Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Tuesday, April 13, 2021

You start working in a Carnival + 10 Plot Hooks at the Carnival

The generic “you all start in a tavern” is a bit old hat. Some people skip this by just starting in the dungeon, or even in medias res if you know your group and you're actually good at DM'ing. But consider the following starting location: You all start as Carnies. Or traveling minstrels, whatever.


You are all carnival workers. You're all very poor. (Motivation for adventuring). And you travel around from place to place. (Letting you arrive in adventure locations and new modules; you just go where the carnival goes). All of you are also very skilled in specific things.

Look at your character's stats. Whatever stat is your highest stat, this is your normal “job”. Basing it on your class might be better, but most people pick their class based on their stats anyway.

Strength: Strongmen, bearded lady, the “gorilla”.

Dexterity: Jugglers, tightrope walkers, horse jumpers, knife throwers, etc.

Constitution: Sword swallower, fat lady, geek.

Intelligence: Fire breather, scam artists, stilt-walkers.

Wisdom: Lion tamer, fortune teller, clowns. (Makes sense if you think about it.)

Charisma: Hucksters, prostitutes, the ringmaster.

You need money. You aren't well liked, you lack social connections, and the only people you've got to watch your back are your friends. Combine this with a more rigid caste system or stratified society with little social mobility (like your standard middle ages fantasy world)- delving into dangerous tombs becomes one of the only ways for you to actually achieve something. If this be just for a bit of luxury, to help your carnival, or to try and escape this unfulfilling life.

Whenever you return from an adventure, you can take along a trophy that may act as a sideshow attraction. “Come one, come all, and see a REAL dragon skull!!!” You can even brag about being the one who killed it, though nobody will believe you. That's part of the fun.

Plot Hooks at the Carnival- Roll d10

[1] There's a kid who is really good at the dart game. Says he's practicing so he can take down the harpies at his uncle's farm.

[2] Some patrons at the sideshow are gawking at the fake mermaid skeleton. “Woah, that looks just like the thing down at Pirate's Cove!”

[3] One of your stilt walkers falls down in the middle of a performance. The bite in the wood does not look like any animal you've ever seen before.

[4] One of the tigers looks incredibly scared whenever its cage is exposed to the East.

[5] You patch up some holes for the big top when, in the middle of the night, a bunch of stirges rip through the patches and suck blood from a bunch of caged animals. They must have a nest a few hours from here. If you want to increase the stakes; the animals will die with continual feeding and you can't pack up the traveling show yet.

[6] The fortune teller at the carnival has a spasm and reveals they had a very real vision of something evil stirring underneath the ruins where the carnival has set up.

[7] Two clowns get into a fight at how to split a coin they got as a tip. When it is split directly down the middle; the two pieces magnetize back together and reform. This coin seems new, but the local mint that produced it has been abandoned for decades.

[8] The people in the carnival are starting to get sick from the water. The nearby stream has occasional streaks of black liquid and what appear to be bones floating down river.

[9] There is an orc, goblin, minotaur, or other demihuman/monster character who seeks refuge among the carnies. They say their group expelled them when they refused to serve a new dark master that has taken over- a dragon, lich, beholder, dark sorcerer, or some other large threat.

[10] The true heir to the throne accidentally reveals himself in an attraction. Maybe he smashes the strength test machine in a million pieces because the King's bloodline is super strong or whatever.

Friday, January 24, 2020

40 Minute Settings- Etthurhia

This is a new “feature” on this blog. I want to write more, but sometimes it's hard to decide how to iron out details of a fantasy world without any sort of guide or rules. So instead, we're making something new. This is going to be a fantasy world built in 40 minutes. I'm starting a timer before I start writing the setting proper after I've generated some stuff to get started.

I don't really do a lot of “worldbuilding”. However, I want to try it sometimes. Instead of making it just about my pet fantasy setting, instead I decided to do something different and force myself to write using random generation. This is going to feature a lot of randomly generated stuff for inspiration along with a strict time limit.

Themes
Darkness, nature, swamps, eldritch through a natural lens.

Musical Accompaniment
Some music from Skyrim. Nature/Ambient.

Magic Card Inspiration
Cycled through random cards until a monoBlack, monoGreen card, and then Sorcery were found.
-Bog Elemental
-Daybreak Ranger/Nightfall Predator
-Portent of Betrayal

Generated Invocations
By Xeipi!
By The Celestial Swamps Of Grmaurme!
By The One-thousand Flock Of Visodaeo!
I Call Upon Hidden Hacrotha!
I Evoke The Necropolis Of Phedenim!

Generated Realm Names
Empire of the Windy Bull's Amulet
High Earl's Realm
Knee Province
Living Earldom of the Pipes
Titan's Kingdom

Randomly Generated Fantasy World Name
Etturhia

Randomly Generated Death Worm Names (Took 2)
Urghirun
Urnur

Random Number between 1 and 1000
817

That should be enough to get us started. Original generators in order are done by MtG Gatherer, Seventh Sanctum, and fantasynamegenerators.com

------
Etthurhia
This is a sunken land. It's cracked ground goes from the black swamps to the tall white mountain peaks; those far away places known as the Titan's Kingdom. Only the most cunning or brave of men dare venture in those places, where the ancient ones so built the world.

The only race here is the race of men. Men are made of mud and mud they shall return. The “Gods” are long gone, they are the names for the old Titans who are now finished with their creation, uncaring if all but their mountain fall into black swamps. It seems every year the water is rising, or just getting more clouded and hard to swim. Men built, once, using the tools left behind by the ancient Titans. They could know all 817 of their names, and speak them to make the land go up, then dry, then press it flat, then dot it with trees and shrubs, then make the animals come and birds roost. But these sanctuaries are few and far between now. “Roads” are swinging, precarious bridges made of sticks and bones, the last bits of relatively safe travel between encampments.

Of course, one could brave the swamps. The mud is poison to you. You were made of mud, once, and by touching mud you are losing yourself. The longer one spends in the water, the more they forget. Forget their lives and forget their morals. They wish to betray their fellows, and the signs are all their clearly beforehand; they stop caring for the suffering of others at all, and speak ill of their family when not in earshot. These men are doomed. One day, they will be nothing but the bog itself, sludge rising to swallow and crush others who dare enter.

But not everything is so evil and dark. The Incantations are not wholly forgotten. By speaking to Xeipi, you can know the direction and make the moss grow that way. By calling upon the Celestial Swamps of Grmaurme, you can force away the foul swamp creatures for good ones. The crocodiles and giant dragonflies will leave you alone if you know to call the One-thousand Flock Of Visodaeo; the spawn of all things that fly and swim. Of course, these invocations don't work against the death worms. They were once the predators of the titans, or so it seemed. The most infamous one is Urghirun, black, with a hunger and sadism that strikes fear into the hearts of rulers. He stalks Knee Province, and is the reason none visit, not even to buy their black-salt lanterns.

In the Empire of Windy Bull, the worlds greatest spot of dry land exists. It is two valleys, strung together with a tiny 'wall' of mountains that keep the bog away. The Amulet of the Windy Bull is what is keeping the muck and swamp from tearing these stone walls down. Within the Empire, the men train and fight to search the swamp, both for worthwhile survivors to bring back to join them, as well as plunder. One of the most common invocations is to say “I Evoke The Necropolis Of Phedenim!” to open the doorways to sunken temples. It keeps the basements cleared of muck for a few hours at most. Just enough time to get in, get treasure, and leave before the swamp leeches sift back down through the stonework. The greatest treasure here are names; names of the Titanous Gods, names of debters. Debts are bought and sold as a currency themselves, as sometimes a favor is worth more then gold. No one knows this better then the High Earl.

The High Earl is an oddity amongst the race of men. He is immortal, forever kept alive by the names he has accrued. His true name is so long and his personas so numerous that “High Earl” is the only name of which is useful and convenient to call him by. Within his chest are holes that lead to the Living Earldom of the Pipes- his living body is its own Kingdom. Within it are shades, shadowy figures in the suggestion of a form, with masks. These are the names he has taken as favors. The Earl is a powerful sorcerer as well, possibly the greatest, due to his names and collection of power he had so gained.

The trees near the swamps are bolstered, stakes pushed into soil and twine strung around the saplings, pulled towards the land so their fronds do not hang in the water. This is because of Hidden Hacrotha. One calls his name to sees what is the dark shape hidden under the swamp water. In this place, it is Urnur the death worm, gray in tone, who stalks the waters. He waits for those to get close to the water's edge, hanging over it on a bowed tree, and then he will bite the leaves. So carefully he will pull them into the water; first a toe, then a foot, then a leg, and snap! Bite whatever is just under the surface. The more patient he gets, the more he can eat. He is getting very patient, and very smart for a death worm. This does not bode well for the people of High Earl's Realm.

People trade with dry linens. The air here is damp, everywhere, except Windy Bull of course. The first time a shirt or sock touches swamp water it is like a maiden losing her virginity- it can never quite go back to how it was, regardless of how much you clean and scrub it pure again. A good pair of socks is like a horse here. The mud in your boots is endlessly compacted and squished against your skin; trenchfoot is a common aliment. If only someone knew the invocation to cure it, if there even is one. Trade your nickname to the Earl's men, they may teach you. All names are valuable to his immortal self; when you were called Skipper as a child, or Drunkard as an adult, these are names. Names for names is a trade that all are willing to make, especially for a clean wool coat.

Blue-black mushrooms grow on the trees at shoulder height. They can only be collected when they 'bloom', which is when the water is just below their water level. Water rises and falls like the seasons in other worlds. Black sludge collects at the bottom in summer, the ground almost feels solid for a while, but the further down the endless hills, further away from the Titans' mountain, the deeper the water will get during the flood season. Water doesn't come down from the sky very often here, it comes up from the lowlands, and then up higher still. The small pools left over from the retreat of the water sometimes hold horrible lungfish, or sometimes delicious urchins, whose poison is bought and sold for use in the tanglewood cities in the treetops. Assassins are very valuable up there. And anyone who is a good climber is a good assassin. Most of them refuse to look their victims in the eye; spider climb under the floorboards and stick a needle in your target's foot. It's that easy. They may even speak the wrong invocation because they think it was a simple climbing-snake bite. Foolish tree dwellers. They think they are so safe just because they sleep up there.

Of course, the most dangerous men are the opposite of the tree dwellers. The mud men. Those who live near or in the mire proper and enjoy it. When the water retreats and the ground is dark, moist, and squishy for months on end, the mud men dig up things that fell in the swamp long, long centuries ago. Ancient things. Names of Titans who didn't build with the other Titans. Titans that went down hill, towards the black mud sea. Towards the sinkhole at the end of the world. Their names are striken from all the tablets and records- and if you see one, you should do the same. Even uttering their name is forbidden. Too much rides at stake for you to bring their attention to our little pocket of earth that does not consume us as greedily as crocodiles. The mud men are not dangerous for this reason though. They are dangerous because they are changing. They grow fur and claws, they become dumb and impulsive, they learn how to swim. They are becoming beasts; mucks and ooze is the breeding grounds for a return to the mud from whence you came.

Weapons in Etthurhia are simple. Everyone who wishes to live carries a sculptor's knife to mark the mud or tree branches, as well as to help shape and carve into clay. Everyone who wishes to not only live, but actually stand a chance against the foes in the mire carry a sickle-sword. The sword can curve through bog elementals and other creatures; a nice square shield is carried by mercenary companies. Especially those hired by the Earl. The shields are held flat against the ground and their corners interlock for when a rainmaking beast accidentally starts another flood.

People eat muscles. The tiny stuck-on creatures that live on the trees and rocks around the dry and wet seasonal areas- they do best when left alone and in return produce a huge, but nearly impossible to reverse, symbiotic relationship with their humans. Humans get a nearly unlimited food source, and in return, the muscles get several new places to attach. Like human skin. Lovely. The islands that men have built range from tiny foundations on which to build a single tower, to large shelves cutting out a negative space in the trees and mangroves above. Humans must fight to survive in this world, there is no “competition” with the ecosystem. Man will have what man wants.

Swamp Dragon @Ahmad Hilmi
Afterword & Notes
This was a fun experiment. I'm finishing with less then two minutes left, because I can't write anything useful or substantial since it's too hard to think of stuff! Anyway, this ended up being very one-trick, but I think it's a pretty cool dark fantasy/OSR-styled fantasy setting. I love swamps in games and wish the “classic” wasn't just evil place with a monster. Though that's probably one of the reasons I like it.

Anyway, next time I do this, (if I do it at all) I might generate more stuff. I tried very hard to not write too specific here in both detail and ideas; want to keep this pretty reasonable. And there you have it- a fantasy setting built in under 40 minutes!

PS- I can't take total credit for the Mudman. They were at least partially inspired by this post by WWCD, which is one of my all time favorites.

Saturday, February 17, 2018

[Campaign] Kingdom of Gan Introduction

I have recently recruited several players for an online game. The system is using a combination of the ASU ruleset, minus classes, and the Dirt Simple Dominions Magic rules for magic. Ever since I read this blogpost years ago about having something like a simple point-buy system for creating characters, I've wanted to run one, and here it is.

The Kingdom of Gan is ruled by a wise, mighty, and above all else just King, known as the 100 years King, for his reign was foretold to last 100 years. On the first day of his final year, he went on parade with his young daughter, but out of the sky came a black bolt of lightning that struck both of them, and they disappeared.

Now the seven Kind Counts, the Kings closet allies and advisors, are scrambling to find him. All across the land they are searching for and recruiting the help of the greatest heroes and adventurers to find the King and the Princess.

The blue-clad Count Geoff of Talia hires five extraordinary people to search for his majesty;

Ulfar the Lion The very strong knight hailing from a noble family, secretly is a prodigy with death magic. Skilled with sword and shield and heavy armor, he is attended by servants and a foolish squire.

Thalassa The charismatic adventuress is a ship captain and possesses a magic amulet that warns her of danger and guides her on her quest. She is skilled with spear and net and speaks another language.

Minadora “Mina” Arletto The stealthy and skillful Rogue hailing from Talia. She is skilled with cloak and dagger as well as lockpicks and has +1 bonus AC from her natural swiftness.

Charibert “Bert” Oakheaver A strong halfling with some powers in Earth and Nature magic. He is skilled in hand to hand combat; able to take on those that underestimate his size.

And Hazel the Half-Dragon Is a very strong halfbreed, crossed between a human and an air dragon; raised by a man who slayed her dragon mother. Still has the slayer's magical, lifesensing scythe.

These five purchased armors and supplies, and loaded onto Thalassa's ship, the Anne-Marie, while attended by Ulfar's servants. Bert gave some coins to a young beggar child, and was given a single mysterious Earth Agate as a reward for his kindness.
The Count had spoken of three places near his region that might have something to do with the disappearance of the King; the city known as Delta-City to the South, filled with pirate scum, the Carnarium Empire to the West, which views Gan with hungry eyes, and the Mountain Giants to the Southwest, who have the air magic but not the motive to kidnap the King with the black bolt.

And so, the heroes set sail down South to Delta City while Ulfar's Brother, Mikael the Bear seeks the Mountain Giants, and his father, Remieth Ostamer, seeks audience with the Empire to the West.

Our first session was just introductions and a bit of shopping, and this blog will chronicle the events of the campaign a few weeks behind the actual events. I am extremely excited for the actual campaign and have enjoyed being able to put my plans to use.

Thursday, November 9, 2017

Silent Hill Campaign Generator


Themes- Roll 1d12
All monsters and the Otherworld should be twisted to symbolically represent the theme.
[1] Age or Forgotten- Otherworld is faded and old, everything covered by blanket of dust, clocks.
[2] Persecution- Flames, stockades, torture devices involved in puzzles
[3] Insecurity- Interrogation rooms, every room contains windows, glass floors/walls, etc.
[4] Disease- Hospital beds, graves, wilted flowers, dirty sheets, garbage.
[5] Forbidden Desires- Low cut clothes and sexual imagery, boxes, magazines, mirrors
[6] Guilt or Depression- Water and floods, suffocation, traveling downwards
[7] Madness- Restraints, broken mirrors, cells, things that change like walls on wheels
[8] Puberty or Pregnancy- Vines grow on everything, parasites common, doors too big or small
[9] Inadequacy or Disability- Claustrophobic, prosthetics, lack of guardrails
[10] Hatred or Rage- Blood, corpses, smashed objects and shell casings
[11] Greed or Gluttony- Cold, machinery, artworks and comforts are ruined
[12] Fear or The Cult- Barbed wire, metal gratings, air raid sirens

Locations- Roll 3d20
The first roll is for the starting area, second roll for the middle area, and third roll for the end area. If an area doesn't appear large enough to serve as an entire section; it has strange otherworldly extra rooms and labyrinths that shouldn't be there, or incorporates nearby places.
[1] Hospital
[2] Amusement Park
[3] Offices
[4] Apartment Complex
[5] Prison
[6] Hotel
[7] School or University
[8] Police Station
[9] Submarine
[10] Museum
[11] Storage Facility
[12] Mansion(s)
[13] Graveyard
[14] Shopping Mall
[15] Sewer
[16] Subway Tunnel or Bridge Underpass
[17] Industrial Plant or Workshop
[18] Bunker or Winery
[19] Mill
[20] Bunker or Mine

Key Items- Roll 1d10
Key items are required to solve or open the main obstacle of an area, such as opening a door or activating an elevator. Each key item is protected somehow.
[1] Video Tape
[2] Door Key
[3] Jar of Acid
[4] Wrench or Tool
[5] Battery or Metal Detector
[6] Fishing Pole or Blood-packet
[7] Candle or Dagger
[8] Empty Birdcage
[9] Wires or Hoses
[10] Doorknob or Gasoline Can

Key Item Protection- Roll 1d4
[1] Boss or Miniboss Guards it
[2] End of long spooky hallway or staircase at hard to reach location of the area
[3] Protected by a physical puzzle or challenge
[4] Protected by Puzzle Items

Puzzle Items- Roll 1d6
Puzzle items are used to gain access to some key items. Where as key items solve practical problems, puzzle items are usually strange or seemingly random. Tie them into the theme of the campaign.
[1] Tablets. Roll for 1d4+1 tablets on Tablet subtable.
[2] Word Keys. Roll 1d6 random words out of the dictionary.
[3] Occult Objects. Requires a chain, a ritual blade, and then 1 item from the Theme.
[4] Rings. Put on fingers of character or statue. 3 Rings of random materials.
[5] Musical Instrument parts, 1d4. To be played on the completed instrument.
[6] Dolls. 1d6 Dolls; 50% chance dressed as historic figures or characters in game.

Tablet Subtable- Roll 1d8 per Category. (50% chance Animal or Human featured)
(Color)
[1] White
[2] Blue
[3] Red
[4] Green
[5] Black
[6] Rust
[7] Purple
[8] Orange

(Animal OR Human)
[1] Monkey / Criminal
[2] Wolf / Oppressor
[3] Snake / Leader
[4] Raven / Witch
[5] Rat / Child
[6] Cat / Mother
[7] Pig / Scholar
[8] Elephant / Artisan