked. All the money they raise with performances goes to booze. It's a wild scene, and places that have been encountered before might be hostile
11 Scholars seek to observe interesting creatures and monsters to write about and speculate the moral lessons they can teach. Will poke and prod sleepy owlbears and have other fun. A dragon absolutely needs an examination
12 Nobles, including a wizard and a priest, on a tour of sites of magical prehistoric wonder, such as petrified forests and animals and monster bones on display in some villages. Various dolmen and rocks are said to be petrified monsters; perhaps the travellers can unpetrify some to converse with prehistoric folk of the age of stone and bone

12 Tourist Party Problems
1 Con artist trying to sell fake or crap souvenirs
2 Criminal agents spy on travellers in a village setting to inform bandits to be ready for them
3 Kidnappers! See tourists as useful prey. d4 1=cannibal cult 2=demon cult 3=gang demanding a ransome 4=slavers
4 Attractive bard hooks up with a traveller and joins travels d4 1=sleazy 2=spy for faction 3=hunted by enemies 4=writes slanderous songs about tourists that become famous
5 Cultists will spy on and befriend the party to infiltrate or lure them to doom
6 The rival party makes everything on the trip a competition
7 Someone offends locals, who start an angry mob
8 Someone in the group is hunted d4 1=crime 2=cult 3=pervert or maniac 4=assassin
9 Someone has a dark secret d4 1=dungeon map connected to backstory 2=was once a cultist and they might be recognised by former cults or ee signs of others most miss 3=highborn noble in disguise family will punish any related to their death 4=agent of a government faction like secret police or taxation
10 A mischievous spirit, sprite, brownie or gremlin follows the party for fun hijinks
11 Shapeshifter in the group d4 1=lycanthrope 2=animal or plant spirit folk 3=oppelganger 4=incubus/sucubus
12 Divine beings quarrel over human nature by testing travellers with temptations and peril, and they will reward the victor in their favour

d12 Tourist Reputation
1 Would like to kill tourists if they had a good plan or a big enough mob
2 Violent towards tourists and tries to drive them away
3 Abusive to stupid, ignorant outsiders nobody likes
4 Like to rip off tourists and sell them fake souvenirs
5 Carry terrible diseases, dont let them taint you with their secret mutations
6 People hate tourists, why steal relics and ruin what they come to oggle
7 People tolerate tourism, but no time to waste on stupid questions
9 Tourists begrudgingly accepted as good for local business
10 Tourists are bombarded with shoddy services and tourist merchandise 
11 Tourists corrupt the youth, so keep them all away from strangers
12 Tourists must all be rich so every local a hustler and ready to offer all kinds of strange services that other tourists like

d20 Tourist Trails
1 Abbey Way - a series of quaint village churches with a few scenic ruins and woodlands
2 Coastal Path - a series of beutiful seaside villages, but a few others off the trail are less visited and possibly sea cults
3 Aquaduct Way - follow a more intact section of the ancient wonder for several days 
4 Gournet Guantlet - trail of well-reviewed dining places in a scenic rural route, wineries, breweries and famous food producers
5 Victory Tour - famous forts, ruins and battlefields
6 Natures Wonder Tour - visit various fields of petrified forests and animal remains, monster bones, some in village halls and private collections
7 Ancient Mystery Trail - visit stone monuments of the first peoples, dolmen, stone circles, cave art and cliff carvings
8 Dark Path - see ruins and remains of evil cults, heretics and the last few dark lords failures. Some want this tour banned but wizards and cultists love it  
9 Crime Tour - see where famous bandits and criminals lived, committed crime and were executed. If you're lucky, you will see real bandits 
10 Miracle Path - to see where saints and heroes performed miracles. Some left remains like stone footprints or springs. Other items in town halls and public tombs. Popular with pilgrims
11 Vice Tour - see drug dens, brothels, obscene ancient artworks and ruins. Some come for fun and others to disapprove. Make sure which one you get is right for you. Maybe some hypocrites complain, then use the services in private later. Tends to dawdle each location 
12 Artiss Tour - see inspiring places for poets and artists and several on the tour. Visits local rustic culture and tours historic homes, pretty ruins and wineries
13 Drinking tour - taste drinks at famous taverns, wineries, breweries and even monastic grog
14 Cult Tour - see where famous cultists were tortured and killed. Many include witch museums and even some mumified witches on display
15 Charity Tour - see poor and miserable communities of plague carriers, mutants, asylum inmates and refugees. The tour ends with a lavish charity dinner in a mansion. Operators sometimes get miffy if clerics heal and help all the people and end the suffering
16 Famous Dungeons Tour - see various dungeons picked clean and now operated for tourists and holiday camp for rich youths. Some visitors dress as famous heroes. Villagers dress as monsters and tell stories in various rooms. Sometimes an idiot finds a secret door to a lost level, and people die. They keep murder hobos away from the public, but lots of bitter local drunks are the original adventurers now broke
17 Hermit Tour - see holy folk who seek spirituality and isolation from the world, see the holiest, strangest and most determined to avoid civilisation and people. Visit monasteries, forest mendicant groves and holy hermitages for some wine and food. Please do not touch or talk to them, they hate it
18 Village Idiot Tours - see the famous idiotrs of a region and meet them, touching them for good luck costs extra for the upkeep of these por creatures
19 Hunters Tour - pleasant drink, food and hunting wild ani,als. Meet other hunters and see the local hunters rites 
20 Real Dungeon Tour - led by experienced murder hobos. raid a few soft targets for an authentic experience and take some monster head trophies

d12 Tourist Traps
1 Local nutters present wild conspiracies and fake history, selling pamphlets of wild theories
2 Run by criminals, fleece tourists but protect from harm, they always get a few robberies but nobody gets hurt
3 Fake tourist merchandise, claims to be relics or monster remains
4 Inauthentic eateries for tourists, poor quality gimmick meals locals won't touch
5 Locals offer strange sex and vice services for depraved city dwellers, which seems pretty wild for a village. People sell anything sexual "if you dont like my sister, i have a grandma or some goats"
7 Crime guild with bandits prey on tourists regularly
8 Tourists alone are inviting murder, robbery or worse
6 Terrible food slopped up by locals 
7 Local perverts prey on tourists and keep bodies hidden in the forest or a shack
8 Spirit of previous tourists
9 Cultists prey on tourists and might have something to blame for missing people, like a monster or criminals 
10 A monster knows about  tourists and might prey on them or their dreams
11 Local faction or humanoids hate tourists as a threat to their ways, or to send a message to civilisation
12 Artisans, shops and other locals all have a go at presenting wares or short local tours, many are scams, but some give kickbacks to tour guides. Some are a bit petty and tedious industry or farms 

d12 Tour Group Benefits
1 Expert Bard guide keeps fun and educational
2 Bitter war veteran who hates tourists but likes to scare them with dramatic tours
3 Illusionist adds important visuals but tend to dress in contemporary clothes and armour as they are not really interested in authentic recreations
4 Group painting at the end
5 Lots of young party people and hook-ups
6 No riffraff, nobles or very only, high price to keep out scum
7 Budget tour with the cheapest food and travel, people get sick more and possibly bedbugs
8 Extra locations most people never see, deals with private land owners
9 Real ghosts and spirits at haunted locations, contact included and guaranteed
10 Procures the best prostitutes and drugs, maybe even sees a real sucubus or incubus!
11 Famous for the best food, procure famous chefs and wine at some locations
12 Expert scholars present dry, authentic facts, and roll their eyes at the moronic questions of tourists. Has expert local guides at various points

d20 Quick Sidequests
1 Bandits or thieves 
2 Local knows a pretty ruin
3 Local knows a good dungeon
4 Local kidnapping case or missing tourist
5 Murder most foul. Whodunnit?
6 Tourist needs to be absolved of a crime (or locals pad off)
7 Local knows a real haunted house 
8 Expose a fake or scam
9 Local knows a scenic location tourists dont see
10 Hear of a local lost wonder
11 Map for sale seems authentic
12 Local can take you to spy on a depraved cult ritual
13 Local courthouse or execution draws a crowd
14 
Warned away from the witch house
15 
Keep out of the ancient graveyard by night!
16 The old mine is closed, keep away!
17 Keep off the moors by night!
18
 Missing animal
19 Local monster rampage
20 Wanted criminal seen

d12 Complex Sidequests
1 Village hall has bones of a "Magdeburg Unicorn" on display, which some want removed as a fake. Perhaps a local has seen one for real. Someone must investigate
2 Arrive in town, fraught with witch mania. Some problem is blamed on magic, and the hyperalert mob is looking for witches. They sent money to a witch hunter, and he never came. Might think adventurers are witch hunters. Paid per witch caught 
3 Village cult has a scheme, but can't get past a guardian monster. Will ply adventurers with maps and legends to encourage them with tales of treasure
4 Farmers' kids found a sinkhole or cave into a sinister cave complex. The village all comes to see it and expects adventurers to have a look to see if it's safe or a deathtrap menace 
5  Bandits or goblins plan to kidnap tourists and lock them in a cave or a dungeon for ransom. The leader has been paid to inconvenience someone on the tour and will be persistent, even hiring other goons
6 Wagon of showgirls comes to town with a gang of escorts for a tavern show tour. Area swarms with murderhoboes, fur trappers and prospectors. Turns out these mentally unstable, bitter loners get into lots of drunken fights. The worst case is that they outnumber the villagers and riot 
7 Village of cultists size up guests and isolate some for their needs d6 1=food for cult beast, 2=sacrifice for the gods' unholy lust, 3=torture and eat in a ritual, 4=expose them to an evil spirit
 in need of a body, 5=breeding stock or marriage, 6=as reward for summoned being. Have a secret cult lair or temple, might have witch tunnels everywhere
9 Local famous monster sighting has all locals wary. Something has changed or arrived the monster resonates with. A few people are eaten, footprints are found, could it hide among people or be invisible?  Is it a spirit that manifests a body when it craves blood or is angered?
10 Monster has taken someone, mob unsure if it's undead or a werebeast or a witch d4 1=charming maniac steps in to guide mob to kill and rob the wicked 2=blame a stranger like a tourist 3=beg adventurers to direct them who to burn 4=consult some hopeless oracle or the village idiot to find the wicked
11 A wicked spellcaster has moved into the area and locals are shit-scared d8 1=dungeon 2=ruin 3=old tower 4=old mill 5=cave 6=old mine 7=tomb 8=ancient barrow
12 Mysterious knight causing problems d4 1=A wicked robber knight moved in with a band of robbers living in a gruberhole or ruin 2=fight any armed and mounted person who seeks to pass a road or bridge 3=kidnapped a lady 4=killed a holy person and defiled church

12 Petty Problems
1 Miserable weather
2 Road damaged or blocked
3 Local criminal manhunt in the area
4 Inquisitor hunting a cult, and he must catch a cultist to get paid
5 Tourist gets a disease and needs help
6 Tourists wandered off on their own
7 Tourists feud
8 Tourists ripped off or robbed
9 Tourist finds a cult charm or sign
10 Tourists carve names everywhere they go
11 Tourist offends a local custom
12 Local lunatic or idiot likes to pester tourists 

d20 Tourist Trinkets
1 Memorial scroll with some nice calligraphy and art 1gp
2 Maps are usually decorated and illustrated, 10gp
3 Jewellery trinkets d4x10 cp or sp or gp
4 Clothing or hat with local insignia or tavern name 1gp
5 Idols guaranteed ancient and authentic, 15gp hand siz,e 30gp foot high one
6 Saint body parts from d10 x100gp. Fingers, hair, bones or scraps of cloth
7 Painting or quick portrait 1sp for sketch 1gp tiny colour canvas 30gp per foot for a painting
8 Bones of the ancients, monsters or petrified small creatures d4 x10gp or x100gp
9 Model of a local attraction 10sp for clay or wood, 10gp for a nice stone one
10 Commemorative coins 5gp
11 Local wine or gourmet snack 1gp
12 Book 100gp or pamphlet 5gp
13 Doll of a monster or hero or folk fairy 10sp
14 Ancient lamp has a spirit, if you can release it with a word, you get a wish 1gp a guess
15 Ancient scroll d4 1=spellbook page incomplete but researchable spell 10gp 2=1st Lv spell or d4 zero for 100gp Lv 3=ancient holy scriptures 10gp 4=treasure map
16 Recipe book of local recipes and local stories of quaint village life 15gp
17 Map of local cave or ruin self-guided tour 1gp
18 Love Potion helps you find true love, 1sp. If it worked would be illegal
19 Pewter teaspoon with village coat of arms on handle 4sp
20 Art print 1gp or saucy postcard 5sp

d20 Services For Sick Urbane Edgelords & Rakes
1 Stab a goblin experience 15gp. Formerly was "stab a murder hobo experience"
2 See depraved cult ritual 30gp + sign a waiver
3 See a real ghost! 10gp
4 Secret strip show by a sulty bard 10sp with disguise and petty illusions 5gp
5 Bag of marshweed, 1sp, of clay or wood pipes 1sp (1in6 bags fake)
6 Hit of a hookah of lotus resin in an alley 10gp
7 See the mating rituals of kobolds 4sp
8 See a monster eat someone experience 10gp, pretty people cost lots more
9 See a necromancer raise a corpse performance 30gp
10 See a necromancer contact the dead and speak to ancients 10gp 
11 Watch ghouls feeding in a real catacomb or tomb, 30gp
12 Adult-only puppet show 2cp
13 Barnyard gloryhole 3cp
14 Orphan for sale 10gp
15 Sex with a real d6 1=witch 30gp 2=goblin 1gp 3=dwarf 4gp 4=gnome 10gp 5=shaved bugbear 4sp 6=halfling 10gp includes all you can eat and drink
16 Real dungeon with helpful torturers and prisoners who deserve punishment 30gp
17 Invite to the local crime guild's forbidden gambling house with live shows and drink 1sp entry but some might be for rich only 1gp
18 Cures for d4 1=baldness 1gp 2=mutations 100gp minor 300 major 3=infertility 100gp 4=aging 1000gp
19
 Saucy illusions as good as the real thing, but legal! 100gp+
20
 Meet a real incubus or succubus, experience 400gp; other entities are possible

d12 Shit Tourist Attractions to Get on the Map
1 Build a large crude idol d4 1=local monster 2=local faerie or spirit 3=local wild or farm animal 4=fruit or vegetable
2 Town hall museum & library has some interesting folk objects, fossils, old armour, cult objects, broken weapons, old books ("it's the village book m'lord") 1cp ticket
3 Museum of locals burned as witches and heretics with live enactments and fake torture 1sp
4 Local Ghost Museum with displays of local spirits, maps, histories and mysteries 1sp
5 Sport event attracts people from far and wide d8 1=track and field athletics 2=wrestling 3=archery 4=bull provoking 5=animal fights 6=bard contest 7=idiot contest 8=weird stuff like cheese rolling, log tossing or wife carrying. Festive atmosphere with food and drink, and cheer
7 Meet a real demihuman! 1sp traditional food 1gp spiritual ceremony experience 15gp advice 1gp personal interaction experiene (invite only) 50gp
8 Farm museum with old brolken farm machines, wagons, bones, collection of witch charms, folk art, petting zoo 1cp plus a meal for 4cp
9 Barn Museum of strange things dug up in fields of the ancients 1cp adult only area 1sp for educational purposes and scorn only
10 popular shrines sell blessings 1sp, do weddings 100gp, look charming and have some local artists who do portraits 30gp small or 120 large. At least one bard here and an acolyte of religion, helped by local shrine youths. 1sp to enter and see a ceremony and devout artworks and gardens
11 Local ExplRuined temple or castle of the ancients or only centuries ago and now has groundkeepers and a tour guide and a museum
12 Cave Exploration experience. Build a door with pay booth at entrance 1cp. Dinner and music show 10gp Has paths and some handrails and guides and fenced off areas, some for storage. 1gp for guide booklet 30gp for small history book 1sp to rent a lamp 1cp candle, 1sp alchemist's match 1sp Urn of spring water 1sp mushroom meal 1gp cave lobster meal 

d12 Pathetic Tourist Attractions
1 petrified giant, carved from a soft rock with modern steel tools 1cp a look in a house or local hall
2 largest vegetables in the kingdom museum 1cp entry, sells produce
3 Carny freak show in town, mostly faked
4 Local artist studio
5 Shop of tourist merchandise
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Friday, 29 August 2025

Some NPC Prep Experiment for my Homebrew


 

































I have been rewriting my pc gen and have made some good progress a while ago

Final version of Lv one for my EThyrian cursed labyrinth in a few days, I hope, with inset maps on page and a map upgrade. Checklists for cursed monsters to destroy and a track for fragments of language recovered. I'd like to check that all the inter-level entrances are marked on map and a symbol for any room text entries mentioning it. So on my Patreon shortly.

I have about 5 posts half done, I'm waiting to get steam to finish. I have homework currently, too, which sadly comes first. I'm now playing 4 D&D games. We have one session all hands of curse of straad 2014 d&d, and a bit of shadowdark on the side with a group I've been a player with 4 years?  My Chagrinspire game will last a while yet, but might drop in some Marvel 1960 over xmas. I'm a player in an oldschool essential BX as an elf. I'm running a Theros-based Greek-themed D&D2024 game, which is 5th level

I was planning on presenting lots of subclass options, but not every class has the same vibe for variants. Some might just be training and built with the same skill options. Some, like clerics, might have specific powers.. Some are just flavour reskins. So anyway, this is me playing with character gen, which is to go up to 20th level demigod level. At this point, the gods will try and get you on their team and help you with a painful and tragic apotheosis. I considered statting up stats for each class to show characters from 1st, 5th, 10th, 16th and 20th I need some other rules cleared up before I start this project, though.

So today Im just making some versions of an NPC terrorising quite a few campaigns from afar and might be relevant shortly. So here is a few versions with some bio amd homebrew info.

------------------------------
Zero Start
Yes, i renamed stats for reasons like wisdom has changed definition wildly over editions
So i rolled terrible 3d6 in order, so I'm taking the point option for unplayable characters instead, as im not feeling it for this NPC

Kiron is a cruel brat and a minor royal house noble. He is a squire to his uncle the previous Emperor, so basically a house servant with some duelling experience. Theoretically a prince but their are about 300 of them when the empire covered the continent

------------------------------

Prince Kiron, 0Lv Noble Background
Agility 15
Might 8
Vigour 12
Charm 7
Talent 8
Will10 

Prince Kiron, 0Lv Noble Background
Agility 12
Might 14 +1
Vigour 13 +1
Charm 11
Talent 10
Will15 +1

HP (d4+1) 4
AC +3
Luck 2
Arms Skills:
-Swords d6+1 
Arts Skills:
-Etiquette for fancy manners displays
-Riding because real nobles dont walk
Alignment: has some wicked and deceitful tendencies 

Wears leather and a small sword and knife for when armed as a servant
has a coat of arms of the imperial house
------------------------------
1st Lv
So as starts as zero every level up gives you a stat point
hp and skills of zero lv stack with 1st if you start play as zero Lv
This was done as i almost every table have one person who does not want to be zero level and now they can they just miss sweet buffs

Kiron becomes a squire on the road to knighthood as part of the Imperial entourage. Some note he is vain and has a talent for sadistic cruelty and fashionable dress. Not getting ahead as he would like gets involved in the cult of Taganikus the shadow of the sun and servant of the outer void, a false sun god who excels at hiding among the sun god minions. So takes his first oath to the dark power of the cult.  .

Prince Kiron, 1st Lv Warrior
Agility 12
Might 15 +1
Vigour 13 +1
Charm 11
Talent 10
Will15 +1

HP (4+d10+1) 12
AC +7 Chain+Medeum Shield
Luck 2
Arms Skills:
-Swords d8+1 
+1 Lv hit bonus   
-Blades d4+1 
-Spear d8+1
-Mounted Combat, +1 hit & damage mounted vs on foot 
-Critical Hit, on a natural 20 
Arts Skills:
-Etiquette for fancy manners displays
-Riding because real nobles dont walk
-Judgement for detecting falsehood and just decisions
-Diplomacy
-Poison Lore
Alignment:
1 evil oath for a +1 sword Bright-Burn
-Bully the weak
Viscous hunting dog follower 

------------------------------
5th Lv
More stat points, skills and oaths mostly
probably have a few potions, but the Amulet of Non-Detection is a must with the sword gift, possibly a feature of his cult that uses corruption for selfishness not chaos
On the emperor's bodyguard team, and silenced some of his enemies
At this point, a trusted crusade leader fighting mutants in the Empire's name
As a squire and dog has mutated (pets have options instead of level-ups as you get better)

Sir Kiron, 5th Lv Warrior
Agility 13 +1
Might 17 +2
Vigour 13 +1
Charm 11
Talent 10
Will14 +1

HP (4+5d10+5) 37
AC +12 +1plate +1 Medeum Shield
luck 3
Attacks 2
Arms Skills:
-Swords d8+2, +1hit Agility bonus, +2 Expert Skill, +5 Lv bonus
-Blades d4+1 
-Spear d8+1
-Mounted Combat, +1 hit & damage mounted vs on foot 
-Critical Hit, on a natural 19 or 20 
-Cleave
-Quickdraw Sword
+2 Expert longsword
Arts Skills:
-Etiquette for fancy manners displays
-Riding because real nobles dont walk
-Judgement for detecting falsehood and just decisions
-Diplomacy
-Poison Lore
-Bluff
Alignment:
2 evil oaths & gifts
-Bright-Burn
 +2 Sword (Conceal Alignment)
-Bully the weak
-Summon 1HD spirit, round/Lv once a week,
-Punish the shunned (fought in the mutant crusades)
3 nuetral oaths +1 plate +1 sheild +1 luck
-Avoid others' struggles, Give foes swift punishment, Shun Strangers, protect clan, 
1st Lv Squire
Viscous hunting dog follower, now mutated, 2-headed, huge, diseased bite 

------------------------------
10th Lv
Statesman of the empire, always on the frontier to avoid detection
Set to return with army and support of corruption cults to get crowned emperor but it takes a while for the problems to begin. Lots of monuments and newly minted coins. He has access to imperial regalia artefacts but really they are buried in his tomb complex construction site. The fakes will be powerful faux evil relics made to deceive and protect the false emperor from detection with an amulet, mass suggestion sceptre, and every round crown. The items are evil and sentient, so attack unworthy and advise the emperor. A cacodemon in disguise watches over him from another plane to help his evil purpose. It also covers up a prophecy with some assasination

Sir Kiron, General, 10th Lv Warrior
Agility 13 +1
Might 18 +3
Vigour 13 +1
Charm 13 +1
Talent 10
Will16 +2

HP (4+10d10+10) 84
AC +14 +2 plate +2 Medeum Shield
luck 4
Attacks 3 +1 damage dice bump
Arms Skills:
-Swords d8+3, +1hit Agility bonus, +3 Expert Skill, +10 Lv bonus
-Blades d4+3 
-Spear d8+3
-Archery d8+3 
-Mounted Combat, +1 hit & damage mounted vs on foot 
-Power Strike -4 hit +d4 damage once per round
-Critical Hit 3, on a natural 18, 19 or 20 
-Cleave
-Opportunity attack
-Quickdraw Sword
-Expert longsword +3
Arts Skills:
-Etiquette for fancy manners displays
-Riding because real nobles dont walk
-Judgement for detecting falsehood and just decisions
-Diplomacy
-Poison Lore
-Bluff
-Taunt
-Command
Alignment:
5 evil oaths & gifts
-Bully the weak, start fights, treat slaves with cruelty, give enemies slow deaths, slander enemies with lies
-Bright-Burn
 +3 Sword (Conceal Alignment, Intelligent, +d3 fire)
-Summon 1HD spirit, round/Lv once a week,
-detect alignment spell as priest
-cure light wounds spell as a priest
-summon mount 4HD 12 hours a day
-Punish the shunned (fought in the mutant crusades)
5 neutral oaths & gifts +2 plate (absorb 2 magic damage) +2 shield (courage) +1 luck
-Avoid others' struggles, Give foes swift punishment, Shun Strangers, Hoard wealth, build monuments
6th Lv Guard captain
5th Lv Guard luitenant
4th Lv Executioner
3rd Lv Guard sergeant
2nd Lv Stablemaster
1st Lv Servant squire
The dog is now a hellhound
4th Lv Jester
 
------------------------------
15th Lv
His evil acts cause a civil war splitting all the regions into seperate states
Widely reviled but many sungod faithful support him still because he scans as lawful good
Worked on goals of immortality and building a state cult using the false sun cult
Senior followers are cultists and run government and millitary. Four cacodaemons guard in secret and direct cultists

Sir Kiron, Emperor, 15th Lv Warrior
Agility 13 +1
Might 18 +3
Vigour 13 +1
Charm 14 +1
Talent 13 +1
Will16 +2

HP (4+10d10+10+20) 104
AC +16 +3 plate +3 Medeum Shield
luck 4
Attacks 4
 +1 damage dice bump
Arms Skills:
-Swords d8+3, +1hit Agility bonus, +3 Expert Skill, +15 Lv bonus
-Blades d4+3 
-Spear d8+3
-Archery d8+3 
-Mounted Combat, can move, attack, then move while mounted
-Mounted Charge, x2 damage charging on mount
-Mounted Defence, +1AC vs targets on foot while mounted 
-Mounted Attack, 
+1 hit & damage mounted vs on foot 
-Dismount Rider
-Disarm
-Knockback
-Set Spear x2 damage
-Power Strike -4 hit +d4 damage once per round
-Critical Hit 3, on a natural 18, 19 or 20 
-Cleave
-Opportunity attack
-Quickdraw Sword
-Expert longsword +3
Arts Skills:
-Etiquette for fancy manners displays
-Riding because real nobles dont walk
-Judgement for detecting falsehood and just decisions
-Diplomacy
-Poison Lore
-Bluff
-Taunt
-Command
-Forbidden Lore
-Steward
Alignment:
9 Evil oaths: Bully the weak, Start fights, treat slaves cruelly, give enemies slow deaths, slander enemies with lies, torture when possible, enslave weak & helpless, wage constant war, hunt and kill weak for sport 
6 neutral oaths & gifts: avoid others' struggles, give foes swift punishment, shun Strangers, hoard wealth, build monuments, build monuments to glorify self, hunt hidden enemies among the people
-Bright-Burn +4 Sword (Conceal Alignment, Intelligent, +d3 fire, Change into a lance)
+2 plate (absorb 2 magic damage) +2 shield (courage) +1 luck
-Summon 1HD spirit, round/Lv once a week,
-detect alignment spell as priest
-cure light wounds spell as a priest
-summon mount 4HD 12 hours a day
-Punish the shunned (fought in the mutant crusades)
-Summon 1HD spirit, round/Lv once a week,
-detect alignment spell as priest
-cure light wounds spell as a priest
-Aid spell as a priest
-Strike spell as a priest
-summon mount 4HD 12 hours a day
+3 plate (absorbs 2 magic damage, protection adds to saves)
+3 shield (courage, bracelet form)
+1 luck
11th Lv Warmaster 
10th Lv General
9th Lv Executioner
8th Lv 
Chariot driver
7th Lv
 Guard captain
6th Lv
 Guard luitenant 
5th Lv Spymaster 
4th Lv 
Guard sergeant 
3rd Lv Cup bearer servant
2nd Lv Privy servant
1st Lv
 Torturer
The dog is now a hellhound
9th Lv Jester (bard)

---------------------------------
 
20th Lv
False religion emperor cult dominates but 30 years of civil war
Seeks godhood and to restore the black sun from the age of darkness
Hopes to at least join evil gods and the kingdom turn into a cespit of evil monsters
Probably has javelins of lightning, magic arrows, a magic chariot pulled by hippogriffs, a ring of teleportation d4 per day, bag of holding
mortal stats, AC and total to hit can reach +20 max normally
except stats gained by oaths Lv 17+
His 4 cacodaeomons are disguised as angels with an illusion and non-detection of alignment torcs and other daemons and evil beings serve as spies, like daemons or doppelgangers

Emperor Kiron, 20th Lv Warrior
Agility 13 +1
Might 23 +5
Vigour 16 +2
Charm 14 +1
Talent 13 +1
Will16 +2

HP (4+10d10+20+20) 114
AC +16 +3 plate +3 Medeum Shield
luck 4
Attacks 5
 +2 damage dice bump
Arms Skills:
-Swords d12+5, +1hit Agility bonus, +3 Expert Skill, +20 Lv bonus
-Blades d8+5 
-Spear d12+5 / Javelin d10 +5
-Archery d12+5 
-Quickload javelin
Martial Attack
Martial Strike
-Mounted Combat, can move, attack, then move while mounted
-Mounted Charge, x2 damage charging on mount
-Mounted Defence, +1AC vs targets on foot while mounted 
-Mounted Attack, 
+1 hit & damage mounted vs on foot 
-Dismount Rider
-Disarm
-Knockback
-Set Spear x2 damage
-Power Strike -4 hit +d4 damage once per round
-Critical Hit 3, on a natural 18, 19 or 20 
-Cleave
-Opportunity attack
-Quickdraw Sword
-Expert longsword +3
Arts Skills:
-Etiquette for fancy manners displays
-Riding because real nobles dont walk
-Judgement for detecting falsehood and just decisions
-Diplomacy
-Poison Lore
-Bluff
-Taunt
-Command
-Forbidden Lore
-Steward
-Resolve (Will saves)
Alignment:
14 evil oaths & gifts: Bully the weak, Start fights, treat slaves cruelly, give enemies slow deaths, slander enemies with lies, torture when possible, enslave weak & helpless, wage constant war, hunt and kill weak for sport, perform public spectacles of cruelty, murder solves every problem, punish the shunned (fought in the mutant crusades), spare no prisoners, always eek to seize power
6 neutral oaths & gifts: avoid others' struggles, give foes swift punishment, shun strangers, hoard wealth, build monuments, build monuments to glorify self, hunt hidden enemies among the people

-Bright-Burn
 +5 Sword (Conceal Alignment, Intelligent, +d3 fire, Change into a lance)
-Summon 1HD spirit, round/Lv once a week,
-detect alignment spell as priest
-cure light wounds spell as a priest
-Aid spell as a priest
-Curse spell as a priest
-Cloak of fear spell as a priest
-summon mount 4HD 12 hours a day
+3 plate (absorb 2 magic damage, protection adds to saves)
+3 shield (courage, bracelet form)
16th Lv Warmaster 
15th Lv General
14th Lv Executioner
13th Lv 
Chariot driver
12th Lv
 Guard captain
11th Lv
 Guard luitenant 
10th Lv Spymaster 
9th Lv 
Guard sergeant 
8th Lv Cup bearer servant
7th Lv Privy servant
6th Lv
 Torturer
2x4th Lv priests
4x3rd Lv priests
1x2nd Lv priest
zero-level acolyte
The dog is now a three-headed giant hellhound and can be a mount
-has a shadow dragon-like form and can fly to the nightmare realm
-keeps this hidden in a basement somewhere
14th Lv Jester (bard)

--------------------------------------------------

The party are visiting the region soon and might decide they need to do something
they have a mission to kill 2 gunpowder-skilled wizards in a secret research castle

A third of the empire is evil and corrupt
A third are going along because they believe all the lies and illusions and believe they are good
A third are oppressed and persecuted, but have a resistance. Some of these are good, many are neutrals. A few hell cults in secret aid subterfuge vs the empire

Mutants are enslaved for dangerous labour or killed and cry out for mercy
The swamps of Chagrinspire have a horde of chaos templar mutants ready for war
The undead of the swamps might join in, as many were empire soldiers angered by the current empire

A quest for the true heir and regalia of the empire might help
Or the party could try and start a theocracy

Players will help define continental politics
possibly all a gnome plot

Thinking of designing some airports for Chagrinspire based on 1920s concepts

Thinking the golem engine blocks of light cloth and wood fighters are the most recycled part, and human operators ensure loyalty. Some golems might not like what they do and cry tears while dropping bombs. Airships with golem operations exist, too. Upper Chagrinspire is operational and running global manipulations and plunder operations.

Oaths are the most common way to make magic items 
Better items are more likely to be sentient and uncooperative to plunderers

Tuesday, 26 August 2025

Aquaduct Ruins






























Lots of good aqueduct ruin images and info, but Roman ones are worth a look
https://en.wikipedia.org/wiki/Roman_aqueduct

As my Chagrinspire game is post-industrial magic decopunk ruins, they are 4-8 times bigger with passages and have features, more like Victorian or later works like rail.

This might help too
https://elfmaidsandoctopi.blogspot.com/2024/01/celestial-cisterns-of-forgotten-evil.html

These indicate some ancient civilisation or greener times past. They are impressive megastructures you can mark in lines on a map, usually from where there was once water to a civilised area of water. They take a lot of work, so not on frontiers or near enemies. For heartlands to serve great cities.

Some systems might be a mix
The water can also carry cargo or aquaculture or rail lines or roads 
Common canals are just ditches and may be covered
Some sections act as bridges or you could use some of these features on bridges
to have tunnels through hills or mountains

Obviously, weird civilisations might use slime or blood or magic energy-conveying structures. You could have these structures in a vast cavern. 

d12 Condition
1-2 Broken pylons in rows
3-4 Broken pylons and some arches remain in sections
5-6 Intact sections, but damaged or stone and bricks robbed 
7-9 Mostly intact but worn or overgrown, needs work to operate
10-11 Old but serviceable condition
12 Imaculate via magic, possibly some automated repairs or still operational

d12 Structure Size
The biggest ancient ones got to 38m. Above 2m arcades of arches are used 
Assyrians went for wider, shallower open ones for barges; you could double the width for these
Broken sections might be only a few intact arches or long sections 2d6 x10m long
1-2 3m high x 1m wide with 1m duct
3-4 10m
 high x 1-2m wide with 1m duct  
5-6 20m high x 2-3m wide with 1m duct
7-8 30m high x 3-6m wide with 1.5m duct
9-10 40m
 high x 4-8m wide with 2m duct
10-11 50m
 high x 6-12m wide with  3m
12 100m 
high x 12-20m wide x 6m duct

d4 Vault of Duct
Ducts may be open and used or sealed
May have multiple ducts, especially multi-tiered
Made to be accessible for repairs and cleaning
1 Arch
2 Triangle
3 Trapezium
4 Rectangle

d12 Tiers
Each tier might have one or more ducts
Mid tiers might carry rail or road
1-8 One 
9-11 Two
12 Three

d12 Water Source
1-3 Lake
4-7 River
8-9 Swamp
10-11 Spring
12 Underground

d12 Canal Features
1 Crosses a river or water and may also be a bridge
2 Has a tunnel section through the hills
3 Dropshaft with water falling in steps to reduce pressure and structure damage 
4 Reservoir, underground cistern or sewerage system link
5 The water duct is open to the sky
6 Built for canal boats, possibly wider and shallower
7 Bird or bat colonies in archways, might be natural or to encourage game animals
8 Underground shafts or cisterns to manage water flow
9 Connected to local wells 
10 Distribution basins where water exits the aqueduct to serve the local area
11 Setting a basin where rubbish and impurities are removed frequently
12 Stalactites hang from archways

d12 Various Current Structure Uses
Apply a d3 of these on a segment of the aqueduct
You might have past uses no longer operational but visible
1 Drinking Water - provides local drinking water or a distant area

2 Industry - supplies factories, mines, dyers, tanners and other workers
3 Farms - supplies local agriculture or a distant farm area 
4
 Fish Farms - eel, fish and lampreys might be farmed in the water
5 Water Transport - moving of goods in barges or boats
6 Road - might include road or tracks or be used as a bridge
 or include a walking trail
7 Defence - may include watch stations, outposts or watch towers 
8 Communications - signal towers or a postal service, or messenger stations

9
 Shacks - possibly homes of farmers, poor or homeless, might live inside the structure
10 Structure - government buildings, coach inns, taverns, shops, tombs, storage or a mill
11 Overgrown - covered in trees, vines, moss, lichen, possibly produces food or game
12 Dungeon - The interior pylon structure has crawlspaces or larger ones, but may also include other structure ruins, entrances to caverns or underground tunnels. Huge structures easily hold dungeons inside, which might be occupied by pesky humanoids or demihumans

d12 What Lives Inside Crawlspaces
1 Rat swarm or giant rats
2 Giant frog or slamander
3 Giant beetles or isopods 
4 Bat swarm or giant bats
5 Worm swarm or giant worms
6 Giant spiders and webs
7 Humans from crazed loners, cults, a gang or some hidden outcasts
8 Goblinoids or kobolds
Species of beast folk might be small type or bigger if room
10 Changelings or lycanthropes
11 Undead, corporeal or spirits, some types hate running water
12 Spirit may appear human or animal, or might be an insubstantial type

d12 Unusual Aquaduct Ruin Sections
1 Secret residents inside the pylon structure, and may even have a garden or house on top
2 A species of vermin has infested the pylon structure and is bothering locals
3 Bandits use as a secret hideout 
4 Humanoids have occupied secretly at first
5 A criminal guild uses it as a hideout and safehouse for the gang
6 Cult uses as a secret shrine and meeting place
7 Repurposed as a tomb at one period
8 Turned into a business like a tavern, barn or trading post using a structure
9 Trapped cache or treasure of a faction, highly vindictive if robbed
10 Fortified and used as a watch tower by a faction or the crown
11 Overgrown with vegetation and life
12 Local monster lair or nest, possibly a flying one
13 An ancient shrine used by an active church
14 Shacks built into the structure, some off the ground for safety
15 Used as a prison with gallows and gibbets, and cramped cages hanging
16 Witch or holy hermit lives on top of the pylon and might talk to strangers
17 Gangs come here to get high, smash stuff, write offensive slogans and fight
18 Used as a dump for rubble, farm waste and rubbish dredged from rivers and canals
19 Scavengers are stripping for building stone or bricks from a quarry by locals
20 large trees and vegetation on top, and no visible way up, a good hiding place for a bird,  climber

d12 Other Stuff Nearby...
Maybe consider the water table. Has it raised or lowered? Possibly salty water or tainted?
People in the modern era often see these ancient wonders on certain roads, and they may be a popular tourist trip for the rich and pilgrims to see them and follow them in the countryside. 
1 Major roadway 
2 Well
3 Cistern entrance
4 Farm or herders
5 Air shafts for underground water tunnels
6 Ruined houses, possibly a settlement 
7 Ruined villa
8 Ruined tower
9 Ruined fort or castle
10 Ruined graveyard
11 Grove of thick trees planted by the ancients thrives
12 Prehistoric ancient stone monoliths, even the ancients thought sacred

To do
d100 rural bridges
wizard licenses








Saturday, 23 August 2025

Chagrinspire: The Slaughter Express


























The Bishop of Gateway, high priest of light, Lord of Flatspur
The King of the Gateway kingdom, a giant 
The Guildmaster of Gateway, The-Man-With-No-Name (MWNN)

Last session, they calculated 150 slavers and 40 slaves were in fact in the train tunnels under the slavers' keep. Not with the 150 who fled across country north to die at the hands of mutants and undead as per the agreement. News of defeating the slavers' army was continental news. the 

the B Team, including Chrysopasia the Rake, the King's Jester and some priests and wolves, had continued clearing train lines and killed off an outpost of the Worm Cult. 

Last game party led barbarians and frog folk to assault the Slavers territory, "liberating" Shankheim. Then routing the slaver's army again. The slavers agreed to withdraw and asked for time. As evacuating, the Guildmaster and Giant king saw the numbers didn't add up, so went into the train station to investigate. This was an older, more civilian deco station on a one-way line. While they crept downstairs and saw three vending machine golems.

One perk one was selling chock bars, the other kept offering religious idols of the pre-apocalypse gods and claimed it would be scrapped if it didnt make a sale. The third was a what-the-butler-saw machine, the party shunned despite its sleazy taunts.

The guildmaster didn't want to talk; he wanted to kill, so he went ahead. Saw guards in a ticket booth and got past them. Saw some cooks carrying gruel and heard an announcement that the train was leaving. The guards and cooks packed up and moved to the lower platform via stairs.  The BBisho and the giant came to help and paralysed the cooks, then killed the guards with hold person spells and melee. The occupants of a train station saw the giant liquify two men so they retreated int the train and shut the doors. Meanwhile, the man with no name and his abhuman Rat Sonya sneaked up on the engine and slaughtered the crew and stopped the golem train.

The priest summoned his glowing levitating throne and called holy bells, burning the wicked, he blinded one of the carriages, then swept through them again killing most of 30 slaver passengers. The giant king moved towards the front and saw The Guildmaster attacking the front of the carriage and barricading the back door, so he went ahead and followed the guild master. The Guildsman threw an incendiary bomb, igniting it mid-air and exploding, then fired his blunderbus. The Giant began to slaughter his way through the train, covering the walls in blood. The Guild master changed to his light SMG and emptied the magazine. The Bishop, The King, and the Man With No Name chewed through the last carriage and killed over 90 men in quite a short time and captured two cooks who were slaves. The slavers got off some good volleys of muskets but were simply too pissweak. 

There were at least 100 people missing. One lot of 40 troops went north on foot, a distraction heading for the last slaver base in the waste. The party went the other way, where 20 slavers had 40 skilled crafter, high-value slaves and families. The party called their frog folk allies to kill the soldiers and they personally freed the slavers and massacred the last slavers.

They left administrators at new conquests and met the B team, who were investigating a fort operated by a false sun god of darkness that seemed to be influencing the Empire and its' mad emperor. The Giant, the Bishop and the Guildmaster went to their now thriving river port. The giant had 6 dire wolves and 4 younger stone giant labourers working on walls, roads and other constructions. A surprise call from a great leader of the slavers who came to talk terms and peace. The party were not impressed. The guildmaster called servants to show three chests and poured out lead coins. They were very disappointed and surprised. The party killed them and their guards. As cleaning up a merchant gnome and scavenger followers arrived, he was the gnome who had been spying on them in a Black Sphere uniform in the past. 

He gave the party a few thousand GP in ingots of platinum from the Black Sphere mint. He complained they didn't kill 2 wizards he paid them to kill. They didn't get their gun research from ruins of the wasteland to the Warring lands of the East, where they planned to unite. They did get to the Empire via teleportation and were now working for the Mad Emperor. So the gnome gave the party, maps of the kingdom with a route, a castle map and a flying carpet. It was a bit odd taking money from the bad guys to stop other bad guys.

So while the priest was doing divinations, the Bishop and the Guildman flew off to test drive the rug and visit some allies like barbarians and druids, and met the elves, who were useful.Met Elementalists who 10000 1nd 6000 years ago tried gloval conquest but had not done much latley but survived with dozens of sects. they included any ancient gods they considered elemental. Met dwarves and while flying near Mount Grime, did a flyover of the Prison of the twin slime gods they heard was active. It was a huge shift with a pillar in the centre rotating but connected by a bridge. This is The Bottomless Pit of Zorth by G. Hawkins. They flew about and killed some slime minions and escaped with the orange helm.  After identifying it they rested and returned the next day.

Apparently, some adventurers had visited, leaving supplies on the top of the great pillar. They killed new slime minions and a brain creature about to turn prisoners into new slimes. They were inept low-level adventurers. They wanted to find friends teleported into the deep. The party thought they had some moxie. They met other adventurers and had to kill them and they got a nice haul of magic items. The complex had drawn people here to be converted to slime minions. Other adventurers were lost in the deep. The party wondered did they get drawn here too? They decided to rest and ran away with the rescued humans joined the Gateway Kingdom. The party swore to return. Lots of new trade and factions reached. The Guildmaster declared the Scavengers Guild was open to all sapient species and mutants.

Next game:
-The Dark Sun cult. Do they have links to the Mad Emperor or the Black Sphere?
-The slimy god prison seems to be growing more active
-The Giant King has been seeking cloud tongs and the ruins of flying giant clouds
-Fly to the Emperor's gun lab and kill the last two wizard gunsmiths

The Bishop certainly needed to be involved.

I skipped stuff in the module It is very good and led me to get everything by the writer.
Players grossed out and were very lucky to use a magic rug they never got off in the dungeon.

Som sloppy biological ambient sounds for a slime dungeon
https://www.youtube.com/watch?v=G7HS6hP21LA
https://www.youtube.com/watch?v=LZeNKZOXAOo
I mixed these with dark ambient horror tracks

Friday, 22 August 2025

d12 Bandit Encounter Set Ups





































Everyone gets bandits.
Here are some variant bandit tactics.

Bandits who capture the party may need morale rolls to resist the temptation to torment prisoners or go further than permitted by the boss.

I've done a few bandit posts before.
https://elfmaidsandoctopi.blogspot.com/2018/03/d100-bandits.html

CE Bandits might just kill and will kidnap victims for torture or worse because they are too psychotic to have real jobs. Mostly, the ability to be cruel motivates their crime
LE Bandits are more transactional and want money like a toll; they might kidnap hostages for cash,
 or sell them into slavery
CG Bandits have a cause and avoid murder; they justify their actions against an unjust state
L Bandits are unlikely they get jobs collecting taxes or become militia. In some cases, they might be anti-chaos vigilantes, justifying some criminal fundraising or in a mob
N Bandits are local and dont bother locals, they are in it mostly for money, dont mind killing unwanted outsiders
NG Bandits might be folk heroes who keep evil bandits away and prey on the wicked
E Bandits are selfish and cruel and mistreat prisoners or sell them for slaves or to cults or cannibals or even monsters. If you convince them you are worth a ransom, they might spare you. Mostly, they kill witnesses not worth selling
G Bandits who are good make terrible bandits and are not great at being a credible threat. If surrounded by evil or indifferent neutrals, they might become bandits vs evil people to raise funds for the poor and stop evil tyranny and petty, mean deeds. Magic or traps are good options to minimise harm. They might team up with neutrals who do the killing

d12 Basic Tactic
1-6 Stand and deliver - announce who they are and make demands
7-8 Volley of missiles, then make demands
9-10 Rely on missile fire and skirmish tactics, avoid hand-to-hand, spread out
11-12 Charge from ambush while at least half fire missiles, will join melee when no east shots

d12 Basic Demands
1-4 Demand toll of cash or goods, if you cooperate, it will go easy
5-8 Demand cargo and goods, not personal effects, if you cooperate
9-10 Demand that weapons and arms be surrendered first
11-12 Demand surrender everything and prepare to be made captives

d12 Gang Prosperity
7+ might have some mounts, poorer gangs eat them 
1 Starving and desperate, brave but distracted by food, looks terrible and not healing
2 Hungry and desperate for a score, impatient and reckless, eating grass and bark
3 Miserable in poor health, clothes and armour worn, missing teeth, skinny
4 Lice ridden and scabby, fleabitten and itchy, might throw off stealth activities
5 Drug-addled on cheap, use nasty herbal concoctions and poison mushrooms, drugs modern addicts avoid
6 Crazed, possibly by drugs, disease, hunger or cannibalism. Look extra wild, hairy, brutal and blood lusting. Leaders, or possibly all, are berserkers. Might be barbarians or wild folk
7 Deserters in worn uniforms, desperate professional killers led by veterans, low on supplies 
8 Successful bandits led by failed murder hobo adventurers, brutally effective with new recruits up front 
9 Rebels often with a leader who is a disenfranchised noble seeking justice. Will have the support of commoners and will right some injustices. Prefer heists to be murder free 
10 Outcast religious zealots live as bandits, but also are part of a cult demanding cruelty and murder. Leaders will have spells and morale is high no matter how badly off they live
11 Well off bandits well supplied in arms and armour with military veterans, sponsored by rival nobles to the local area or a foreign power to make trouble. May flee across the border to safety on the master's lands, property or a hideout
12 Prosperous with some in superior arms & armour, the leader may be an outcast noble or have pretensions of aristocracy. Possibly referred to as a robber knight 

d12 Other Gang Interests
1 Drugs or booze
2 Gambling or games
3 Sexually frustrated creeps
4 Political or alignment debates 
5 Saucy prints and pamphlets
6 Fancy gaudy clothes
7 Craves power over the area, will ask for bribes or help 
8 Want fame and reputation, so people surrender and expect a high bounty price on name
9 Bored and want entertainment - prisoners can put on a show
10 Supported by a faction they are allied with (most likely political)
11 Cult infected groups in secret or in the open, once taken over
12 Serve some occult evil force, but might not know it

d12 Gang tactics
1 Barricade the road with at least a tree and use it as a fortified line. Some will demand tribute, while others come from behind
2 Obstacles on the road, like a branch, need to be moved, and while travellers stop to move it, the gang springs an ambush from hidden positions
3 Gang hang around openly around the road, possibly drinking and looking unsavoury. Hill size up party and possibly provoke travellers with vague threats, slurs and sleazy comments while blocking the road. They might retreat from a display of strength or spell
4 Pretend to be in need of help to lure travellers to a hold-up with hidden bandits. They over-rely on this one tactic and avoid risk
5 Friendly hanging by the road or camp and invite travellers to join them. Food and drink is poisoned or drugged. Will spring a hold up when guests are unprepared or weak
6 Pretend to be travellers like merchants and be friendly. May even fight other bandits with the party. Will betray travellers and may work with other bandits or use drugs or poison in betrayal. A bard would help them be more effective
7 Have an ambush position with height advantage. May make a threat with a few near the road or may just use missile fire to kill targets. Might avoid melee and flee 
8 Rely on a set concealed trap to initiate a demand or attack d6 1=Pit 2=Deadfall of rubble blocks road 3=Swinging deadfall log 4=Net 5=Snare 6=Concealed spikes (like caltrops). More likely to attack than make deal
9 Chokepoint setup for ambush or to make demands, usually a natural path with limited escape routes and a sheltered position for missiles. Rolling rocks and logs d6 1=water crossing 2=bridge 3=ravine with narrow or flimsy crossing 4=steep hills or cliffs 5=rubble mounds 6=natural arch of vegetation or rock or manmade arch or gate or tunnel through a hill
10 Beast or monster used by bandits to attack or distract, may have a cage or pit they can open with a line or trained or might just open a corral and drive out herd beasts to trample travellers. They might use any scheme with beasts or have a druid with them, or even throw wasp nests or bee hives. Some monsters panic if released and now hate humans
11 Leave the scene of a damaged wagon, dead bodies, and possibly wounded and merchant goods as if bandits attacked. Actually, it's the bait for an ambush and they may well shoot them.
12 A spell caster initiates a flashy attack or flash display of power with bandits offering demands from hiding. Might even make demands using a spell rather than being invisible, depending on the type of caster

Wednesday, 20 August 2025

Am I Oldschool Enough?






































So I started playing solo games 83 and was doing d&d earth 84. 15 I was in a war gaming club full of grogs with oldest d&d books and adventures lying around the place, and ppl played some wildly old and odd games. I worked in game and comic shops from 86 and hung out at a library where hamers hackers and shoplifters combined their skills to get free games and hack them and produce manuals, decoder wheels and daily updated play guides. Christians harrased and spied on us playing Cthulhu. Librarians got their complaint letters and the service head came down to ask us if we were levitating or talking to demons. They kept religious nutters spying on boys in a pulic place away.

We had all the basic box sets around and as we couldnt find companion set in time we went to as&d. I think peak d&d was 1985. I did like 2nd ed briefly for the first brown and green history books but quit from what i saw as worse writing, bigger space wastage per page and blandness. The art changed too and id grown out of teen pinup girls with huge shiny gems and feathers fantasy. I love gammaworld and liked star frontiers and top secret/s1. From 86 I was increasingly into Call of Cthulhu, Runequest, Ringworld. I also ran a d100 game we wrote and over time it started getting like BRP more and more so when wwe spat dummy on d&d early 90s we went to BRP games from 91-2012. I also ran a superhero game that started Champions and Superworld then TSR Marvel system not setting. Weirdly lots of stuff in out 20 year + Supes game predicted lots of 90s comic tropes years early.

So 2012 I was not gaming much and a bookshop wanted me to run a game. While bedridden, I wrote the skeleton of my homebrew and started following G+ and what I thought were likewise interested gamers. I started my Blog in part to work on my homebrew as I had only one D&D book the dungeoneer's survival guide. There were some predictable schisms in that world. Like lots of weird scenes I was a part of, eventually the weird go pro and stop sharing and start selling instead.  

So people tell me what is oldschool often and over-philosophise it and draw lines in the sand. Mostly, I see pseudo-academic thought on gaming. I find it mostly elitist and to exclude ppl. As Im aware of the oldest eds and like my 1985 niche style, I thought I was oldscool but I increasingly have doubts about this. I can see why some creators I admire walked away from the scene and did their own thing. My other influences on my retroclone is Dragon and old White Dwarf and UK punk grit style. You also found this aesthetic in 2000ad comics and see how it led to warhammer/40k. Chaosium games were also a big part of this vibe with goat folk and tentacles and cultural depth and more folk horror.  

Cthulhu got me reading real history and I began photocopying stuff from uni libraries as dial up internet on a rotary phone was a special time. My preference for a history book to gamers' recreations of history I could do myself stopped me from buying stuff. Cthulhu was the only game I consistently bought but Im increasingly over that genre now. I liked reading classics, weird and sf short stories and new wave SF mostly brit writers like Moorcock who got me into anarchism and George Woodcock. I went on to study Archaeology, Art History & Philosophy and have 3 degrees. I worked in a comic studio and we were very into UK comic realism.

Warlock! game has captured this vibe also plus has spirit of fighting fantasy. Dragonwarriors a brit rpg in paperback form, were fantastic and had great art. The modern version lacks the spooky folk horror vibe art and possibly the art and adventures left a long legacy with me. Grailquest and Lone Wolf gamebooks were part of this vibe too but 84 I was mostly gaming with ppl but all these books left a mark on me.

So I still play much the same way I did then, probably just more sophisticated and hopefully less full of accidental shitty colonialism and retro sexism and racism. Hopefully, it's more a parody of that or critical of that. DMG literally had a prostitute table and how women had different stat limits. We preferred species as a term in 80s. 

While I was involved in Con scene in Sydney ppl said I was Mr Oldschool and we talked of having a secret minicon which never happened. A kid came to my game having heard of me and was somewhat outraged at my non oldschoolness about 2015. He was displeased the players never ran away, nobody died, i used skills, there were no loops in the dungeon. 

So I rarely kill in games but I do theatre of risk. If players feel afraid and dont use up half their HP being cautious and running back to town, that's fine. Raise dead is easy in d&d and being in debt to a church is awesome and affordable. In part, I like horror and resources in games. In Call of Cthulhu, it is fine when you dont kill everyone of maim them, and people can still feel afraid. When you get to a few hp and a fight really was close it's more thrilling of course but it doesn't need to go that way. Im all for concessions on the campaign world of neglecting problems or even creating new problems. That's a form of horror i can get behind.

Your players going back to town when spells down and HP half is cautious and fine. If you expect them to suicidally face more horrors they should have higher stakes or personal reasons than money or the fun of survival. I do like event timers and dungeons that react to invaders and change. Being risk taking murderhoboes with syphalytic brain damage and a need for beer money is fine too. Sometimes one character like that gets action happening more but yes killing commoners is questionable serial killer stuff that should lead to angry mobs, wanted posters, soldiers and other problems. Of course the risk of going back to town is the monsters change tactics or even call allies or have a coup from an evil cult faction.

Loops are a nice theory, especially for 6-room modern dungeons to make them seem bigger. My maps are more inspired by function and archaeological floorplans of archaeology. I find that distinct dungeon zones for factions work well if sections are isolated. I like a central hub or neutral area in between. Janell and I hated the same ppl and spoke weekly about them and i miss her but yes props to her for this contribution to gaming culture in d&d and RQ. 

Yes I like skills in games. I played BRP and many skill-based systems and prefer character classes. If you look in the left-hand drawer and there is a thing there yes, you can find it without a roll. Roleplaying can circumvent problems and tasks especially with time and planning. Skills can be a shortcut and a claim of special expertise with benefits. Skills are so you dont have to explain or roleplay how you fucking search a room or craft some armour. Skills can mitigate player metagaming of real-world knowledge. Skills can speed activity in a game - a skilled looter might be faster than a bunch of guys who have time to methodically search a room. Time as a valuable resource for the players and their characters can be eased by skills. They are a simple way of making your dude different. Skills can be part of your back story.

The Dungeoneers Survival Guide book I loved - except they had pointless mods on stat roll rather than just stat roll, which was fiddly BS. D&D non-weapon proficiencies were fine but long-winded. I liked skills in Marvel and D&D that provided a numerical buff rather than just being a % success/fail/fumble/critical. I'm seeing a trend to have more variable results from rolls and then an unimaginative GM struggles to improvise these differences, session after session. I've kept up a skill system and incorporated lots of other stolen mechanics into the system, modern players would see as feats. My thieves are all about lots of weird skills. Fewer types of powers and abilities and fewer resources to keep track of is nice. I prefer to roll abilities into a spell, skill or unique class ability and not too many other possibilities. I disliked feel of spells rolled into feats that 4th ed did. I like spells are fire and forget vs skills and different.

I am also happy to count some resources like Ammo and food. Counting is not hard. I dont want to gamble with how much I have, I want to know. Systems where you make it a gamble to have food or have ammo, I find weird extra steps and unnecessary rolls. Speaking of rolls all the roll an extra dice mechanic for a + bug me too. Players who roll and count slooooowly can drive me crazy. Good dice disciplene speeds the whole table. D&D5 and CoC7 roll more dice to do the same thing as older versions. I went back to D&D clones in 2012 because i found other ppl doing whay i liked on blogs vs what was in stores.Also BRP has huge stat blocks vs the older D&D clones so les record keeping for DM. This property has changed and huge modern stat blocks makes me reluctant to do origional work to make my own monsters up.

Cruch of games I find helps set tone and mood. thats why i only know 3 basic games Marvel for superheroic stuff, d&d various versions cover heroic to action fantasy but if i want realism i will play BRP. I find fragile characters and gritty systems make action far more setrious. In my BRP car game I have 1 second combat rounds and lots of burst fire and where all the bullets goes matters. So if your car stops and you run its pretty agonising to get to saftey. Your exact location and details matter more. All these friction points add to the thrill.

D&D5 wants lots of character resources and rolls and power but you basicly whack at each others HP till zero and apply lots of abilities like they are collectable cards in a deck or something. Its a lot of mechanics to slow game to achieve less. But it does make characters shine and fancy. I do like characters of same type have differences. I dont like dozens of fancy named abilities that could be the same like losta of subclass abilities. Barbarian subclasses in 5th ed have lots of self healing abilities slightly different im not sure this is good. Guesss in my system i mostly make my subclasses just example builds using existing skills and spell lists rather than clusters of unique gimic abilities. Id rather solve problems with skills and spells. In D&D5 I might make some feats rather than subclasses. Im not in love with D&D5 skills and find fidly vs roll under stat. I also give a stat point per level so those skills also improve and players go from average to demigod over a long campagn.

I do play shadowdark (though our DM too nice for a killer game). It has a few mechanics I dislike. I dont want to carouse by drinking and partying. Some characters might but my priest might not and even nag players they healed to come and prey in church instead. My carousing tables are just fun encounters not a mechanical neccesity and i have class and background and location based carousing tables. Their is no money or mechanical benefit but you might get some buff or item or contact or new problem. The priests have different problems if they downtime in church or they might go with adventurers to protect them. Lots of the ideas of shadowdark were in use on G+ days and id already not been using. I do like lots of it's aesthetics - its well designed and a good business model but it would price out so many gamers. I also dont need d100 tables but I think to me lots of oldschool stuff features d100. 

I am liking oldschool esentials. It still has saved lots of stuff i dont like. Lots of fidly race limits and and a few fluff bits but basicly so simple its fine. The main reasons I have got d&d5: Dyson maps, Theros, Saltmarsh. Most of what I got was on sale or simply was in a shop where I am. Id buy more obscure stuff but availability, post and distibution kill lots of games here. I guess I started playing d&d about 2020 in part to be sociable and because its the bulk of all games here. Im puzzled by games that have shifted far from having a human baseline. Ive seen one player be a human in 5 years the rest all damned furries. Im still meeting wildly different playstyles which is good. 

I do like lots of the older tropes like fatter monsters and the more historic looking characters. I like punk rock grime and gloomcore stuff, it leaves lots in the world to improve. Folk horror and ethical problems are good. I do really like domain play and Ive got lots from Pendragon to all my games. I like upper level game being a shift to global power or even planar power. Planes i like to be weird. Every day world saving and plane hopping scenarios like some recent D&D books are more about using as much IP as possible not actually interesting. Tomb of anihilation seems a bit much 1st level characters off to save every resurected person in the world when their must be thousands of more qualified people in the world and like every cleric even some evil ones. I like characters starting unknown and poor and becoming local then regional then national or world heroes. 20th level for me is the point of demigodhood and has risk that the gods want you to join them but probably nvolves your martyrdom and painful death before the gods nab you. 

I do like oldschool style but I dont think im a strict adherant or a slave to it. Im fine with ppl matching the profile like my work. I dont mind you could build a d&d5 campagn with almost all talking and sparkling charactrers with three official books. Im fine with that. They could probably do a simpler more rpg edition with simpler faster violence rules but third party creators probably have done it.