- The blood of a sea serpent can be used to create an infallible compass.
- Commander Noland’s treasure is buried under the breeding ground of the man-eating crabs.
- In calm weather on midsummer day, the reflection of your ship is real and you can climb over there to find all the treasure that was stolen from you.
- Captain Kate “Ruthless” Hawk ascended to the night sky and became a patron saint. Pray to her every day, and she shall send down a mist to cover your escape route.
- Patch up your sails with captured flags and ride the winds twice as fast.
- The old pirate king is still alive, imprisoned in the Imperial fortress! The new pirate king is illegitimate!
- Some shanties are nasty enough to dislodge nails from wood.
- Every ghost ship has a heart. Steal it to claim command over the vessel!
- The pearl divers of Taboo Island can talk to fish.
- You can capture thunder in a brass bell. But beware, you can only keep it imprisoned for a week!
Sunday, September 24, 2023
1d10 pirate rumors and superstitions
Monday, August 21, 2023
1d6 carousing mishaps/random happenings in the jungle
- Stumbling through the jungle, you fall into a spike pit. Seriously, who digs all these? Some people are just mean. Take d8 damage, save against Paralysis for half.
- You are finally invited to the cool kids’ party. Turns out, the cool kids are necromancer cannibals. They are about to do a sick ritual. Peer pressure is strong. If you agree to cut off one of your fingers and eat somebody else’s, you gain the ability to cast a random spell (of levels 1, 2 or 3) once per day.
- You find a cannibal recipe book. Don’t ask what the parchment is made of. A day of studying the book teaches how to extract the double amount of rations from a human body.
- You find a valuable golden idol. However, a handsome fellow in a hat holds you at gunpoint and takes away the idol, saying that it “belongs in a museum”. At least you steal his whip from him.
- A giant ape takes fancy to you. The next time when an attack would kill you or knock you out, the ape swoops in and takes the damage instead. After this, it loses interest in you.
- A giant flying creature picks you up and takes you to its nest. After some struggles, you escape, with (d6): 1-3 a lot of scratches, d3 damage, 4 an unhatched egg, 5 a bunch of shiny colorful feathers, 6 a gem worth 100 sp.
Friday, August 18, 2023
[Dungeon] Oracle of the Laughing Prophet - a small OSR location
Tuesday, August 8, 2023
[Solo] The Magnificent Adventuring Circus, Session 5: The Wolfman’s Turn
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
- Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
- Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.
Day 6 [travel from 3508 to 3408 (barren hills on
west bank, lightly forested hills on east bank), weather worsening, no random
encounter]
The terrain on the east bank of the river becomes less
rugged, more of a hill than a mountain. The weather, however, becomes worse:
the first cold of Mid-Winter sets in. The first snowflakes also appear – early
scouts of the oncoming storms and impassable roads. So, the Circus tries to
pick up speed.
They get their hopes up when they see the outlines of
buildings in the distance at the bend of the river – but as they get closer,
they notice, that there is no smoke rising from the chimneys. It is just the
ruins and remains of an abandoned hamlet, half a dozen empty, dilapidated
buildings. Most are beyond repair. Some might be restored to livable
conditions.
The deserted place gives everybody the creeps. It’s that
uncanny feeling, when a place that should be “lived in” instead stands empty.
“I feel like we are being observed,” shudders Callisto, and glances backwards,
but can’t see anybody. The party decides to not search the buildings, and
instead roll on towards a hopefully populated settlement.
+ [travel from 3408 to 3509 (barren hills on west
bank, densely forested plains on east bank), weather worsening, random
encounter: the Lycanthropes, party not surprised, creatures surprised)
The terrain on the east bank evens out, but the forest
gets thicker. The snowfall intensifies. The branches of ancient trees look like
skeletal arms outstretched against the gray, clouded sky.
Pointy Kid drives the wagon. Griswold volunteered to be
on watch – which means sitting on top of the wagon – not the most pleasant
position in the winter. The others huddle in relative “comfort” inside the
cabin.
“I tell you, I don’t like this Griswold fella,” Callisto
grumbles. “His words are pleasant, but his eyes are just not right. I recognize
this type… He is a liar and a con-man, that’s what he is.”
“Birds of a feather, aye?” Julia pokes him in the side.
“First of all, I’m not a con-man, I’m a con-artist,
and a master of illusions, not a liar. But yes, I’ve seen people like him
before. I bet that tale about his traveling companions getting killed by
monsters is a great big lie. They are either following us, or, hell, for what
we know, he killed them himself and will do the same to us! And why did he
volunteer for watch duty?! In this damn cold?”
“All right, all right, I’ll check on him, just stop
nagging me!” Julia Maxima gives in.
A little trapdoor built into the ceiling leads to the top
of the wagon, the “sentry post”. Julia Maxima climbs up the ladder, and emerges
from the hatch, but not completely yet. She looks around.
Griswold kneels on the roof of the wagon, with his back
to the trapdoor. And he is… waving? Gesturing? Signaling to somebody in the
distance behind the wagon! Julia Maxima barely makes out three figures trotting
after the wagon. Three dark figures… Wolves? WOLVES!
Julia drops back into the wagon and secures the trapdoor
below.
“You were right, Callisto. I’m sorry. To arms, everybody!
There’s a pack of…”
Her words are interrupted by a blood-curdling howl from
above --- which is answered by a choir from the distance.
“…wolves. Or something worse,” Julia Maxima finishes the
sentence and starts donning her chain shirt.
There’s another howl, and the sound of claws scraping
against the roof of the wagon.
“POINTY! Pointy, look out! Behind you!” Sheila screams,
hoping that her voice will penetrate through the wall of the wagon.
Pointy Kid turns around just in time to gaze into the
gaping maw of a gigantic wolf perched behind him over the driver’s box…
Instinctively, he hits it with his only weapon at hand – the whip! The leather
strap would scare any other creature – but this monstrosity doesn’t even flinch
– and it lunges forward – and misses! The sudden movement brings the creature
dangerously close the edge, but it stays on top of the wagon. Pointy throws the
reins and stands up to face the monster. Bamboo the horse needs no urging by
this point, as she feels the horrible smell of the werewolf. She strains to go
as fast as possible.
Meanwhile, below in the wagon Julia Maxima is still
struggling with her chain shirt. Sheila grabs her scimitar. “I cannot let
Pointy fight that… thing… all alone!” She opens up the back window of the
wagon, crawls out, and pulls herself up onto the top. As a trained dancer, she
manages this little acrobatic feat alright… But she also sees that the three
wolves are gaining. Callisto watches in horror at the pursuers and tries to
come up with a clever idea.
Up top, the monstrous wolf prepares for another attack.
But first, Pointy Kid lashes out with the whip once more – this time he tries
to hook it around the creature’s leg, but only causes some mild annoyance.
Luckily, he doesn’t lose his balance. Griswold (or rather, “Griswolf”…) charges
again – but Pointy Kid sidesteps, and the wolf jumps straight off the
carriage!!
Callisto tries to use his only trick, and “throws” his
voice, towards the approaching wolves. On a hunch, he imitates Griswold’s
monotone speech: “Fall back! This prey is no good!” And, to the Grand
Illusionist’s great surprise… the trick works! At least, the three pursuing
wolves stop and look around in confusion.
Sheila and Pointy look below and try to find the wolf.
At the same time, Griswolf “resurfaces” from under the
speeding wagon and snarls at Callisto (who is still standing at the open back
window). And then the monster jumps, tries to latch onto the vehicle – his
vicious claws miss the window just by a couple of inches.
Pointy climbs back into the driver’s box and takes up the
reins. Sheila stays on top of the wagon to see how things unfold.
Griswolf snarls angrily, shakes himself – and turns back
into a person! “You haven’t seen the last of us, carnies!!” he shouts after the
wagon, then, butt naked, runs off into the snow-covered forest to find his
pack.
Julia Maxima finally finishes putting on her chainmail.
“I’m never taking this off again,” she says.
The wagon speeds on, pulled by the panicking Bamboo, in
an unknown direction…
![]() |
Cool Michael Stroganoff wolf encounter diorama by Taipeh |
Saturday, July 29, 2023
Dirt simple 2d6 weather roll
Here's a short entry for this month's Blog Carnival: Terrain, Seasons, Weather!
By now using Reaction rolls to adjudicate, umm, everything and anything, has become an OSR staple, and I'm here for it! I think I first stumbled upon this idea over at Talysman's The Nine and Thirty Kingdoms blog. Since then, this little table has been on my DM screen/binder.
|
Weather |
2 |
Worst possible, anomalous, no
travel |
3-5 |
Very bad, |
6-8 |
Normal for season, regular travel |
9-11 |
Advantageous,
bonus travel speed |
12 |
The best possible, bonus travel
speed and morale |
I like it, because it gives me a baseline, from which I can improv the actual conditions. If I'm stuck, I use the old "Dolmenwood Hex Crawl Procedure" document (no longer available on Gavin's blog, but pdf's hosted in other places are still around), which has a very nice 4xd8 table of possible seasonal weather types.
![]() |
Giorgione, you rock. |
Sunday, July 23, 2023
[Solo] The Magnificent Adventuring Circus, Session 4: Carnies in the Mist
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
- Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
- Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.
Day 4 – continued [camping in 3507 (river flowing
from north-east to south-west, swamp on northern half, barren mountain on
southern half), weather worsening, random encounter: Lycanthrope: Werewolf,
party not surprised, creature not surprised]
Cold Fore-Winter rains make the life of the Circus worse.
Pointy Kid is on lookout duty, Callisto cooks, Sheila and Julia Maxima work on
the broken wheel. The party has the tools and some spare materials, but lack
the expertise. It quickly becomes obvious, that even if they manage to finish
the work today, they have to camp here in the wilderness.
Dusk sets in. The wagon is complete, but it’s too late to
move. The troupe huddles around the fire.
“Somebody’s coming!” Pointy Kid points towards the rocky
slope of the mountain.
“Greetings,” the approaching person waves from a
distance. “Can a weary and unfortunate traveler warm himself by your campfire?”
The characters exchange a couple of words, then invite
the stranger over, as it has been the way of Circus-folks for centuries. Only
Callisto eyes the stranger with some slight suspicion.
He is a middle-aged fellow, with greying unruly hair, torn
dirty clothes, a sword on his belt and just a small bundle of stuff. “My name
is Abil Griswold,” he introduces himself. “I was traveling with three
companions through the mountains, but we were ambushed by monsters – I was the
only one to get away.” He speaks in a monotone voice. Grieving his companions,
Sheila thinks.
“Where are you headed?”
“To Tabriz first, then Turachow,” Griswold explains.
“Come travel with us, it would be safer. Of course,
you’ll be expected to contribute something to the performance or the running of
the circus – that’s the Circus custom – do you have any talents?” Julia Maxima
asks.
“I might have a couple of tricks up my sleeve,” says
Griswold, and for the first time his voice becomes lively. He even smiles a
little. “I can imitate the sounds of wild animals. Children love it,” he says,
and does a pretty good growling dog impression.
“We could use that as the sound of the troll, too, what
do you think, Sheila? Maybe in Tabriz, he can play the monster instead of you,”
Julia Maxima offers.
“Yes, I guess I could become a monster,” Griswold nods.
“But let us rest now…”
Watches are set – the night passes uneventfully.
Day 5 [travel from 3507 to 3407 (river makes a bend,
barren mountain on east bank, lightly forested hills on the west bank), weather
neutral, no random encounter]
In the morning, a light mist blankets the area. Callisto
is almost sure that he spies a couple of shadowy figures in the mist… But
perhaps that’s just his imagination running wild, or a bit of contact high from
Pointy Kid’s morning pipeweed.
The Circus (with new temporary member Abil Griswold)
continues its journey along the river. The swamp on the other bank ends and the
river now runs in a valley between lightly forested hills and mountains.
The wheel holds – although one particular bump gives the
whole party a scare – but nothing scary happens. Investigating, they find that
they ran over a slab of stone, half-sunk in the ground: an ancient grave
marker… Now this sends some chills down their spines, especially that the mist
hasn’t lifted yet. The name is unreadable.
But these small things don’t hinder them much.
The river takes a strong bend towards the east, where
more lightly forested mountains loom.
+ [travel from 3407 to 3508 (lightly forested
mountain), weather worsens, no random encounter]
Further progress is hindered by cold rain. The troupe
soldiers on. Just before darkness, they happen upon a cabin – built atop a tall
tree! There are no lights in the windows, nor smoke from the chimney. Nobody
answers their calls. So Pointy Kid throws up a grappling hook, then climbs up
to the little platform at the cabin’s entrance. Knocks – no answer. He opens
the door. A small living room: all furniture and implements cozy and
halfling-sized, but covered by dust. There are books and scrolls, all of
religious and philosophical content. Most of them are signed by a certain
Glomol Glomolkan Glomolklari – the owner of the cabin. A little silver
sea-shell is displayed in a prominent place: proof that the inhabitant of this
cabin made the pilgrimage to the holy site of the Birth of the Goddess, far up
to the north-east [5001]. Glomolklari must be a hermit. But where is he?
Pointy Kid doesn’t want to disturb the stuff of a hermit,
so instead he just climbs down and reports to the others.
They park the wagon under the tree, and camp. Julia
Maxima rations the food pretty strictly tonight: with an extra mouth to feed
(Griswold lost his bag), the Circus is running low on supplies…
The night passes uneventfully.
To be continued!
Thursday, July 20, 2023
Parallel Dungeons got a review + a cool new series of dungeon deep cuts
Sunday, July 16, 2023
[Dungeon] The Bleak Corridors - an OSR adventure
I made a dungeon today, in about 90 minutes. The Bleak Corridors: a 15-room factory complex with a dark Victorian/steampunk vibe.
Download here!
It includes a 2-page PDF with the room descriptions, the DM's map, and a players' map with the secrets and traps hidden for use in VTTs (the grid size is 70 px, the standard for Roll20).
There are stairs leading down to a deeper level - just erase those or use something else... Like the Bloodsoaked Gem Caverns!
Let me know what you think!
Thursday, June 1, 2023
[Solo] The Magnificent Adventuring Circus, Session 3: Wheels & Waterfalls
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
- Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
- Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.
Session 3: Wheels & Waterfalls
Day 4 [travel from 3606 to 3507 (river flowing from
north-east to south-west, swamp on northern half, barren mountain on southern
half), weather neutral, no random encounter]
The Circus leaves Abazar early in the morning. Nobody
begs them to stay for another show… The plan is to follow the course of the
river until they reach the town of Tabriz. A sound plan, but who knows what
dangers await along the way?
The weather is… fine. A bit cold, but most importantly
it’s dry, so the circus wagon rolls at a slow, but steady speed along the
river. By midday, the party exits the dense forest, and enters an equally wild,
but very different terrain.
Here the river runs in a valley. On its
north/north-western bank, the swamp continues. On its south/south-eastern bank,
stands a tall, barren mountain peak. Even this late in the year, water flows
off the peak. It forms a magnificent waterfall, almost 500’ tall, and connects
into the river in the valley. An awe-inspiring view!! But also, a hindrance for
travelers: coming down this direction, one must either cross the fast-flowing
stream, or circle around, wasting possibly many days among rocky hills.
Julia Maxima, the de-facto leader of the troupe, hands
out ropes and commands everybody to prepare for crossing. Julia herself and
Pointy Kid remain on the wagon – the stream is definitely too deep for the
small folks. Sheila and Callisto begrudgingly tie themselves to the wagon, and
take point, leading their horse into the ice-cold water.
They slowly make the crossing. In the middle of the
stream the two adventurers are almost up to their chests in the freezing water.
Callisto curses, Sheila suffers silently. The worst part is that they cannot
see the bottom under the fast flow, and there are rocks everywhere. They pull
through, and the wagon’s front wheels are already out of the water, when
suddenly…
*CRACK!!*
Treacherous underwater rocks! The vehicle slumps
backwards. Pointy Kid and Julia quickly jump down, and everybody starts pulling
--- and they manage to pull the wagon out from the stream, but realize that a
spoke on the wagon’s right back wheel is broken! It must be repaired before
they can proceed!
To be continued…
Tuesday, May 23, 2023
[Solo] The Magnificent Adventuring Circus, Session 2: Well- or Ill-met in Abazar?
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
- Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
- Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.
Day 3 – continued [downtime in 3606, the settlement
of Abazar]
On the third day of the journey, the Magnificent
Adventuring Circus reaches the Abazar. They are received neutrally – the
Abazarians natural grimness is mitigated somewhat by the presence of Julia
Maxima (a Dwarf). The garishly painted circus wagon parks in the main square,
next to “The Sleeping Ogre” tavern, and is converted into a makeshift stage by
opening down one of the sides. Torches are lit when the evening comes, and a
small group of 20 tired lumberjacks gathers around.
The Show
The show usually opens with the sword dance of Sheila,
but the troupe decides that a semi-naked Elf lady swirling around with a sharp
scimitar might aggravate an all-Dwarf audience… So Julia Maxima takes the stage
first, with the stand-up comedy routine she practiced along the journey. At
first the audience needs to time to adjust to Julia’s mountain dwarvish
dialect, but gradually they warm up, and laugh wholeheartedly at the mining
terminology puns and a couple of mandatory “elves smell!” jokes (Sheila allowed
Julia a grand total of three). Next, Sheila puts on a “troll costume” (a dusty
crocodile-skin and googly eyes) and prances around on stage. Then Pointy Kid
bursts in, dressed as a knight. The two of them dance around a bit and put on a
mock fight, as Julia Maxima narrates the events. On the one hand, the audience
laughs at the Elf-Troll, but on the other hand, the troll is a very real danger
around these parts. The lukewarm reception of this number makes Callisto very
nervous, and he stutters while doing his Ventriloquism act. The audience boos
and two out of three rotten tomatoes hit Callisto. Julia Maxima tries to save
the situation by inserting a few jokes on the stuttering illusionist’s expense,
but the evening is ruined.
The hat is passed around, and returns disappointingly
light. Tough audience! But at least the troupe is treated to a free meal in the
spirit of the approaching Harvest Festival.
The party retires into the wagon for the night. They
would rather not carouse in this hostile town. Their plan is to reach a bigger,
human-dominated town by the day of the Harvest Festival, and cash in on the
festive mood of the populace… Julia Maxima goes out for a bit to mingle. She
learns that there is a town called Tabriz on the river, about 30 miles southwest.
Abazar sells lumber to them. This is where the Circus will head next.
The circus is in town! List the numbers that the troupe
puts on (3-4 will suffice). Describe them.
For every number, make an Audience Reaction roll.
Keep a running total of the numeric value of the rolls as
well, and at the end of the show, that total x 50 is the base amount of copper
coins gathered when the hat is passed around.
As a circus show is like a fight with the audience,
experience points are gained as if the party has defeated every fifth member of
the audience.
Roll |
Reaction |
Effect |
2 |
Outright
hostility |
Make a
Reaction roll at -2 to see if the audience attacks or just tells the troupe
to get out of town. No money gained, obviously. |
3-5 |
Dislike,
heckling |
-1 to
next Reaction roll |
6-8 |
Lukewarm
reception |
Nothing |
9-11 |
Success,
warm reception |
+1 to
next Reaction roll |
12 |
Standing
ovation |
Number
must be repeated, might override future performances. Double the amount of
money earned. |
1st number: Julia Maxima’s Dwarven standup
comedy [Reaction roll: 10]
2nd number: mock fight between Pointy Kid and
Sheila (dressed up as a troll) [Reaction roll: 7+1=8]
3rd number: Callisto’s rope tricks and
ventriloquism number [Reaction roll: 4]
2200 copper pieces
20/5=4, 100 experience points
Friday, May 19, 2023
[Solo] The Magnificent Adventuring Circus, Session 1: The Road to Abazar
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima,
the Bearded Lady (Dwarf Cleric 1). Stern leader and
cook of the circus.
- Pointy Kid, the
Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed
addiction.
- Callisto, Master
of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper
of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the
Odalisque (Elf Fighter/Magic-User 1). Exotic dancer
and all-around cool girl. She won’t agree to be sawn into two halves.
Session 1: The Road to Abazar
The Magnificent Adventuring Circus sets out to chart a
new route between Treble Cliff and the Dwarven hamlet called Abazar. Julia
Maxima thinks that they might put on a show there and earn a couple of coins.
She is preparing a special standup comedy act in Dwarvish.
Day 1 [travel from 3907 to 3806 (plains, grassland),
weather favorable, no random encounter]
The trip starts out quite peacefully. The garishly
painted circus wagon slowly rolls through the grasslands to the north-west of
Treble Cliff. Large patches of purple orchids bloom here: Julia Maxima weaves a
couple of flowers into her beard, while Callisto presents a floral wreath to
Sheila.
+ [travel from 3806 to 3706 (mountain, grassland),
weather worsening, no random encounter]
After lunch, however, the going gets harder. There is the
occasional drizzle of rain. The terrain becomes steeper as the circus travels
into the northern reaches of the mountainous area. Ominous, crudely carved
totem poles dot the landscape. They seem to depict a stork-beaked evil deity –
perhaps set up by the goblins of 3707?
As night falls, the party sets up camp. They warm by the
fire, then retire to sleep in the wagon, with a single 2-hour watch for each of
them. Luckily, no monster wanders by during the night. Julia Maxima prays to
Yucla, “the small and grotesque god of laughter”.
Day 2 [travel from 3706 to 3606 (dense forest &
swamp, river, the settlement of Abazar), weather worsening, no random
encounter]
Dawn brings heavy rains. The circus wagon gets stuck in
the mud, and it takes many hours, all the strength of Julia Maxima and all the
slyness of Pointy Kid to get it moving. Callisto fakes indigestion so that he
doesn’t have to help. Sheila stands on watch, but it looks like monsters hate
this weather as well and remain in the lairs.
However, the party definitely doesn’t want to stay in
this area too long, and a forced march is ordered to at least get down from the
mountains. By nightfall they reach the edge of the dense forest, but they are
too tired to go through it in the darkness and set up camp. The rain stops, and
there are no nocturnal encounters.
Day 3 [travel inside 3606 (dense forest & swamp,
river, the settlement of Abazar), weather favorable, random encounter: the
Troll that lives in this hex (party non surprised, monster surprised)]
After an early breakfast, the circus rolls out – the
ground is no longer muddy, but the trailless dense forest is a challenge to
traverse for the circus wagon. There is the smell of decay and rot in the still
air. Bamboo the draught horse neighs with disgust. Julia Maxima tries her best
to find the way towards the river and Abazar. Pointy Kid is on lookout, and
sits atop the wagon. From this vantage point, he manages to spot a large,
putrid gray creature. The monster is busy feeding, hunched over the half-rotten
carcass of a deer… and, luckily, doesn’t notice the wagon at first, and then
doesn’t pay attention to them. The circus gets away this time!
Around 4 o’clock, they finally reach the hamlet of Abazar, and plan to put on a show in the evening…
To be continued!
Notes:
[Hex 3606] Abazar, Dwarven hamlet, population 49. Sits on
a river, dense forest on one side, swamp lands on the other side.
Industries, locations, shops: dock, boatwright,
lumbercamp, butcher, tavern (“The Sleeping Ogre”)
Community of river dwarf woodcutters and raftsmen. Gruff,
unfriendly folks, especially to non-dwarves.
Known dangers: a Troll lurks in the nearby swamp and
forest.
[Solo] The Magnificent Adventuring Circus: Introduction
- Basic Fantasy RPG as the ruleset,
- The Hexcrawl Adventures supplement by Luke Kennedy (CptClyde), a very solid framework for soloists and hexmap generation (and there is a tutorial/example of play on youtube),
- an assortment of random tables, like the Tome of Adventure Design,
- & the fate of the dice and my imagination!
The Troupe:
The Magnificent Adventuring
Circus! Their shows are re-enactments of their daring adventures that totally
happened. They ride around on a garishly painted stagecoach (still paying off
the debt on that one…).
Julia Maxima,
the Bearded Lady (Dwarf Cleric 1). Stern leader and
cook of the circus.
Pointy Kid, the
Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed
addiction.
Callisto, Master
of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper
of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
Sheila, the
Odalisque (Elf Fighter/Magic-User 1). Exotic dancer
and all-around cool girl. She won’t agree to be sawn into two halves.
...and their adventures:
Monday, May 8, 2023
My phased combat sequence house rule
COMBAT PROCEDURE
Each side rolls d6 for initiative, higher is better.
Each round, we go through the following steps:
1. Morale checks (for monsters & NPCs).
2. Declaration of intent, in reverse initiative order (so the faster
side can react to the actions of the slower).
3. Action phases; all sides complete each phase in initiative order, Referee
adjudicates sequence of actions as needed:
A) Missiles, Movement & Miscellaneous actions
- Stationary characters with ranged weapons at-the-ready can fire twice (or fire once and reload crossbow)
- Non-stationary characters with ranged weapons at-the-ready can fire once, with a -2 (elves ignore this penalty)
- Ducking in-and-out of cover counts as movement
- Firing into melee is allowed, attack rolls that miss their mark are checked against the nearest friendly participant of the melee
- Spell-casting starts in this phase; caster must remain
stationary
B) Melee
- All in melee range (10’) can attack or be attacked; performance is determined with a single attack roll (against 1 (or less) HD enemies, fighters and monsters can opt to do multiple attacks [a number, equal to their HD])
- Sequence of attacks is determined by logic (e.g. longer weapons strike first on the first round, but last on subsequent rounds) or initiative
- Grappling/overbearing: each participant rolls their HD, higher wins; grappled character is immobile until held, or even knocked/choked unconscious (save against Paralysis applies)
C) Magic
- Spells begun in phase (A) go off
- If the caster took damage in the previous phases, they must save against Spells/Magic or the spell is interrupted and lost
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Referee trying to adjudicate phased combat, by Francisco Goya |
I'm too lazy to write up an example of play, but maaaybe in the future.
Monday, May 1, 2023
The Golem Master's Workshop - translated into Russian
Science fantasy campaign with floating islands, quick notes
Floating island |
Movement |
Special |
1, Inhabited by monsters |
Immobile |
Weird weather magnet. |
2, Inhabited by sentient beings, split into
two warring factions |
Controlled by dominant
faction, 1 hex/day or 30 degree turn/day |
Mostly functioning
tech and ecosystem. |
3, Inhabited by monsters |
Erratic, roll 1/week |
Corruption field. If
the island stays on the same hex for more than 1 week, the hex becomes
Corrupted. |
4, Inhabited by a single sentient being and a
bunch of monsters |
Continuous, roll
1/week |
Transporter beam. Every
midnight, a 30’ diameter column of red light projects from the lower tip of
the island, stays for 1 minute, then teleports everything in its reach to the
island (incl. a hemisphere of ground below). |
5, Inhabited by sentient beings |
Continuous, roll
1/week |
Crumbling. There is
a chance of either a rain of small debris or a large chunk falling down from
it. |
|
Erratic |
Continuous |
1 |
Turn clockwise |
|
2 |
Descend 1000’ |
|
3-4 |
Move 1 hex |
Move 1 hex |
5-6 |
Stop |
|
7 |
Ascend 1000’ |
|
8 |
Turn counter-clockwise |