Tuesday, December 14, 2021

New links post

Sorry that my blog is becoming a personal billboard but here are some updates:

I am regularly posting on Patreon: https://patreon.com/evlynmoreau

Where to get Where the Wheat Grows Tall?

(We are planning a new US & Canada print run) 


Monday, October 25, 2021

We need to craft more third party modules for small games.

This part of Evey's cyberpunk game, Cyber Explosions, stuck with me: 
"Oh, and finally, everything’s just a little cartoonish because otherwise this would probably be too nightmarish to be fun."
I kept thinking about the cartoonish aspect of the game I and thought that it could be great to publish an adventure illustrated in a near retro cartoony art style. So I drew a few characters and I wrote to Evey that if she ever find the energy to write me a small scenario for her game, that I would love to illustrate it to explore that art style. (Go buy Cyber Explosion to encourage her to write me something 😅)

This made me notice that we need to better support small games with third party adventures and modules.

I feel like this is something that is missing in the indy RPG scene. People publish good games that often pass under most radars because we don't support them with adventures and extra content. 

Imagine if no one ever wrote modules or content for Mothership or Troika, these games would not be what they are now.

Third party support is probably as important for the indy RPG scene as active reviewing is. People often say that we need more reviews, this is true but I feel like we also need to build more upon what we create to keep what we create alive but also to discover new things as it grow and transform through the work of others. 

Naturally this all need to be done while respecting the authors and their property of their work. I saw that some people online worried about the popularity of hacking small games, so I can imagine them worrying too about third party work. For me the indy RPG scene have always been a big collective jam and this is what made it interesting and rewarding for me, more than selling anything I made. But still, it is worth to take the time to think and care about how we do things. 

So yeah, I hope to see more small and nearly forgotten games get third party support in collaboration with their authors or as a way to help them. 

Saturday, October 9, 2021

Blending Troika's content

I had a lot of fun playing Pastel Schoolgirls with Evey as the GM, her RPG work is always unique and inspired.
Since this is a Troika based game, you can start a campaign with Pastel Schoolgirls and after a few school adventures send the pastel girls through the spheres to play other published Troika's modules for maximum weird mayhem!
The same can be done for Cyber Explosions if you feel more like blowing things up!
I feel like mixing up Troika content that have very different vibes have a lot of potential, you can explore very interesting genres contrasts.

Here is the link to Evey's work, get some of her games, it can help her little family a lot.  

Wednesday, May 12, 2021

Ewoks Mausritter Hack

If for some odd reasons you want to play Ewoks with Mausritter, this somehow happened and I got the base stuff covered for you. Naturally it would require more work to be fully playable, like writing stats encounters and other stuff but I guess it is usable with a bit of improvisation. 

My hack: https://drive.google.com/file/d/1zne7bu

And also check this Ewok Guards hack: https://aquavertigo.com/ewok-guard/

Monday, May 10, 2021

Underground Land Bridges Labyrinths

A fantasy setting where the major land masses are linked by a network of underground labyrinths could be fun to craft. Let try to generate one with 3 major land masses. 

First, let craft some quick random tables. 

Labyrinth's nature (d6) 
  1. Natural network of caves. 
  2. Crafted by giant ants or termites or other burrowing creatures. 
  3. Crafted by an ancient human civilization using long forgotten magic or tech.
  4. Crafted by an ancient near human civilization (dwarfs, trolls, elves, etc). 
  5. Crafted by an ancient non human civilization (myconids, demons, neo otyugh, etc). 
  6. Divine creation, crafted by an ancient divine entity.  
Paths (d6) 
  1. Single path 
  2. Single path, with two complications 
  3. Two paths  
  4. Two paths, one with two complications 
  5. Two paths, both with two features
  6. Three paths, one with two complications  
Path's Complications (d6) 
  1. Partly flooded 
  2. Very warm or cold
  3. Infested by a swarm of creatures
  4. Lair of a large and dangerous creature
  5. Sealed a long time ago (locked doors that seal forgotten rooms and dangers) 
  6. Trapped (natural or artificial hazards) 
Path's feature (d6) 
  1. Precious mineral, fossils or gems veins
  2. Concentration of magical resource 
  3. Rich underground fauna or flora  
  4. Wards against dangerous underdark creatures
  5. Carved maps or sign posts 
  6. Inhabitants (see table below)
Inhabitants (d6) 
  1. Criminals, smugglers and bandits secret lairs  
  2. Outcasts and refugees communities 
  3. Guides safe houses 
  4. Trade post or community of humans and underground species 
  5. Guild houses (cartographers, geologists, prospectors, etc) 
  6. Military outpost or Knight Order fort holding up against underdark creatures 

Now let establish 3 land masses and why their seas are hard to navigate. 
  • Northern Lands (sea is often frozen) 
  • Southern Lands (sea plagued by giant sea serpents) 
  • Eastern Lands (frequent storms and tsunamis) 

The North-South Labyrinth 
  • Crafted by an ancient human civilization who used forgotten geomantic magic.
  • A single Path that is the lair of a large creature and that feature ancient magical wards.  
The North-East Labyrinth 
  • Natural network of shimmering crystalline caves. 
  • Path 1: Infested by a swarm or creatures attracted by a concentration of magical resources
  • Path 2: Very cold and feature a community of underdark creatures and humans denizens. 
  • Path 3: Trapped by magical radiations and precious fossils 
The South-East Labyrinth 
  • Crafted by an ancient non human civilization of lava dwellers.
  • Path 1: Partly flooded and lead to several pirates and corsairs hideouts 
  • Path 2: Partly flooded, very hot, crossed by a magma river but also rich in gems 

The Three Wise Necromancers


Genderless, gentle, soft spoken and caring, the three wise necromancers are looking for the incarnation of an important religious figure and they come seeking the figure's blessing. The twist is that this religious figure can only be revealed after being raised from the dead and brought into unlife. Their gifts are compensations for bringing someone into unlife. People, who are not the prophet they seek, come back from the death with a vision or a few words that will guide the Necromancers toward the mysterious prophet's time of death. Sometimes they visit people who are getting close to their death, when they do they may want something in exchange of their gift, they never ask, but you always know - you just hope that you won't feel it when they bring you back. The people from the hills say that you don't have to take their gift and they'll never force you, but they only come when they have exactly what you need or exactly what you want. People from the marsh say that one brings good advice, one brings fresh fruit and the last brings tea.

Folk tales from the river towns say that if you put the kettle on, they will sit with you and share tales about undead people they know or that you once knew. How to use them in games?

  • Use them to foreshadow incoming danger and to built dread or tension.
  • Use them to bring news of deceased characters or NPCs
  • Use them to bring a deceased character to unlife and to give them a personal quest to seek the undead prophet.
  • Use them to setup a local religion and prophecy.
  • Use them to make dying interesting by revealing clues each time a character die.
Written with comments from Marielle, Fred, Mystic Dan and Fighting Man.

Monday, May 3, 2021

Spells as ingredients to craft beings

In some editions of the Monsters Manual, the descriptions of the various golems include a list of spells that you need to cast upon their body materials to create them.
  • Clay Golem: resurrection, animate object, commune, prayer and bless.
  • Flesh Golem: wish, polymorph any object, geas, strength, and protection from normal missiles.
  • Iron Golem: cloud kill, wish, geas and polymorph any object.
I like the spell collecting aspect of this, let try to craft lower levels constructs recipes. The moral (ML) rating of these being is determined by their creator's CHA loyalty. If multiple magic users work together to cast the spells, use the CHA of the magic user who cast the last spell. 

I rolled some random spells and I came up with these recipes: 

Level 1 spells recipe: Dreaming Flame Homunculi 
Spells: Shield, Light, Charm Person, Floating Disk and Sleep 
Needed: candle made of rare material worth 1000GP 
  1. Cast shield upon the flame to form a magical mold.
  2. Gently blow the flame while casting Light into the shield. 
  3. Cast Charm Person on the light to give it a personality. 
  4. Cast Floating Disk upon Shield to enable it to levitate. 
  5. Cast sleep upon the light to connect it to the dreamland.
This create a friendly sleepy will-o-the-wisp like homunculi. 
1+1 HD, AC 15 (17 vs missiles), dream lights: can spend 1HP to shape it light into a illusion coming from someone past dreams (save vs spells to forbid access to your dreams), blinding: save vs spells or be blinded for d4 rounds. 

Level 1 and 2 spells recipe: Language Homunculi 
Spells: Read Language, Detect Magic, Ventriloquism and Detect Invisible 
Needed: magical ink and fine papyrus worth 2000GP 
  1. Write random made up words on the papyrus and cast read language on them.
  2. This will create a concept chimera, cast detect magic to delimitate it and to be able to perceive it.
  3. Cast Ventriloquism on it to give it a voice. 
  4. Cast Detect Invisible to enable it to perceive words 
This create a talkative language homunculi, it is insubstantial but faintly glow  when it talk (like a detect magic aura). It can translate spoken language but is unable to read texts. 
It love puns and word plays and you may have a hard time keeping it quiet (not good for stealth). 
It have no HP but can be "killed" by dispel magic. 

Level 2 spells recipe: Mesmerizing Moth 
Spells: Phantasmal Force, Mirror Image, Web and Knock 
Needed: 3000GP worth of silk made from the cocoons of polyphemus moth.
  1. Burn the silk and cast Phantasmal Force to shape the smoke into the form of a moth. 
  2. Cast Mirror Image on the illusory moth to multiply it. 
  3. Cast Web to bind the mirror images together to form a cocoon. 
  4. Cast Knock to open the cocoon and release the Mesmerizing Moth.
This create a delicate moth made of living silk. It have 1HP and a AC of  12 but always cast image mirror when attacked to create d4+1 images. It can use the "eyes" on it wings to mesmerize for d6 rounds. It can mesmerize 1 target per mirror image or focus it mirror images on a same target to inflict -1 to saving throw per image. 

Saturday, April 17, 2021

Occupied Settlements

This is for my "what if Saruman won?" mega dungeon forest campaign

When the group visit a settlement I roll a random event to color their visit.  

Settlement Events (d10)

  1. Occupation event
  2. Occupation event
  3. Occupation event
  4. Scarcity event
  5. Scarcity event
  6. Scarcity event
  7. Quiet times
  8. Quiet times
  9. Quiet times
  10. Community event
Occupation Events (d10)
  1. Unfair arrest, trial or execution.
  2. Abuse of power. 
  3. Inspection, looking for illegal goods, sign of divine magic or rebels.
  4. Troops movements d6 (1. raise occupation level, 2-5 stay the same, 6 lower occupation level) 
  5. Troublesome celebration, the troops celebrate and cause troubles.
  6. Construction or fortifications or sanctioned buildings 
  7. Extra taxation or conscripted labor 
  8. Blackmailing, corruption or intimidations of allies 
  9. Propaganda, glorious statues, indoctrination ceremonies, etc
  10. Establish a NPC who is part of the occupation or profit from it. 

Scarcity Events (d10)

  1. Lost of service, a shop or inn is closing, a specialist is leaving.  
  2. Infighting and accusation, tension is high. 
  3. Lost of resource, shortage of some basic resources, prices are high. 
  4. Sickness, people are getting weak and sick.  
  5. Raid, banditry, looting of goods or arrival of refugees.
  6. Black market troubles, people have to pay for protection, etc 
  7. Low morale, people are discouraged, -1 to reaction and morale tests. 
  8. A populist movement or cult causing is growing or causing troubles. 
  9. Scapegoating and intolerance, strangers, refugees and outcasts are blamed.  
  10. Establish a opportunistic NPC who profit from the scarcity. 
Quiet times (d10)
  1. Shop maintenance, people are cleaning or repairing.  
  2. Gossip and rumors spread around. 
  3. A travelling merchant, caravan or ship arrive. 
  4. News from other settlements, roll a event for a random settlement. 
  5. Business is low, merchants are more willing to bargain.  
  6. People are resting and prefer not to be disturbed.  
  7. Everything is calm, people are worried that things are too quiet. 
  8. Routine, people work and labor. 
  9. Nostalgia, bards sing about the older times, people tell stories or miss the past. 
  10. Establish a NPC that try to remain neutral. 

Community Events (d10)
  1. New service, a new shop open or a new specialist arrive. 
  2. New alliance between local factions or NPCs.
  3. New trade that bring goods from a nearby or distant settlement.
  4. Local celebration, childbirth, marriage, small victory or local festivity. 
  5. Vigil, people organize themselves to protect the community
  6. Market fare, family visits, local goods, business is good.  
  7. Political organizing, people try to cooperate together to better the settlement.
  8. Community work, people come together to repair or build something.
  9. A community or group of outcasts or refugees is helping, receiving help and doing better.
  10. Establish a NPC who try to better or help the community. 
The Settlements
Each settlement start with it own Settlement Events table, some may have more occupation or scarcity results. 

For example Grey Port, a large city, have more occupation events and less scarcity events 
  1. Occupation event
  2. Occupation event
  3. Occupation event
  4. Occupation event
  5. Scarcity event
  6. Scarcity event
  7. Quiet times
  8. Quiet times
  9. Quiet times
  10. Community event
Each settlement also have a occupation level that range from 0 to 3
0: no occupation troops 
1: local troops lawful to the occupation force
2: occupation garrison 
3: legion

Supporting settlements

The group can spend gold to try to support settlements and spark revolutions. 

They can spend 2000 GP to roll on the Supporting Settlements Table, but be careful as this can also attract the attention of the occupation forces and backfire.

Roll 2d6 - the occupation level
For each extra 2000 GP spent add +1
Group action: +1 (if the group take personal risks to help the settlement) 

Supporting Settlements Table (2d6)
2-3:change an event entry into a occupation event
4-5: change an event entry into a scarcity event
6-8: nothing change 
9-10: change an event entry into a quiet event
11-12: change an event entry into a community event
13+: Reduce the occupation level by 1 

Depending of the result, modify the settlement's random events table. 

This way the group can spend GP to shape the types of events that appear on a settlement random table. For example after many good rolls they can turn all the occupation results into other types of events. The best outcome for a settlement would be to only have quiet and community results in it random events table.

Tuesday, April 13, 2021

Some advice to represent trans characters in game

Note: I am discussing that topic from my own point of view, like I underline it below, trans people are very diverse, so naturally different trans people may feel differently about trans representation, if you have trans people at your table, listen to them first.  

The other day someone said they wanted to include trans non player characters in their game but did not know how to show or communicate that they are trans. I thought about it and here are some of my thoughts as a trans person. 

I would say that:

A) You can include trans characters without the need to show that they are trans. Being trans can be a private thing for some NPCs. If you do that it is important to not treat their transness as a dark secret or as a dramatic reveal, if a PC get close to that NPC try to make the reveal casual. 

B) You can simply state that a NPC is trans when you introduce them. You can say "you enter into the bakery shop and the baker, a cheerful trans woman with brown hairs and a warm smile, great you". 

I like that B offer clear representation and normalize trans people in a casual way. It can be a bit meta but I think that clear communication and representation are worth it.

This is worth a thought: when you describe cis people you simply state their gender, you don’t try to remain immersive by communicating their cisness and gender only through physical descriptions. If saying "you see a young woman with brown hairs, wearing a blue dress" is fine, casually saying "you see a trans woman with brown hairs, wearing a blue dress" should also be fine.  

When presenting a NPC as trans you are not saying that their transness is automatically apparent, you are simply informing the players that the NPC is trans, you are not necessarily communicating this to the characters. I would let a player choose if their character notice that the PNJ is trans or not. People perceive us in different ways, how we are perceived is not a fixed trait. (Please, don't ask for perception tests to notice if a character is trans or not, this put emphasis on "passing" and is kind of transphobic.) 

If you decide to physically describe a trans character don't present some of their physical traits as "non passing" or as being noticeably odd for their gender. Don't put the focus on how a trans person pass or not pass. You can frame some trans traits in a positive light but be careful not to base your entire description around them, also include traits that are not related to being trans. Exp: "You see a tall trans woman with dark hair and beautiful broad shoulders, she is wearing a..."     

This is mostly for binary trans characters, but with some nuances, the same can be applied for presenting and describing non binary characters. The main difference is that you will introduce them using non binary pronouns and often their occupation. Exp.: "You see a knight, they look brash and are wearing a fine set of armor." I would also be ok with adding "they are non binary". 

Other things to consider when creating or roleplaying a trans character: 

Don't forget that trans people have very diverse backgrounds and life stories. Try to give them diverse cultural backgrounds, educations, careers, ages, loyalties, attitudes, personalities and gender expressions. Their path toward self discovery, coming out and transition are very diverse too. Note that trans people may also remain in the closet or avoid transition for very diverse reasons too. Try to include more than one trans NPC to also represent trans people diversity. Like you can have old butch trans woman warrior and a young closeted non binary scholar. 

Family can be a big thing for trans people, their family can be a source of anxiety or support. Again,  there is a large variety of experiences: some trans people may have cut all ties with their families, some may be in conflict with them while some other may receive a lot of support. I think it is important again to show different interactions for different trans people and different family member. A father can be very unaccepting while a uncle can be very supportive. I would say try more often to show family members as distant or supportive to avoid creating overemphasis on rejection. Don't ignore family conflicts but don't make them the norm too as it can get tiresome to see trans character always struggling with their family. 

Trans people don't exist in vacuum, they have friends and allies that support them. Try to give them some close friends or allies, people that support them or that simply appreciate them. These friendships may have started before or after their transition. Often trans people have a wide variety of friends of diverse genders, coming from the different parts of their life. On the other hand some trans people may experience a lot of isolation, which can be a source of distress for them, again don't make this the norm but it can be something to explore.

Trans people, like everyone else, may be single or have a partner (or more) and have diverse intimate relationships. Some may be in a relationship with a cis person, some may have a trans partner, some may be strait, gay, poly, ace, etc. Again the keyword here is diversity. Don't forget that your cis NPCs could also have a trans partner. 

Skills and past careers 
Depending of their background, trans people may have acquired a wide variety of skills, especially those who transitioned later in life and went through different careers. In a fantasy setting some trans people may have experienced a drastic career change due to the gender roles of their society or culture. But then again, trans people are good at challenging gender roles so there is no fixed rules here. You can have a trans woman baker who was a soldier before or a trans man who remain a well know healer and "midwife".

Networking and community
Trans people network together to learn about themselves and how to transition, also to help and support each others. This is especially true with internet but you could easily imagine a fantasy trans network about helping each other finding hormones potions or more mundane resources. Give your trans NPCs other trans allies, friends and contacts. Make trans people interact and discuss together, make them part of a community. Again, also consider that some trans people can be isolated and cut away from that networking, which can make their transition harder or be a source of distress. 

Ups and Downs
Trans people often have both a mix of low and high self confidence, sometime they can be very self confident and self affirming while other times they can experience a lot of anxiety and self doubts. This is often part of the trans experience, sometime you feel super courageous and defiant but other days you may feel super insecure about your appearance or something else about yourself. Some trans people also experience up and downs with their gender dysphoria, sometime they can feel super dysphoric, other time they forget about gender or are gender euphoric. (Note that not all trans people experience gender dysphoria, some trans people simply feel more comfortable in their chosen gender). 

For your trans characters who choose to transition, don't forget that there is different ways to transition, someone can do a social transition (changing name and pronouns) while others can take hormones to also transition their body. Depending of your setting there may be different ways to transition socially or physically. Modern days offer different options (name change, hormones, surgery, etc) but you can also easily imagine ways to transition in other settings, like a renaming ritual or spell, hormones potions, magical pools, etc. Try to combine these with other services or social functions, like that trans clinic could also be a good bioware clinic and that hormones potions witch could also be a wonderful healer.

Somethings to maybe consider about magical or high tech transitions: is a "perfect" transition possible? Or is it a long and difficult process? Do it require frequent uses of magic or injections that reflect how modern trans people have to regularly take hormones? How accessible transition is? Is there different ways to transition that have different costs or benefits? 

Trans people can face discrimination, this can be something that you explore in play but be careful if you choose to do so, even if it only affect NPCs, take the time to discuss with your players to see with what they are comfortable with or not. Also be careful not to define trans character only through the discrimination they face. If every trans characters are show as facing discrimination and suffering this teach to trans people that we can only experience our transness through suffering and struggles. This is why you need to be careful to avoid making discrimination the norm or default, even if discrimination can be a common thing, use it sparingly at the table or in your writing and don't be afraid to imagine trans characters who are well supported or settings with no discrimination at all. 

Some tropes to avoid

  • Trans identity as a dark or mysterious secret.
  • Dramatic outing of a trans character.  
  • Trans people who don't reveal their identity to their partner. 
  • Pre transition life coming back to haunt trans characters.
  • Blackmailing trans characters with the menace of outing them or revealing their past identity. 
  • Murdering trans people or suicide. 
  • Assassins, spies or monsters who switch sex as a weapon. 

Tuesday, April 6, 2021

Magical Cloaks

Some Magical Cloaks:

Cloak of Cartography: once a day, carefully put your cloak on a floor and after d6 turns a map of the area will draw itself inside your cloak. 

Cloak of the Seamstress: magically repair itself, it can also project a swarm of sewing needles that can fix any clothes and can once by encounter inflict d6 damage to a target and hinder it by wrapping and sewing threads on it (-4 to all actions). 

Cloak of the Smith: give + 4 to save against fire. The cloak accumulate heat while working in the forge, afterward it can be used to cast heat metal affecting one target per two hours of uninterrupted work. (Exp.: working 12h in the forge enable you to affect 6 targets) 

Cloak of Dreams: make your dreams vivid. Each morning tell us about what you dreamed, you can later summon a element of your dream as a illusion that last 2d6 turns. If you ever physically travel in the Dreamworld it become a cloak of protection +2.

Cloak of the Librarian: the cloak work as a bag of holding for books, upon request a skeletal hand emerge from the cloak, d6 rounds later, with the appropriate book. When asking for a book that was never put into the cloak, there is 2 chance on a d6 that the cloak already have that book. (-1 for rare ones, +1 for common ones). Books must be returned 2 weeks later or the cloak will refuse to give out any more books. The cloak give +2 reactions when asking someone to be quiet. 

Cloak of the Cat: there is a strange cat that live (well more exactly sleep) in that cloak, the cat look different for each person who wear the cloak. Once per day you can ask the cat for a service, roll a reaction roll, the result will tell you how well the cat accomplish or sabotage your request. Complex and difficult tasks may impose a reaction penalty of dramatic proportion. A dirty or wet cloak also impose severe penalties. When asked to fight, on a very good reaction the cat can turn into a panther. If killed, the cat will respawn in the cloak d6 nights later. Asking for tasks impossible for a cat (like dethroning the king) make the cat yawn and sleep for an hour, dreaming it is accomplishing the task.

Monday, March 29, 2021

Random cults of Orcus

Some variant cults of the Demon Prince Orcus rolled created using this blog post of mine: Use Super Heroes gimmicks to create Cults.

Undead: this cult venerate a undead version of their deity. Some believe that the original deity came back from the dead, some believe in a undead double that oppose the original deity. 
Cult of Rotting Orcus: this secret cult believe that Orcus physical form was slain in the material plane and that while Orcus' demonic essence reformed in the abyss, his carcass gained a will of it own and is trying to craft it own scepter out of undead tissues. The cult believe that their necromantic art will enable them to control this manifestation of Orcus as it raise in power.   

Usurper: this cult believe that a other deity stole the powers or the name of their original deity. Some hope for the return of the original deity, some work against it. 
Cult of Orcus Executioner: the cult believe that when Orcus physical form was slain, one of his generals took over his scepter to avenge him while his essence reform in the Abyss. This new Orcus appear as a Balor demon wearing a executioner hood adorned with a ram's skull. Some believe that the Executioner should replace Orcus and are rising hooded undead warriors in his honor.  A secret splinter believe that the Executioner went too far and should return Orcus's scepter so that his demonic essence reform faster in the Abyss. 

Pet: this cult believe that the deity have a pet with a similar set of power. They believe that this pet is the herald of their deity and that it can intercede for them. They also believe that sometime divine pets work together to secretly protect humankind. 
Cult of the Carrion Ram: this cult worship a undead ram that is said to whisper to Orcus the prayers of those who wish for unlife. They also believe that making of blood offerings of horned animals to the Ram can protect them against undead. Some even believe that the Carrion Ram sometimes become a undead white ram, know as Ghost Ram, that join force with other divine pets to defend humanity against invasions from titanic extra planar animal monsters.     

Gender switched alternate: this cult believe in a gender switched alternate version of their deity that replace the original deity. (Or that their deity actually changed gender or was actually of a other gender). 
Cult of Orcusrella: this cult worship Orcusrella (also know as Orcella), the cruel daughter of Orcus, queen of vampires. Orcella is often called upon by undead women as a spirit of vengeance. She is in favor of The Executioner cult, hoping that he will defy her father when he will return. She wield her own scepter of dead that was crafted for her as a gift by undead dwarfs women. 

Divine Spouse: this cult worship the divine spouse of their deity. Those cults are often alternate or lost continuity cults. Some wish that the divine spouse would lead his or her own pantheon. 
Cult of the Mourning Mother. Wearing a funeral veil and often accompanied by the Carrion Ram, the Mourning Mother is a mortal woman that married Orcus after refusing his gift of unlife. She throne beside him in the Abyss and gave birth to Orcella with a drop of Orcus blood. She feel a lot of compassion toward undead and lost souls. The cult think that the Mourning Mother and her daughter come from a reality rift that opened in the Abyss when Orcus was slain in the material plane. They hope that their worship will anchor her existence and make Orcus remember her when his essence will reform in the Abyss.    

Noble Alien Paragon: this cult worship a utterly alien but noble version of the original deity who is often a legacy upholder or a temporary holder of power. 
Cult of Orcellion. Orcellion appear as a muscular ram headed androgynous humanoid, they have three eyes and wield a scepter adorned with a alien skull. Orcellion is the defender of people who became undead to pursue heroic goals. Their body formed in the Abyss when the Mourning Mother's reality rift closed down. Orcellion remember Orcus as a comrade of arms and don't understand why demons are chaotic evil or the concept of alignments. 


Monday, February 22, 2021

Setup of my new OSE campaign

I started a new Old School Essentials campaign, the campaign premise is something like: "what if Saruman had won and people now need to loot the dying forest of Lorien to survive?"

The Great Archwizard betrayed the elven alliance and took the throne of the Dark Lord. The elves are now gone and the Archwizard rule over the free world with his army of orcs and humans. His college of wizardry oversee cities, divine spellcasting is now forbidden. The eternal forest of the elves is slowly dying and is now in a state of eternal Autumn. Pushed by misery, desperate adventurers and renegades explore the forest in search of elven treasures and magical artefacts. 

I removed the elf class (to keep elven culture mysterious) and added some advanced classes like the druid and the ranger. I also included some classes that seem relevant to the premise like the half-elf and the half-orc. 

The Ruddy Dawn Forest

My goal is to run (and craft) a forest mega dungeon. the overland map is a point crawl but each points correspond to a geomorph tile when you zoom in. This way I get a series of interconnected dungeon crawl areas that contain a mix of empty and interactive "rooms" (clearings) and the feel of crawling through "corridors" (paths). 

This is the point crawl overland map I gave to the players, we are at the start of the campaign so the links are not revealed yet, my GM map naturally contain more information. The colors zones correspond to the "levels" of the dungeon, the deeper you venture into the forest the more dangerous are the encounters and the more wondrous are the treasures. 

The players can uncover new entry paths while exploring. To move between points the group must roll to see if they get lost (losing direction), if they do, I can augment the chance of the random encounter roll, make them arrive at a different point or advance time so that it get dark in the forest (I am tempted to let them choose the consequence). 

When the group arrive to a point we switch to dungeon crawling mode. To generate the forest map, I used caves geomorph and redrew the rock as forest, the tunnels and corridors as paths and the caves and rooms as clearings. 

The big difference compared to a dungeon is that there is less uses of torches but I established that the forest is very dense and that it get dark very early. Also the forest "walls" are porous, characters can move through the trees at half speed but this also mean that during random encounters, monsters can emerge through the walls. 

What else? 

I wrote four settlements for the adventurers to come from and to return to after their expeditions. The settlement they chose to rest in will influence the gear, services and retainers available. Also possibly different kinds of troubles. 

Grey Port (large port city)
  • Afflicted by: unemployment and corruption 
  • Occupied by the 4th Shadow Hand Legion 
  • Wizard Tower (loyal to the ArchWizard) 
  • House Silver-Mare (Lawful knights, secretly resist) 
  • Black market, thief guilds 
  • Great library (Engineer & Sage specialists) 
  • Know for their candles that resist the sea breeze 
  • Secretly worship the old gods in the sewers 
Wilder Town (trade post forest village)
  • Afflicted by: famine and bandit raids 
  • Trade with barbarian wildlings 
  • Protected by House Willow-Spear (Neutral knights in exile) 
  • Know for their wolf-dogs and archers 
  • Specialists: Animals trainers 
  • Worship the old gods in the forest 
  • Druidic sect: the Mother
Gentle Anvil (small vale village)
  • Afflicted by: poverty and taxation 
  • Blacksmith and armorer specialists 
  • Stone quarry 
  • Dwarfs trading post 
  • Know for their headstrong mules 
  • Brave peasants and villagers 
  • Proud torch makers, love bonfires 
  • Secretly worship the old gods in their daily life 
  • Druidic sect: the Maiden 
Castle Basilisk (swamp village protected by a fortress)
  • Afflicted by sickness and scarcity 
  • House Heron-claw (Chaotic knights, boldly defiant) 
  • Harbor many renegades 
  • Great healers and poisoners 
  • Specialists: alchemists, spies and mercenaries 
  • Boar hunters and great cooks 
  • Openly worship the Old gods 
  • Druidic sect: the Crone
I am tempted to enable the PCs to be able to spend their gold to try to help the settlements but I am not certain yet how to handle that. 

Sunday, February 21, 2021

Last 24h for Where the Wheat Grows Tall!

Last 24 hours before the end of our Zine Quest KS for Where the Wheat Grows Tall. We are generously funded but I am still sharing for those who would want a printed copy.

Thanks again everyone for supporting our project, your encouragement mean a lot to us.
Seriously you have no idea how this give me and Camilla some hope. 💖

I can’t wait for everyone to have a copy in their hands. 😊

500 backers!! Amazing!!
A big Thank You from Camilla and me!! 💜💜
Masha and the Barstukai are celebrating with make believe tea time!
#zinequest3 #ZineQuest

Monday, February 8, 2021

Friday, February 5, 2021

Where the Wheat Grows Tall

After a lot of anxiety, stress and work we were able to setup our Zine Quest Kick Starter page. We will probably launch this Monday.


Wednesday, February 3, 2021

Tomb of the Butterflies

I drew a dungeon using Isometric Blanks, a small isometric maps zine that Geoff offer to print with Zine Quest 3. 

I will maybe try to describe the rooms more in details the next time I procrastinate. 

Tuesday, February 2, 2021

Saturday, January 23, 2021

Megadungeon School of Magic!

I am playing the excellent and wonderful Inkenfell, it is a RPG adventure that happen entirely in a school of magic, a uncontrollable magic force have been unleashed and the spirits of mundane items awaken and turn them into whimsical monsters. So you fight flowers, floor tiles, chairs, lanterns, books and other mundane items as you explore the school and uncover it secrets. This made me think that you could could play a magical school like a megadungeon or turn a megadungeon into a magical school. 

You can craft your own megadungeon school or, in the spirit of my post about playing the orcs moms in the classic B2 Keep of the Borderlands module, you could hack a megadungeon to turn it into a gigantic school and play characters who study there. 

If you craft your own megadungeon school of magic it could be fun to use the Ikenfell formula: you craft a gigantic school and you add a ton of secret areas, then you unleash a magical force in it. At the beginning of the campaign the school is your "ordinary" whimsical school of magic, the players can explore it freely, only expecting danger in specific mysterious areas. But once they gain a level or two you escalate things by unleashing a wild magical force that turn all the school areas into dangerous ones. That magical force could be enchanting people, animals and items, awakening spirits or opening portals to import monsters. The end goal of the campaign would probably be to seal that magical force and to make the school relatively safe again. The main advantage of this formula is that the player can familiarize themselves with the school before it become dangerous.  

But if you feel like hacking, to create your school, you could take your favorite megadungeon and turn some of it rooms into school's facilities like classrooms, cafeteria, dormitory, lecture hall, library, courtyard, headmistress office, etc... And turn some of it monsters or occupants into teachers, librarians and the ground keeper. The big difference is that instead of starting with a safe school you start with a dangerous one. Maybe the megadungeon school was once safe and have only recently become unsafe. The campaign goal could still be to make the school safe again or it could be to prevent a dangerous force from awakening and making things even worse. Or you can simply play in sandbox mode and see what kind of goals will emerge. Even if the school is dangerous from the beginning I would assign some areas of the mega dungeon as no or low encounters zones. These warded zones could grow or shrink depending of the characters actions.

As for the characters themselves? They could all play young magic users but it would be more interesting to have a variety of classes or archetypes. Maybe a class less system like Macchiato Monsters could be a better fit to run that kind of campaign. But then again it could be somekind of school for adventurers that teach fighting, thievery, thaumaturgy and wizardry. 

Let try to turn a dungeon room into a class room, I present you Barrowmaze High, School of Necromancy

Room 103 (original text)

A Runic Golem (1) appears as a large pile of runic tablets in the northwest corner of the room. It will flicker to life with magical energy when the PCs proceed into the crypt.

A large elaborate mirror on a pedestal is positioned near the southern wall of this room surrounded by burial alcoves. Five feet in from the mirror is a bottomless pit. Anyone vain enough stand in front of the mirror will fall in. 

Burial Alcoves: hexagonal, disturbed remains. Content: 87ep, Sapphire (75gp) and a Tome of Clear Thought. 

Classroom 103 

The Runic Golem is clearly a teacher and is teaching magical runes and writing. The mirror work like a black board and is sometimes used as a test. Falling into the bottomless pit take you back to the study or detention room. The burial alcoves contain the remain of past students, you can cast "speak with dead" to get help for your assignment or to gossip. The one with the Sapphire probably have a sidequest. The Tome of Clear Thought can be borrowed by asking the teacher. 

Thursday, January 21, 2021

Cosmic Usage Dice

The Black Sword Hack is about the end of the world but there is no pacing mechanic to trigger it end.
I guess that you could establish that reaching level 10 trigger the end but let try something that follow the fiction and the character's actions. 

Law and Chaos have a Cosmic Usage Die

  • They could both start at d8 but you can also start with a unbalanced world. 
  • If a cosmic usage die go under d4 or above d12, it trigger the end of the world. 
  • When both cosmic dice are equal, the Cosmic Balance is in equilibrium.

At the end of an advenutre: 

  • Test the usage die of the defeated or hindered faction: on a result of 1-2 it cosmic die step down. 
    • The lost was extra hurtful (the death of a champion, etc): roll with disadvantage
    • The lost was minimal: roll with advantage.
  • Test the usage die of the triumphant faction: on a maximum result it step up. 
    • The trimph is exalted or glorious: roll with advantage
    • The trimph is minimal: roll with disadvantage
When factions fight each other without the intervention of the player characters: roll their usage dice, the faction that roll higher win the conflict. Result of 1-2 are a disaster. 

So aligned players can cause the end of the world by crushing the opposed faction too much (lowering it cosmic die under d4) or by being too triumphant (rising their faction cosmic die over d12). 

Optional rule: Cosmic Momentum.
  • When your faction's cosmic die become the highest (or step up?), your Doom dice step up by one for the duration of an adventure.
  • For characters aligned with Balance this happen when the cosmic dice reach the same value.

Black Sword Hack actual play

I started a campaign of the Black Sword Hack, a game by Kobayashi made with the Black Hack and that use Michael Moorcock's Eternal Champion cycle as it inspiration. 

What attracted me to the game is that instead of proposing you to play in the Young Kingdoms like how Stormbringer and later Elric did, Black Sword Hack propose you to craft your own doomed world and to save or destroy it. 

Personally I think that this is the best way to write a RPG about a work of fiction: give the group the tools to craft their own setting inspired by the main tropes and elements of the original work. This way the campaign is not constrained by the canon and it don't feel like you are playing in someone else pre-made campaign world.  

A big part of the fun was the creation of our doomed world. To do so we used the random tables provided in the book but instead of just the GM (me) rolling on them, I asked in turns each players to roll two dice and to choose the result they prefer. This way we were able to collectively create the world. I feel like this a great way of creating players engagement into the world they are going to save or DOOM. 

  • The forces of Order are championed by a network of brains enclosed in engraved bronze casings. 
  • Their troops are an army of automatons made in the image of angels. 
  • The world suffer from earthquakes and tsunamis.
  • The Balance stronghold is a refuge built underground by an advanced civilization.

  • The Nothern Raiders are declining and favorable to Chaos. 
  • The Dust Empire is warmongering and allied with Law. 
  • The Last City of a Dying Specie is divided and favorable to Chaos. 
  • The Grey Spire Dominion is declining and favorable to Order. 
  • The Land of the Black Pyramid is declining and favor diplomatic solutions. 

  • The Rapier of Devouring Horde is brutal and call for action. It inflict the STR of it wielder as damages. It is made of Quicksilver. When it kill it transfer back d6HP to it wielder. It can be found on the Moon! 
  • The Long Sword of Splitting Death is silent and don't care about it wielder. It inflict the WIS of it wielder as damages. It is made of rusted metal and stone. When it kill it absorb memories. It can be found on a floating Island.

Wednesday, January 6, 2021

Humpday RPG Show and it blogs review is back!

A RPG podcast I love that talk about posts from the RPG blogsphere. I like it because I don't follow old school blogs anymore and listening to it often inspire me to blog. So hopefully the RPG blogs posts review will reignite my desire to blog. Check out the Humpday RPG Show!