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Bommyknocker Press

@bommyknocker.bearblog.dev.web.brid.gy

Zak H.'s blog. Writing about thinking about talking games. Living on Djaara country. ... [bridged from https://bommyknocker.bearblog.dev/ on the web: https://fed.brid.gy/web/bommyknocker.bearblog.dev ]

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Latest posts by Bommyknocker Press @bommyknocker.bearblog.dev.web.brid.gy

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Myth Attunement _Some houserules and 12 myth-specific items for Mythic Bastionland._ _As he moves slowly away, Wotan turns and looks sorrowfully back at Brunnhilde, by Arthur Rackham 1910_ ## Attunement A knight may weave themselves more deeply into a myth's workings. Attuning to a myth requires the knight undergo some trial. While attuned in this fashion, the knight's company are more likely to encounter omens from that myth. ### Myth Tokens Bearing the token of a myth allows an attuned knight to weave themselves yet deeper. A token-bearing knight always knows the direction towards the Myth Hex. ### Relics Once a myth is resolved, its token takes on a new capacity related to the myth. Such tokens may come to be revered as relics. Relics tend to disappear with the ages, but may rarely be found in the realm - passed down as heirlooms, safekept by sages, or sequestered in ancient Ruins. ## New Rules ### Seers Seers _do not_ know the location of myth hexes. They do, however, know what trials will attune knights, and which objects may serve as Myth Tokens. ### Travel _To augment the Travel rules in_ Mythic Bastionland _, pp.18._ _In summary, attuned knights are more likely to encounter *their_ myth, and less likely to encounter random myths, or the nearest myth.* When the company of an attuned knight makes a **Wilderness Roll** , on a roll of: * 1: encounter the next Omen from the **Attuned Myth**. When the company of an attuned knight bearing a myth token makes a **Wilderness Roll** , on a roll of: * 2: encounter the next Omen from the **Attuned Myth**. ## Example Attunements and Tokens 1. **The Plague** * Attunement: Share a cup of wine with one infected with plague. * Token: The grave shroud from a plague victim. * Relic: The bearer will not succumb from disease while they wear the infected cloth. 2. **The Wall** * Attunement: Neither give nor receive for a season. * Token: A discarded wedding ring. * Relic: Sand, plank, or rubble - any wall built by the bearer roots and cements itself like mortared stone. 3. **The Shadow** * Attunement: Ruin a funeral. * Token: A widow's stolen veil. * Relic: Imbibing tears restores the bearer's CLA. 4. **The River** * Attunement: Spend a day afloat upon a river, a day buried in its muddy bank, and a day within its water. * Token: A fishing rod built from the wood of a wreck. * Relic: A patient bearer will always draw lost things from water when they cast their hook. 5. **The Wyvern** * Attunement: Receive the sting of three different beasts. * Token: Three rose thorns bound to the body, point inwards. * Relic: The bearer weeps tears of milk. The milk can cure poison. 6. **The Goblin** * Attunement: Blindfold, walk alone into the forest. Walk from noon until sunset. At dark, remove the blindfold and return by dawn. * Token: A needle drawn from a haystack. * Relic: The bearer may sew an item to a pocket by silver thread. Even once the thread is cut, each morning the item can be found there. 7. **The Forest** * Attunement: Plant a honey-soaked acorn beneath the floor of your home. Over a year, it will sprout into a huge oak. * Token: A cloak sewn of the leaves from three forests. * Relic: The leaves will always be green. The bearer may rest safely in the boughs of any tree. 8. **The Child** * Attunement: Serve a doula for a week, then be swaddled and cared for as a baby for a day. * Token: A child's first fallen tooth. * Relic: The bearer may crush the tooth to be absolved of all crime and sin. 9. **The Order** * Attunement: Reform a thief. Take them on as a squire. * Token: A tome of laws, copied by the bearer's own hand. * Relic: Words written in the tome become the Realm's law. The bearer bleeds ink. 10. **The Dead** * Attunement: Take up a feud long buried. * Token: Skull-mask carved of wood. It cannot be worn with a helm; children and dogs fear you. * Relic: The bearer will never succumb to wounds until they remove the mask. 11. **The Underworld** * Attunement: Somewhere deep, marry the dark. Offer it a great dowry. * Token: A wedding ring of stone that has never seen the sun. * Relic: The bearer may grasp any item from another if both stand in full dark. 12. **The Wurm** * Attunement: Diet of worms (one week). * Token: A silver shovel (d6 hefty). No other arms may be carried by the bearer. * Relic: Silver shovel (d6 hefty) or shower with debris (d8 blast). The restriction on carrying other arms is lifted. ## Using these rules elsewhere You can generalise these rules by creating items that can influence encounter tables to favour certain enemies, characters or factions.
08.03.2026 13:30 👍 0 🔁 0 💬 0 📌 0
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Swamp World Review, or Writing Dungeons Like Brian Eno In which I take a magnifying glass to the tiny Swamp World by Brad Kerr and Skullfungus. It's truly a wonderful little thing, go pick it up - it's PWYW on Itch. * * * Here's the first paragraph of Swamp World, and the whole reason I wanted to discuss the design: > Yon brave adventurers fell through a magic portal into a **foaming green swamp** (area D2). The chill air buzzes with fist-sized mosquitos. Tiny, spongy, land-like islands punctuate the warm, gurgling, viscous, primeval bog. Brad Kerr is on record saying that pamphlet adventures are a hard way to design. At some point I've heard his advice for aspiring writers to avoid 1-page dungeons in favour of short zines to avoid some of the design constraints of the extremely limited space. It's a challenging task! It reminds me of Brian Eno, on composing the Windows 95 startup sound: > “The thing from the agency said, ‘We want a piece of music that is inspiring, universal, blah-blah, da-da-da, optimistic, futuristic, sentimental, emotional,’ this whole list of adjectives, and then at the bottom it said ‘and it must be 3.25 seconds long.’ > > “I thought this was so funny and an amazing thought to actually try to make a little piece of music. It’s like making a tiny little jewel.” And this is what Swamp World is - a gem. There's so little space here, I want to look more closely at its clever information design to see how it ticks. I invite you to pick it up on itch and dive in with me! ### Layout and Art Swamp World is a trifold pamphlet, designed to be printed on a double-sided A4 sheet. For such a small package it has a surprising amount of art! It strikes me as curious, how with so little space, so much can be devoted to anything that doesn't _directly contribute_ to the heft of the work. And here's the thing - I trust Brad Kerr's design sense. He's a sucker for good art, but he's also a strong designer. So let's look closer and see how he's able to justify eating into the slim word count available to him with all this art. Here's a quick visual breakdown: The orange blocks are titles. The blue block is the map. The green blocks are decorative. The purple blocks are prose. It's a lot of art! At an eyeball I'd say one third of the available space is devoted to art, with about half of that being purely decorative and half being informational (titles and map). The art is well suited to purpose though, all of it pulling together with the text to sell the vibes of the module. ### Vibes-First Information Design And it's good that the art sells the vibes so effectively. The text has extremely little space to indulge in more than the barest descriptions. Take this location entry: > * **B2: Bubbles, poison gas:** Erupts 2x daily. Anyone in water: save or suffer 1d6. > No boxed text or purple prose here. The referee will need to lean heavily on improvisation to make an interesting encounter of this. But all the tools are available within the module. Let's look again at the opening paragraph (which I'll reproduce in full due to the luxurious lack of space restrictions in a blogpost): > Yon brave adventurers fell through a magic portal into a **foaming green swamp** (area D2). The chill air buzzes with fist-sized mosquitos. Tiny, spongy, land-like islands punctuate the warm, gurgling, viscous, primeval bog. Adjectives - look at them all! Because the rest of the work is so spare, the intro _loads us up_ on adjectives and images to pull from. Obviously this is _way too many_ adjectives to put in a single sentence - but that's because these adjectives are gonna go a long way. And because the description is so superfluous, the mind goes into thesaurus mode, immediately supplying more - on top of what the intro gives us we can intuit that this place is steaming, bubbling, reeking, slopping, sliming, sloshing, dripping, grasping, fizzing, glooping, churning, and 1000 other swamp-like things. The reader is going to get their butter knife and scrape these descriptions over the entire adventure. > **Sidebar:** For its brevity, I _love_ opening with the ridiculous phrase "Yon brave adventurers." Immediately we know the tone and genre of the module. ## Pull Together Now Often enough in adventure design, we see two or three themes that contrast or clash. A sun temple that is also hedonistic. A frog kingdom that is also chivalric. There's not space for this here - every location, every NPC, every piece of art, is swamp-themed. So all these adjectives, all this art - though a lot of real estate is spent on it, it doesn't have to be repeated. The referee can paint everything with the same brush that they loaded up with swamp-colour during the adventure's into. Every design element is pulling in the same direction, text and image mutually reinforcing one another. ### What's Here? Moving on from layout, I want to have a quick structural look at the module. Most of what you would expect in a modern OSR work is here. * Front page (1 trefold): Introduction * Reverse page (3 trefolds): Map & Map Locales x 11 * Final spread (2 trefolds): Random Encounters x 6, Framing Device, Statblocks x 4 ### What Isn't? * Factions! A brief faction writeup is a common inclusion these days. But it's not here. And weirdly enough, factions are where the juice of the module is. Though the factions are never spelled out in their own sections, they can be inferred from the content of the Locales, Encounters and Statblocks. The act of piecing these relationships together allows a referee to start daydreaming potential avenues of conflict. A longer module might have to worry about leaving this sort of legwork to the GM, but here the information is never more than a flick of the eyes away due to the limited format. Because the factions' goals and leaders are spelled out within the text of the Locales and Encounters, the text of these entries is a bit longer than our example Locale ("Bubbles, poison gas") from before. An example: > * **C2: Swamp Rangers’ Tree House** 2d6 rangers present in large, smelly tree fort. Leader Raimunda (3 HD) is a devoted swamp paladin. Has: safety, tools, and food. Wants: to protect the swamp and its life (except the witch, they don’t like her). > ### Faction Play The framing device directs players towards a dead simple collect-o-thon. The action happens when PCs have to explore the map and get involved with the various factions to recover the MacGuffins. The factions and their interplay will form the backbone of player interaction in the module. The most nominally evil factions (led by an ex-pirate witch and a psychic vampire) are by default neutrally disposed towards the players. But they are set up at odds to one another, and in order to collect MacGuffins from the swamp, players will need to get intertwined with the factions and their dealings. This is a classic Prep Situations Not Plots - these dynamic relationships will automatically generate storylines once players start interfering. ## Conclusion Well, my analysis of this module is probably longer than the module itself. (That makes me feel dirty somehow.) But there are lessons here. Back to Brian Eno: > “I got completely into this world of tiny, tiny little pieces of music”, he continued. “I was so sensitive to microseconds at the end of this that it really broke a logjam in my own work. Then when I’d finished that and I went back to working with pieces that were like three minutes long, it seemed like oceans of time.” I'm looking forward to the luxury of writing a six-pager some time soon. That's it. Thanks for reading. I hope you go out and support the rest of this wonderful pamphlet series by Brad Kerr and Skullfungus - find YEAST GHOULS and DREAD SONG OF THE CRAB on DriveThru or on Skullfungus' Patreon.
01.03.2026 13:16 👍 0 🔁 0 💬 0 📌 0
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Shoulder Tables Rolling additional dice allows you to explore the shoulders of a probability distribution. A table that specifically makes use of this fact can be called a **Shoulder Table**. It is useful for providing results that favour one polarity over another. ### Shoulder Tables for Encounters What does this mean? Look at this 'forest road' encounter table. It's from the excellent first post of new blog In Monstrous Company.1 Reading the post you will note that the lower range of results (2-6) are all beasts & monsters, and the higher range (8-12) are all humanfolk. Roll | Role ---|--- 2 | Q: A green dragon soars high above, searching for any combination of food, tribute, or solitude. 3 | Roll again on the 'deep forest' encounter table. 4 | T: A sphinx prowls this forest. She'll eat any humanoid that fails to answer her riddles, but primarily preys on foxes and rabbits that she can catch. 5 | S: d8 clever foxes. They navigate the wood via fairy paths, so if they're followed closely they might reveal one by accident. 6 | P: 3d6 rabbits. Generally just a good source of food, but in high enough concentrations they get irritable and aggressive. 7 | Primary (_or recurring character_) 8 | P: 2d4 peasants. They have some rumors and some shitty grain liquor to share if you're friendly and they're not in imminent danger. 9 | S: d4 bandits. If someone looks weak, they'll do a smash-and-grab technique and then get the hell out of dodge, but they're not looking for a drawn out fight. 10 | T: The taxman, and his guards. Strong enough that he's not bothered by bandits, and cunning enough to extort just about anyone. 11 | _Roll again on a neighboring location's table._ 12 | Q: The Count's son, on a hunt. Expects the world to work the way he wants it to, and expects you to do what he says. The table is structured along the polarity of **civilisation-wilderness**. We can use it as a shoulder table by adding these instructions: * Within 2 watches of the City, roll [highest 2 of 3d6]. * Further than 4 watches from the nearest City, roll [lowest 2 of 3d6]. ### Polar Weather Let's look again at the weather table from my recent post: 2d6 | WEATHER 2. TOO DAMN COLD 3. Real cold 4. Cold 5. Chilly 6. Mild 7. Pleasant 8. Warm 9. Balmy 10. Hot 11. Real hot 12. TOO DAMN HOT\ We can make it a Shoulder table by adding the following instructions: * In Summer, roll **[highest 2 of 3d6]**. * In Winter, roll **[lowest 2 of 3d6]**. This works because the table is structured along the polarity of **cold-hot**. ## Other Poles Any table structured along a polarity can support Shoulder Tables. To make one you need: 1. Table type 2. Category of Polarity 3. Modification factor Some examples: * Reputation: Like/Dislike | modified by distance from enemy border * Comprehend dialect: Understanding/confusion | modified by distance from home * Cybernetic graft success: Accept/reject | modified by number of existing cybermods * Atmospheric breathability: breathable/toxic | modified by planet's earthlikeness * Cuisine delectability: delicious/horrible | modified by familiarity * Bus punctuality: punctual/tardy | modified by traffic level ## Variation: Walking Shoulder Tables Have you heard of Egyptian Walking Onions? It's an allium that my wife put in the garden. As the plant grows, the flower gets so heavy that the entire stalk nods over, and plants a new bulb in the earth where it lands. Over generations the onions migrate around your garden patch. The centrepoint is new, and the new range that they might bend over includes half of the old range and half of a new range. Walking Shoulder Tables work the same way - as time progresses, the 'centre point' changes, and the area they cover is half new and half old. Does this make sense? Here's an example. Your party travels across a series of biomes: **Hill -- Valley -- Prairie** They start in the Hills, travelling towards the Valley. The encounter table looks like this: **2d6 | Hill / Valley** 2. [Hill]: Giants (playing petanque with millstones) 3. [Hill]: Molefolk (hard at work; mountains aren't built in a day) 4. [Hill]: Eagles (celebrating their Super Bowl win) 5. [Hill]: Shepherd (has gotten confused; her sheep are now floating away while a flock of clouds graze lazily) 6. [Hill]: Rabbit (limping; has lost its lucky foot) 7. Recurring NPC 8. [Valley]: Lopsided goats (males have short left legs, females have short right legs. Actually perfectly level so long as they cling to the valley sides) 9. [Valley]: Bear (stats as bear) 10. [Valley]: Sturgeon (unlicensed) 11. [Valley]: Hellbound Otterfolk (blasphemers) 12. [Valley]: Manticore (reading book of etymology and doubting self)\ As you can see, one half of our encounter table belongs to each Biome. When the party is in the Hill biome, but approaching the Valley, roll [lowest 2 of 3d6]. Around the midpoint, roll [2d6]. When they're firmly into the Valley biome, roll [highest 2 of 3d6]. When they pass the midpoint of the Valley heading towards the Prairie, you update the encounter table like so: **2d6 | Valley / Prairie** 2. [Valley]: Manticore (reading book of etymology and doubting self) 3. [Valley]: Hellbound Otterfolk (blasphemers) 4. [Valley]: Sturgeon (unlicensed) 5. [Valley]: Bear (stats as bear) 6. [Valley]: Lopsided goats (males with short left legs, females with short right legs. Actually perfectly level so long as they cling to the valley sides) 7. Recurring NPC 8. [Prairie]: Buffalo (Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo) 9. [Prairie]: Prairie dog (chasing prairie cat, chasing prairie mouse, stalking prairie cheese) 10. [Prairie]: Jackrabbit (wielding jackhammer) 11. [Prairie]: Bobcat (driving bobcat) 12. [Prairie]: Pumafolk (grovelling to their leader, the Grand Pooh-Bah of Pumas)\ ## Why Shoulder Tables? Why now? In a recent post I wrote on a method of express weather systems through dice mechanics. In summary: > A 2d6 weather table. If yesterday's weather was warm (>=8), roll 3d6 and pick the two highest dice. If yesterday's weather was cold (<=6), roll 3d6 and pick the two lowest dice. I've been reflecting on the post and realised that it is an application of _two_ separate mechanics: 1. _emphasis_ - rolling additional dice and picking certain results to emphasize part of a probability distribution. 2. _recursion_ - taking the output of a previous result and using that as an input into a new result. Breaking this apart was useful - this post is about _emphasis_. I would like to return to recursion (heh) in the future. ## Emphasis and Advantage Shoulder tables use additional dice to dig into the far reaches of the probability distribution. The mechanic is a cousin to 5E's _Advantage/Disadvantage_ (A/D). 5E has a lot of systems, but I would consider this the system's signature mechanic. > You roll a second d20 when you make [a d20 roll]. Use the higher of the two roll sif you have advantage, and the lower roll if you have disadvantage. I love it for its rough-and-ready massaging of probability. It's not a precision tool - its precise effect on odds is opaque to most players (who don't spend too much time buildcrafting on reddit) - but it is tactile, quick to deploy and is a strong enough factor in probability that you can feel its weight when you roll it. It has been famously criticised for forefronting mechanical engagement for players, to the detriment of engagement with narrative and problem-solving. I think that carries weight. But all of this makes it a perfect GM-facing tool. Let's look at a comparison from anydice, of 2d6 vs [lowest 2 of 3d6]: The points that stand out to me: * The extreme result of **2** is **almost 3 times likelier** (2.78% vs 7.41%). * The chance of rolling on the lower half of the table (**1-6**) is **higher by half** (41.67% vs 68.06%). If this isn't tuned enough for you, just add more dice. 2d6 vs [lowest 2 of 3d6] vs [lowest 2 of 4d6]. Adding or subtracting modifiers would give a similar effect, but my feeling is that advantage-like mechanics require less paperwork. To have a closer look at modifiers check out Nova's discussion of them here in her new series, Make Dice Work For You. 1. The initials P, S, T and Q on the table refer to the ecological concept of trophic levels: Primary, Secondary, Tertiary, Quarternary. It's a good post, worth checking out.↩
20.02.2026 10:24 👍 0 🔁 0 💬 0 📌 0
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Another gimmick The Mapping Blog Bandwagon has kicked off and the discourse is flowing. This week: is mapping _fun_? What's lost when players don't map their dungeons as they crawl? How do you even describe _this_? _I love this crazy map from theScribbles and Horrors blog._ Well, let's apply a procedure with a level of abstraction. * On entering a room, a player may elect to spend a dungeon turn mapping. * The mapping player will sketch a map on a scrap piece of paper. * The GM reveals the room map to a randomly-selected second player, who has 20 seconds to describe the room to the mapping player. * The mapper may spend another dungeon turn mapping to gain another 20 seconds of description. * When content with the sketch, either: * transcribe the sketch onto the canonical player map, OR * reveal the true map. For every wrong feature the mapper loses 1 hp.
08.02.2026 13:09 👍 0 🔁 0 💬 0 📌 0
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A gimmick <h2 id=house-of-cards>house of cards</h2><p><em>for dungeon delving</em></p> <p><img src="https://upload.wikimedia.org/wikipedia/commons/b/b4/House_of_Cards_%284457615801%29.jpg" alt="House of Cards" /> <em>image credit: <a href='https://commons.wikimedia.org/w/index.php?search=card+tower&title=Special%3AMediaSearch&wprov=acrw1_-1&type=image' target='_blank'>Peter Roberts</a></em></p> <ol> <li>use my card deck encounter table from <a href='https://bommyknocker.bearblog.dev/universal-encounter-table/' target='_blank'>here</a>. It’s pretty easy work to translate a standard encounter table to cards: lower cards are likelier to pull, as you always select the lower of two draws.</li> <li>on entering each dungeon room, or whenever you make untoward noise, you must build a new /\ onto a house of cards, building a floor if necessary.</li> <li>when the house collapses you pick the second highest face-up card as the encounter.</li> <li>you may collapse the tower early to force an encounter</li> <li>at the end of the session, the party gains xp equal to the highest number of floors your house had this session, multiplied by the dungeon floor, multiplied by [some sensible amount for old school play]. (I can't be bothered doing the math, sorry.)</li> </ol> <p>Extension: When building a /\ in your house of cards, you may place a die in it (not on the ground floor though).</p> <ul> <li>5th floor: d12</li> <li>4th floor: d10</li> <li>3rd floor: d8</li> <li>2nd floor: d6</li> <li>1st floor: d4</li> <li>Ground floor: -</li> </ul> <p>When the tower collapses, the dice will roll. find the highest result and add it to the damage of your first attack.</p> <p>—-</p> <p>A riff on <a href='https://www.prismaticwasteland.com/blog/all-along-the-clocktower' target='_blank'>Prismatic Wasteland’s tactile tower</a></p>
30.01.2026 14:15 👍 0 🔁 1 💬 0 📌 0
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Write Encounters in Networks <p><img src="https://upload.wikimedia.org/wikipedia/commons/0/0e/Chesapeake_Waterbird_Food_Web.jpg" alt="Food web" /></p> <p>This year I'm planning a project that will require a lot of encounter tables, maybe 45 of them. I want to be moving pretty fast with these. Here are 2 tools I'm using to keep the workload down:</p> <p>Tool 1: Writing short encounter tables Tool 2: Writing encounter tables in networks</p> <h2 id=short-encounter-tables-by-including-neighbouring-locations>Short Encounter Tables by including Neighbouring Locations</h2><p>This is a refinement of <a href='https://www.paperspencils.com/structuring-encounter-tables-amended-restated/' target='_blank'>Nick LS Whelan's encounter table structure</a>.</p> <p>Nick reserves the most extreme edges of the 2d6 probability distribution for dragons and wizards, and the central probability hump for recurring NPCs. His encounter table looks like this:</p> <ol start="2"> <li>Dragon</li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li>Recurring NPC</li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li>Wizard</li> </ol> <p>Great. I'm writing a ton of these encounter tables. 8 entries is a lot easier than 11.</p> <p>BUT IT'S STILL TOO MANY. I really only want to be writing 6 encounters for each location. 6 is a nice number; if you don't want to use my wacky 2d6 encounter table now you can roll a flat 1d6 and be on your way.</p> <p>Here's the refinement: reserve 3 & 11 on the encounter table for encounters from neighbouring locations. This ties each location into its neighbours and provides the opportunity for unexpected encounters. Now our encounter table looks like this.</p> <ol start="2"> <li>Dragon</li> <li>Neighbouring encounter (reroll)</li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li>Recurring NPC</li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li><ul> <li></li> </ul> </li> <li>Neighbouring encounter (reroll)</li> <li>Wizard</li> </ol> <p>On the outside chance you roll <em>another</em> 3 or 11, go one location further away and roll again. Now you have a critter <em>really</em> wandering far afield.</p> <h2 id=writing-encounter-tables-in-networks>Writing Encounter Tables in Networks</h2><p>Last year I published a blogpost on <a href='https://bommyknocker.bearblog.dev/writing-encounters-in-pairs/' target='_blank'>writing encounters in pairs</a> as a tool to ideate encounter tables faster. Let's push this idea further.</p> <p>There are two benefits to this: first, it will provide even more scaffolding to speed up the writing process. Second, it will make the region feel cohesive, and give GMs tools to show relationships between the various creatures inhabiting a region.</p> <p>Best of all, we now have a list of just 6 slots to fill in on our encounter tables so we can use 6-sided randomness to help us.</p> <hr /> <p>Tools: paper; several colours of pen (crayon); a d6; a deck of cards (optional).</p> <p>Method: 0/ Choose your location. Assign themes to the location (see <a href='https://bommyknocker.bearblog.dev/encounter-table-bandit-blood-swamp/' target='_blank'>Bandit Blood Swamp</a> for an example). We do this first so that our brains can percolate as a picture of a network begins to emerge through the rest of the process.</p> <p>1/ Draw a hexagon with corners numbered 1-6. <img src="https://i.ibb.co/ns6k8h3P/IMG-1265.jpg" alt="Step 1" /></p> <p>2/ For each corner, roll the d6 and draw a line to the rolled corner. Draw an arrow in the direction of travel. <img src="https://i.ibb.co/zVMDwtW8/IMG-1266.jpg" alt="Step 2" /></p> <p>3/ Interpret your lines.</p> <ul> <li><strong>No connection:</strong> This creature stands alone. (1/6 chance)<ul> <li>It might be solitary, truly strange, have different needs to its neighbours, or simply be unassailable in its sphere</li> <li>e.g. hermit, ghost, extremophile, elephant</li> </ul> </li> <li><strong>No connection (alternate):</strong> This creature affects the environment as a whole.<ul> <li>e.g. beaver, miner, windcaller spirit</li> </ul> </li> <li><strong>Connection along an edge:</strong> <a href='https://en.wikipedia.org/wiki/Predation'>Predation</a>. (1/3 chance)<ul> <li>The creature at the origin of the line predates (or is a parasite) on the other creature.</li> <li>e.g. tiger, mosquito, taxman, bandit</li> </ul> </li> <li><strong>Connection along an angle:</strong> <a href='https://en.wikipedia.org/wiki/Competition_%28biology%29'>Competition</a>. (1/3 chance)<ul> <li>The creatures at either end of the line compete over a resource.</li> <li>e.g. rabbit & kangaroo, hunter & lion, forest dweller & logger</li> </ul> </li> <li><strong>Connection across the centre:</strong> <a href='https://en.wikipedia.org/wiki/Cooperation_%28evolution%29'>Cooperation</a> (1/6 chance)<ul> <li>The creatures at either end of the line work to one another's benefit.</li> <li>e.g. remora & shark, farmer & cow, Robin Hood & peasant <img src="https://i.ibb.co/RTT0g54y/IMG-1268.jpg" alt="Step 3" /></li> </ul> </li> </ul> <p>4/ (Optional) Assign statblocks. By now you may be looking at your relationship map with clear ideas of what creatures will be filling out your encounter tables. Great. Skip to step 5 and write them up.<br /> If you're still in need of ideas, look at the <a href='https://bommyknocker.bearblog.dev/universal-encounter-table/' target='_blank'>Universal Encounter Table</a> and start to assign statblocks that make sense to the relationships. For instance, take the following relationships: (1) <em>predates</em> on (2) <em>predates</em> on (3). You might assign the statblocks:\</p> <ul> <li>1 = Tiger</li> <li>2 = Boar</li> <li>3 = Deer If nothing jumps out at you, draw a card and pick randomly. You will get some strange combinations, potentially very weak-statted creatures at the top of the food chain. Perhaps an elephant at the bottom. Chances are, you're working in fantasy or sci-fi - I trust you to make it work.</li> </ul> <p>5/ Write it up. Write stats or use the <a href='https://dicegoblin.blog/just-use-bears-or-wolves-dragons-or-spiders/' target='_blank'>Just Use Bears method</a>. Tactics, personalities and abilities will differentiate creatures from one another. Cairn keeps statblocks to 3 dot points or less; practice concision.</p> <p>Bonus thought: relationship lines will intersect on your network hexes. For each intersection, come up with a location that could support both relationships. Seed these locations into your biomes - the landscape in your games will feel more grounded because of it.</p> <h2 id=thanks-for-reading>Thanks for reading!</h2><p>Next time, I'll be creating an encounter network with this method and posting it up.</p>
30.01.2026 13:50 👍 0 🔁 0 💬 0 📌 0
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Lightweight Memory Tables I'm looking for a weather table with a memory. _Edward Mitchell Bannister, Approaching Storm, 1886, Smithsonian American Art Museum_ ## Existing Solutions Fortunately this problem has been solved a bunch of times. Goblin's Henchman did it once with Hexflowers. Mindstorm Press did it again with ladder tables. Fedmar's weather is built off the 3 axes of heat, wind and cloud cover. There's no memory here, but I'd be remiss if I didn't mention Ktrey's 100 weathers. They're all great, but I want something _light_. ## Lightweight Memory How's this for a basic idea: **2d6 | WEATHER** 2. TOO DAMN COLD 3. Real cold 4. Cold 5. Chilly 6. Mild 7. Pleasant 8. Warm 9. Balmy 10. Hot 11. Real hot 12. TOO DAMN HOT There's our table. Now the rolling procedure will provide the memory. * If the previous roll was below 7, roll 3d6 and drop the highest roll * If the previous roll was above 7, roll 3d6 and drop the lowest roll * Roll 2d6 on the first roll and on a roll of 7. It won't be as in-depth as the memory systems above, but remember - this is just a toy memory. We need to evoke this feeling: if you've had a hot day recently, chances are, you'll have more hot days coming up. But not always! ## Distributions Let's have a quick look at the distributions on anydice. Play along at home with these parameters: output [highest 2 of 3d6] named "3d6 drop lowest" output [lowest 2 of 3d6] named "3d6 drop highest" Here's the graph for hot weather - **3d6 drop lowest** : Looks nice. Hot weather begets hot weather, and vice versa. Roughly 70 percent of the time a hot day will be followed by another. This feels good - you have a 30% chance to escape a hot weather cycle into a cold weather cycle. For curiosity's sake I asked around the Prismatic Wasteland discord for anyone with some smarts to model the system's odds for me. To Be Resolved was kind enough to generate a histogram. Turns out that the system still roughly resembles a bell curve, with a peak at the number 7.\ _Thanks dadstep_ One other detail that is nice here - this setup allows more exploration of the shoulders of the distribution than a flat 2d6 roll. As a comparison, rolling 2 or 12 on a 2d6 has a probability under 3%. But on a drop-lowest roll, you have almost a 7.5% chance to roll a 12. As Joel at Silverarm Press discussed in his radical d12 manifesto, the most interesting results on a table are often hidden behind extremely low odds. I wonder if lightweight memory tables could be applied elsewhere to dig out some of the further reaches of other 2d6 tables. ## Variants **Broader Shoulders** - Dig in to the far reaches of the distribution: roll [4d6 drop lowest 2] for rolls over 7 and [4d6 drop highest 2] for rolls under 7. **3 Bands** - Have a middle band of flat probability: roll [3d6 drop lowest] for rolls over 9 and [3d6 drop highest] for rolls under 5. **Deep Gutters** - Make it extra hard to go from one end of the distribution to the other: roll [4d6 drop lowest 2] for rolls over 9, [3d6 drop lowest] for rolls of 8 & 9, [4d6 drop highest 2] for rolls under 5, and [3d6 drop highest] for rolls of 5 & 6. **Ping Pong** - Make it unlikely to stay on one side of the distribution: roll [3d6 drop lowest] for rolls under 7 and [3d6 drop highest] for rolls over 7. **Trend Low, Sweet Chariot** - Always roll [3d6 drop highest]. **Variable Trend** - Roll [3d6 drop highest] in Winter, [3d6 drop lowest] in Summer and flat 2d6 in the shoulder seasons. **Premonition** - Allow a player to roll one of your dice the day before. (Or 2, if rolling 3d6.) - Thanks for the suggestion Ktrey! Don't be married to the d6, either. Longer or shorter dice will change the distributions of your graph. Mix and match dice shapes for some really weird distributions. Get funky with it.
22.01.2026 02:37 👍 0 🔁 0 💬 0 📌 0
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Bid-based adventuring - Blood, Sweat & Tears v0.2 _Valentin Jumel de Noireterre, Le Duel, 1853_ ## Who Wins a Fight? Obviously the only winning move is not to fight, whether that means following a path of peace or ending a fight before it has begun. But when words fail and steel meets steel, who will be left standing? In reality, here are the most likely answers: * The world is essentially random and meaningless. In the heat of battle, anyone could be struck down at any minute. * Whoever has the better plan. * Whoever is better trained. * Whoever has the better gear. But this isn't reality, this is an adventure where plucky scoundrels put it all on the line for gold and glory. So while all the above answers feed into the calculation, the victor will be the combatant who **risks more** and **pushes harder**. That's what this system is about. * * * # Blood, Sweat & Tears _v0.2_ _ashcan_ A bid-based adventure game for a **Host** (a.k.a. Gamemaster) and a small number of players. ## Characters Each **scoundrel** (a.k.a. Player Character) has a preferred way of approaching challenges. * Your strongest Approach has a rating of 3. * Your weakest Approach has a rating of 1. * Your other Approach has a rating of 2. Here are the Approaches. Each is complementary to a Humour. Approach | Humour | Utility ---|---|--- Power | Blood | Force your will on the world. Technique | Sweat | Weave your fate with skill. Cunning | Tears | Blindside opposition by defying moral, sense or convention. You have 10 points in each of the 3 Humours. Humours are spent in Taking Action. ## Taking Action Overcome challenging circumstances by Taking Action. Actions should be simple and self-contained - climb a rope, write a letter, dig a hole, deal someone a wound. If you are unopposed, state how you will accomplish your goal and choose the appropriate Approach. The Host determines the difficulty of doing this, which sets the cost. Difficulty | Cost ---|--- Trivial | 1 Straightforward | 2 Challenging | 3 Gruelling | 4 Crushing | 5 Pay the cost in Humour to achieve your goal. You must use the Humour complementary to your Approach. Your rating in the chosen Approach is a discount against the cost. The host should consider the equipment being utilised when setting the difficulty for an action. A gruelling climb may be made straightforward if you have a rope handy. If your action is opposed by another character, you will have to earn the right to take it. Taking an action to Wound another character will almost always be an opposed action. ## Advantages Each Approach has its advantages in certain situations. **Supremacy Bonus:** like in Rock-Paper-Scissors. Applies when taking initiative. * Power: +rating vs Technique * Technique: +rating vs Cunning * Cunning: +rating vs Power **Environmental Bonus:** Applies when taking an opposed action. * Power: +rating in Open environments * Technique: +rating in Confined environments * Cunning: +rating in Veiled environments **Armament Bonus:** Applies when attempting to Wound another character. * Power: +rating for heavy or crushing weapons * Technique: +rating for pointed or swift weapons * Cunning: +rating for sneaky or tricky weapons. Or magic ## Opposed Action 1: Setting the Stakes (Initiative) When you declare that you are taking action, another character may confront you by declaring an opposing action. Whoever wins initiative sets the stakes for the opposed action. If you bid highest, you win the initiative and have a chance to accomplish your goal. If you are outbid, your opponent wins the initiative and will have a chance to accomplish their goal instead. Note: declared actions should be The initiative bid: 1. Both characters state their goal and their Approach, starting with the initiating character. 2. Both characters make a secret bid of the Humour complementary to their approach. 3. Bids are revealed. 4. Bonuses are calculated: 1. Approach Bonus (+rating if Approach is suited to goal) 2. Supremacy Bonus (+rating if Approach has supremacy over opponent's Approach) 5. The highest bid wins initiative. Ties go to the initiating character. Any humour bid is spent. ## Opposed Action 2: Achieving Your Goal When you win initiative: 1. Your goal and Approach were stated when Taking Initiative. Restate them now. 2. Bid Humours in secret. * You may bid more than one type of humour. * Your opponent will do the same. * You get extra value when you bid any complementary Humour to the Approach you have taken. * Blood (x2 value on Power Approach) * Sweat (x2 value on Technique Approach) * Tears (x2 value on Cunning Approach) 3. Reveal bids 4. Apply Environmental or Armament bonuses if applicable. 5. Tally bids + bonuses. If you win, your action is a success; otherwise you have been stymied. 6. Play moves on. If other characters are present, the next action declared should not be initiated by either participant in the opposed action. ## Consequences When a Humour is reduced to 0, there are Consequences. Pay them, then start counting down again from 10. * **Blood:** the cuts pile up. Take a Wound. * **Sweat:** breath falters. You're slowed. Your initiative bid is capped at your rating until you rest. * **Tears:** sins are revealed. Lose reputation with someone you love, respect or depend on. ## Wounds Wounds are bad, avoid them. * **1 wound** : will require care and time out -- later. Now, you can keep fighting. * -1 to Power * -1 to Technique * +1 to Tears * **2 wounds:** you should really bow out. With attention and luck, you will get better eventually. * -1 to Power * -1 to Technique * +1 to Tears * **3 wounds:** if you were in a fight, you're out of it now. * Even if you live, something will never be the same. * If you were clever you'd retire. ### Recovery Humours spent in action may be recouped: * Blood: * +rating - a field bandage; a ration. * +max - fill your belly with good food and drink. * Sweat: * +rating - fresh air and cold water. * +max - a comfortable bed. A warm bath. Rest your aching frame. * Tears: * +rating - a moment of levity. Or vial of tears. * +max - integrate in your community; do something really selfless. Or carouse; break something meaningful. ## COMMENTARY _Just a grab bag of thoughts_ * v0.1 was published 28 Sep, 2024 - my very first blog post. I had cause to go back and read the post again and found it largely incomprehensible. I've taken this opportunity as a chance to touch it up. * I worry that having 2 rounds of bidding per action will slow things down too much. But I like how initiative works, so for now it stays. * I don't really have an economy for Humours worked out yet. The pool will need to be deep enough that parties can make a worthwhile amount of ground while adventuring. * In an ideal situation there will be a straightforward formula for converting Cairn or OSE statblocks to BST. * I think elites will more or less look like player characters. * Individual Mooks probably have 1-2 wounds, a rating in 1 approach and 5-10 Humours. * Enemies probably band together into units like Cairn's _detachments_ , which act as one larger enemy. * Speaking of detachments, because the action is quite abstract you could easily hack this for players to control entire units. * Still need to figure out defensive gear. I guess it would cancel out the Armament bonus for particular weapons. * It be good to give players stacks of poker chips to track their Humours. (Or an abacus.) * I really have to figure out which terms to Capitalise.
09.01.2026 12:51 👍 0 🔁 0 💬 0 📌 0
Barnyard Voltron Well, it's Christmas Eve and once again I'm preparing my Christmas goodies at the last minute. I'm wrapping this up swiftly so I can stuff it under the Hexmas Tree in the dead of night. I'm not the only one, either. A slew of your favourite OSR bloggers are writing hexes to stuff in your bonbons. Keep an eye out for the inevitable roundup. It's been a big December so I've only watched the first couple of scenes of **The Little Drummer Boy (1968)**. I'm pretty sure that what I've written is canonical though. ## Hex 802: Dry Dusty Desert A hot, dry land baking under the light of God's love, cowed by fear of bandits and bowed under the weight of bureaucratic tyranny. ### Effects Lambs, donkeys and camels are most beloved of God. They travel at double speed. Horses are beloved of god for their beauty but despised for their arrogance. They are more radiant here, with glossy coats and silky manes, but travel at half speed. Pigs are thoroughly unholy. They travel at half speed too and take additional damage from holy magic. ### On Entering Drumbeats echo faintly through the whole hex. Too faintly for human ears, in fact. On the other hoof, animals can hear the drums from the instant they enter the hex, and will be drawn inexorably towards **Aaron's Encampment** unless their ears are plugged. ## Factions ### The Little Drummer Boy Aaron, a young boy with an unyielding hatred for mankind. Only the laugh of an infant can quell his fury and restore his innocence. His only fear is fire. Aaron's drumming controls animals with its primal rhythm. He seeks to muster an army of beasts, first to exterminate the bandit gang that torched his village, and then to take revenge on all mankind. Location: **Aaron's Encampment** ### Arsonist Bandits Some people just want to watch the world burn. Their chant can summon the Fire Dragon with enough burnt offerings (1% chance per 20GP value burnt). Will demand fealty or tribute. If they _do_ successfully summon the Fire Dragon they will (roll d4): 1) flee; 2) prostrate themselves in worship, 3) unsuccessfully attempt to subjugate the dragon, 4) successfully bargain for a week of draconic service - each day they will travel to a random adjacent hex and attempt to burn as much as possible. Location: **Bandit Hideout** ### The Infant Oh yeah, he's here too. The Magi are on their way to him, following the North Star. Play him a song and he will laugh, curing any wound or malady. To reach him you will have to pay 100GP tribute to **the Father** or best **the Mother** in unarmed combat. Actually fighting the Mother will earn you a place in Hell. Location: **Manger** ### Vile Bureaucrats Horrible, horrible, horrible. Roll a d4: 1. Tax collectors. Demand 10% of your liquid assets. 2. Water collectors. Demand 90% of your liquid assets. 3. Census takers. Demand you to return to your birthplace. 4. Bureau of Labour Statistics. Demand to know your employment status and income level. 2d4 | Encounter ---|--- 2 | Fire Dragon. 3 | Vile Bureaucrats. Cackling with glee as they foist their odious paperwork on the populace. 4 | Circus Slavers. Will seek to capture anyone with obvious talent in entertaining. 5 | Arsonist Bandits. Roll 1d4: 1) Seeking the fire dragon; 2) Raiding a village; 3) Searching for wanderers to shake down; 4) Drunk. 6 | Bored Townsfolk. Will pay d6 x 10 GP for a good show, or pelt with rotten fruit for a bad show. (Stinky and stressed until you find a bath.) 7 | Wandering Beasts. Headed towards Aaron's Encampment. 8 | 3 Magi and their caravans, bearing riches to the infant. | ## Locations ### Aaron's Encampment A camp by an oasis. Animals from all over the hex are slowly making their way here, lured by Aaron's drums. Aaron sits crosslegged on the ground, slowly playing _pa rum pa pa pum_ while animals crowd around him, slightly wall-eyed. At the sight of any other people (bar those accompanied by an infant), Aaron enters Voltron Mode. Aaron's drumming speeds up as an entire drumkit emerges from the ground, surrounding him. His drumming becomes increasingly complex. The animals surrounding him begin to contort and arrange themselves into an assemblage resembling a shielded warrior. ## To destroy a location, kill all animals that comprise it. **LEGS** : 3 donkeys, 3 camels. _TRAMPLE:_ Runs through foes for 1d6 damage to everyone in line of passage. **TORSO** : 5 pigs, surrounding and protecting Aaron. (Doubly susceptible to holy magic.) **RIGHT ARM** : 2 bulls. _BLOW THE HORN:_ Smashes bulls downward for 3d6 damage. **LEFT ARM** : 10 lambs. Holds a huge barn door that acts as a shield. _SHEEP SHIELD:_ At the start of each round, selects a location to protect. This location and the protected location have incoming damage reduced by half. _LAMB SLAM:_ Will utilise if other weapons are disabled. Launches d3 lambs through the air to impact on foes. 3d6 damage. **RIGHT SHOULDER** : Shoulder mounted chicken swarm (20 total). _FLOCK ROCKET:_ d3 chickens rocket towards each foe, leaving a contrail of feathers. 2 damage per impact. Mark shots off from chicken total. * * * ### Bandit Hideout A camp cunningly concealed at the bottom of a narrow ravine. The only giveaway is the perpetual bonfire that releases thick plumes of black smoke at all hours. 20+5d6 bandits (of mixed gender, thank you very much) are present at any given time, unless they are currently on a raid. (Will leave 5 bandits on guard.) A large bonfire is stacked up here, separate to the burning one. Their fortune of ~1200 GP is strewn within, in loose coin and precious household objects. They plan to burn this and summon the fire dragon. If they hear that their old nemesis The Little Drummer Boy is at large, they will perform the summoning immediately and go to confront him. ### Manger A crib for someone without a crib. The manger is behind an inn with no rooms. The innkeeper is upset that his animals have all disappeared and will pay for any news of his sweet Zaza (donkey).
24.12.2025 13:19 👍 0 🔁 0 💬 0 📌 0
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A Leak in the Hole Factory, Pt. 2 This is a continuation of the dungeon I started during the **Holes** Blog Bandwagon: A Leak in the Hole Factory, Pt. 1. Don't sweat if you haven't read it, the premise is in the title and it should be enough to keep you moving. I'd hoped to finish the dungeon in this post, but I'm getting bogged down with editing. I don't really know what the hell this dungeon is for, but I like it so far for its for being a brisk first-draft write. So I'm clearing the decks by posting Part 2 now. Part 3 will come down the line. * * * **Treachery!** Ostensibly summoned to support a striver's corporate ambitions, the imp Hadrisax Votense has set in motion _her own_ summoning - that of the **Master of Holes**. Now, not just the Hole Factory, but the whole city, is at risk of implosion. ## Some NPCs ### Bespinnia Maison Works in the R&D; Department of Hal's Holes. Employee of the Month, every month - until recently. She foolishly accepted help from the imp Hadrisax Votense, who taught her the secret to making the Menger Sponge, an infinite source of holes for the Manufactory. ### Jom Bopo A young upstart from the Finance Department who has applied Hole Technology to financial instruments. Employee of the Month for the last 3 months for his work on Superbankruptcy. ### Hadrisax Votense An Imp. Her magical powers are only of use to others - she can't lift so much as a paperclip for herself, without tempting someone else into doing it. She can, however, perform "favours" for others. She is hampered by two facts: her favours have obvious and terrible downsides; and her personality is garbage. Only the foolish or desperate contract with her. As a rule of thumb, any favour she offers should cause a downside d3 orders of magnitude greater than the problem they solve. **Trivial < Personal < Familial < Neighbourhood < Citywide < National < Global < Cosmic** Once encountered, Hadrisax Votense will follow the party around, popping out of random holes to comment, wheedle, or make fun of them throughout the dungeon. ### Master of Holes An elder imp. For a week each century, he can choose a hole that exists in the world, and step out of it to wreak mischief and destruction. His size and power are dependent on the size of the hole he steps from. Unfortunately, the biggest holes are not typically where the action is - what use is stepping out of a black hole if you're in the middle of dead space? ## What's Actually Going On Here? Hadrisax Votense is planning to invite the Master of Holes into reality through the biggest hole she can possibly muster. Put enough artificial holes together and they will coalesce into a baby black hole, perhaps big enough to swallow the contents of a room. It will grow incrementally with the addition of new holes. Combining all the holes in the factory would create a hole the size of a room, which would swallow the factory itself and most of the city block it is on. The key to creating a REALLY big black hole is making it go supercritical - ensuring all the component holes coalesce at exactly the same time. The Hole Repellent Emitter Field in Hole Storage can create these conditions by preventing coalescence until it is overloaded, at which point all holes in the room will suddenly converge. The resulting implosion would create a city-size black hole that would eventually suck in everything for 100 miles around it. The _really_ bad news is the malevolent elder imp who would then step out of it. Jom Bopo has prevented disaster by throwing the lever in the Manufactory, routing newly manufactured holes away from Hole Storage, and towards Shipping, where they float away to cause problems downstream. He is nowhere to be seen. Already the Master of Holes is lurking within a hole in Hole Storage. When it gets large enough he will walk through it. * * * ## Manufactory **(Cont. fromPart 1)** ### Approaching the Hole Machine Hadrisax Votense will pop out of a random hole if party members approach. Pointing at the lever which moves the conveyor belt from SHIPPING to HOLE STORAGE, she addresses them: _HEY! Do you think you could just pull that lever for me? Thanks._ Will suggest that the party clear up the mess by routing the conveyor belt back into Hole Storage. _It says STORAGE. As in, where they're MEANT to be?! Come on, it'll be fun! It will be an adventure! You're ADVENTURERS, right? I'll do you a favour!_ The favour could be anything. Remember, Hadrisax Votense can make just about anything _happen_ , the downsides will just be great. She will not make any effort to obscure the downsides. _A favour? ANYTHING. What do you want??_ Will wheedle if rebuffed, and quickly lose the plot. _JUST PULL THE LEVER!!!_ If rebuffed again, will rebuke the party. Claims that Master of Holes is inevitable, the party is too late, etc. etc. _OOOH you're gonna regret getting on my bad side! The Master of Holes is coming, and there's NO WAY you're gonna get rid of him! Sooner or later this place is GOING DOWN TO BLACK HOLE TOWN._ If the party agree to pull the lever, their favour will be granted. The Hole Machine will begin to feed new holes into Hole Storage, and an apocalyptic Black Hole Criticality Event will engulf the city and surrounding countryside within d6 hours. ## Hole Storage Racks of shelving hold cartons of stock, neatly categorised by type and size. Metal cartons are locked in place; removing a carton from a rack without the **Warehouser Key** will cause it to emit a walloping electric shock. A panel by the door reads **HOLE REPELLENT EMITTER FIELD**. Beneath the sign a small green light globe flickers unsteadily. A **conveyor belt** leads through a hatch in the wall into the Manufactory. A large pile of holes (still in their sleeves) has fallen through it. The conveyer belt is empty; the machine that would feed it has been redirected into SHIPPING. Deployed holes polka-dot the room, held in perfect equidistance by the Hole Repellent Emitter Field. ### Hole Repellent Emitter Field A silver cone on the ceiling emits a field that causes holes to repel one another like magnets of the same polarity. There is a slight tug on your face as your nostrils try to crawl further apart, and it would be impossible to kiss in here even if the vibes were good. ### Causing a Black Hole The Emitter Field is beginning to struggle with the number of holes in the room. If it were switched off now, the room-sized black hole created would be big enough to swallow the entire factory.
15.10.2025 12:55 👍 0 🔁 0 💬 0 📌 0
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Dog Dagger _Look at this amazing thing. It's worth zooming in to see the detail._ # Urmašum's Fang A dagger whose ivory handle and sheath are elaborately carved with the forms of dogs. It is a sacred relic, commissioned by Urmašum, vizier to the medicine goddess Gula. ## Using the Dagger The dagger can call to the spirits of legendary dogs. On the night of a full moon, sacrifice a beast by plunging the dagger's blade into its heart. One of the canine figures will leap from the dagger and serve you as its master until the next full moon. If it performs its _Telos_ , the dog will immediately leap back into its place upon the blade. The summoned dog must be named, fed and cared for like any other dog. Roll 2d6 to determine the dog summoned. Spend **Urmašum's Favour** to modify this roll - each point of Favour may modify the dice roll by 1. 3d6 | Appearance | Telos ---|---|--- 3 | Extremely long snout. | Will breathe life back into one killed this season. 4 | Long shaggy black hair. | Eats fire, spits fire. 5 | The size of a pony. (Can be ridden.) | Can bark and reveal any who go in disguise. 6 | Unspoilable white. | Can lick any bond until it breaks. 7 | Thick ruff like a lion. | Bite sends men and dogs into convulsions. 8 | Bald but for its tail. | With terrible speed can race up and wring the neck of any person in prayer. 9 | Gleaming coat. | Will track her master anywhere. If her master is found killed, her howls will move a god to sorrow and vengeance. 10 | Goat-like smell. | Protects drunks from theft or harm. 11 | Thrice-curled tail. | Will transform into a woman at the end of the moon - she is a sorceress who transformed into a dog to escape her husband. 12 | Black brindled with all-colours. | Disgorges wine or mead or gold or silver from its mouth. 13 | Matted fur. | Will take on a curse meant for another. 14 | The size of a grain of rice. | Will roar loudly enough to shake stones off a mountain. A stone will crush an adversary. 15 | Lithe. | Will accompany master to heaven's gate and guarantee entry. 16 | Facial markings resembling another pair of eyes. | In dire straits, will beg so piteously that god will provide food or light. 17 | Coat of tight curls. | Disappears immediately. Will appear at the lighting of a candle to guide one who is lost. 18 | Lame in one leg. | Licks will cure any wound. ## Urmašum's Favour Appease Urmašum by performing holy acts for his master, Gula. Each act is worth 1 point and may be undertaken once a moon. 1. Cut an umbilical cord. 2. Rid a home of an infestation (fungus, pest, etc). 3. Make a sacrifice of salt, dates, barley and beer. 4. Perform a funeral for a dog. 5. Set a broken limb. 6. Provide succour for one in pain. 7. Banish a demon of unhealth. 8. Nourish 19 leeches for a day. 9. Build a shrine to Gula. 10. Spend a day teaching medicine to a pupil. Additionally, favour may be earned by performing a task requested by a priest of Gula. Particularly complex or dangerous favours (such as delivering a message to a distant temple, or clearing out a dungeon) may be worth far more than 1 point of favour. Finally, sacrificing more impressive beasts in the summoning may earn up to 3 favour (or more for a legendary creature). ## Bad Dog Any who intentionally spread disease or are unkind to dogs have a 3-in-6 chance of summoning a Bad Dog instead. Mistreating a summoned dog will cause it to become a Bad Dog. 3-in-6 chance per day. **Bad Dog** - Use bear stats. Intelligent and capricious. Black, with eyes like glowing coal. Will disappear into the night and cause problems for the players - either menacing the local populace or disrupting party activities. ## Thanks Dog characteristics stolen from wikipedia. Mostly pages linked from: List of Mythological Dogs, List of Dogs in Religion and list of Black Dogs in Folklore. This was a fun post to research for. Mythology is full of dogs, and they are full of unexpected surprises. They're such charismatic beings, it is nice to think about the deep impressions they have made on us for thousands of years. Dog Dagger photo courtesy of Conghal, who saw it in a museum in Sintra.
09.10.2025 14:10 👍 0 🔁 0 💬 0 📌 0
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Appendix K - Kids Books I Like It's that time of year again, where bloggers across the world pick up their pencils and bend them to the task of a bandwagon. At Marcia's urging, the theme this time is **Appendix _x***. The *x_ is supposed to stand for your own name, but as I've mentioned before, I don't have the luxury of a great deal of reading now. I _do_ have the opportunity (and excuse) to familiarise myself with some children's literature, so we're forging ahead with **Appendix K - Kids Books**. I'm looking forward to my kids growing up a bit so I can start them on Tintin, Around the World in 80 Days, Enid Blyton - and who _knows_ what other problematic favourites, which have percolated down the generations. At this point though, they're smaller, and so I'm reading smaller books. Still, though, there's no shortage of worthwhile literature in the sphere. Just see Meguey Baker's wonderful chat with Thomas Manuel on the Yes Indie'd podcast. Or check out my previous post on Guess How Much I Love You. Or read on. ### Maurice Sendak is a bit of an obvious pull, but he's got to go in here. I love his work for its dreaminess, its ability to transport the reader. More than that, there's a respect that he offers young children by presenting worlds that are unknowable, situations that are perilous, perhaps only _just_ in control, and protagonists who feel real because they are complicated, fallible, subject to their emotions and impulses. ### Joy Cowley gets a special shoutout for her Hungry Giant, who wields the namesake of this blog. _When The Moon Was Blue_ is one of the fondest books I remember from my own childhood. To be honest, I don't know that it's a _great book_ , just a good one. But I think of this page all the time. [Moon Was Blue image] Growing up, I was enamoured with the fantasy of walking up walls and ceilings. Anytime I was daydreaming, there was a good chance I was scoping out routes across the ceiling of whatever room I was in. Like any good magic item, it recontextualises the world around you. When I write magic items, I always go back to this - the more open-ended, the better - that's where daydreams live. Cowley also has this page of very solid writing advice. ### Jon Klassen is an author who walks an extremely fine line. His writing is fun for adults and children to read - it's a balance that I've seen mishandled a thousand times. He doesn't lean on innuendo and double entendre (a real ick for me in kids lit). It works because of the quality of the writing, the snappiness and voiciness of the narration, the easy characterisation of everyone you meet. _I Want My Hat Back_ also has a little capsule murder mystery tucked into it, for kids who are a bit perceptive. Klassen's characters are an inspiration for writing NPCs - they almost give you their vocalisation on a plate, and adhere to some of the best NPC writing advice around. ### John Burningham Another author who achieves a dreamy quality in his writing. There's something so matter-of-fact about the presentation of his dreamlands. They have legitimacy because the characters involved engage with them in such a straightforward manner. The fantastical in Burningham books is only available to children, I think because they are willing to take it at face value. That sort of naive engagement with the world-as-presented is the perfect frame of mind for players. Try to get them there and keep them there with whatever tools at your disposal. In both _It's a Secret_ and _Time to Get Out of the Bath, Shirley_ , Burningham moves his characters swiftly to where the action is and leans heavily on his expressionistic art to sell the mood. ### Taro Gomi There's a freshness and lightness to Gomi's illustration that immediately gets me in a good kids-book reading mood, and this tone carries through to his writing. _Everybody Poops_ is a favourite in our house. It's full of good gags, and it's a poo-book that somehow avoids being too gross. But the book that gets the most love in our house is _My Friends_. Like a lot of kids books, it's rhythmic, using the same frame for every spread. I actually think this is a good structure for younger children. Like the old adage that you enjoy watching a film more a second time because you don't have to follow the plot, the strong repetition allows the reader to focus on other aspects of the reading experience. Most of the time, this is great for kids and less good for the adult reading it to them—reading a generic barnyard book for the thousandth time is a huge drag. But Gomi is astute enough to break up the repetition with unexpected and charming encounters - nothing so crazy as to break the tone or pattern, but enough to sustain interest for far more readthroughs than you'd otherwise expect. In games as in literature, rhythm and repetition are strong structures that provide interesting opportunities—but they have to be used thoughtfully or risk becoming boring. ### Eric Carle There's an elephant in the room and it's not Elmer. Speaking of rhythm, I need to mention the very clever section at the heart of _The Very Hungry Caterpillar_. You're probably familiar with it already. On Monday he ate through one apple. On Tuesday he ate through two pears. On Wednesday he ate through three plums. On Thursday he ate through four strawberries. On Friday he ate through five oranges. At the back of your mind when you're reading to your kid, you're often thinking pedagogically: what's my kid getting from this? This section has familiar structures - the nouns for various fruit, the days of the week, the numbers one to five (presented in discrete countable units). All of this stands to be learnt, which is all to the good. But the real genius is in the layout, in gimmicks that are only really seen in kids books - hole punches, and oddly-shaped pages. The series of fruits have holes running through them (diegetically the work of the caterpillar munching through), and these five pages are stacked so you can get an overview of the whole section from the outset. These two devices reinforce one another to link the section together and to lay bare its structure in a way that is comprehensible to a child. The book teaches you how to read it. It's metatextuality that a one-year-old can get, because it's physically present in the book. And then you turn the page to Saturday, and are presented with a crescendo, a visual feast in Eric Carle's signature colour collages. It's a fun page for a kid, filled with treats of every sort. Finally, one more page turn brings the hole-punch section through to Sunday, where the caterpillar has learnt a lesson and returned to a state of nature. A coda that also brings the cycle of a week to a fitting end. Clever stuff that uses number, rhythm, colour, and several innovative layout techniques to build a thematically coherent section in the centre of the book. It's a multigenerational classic for a reason. Lessons here for game designers? Think of your work as a whole. Whether depicting spaces or setting out rules, decide on formal structures you can layer to make the text coherent with itself. ### Lucy Cousins I'm a millenial, so I suppose I should be turning my nose up at the commercial success of Lucy Cousins, but I just can't bring myself to do it. She's too good. In fact, despite _Hooray for Fish_ receiving multiple encore performances (and kisses, straight on the book) just tonight, what I want to talk about is the smash-hit _Maisy_ series. Besides Cousins' art, which is charming, clear and expressive, I think Maisy is such a success because Maisy Mouse is emotionally a child, but practically an adult. It's a strange position to be in. She's able to go to the shops, cook, clean her house, go to the dentist. There's no 'adult' in her life who does things for her. But she has the same concerns that a child might have, has to work through the same anxieties, eats kid-friendly food, goes to bed with her toy panda at 7 o'clock, etc. She's whatever a child might play-act, a cipher for a young reader. She is **completely relatable, but has agency in a wider world**. What I'm saying is that Maisy Mouse is the model PC. When we structure rules and scenarios for players to engage with, this is a good frame of mind to be in. How do we maximise agency, while keeping the character's immediate world relatable? ### Pamela Allen God she's good. I will never get enough of seeing a house by a lake, tucked in a valley. It turns up in book after book. Truly inspirational to have a motif like that. There's a lot I could say about Pamela Allen, but what I really want to do is show off this incredible double-page spread in the middle of a book for two year olds. I didn't expect to turn the page to this, and when I did I just laughed and laughed. No lesson, I'm just inspired by someone who is clearly having a good time with their craft. * * * Right, well that's it - out of time. I'll leave off with a few of the favourite pictures from the kids books I have to hand. I wish RPG stuff could look this good. Huge, generous layouts slathered in artwork and colour. Tricky hatches, holes, flaps and foldouts. Transparencies, shimmery bits, mirrors. Even the dinkiest kids book that sells for five bucks can afford these tricks. Ah well. That's another post. _The Tower to the Sun, Colin Thompson_ _The 3 Robbers, Tomi Ungerer_ _Richard Scarry's Best Mother Goose Book Ever_ _Anno's Alphabet, Mitsumasa Anno_ _The Ghost Train, Allen Ahlberg & Andre Amstutz_
07.09.2025 21:13 👍 0 🔁 0 💬 0 📌 0
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A Leak in the Hole Factory, Pt. 1 The hole factory is spewing out stock and nobody is brave enough to fix it! Already runoff is collecting downriver and making an impromptu cave complex. Holes are like magnets - you have to take care in storing them, or else they all jump together and create a big problem. The difference is - if enough holes agglomerate they will eventually form a BLACK HOLE, which is bad news for everybody who likes living on this side of reality. Hallam Holloway, the proprietor of Hal's Holes has put out a bounty for brave adventurers to come and plug the leak. He has promised a pick of his premium Top Shelf stock to anyone who can help (no chance of malfunction on repeated use). ## Hal's Holes ## Bespoke Holes We put the _best_ in _bespoke_! All our holes come packaged in a waterproof sleeve. Holes can all be removed once applied to a surface. Not recommended for repeated use - malfunction may ensue. 1. Regular hole. Available in sizes from Small (pencil size) to X. Large (sofa size). Cannot install in living beings. 2. Aetheric hole. Works on living beings - you can put your arm straight through someone's chest without them missing a (heart)beat The missing plug of flesh doesn't bleed - it still exists, _somewhere_. 3. Pliant hole. Edges are soft and giving, perhaps even a little moist. Bestseller. 4. Hole with a rope coming out. Deploy in the air and climb right in. Popular with street magicians. 5. Bullet hole. Comes packaged with bullet. 6. Prosthetic hole (nostril & ear). For those who have lost theirs. Available in various sizes and hirsutenesses. 7. Pocket hole. Beloved of thieves. Just don't put in the same pocket as your keys. 8. Air hole. Handy if your ocarina just can't hit that high note, if you overinflated your balloon, or if you want to see through a watertight container. Only air can go in or out. 9. One-sided hole. (Lets out somewhere else). 10. Plot hole. Deploy liberally in this blogpost. ## Hole Malfunctions _1-in-6 chance of any hole malfunctioning if used multiple times._ 1. Hole is the wrong size: 1) So tiny! 2) Cramped 3) Oops, that's a bit big 4) MONSTER HOLE 2. Inverse hole - you have created an extrusion of rubbery matter instead of a hole. 3. The hole is already full, and spews: 1) Furniture 2) Honey 3) Bees! 4) Lava 4. The hole births 1d4 baby holes that grow to the same size as the adult within 5 minutes. 5. The hole is alive... it scoots around whatever surface it's on, trying to avoid anything going inside it. 6. The hole is alive... and it's HUNGRY. ## Encounters In each room, roll for 2 random **Malfunctioning Bespoke Holes**. ## Entrance Entrance to the **Showroom** through a hole in the concrete wall. This hole is feeling shy and tries its best to flee from the party within the bounds of the wall. If backed into a corner it shivers and attempts to skitter away. Kind words will help it calm down. If caught it may be held in place by a contest of force. ## Showroom Floor Bedlam. Holes are everywhere. Most may be traipsed around with care. A small incipient black hole in one corner occasionally sucks loose objects into itself, clattering across the room as they go. Loiterers must dodge to avoid a clobbering. ### Saskervoy Topse, floor manager Cowering beneath a desk, and bravely trying to make the best of it, and desperately try to hawk product - "A house with a hole is a home." Will be pleased to describe the function of any floor stock. If pressed, admits that the true hole is in his finances - he needs just one more sale to make his bonus. If the party purchases a hole, he will offer keys to the **Offices**. ## Manufactory A huge machine sits in the centre of the room. Power has clearly been disconnected, but the machine thrums and vibrates with operation. A conveyor belt feeds packaged holes out from the machine beneath a sign labelled OUTPUT. The belt travels through a hatch labelled SHIPPING. A lever can redirect the belt towards HOLE STORAGE, from which room a terrible sound emanates. A hopper labelled INPUT feeds into the machine. Sitting in the hopper are all sorts of holey goods - swiss cheese, pickleballs, motheaten jumpers, browned teeth, colanders, crucifixes, corals. Amongst all this crap is a **Menger Sponge** , slowly rotating in an otherworldly fashion - the machine seems to be sucking some form of energy from this. Beside the INPUT hopper is a bin labelled REFUSE. Examples of each object from the hopper are in here, now devoid of holes. Touching the Menger Sponge prompts the demon Hadrisax Votense to leap out from a shadow. ## Shipping The conveyor belt from **Manufactory** leads through a hatch in the wall and drops holes directly into the river here, where they float away downstream. The door from Manufactory leads onto a pier, from which it is possible to see a recently sunken cargo boat, pierced with a thousand holes.
16.07.2025 15:14 👍 0 🔁 0 💬 0 📌 0
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Die drop or drop dead Let's get physical! Here's a combat system where you drop dice onto a grid to determine hits. Your opponent can then cast their dice to knock yours away. This is all ashcan. Don't pay too much attention to the numbers, everything is liable to change. I haven't played a game with this yet, but I'm enjoying working on it. I like its granularity, its tactility, its modularity. There are a lot of loose design threads here that are fun to pick at. Like it? Hate it? Played it? Hacked it? Let me know on Bluesky! * * * ## Weapon Grid Each weapon has a weapon grid: an A4 sheet of paper with a 5 x 8 grid of cells. Each cell of the grid is either empty, or contains a technique. Different weapons come with different techniques reflecting their capacities. ## Techniques Techniques have a short description, a cost, and an effect. Some example techniques: * Thrust * Cost: 0 * Effect: Damage (SUM) + 2 * Heavy Chop * Cost 4 * Effect: Damage (SUM) + 10 * Knee Kick * Cost 3 * Effect: Knock opponent prone * Sidearm Sweep (Bonus Action) * Cost 2 * Effect: Damage 2 ## Progression The grid starts mostly empty. As you learn, you fill it, making your character's grid unique. * Learning in combat allows you to fill a blank cell with an adjacent technique. * Learning through training allows you to upgrade a single cell's damage or reduce its cost. * Learning from a master allows you to place a new technique in a new region of the grid. * Longer-term upgrades (levels?) increase your dice pool. ## Dice Pool Each player has a pool of six-sided dice to spend. Let's say 10 in total. These should be of a different colour for each player. Each round, players secretly allocate dice between initiative, offence and defense. ## Initiative Initiative dice are counted for all players. Play goes in order from highest to lowest. Roll initiative dice to break ties. ## Attack Resolution _Note: throws must be made from a height of one handspan. It is recommended to place the weapon grid in a box or tray. Any dice that exit the rolling area are counted as a fumble._ 1. The attacker throws all their attack dice onto their weapon grid. 2. Any die that falls on a blank space is removed from the grid. 3. The defender selects any number of their defence dice and throws them all onto the weapon grid. Any defence die sitting on a cell adds to that cell's cost. It is legal for defence dice to knock an attack die out of position. 4. The attacker picks one cell on the weapon grid to activate. The cell must have one or more attack dice on it. If the **sum value of the attack dice is greater than the cost** , the effect is triggered. 5. Any Bonus Action cells with a die on them may also be activated, following the procedure in step 4. * * * ## Example Attack The setup: A grid in an A4 paper carton lid. I didn't have any problem keeping the dice in the box. This is an example of a grid for a starting player, with only a few boxes filled with techniques. (Thrust, Chop and Leg Sweep.) The attack roll: The attacker has rolled six dice. They are able to activate either a Thrust (cost 0, damage 3) or a Chop (cost 4, damage 16). Nothing landed on the Leg Sweep. The defense roll: The defender has decided to target the chop. Rolling their 4 dice, they successfully knock the attack die out of the way. They will still take 3 damage from a thrust. * * * ## Reflections * This feels promising! Actually tossing the dice is quite fun. * Defense feels powerful, easily able to sweep away a lucky roll from an opponent. But of course you have to dedicate dice to it. * I set up the grid with gutters to reduce the incidence of dice landing across 2 boxes. * There's a bit of kit involved, but it's not too bad. I work near printers, so A4 printer box lids are an easy find for me. When you're a nerd for a long time, dice seem to accrue (seriously, do they multiply?), so that's not too bad. 10 dice in 2 colours is a bit of an ask for civilians, but I wouldn't like to use a lot less. * My first couple of test throws didn't land on anything, but I think it would work better with practice. We could always stock the grid with more starter techniques too. * This system really needs a better name. ## Variations * **Rolling initiative:** This could be determined by rolling initiative dice, rather than just bidding them. This would incentivise at least spending one die, just in case. * **Dice differentiation:** Different classes could use different dice. For instance, rogues could have a pool of 13 x d4, while barbarians could have 8 x d12. (Note though that this could be burdensome due to the sheer number of dice required). * **Grid differentiation:** Currently weapons are differentiated by the techniques that fall on their grid. Potentially different weapons could use different shapes on their grids. * **Daggers** could have a small target area surrounded by blank space. It would have low cost, but be tricky to land on, to represent a crit. * **Wands** could have a large target area with a high cost to empower a spell. It would require a lot of dice. A hazard area can also be activated that causes misfires, blowback, collateral or other badness. * **Qi attacks** could have a map of the human body. Their dice have to target pressure points to be effective. * **Armour:** Armour provides damage reduction of up to 3 points. One die is sacrificed from your pool for each point of armour you wear. Helms may be discarded in battle to recover a die. * **Riposte:** If the defender rolls the exact cost on a cell they land on, they may counterattack. * **Minions:** There is no limit to the amount of cells that may be activated when targeting minion-type enemies.
19.06.2025 14:10 👍 0 🔁 0 💬 0 📌 0
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Writing Encounters in Pairs This is a follow-up to my last post, Encounter Table - Bandit Blood Swamp. My goal for that post was to show that the Universal Encounter Table is flexible enough to portray an entire region. In writing out 12 statblocks in one go, a funny thing happened - I found that certain entries were speaking to one another. Swampflies are a pest; the local Swampfolk try their best to keep them away. At the same time, they're big enough to make a meal for something, and the Root Snakes deploy cruel tactics to prey on them. There are a few such pairs across the 12 statblocks. The interactive elements served as frameworks to write around. I'd written some region-specific tags to serve as inspiration for local creatures, but I found that writing creatures in partnership with one another - filling some sort of ecological niche - was far easier. ## Writing in Pairs I've realised that I unwittingly applied some advice from Sean McCoy. Sean recently wrote a cracking blogpost titled, Writing Rooms in Pairs, in which he says that writing rooms in pairs gives a nice setup/punchline dynamic, which is particularly useful for horror. "I found that every horror encounter should be preceded by two or three omen/aftermath rooms." By applying this logic to the fauna of a region, we can connect different creatures to one another with different relationships. And we don't have to stop with pairs - by linking various elements with multiple others, we can make a more complex system. It doesn't take too many connections to sketch a recognisable ecology. If you're building regions, you are probably doing this anyway - I started my Encounter Table with no plans to connect the statblocks. It was towards the end of the writing that I looked at it through this lens and retroactively applied the framework of pairing. But next time I write a whole region, I'll be thinking about this from the start. As Sean says, "writing in pairs builds connectivity and halves the amount of work you have to do." ## Connectivity Fosters Creativity The same approach is already applied to social networks of NPCs in various games. Spoiler for _Sepulchre of Seven_ by hexagnome: Or for Factions. Spoiler for _Neverland_ by Andrew Kolb: And it's the engine of character building in _Fiasco_, from which all the drama of the game flows. I have a theory that it's this layering and connecting of information that makes RPGs such a delight to play (and such a chore to listen to someone's recap of). And I have a feeling that lurking around nearby there's a grand unified theory about leveraging connectivity in RPG writing. Perhaps it's just waiting to be written.
09.05.2025 16:18 👍 0 🔁 0 💬 0 📌 0
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Clerical Error - 9 Gods to Sin Against Happy Conclave, folks. In honour of the advent of a new pope (fingers crossed for a good one), an impromptu Blog Bandwagon has been called. A number of blogs will be writing on Clerics and all matters clerical - keep an eye out for a roundup in the Popematic Wastelands Newsletter. Due to an unfortunate clerical error I have written about blasphemy instead. ## Background In our Glog game set in Centerra, Quicksilver Twobells escaped his fate as a human sacrifice and carried a chip on his shoulder about organised religion thereafter. Eventually he became a dystheist, driven to undermine and eradicate organised religion wherever he found it. To support this vendetta our GM wrote up a custom GLOG class for me to play with: The Heretic. It's cool, and works well in a polytheistic setting where there's a big roster of weird gods who can smite you with weird curses. The gimmick is that you can deliberately insult a local deity and face its curse - along with anyone else in a 20ft radius. I think it's based around some old Arnold K ideas here. The game fizzled shortly after, but not before I drafted up a handful of religions to antagonise. The Blogclave seemed the appropriate time to go back to this, and I've fleshed out and dressed up the gods here. Note: If you were to use the Heretic class (or one like it), a curse can be called down by blasphemy alone. The sins listed below help to round out the god, but may not have mechanical effect. ## 9 Gods * * * ### 1. Barabolo God of fermentation, merrymaking & winged mammals. Sin: Food waste. Followers of Barabolo are careful not to cook more than can be eaten. Meals are padded out with unspoilable foods such as ferments brought to table. Blessing: Rising Sun, Rising Dough - at dawn, any yeast or ferment belonging to one blessed by Barabolo will be fortified. Breads baked on such a day will take on a golden colour, beers will always froth merrily. Curse: Insatiable hunger. * * * ### 2. Swea Swin's sister. God of ropes, knots & binding. Popular with sailors. Sin: Broken promises, contracts and marriages. Any of the above may be unravelled with a painstaking ritual, which depends on the depth and complexity of the commitment. Blessing: Unslippable Bonds - one blessed by Swea will be inspired in any rope-tying, and will always tie the right knot. It is rumoured that priests of Swea make hardy crochet armour under her blessing. Curse: Muscle cramps and spasms make it difficult to move. * * * ### 3. Swin Swea’s brother. When the rivers, oceans and lakes, the clouds and the rain were distributed to the gods, Swin got whatever was left. Waterfalls, mist, seaspray, cauldrons & kettles, steam. Sin: Failure to wash hands and face before a meal. Blessing: Each morning, one blessed by Swin will wake with a full waterskin. The water inside is sweet. Curse: A cloud of humid air follows the blasphemer. In certain climates, the cloud will be fog or frost, turning an inconvenient curse into a potentially deadly one. * * * ### 4. Choten God of spinning - textiles, wheeled vehicles, trade, spiders & flowers. Sin: Obstruct a road without providing a detour. Blessing: True Wheel - it becomes easy for one under this blessing to form and keep habits. Curse: Disorientation - The terms "left" and "right" become meaningless, it is nearly impossible to follow directions. * * * ### 5. Father Calo God of burrows, burrowing frogs, holes, caves, anthills, springs, wells, potatoes, reed instruments and underground treasures. Sin: Fill in a burrow or naturally formed hole. Blessing: Blanket of Earth - always sleep peacefully if dug into a hand's depth of soil. Curse: Holes everywhere you don't want them - your pockets, your shoes, your bathtub. Pray that's as bad as it gets. * * * ### 6. Shaa God of quelling and hushing. “Holy are the dark hours, the frost and silver linings. The diligent scribe, the sleeping babe, the nighttime thief - these are my children.” Sin: Wake a sleeping baby. Blessing: Quiet a row, or hush your footsteps in a darkened vault. Curse: Noisy Body - all the quiet sounds you make are amplified. Your breath rattles, your chewing distracts your neighbours, it is impossible to discreetly pass gas. * * * ### 7. Dewalda God of spindles, needles, and of silver tongues. Sin: Harsh words and bawdy jokes are an affront. Blessing: Dewalda can't bestow grace, but can bestow courage - those under her blessing are free from anxiety in the lead-up to an act or event. Beloved of surgeons and soldiers. Amateur thespians worship her, but those who aspire to smutty humour must forego her blessings. Curse: Slips of the tongue, or of the needle. Either could be painful. * * * ### 8. Pica God worshipped only by children. Worship in the upper branches of a tree you’ve climbed, or by spinning till you fall over then hanging upside down until your head turns red. Pray for candied fruit or for the haste to outrun a beating. Pray for mother to get better or for teacher to be ill today. An aspect of this god is hidden in the darkest corner of the bedroom, in the damp-smelling basement, in the forbidden back yard of the fearsome neighbour. Sin: Attempting to worship as an adult. Striking a child. Blessing: When shadows grow long, but before the sun dips below the horizon, there is a secret hour of the day. Pica opens this gate to children under their protection. Curse: Something lurks and lingers, always just out of sight. Cross your fingers and don't step on the cracks. * * * ### 9. Hammer Lord God of hammers, hammering & pounding. His followers carry hammers and wield them in battle. Very straightforward - easily angered and easily fooled. Something of a joke to other gods and their followers. Sin: Allowing a hammer to rust. Blessing: If a nail is capable of going into a material, two solid taps will send it in. Curse: God Sledge - when you are next at work, a giant hammer from the sky strikes, obliterating whatever you are working on. * * * ## Further Reading If you're sick of BIG gods and you want some more small ones, check out 1d6 Small Gods. Even smaller gods? Have d100, courtesy (of course) of Ktrey. Or Dungeon Gods, which come built with boons and prayers. Or these other Six Dungeon Gods, who all have an answer to the question, "Why do people suffer?" If you're after something a bit truer to life you should read this great series on Practical Polytheism, or go and play Runequest. Finally, this post on curses also wouldn't be complete without me cursing myself through inviting a direct comparison with the best to ever do it. Here's Arnold K on Augury, Blasphemy and Oaths. * * * ## Conclave Compatriots I'll try to come back and post some more links from my colleagues as they are published throughout the Conclave. Explorers Design: What's Under the Pope's Hat? (praise the Rat Pope) Dododecahedron: Classless Clerics Patchwork Paladin: Trade and Be Blessed Seed of Worlds: Insectfolk Elementalism Rise Up Comus: Embedding Lore in Your Classes Among Cats and Books: Kill Clerics, Become Warlocks Personable Thoughts: A Link in the Great Chain: Clerics in the Religious Hierarchy Magnolia Keep: The Implied Apocalypse of the Cleric Mindstorm Press: Biblically Inaccurate Religions Prismatic Wasteland: Divine Magic Works in Mysterious Ways More to come!
07.05.2025 07:13 👍 0 🔁 0 💬 0 📌 0
Encounter Table - Bandit Blood Swamp This week I'm putting my money where my mouth is, and using my Universal Encounter Table as the basis for a region-wide Encounter Table. I've written up 12 new creatures, recycling the same statblocks wholesale from the UET. So if I'm using the same statblocks as the UET, then what's changed? I've: * swapped out weapons and damage * renamed the statblocks, and * written up to 3 dotpoints for each to spell out abilities, environmental context and lore. I won't lie - it was a bit of work, simply because there are 12 entries. But each creature was lightweight enough that I'm confident I could improvise an individual statblock _at the table_ if need be. The tools are right there - a basic statblock, and a few region-specific tags for inspiration. If nothing else, it would be worth coming up with a couple of rough concepts in your prep, to build the rest of your encounters around. Once I had the first few creatures down, the rest came fairly smoothly. ## Intermission: Dice Goblin Update Dice Goblin has already updated their original post, Just Use Bears... Or Wolves, Dragons or Spiders in response to the Universal Encounter Table. He's taken a different tack to me - rather than building an encounter table with _all_ of the archetypal beast statblocks, he slots a selection into a Nick-Whelan-style 2d6 table - a different selection based on the region. (I keep bringing Nick's blogpost up, I really need to get some new material.) This has a couple of benefits: * Since Nick's table comes prepackaged with results for 2, 7 & 12, there are only 8 statblocks that need to be placed into each region. * The probabilities of various encounters appearing can be shuffled to give each region its own feeling. But I've got a concept to prove, so I'm sticking with the Universal Encounter Table laid out in last week's post, and fleshing out the **Bandit Blood Swamp**. ### A Quick Refresher To generate a wilderness encounter, draw 2 cards and keep the lowest. Refer to the card's rank for the encounter. Refer to the card's suit for the reaction: ♠️ - hostile ♣️ - unfavourable ♦️- favourable ♥️ - friendly ## Bandit Blood Swamp ### Description * A low-lying region off the sweep of the river. Stands of cypress trees jut from the swamp. A variety of plants and animals proliferate, reflected perfectly in the waist-high water. It is beautiful here, though dangerous to those who don't know the ways. * Sparsely populated. Some few build homes on boats or islands, but it is considered safer to be removed from the water, either in hammock homesteads suspended from trees, or in stilt houses. Swampfolk have a hospitality custom extending to groups of 3 or less. * The swamp is all but impossible to tax or police. In recent years a self-proclaimed Bandit King has begun to organise raiders and collect tithes from residents. Rumours hold that the lord of the nearest holding wishes to drain the swamp entirely. ### Themes 1. _outlaw_ 2. _aquatic_ 3. _bloodsucking_ 4. _hiding_ 5. _slimy_ 6. _overgrown_ ### Statblocks 2: **Pilgrims** Statblock: Deer Tags: (NA - Deer is a prey animal, so I wanted something for the more dangerous encounters to prey on.) 4 HP, 8 STR, 14 DEX, 6 WIL, walking staff (d6) * Sandal-clad. Warily travelling to a holy site in next region in small groups. Attempt to keep to dry land. * May not know that swampfolk hospitality extends to groups of 3 or less. * Skittish near strangers, but may offer payment for a trustworthy escort. * * * 3: **Bandit Swampfolk** Statblock: Boar Tags: Outlaw, hiding 4 HP, 12 STR, 9 DEX, 8 WIL, sickle (d6) * Peasants who raid - or raiders who farm. Swampfolk must do both to get by. * Experts at navigating and hiding in swampy terrain. * Wear bandanas and carry a _smokestick_ - an especially smoky torch used to keep Swampfly at bay. Melee within a _smokestick_ cloud is _Impaired_ unless wearing a face covering. * * * 4: **Swampfly Swarm** Statblock: Rat Tags: bloodsucking 4 HP, 6 STR, 12 DEX, 11 WIL, bite (d3), _detachment_ * Noisy flies the size of a marble. Bloodsuckers with a painful bite. * Swarm in clouds an armspan across. Attracted to carrion; dispersed by smoke. * **Critical Damage** : Limb-Lock Disease. Target is _Deprived_ , and must save STR or lose d6 DEX. * * * 5: **Root Snake** Statblock: Snake Tags: Hiding, aquatic 3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6) * Brown, knobbled-looking snakes that camouflage amongst exposed tree roots. Track targets' approach through the movement of nearby water. * Its poison sac is known as an Ambergris Purse, and is prized by perfumiers. * **Critical Damage** : Target exudes strong rotting smell, attracting Swampflies - the true diet of Root Snakes. * * * 6: **Needlebeak** Statblock: Hawk Tags: bloodsucking 4 HP, 5 STR, 13 DEX, 12 WIL, hypodermic beak (d6) * Wading birds. By day they can be seen fishing in trios - one spears a fish while the other two drain it of blood with their hypodermic beaks. Also known to feed on larger prey if it's sleeping - including unwary humans. * Hunted for the powerful anaesthetic secreted in their beaks. * **Critical Damage** : Target area is anaesthetised and goes numb. Add a Fatigue. * * * 7: **Slime Troll** Statblock: Bear Tags: Slimy, overgrown 6 HP, 15 STR, 13 DEX, 5 WIL, fists (d8+d8) or club (d10) * Trolls who have once been burnt often move to swamp environments. Gigantic warty humanoids with cracked pink patches of skin. * Drape themselves in slime, and sleep half-submerged in mud. If burnt or deprived of moisture, attacks are _Impaired_. * When taking **Critical Damage** , a Troll will continue fighting, despite loss of flesh and limb. Only when their STR is 0 are they truly killed. Will fully regenerate within 1d4 days if kept moist. * * * 8: **Bandit Enforcer** Statblock: Wolf Tags: Outlaw, blood 6 HP, 12 STR, 14 DEX, 8 WIL, spear (d8) or machete (d6) * Form named gangs feared by nearby holdings. The most successful have cults of personality amongst the local swampfolk. * Use _thornmoss_ before battle. A stimulant, _thornmoss_ is wrapped around bare skin, where it drips blood. Leaves bright red tracery on users' arms. * If affected with _thornmoss_ , first attack in a melee is _enhanced_. Additionally, will never flee while HP is above 0. * * * 9: **Alligator** Statblock: Crocodile Tags: aquatic, hiding 6 HP, 14 STR, 10 DEX, 8 WIL, bite (d8) or claws (d6 + d6) * _Same thing, right?_ * **Critical Damage** : Grapples the target, diving into water to drown them. * * * 10: **Swampdog** Statblock: Horse Tags: aquatic, slimy 4 HP, 12 STR, 14 DEX, 10 WIL, bite (d6) * Slick, sleek, mottled brown-green. Four-legged seal-like mammals that travel in small family units. * Able to hold their breath for a couple of minutes. Sneak up on prey from beneath shallow water. * Can be trained if raised from young. Commonly used in pairs to tow single-passenger skiffs. A yearly race is held amongst younger swampfolk. * * * J: **Moss Stalker** Statblock: Tiger Tags: Hiding, overgrown 6 HP, 14 STR, 14 DEX, 6 WIL, claws and teeth (d8+d8) * A wiry primate with grasping fingers and sharp teeth. Apex predator that drapes itself in moss and foliage for camouflage. * Attracted to shiny objects, and will often prioritize stealing loose valuables over hunting a meal. Swampfolk always travel with a polished metal object perched on their boats for this reason. * * * Q: **Bog Golem** Statblock: Elephant Tags: Slimy, overgrown 9 HP, 16 STR, 6 DEX, 11 WIL, pummeling mud (d10) * A true golem, spontaneously generated from the swamp. All the arts of sorcery struggle to replicate this natural phenomenon. Still-wet mud makes a morphing, shifting form around bones of roots. Sometimes humanoid, but just as often stranger. * A bog golem is born when some great disruption or damage occurs to the swamp. Draining, dredging or felling a large area of trees might spawn one. * **Critical Damage** : The target must save STR or become incorporated into the golem's body. Their face and voice are occasionally recognisable in its shifting form. * * * K: **Armored Boat, *Blood Dragon*** Statblock: Dragon Tags: Outlaw 12 HP, 2 Armor, 14 STR, 15 DEX, 18 WIL, crossbow (d8) or spear (d8) or ballista (d12, no _blast_ damage), _detachment_ * Crewed by 4 loyal Enforcers and 8 swampfolk rowers. Reinforced with the salvaged timbers from a beached sea vessel, and its figurehead, a dragon. * The Bandit King's personal vessel, in which he leads raids and enforces tithes. Parts of the swamp remain are not navigable to _Blood Dragon_ , and the Bandit King has teams dredging and clearing constantly, to expand his reach. * Crew are instructed to use cruel tactics to undermine and intimidate opponents. * * * Thanks for reading. Come back next time, for some reflection on this post's writing process and an intriguing lesson learned.
28.04.2025 14:50 👍 0 🔁 0 💬 0 📌 0
Preview
Universal Encounter Table Babe, wake up. They just expanded Just Use Bears to account for every encounter. Dice Goblin has a lovely post on utilising a roster of 14 different beasts that can be reskinned and recontextualised for any situation. So: what if we use this list as a universal encounter table? ## Lucky number 14 14 beasts. You know what other set has 14 members? ~~A suit of playing cards.~~ Wait, that’s not right… My maths is bad, but perhaps the idea is still good. Let’s say “Spider” is redundant with “Snake”. Now we have a list of 13 beast statblocks - one for each card rank. By mapping the list from 2-Ace, we have a universal encounter table. Instead of rolling a die, we can draw from a deck of cards. Now, wherever in the campaign world we are, we can use the same encounter table: Draw | Statblock ---|--- 2 | Deer 3 | Boar 4 | Rat 5 | Snake 6 | Bull 7 | Hawk 8 | Bear 9 | Wolf 10 | Crocodile J | Horse Q | Tiger K | Elephant A | Dragon Suits can stand in for reaction rolls. ♠️ - hostile ♣️ - unfavourable ♦️- favourable ♥️ - friendly Done! ## Probability Curveball I think we can do better, though. The probability distribution of a single draw from a deck is a flat line - we’re as likely to encounter a boar as we are a dragon. I'm taking inspiration from Nick LS Whelan's encounter tables here, to achieve a nice spread of probabilities. So what if we draw 2 cards and take the lower? Here’s the probability distribution of drawing a given card using this method: Draw (Lower of 2) | Probability ---|--- 2 | 14.93% 3 | 13.73% 4 | 12.52% 5 | 11.31% 6 | 10.11% 7 | 8.90% 8 | 7.69% 9 | 6.49% 10 | 5.28% J | 4.07% Q | 2.87% K | 1.66% A | 0.45% Interesting. There’s a vanishingly small chance of ever encountering a dragon. Why don’t we just cut one more beast from our roster (sorry, Bull) and say that if you ever draw double Aces you just find some treasure lying around. Probability | Draw (Lower of 2) | Statblock ---|---|--- 14.93% | 2 | Deer 13.73% | 3 | Boar 12.52% | 4 | Rat 11.31% | 5 | Snake 10.11% | 6 | Hawk 8.90% | 7 | Bear 7.69% | 8 | Wolf 6.49% | 9 | Crocodile 5.28% | 10 | Horse 4.07% | J | Tiger 2.87% | Q | Elephant 1.66% | K | Dragon 0.45% | A | TREASURE _Now_ we're done. (**Note** : We are not done. See forthcoming blogpost, _on Peking Duck Design_.) ## Cairn Statblocks Here are the basic statblocks for the beasts on our universal encounter table. I've gone with Cairn because I'm familiar with the system and because statblocks are short and modular in thte system. In Cairn, the numerical statline is paired with up to 3 dot points laying out each creature’s background, tactics or abilities. When rewriting our creatures, we’ll keep the statline and replace the dot points. Note, some of these statlines are rather similar to one another - a bear and a tiger have extremely close stats, for example. The difference will be the creature’s ecological/combat role (and whatever abilities we grant them). I’ve copied notes beside each entry from Dice Goblin’s post). It’s worth referring back to the original for deeper details, including helpful examples for each statblock. * * * ### Deer (_swift, alert, elusive, skittish / Elusive, non-combatant, fleeing NPCs_) 4 HP, 8 STR, 14 DEX, 6 WIL, kick (d4) or antlers (d6) * Nimble, moves through difficult terrain with ease. * Avoids combat, fleeing into cover if possible. * * * ### Boar (_aggressive, relentless, charging / Relentless enemies, stubborn melee threats_) Adapted from Cairn Monsters Guide 4 HP, 12 STR, 9 DEX, 8 WIL, tusks (d6) * Not naturally aggressive, but dangerous if disturbed. * **Critical Damage** : Gores its victims, who bleed out very quickly. * * * ### Rat (_swarm, small, numerous, disease / Swarming enemies, plague carriers_) From _Rot King’s Sanctum_ Cairn Conversion 4 HP, 6 STR, 12 DEX, 11 WIL, bite (d3) _detachment_ * Afraid of fire. * * * ### Snake (_stealthy, venomous, ambush, solitary / Hidden ambushers, traps, poisoners_) From Viper, Cairn 2e Warden’s Guide 3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6) * Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs. * Use heat and smell to track their victims. * **Critical Damage** : Target is poisoned, dying in 1d12 hours without a cure. * * * ### Hawk (_swift, flight, keen-senses, evasive / Scouts, hit-and-run, evasive attackers_) Adapted from Phoenix, Cairn 2e Warden’s Guide 4 HP, 5 STR, 13 DEX, 12 WIL, talons (d4+d4) * Adept at targeting smaller prey. * Targets vulnerable areas if forced into combat against anything larger than itself. * **Critical Damage** : Claws target’s eyes, who are temporarily blinded. * * * ### Bear (_strong, tough, dangerous, solitary, large / Solo threats, brute-force obstacles_) From Grizzly Bear, Cairn 2e Warden’s Guide 6 HP, 15 STR, 13 DEX, 5 WIL, claws (d8+d8) * Prefer to eat fish and meat, and will attack the rare unfortunate who crosses their path. * **Critical Damage** : Bites the victim for an additional d6 STR damage. They bleed out very quickly. * * * ### Wolf (_quick, dangerous, pack, coordinated / Coordinated attackers, ambush groups, pack hunters following a strong leader_) From Wolf, Cairn 2e Warden’s Guide 6 HP, 12 STR, 14 DEX, 8 WIL, bite (d8) * Large canines that dwell primarily in forest or tundra. * Can be trained with effort if captured at a young age. * * * ### Crocodile (_ambush, tough, aquatic, territorial, grappler / Water hazards, sudden grapple encounters_) Adapted from _Lorn Song of the Bachelor_ Cairn Conversion 6 HP, 14 STR, 10 DEX, 8 WIL, bite (d8) or claws (d6 + d6) * Prefers to come at you from odd angles. * **Critical Damage** : Grapples the target, diving into water to drown them. * * * ### Horse (_swift, mobile, large, loyal / Mounted combatants or mounts, rapid mobility_) Adapted from Centaur, Cairn 2e Warden’s Guide 4 HP, 12 STR, 14 DEX, 10 WIL, bite or kick (d6) * Large, swift beasts that live in herds. Wary of potential threats, from which they prefer to keep their distance. * May be tamed with experience and adequate time. * * * ### Tiger (_stealthy, fast, dangerous, solitary, hunter / Powerful solitary ambush predators, silent killers_) from Cairn Monsters Guide 6 HP, 14 STR, 14 DEX, 6 WIL, claws (d8+d8) * Striped, solitary felines found in temperate regions. * Use camouflage and stealth to surprise their prey. Drag away their victims for later consumption. * **Critical Damage** : Bites through flesh and bone alike (d6 STR damage). * * * ### Elephant (_huge, durable, destructive / Siege threats, heavy hitters_) From Cairn Monsters Guide 9 HP, 16 STR, 6 DEX, 11 WIL, tusks (d10) * Large, intelligent animals that dwell in deserts and plains, usually in herds. * Their tusks are worth 1000gp to the right buyer. There are some who consider taking the tusks as immoral. * **Charge** : Nearby targets must make a DEX save or be trampled underfoot (d12 STR damage, ignoring armor). * * * ### Dragon (_apex predator, deadly, clever / Legendary threats, boss-level encounters_) From Green Dragon, Cairn 2e Warden’s Guide 12 HP, 2 Armor, 14 STR, 15 DEX, 18 WIL, bite (d12), _detachment_ * Forest-dwelling snakes topped with tall green scales. Collect great hoards of treasure. * Use intelligence and cunning to manipulate the weak into their service. * **Chlorine Gas** : Anyone nearby must make a DEX save to escape its reach or lose 1d4 STR and becomes _deprived_. * * * You know, for completeness, I’ll put Spider and Bull in here too. * * * ### Spider (_trapper, venomous, stealthy, ambush / Environmental threats, immobilizers_) Adapted from _Dogtooth Valley_ Cairn Conversion 5 HP, 8 STR, 12 DEX, 5 WIL, bite (d6) * Climb walls * Web: DEX save or get stuck in a web * Silent: if not spotted they surprise the party * * * ### Bull (_charging, aggressive, territorial / Reckless enemies, brute chargers_) 6 HP, 14 STR, 10 DEX, 12 WIL, horns (d8) * Stubborn, aggressive, territorial herbivores. * **Charge** : Target must make a DEX save or be flung into the air (d8 STR damage). * * * ## (Re)Skinning the Bear As a final step, let’s talk about how to reskin our entries on the Universal Encounter Table to keep it interesting as characters adventure across the land. Each entry on the encounter table has 3 elements: Statline, Name, and Features. The statlines will remain same wherever we travel - this is, after all, the Universal Encounter Table. But for each entry on our encounter table, we will be writing in a new name. If we are feeling energetic we will also write in some new features. The features are useful because they give us some lore about the creature, and some mechanical abilities that speak to the creature's identity. The idea is this: each region has a short list of themes. We will use these to spark ideas for our new names and features. **EXAMPLE THEMES** BANDIT BLOODSWAMP Themes: _outlaw, aquatic beast, bloodsucking parasite, hiding, slimy, overgrown_ TRANSMOGRIFIER PASTURES Themes: _arcane, domesticated beast, feral pest, mutated, whimsical, curious_ NECROMANCER CRAGS Themes: _Undead, scavenger, blighted, parched, aggressive, furtive_ ## Thanks for reading Next time on Bommyknocker Press, we'll flesh out our method with some examples. Join us for: **Encounters in the Bandit Blood Swamp**.
18.04.2025 14:53 👍 0 🔁 0 💬 0 📌 0