Showing posts with label cragstone. Show all posts
Showing posts with label cragstone. Show all posts

01 March 2023

Cyfandil Session 1

We had ourselves an adventure night tonight. It was short but good. We are all still getting into the groove. Even with just two players and a Ref, it’s going a little slow; but we are having great fun. 


Remind me later to talk about the unbelievable power of the charismatic Fighting-Man. I’m probably going to have to figure out a way to scale it back somewhat.





Campaign dates: March 20-26, 998 PY


It was the Festival of the Annunciation, near the end of March. Everyone in the town of Cragstone and the surrounding villages was there. Several peddlers stopped too, to peddle their peddles. Everyone was in town to trade, drink, share rumors, find work, find henchmen, and play festival games. 


A good time was had by everyone, especially Nathan, whose wizard (named Nathan) got +1 to three stats by winning three of the aforementioned games. 


We also had a little good-natured intra-party tomfoolery but nothing serious. 


The several players then learnt of a secret door hidden in the plinth of the statue to Thorsten Cragstone. Will it lead to his fabled crypt? 


Find out next Monday when we will be joined by two new members of the mysterious Order of the Brass Dragon.


PCs:


Nathan, MU1 30 GP and 30 XP

Bob the Recker, F1, 10 GP and 10 XP

NPCs encountered: 

Little Liam Linkboy (age 7)

REGGIE (probably a jerk, level unknown)


Kills: none 

Deaths: none

Graveyard: still empty


Anyway, the power of the fighting-man. 


Using the Crown & Valor rules, a fighting-man’s followers will begin employment with a Morale of 8; a charismatic fighting-man will have their followers start even higher, up to a maximum starting morale of 10. 


This is nuts! Bob the Recker has a CHA of 14 and his henchmen will hench at an 83% morale pass rate. 


This is kind of what I want from the class. Not just a meat shield, but a leader of meat shields: I really don’t know what this will do, but I bet it makes a huge difference. 

18 February 2023

Steal This List of Pubs

I keep a lot of lists in my Big Binder of Stuff I use to run my games. rn (right now) I am assembling a list of plausible pub names. Some are real and some are made up. 


Well, ultimately, they’re all made up, aren’t they? 


Steal it. Or add to it in the comments! 


Wit’s End

The Druid

God Willing

Bridge over the troll

The Broken Arms

Knucklebones

Hag’s Pot

Hog Wallers 

The Dove

The Bunch of Grapes

Kingshead (charges for drinks in predecimal currency)

The Piper - live music 

The Shambles

Hand & Flowers

Ye Olde Fighting Cocks

Tarts & Mead

Hooden Horse

Coronation Cider House

The Hatchet has axe throwing and a boxing ring

The Brass Dragon


De Hens - a gnome pub 


My starting town, Cragstone, is known for its honey. It also has a slaughterhouse. Therefore the two pubs will be the Tart & Mead and The Shambles. The inn is the Brass Dragon. It’s a staging inn with a gallery - which means you can drive your cart or coach right up and they will stable the horses for you. 


What will your starting town pub be called?

13 February 2023

Session Zero Lecture

 


Welcome to Dungeons & Dragons. I’m so happy we can all be here together today. 


Some of you are new to D&D, which is AWESOME, and some of you have played the contemporary version of the Great Game. Also awesome. To start out, let’s talk a little bit about what it means to play old school D&D. 


The contemporary game is based on the premise that the player’s characters are heroes and they play through an adventure that is produced by a dungeon master, in which these characters will be heroes and will triumph. 


In the beginning, however, D&D was player-driven. The referee (not dungeon master) would provide a premise, a location, and several people, places and things with which to interact. Then the players would set their own goals and agendas and set off for whatever adventures they wanted. 


There has been a continuity of the old way. Guys have published their own rule books that capture the essence of that play style and use a lot of the rules from the first decade of our hobby. These rule sets are recognizable and intelligible to other folks who play the same way, and soon you recognize them too. 


This is my rule set. It’s called Crown & Valor. The emphasis of this rule set is simplicity and clarity. It is based on rules drawn from original d&d and the first three  editions of basic d&d with just a splash from the contemporary game.


A good example of Crown & Valor’s simplicity is in its character class offerings. There are six of them; just six. You will see that six is plenty for a full robust D&D play experience. 


In chess, there are six different kinds of pieces: king, queen, bishop, knight, rook and pawn. Each has its own rules for movement and some have special abilities and/or limitations that make for interesting choices in the game. If every piece could move just like the queen, that would not be as interesting as real chess.


Coincidentally, there are also six different kinds of pieces in Crown & Valor. These pieces are the Cleric, Fighting-Man, Magic-User, Dwarf, Elf and Hobbit. We call these the standard character classes. Admittedly, these are more complicated than chess men, but this is a useful analogy because the six Crown & Valor  classes are somewhat uniform. That is, two Fighting-Men are more alike than they are different. Just as one chess pawn follows the same rules of behavior as the others, each kind o character has rules about what he is good at and not good at. 


In 1968, an English wargames enthusiast named Tony Bath invented the hit point. 


Who here can explain what a hit point is? 


(Something about a measurement of health, life and death etc.)


In the game of chess, how many hit points does the king have? How many hit points does the rook have? 


They all have one hit point. That means  they’re alive or dead. One is alive, zero is dead. 


Our figures in Crown & Valor, like in all forms of d&d, have varied numbers of hit points. That means that sometimes they will be able to take one or more assaults that would kill a chess man. You can add equipment to him to make him harder to hit. As you play him, he will get more hit points. When they take damage but do not die, they will slowly mend up just like real people do. 


The pieces we use in chess play on a game board. It is a very abstract representation of a battlefield. Their actions are restricted to fighting each other. 


Our figures in Crown & Valor also play on a kind of game board. It’s less limited than a chess board. This game board is mostly in our imagination and it represents a whole world. Our figures can do anything a real person could do, and in some cases, their abilities let them do more. They can explore the wilderlands, delve into the mythic underworld, conduct war campaigns, quest for magic artifacts, start a religion, rule a country, or whatever else you want him to try. 


This freedom of action is what differentiates this kind of game from all others. 


You may notice that I often use the word “figure” to refer to your character. I do this because d&d has its roots in the wargaming hobby. A miniature figure placed on a tabletop battlefield would represent one hero or a unit of many soldiers working together. You can find such figures online. Some hobbyists will collect and paint them. I keep a figure of the last character I played, back in 2019. His name is Robert Bluetooth. He is a cleric to Freya. 


In addition to recalling the hobby’s roots in wargaming, I choose to say figure because you do not have to actually role-play your guy to get the whole experience. But you can. Some people like to use distinctive voices and even wear costumes. Some people will speak in the first person and say “I crush that goblin with my mace.” Some people will refer to the character in third person: “Bluetooth attacks the goblin with his mace.” And some people will just refer to the game mechanics. “I’ll move my figure to this goblin figure and roll to hit.” All of these approaches are equally valid. 


You have heard the term Dungeon Master. What are some other names for this job?


(Solicit names)


I am not a Dungeon Master; I am the Referee. A referee’s job is to keep things moving and make impartial rulings. We have numerous rules to adjudicate many situations. But when we come to a corner case, it will be my job to decide what to do. 


I will also present the world and the various people to you. I’m not master of anything. It’s up to you to choose your figure’s destiny. 


For those of you who have played first-person video games or have played contemporary rile-playing games, our point of view will be quite unusual. Rather than a tone of heroic fantasy, it will feel more like a war story. Your characters are quite ordinary to start - very much like you and me - and will gain in skill and power by collecting treasure. They will be the focus of our story, but not the focus of the world. There is no set outcome and you’re not guaranteed to win.


Treasure is the measure of power in this kind of d&d. One gold piece equals one xp. (Repeat.) This is a departure from contemporary games which use various ways to hand out XP. We earn XP from killing or otherwise defeating enemies and monsters, but it’s a small amount compared to the treasure XP.


You will find that this game is much more deadly than what you’re used to. I’m not responsible for keeping your characters alive. I’m responsible for presenting the world for you. It’s up to you to be as careful or as aggressive as you like, and find out what happens. 


For this reason, think carefully about what gear your man will bring and how to proceed in the face of the unknown.


It will help to hire people to carry torches, haul gear, and even to help fight on your behalf. In fact, the Fighting-Man class has a great class feature where he can lead units of men effectively at low levels and eventually lead armies. We call these kinds of people henchmen or hirelings.  They are a central part of this kind of game. 


The lethality of this version of the game will probably be a surprise. At zero hit points, you’re dead. Magical healing is scarce or expensive, and natural healing is slow. But the death of one figure is not the end of the game for you. 


You know when you play Mario Brothers, Mario dies. A lot. Sometimes it’s your fault and sometimes it’s just bad luck. But when he does die, he comes right back so you can keep trying. 


In a similar way, when you lose one figure, you can grab another and keep going. To that end, we will roll up several characters to begin. That way, when one dies or needs to do something else such as heal up or research a new magic spell, we can bring in the next guy. Or maybe you just get bored with your first one and want to try a different character class for a time. 


So the first thing we do to make up a character is determine his basic physical and mental abilities; three physical and three mental. In d&d, there are six ability scores, sometimes called stats. Why? It’s arbitrary. Some games have three and other games have nine or more. In 1971 or 1972, Dave Arneson and Gary Gygax decided there should be six, so it’s six. They are: Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. 


Each of these has two numbers attached to it. The first is the base score and the second is the modifier associated with that first number. Don’t worry about this yet. The math will make sense later. 


Ability scores range from 3 to 18, and cluster around 10-11. Why 3 to 18? Because those are the numbers generated when we throw three six-sided dice. When Dave and Gary started, all they had was six-sided dice, so that’s what they used for just about everything. 


So we throw three six-siders, total them up, and write the total next to Strength. Then do it again for Intelligence, and Wisdom, and so on down the line. 


Now peek at the character sheet. Look at how little space is devoted to those numbers. They’re not a huge factor in determining a figures success or failure. 


For those of you who have played any version of the game before, you’re going to look at these numbers and be kind of bummed. They seem very pedestrian or boring or LOW. In Crown & Valor, low stats are not a death sentence. Three means you have the minimum ability necessary to be an adventurous man, and 18 means the best in the realm at that thing. But even a 3 is not weak - it’s just the bare minimum one would need for the sort of life these figures lead. 


In this rule set, scores of 14 or above are exceptional. That means you write a +1 next to them. This is a modifier to any die roll your man will make on a d6. It represents about a 17% bonus to those rolls. Stats which are 6 or below get a -1. 


There are a couple of reasons we do it like this. One is, people like to roll dice. Another is, as we throw the dice and see the numbers, our figures reveal themselves to us. This one is clever; this one is strong; and so forth. 


Now let’s assign a character class to each of your four sets of ability scores. However, only one of these four can be a demi-man. The rest have to be a member of a human class. They can all be the same or all different; but at least three must be humans. This is a rule I use when I referee any rule set; it does not appear in the Crown & Valor book. The reason why I made this rule is to keep the adventuring party majority-human. 


Let’s go ahead and read about the seizure classes available to you. 


Now assign classes to each set of ability scores. 


Now that we know their classes, we can determine their hit points on 1d6. Note that a character adds his Constitution modifier to the total. This suggests that a character of most classes with a CON score of 6 or lower who rolls 1 for his hit points will begin the game with zero hit points. He will start out dead! 


So be it! Not to worry. When your bullpen is empty, you can make a whole new list of backup characters. 


Now choose one of those characters to be your starting character. We will assign his former job, his age, his birth date, and his alignment. We can mark down his class-based special abilities. We can hand out his starting equipment. Once we know what he is carrying, we can tell how many squares he can move in a Turn. 


There are a few other details to fill in, but the character is basically ready for play. You might give him a name, or you might wait to see if he lives to second level before naming him! In the mean time, you can always refer to him by his character class or his former job. 


Next we will talk a little about the world in which these characters live and the town in which they begin play. 

23 December 2022

Cyfandil's One-Page Campaign Document

This will change of course. Here is a screenshot of the document. It's not exactly the way I said it should be but it has all the information I want it to have. And it's a very readable single page. (Trust me. It looks good in hard copy lol.)

I will give this handout to the several players either before Session Zero or at the start of it.

Then we will talk about some of the finer points, such as how to make characters and what classes are available.



The Realm of Cyfandil

Cyfandil is a world of Men. Our little principality is called Lleannedd March. Our town is Cragstone, named for its founder, Thorsten Cragstone, the hero of times past. Demi-Men are rare upon these isles. Besides, there’s enough going on with Man’s tripartite lineage: Aluvian, G’harundim and Sho.

Cyfandil is a fairly standard medieval fantasy setting, something like Northern Europe in 1300, but with the opportunity to travel to different lands. It is low fantasy. The greatest monsters are rare and distant. Even the allied races of Mankind are only seldom seen in any great numbers.


Cyfandil’s primary purpose is the backdrop and sandbox for teaching the folkstyle D&D of yesteryear. Its secondary purpose is to backdrop teaching my particular folkstyle philosophy.


The nominal goal for the players when they start will be to collect enough money and power to conquer a hex, build a castle, and become a lord. Of course, that’s just the opening bid. Players can decide what each of their characters truly wants from life. In fact, we should all voice our dreams and desires about what we want to happen in our campaign story.


To that end, it is a most suitable realm for presenting the challenges of problem-solving, role-playing with reaction rolls, exploration overland and underground, and combat using surprise and morale checks that constitute D&D.

 

What Is New

 

We play face-up, toward each other, and speak in natural language.


The players, not the Referee, will push our story forward.


We will use gold for XP, roughly 80-20, with monsters filling in the difference.


Differentiation comes not from your character sheet, but from you. In folkstyle, class is an element of your character, but “build” is not. In terms of game mechanics, one fighter is about as good as another. Most clerics are almost identical. So, it is down the line (except for wizards and elves, who have more latitude due to spell selection.)


Henchmen and other hirelings are a big part of expanding your character’s power, so hire them and cultivate them. The difference between one fighter and another will largely be in his equipment, his henchmen, but super-especially, the player’s ingenuity.


We will observe strict timekeeping, light, rations, slow healing, etc.


Death is always nearby. Your paper man will die. Because of easy death and regular PC indispositions, be prepared to play three or four different characters at different sessions. “Next man up” as they say.


The seasons and even the years will matter. Characters will age. They will carouse, they will love and befriend, they will war, they will politick (at least personal politick) and of course they will adventure. In time, even the elves retire and leave the field of valor to their children. So will our paper men.


At least 60% of the PCs must be Human.

 

Common Knowledge:

Things Everyone Knows in Lleannedd March

·         Strange noises come from the accursed woods just outside town.

·         The Empire is shattered by civil war.

·         Roads are dangerous! Monsters and bandits prey on unsuspecting travelers. Stick together!

·         Locusts destroyed the crops last year in Glenden Wood.

·         Rithwic was hit by the plague. Some say it was G’harundim merchants who brought it there.

·         Most people say Druids are a myth.


Factions and Patrons

1.      Our ruler is Lord Alberz, First Marquis of Rithwic (L FM 9,) at Castle Rithwic, the seat of Lleannedd March. He has ruled for 35 years. He has a deep, booming voice and has turned several of the castle’s rooms into additional kitchens. He will always accept the help of up and comers, at least until he feels like they are a threat to his power. Lieutenant Kenneth is the captain of the militia and town guard in Cragstone. (N FM 4.) Kenneth is the Lord’s representative here. If you want to work for the Marquis, speak to Kenneth.

2.     Brodus Stoneriver is the master of the docks and minder of the traders. He is an elder of the Dwarven Sea Clans, and he has settled in our town. If you need mercenaries or need mercenary work, speak with him.

3.     An informal guild of curators, crafters, and natural philosophers haunt Cragstone. You can get in touch with them through Brienne, the barman’s daughter, at the Brass Dragon Pub. If you want to gather strange knowledge and artifacts, or get answers to strange questions, she’s the one who can put you on the right path.

4.     Outside of the towns there are roaming bowmen, weird cultists, Orcish men, mad Wizards, and maybe some Druids. Chaotic types might want to seek them out, but then again, they might not.

Lines and Veils

 

There are three distinct races of people, analogous to Nordic White, East Asian and North African.


We will track the months and years. The characters will have “real lives” away from the dungeon (but we don’t have to role-play them if we don’t want to.)


I would prefer to have only traditional boy-girl type romance. Half-humans are not a thing (although the several common races might intermarry if they please.)


Towns are safe. Dungeons, roads and wilderlands are not. A henchman or even a PC can face deadly situations at any time.





15 December 2022

Named the Pub







 

Preparing a world, Preparing a session

 The essence of play in the folkstyle of D&D is to push into unknown places, to explore, to meet new people, to acquire resources such as gold, magic items, allies and land, and to eventually build your very own domain where you can be the Lord andmold the world in your image.

To begin a campaign, some folks will want to start with the whole continent and kingdom. That’s fine. It’s fun. There are a lot of tools to help keep track of a whole world. But you don’t have to do nearly so much. In fact, if your goal is to get started in a reasonable amount of time and with a manageable amount of prep, then coloring in the whole world map is quite inefficient. We do not need a world; we need a neighborhood.

1.       Devise the premise of the world. That is, explain the nature of your specific game in a few sentences. What makes your campaign world special? Make it so you can tell someone what’s special about it in under one minute or print the information on one side of a business card. Consider your tone, what races and classes will be available, and what is special about your particular world.

2.       Think about one six-mile hex and then its surrounding hexes. That’s seven hexes and a total of 224 square miles. Place your starting town in the middle of the map. Realistic medieval cities and towns take up no more than a single one-mile hex. Consider water and food sources. Consider defense.

Then place the entrance to a dungeon somewhere nearby. Other points of interest can be generated procedurally as you go along. A village every 2-3 miles and a castle or fort every 12-15, a witch’s coven, an accursed fairytale forest, a goblin redoubt, a magical stone circle, a guard golem who dispenses quests and rewards. All of these can come later. The really important things are the haven of town and the entrance to the adventure site.

3.       Map out at least three levels of the starting dungeon. Each level should have a theme of some kind to distinguish it from the other levels. A good guideline is that the first level should have about 7-13 rooms, the second 13-25, and the third 25-30. Not every level has to be bigger than the one above it; these are only suggestions. We will talk more about just how to do that later on.

4.       Go back and draw the layout of the starting town. Think up some inhabitants. The party will need some shops to buy and sell, a place to sleep, a place to hire henchmen, a reason adventurous men may be available for hire, a place to hear rumors, and two or more power centers.

Power centers could include a chaotic temple, a thieves’ guild, a septarch’s tower, a league of fighters’ hall, NPCs of various backgrounds, roles and secrets.

5.       If the starting town does not have a castle or fort, place at least one within a day’s travel – about 12 miles. Consider placing a couple of towns 5-10 miles away from one another too. Use several kinds of terrain surrounding the starting town, for terrain provides the players with meaningful choices. Place roads and other pathways in logical places and at a logical technological levels.

Going through the steps above, this is what I have devised.

6.       Premise: The starting realm will resemble medieval northwest europe c. 1100. There will be three races (phenotypes) of Men, but the vast majority of NPCs will be Aluvian, the White European analogue. Starting classes are limited to fighter, wizard and cleric; and demi-men are limited to dwarf, elf and hobbit with race-as-class rules. Level cap is 14 and there are not many people in the world who have reached level 9. All classes other than fighting-man will be rare and exotic. At any one time, only 40% of the PCs can be demi-men; the balance must be human. This is to enforce the human-centric nature of adventuring. The several players shall decide among themselves who gets to play the demi-men, should there be excess demand. Most D&D monsters will be present. Some monsters will be new. Some monstrous races will be presented as unique individuals rather than myriad.

7.       Starting location: The town is named for Thorsten Cragstone, a legendary Aluvian general. Lore has it that he founded the town and he is buried somehwhere nearby. There is an impressive patinaed bronze statue to him in the middle of town, even though no one really knows what he looked like. Whosoever is in town when the church bells ring noon gathers before the statue and pledges their allegiance to it, as it is the embodiment of Cragstone’s fighting spirit. The townspeople believe they are all descendants of his or of his friend Zenopus the Septarch, or of both. When a man from Cragstone swears an oath, he will say, “by Cragstone’s beard,” or “by the crook’d staff of Zenopus,” or perhaps simply, “by the Founders.”

It is located at an elbow in the Rith, which is a broad, slow river with ample littoral marshlands. It has average quality farmland. The locals are known for their honey and their candle wax, since beekeeping is a point of pride.

Because of its location on the river and halfway between the towns of Rithwic and Glenden Wood, it is also known as a decent market town. In addition to the permanent shops, there is a paddock down by the river where merchants will sell wares from their wagons. There’s a small chance that you can find just about anything down there, and a slightly smaller chance you can sell just about anything.

Demographically, Cragstone is a town of 100 families. At least one is Dwarven; at least two are Hobbit; none are Elven (PCs aside.) There is one G’harundim woman in town who is the jeweler. (G’harundim are a North African type of people.) The rest of the town of course is made up of Aluvian Men and their kin.

Since this is the starting town, I can be certain that we will spend at least several sessions there. Therefore it makes sense to stock it with lots of NPCs. I have created about 50 NPCs to be “the people in the neighborhood.” Name, race, job, most common locations. This includes the town guard and a number of ne’er-do-wells from which henchmen can be hired. I have also established several craftsmen who will be useful to the players for specific equipment, information, and to buy unusual items they may find. I don’t know how much the players will decide to utilize any of these resources, but they’re available.

The power centers in town are threefold: There are two churches (one Catholic and one Protestant) and there is a sheriff named Lieutenant Kenneth who leads the town guard and acts as the chief civil authority in town. He is a neutral Hero, or fourth-level fighting-man.  The town has one true cleric, a first level Lawful named Edrick the Coward and one second-level fighter who acts as Kenneth’s sergeant.

I have not assigned traits to any NPCs in advance since I prefer to assign them procedurally as I go along. That way, I can be surprised and delighted right along with the several other players.

09 December 2022

Greater Cragstone

This is greater Cragstone. The little hexes are 1 mile across and the bigger ones are 6 miles across. 

In reality, the towns are a little close together. Real towns would be 8-10 miles apart. I put them where they are for ease of mapping. 

The map is about 95% done. I think I need to connect a road and maybe I should blank out the lair at 2315.

Click to enbiggen.


07 December 2022

Races and Places

Not the map - just an example 

On the People of the Realm

One of the implicit assumptions of vanilla d&d is that the people are analogues to European Whites. I will retain that here but it bears mentioning that I even considered some alternative, which I would not have done a few years ago.

White European types will be a supermajority. This is the principality of Aluvia, a White country in a White region. There will be a very few demi-men and a very few nonwhites. The other races of Men in the world are East Asian analogues and North African analogues. There will be one G’harundim (North African type) in town. 

I don’t anticipate any racial politics between human groups unless the players force the issue, and I don’t expect they will. I’m certainly not going to broach it. It’s just flavor. Later, the players may decide to travel to the other lands and find different cultural norms and different kinds of dungeons and wilderness.

On the Shape of the Realm

Cragstone is going to be the middle town in a three-town run along the as-yet-unnamed river. There will be significant trade along the river and the road. Therefore it makes sense to put castles nearby. 

About half the six-mile hex will be farmland and half will be forest, including some dense forest. It will be hilly too, giving some verticality to the land. This helps to take the land out of the realm of a board game and into the realm of the real.  

On the Landmarks of the Realm

I’m going to put a proper castle at the confluence of two rivers a little northwest of the northern town, Rithwic. I’m going to put B2 in the next hex over. Rename everything and reskin the monsters to provide a little mystery. 

That gives the townspeople a defensible position within a day’s walk in either direction and provides sites for interesting adventuring opportunities. 

I’m also going to put a bandit “castle” (fortified house) somewhere nearby, with a charismatic Sho (East Asian) warlord and 300 men, either north or south along the trade road. Probably two hexes away, so the patrols from one of the castles will have skirmish with the bandits. Idk how much it will come into play, but imo it’s important to prepare factions for the players to encounter as well. 

Past that, there will be a ruined Septarch tower and two other dungeons in the same hex. (Septarchs are the archmages of the realm.)

On the Monsters of the Realm

As far as local monsters, I’m going to have new humanoid monsters that aren’t really new. They will be reskinned and renamed but retain the same ecology and society as the ones we all know from a million years of playing, but they will look different and act a little different, giving the same-but-different that people seem to enjoy. 

Drudges are cat men who breed like crazy. The least of them are 1-HP monsters. The most powerful of them cast war spells such as lightning bolts. They are like goblins. 

Tumeroks are tall grey warriors. They present kind of like romans and kind of like cavemen, and are obsessed with honor and order like Dwarves might be.

Monoguas are various colors. They have three eyes vertically in the middle of their face. Monogua eyes are prized for magic material components and potions. 

I’m going to keep ogres and trolls and minotaurs as is. Kobolds, I don’t know. I may make kobolds like Doozers. Neither benign nor malign. Into mining and building underground.

Orcish is an affliction men get, similar to lycanthropy.

I might introduce Ouphes, which are a dark mirror to elves and gnomes. They are merchants, jewelers and bankers. Nepotistic and ruthless and sour and obnoxious. Rarely, Ouphes gain character levels like men do but they should not be PCs.

I’ve been and will be super busy. Regional maps to come.



06 December 2022

Cragstone's NPCs Updated

This feels finished. The only thing left to name is the pub, and I'm going to throw that out to the audience to see what they have to say.

You will see that the NPCs all have names, purposes and locations. The locations will be slightly fluid but these are good places to find the people. Locations a-c are not really locations. They are more like ranges. a, b, and c are guard watches. a in the morning, b in the afternoon, c as relief. d is "anywhere in town" and e is in the countryside as a special encounter. 

Note that there is a Catholic church in town but no regular NPCs are inside. Both churches will sell holy symbols and holy water, and do exorcisms and detox, but only Edrick the Coward is a true cleric. 

I have some idea of how the town will be laid out. I have not decided where the local dungeon or dungeons will be located or what wandering monsters will lurk within the home hex. Yet. 

Click to embiggen.

02 December 2022

The People of Cragstone

The starting town for the campaign will be the village of Cragstone in the principality of Aluvia. The town is named for the ancient hero Thorsten Cragstone. The town square has a statue of him, but nobody really knows what he actually looked like.  

What handsome children!

Here is an utterly useless list of the 45 townspeople that the PCs might interact with in town. Of course there are a lot more people in Cragstone - I think the number will be 500 (100 families.) That gives us enough folks to farm and raise cows. 

But here, should there be some Hobbit families mixed in with the people? Cragstone is the kind of place Hobbits would like. Bucolic. 

The authority figures in town are... I guess... Lieutenant Kenneth and Oswent the Town Crier, with Sergeant Shanks in there somewhere. People probably just solve their own problems, mostly, and there probably isn't a lot of crime. Frs. Berry and Gildenhearn are probably pretty helpful too. 


There's also a docks area, since Cragstone is on the river, but it isn't a commercial hub. There isn't even a regular ferry service. If you want a ride, you have to get someone to sail or row you. I don't know whether I should make up some NPCs for the dock area or not. Probably at least one cartoonish sea captain. I'll keep thinking. 

If I were to randomly assign an appearance and a personality trait to each of NPC, I would use Table 1. It's also useful if you need a name on the fly. Say! Maybe one of these people is the aforementioned sea captain or a dock worker? Who knows!


If you're wondering how you can make up your own passel of commoners, you might consider this site: 

https://codepen.io/isaacwilliams/full/MoMNVK/ 

or this site: https://coinsandscrolls.blogspot.com/2017/07/horrible-peasant-npc-generator.html