Monday, 22 April 2019

War With the Undersea Kingdoms Part 1

When The Oceans Invades
At first there were unusual tides, floods and storms damaging coastlines and more than usual lost ships. Then sailors reported more fabulous creatures, great reefs and sargassums of giant kelp blocking sea routes. Then the armies of the deep came after severe floods driving away or conquering whole populations. In some cases the sea peoples were outright monsters with gargantuan war beasts who gobbled up all land dwelling life as food. At first the land people were devastated, retreated inland and in shock. It was like the return of the dawn age when gods and monsters battled across the earth. Some human cults served them out of fear of extermination from a greater force or because they worshiped the sea gods for aeons. Cultist pirates once disorganised united against the rest of humanity. Many islanders worshiped best and worst sea gods but hated surface kingdoms for enslaving and invading them.

But humans fearing annihilation and enslavement began to unite. Many pirates volunteered to aid the Guilds and the Empire. Great navies were formed. Peoples separated by vast distances met and united. The western lotus traders came in huge fleets of ships unseen before. Non humans who hated the sea began to support human efforts. Elf ships were seen again after a thousand years. Orcs poured into lands to aid peoples they previously only ate or enslaved.

As the undersea alliance grew more desperate after their early triumphs they drew on increasingly horrible beings of the darkness in the deeps. Eventually they questioned their righteousness and what they had done and fragmented. Some sea races turned and aided humanity. Thousands of tako octopus faeries migrated to the land in repulsion to the undersea demons of old being awakened in the war effort. Eventually the undersea lands stopped their invasion. But the surface world was changed forever. Improved technology among seafaring peoples improved trade. Strange goods flooded world markets. Peoples once ignorant of each other now were in contact. Slavery had become frowned on as every human was needed in the war effort and every human life was valued. New colonies were established and areas depopulated were resettled. Many non humans traded with humans and even undersea peoples did too. Octapi folk now lived in forests, the northern tundra and river valleys everywhere.

There was a age of optimism and prosperity but many knew that Chaos was awakened and set to invade the world again. It was just a matter of time before a new war across the world was unleashed.

You can decide how much river spirits and beings are involved.

d10 What Started war?

01 Humans destroyed or befouled a sacred place
02 Humanity offended sea god or one of the lords of the ocean
03 Corrupt chaos forces of the undersea realm have united to invade
04 Humans killed a divine monster and took the sacred treasure it guarded 
05 Fish folk seek to restore their ancient surface empires over the land walkers
06 Squid folk and lamprey folk desire food and humans are delicious
07 Sea folk claimed land from before it rose from the sea, just want it back
08 Humanity are spreading like a plague and must be stopped
09 Humanity ruining fish stocks and breeding grounds with pollution and land clearing
10 Humans have treasure and make pleasing sacrifices and food

d10 Objectives of invaders?
01 Gobble up as much food as possible
02 Take human husbands and brides and breed a new hybrid race to occupy the land
03 Punish and humiliate the land walkers for neglecting the ancient pacts made aeons ago
04 Decimate human numbers and take their children as slaves to control population
05 Make humans worship the old sea gods for their own good
06 Help the primitive human land savages for their own good
07 Aid allied oppressed islander people enslaved by "civilised humans"
08 Punish humans for insulting one of the sea kings
09 Restore the previous sea empire that conquered land long ago
10 Stop humans crossing sea without due deference to sea overlords

d10 What ends war?
01 Food runs out, fish go home
02 Gods intervene and make new pact between elements
03 Humans offer sacrifices and respect to undersea peoples
04 Plot to flood the world foiled
05 Land creatures unite and have significant battle
06 Split in undersea forces and leaders breaking alliance
07 Ancient undersea evils return forcing sea rulers to face them
08 Sea lords decide surface is a dump and satisfied having wrecked the place
09 Discover how tainted by chaos and evil cults the surface is
10 Surface folk retreat and sea lords lose interest in going further inland

d10 Factions of the Sea

01 Sea dragons, kings of the sea ordained by heaven, served by spirit folk
02 Merfolk kingdoms, children of the sea gods 
03 Sea faerie kingdoms, sea elves, spirit folk and minor sea divinities
04 Marine Iguana folk with aquatic dinosaurs (sea devils)
05 Cetacean tribes of whales and dolphins fed up with being eaten
06 Sea demons, servants of chaos and the dark depths, masters of marine undead
07 Tako, octopus fairy folk kingdoms
08 Fish folk kingdoms and their vassal races seek to restore land empire of old
09 Squid folk kingdoms and their vassal races want to eat surface folk
10 Elder worm folk, former great undersea power of primordial age seek revival

d10 Factions of the Surface World
01 Pirates of the inner ocean fighting for money and amnesty for past crimes
02 Merchant guilds can amass a naval presence and fund resistance
03 Islander folk, human tribal allies, tired of enslavement by "civilized" lands
04 The great empire, mighty but in decline, weakened by internal wars
05 Vikings of the far north, raiders and traders of the sea 
06 The great trading sea peoples of the ancient southern fire lands
07 The black galleys of the secretive lotus traders of the west
08 Orcs surprisingly have rallied to war knowing that sea people wish them exterminated
09 Misty Wearlund islands come from ancient self exiled seclusion   
10  Sylvan folk, elves and faerie and goblin thralls unwilling to see nature drowned

d10 Quests of the War
01 Prevent the creation of tidal waves by rogue water wizards
02 Stop sea necromancers raising undead war fleet
03 Visit the court of the Sea Dragon Kings and convince them war must end
04 Stop the attempt to melt the great northern glaciers to flood the world again
05 Stop the revival of a ancient demon sea god of the deep by a evil cult
06 Call on gods, spirits and dragons of land and sky to aid the surface
07 Find something to hold hostage to get a faction to drop out
08 Make a deal to pay off some undersea factions with tributes and promises
09 Hunt sea cults, servants of chaos demons and ancient monsters kings sabotaging 
10 Search great reef ruined cities of the ancients for how they stopped the sea invaders

Land Forces of the war

Tonnage more about how many barrels or they carry or extra soldiers if used as transport for short trips. Crew is typical load. Miles/day is speed. These details can vary a lot and are estimates. Sea races get speeds as they can move in water as boats and could be handy for plotting travel.

The Pirates of Shadelport

Pirates with light armoured, well armed, gun powder, good land or sea, Irregular, Morale 8
Pirate Corsair, 40 ton, 20 crew 60 miles/day cheap and fast Morale 9
Pirates often operate coastal forts, trade towns or simple camps, often hidden. Most of the inner ocean pirated are based in Exile Island's Shadelport and have come to be bought off by the empire who during it's civil war lost most of it's navy and maritime skill base.

The Guilds of the Warring KingdomsGuild Cog 200 ton 50 miles/day 12 crew common merchant or transports Morale 6
Guild Hulk 300 ton 30 miles/day 24 crew common merchant or transports Morale 6
Guild Caravel 60 ton 100 miles/day advanced explorer Morale 7
Guild Carrack 90 ton 80 miles/day six months range, high in water resistant to lower ships, have cannons, latest, most advanced ships on sea, Morale 8
Guilders operate trade outposts and operate numerous fortified coastal cities and forts
The guilds operate banking and trade across the warring states. Former vassals of the various versions of the Empire and Waerland, they are among the most advanced with guns and sail

The Western Islands

Islander Warriors, light armed and armed but fierce, good land or coast, irregular, Morale 10
Islander Zombies, slow moving but fearless undead, Morale 12
Islanders Outrigger 10 ton 
30 miles/day long canoes with oars & sails 20 crew  Morale 10
Islander Catamaran 30 ton 60 miles/day trading transports with sails for long range 5 crew Morale 8
Islanders live in simple villages and populations are mobile. They are 
surprisingly advanced at earthwork fortification stop most advanced gunpowder troops. They are very experienced at fighting advanced slavers, sea races and many fear they are cannibals (only sometimes true, most only do so opportunistically or eat dead family as funerary rite but some thrive on it). Use of zombies is not evil to them but also terrifies enemies. Many villagers have grave yards surrounding walled villages as defenses and call ancestors to fight with them and fallen enemies. 

The Third EmpireEmpire Marine, well armed and armoured professional troops, regular, Morale 9
Empirial Wizard Corp, dangerous and highly feared regular wizard force, Morale 9
Empire Trader 30 ton 5 crew mostly coast traders Morale 6
Empire Merchant 100 ton Galley 24 crew with oars Morale 7
Empire War Galley 300 ton 320 crew with oars and incendiary weapons, scorpions and mangonels and later gunpowder for bombardment, Morale 8
Empire once was the greatest sea power but guilds and pirates have surpassed them. Tend to be over confidant and operate fortified coastal cities. This is the Third version of the Empire but in recent decades crippled by civil war and no longer operates beyond it's shores. They are not well liked by most nations who enjoy their internal strife.

The Northmen

Viking Warriors, well armed and armoured, good land or sea, regular, Morale 10
Viking Knarr trader 20 ton 5 crew mostly coast traders Morale 6
Viking Longship 30 ton 30 crew Morale 10
Viking Dragonship  60 300 crew Morale 10
Fierce raiders from the north, not most advanced but tenacious, wide ranging and cunning, highly feared and more flexible than big navies. Many colonies across whole north and even far up river systems. All crew and even commoners are are fighting folk.

The Ancient Sea Peoples

Sea People Warriors, light arm and armour, good land or sea, regular, Morale 8
Sea P
eople Royal Guard, heavy elite troops, better on land than sea, Morale 10 
Sea People Galley, 30 ton 30 crew Morale 7
Sea People Trireme, 50 ton 160 crew Morale 8
Ancient empires and raiders to south, spread colonies far and wide and very ancient. Many coastal forts and fortified cities. Still use chariots which they transport by sea, and many cities supported by road and sea routes making lands resistant to invasion. Have invaded more advanced peoples despite use of bronze. Some even carry statues of gods into battle to aid them. May act as pirates alone or as part of city states or empires.

The Lotus Empire of the West

Lotus Pirates, light, savage fanatics, irregular Morale 12 .
Lotus Empire Marines, well armed and armoured professional regular, Morale 8
Lotus Merchant Junk, 20 ton, crew 5, Morale 6
Lotus Baochuan, 1000 ton flat bottomed huge ships with oar and sail, use fire, guns and poison gas, crew 2000 Morale 10
Most know of smugglers and traders from the west flooding known world with narcotics and spices. The appearance of huge floating war vessels with thousands of men travelling huge distances was a surprise. Mostly they keep to themselves but a few of the Dragon  emperors of the west have used these fleets to establish trade routes and outposts every few centuries. Lotus empire peoples are more familiar with the under sea civilisations than other lands and have detailed knowledge about their courts and ways.

Mist Shrouded Waerlund

Waerlund Privateers, light but advanced, including many wizards, experts at striking and evading enemies, regular.  Morale 9
Waerlund Pinnace 30 ton 16 crew 160 miles per day sail, long range light guns and magic, Morale 9
Waerland Galleon 300 ton 40 crew 60 miles per day, Morale 7
Waerlund Islands are shrouded in mist, deadly reefs and foul weather. They are remnants of a former wizard empire reputed to have faerie blood. A land of knights and wizards mostly isolated from world that mostly hates them. During the war they return to international commerce and already trade with non humans. They have many isolated hidden outposts from their old empire that collapsed when their dragon allies departed and they fell to decadence. The guilders were first to re open comunications, the Empire is more wary and reluctant to admit their current fuedal culture is inspired by past Waeric influence.

Savage Orcs

Orc Pirates, light and fierce regular, Morale 9
Orc War Galley 30 ton crew 60 Morale 9
Savage and frightening and appear in huge numbers. More and more they work with human pirates and adopting guns. Some have worked with land armies of orcs serving orc kings and even those still serving wizards who make them. Rarely Elves will make them as desperation to replace lost elves from desperation, to be buffers with non elves and because goblinoids make terrible seafarers. Most people hate them but they seem to be across the whole world and often serve as mercenaries. Orcs sometimes bring giants, ogres and trolls with them.

Kingdom of ElflandElven Marines, heavily armed, armoured and magical Morale 9
Elven Caravel, 120 ton 300 miles/day by using faerie gates, swan prowed magical ships, some individual ones over a thousand years old and feared by many, crew 120 regular. Morale 10
Elves know of their under sea elf kin and other aquatic races. The are reluctant to fight them or aid humanity but ultimately seek to prevent the world being flooded again after having re planted the worlds forests at least twice in known history. Their knowledge is a great boon to the surface forces and they can act as guides through faerie gates across vast distances. Elves have been conquerors and wiped our peoples in the past and are feared. As they are immortal they are reluctant to fight but might bring thrall goblinoids or orcs in huge numbers.

Undersea Forces of the war
The undersea alliance are a mixed band but barley unified or coordinated. The first few weeks their shock tactics and forgotten elder magics won many victories and to many it seemed like doomsday. As time goes on it becomes apparent the sea people have no plan just attack. As surface people unite and retaliate the sea people are forced to work together and mostly fail. Thousands of years of fighting each other made cooperation difficult. It was only a matter of time before old grudges made the factions turn on each other and humans started to use this to their advantage. As land folk share intelligence the sub dwellers were manipulated into fighting each other and the land invasion ceased and so did the war between land and water. 

Sea Dragon Kings

Sea Spirit Marines, well armed human looking spirits of sea grass the rank and file people of the ocean can march on land especially up rivers. Regular, 20 miles per day, Morale 9
Sea Spirit Seahorse Riders, sea cavalry good for attacks on sea but not land. Regular 40 miles per day, Morale 9
Sea Spirit Barbarians, ill disciplined light equipped, sea spirit tribes
 can march on land especially up riversIrregular 30 miles per day, Morale 8 
Sea Dragon Rider, a noble of a royal clan on a sea dragon can fight on shore. Regular 200 miles per day, Morale 10
Dragon Turtle Riders, each with a castle and ten elite troops can fight on shore. Regular 120 miles per day, Morale 10
Each ocean and sea has a dragon king ruling great undersea empires ordained by heaven. Spirit folk are magical peoples of the sea vegetation who populate the sea kingdoms. Mostly they are proud but civilized and not interested in cruelty but conquest.

Merfolk Infantry, light armed and useless on land. Irregular 40 miles per day, Morale 7
Sirens, able to charm human crews and fly. Irregular 40 miles per day, Morale 7
Nymph, minor sea godesses with animal pets, limited use on shores. Regular 40 miles per day, Morale 8
Sea Divinity, a minor sea god, giant merfolk with priest powers, kin to sea gods. Irregular 80 miles per day, Morale 10
Gargantuan Sea Beast, titanic sea monsters bred for war by gods. Irregular 60 miles per day, Morale 12
Merfolk are kin of ancient sea gods. Mostly they seek to punish land folk and have no capacity to conquer dry land. Will try to call on divine aid to cause floods and disasters but if their temples and relics are lost they will fall back.

Sea Faeries

Sea Elf Marines, light but magical and able on land. Regular 20 miles per day, Morale 7
Sea Elf Dolphin Riders, magical, can go up rivers and dismount. Regular 60 miles per day, Morale 8
Selkie are sealion lycanthropes who can become human and spy on the land. Regular 30 miles per day, Morale 8
Sea Elf Caravel 120 ton 300 miles/day by using faerie gates, seahorse prowed magical ships, some individual ones over a thousand years old and feared by many, crew 120 regular. Morale 10
Sea faerie folk occupy a faerie world beneath the sea. They seek to avoid conflict with their land cousins, and mostly swept up in the war for spoils and easy victory but will waver quickly.


Marine Iguana Warriors, light arms and armour but tougher than humans, Regular 40 miles per day, Morale 8 
Iguana Icthiosaur Riders, can go up rivers and dismount. Regular 60 miles per day, Morale 8
Sea Serpent, dangerous to ships, can fight on shores and up rivers. Irregular 80 miles per day, Morale 9
Pliesosaurus, dangerous to ships,  Irregular 60 miles per day, Morale 7
Tylosaurus, huge ship destroyers and Iguana troop transporters, Irregular 50 miles per day, Morale 11
These ancient reptilians are not evil as many suppose, merely misunderstood and frightening. Many sleep in the depths from ancient times and are easily misled. They have various factions and might easily turn on allies if leaders change or the wart goes badly.


Dolphins, fast but best vs aquatic foes, Irregular 60 miles per day, Morale 7
Killer Whale, large menace to boats and aquatic foes, Irregular 35 miles per day, Morale 8
Sperm Whale, huge ship destroyers and monster killers, aquatic foes, Irregular 40 miles per day, Morale 9
Sea Behemoth, gargantuan monster whale ruler from deep, Irregular 90 miles per day, Morale 10
Angered by human whalers and spoiling of the sea, they are keen to drive back "invading" land lubbers. Hate shark folk and the evil sea folk and quickly turn on them

Chaos Sea Demon

Sea Demon Cultists, infiltrate and appear as human factions but many are hybrids and water breathers, conduct sabotage and operate anywhere on land or water. Irregular 20 miles per day, Morale 11
Sea Zombies, undead from the deep, drowled seafarers from the past.  Irregular 10 miles per day, Morale 12
Sea Hag, super human sea witches of great power, often command monsters. Irregular 120 miles per day, Morale 11
Sea Giant, ancient hideous giant of deep, Irregular 40 miles per day, Morale 10
Sea Ghost, spirit armies of non corporeal dead. Irregular 30 miles per day, Morale 2
Sea Demons, other worldly ancient horrors of the deep with strange powers,  Irregular 60 miles per day, Morale 11
Greater Sea Demon, powerful gigantic sea demon. Irregular 20 miles per day, Morale 11
Sea Demon Prince, lords of some demonic aquatic plane ,leads demon armies. Irregular 90 miles per day, Morale 11
Elder God, slumbering leviathans of the deep unseen since gods walked the earth and imprisoned them in their corpse cities, powerful black magicians. Irregular 300 miles per day, Morale 12
Cult Merchantman, cultist trading vessel
Corpse Hulk, barnacle covered undead transport
Ghost Ship, phantom ships of non corporeal spirits
At first only a few cane to the war and seemed allies, but as they awoke from slumbers or came through portals it becomes clear to their allies they are worse than humans and a threat to all life.

Fish Folk Empire

Fish Folk Infantry, light but tough, prefer to fight near water but will follow rivers and swamps.  Regular 20 miles per day, Morale 8
Fish Folk Hybrids, infiltrate and appear as human factions but many are hybrids and water breathers, conduct sabotage and operate anywhere on land or water. Irregular 20 miles per day, Morale 7
Fish Folk Magicians, field units of priests and wizards using black magic. Regular 20 miles per day, Morale 11
Shark Folk, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 11
Crab Folk, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 10
Lobster Folk, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 10
Eel Folk
, savage barbarian heavy infantry. Reluctant to leave sight of sea. Irregular 20 miles per day, Morale 9

Squid Folk Empire
Squid Folk, light but black magicians love to eat human brains. Regular 20 miles per day, Morale 7
Amonite Folk, armoured heavy squid folk. Regular 20 miles per day, Morale 8
Lamprey Folk, disgusting blood drinkers. 
Regular 20 miles per day, Morale 7
Starfish Folk, rapid breeders and able to heal terrible wounds. Irregular 20 miles per day, Morale 11
Trilobite Folk, ancient armoured knights of the sea, Regular 10 miles per day, Morale 10
Giant Squid, colossal monsters that attack shipping. Regular 50 miles per day, Morale 8

Giant Nautilus, huge transports and useful anti ship fighters. 60 miles per day, Morale 8 

Tako octopus fairies, magical, greedy, but cowardly 
Regular 30 miles per day, Morale 6
War Kraken, gargantuan ancient ancestors and gods of Tako, abe to destroy ships and attack forts. Regular 60 miles per day, Morale 8

Past Monster War Zones
Faerie 1 Faerie Forces
Faerie 2 Encounters Wonders
Faerie 3 Rumours Treasure
Faerie Maidens
Faerie Land Encounters
Goblin 1 Goblin Forces
Goblin 2 Encounters Wonders
Goblin 3
 Rumours Treasure

Peasant Revolt 1 Forces and Encounters
Peasant Revolt 2 Gossip
Draconic 1 Encounters and wonders
Draconic 2 Gossip
Draconic 3 Treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure
Giant 1 Causes and forces
Giant 2 Encounters and links
Giant 3 Rumours and treasure
Addendum Quests
Wizard Wars 1 
Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure

Mutant Wars 1 Causes and forces
Mutant Wars 2 Encounters and links
Mutant Wars 1 Causes and forces
Mutant Wars 2 Encounters and links
Mutant Wars 3 Rumours and treasure

Armies of Monster Empires
Morale & Battlefield Problems

This is awesome site

Sunday, 21 April 2019

Sour Hill

Sour Hill region based on old blog post, history of Old Sarum and to expand on my 3folf land setting which is on continant below Exile Island and Shadelport.

3fold project hick up?
Do I really need SRD when i don't mention system but have some non ip monster statblocks.

If im gona do a post apoc/psychon series im stumped for art. Might put off until i do a KS to buy art later in year. Possibly old pulp mags out of date or public domain.

So the town of sour hill had it's church shut down when nobles feuded with bishops. The cathedras was dismantled and moved causing town and region to decline. Plus tin mines declined and monsters got worse. With continental civil war region is forgotten and depleted. Lots of pagan ruins and turf art and standing stones. Cults and murder hobos are everywhere.

Will need to do fortified Sour Hill town map, nearly a ghost town waiting to be overrun.
Several villages, i might add my murder hobo skull fort down south on highway.
Ruins in Eastmoor are a hall like ones on 3fold.
Tinvale near tin mine dating to stone age roiddled with tunnels, undead miners and kobolds
Seagrave full of wreckers, smugglers and fish cults
Icewater folk hate strangers
plus some prehistoric ruin monuments

Wednesday, 17 April 2019

Dungeon Dunnys

Len Lakofka went mental at a thread I had on toilets in dungeons. I say it is realism, others say "Dunna Wanna Know" or "nobody wants to think about toilets in dnd". A dunny is Strayan for toilet or bog house, shit house, crapper, loo etc. Im sure orcs have exciting names for them. I did some tables on them in my redbrick dungeon book. Here is some options for historic lavatories. What do your dungeons have? Where do the monsters empty their chamber pots, or are dungeons a euphemism for open sewer? I like to think magic solves lots of these problems. Nightmen or Gong farmers would gather excrement from cities and sell to farmers, the richer the poop the more the value. Many streets would be ankle deep in shit with seasonal variations. There were times the river through London was a barley moving sewer and the city reeked from miles away. Concentration camps smelled bad. Plus all the animal waste. No wonder slave operated palanquins were so good. I found a real bronze age palace map with on suite large toilet rooms for royalty. If you don't want a fancy sewer use pigs, China thrived on them. A local swamp can help. As long as the rich don't drain it for land then find it actually had a handy function. At least have a chamber pot or a pig sty in every few rooms or a latrine pit. At least in DnD some monsters probably eat the stuff or breed  in it. I like giant dungeon dung beetles who roll around huge balls of poop that fill the corridoor and run you down. Perhaps a cult take care of this stuff? Let your creativity flow. Everybody poops, except possibly elves. 

Tuesday, 16 April 2019

Masks Nyarlathotep So Far...

Here she comes a oozin down the street
chantin' "Do wah diddy diddy dum diddy do"

Snappin' her tentacles and shufflin' her hoofs,

chantin' "Do wah diddy diddy dum diddy do"

The only mythos god that give you milk
Dedicated to recent thing that happened in tonights game.

The next best thing to killing a character,
driving them insane and into the clutches of Shub Niggurath.

So Almost done the New York chapter of the new edition of masks.

Like much of modern Chaosium it looks, good, is crammed pack and pretty high quality. Still the best company making RPG's to me (though dropped the ball a few years back). But it has lots of flaws. Im using fan made companion extra content and have found it helpful for fixing some flaws and expanding on ideas. I keep my second ed copy on hand because it has some great art and is often easier to find stuff and to work out what to focus on. Small print but density is not worst RPG crime but i often need to use glasses which is very rare for me.

I might be complaining a lot here but I do dream of buying more stuff and my wish list has over 20 old and new Chaosium products now, 2nd is a few TSR things I lost and want back. Ive complained about old vs new before so will avoid that trap. I guess trendy rules and possible simpler/less maths helps some ppl.

I never thought it was the best COC scenario. I always thought it Pulpy. Fungi From Yuggoth and Shadows of Yog Sothoth Ive run many times. Spawn of Azathoth I like and one of best case dreamlands adventure in a mythos plot. Normally I use dreamlands my own way not strictly cannon. Dunsanay opium frolics clash with Mythos too much. I always thought Masks was pulpier and the Game over editions became pulpier so i use 2nd Ed because it is meaner. A few good things in 7th ed but lots of stuff I would not bother with. I learned 3 systems in early 80s and used all my slots cos Im a brain damaged grogtard. Also Orient Express is terrible. I threw out most of the content from 1st edition but keep the railroad npc book close always.

Despite all this Im running Masks. Probably more like Lumley style than HPL or Pulp.
I see no problem with using tech available to criminals and in shops to kill real monsters.

Im finding it very over written and hard to find stuff

Half a page on a character you talk to in a bar.
Stats on character who is killed in the scene you meet them
Wish headings of section had NPC name instead of poetic headings
Im tempted to make my own flow chart with built in check list.
Sometimes only one player of 6 in room can read handouts.
They had white paper in ye old days. Not all paper was poor quality or sun damaged.
Sometimes repeats info many times in same scenario, even on same spread.
Miss 8 page scenario chapters in Shadows of Yog Sothoth.
Instead I get 32 pages instead making prep slower.
Tiny dark portraits that often are not helpful in book.
Pages on scenes that don't really help much.
Keep wishing next version fixes things.
Some of the added threads don't really gravitate the main story.
One chapter states local gun laws another does not - a format on counties might be good.
An "Atlas of Cthulhu" with local gun laws, police, health care, customs and stuff in a simple format might be nice.
They killed a villain never realising his significance but I guess they will eventually learn.
Some items with no warning destroy characters.
What if a character was driven mad with the vision mask and implored everyone to try it?
TPK is old hat TPM in COC is real. Total Party Madness.

Lots of loose ends in play so Im happy to have characters just kill some people with tommy guns or pay someone else to murder a bad guy. Happy they throw money at a lawyer get a mook out of death row so they can get on with meat of adventure. After killing cult and burning down HQ saving a mook seems a bit slow paced. A SAN reward might tempt them.

On the plus side some of these problems could be features to some.

I made a NPC live cos I liked her half page bio and thought it a waste to snuff her on first contact. She helped drive events on. I considered making her a love interest but the investigators are mostly damaged war vets and couldn't speak her language or too scruffy.

I realise some people need everything spelled out to give keeper lots of room and flexibility in case things come up but my players still ended up stepping outside the framework so I had to improvise any way or made my own tangents. If no amount of writing can prepare the GM maybe don't try. Encouraging improv and creativity is a dying art in all published big company works.

I was happy that the second New York session due to player absences only one player/character was on both games but the hand outs and me and that player filled them in well and the three previously missing players all said "wish I was there".

The companion adding details on snow in NYC 1925 helped lots to set mood.
I used the extra Mexico prequel which was great.
-beat crap out of fake drunk god
-all captured by well armed criminals with rifle skills they couldn't deal with
-a reminder "sane" humans are bad bad monsters

New Peru section was great despite above problems and players loved it.
This chapter took three sessions, was railroady but fun.
Except when they lost 90% of their stat points.
Being horribly crippled made a few go home after a fight in first city.
I like maiming or cursing characters rather than killing them.

Now I have London chapters and fan content to read.
Honestly it has reading requirements of a Uni subject with no credit.
Players might sail to London and I will try and use a Mauritainia scenario.
Or they will use Eihort's gate if they can spare the SAN.

So my campaign now on year three run since 1920 has been pretty fun.
Might discuss this later.

So far in Masks
Peru 3 sessions
Mexico 1 session
New York 2 sessions - still need to hear will and see erica
Im guessing London will be several weeks

Monday, 15 April 2019

3fold Project

Current Plans

Only frog gods has had 2 proofing rounds rest stillborn right now Have a couple of readers helping me slowly. 3-5 hours of fun to make one, longer and unpleasant work to edit and back and forth

Vol 1-10 Series 1 Threefold Lands

1 Terror of The Frog Cult – swamp lair of the frog cult Lv1-3
2 The Beast of Velborton – village under nocturnal attack from a beast Lv3-4
3 Grifons Gold – quest for gold of Glitter Mountain Lv4-6
4 Wicked things in the Blackhill Mines – devil cult in a mine Lv4-5
5 The Secret of Grannys Hole – whats that in Granny's hole? Lv0-1
6 The Dragon Makers Tears – an alchemist patron who makes dragons Lv1-12
7 The Threefold Lands – regional map and more encounter tables Lv1-12
8 The Frog Hall Curse – underneath ruins of Southmoor Hall Lv 2-4 9 The Haunted Hall – underneath ruins of Northmoor Hall Lv 3-5
10 A Tale of Two Taverns – fairest and foulest taverns in Velborton Lv1-12
+ colour & B&W A4map

Vol 11-13 Series 2 Exilon

1 Desert Demons – uncover a demon haunted lost desert temple Lv3-5
2 Well of Souls – royal grave has been revealed in a pit Lv3-5
3 The Treasure Pits of Elab – graverobbers found a miracle Lv3-5 
4 Gold of the fish gods - hunt the fish cultists menbacing a village Lv2-4 
5 Rage of the River - what is sabotaging a royal monument? Lv2-4

Bundle 1: The Threefold Lands 

Include Vol 1-10 + bonus maps bundle 
Bundle 2: Exilon (only done 5 so far) 
Include Vol 1-10 + bonus maps and setting booklet

$1 Each
$8 Bundle 1 $10 Bundle 2

Vol 1 on Patreon now
update and edit online this week
will look at getting it on drivethrough

Sunday, 14 April 2019

Marvel Stuff


Some stuff I did for my supers game. Players just beat Subterania's and took Inferno former hero arch enemy home who was ruler of Magnar. Will beat up some atlanteans later. I made kinda ambiguous if actually underground or a dimension. The encounter sheet is for when I need to know what a character doing in opening cut scenes of game. Plus some notes on regular contacts etc.

7 Cities of Atlantis
Subterania - atlantean ancients who went underground to survive (Like Mole People move)
Lemuria - probably like city of toads in Marvels Eternals
Mechan - based on Carl Barks Scrooge - alien btains in jars with limbs who scavenge ship wrecks
Ralyeh - Just some innocent fish folk, nothing to see here
Arion - Atlantean wizard colony, hat tip to DC comic character
Mu - like in Movie Atragon

7 Cities of the Underworld
Subterania - same as above list
Lemuria - Ditto
Sauria - Dinosaurian homnids shelter (dr who silurians/sea devils inspired)
N'Kai - just some old prehistoric Native Americans, nothing to see here
Geotopia - rock men a bit of flash gordon
Magnar - lava men

Mole people don't count they get enslaved and eaten by everybody but probably have own civilization buy nobody cares unless they need fresh slaves.

APIS is Australian Paranormal Intelligence Service

Blank of the encounter form at:

Im running this as a once a month or so with several dads and it is hard to get together - whod athought families would hang out on 3 public holidays this month. I guess more ppl in Sydney are single or exotic relationship status for gaming time.

Been convinced to apply for a con but local one seems to charge GM's and only buy day tickets which has put me off before. I discussed these issues and they hit me with a wall of optimism and good cheer so I might still give it a go. They always sell out which I guess is good I just Suspect Adelaide and my taste have drifted too far apart and I find it easy to get 1-3 games a week in Sydney. More games for sale there and even a big OSR section.

Cthulhu games I seem to get running anywhere easily - it is my bacon-trojan horse go to game to get players where ever I move. Lots of ppl Cthulhu curious even if no product for sale. When I am secure will go to Melbourne Cons. My Patreon is paying for a copy Of D1-2 for me which is nice. Interest in my 3folds seems to be biggest buzz Iv =e had in years so im getting more proofed and will by my first RPG drive thru product. Might even pay for me to buy big boy internets like I used to have and guzzle a few gig a day. Right now im on 10gig a month on my phone but it has made me spend more time on photoshop. Thanks for Interest everyone in my new stuff, coming soon!

Frog Cult 3fold is on patreon now - getting updated tomorrow with betterer spellin and grandma..!

Saturday, 13 April 2019

Fancy Sea Chest Stuffers for Castle Crab

As i cant afford internets much im more offline and doind a 3fold a day instead of a blog. As I lost some posts working on blogger offline im reluctant to work like that.

The 3folds have got lots of interest and im in process of having proofed for release on drive thru and patreon. Currently doing a series based on my exilon setting.

My SF posts have more hits and comments so probably more coming.
Probably more broken hill maps as Im hoping to run it.

d10 Quick Types
1 Weapons
2 Armour
2 Mask
4 Clothing
5 Seaweed*
6 Unguents
7 Shells
8 Jewelry
9 Scales
10 Tablets

*Addicts crave a hit a day or -2 all rolls, after a week save to resist committing crimes or terrible deeds to get more seaweed takes a month in seclusion to cure with a healer.

Marine Treasure Oddments 
01 Sea Axe made of metal hard shells clumped in mass, can be used as normal in water hits magical creatures but no plus to hit
02 Trident of the fish made of green sea metal +1 to hit fish like creatures and can be thrown in water as if on land, has no penalties for underwater use and floats
03 Seaweed Net, must be kept damp but weighs little and packed into bag size of two fists. Turn to repack though is 2 yards or meters square with a 3 long line if thrown
04 Trident of War is a huge 2d4 trident too big to throw made of sea metal, has no penalties for underwater use and floats
05 Obsidian Dagger, very ancient can harm anything harmed by cold iron or silver weapons
06 Shark Tooth Dagger does d6 but breaks on any roll on 1 to hit
07 Sword of the sea a shortsword of sea metal +2 vs anything with scales, has no penalties for underwater use and floats
08 Coral Tip Javelin flies through water and strikes as normal even under water often in bundle of a d3, +1 vs chitinous shelled creatures like crabs or insects or lobsters
09 Tagoa Wood Club, d6 carved with designs of sea spirits with some mother of pearl inlay on some versions, has no penalties for underwater use and floats wielder +1 save vs fear and possession
10 Narwhale Harpoon a d8 damage spear, if hits points target is attached to 6 yard or metre line to user, take a d4 damage and strength roll to remove harpoon head
11 Turtle shell shield made from plaston of marine turtle carved with sigils, can be used in water without penalty, +1 save vs spell saves
12 Mother of pearl plate armour, of sea elves, allows free action in water and has no encumbrance in water, can be used to swim in
13 Shark Hide armour as leather, but anything biting you takes 1 point damage
14 Nautilus Shell Helm allows wearer to breath water (or air if sea creature) for an hour a day
15 Crab Armour as chainmail, resemble a crab from afar 
16 Crab Gauntlets d4 unarmed attack, some specimen 1in6 have one claw larder for a d6 or 1in6 of those are a d8
17 Eel skin armour, as leather but skintight, black and flexible good for thieves
18 Dragonscale Armour as plate, no weight or move penalties in water
19 Octiopi Armour, chain or plate armour but built for a octopoid tako, often bejeweled
20 Shell buckler +1 also can stab as a +1 dagger 
21 Starfish mask allows you to talk language of any starfish like being in sight
22 Shark Mask lets you make a d6 unarmed bite attack and look fearsome
23 Squid Mask lets you communicate telepathically with tentacled creatures by touch
24 Ancient One mask of wood, somber face carved in dark unknown wood, can see through water as if air without distortion, can read ancient glyphs of their island rock carvings 
25 Sea Elf Mask, can pass into undersea faerie land under a full moon
26 Mermaid mask, turn wearer into a sea breathing mermaid hour a day
27 Crab Mask can speak to any crab like being at close range
28 Sea Demon Mask if worn while sleeping will contact the mind of a ancient sea demon who will give you orders to serve their cult
29 Death Mask makes skeletons and zombies treat you as neutral if you don't act hostile or run
30 Eel mask can speak to any eels while wearing
31 Skirt of Swimming of magic woven grass and seaweed can swim as land speed
32 Fish Cult Robes make wearer resemble a fish like humanoid being, +1 Wisdom 
33 Brazier of the Mermaid, bejeweled with coral and pearls, +1 CHA   
34 Cloak of the Sea Elves, turn invisible a turn a day in water
35 Moon Robe allows wearer to once a month ascend to the moon or to return
36 Walrus Belt made of hide and carved tusks, adds +1 CHA 
37 Torc of the Sea Dragon, can speak to marine dragons
38 Jade Beard of the Sea Gods, wearer can speak undersea common and knows court etiquette 
39 Seahorse Broach once a day for an hour becomes a living giant sea horse mount with saddle and harness
40 Tentacle Girdle can sprout two extra tentacles and get a extra attack once turn a day
41 Emerald Seaweed, eater does not age d4 years per dose, very valuable
42 Ruby Seaweed +d3 STR for one hour but save vs addiction
43 Saphire Seaweed, eater heals 2d6 but save vs addiction
44 Opal Seaweed eater can see in the dark for a d6 hours
45 Diamond Seaweed +d3 INT for one hour but save vs addiction
46 Pear String Seaweed +d3 CHA for one hour but save vs addiction
47 Jade Seaweed +d3 WIS for one hour but save vs addiction
48 Onyx Seaweed if fed to corpse arises as obedient zombie
49 Topaz Seaweed +d3 DEX for one hour but save vs addiction
50 Obsidian Seaweed +d6 HP for one hour but save vs addiction
51 Faerie Rub, ointment transports user to fairy land under the sea once

52 Seacow Drool, ointment protects from stinging jellies, anemone, shellfish, coral or other touch venoms for one hour
53 Seawax, make a object or garment waterproof or for a sea creature to avoid dehydration on land for a week, made by boiling 4HD of seals or sea birds
54 Porpoise Fat ointment, protects wearer from dangerous non magical cold for a day
55 Seagull Ointment, rub on naked body turn into gull for hour
56 Sea Troll grease, rub on and regenerate 1HP per round for 2d6 rounds, save or lose a CON point and become chaotic evil
57 Amphibian Ointment can breathe water or air for one turn
58 Eel Slime Ointment, +3 swim speed for an hour
59 Ambergris Ointment, +1 CHA for one hour
60 Leviathan Slime Ointment protects wearer from crushing depths for 12 hours
61 Shell of calling, speak with a second shell only1in6 are set together
62 Shell of Fish summoning calls a d10 d4 HP fish per day who try to obey you if you speak undersea common for a turn, if used on land they flop about and die
63 Shell  of Leviathan used once a year to call a giant sea monster who expects a sacrifice or goes on a rampage
64 Shell of Aid when blown alert friends in a mile radius and casts a bless spell

65 Shell of the Fish Cult, allows holder to speak to fish folk
66 Shell of Shelter, once a day grows to size of a small hut for 8 hours on command
67 Shell of Venom, used with a punch to deliver a one use lethal poison sting
68 Shell of Doom, has skull patterns, if blown summons a d12 fish folk skeletons, usable once a week
69 Clam Purse of Pearls, once every full moon makes a small 60gp pearl inside
70 Shell of the Sea God, can speak to a lesser sea god once a month and ask 3 yes or no questions about the sea
71 Sea Queens Ring, turn into mermaid hour a day

72 Pearl Tiara allows to speak with any undersea creature for turn a day
73 Coral Armband allows sea creature to swim in the air for a hour
74 Mermaids Pearl Necklace, 40+d20 pearls, each pearl summons a friendly talking fish that will carry a message in water
75 Starfish Medallion can command any starfish creature of under 4HD for one hour a day
76 Mermans Beard if worn while swimming will catch tiny fish good for bait or a meal every four hours
77 Mermaids Belt if worn will allow wearer to spawn with a variety of sea creatures, really only works if you lay eggs and fertilise them externally like a fish or amphibian
78 Dugong Belt if worn you can live of sea grass and gain a d6 pounds per day, you can go without food costing one accumulated pound per day
79 Octopus Ring can call Tako octopus fairies from the sea if you stand on sea shore during the rain. Will call a d4 shy Tako who will need gifts to communicate, trade or befriend 
80 Walrus Teeth, simply remove your canine teeth and insert these tusks into the hole and enjoy benefits of a tusk. Mostly in sets of 2 but will dive wearer an unarmed attack of d4 or d6 with two. Good for cracking shellfish and intimidating people
81 Dagons Scale allows you to cast charm fish once per day (like charm person but must be at least half fish)
82 Dragon King Scale, if thrown into the sea summons a severe storm
83 Merman Scale, allows wearer to speak to mer folk if implanted in skin
84 Sea Drake Scale, if planted on skin grows into chain armour like defensive brilliant azure scales all over permanently
85 Barracuda Scale, If swallowed gain a d6 unarmed bite attack and can eat your own body weight in meat per day
86 Sea Demon Scale if inserted in skin grow hideous half fish demon from waist down and can breathe water and make a ave daily or turn chaotic evil
87 Mermaid Scale, if implanted grow beautiful hair and breasts like a mermaid
88 Clownfish scale, if implanted can resist anemone stings and turn bright orange with white stripes
89 Salmon Scale, if implanted allows water breathers to survive in salt or fresh water
90 Angler Fish Scale, can survive at great depths of the sea, see in the dark, grow a luminous lure from partners and allow male lovers to fuse with your body and shrink down to just faces and remain constantly pregnant
91 Tablets teaching secret language of marine species d6 1=shark 2=stingray 3=squid 4=eel 5=jellyfish 6=starfish
92 Tablets teaching skill of silent swimming

93 Tablets with description of the locations of seven sunken cities
94 Tablets detailing courtly manners of the under sea kingdoms
 Tablets teaching secret language of d6 1=fish folk 2=mermaids 3=selkie 4=tako 5=shark folk 6=squid folk 
96 Tablets teaching secret of navigating great ocean currents across the world 
97 Tablets teaching art of navigation by the stars
98 Tablets teaching blasphemous history of the undersea monster races and when they ruled the surface world
99 Tablets teaching detailing names and descriptions of great elder sea demons
 Tablets teaching secret language of sea dragons, the royalty of the undersea kingdoms

Forgot I had done this before....will amalgamate one day

Wednesday, 10 April 2019

New Setting for 3Folds

So 6 3folds into production I realised the could all be in the same area. No7 describes detail on this map and adds some extra tables for encounters to fill in gaps. When I wrote the history I mentioned the twpo ruins on the map and they became two more 3folds. Finally I added a vol10 3fold to detail the two places to stay in Velborton which offer prices and encounters in the 2 inns. One a filthy dive that lets drunks sleep on the floor. The other a coach house part of a kingdom highway and messenger network.

I need a new setting like I need a hole in the head and only DnD ive run in last year has been in Sydney on work trips but im in Adelaide a thousand Km+ away.  A series of these 3folds set in my bronze age Exilon setting might work next.

Im playing DnD weekly but it is very slow and Im doing it to learn about 5th mostly. Every second week it is in a schnitzel house which i cant really afford. I might post all the bad phraze my Kenku has learned. 

Tuesday, 9 April 2019

Ten 3folds Finished

8 days mostly offline
Made ten of these now and a setting for them.
Feels a bit more productive than blogging.

Will edit and sell online eventually but the first one will be freebie.
It's on my Patreon now as a preview but un edited.
Will probably do $1 each or a bundle for all ten plus setting map.

Thinking of making next set in adjacent area or do a set based in my Exilon setting. Probably this set based in continent under my exile island one. Thinking of more civilized place with a town or evil hellhole land or coastal are like my Sour hill district done a few years back.

It's easier doing work like this offline and they have been lots of fun. Missing G+

Thursday, 4 April 2019

More pix of my 3fold dungeons

Ive done 4 now and thinking of my next one...
"The Secret of Granny's Hole"Something for zero to first level characters visiting granny.

Not edited yet but will put some on my Patreon and when finished to commercial standard will put on drivethrough perhaps. The first one was about 5 hours and getting faster. Need to make a file up of all my map elements for future projects....
Put up a new zine on Patreon also but it possibly is a work of spite aimed at Jocks so apologies.
At least my Patreon has lots of stuff sheduled for now.

Having run out of internet, death of G+ and being poor has kept me creative.