Tuesday, May 14, 2013

Helms of Transfiguration

In a room there is three helms of transfiguration.
Do they grant wisdom and visions? Do they talk and cast cleric spells?
Or maybe they store and trade experiences, personality and appearance?
But what happen if you wear the damaged helm?



Sunday, May 12, 2013

My next campaign.

The GM of my second group had to leave because of family duty. I enjoyed being a player again and it was super interesting to try Dungeon Crawl Classic and to to venture into Stonehell for three sessions. Being a player I noticed some stuff that I will discuss about in a future post.

My second group want to continue dungeon delving so I will take the role of the GM and I will referee a second campaign.

This time I want to run a campaign inspired from the manuscript of Storming the Wizard Tower. I want to focus the campaign on a village as a "natural group" and the dark influence of it near dungeon. I will use the Storming the Wizard Tower setup to start my prep. I also want to make random tables to determine who from your relations in the community are potential adventurer replacement. I will also try some house rules like the stress rules. I will award Xp for Gold & Goals.

So overall I have a good idea of how I want to organize things, but I posted a email to the group to let the players choose the setting.

My suggestions:

  1. A village of vikings near the Barrowmaze or Death Frost Doom.
  2. Peasants living near a classic vampire castle like Ravenloft. 
  3. Halfling cheese maker village near natural caves used to keep their cheese. (Wheel of Evil)
  4. Dwarf settlers who have to reclaim a ancient dwarven fortress. 
  5. A tribe of savannah hunters living near a lost city. 
  6. A tribe of eskuit living near the ruins of a frozen city in the Weird New World. 
  7. The crew of a ship exploring the Weird New World in search of a legendary lost city.
The idea is to combine a local community and a adventure location.  


Thursday, May 9, 2013

The power of symmetry

Mirror copy paste a sketch book drawing over itself and you end up with something nice looking.



Wednesday, May 8, 2013

My city encounters

I check for encounters for each new streets pattern that the group map.
When the group travel between two known location I check once by neighborhood.

Chance of encounters:
  • Day: 1 on d6
  • Night: 2 on d6
  • Festival: +1 chance of encounter

If there is a encounter, I roll to on my encounter type table:
  • 1-3 Street event (happen in the largest street)  
  • 4-5 Trouble (happen in the smallest street) 
  • 6 Weird / Supernatural (GM choose the street) 

Night: +1 on roll

Street events involve a crowd of people that block a street (d20):
  1. Religious procession of Vorn / Tittivilla
  2. Marriage / Funeral
  3. Public judgement / execution
  4. Public contestation / debate / scandal / humiliation 
  5. Cultist / Priest preaching
  6. Nobles celebrating / parading exotic slow pets
  7. Street Crier / Artist attracting a large crowd 
  8. Ambassador / city officials / military procession
  9. Caravan stuck / Large cattle delivery  
  10. Street auction / market 
  11. Constructions 
  12. Crowd watching a accident or fight on a bridge
  13. Fire!
  14. Stone or ice sheet fall
  15. Street closed for Investigation / Plague
  16. -  20.  Special / unique event (a other table) 
The Neighborhood wealth determine the type of trouble (d6):
  • Wealthy: 1-4 Law or Nobles, 5-6 Crime or vermin 
  • Middle: 1-3 Law or Nobles, 4-6 Crime or vermin
  • Poor: 1-2 Law or Nobles, 3-6 Crime or vermin
Trouble involve a pool of HD equal to the group size + 1d6.

For the weird/supernatural stuff I roll on a table of unique encounters.


The encounter distance is the street length in map unit in d6 (x 10').
So a 3 square length street give a 3d6 x 10' encounter distance.

The group can always choose to take a alternate route to try to avoid a encounter.
This way encounters often push the group into unexplored parts of the city.

Oh also when there is a fight I check to see if the city guard intervene after each 6 rounds.
(with a cumulative +1 chance by test)

Neighborhood wealth:
  • Rich: 1 on d6
  • Middle: 1 on d8  
  • Poor: 1 on d10
  • Large street: +2 chance
  • Night or alleyway: +1 die step

Tuesday, May 7, 2013

The night at the inn

To keep with the concept that Vornheim is like a mega-dungeon, when the group pass the night in a inn I check for encounters.

The chance of having a encounter depend of the quality of the inn:
  • Luxury: 3 on 6 (+1 to reaction bonus) 
  • Secure: 1 on 6
  • Standard: 2 on 6
  • Poor: 2 on 6 (-1 to reaction bonus)
  • Piss poor: 3 on 6 (-2 to reaction bonus)
(Carousing add +1 to the chance of having a encounter) 

Next I roll a d6 to determine the nature of the encounter:
  • 1 Witness something weird or supernatural.
  • 2-3 Get in trouble.
  • 4-5 Hear a interesting rumor or superstition.
  • 6 Meet someone that could be a interesting contact or ally.
And I improvise from there. 

I also roll on the same table when the group pass through a large crowd of people in the city.



Saturday, May 4, 2013

Swarm of Psychomycosis Megaspores

I tried to illustrate the Psychomycosis Megaspores from False Machine.
I imagine them more as lone stalkers, but I guess that sometime you can encounter swarm of those beautiful horrors.
I also imagine a assassin cult secretly planting a megaspore into a target household.

Thursday, May 2, 2013

Bird Knight

I din't had anything game related in head, so I drew a bird knight.


Wednesday, May 1, 2013

Bat Goblinoids Underground Dwellers

I don't really know what they do, but I have drawn those bat like goblinoids. Well they seem to love rings.