For those folks who have wandered over to the blog from EN World, and anyone interested in knowing a little more about Blood & Treasure, the Blood & Treasure page has now been posted.
Year: 2012
For Those Who Dig the Roaring Cthulhu ’20s …
… wouldn’t the subways of New York city make a dandy place to strip your investigators of their SAN and lives?
You can download the full map at the Big Map Blog, essential reading for the discerning Referee.
300!
Okay folks – 300 followers – enough to hold off a Persian invasion!
Assuming our body oil holds out.
Thanks to Gonzalo Barreda, #300, and to the other 299 of you honorary Nodians for making me feel appreciated day in and day out. Now, back to editing NOD 15 and Blood & Treasure and writing NOD 16 – idle hands are the devil’s playthings.
Overcomplicating Coins (You’re Welcome!)
Are you one of those guys or gals that likes it … complicated?
If you answered “yes”, then read on. If not … read on anyways, you’re already here.
What follows are some tables showing a variety of historical coinage that might appear in the next treasure horde you generate, if you’re of the mind to permit them. Of course, you might want to attach some imaginary, fantasy kingdom name to them to make them campaign specific (“Ah! You’ve found 300 Cromarkian Groats and a small sack of gold doubloons from the Fraznak Empire!). You can use the table in two ways (and one of them might just piss off the players, so I know which one I’d use.)
1) Calculate the total value of the horde’s coins, roll a random coin type for each metal (or two or three, whatever you like), and translate the value into the number of coins. I included three values, one for OD&D (10 coins per pound), one for d20 (50 coins to the pound) and one for a more realistic 100 coins to the pound.
Example: You generate 1,000 cp and you’re playing OD&D (i.e. 10 coins to the pound). You roll up the Roman Sesertius as your historic copper coinage, which are worth 1/3 a copper piece each, thus the horde consists of 3,000 copper sesterius.
2) You roll up the number of coins, and then roll randomly to determine what kind of coin was found.
Example: You roll up 300 gold coins (gp) and then roll randomly to determine they are Italian ducats. You’re playing d20, so 300 ducats is actually worth 1,200 sp, or 120 gp. See – your players will be pissed. On the other hand, if you’d rolled up Spanish escudos, the horde would be worth 1,500 gp.
Without further ado … the tables.
If you want to annoy the players a bit more, you can roll to see how debased the coinage is … but I wouldn’t suggest it.
Of course, if you’re using the notion that your fantasy world is built on the ruins of a “modern” world, then the ancient coinage would be made up of krugerrands, yen and buffalo nickels.
Cush – Six-Armed Villagers, Glowing Tubes, Evil Shrines and Galmim
Here are a few early previews of Cush, starting in the west where the trees are as thick as thieves …
01.29: You see a small village (population 90) surrounded by a ditch and wooden palisade by a lazy stream. Within the palisade there are ten buildings constructed from woven branches and thatch. The oviparous humanoids of Obaala are tall, statuesque and have white skin, fair hair, dark eyes and six arms placed evenly around their bodies. Each of their bee-hive shaped houses contains a nest tended by the male of the species. The obaala are matriarchical, with the most aggressive females leading the others. They are known for their sense of humor and their skill at assassination (surprise on a 1-2 on 1d6, double damage from surprise attacks).
The obaala enjoy the services of Zemmu the blacksmith and Yazur the healer. The largest building in the village is a temple dedicated to Gwardaja, their goddess of knowledge. She is served by the priestess Kasbaba who dresses in pale yellow robes that at once clutch at her body desperately and mingle with the breeze.
Gwardaja appears as a tall, obaala female with eyes the clor of roe and a serene expression. She is dressed in a yellow toga hung with amber beards and carries palm fronds in three of her hands and clay pitchers in the others.
OBAALA: N Medium Humanoid; HD 1+1; AC 13; Atk 2 weapons; Move 30; Save F13 R15 W15; XP 100/CL 2; Special: None. Gear: Hand axes (2), beaded armor (+2 AC), shield.
02.14: Lord Galmim is a Zinji adventurer who established a small, walled castle here 12 years ago and instantly set about annoying his neighbors. The castle is built of adobe brick and the walls are topped with sharp wooden spikes. Galmim employs a 50 archers (padded armor, shortbow, short sword) and rules over 44 peasant families who dwell in thatched huts within a log wall about 15 feet all. Galmim’s arms are a yellow doe rampant on a field of purple.
GALMIM: CE Fighter 12; HP 87; AC 19; Atk 3 weapon attacks; Move 30; Save F7 R11 W11; XP 600/CL 12; Special: +1 to hit with spear; Gear: Spear (cold iron tip, painted with spirals of charcoal and red; 1d6+3), light mace (head shaped like a spiked cylinder, haft wrapped in blue crocodile hide; 1d4+4), chainmail, shield, potion of extra healing (thick, ruby colored); Abilities: Str 18, Int 12, Wis 10, Dex 16, Con 16, Cha 15.
03.22: A small shrine of ancient Kolos stands here, choked with jungle vines. Inside there is an idol of Charon, the Stygian boatman. The idol looks like a gaunt figure in black robes. Where the idol’s face should be there is a merely an empty socket that probably once held a large gemstone. The shrine is now inhabited by a family of five pot-bellied ghouls, the largest having been the shrines keeper hundreds of years ago. The ghouls have 3 pp and 70 gp (in the ancient coinage of Kolos) lodged in clear view in the gaps between the stones.
04.20: A tube of metal 4 ft. in diameter sticks 12 ft. out of the ground at a slant. It is rusted and empty. The jungle around the tube is blighted. People touching the tube or spending the night near it must save vs. disease or develop painful blisters on the skin, losing 1 point of dexterity and constitution and glowing for 1d4 days. Glowing adventurers attract monster encounters on a roll of 1-2 on 1d6.
Blood and Treasure Pregens
I received an email a week or so ago asking whether there would be an intro adventure for Blood & Treasure as well as some pre-generated characters. Short answer … yes.
I was initially unsure about producing adventures for B&T. My intention was to make a game that could handle most adventures produced for everything from the original edition to Pathfinder (with more GM work on converting 3rd edition and Pathfinder than the classic D&D products). So, if just about every adventure ever written works, more or less, with B&T, why produce more outside of short adventures in issues of NOD? Well, honestly, because someone asked, and because it seemed like a decent freebie download for the game.
That being said, I’m now working on an intro adventure that will play off of the “sample play” bit in the rulebook. Kobolds, exiled bugbears, goblins, fungus, necromancers, etc. Your typical fare.
I’m also working on some pre-gen characters (see below) – I know, the equipment doesn’t always match the art … c’est la vie. I only bought weapons, armor and equipment required by the class – the players could spend the rest of the money on adventure supplies (a good time to learn about the importance of logistics!)
Dragon by Dragon – December 1977 (11)
Merry Christmas 1977! I would have been five, having my first Christmas in Las Vegas and opening, well, I have no memory of what I received for Christmas when I was five. I’m sure I was stoked. What were Dragon magazine subscriber’s opening?
First and foremost … best cover yet. A wagon of startled doxies pulled by God-knows-what is accosted by a red-robed dude and his captive troll while the triple-flail-armed driver looks on. Nice! Painted by Elrohir.
Second … an ad for newly released miniatures of the various demons plus Orcus and Demogorgon. The Type VI looks more like “naked guy with wings” than they are typically portrayed, which I think makes him creepier than the “OMG DEMON!” look.
Big announcement from Tim Kask … Dragon is going monthly! Oh, and they’re finally sending checks out to authors and artists! He also announces coming fiction in The Dragon from L. Sprague DeCamp and Andre Norton, as well as fiction from Fritz Leiber in this issue.
Gygax now chimes in with a defense of TSR defending its intellectual property from cheap and crappy imitations and outright theft in the form of reprints of D&D material. He has some nice words for GDW, but seems to be telling everyone else to piss off. He also mentions the coming release of the AD&D Monster Manual and future release of other AD&D material.
Enough announcements and editorials … let’s get to the gaming.
Rob Kuntz presents a system for Brawling (The Easy Way “Out” in D&D) which, at first glance, is way more system than I need. Brawling and grappling are always a problem, it seems, because they offer the chance of knocking someone out or disabling enough to make them an easy kill, thus tons of extra rules. This one compares ability scores of the fighters to get a modifier, and then a dice roll to score “damage” to one of the ability scores. Grappling, for example, involves averaging the dexterity and strength of both combatants and comparing them on a grapple table, then rolling 2d6 to discover how it works. Punching is similar, but determines the amount of damage.
Tony Watson then explains how to stop good old O.G.R.E. (not the monster, the mega-death machine) – basically tips and tricks for the game. I played it once, O.G.R.E. won, and my yen to play O.G.R.E. was satisfied.
In the Design Forum, Thomas Filmore, who opines on the value of role playing in D&D, as opposed to just wargaming. Pretty common blogpost material here, but perhaps a rather new concept back in the day, when many characters did seem to be more about puns and action than deeply invested backgrounds (i.e. the good old days).
Archive Miniatures has an ad for Star Rovers – 25mm miniatures. I dig the names of the figures, all of whom would be at home in a game of Space Princess: Planetary Scout, Funky Robot, Andromeda Annie, Bianca Snow, Doc Crock, Galactic Centaur, Alien Lizards, Walktapus (pre-Runequest?) and Sassanid War Elephant. Wait, Sassanid War Elephant? Why not.
MAR Barker continues answering reader questions in his Seal of the Imperium article.
Next up are some expansions to the Snits game that was featured last issue. Apparently the snits took the world by storm.
The Sorcerer’s Scroll is a new feature, and this first one is written by Rob Kuntz. Here, he mostly goes into the new Monster Manual (with “stupendous art by David Sutherland, David Trampier and Tom Wham”) and the eventual release of ADVANCED DUNGEONS & DRAGONS (I forgot that it was always written in all caps (“Fighters will now take 10-sided dice to determine their hit points and clerics 8-sided, etc.”). He also mentions Judge’s Guild, who continues to “saturate the D&D market with new variants” (and that TSR has undertaken to “make their new rule variant/additions … much more refined and interesting to the hard core D&D player” – I don’t like the sound of that). He has some kind words for Chivalry & Sorcery, but explains that it falls short due to its “smallish” print.
Fritz Leiber is next with Sea Magic. An excerpt:
“On the world of Nehwon and in the land of Simorgya, six days fast sailing south from Rime Isle, two handsome silvery personages conversed intimately yet tensely in a dimly and irregularly lit hall of pillars open overhead to the darkness. Very strange was that illumination — greenish and yellowish by turns, it seemed to come chiefly from grotesquely shaped rugs patching the Stygian floor and lapping the pillars’ bases and also from slowly moving globes and sinuosities that floated about at head height and wove amongst the pillars, softly dimming and brightening like lethargic and plague-stricken giant fireflies.”
Ral Partha’s new releases would make a nice random encounter list:
2. Gremlin War Party (3d6 winged goblins with spears)
3. Dwarf Lord (6th level dwarf fighter with chainmail and battle axe)
4. Satyr (Pan) (1% chance the encounter is with Pan, otherwise 1d6 satyrs)
5. Centaur Archer (1d8 centaurs armed with shortbows)
6. Land Dragon with Captain (treat land dragon as wyvern without wings, captain is 5th level fighter with splintmail, shield and lance)
7. Land Dragon with Lancer (lancer is 1st level fighter with breastplate, lance and shield)
8. Witch (female magic-user level 1d4+2; males must pass Will save or be fascinated with her breasts)
9. Monk (1d6 first level monks armed with staves)
10. Sprite War Band (3d6 sprites with swords led by 3rd level sprite fighter on fey mount)
11. Imp War Party (2d6 flying monkeys with sword or axe, shield and breastplate)
12. Were Bear (1d4)
13. Wing Lord (winged 3rd level fighter with spear and scale mail)
14. Paladin (dismounted) (5th level paladin with war harness (+2 AC), shield, pole axe and HUGE wings on his helmet)
15. Armored Knight (dismounted) (4th level fighter with platemail, shield and halberd)
16. Roomen War Party* (2d6 roomen with shield and spear)
17. Earth Demon (combo of stone giant and earth elemental)
18. Undead War Band (3d6 skeletons armed with swords, scythes and spears)
19. Woman Plunderer (1d6 levels of female barbarians with swords and chainmail)
20. Roll two times on table
* They’re freaking mutant kangaroo warriors!
Roomen (N Medium Humanoid): HD 1+1; AC 13; Atk 1 weapon (1d8) or kick (1d4+1); Move 40; Save F 13, R 15, W 15; XP 50; Special: Bound 60 ft. as charge attack.
James M. Ward now presents Quarterstaff Fighting Rules. This is like a mini-game that could be integrated into a normal game of D&D – somewhat like the jousting rules from Chainmail.
In Tramp’s Wormy, Wormy asks a bunch of dwarves “What wears chainmail and looks like black pudding?” – any guesses?
In Fineous Fingers, the adventurers discover that the evil wizard Kask has forced the local hobbits to try to conquer the city by capturing their princess.
The issue ends with a withering critique of NBC’s The Hobbit, by Rankin-Bass. I know, not the best adaptation, but I dig the design on the wood elves.
Overall, an issue that leaves me of two minds. I’m a big fan of Leiber, so the short story was cool. The EPT and O.G.R.E. stuff is not really aimed at me, so no complaints there. The brawling and quarterstaff fighting are nice mini-games/sub-systems, but probably not things I would include in my regular D&D game. Strangely enough, it’s often the ads that I’m enjoying the most – little snippets of creativity with no rules/stats attached. There’s the suggestion that in 1977, the creative energy of D&D is slipping away from TSR – they have some pretty good modules left in them, of course, but things are becoming more controlled and professional, and that carries with it a price to pay.
Inspiration from Old Cartoons
The beauty of public domain cartoons is that they come from a time when pop culture was bat-shit insane – and I don’t mean the calculated, “trying to damn hard”, imitation insane we get so much of these days.
BALLOON LAND (1935)
Here’s a great demi-plane to introduce your characters to, especially if they need something from the inhabitants that they cannot get by means of violence. And wouldn’t you love to pit them against the Pincushion Man.
CANDY TOWN (1931 or 1933)
Another odd demi-plane to hide behind the next magic mirror in your camapaign.
BIMBO’S INITIATION
This is one of the great weird cartoons ever made. Talk about your mythic underworld!
SUMMERTIME (1935)
I’ve always thought a campaign world where this sort of thing determined the season would be a fun one to challenge players.
THE SUNSHINE MAKERS (1935)
The distilled sunlight potions are excellent, especially if you have a stereotypically dour dwarf in the party.
TO SPRING (1936)
Another in the vein of Summertime, this one with subterranean elves who color the flowers in the springtime.
Cush – Introduction
Okay, I haven’t officially published the last piece of the Hellcrawl (about 1 more week and it’s live), but I’ve already moved on to … Cush! The next hexcrawl project is Cush and Pwenet, pieces of an Africa-themed chunk of Nod. I’m quite excited about this one – probably a good bit of art to commission (which means I’m losing money on this baby), but there isn’t much Africa-themed RPG stuff out there, and it’s a pretty rich vein to mine for adventure. Anyhow – what follows is a quick look at the different geographical regions to be covered and the full Map J12 – the eastern half will be covered in NOD 16, the western half in NOD 18, and NOD 17 will cover the city-state of Ixum. Enjoy!
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| Click to enlarge – or don’t, it’s up to you |
HISTORY
During the Pandiluvian Age, the jungle portions of Map J12 were under water, while the Jamba Highlands constituted a chain of islands the connected to the large archipelago of the modern Wyvern Coast. The savanna of Pwenet was a land of salt marshes and grassland. The so-called elder things built small fortresses in these shallow waters to protect their larger cities in the depths. These fortresses were built with a cyclopean, luminous green stones that were fitted without mortar. Although they were hunted for sport, some mermaids established themselves in sea caves and placid island lagoons.
When the waters receeded, the swampy grasslands became a savanna and the Cush basin became a dismal, tropical swamp. It was here that the lizard men, former servants of the elder things, established themselves in walled city-states, often surrounding the citadels of their former masters. Humans from the highlands were enslaved and put to work building defenses, for the lizard kings were constantly at war with one another, their society on its inevitable march to savagery.
As the waters continued to recede and Cush became a rain forest. The savage lizard men were eventually defeated by the more numerous and clever humans and driven into the coastal swamps or into the underworld. Freed from slavery, the humans established themselves in the homes of their former masters and took up where they left off. But unlike the lizard kings, who spent centuries locked in a stalemate, one human city-state, Kolos, soon brought the others to ruin.
Kolos was ruled by an exiled Atlantean who became fascinated with the alien gods of the lizard men, especially the one they called Mictlantecuhtli. Mictlantecuhtli called out to the Atlantean from the Abyss and bound him to his service with dark, unspeakable pacts. In time, the Atlantean, now known as Kolos, would destroy his city-state in a bid for godhood.
With Kolos fallen and soon swallowed by the jungles, its tributary port, Zinj, assumed the mantle of leadership in the region. But Zinj was tiny compared to the Kolos, and its interest lied in sea trade, not the fetid jungles. Except for a brief period as a subject of the zebra-striped people of the Zebrides, Zinj has remained an independent kingdom for centuries, even briefly lording it over the purple kings of Ophir after they lost their key trade partner in the invoked destruction of the Nabu.
The tribesmen of the savanna land called Pwenet also flourished during the Silver Age. They built villages and towns of adobe and kept massive herds of cattle. They even swept over the Nabu empire and held it for a few decades before decadence and in-fighting aided the Nabu in reclaiming their sovereignty.
GEOGRAPHY
Map J12 is dominated by a hot, steamy jungle in the west and the rolling grasslands of Pwenet in the east. These two regions are divided by the Jamba Highlands, a small mountain range that feeds the Jamba River. The Adze Marsh runs for many miles along the Jamba River.
A powerful necromantic kingdom called Kolos once dominated Cush and made war with the Nabu Empire to the north. While the fall of the Nabu Empire is well documented, the disappearance of Kolos is far more mysterious, and many adventurers have entered the jungles intent on finding that lost city-state and plundering its vaults. To date, none have succeeded in returning to civilization with their lives, let alone any riches.
Map J12 has no city-states of its own. The nearest city-states are Zinj (Map I12) and Ophir (Map J11), both coastal ports. It does have a multitude of villages and supports many sentient cultures, including human tribesmen, pygmys, lizardmen and gnolls.
Adze Marsh & Jamba River
The Adze Marsh, named for one of its more dangerous inhabitants is a vast wetland composed of flat lands, lagoons and copses of trees. The area floods in the Spring, hiding much of the flat land and making the entire swamp a virtual lake.
Cush
The jungle of Cush consists of a gently sloping plain between the Tonaduhna and Jamba Rivers. It is a traditional rain forest. The trees are thick and grow close enough together to blot out the sun. Beneath the canopy live a myriad of insects and reptilian carnivores as well as pygmy deer, elephant, and the dreaded leopard. Cush is valued for its exotic hardwoods (teak, mahogany, ebony and darkwood), orchids and fauna.
AMAZONS: The amazons of Cush are related to their more northern cousins. Like their cousins, they live in a matriarchical society. Unlike their cousins, they allow their menfolk to live in their villages and work as craftsmen, farmers and fishermen. Men and amazons live in separate halves of the village.
The amazons of Cush wear little or no armor, with the heaviest armored warriors (the nobility and their elites) wearing leather armor cured from the hides of mystical beasts (5% chance of dragonhide leather armor). Cushite amazon warriors carry spears, throwing irons and shields.
BERSERKERS: The berserkers of the jungle are cannibals. They appear as normal humans, but with teeth sharpened to points and hungry, feral looks in their eyes. The cannibals of Cush live in small hunting groups of 10 to 20 warriors led by a 3rd to 6th level chief and two 2nd level sub-chiefs. They wear no armor, but 50% of the berserkers carry a shield. Cannibals are armed with nets, battle axes, hand axes or short swords.
GHOULS: The ancient city-state of Kolos fell in a cataclysm of dark sorcery, tainting the surrounding land with necromantic energies. Over the next few months the peasants and knights of Kolos, deprived of their city-state, perished. Those who survived did so on the flesh of their fallen neighbors, and thus became ghouls. These ghouls, known for their dull black skin and pot bellies, still haunt the ruins of the jungle basin. They are extremely aggressive (as they’ve been starving for centuries) and are quite resistant to turning (turn as 4 HD undead). About 1% of ruins contain a ghoul able to summon a vrock demon (25% chance of success).
TRIBESMEN: The tribesmen of Cush know the secret of working iron and mine and smelt surface deposits from sacred out-croppings guarded by traps and summoned cacodaemons. Their witchdoctors are expert brewers of poison, so most warriors go into combat with poisoned darts (poison I) fired from blowguns.
The tribesmen are also privy, it is said, to the location of ancient gold mines secreted deep in the jungle and guarded by forgotten curses and fell magical beasts.
Each tribe consists of 3d10 x 10 warriors and additional non-combatants equal to 5 times the number of warriors. For every ten warriors in the tribe there is one “Big Man” with 1d4 character levels, usually in the fighter class. The tribe is ruled by a 6th to 10th level chief and witchdoctor (usually an adept, but 10% chance of being a 4th to 7th level druid or cleric). The chief is accompanied by 1d6+6 2nd level fighter bodyguards.
All tribesmen have a very fluid fighting style, giving them a base AC of 11. Tribesmen typically wield spears and blowguns, but might also carry hand axes, short swords, daggers and short bows. Leader types might carry battle axes or long swords.
VEGEPYGMIES: These strange plant beings are approximately 3 feet in height with rust-colored skin. They are primitive in nature with a chittering language incompre-hensible to non-plant men. Vegepygmies are usually encountered in small hunting bands. Vegepygmy tribes number from 1d4 x 30.
Vegepygmy warriors usually carry spears and throwing darts covered with a rust-colored mold. The mold deals no extra damage, but does begin to grow on the flesh of those hit by the darts who fail a saving throw. After the first day, the mold begins dealing 1 point of constitution damage each day as it produces enzymes which begin liquifying the host’s body. When the host is reduced to 0 constitution, he is little more than a pile of mush, upon which several “infant” mold men begin to grow. Once the mold begins to grow, it can only be destroyed with fire or a remove disease spell.
Jamba Highlands
The Jamba Highlands are a group of snow-capped mountains and their foothills that rise above the jungle of Cush and the grasslands of Pwenet. The tribesmen believe they are the abode of their gods. This belief is bolstered by the strange, white gorillas that seem to guard the passes that lead through the mountains.
The highlands feature a plethora of simians and avians. Old stories claim that the mountains are rich in precious stones and metals, but they are far enough away from civilization that nobody has made a serious attempt to mine them.
Pwenet Grasslands
Pwenet is a land of rolling hills with scattered copses of aromatic trees and a few rocky outcroppings. Large herds of ruminants travel from watering hole to watering hole while being stalked by giant centaurs, lions and even more fantastic predators. Pwenet is said to hold both a fountain of youth and the source of the River Ish, thus making it a popular destination for explorers.
A few merchant-adventurers from Ibis travel to Pwenet once a year to trade manufactured goods for aromatic resins, ivory, darkwood and wild animals. Otherwise, the region is untouched by the people of Lemuria and the Motherlands.
Though not the most numerous, the giant centaurs of Pwenet are the region’s most prominent folk of the hills. Pwenet is also home to many tribes of gnolls and humans. The largest tribes, human and gnoll both, provide most of the region’s drama as chiefs and witch-doctors jockey for power and recognition.
Oft told tales tell of when the tribes of Pwenet united under Jobo the Great and conquered the cities of Nabu. The people of Pwenet believe that history is a cycle and that they will once again conquer the outside world when a great leader united them.
CENTAURS: The centaurs of Pwenet look like a cross between humans and giraffes rather than humans and horses. Pwenet’s centaurs are larger and stronger than normal centaurs, but also more calm and level-headed. They carry large shields and pikes.
DWARFS: The dwarfs of Pwenet are only distantly related to the dwarfs of Antilia and Thule. They have pitch-black skin and eyes and small beards of wiry, black hair. Like other dwarfs, they dwell under-ground in burrows protected by all manner of traps. The natives of Pwenet call them the utu.
The utu have different abilities than other dwarves. Their eyes allow them to see in the brightest light and blackest darkness, including magical darkness. Their skin is as hard as granite and provides them a natural armor class of 14. Utu characters have a +1 bonus to constitution and a -1 penalty to intelligence. The utu carry shields and swords made of darkwood studded with shards of jade.
Utu dwarves worship Khnum, the divine potter, creator of the universe. Khnum’s clerics are curious about the universe and spend most of their time recording their observations on clay tablets. Where other dwarfs are expert at the forge, the utu are experts working with wood and clay. Their pottery is valued by the people of Ibis.
The utu are learned in the art of conjuring spirits, from whom they obtain most of their knowledge. All non-player character utu clerics can use the spell contact other plane once per month, when the stars are aligned.
Once every century a lucky cleric is able to make contact with Khnum himself to deliver a great prophecy to all the peoples of Pwenet. On these occaisions the dwarves sound their drums and blow long horns made from hollowed darkwood trees to call all the tribes to hear the prophecy. All the great chiefs of Pwenet heed this call and travel to the appointed place with their retinues, sworn by tradition to observe a full week of peace while the ceremonial dances are performed, lineages are recited and finally the prophecy is pronounced. The coming of the current princess of the Quiet Folk, avatar of the great earth mother, was pronounced at the last convocation, and the next prophecy is due to come in the very near future.
Need Battle Maps?
So, a couple days ago, I got an email from the folks at EncounterMaps.com letting me know about a Kickstarter project they have going to make some high quality battle maps. Now, I’m an old schooler, so my battle maps are usually in my head or constructed with such high-quality props as books, dice, bottle caps and pennies, but I looked at the Kickstarter page and must say I’m impressed with the artwork of their cartographer, Jared Blando.
So, for my “new school” readers and those old schoolers who dig nice-looking maps, you might think about throwing some dollars their way.























