Hex Map Redesign

I spent most of Mother’s Day 2020 celebrating my wife, the mother of my daughter, who is just plain awesome. My best friend in the world and the best thing that ever happened to me!

But while I was waiting for her to get ready to go out and celebrate the re-opening of one of favorite shops in Vegas, I had time to play around with a new way of doing my hex maps. I thought I’d provide a sneak preview to what I’d currently call a rought draft.

I’ve been using Hexographer for about a decade now to produce my hex maps, and I really like it. The maps it creates look great, but they do present a few small problems for me. First, I just recently switched to using a new computer, and last night had to do some digging to find my license key. If I hadn’t found it, I might have been in a sticky situation, so bringing the map creation completely “in house” would be safer for me, and give me more control over my product.

The second problem is that the hex maps I have been creating do not reproduce well in the PDF format. I’ve done just about everything I can think of to improve them, but I just cannot get them to look right. That’s why I provide the hex maps as downloads on the site … but if the site ever went away, the maps would go with it, and that wouldn’t be good at all. In addition, having the maps more at hand for GM’s would be a big bonus. I really want to include the maps in the books.

The final problem has to do with the format of numbered hexes. When you are looking at a map, you can see right away where cities, towns and villages are located, but you cannot see where all of the other enounters are located. As a GM, you have to reference every hex the party travels through to see if there is something in it, which is a pain in the rear and makes it really easy to miss something.

Thus, the new design:

My idea is to include with each hex crawl an overview map without hexes to give the GM a general overview of the region being described. This map is then subdivided into smaller sub-maps. The sub-maps look like the one above. Descriptions of the settlements and numbered encounter areas would be located after the sub-map in the hex crawl.

Each sub-map is labeled A, B, C, D, etc., to allow encounters on one sub-map to be referenced in the encounters for another sub-map, something like [A3] or [F4], rather than the current [0122].

I won’t use this new style on the next hex crawl – that map is already created in Hexographer. They will probably premiere in the next crawl, and in the compilation books I’m hoping to start publishing in 2021 under the title The Nodian Cosmography. These will collect the old hex crawls, starting with the Wyvern Coast and Nabu – and the city-states of Ophir and Ibis – published in the first issues of NOD. The new books will update the hex crawls to the 2nd edition Blood & Treasure rules, fix errors, and include some new material where appropriate.

Abbeys and Armorials

Hey all – just a quick tidbit today. Work has been hectic and I’ve been writing a bunch and playing with heraldry for the upcoming halfling hexcrawl – fun, but boy am I tired.

Anyhow – I was working on making simple schematics of a halfling abbey (or klaster) and cathedral (or kotella). As alluded to in an earlier post on the halfling saints, I am doing a faux-medical Catholic church vibe for the halflings, but using a mother goddess and her “kitchen saints”. The design, though, is pretty much the same – I copied these from Canterbury Cathedral and … well, I don’t remember the name of the abbey. I figured these might come in handy for other folks looking for a simple representation – just ignore the stuff about pantries and holy kitchens – it’s a halfling thing – and sub in a more traditional altar and such.

Halfling Abbey

Halfling Cathedral

They’re both a bit crude, but they’re good enough for now.

And just for the heck of it – here are some sneak previews of halfling heraldry I’m working on for the hex crawl.

Bagno

Grumsk

Jabilka

City of Jablona

Mark of Kamostya

Kopek

Malthy

Misha

City of Mook

Notska

City of Nunc

Rumzi

Yore

Zelenia

Just an FYI – I built all of these in Excel. So help me, it’s the best graphics program in the world for non-graphic artists.

Dread Kisthenes – Hawk Men and Pits of Despair

Well, it is time to get back into the swing of things here at NOD after an unfortunately and unavoidable absence. Though I haven’t been as active online these last few weeks, I have been writing in what spare time I had, so I thought the easiest way to get back into blogging would be to share some of that material.

The Kisthenes hex crawl is proceeding apace – I can wrap up the basic writing in another 12 days – and then comes the editing and the writing of supplemental NOD articles. I need to commission art here really soon as well, but I think I can get the next NOD issue out by early May without too much trouble. This weekend I’m going to finally find time to get the paperbacks of the last issue of NOD and Barbarians & Basilisks up on Lulu, in case anyone has been waiting.

Without further ado … a few tidbits from the (unedited) Kisthenes hex crawl, which is based loosely on Mesopotamia and features a mad conqueror attempting to bring Tiamat (not exactly the copyrighted version from you-know-who, but something bigger and more Lovecraftian) bodily into the material plane, and other city-states competing to bring their own super-beasts into the world to oppose him. So a little Mesopotamian kaiju action for the adventurers to either stop or run away from.

(Note – the outlined areas in the map are the bits I have left to do. I usually write one chunk per weeknight, or two on weekends.)

Kisthenes map, plus a bit of the Nomo hex crawl to the left and Motherlands hex crawl at the bottom

0104. Damisu the Damned | Stronghold

Damisu is a necromancer whose ill-repute extends well beyond the grasslands of Kisthenes and the sands of the Crimson Waste. A waxy-skinned wastrel, he speaks in a timid soprano, pausing here and there to apply an unguent made of tallow to his dry, cracked lips. He dresses in a silk loincloth which, thankfully, he hides beneath a robe of crow feathers. Upon his head is the skull of his former master, the Mistress Utena. Her remains went to making one of several patchwork women who now serve in his manse, a decrepit old sandstone structure in a low spot on the grasslands that is soggy from a natural spring and littered with bones. The hex is patrolled by a dozen grey gnolls (encounter on a roll of 1-3 on 1d6) armed with composite bows and falchions.

Damisu is a petty man, very competitive with other magic-users (sorcerers are beneath his contempt). He is an obsequious man when presented with a possible challenge, offering hospitality in his shady domicile. In the night, the patchwork women set upon the magic-using guest and drag them through the dungeon into what Damisu calls “his arena”.

In the arena, dozens of zombies gather around two stone pillars, each pillar being about 6′ in diameter and raised 10′ off the ground. Damisu stands atop one pillar, his foe on the other. Whoever falls to the zombies is torn apart (unless it is Damisu, for they are his zombies and thus under his control.

If presented with a halfling girl with rosy cheeks and ebon locks, Damisu’s heart will stir and his mind flash back to a time long ago and a love long ago departed. How he reacts to this stimulus is up to the TK.

0540. Hawk Men | Monster

A tribe of hawk men has taken up residence in an old Chimerian citadel, a basalt nightmare stretched around a narrow peak and overlooking three valleys thick with fungal monsters. The hawk men have been raiding the surrounding settlements and then selling their plunder in Galardis. Their prince, Voltaro, has in his possession the adamantine sword of a Chimerian brave. The brave, Ull, is on the trail, and may be seen climbing the mountain and being harassed by the hawk men by adventurers moving through the hex.

0803. Pit of Despair | Monster

This hex of grassland is always strangely calm, and yet those who enter the hex feel a vague unease. Animals will not willingly enter the hex, and so the hex has mostly been left alone.

Towards the center of the hex there is a 10′ wide pit ringed with ancient stone slick with slime. The pit looks endless, and perhaps it is. It is inhabited by a caller in darkness who is summoned by tapping some-thing metal on the stone that rings the pit.

When summoned, the monster erupts suddenly from the pit, attacking all it can reach. If presented with a holy symbol of Ishtar it recoils and then one of the faces within the monster comes to the fore, a priestess of Ishtar who fled here when Ishkabibel was taken.

The priestess, while in control, will say something to the effect of, “The Mother of Chaos is coming, fed on the milk of human suffering, and with her coming the gods will again walk the earth, bringing destruction in their wake! Stop her coming, or flee this world.”

1735. Zephos | Village

Zephos is a large village (pop. 320 urban, 2,560 rural) of farmers who want nothing more than to be left alone. About 5% of the population are halflings, who work as scouts and swineherds in the village, and who help their kin from the Golden Steppe make their way to Blackpoort and other points south. The village has two competing taverns, the Sneering Pony and the Hole-in-the-Wall.

The Sneering Pony is mostly frequented by humans, the farmers gathering in the large room to drink golden ale and mead and eat roast lamb while listening to a woman bard, Hannah, past her prime but with a fantastic voice – perfect for laments. They sit, drink, eat and cry. In the room above, the merchant and artisans gather to drink spiced wine and eat pungent stews while gambling or watching bare-knuckle boxing.

The Hole-in-the-Wall is a tiny bar for halflings that is literally accessed via a hole in the wall of the Sneering Pony. It is a cozy place with many chairs with thick cushions, root beer par excellence, food not to be beat and some of the finest storytellers in the region, who weave the legends of old with fragrant pipe smoke.

2231. Monastery of Valor | Stronghold

A monastery of monks dedicated to Ninurta, the god of heroes, occupies a high ridge in this hex. The ridge is surrounded by an acacia forest populated by numerous wild goats, which are held as sacred to the deity.

The monastery is a mud-brick fort consisting of a small citadel (wherein dwell the monks) and a court-yard for their training. Several small outbuildings permit monks solitude for their meditations.

The monastery enjoys occasional visits from the knights of Lyonesse. Many young knights journey to the monastery for training, especially in the areas of courage and fortitude.

The 20 lesser monks of Ninurta fight with forked weapons used for disarming and bludgeoning foes. They pray to a white crystal formation beneath the monastery that is reached by crawling through a narrow, twisting tunnel. The cavern of the crystal is filled with warm, salty water and the walls are encrusted with smaller crystals which the monks chip off and turn into charms worn around their neck as proof they have seen the crystal.

Ninurta’s monks go bare-chested and wrap white cloth around their legs and abdomens. They paint a grey triangle on their faces and are permitted a crystal charm and leather bracers, but no other costume. Their leader is Shursab, a tall, stately woman with an abrasive personality. Only perfection is good enough for Shursab. If she meets a “perfect specimen”, there is a percentage chance equal to his or her charisma score that she falls in love with them. Shursab’s badge of office is a pair of opals on her bracers.

2844. Bacchanalia | Monster

Cultists of Bacchus have a gathering place here in the woods around a bloodstained stone table. The table sits on a low hill, the base of which is overgrown with red wild roses, a narrow stair of white stones leading up to it from a mucky gully. On new moons, a procession of fey and elven women moves through the woods lighting their way with torches and drinking from silver goblets of mind-altering wine. They become drunker as they approach the stone table, two or three men they have charmed in tow, and when they reach the top of the hill, they are joined by a trio of maenads. Under their direction they lash the men to the table and ply them with wine until they are blitzed out of their minds, before finally plunging knives into them. Satyrs watch from the woods, and gather the bodies when they have left, giving them a proper burial in the woods.

3348. Count Down to Pudding | Monster

A strange tan globe hangs from the bough of an oak. The sphere is one of force, and holds a dun pudding. The leaves of the woodland floor hide a steel box that, when the center is stepped on, forms a cube, the roof enclosing the victims of the trap and the pudding. Immediately, the force bubble begins to dissipate from the top down – it will take 30 minutes before the pud-ding can escape.

In the floor of the steel box there is a key hole which, if picked (or unlocked with the key inside the pudding), grants entry into a quasi-dimensions where the gnome thief Braba hid his treasure. The opening of the floor reveals stairs leading down into a weird cavern lit by the walls, which glow in shades of red and yellow. It will take 10 minutes to get to the treasure cavern, and another 10 to get back (though you might want to roll 3d6 to determine how many minutes it takes to get there and back). Among the treasure items is a tuning fork of no value, but which can cause the cube to unfold, allowing people to escape unharmed if the dun pudding remains contained in its force bubble.

Og and the Trollheims – Introduction

The southwest corner of Og

No, not an ogre garage band. Og is the northeastern potion of the Land of Nod, where the fake vikings and such live. The Trollheims are a range of mountains, just south of the larger White Mountains, that divide Og from the Motherlands.

I’m in the middle of writing a hex crawl set in a small corner of Og which includes the northern chunk of the Trollheims and a sliver of the Golden Steppe. This particular portion contains the city-state of Azsor, where King Mogg rules. The first campaign I ran in Nod was set in and around Og, stretching from the far eastern city-state of Azdak (where a mysterious murder was committed), and covering the halfling land of Yore (where a town was burned down), Azsor (where a human ranger raised by dwarves Frank and Estelle joined the party), the White Mountains (where a cloud giant was assaulted and insulted), Isithul (where something happened that I don’t entirely remember) and back to Azdak, where the murder was solved through no work of the party (don’t run murder mystery campaigns with people who don’t care about murder mysteries) and the next campaign was set up for Mu-Pan.

Anyhow – here’s some setting information I’ve written for Og, with more to come!

Og
The northern lands of Thule are also known as Og, after the great river which drains them into the sea. The Og looms large in the lives of the people, and most treat it as a god.
South of the river is the Golden Steppe. North of the river are forests, marshes and chill grasslands. The lands are ringed by mountains. The Trollheims and White Moun-tains border it on the west, and the shadowy, ill-famed Black Mountains on the north.

Within those mountains, forests and marshes live humans, dwarves, elves, halflings and humanoids. This hex crawl only covers the extreme southwest corner of Thule, which include the northern portion of the Trollheim Mountains and the extreme western fringe of the Golden Steppe. Within these confines is the great city of Azsor, a city-state of humans and dwarves ruled by the legendary King Mogg.

History of Og
In days best left forgotten, much of Og was covered by a great sheet of ice that spread from the Sea of Stars to what is now the country of Mab. At the edge of the ice sheet, a simple human people scraped out a stone-age existence. The land was rough and wild. Nod was much drier then, and the great desert of the south all but en-compassed what is now steppe-land. The greatest re-source of Og was its herds of mammoth.

As that age of ice passed, a shallow sea was formed, attracting strange denizens of the deep to build cities be-neath the waves. Great forests sprang up in the wake of the retreating glaciers. The trees grew unnaturally tall, attracting the attention of the ancient elves.

At this point in time the elves already ruled the human civilizations of the Motherlands. They now resolved to settle the great forests of Og. All that stood in their way was the shallow sea and its inhabitants. These creatures were older than the elves, but technologically backwards. The elves were at the height of their powers and arrogance, and a cabal of elven wizards decided the easiest way to eliminate the fish folk was to drain their shallow sea. Through unknown means (well, I know them … if you read the hex crawl, you might discover the secret as well), they accomplished this task, leaving in the sea’s place a great river that flowed from the White Mountains to the Sea of Stars.

The elves and their human subjects now surged into Og. They besieged the citadels of the firbolg giants and drove them into hiding. The goblin folk were driven into the mountains, and the primitive humans they found were enslaved and carried away. These slaves toiled endlessly on the elven walls and towers of their now mythic city of Isithul. Isithul’s location is now a mystery. Its walls were built of green stone, it is said, and within its halls walked the greatest wizards the elves ever produced. They had come for a grand project – a way to travel between worlds.

When the grand project was finally completed, it rivaled the ancient Crown Stone in power and achievement. Although it appeared as nothing more than a giant vessel covered in beaten gold, at its heart lie an engine powered by mysterious crystals that could bend space and time. It was the height of elven achievement, but it displeased the Kabir, the ancient gods of the elves. Asur, chief amongst the gods, instructed Nudd to destroy this vessel before it could do any harm. Although his quest was long, and fraught with peril, Nudd eventually succeeded in destroying the elven starship, scattering its mysterious crystal shards in the process.

When the Great Rebellion of Dwarves and Men occurred, and the Crown Stone was destroyed, the great network of standing stones went with it and the elves lost their ability to maintain the magical civilization they had created. The ethereal winds swept over the landscape, spawning monstrous beasts and aberrations and destroying the elven aristocracy’s monopoly on power.

Some five hundred years ago, humans led by a spellcaster called Louhi battered down the gates of Isithul and formally ended the reign of the elves in Og.

Four hundred years ago, the red-skinned Qum’al of the steppe sacked the encampment of Ulu-Than, Imperator of Harady. Drunk on plunder, they then turned their attentions to the verdant lands to the north of the River Og. In short order they conquered the small stone forts of the Isithul (the name now given to the people of Louhi). The Isithul were soon overrun from the White Mountains to the Sea of Stars. By three hundred years ago, the Qum’al had established hill forts from Azsor to Luhan, and cause-way villages on the lakes of Mab. Only in the Valley of Yore did they meet strong resistance from the better organized and more technologically advanced Feafolc (halflings). Yore would be sorely pressed in those days, but it never fell.

Throughout the lands of the Qum’al, every hill fort be-came a tribal state, and raids and war were common. The clan elder system of the steppe Qum’al was gradually re-placed by the strong leadership of war chiefs. Gradually, the greatest of these war chieftains carved kingdoms out of this chaos. Such ancient Qum’al kingdoms as Luhan, Mab, Irith, Zhuul, and Krakon were forged, only to fall and then rise again as life degenerated into a circle of blood feuds and ill-conceived wars of conquest.

Two hundred years ago, seafaring invaders from Yama hit the Amber Coast of modern Luhan. The Nakdani, fleeing their sinking homeland, drove their war galleys to Luhan and began colonizing. The petty Qum’al kingdoms united in a war against the invaders, led by the mighty lords of Azdak, the Luors. The war raged intermittently for 100 years before ending in a draw, the invaders holding the coast, the Qum’al the hinterlands. Nakdani kingdoms such as Ozid, Morr, Ellik, Vac, and Gyora were founded.

By one hundred years ago, through marriage and trade, the great kingdom of Luhan was formed under a high king, the self-same lords of Azdak. The Qum’al and Nakdani had become one folk, now called the Luhano. High king after high king undertook great public works, such as repairing the ancient trade roads of the elves. Wooden forts were constructed to keep the rampaging Vadda under control, mines were established in the hills and mountains, and an iron industry was firmly established.

When a high king fell out of favor, the magnates of Luhan would withdraw their support and challengers would march with their supporters to the gates of Azdak. The fields to the north of Azdak drank much blood over the centuries, as royal dynasties rose and fell.

To the west, the country of Mab led a quiet, contemplative existence. The people lived in small lake settlements. Peace was made with the elves, though contact between them and humanity remained quite rare. Fortunately, there was enough contact to produce the present White Queen of Mab. She, like her fathers and mothers before her, is a sorceress of great power.

In the foothills of the White Mountains, life remained simple and unorganized until the war chieftain Mogg forged an alliance with a dwarf lord and founded the Golden City of Azsor about 50 years ago.

The present day finds Azsor’s king merry, Azdak’s asleep on his throne, the Isithul dreaming of a new golden age, and the White Queen alone in her tower, reading the stars and beginning to fret over things yet to come.

An early map I made of Og when I was still calling it Thule – note the “Barrier Peaks”

Dragon by Dragon – December 1979 (32)

Depending where you are when you read this, good morning, good afternoon, good evening or good night. It’s Sunday, which means it’s time to crack open the vault and review another issue of The Dragon. Technically not the last of the 1970’s (that would be December 1980), but for most folks, the end of the decade.

Let’s take a look at the Top 10 Cool Things in The Dragon #32

Side note – cover by Phil Foglio, which means his contributions to the magazine’s comics section shouldn’t be too far away. Always a highlight for me back in the day.

Yes, because of Dixie. I’m a red-blooded American male, and I make no apologies for it.

ONE | GOOD ADVICE

When question about super high level characters (as in, “no freaking way they got there fairly), ED gives the following sage advice …

“Cheating, yes, but who? If you refuse to play with these sorry individuals, they are only cheating
themselves of the feeling of accomplishment that comes from having honestly earned a level advancement. To each his own . . .”

Good advice then, and good now. Learn to enjoy losing spectacularly at games, and you will find them twice as enjoyable as you used to.

TWO | POISON

Charles Sagui has an article on “Poisons from AA to XX” that I enjoyed. I always like articles written from a position of authority concerning make-believe stuff, and this one has several firm rules for poisons that you might not have known:

1) Poison is restricted to Neutral and Evil characters when used against human or humanoid types … against dungeon monsters, anyone can use poison.

2) Alchemists alone distill and manufacture poisons – magic-users, thieves and assassins who are caught making poisons are told immediately to “cease and desist” – imagine, slapping a cease and desist order from the Alchemist’s Guild on a PC! Apparently, if the order is ignore, the PC “will receive a visitor who will see to it that he stops permanently.” – Sounds like a fun encounter to run.

3) Alchemists learn to make poison at one strength per level of experience up to the 5th, beginning with level 0, strength “AA”. At 6th, the alchemist can make strength “S” sleep poison. After 6th, he learns to make one strength per two levels, through strength “J” at 16th level. Type “X” can be made by 20th level alchemists, type “XX” by 25th level alchemists. Alchemists through 4th level make only ingested poisons. From 5th to 8th level, they make ingested plus water-soluble poisons. From 9th to 16th they learn to make contact and gaseous poisons.

4) Assassins are the main customers, and they dictate to the alchemists who can buy poison. Locksmiths are granted permission by the assassins to put poison needles and gases in locks and chests so the rich can keep their possessions safe. – This suggests that the thieves and assassins are not on the best of terms.

5) Any character is permitted to buy strength “S” sleep poison. Thieves, by paying the assassins 500 gp per level, are permitted to buy strengths “AA”, “A” and “B” poison. They may buy up to 60 vials of “AA” per year, up to 30 vials of “A” and up to 15 vials of “B”. Magic-users can pay 1,000 gp per level to get the right to coat darts and daggers with “AA” and “A” poison. The same buying restrictions for thieves apply.

6) A small vial of poison is enough to coat 6 arrowheads, 8 darts, 12 needles or 1 dagger or spear point. Two vials will coat a short sword. Three will coat a long or broadsword, four a bastard sword and five a two-handed sword. Each coating lasts for 2 successful hits, and up to 5 coats can be applied to a blade at a time. One vial is equal to one dose when swallowed.

7) Evil humanoids should never use more than “AA” poison. If they are employed by a powerful evil NPC, they may use up to “D”.

8) Poisons found in dungeons are:

0-50% – ingested
51-80% – water-soluble
81-90% – contact
91-100% – poison gas

9) Damage from poison is taken at a rate of the minimum hit point damage for the poison per melee round (which would have been a minute, back in the old days) until max damage rolled is met. So, a poison that deals 1-10 damage would do 1 point of damage per round. If you rolled “6” damage, it would deal 1 point of damage per round for 6 rounds. A poison that did 5-100 damage would deal 5 points of damage per round.

10) When you save vs. sleep poison, you act as though slowed for 3 rounds.

11) When using poison-coated weapons, each time you draw the weapon or return it to its scabbard, you have to save by rolling your Dex or less (on 1d20, I assume), minus 1 for water-soluble and -3 for contact, or you suffer max poison damage. You also have to make a Dex save every other round for water soluble and every round for contact poison that the weapon is used in combat to avoid poisoning yourself. This applies until the weapon is washed, even if the weapon does not have enough poison left to poison opponents in combat.

12) Silver weapons will not hold poison, not will magic weapons. Normal weapons that are poison-coated gives them a dark discoloration, so everyone will know the weapon is poisoned.

Lots of rules, but actually pretty useful ones. The article then goes on to detail the different poison strengths – I won’t reproduce those here.

THREE | WEAPONS OF ASIA

This is a companion article to the armor article from last issue, also by Michael Kluever. Here’s a bit on the Chu-ko-nu, or repeating crossbow.

“An interesting variation was the repeating crossbow (Chu-ko-nu). It propelled two bolts simultaneously from its wooden magazine, which held a total of 24 featherless quarrels, each approximately 8.25 inches long. The bolts were contained in a box sliding on top of the stock and moved into firing position by a lever pivoted to both. The throwing of the lever forward and back drew the bowstring, placed the bolt in position and fired the weapon. Chinese annals relate that 100 crossbowmen could project 2,000 quarrels in fifteen seconds. The repeater crossbow was used as late as the Chinese Japanese War of 1894-95.”

Apparently I need to include it in Grit & Vigor.

FOUR | SINISTER SEAWEED

You got some interesting articles back in the day. This one, by George Laking, is about aquatic megaflora, and its danger to adventurers. The info in the article was designed by the Mid-Columbia Wargaming Society of Richland, Washington. With a little searching, I found a picture of Mr. Laking and some society members from a 1978 newspaper. The internet!

So, you’re first thought it – screw seaweed, bring me dragons!

You fool!

Apparently, megaflora stands capture oxygen in vast bubble domes within their branches. Within this bubble dome, there is a bunch of dry limbs and twigs from this megaflora. The interior of the dome resembles a quiet, dry forest surrounded by thick trunks. Bubble dome heights range from 4 to 40 feet, depending on the size of the stand.

Where’s the danger. Well, the stands can capture ships for 1-12 hours, making them vulnerable to aquatic monster attacks.

The bigger danger is bubble dome “blows”! The domes are temporary structures. In some cases, the gas cannot escape and pressure builds up until it explodes, throwing dry branches and limbs 2d10 x 10 feet into the air in a huge fountain of water and foam! Ships will fall into the void left, and then be slammed by the walls of water rushing back in, possibly destroying the ship. A blown stand looks like a peaceful lagoon with walls of megaflora around it, quickly growing in to fill the clearing. This will be the lair of aquatic monsters, guarding the treasure left by ships destroyed in past blows.

A third danger is that pure oxygen is poisonous to people. Divide the height of the dome by 10 and take this as a percentage chance per hour that a character absorbs too much oxygen into her bloodstream. A character who reaches this threshold, upon leaving the dome, must make a save vs. poison or immediately die.

Also – pure oxygen is extremely flammable. Let’s say you light a torch inside the dome …

“(1) The initial explosion of gas would create a 6-20 die fireball of incandescent oxygen, depending on the size and depth of the bubble dome (depth of dome divided by ten equals hit dice). The size of the fireball would be half as large as the initial dome after the explosion of the gas. Saving throws would be applicable.

(2) Following the initial explosion, the fireball would immediately rise to the surface with a subsequent catastrophic inrush of ocean water onto the previously dry dome interior. Each character would have to undergo a check for system shock as the walls of water met with implosive fury. A character saving vs. system shock would only take 3-10 (d6) of damage. Failing to save means immediate death!

(3) Finally—should the character survive—an immediate check vs. oxygen poisoning would be necessary to determine if he/she had exceeded the critical threshold at that point. If so, that character would have to make an additional save vs. poison per oxygen poisoning (above).”

Frankly, a weird bubble dome dungeon would be awesome, and a great challenge. A ship gets stuck and attacked by aquatic ogres. Adventurers follow them down to retrieve something important, find a massive bubble dome with a dead, maze-like forest within it. They have to work fast to avoid being killed by too much oxygen, and there is a chance that it explodes and the ship is drawn down into sea and crushed.

FIVE | THE BEST LAID PLANS

From Gygax’s “Sorcerer’s Scroll”:

“In a previous column I mentioned that I would set up an adventure where the players would end up in the city streets of the 20th century. Well, I knocked together some rules, put the scenario together, stocked the place with “treasures” of a technological sort, and sprinkled some monsters (thugs, gangs, police, etc.) around.

Much to my chagrin, Ernie the Barbarian was leading the expedition. When his party emerged from the subway—and despite the general blackout in the city due to the power failure caused by their entry into this alternate world—he stopped, looked, listened and then headed back for the “safety” of the “real world!” Some people really know how to spoil a DM’s fun …”

Damn players.

SIX | SAGE ADVICE

From Jean Wells in “Sage Advice”:

“The subject is dwarven women and whether or not they have beards. Last spring when we were working on the final editing of the Dungeon Masters Guide, I tried to get Gary Gygax to change the section on dwarves so that dwarven women would not have beards. Needless to say, I was not very successful.

What I didn’t realize was that for some strange reason (completely unknown to me), I had started something. I did not understand the full impact of what I had done until I went to GenCon this year. Many people stopped me in the hall to either agree with me wholeheartedly, or disagree with me and then tell me that I was crazy. Everyone knows that dwarven women have beards, they said. It did not stop there. Oh, no! We have even been getting mail on this issue. It is not too bad, but I don’t like being accused of making an issue out of the subject.

One thing that everyone who has taken sides in this issue fails to remember is that Gary Gygax wrote the Dungeon Masters Guide and it is his book. He can say whatever he wants to. You can agree with him or side with me, but either way, the person who has final say in his or her campaign is the DM. So, for all the people who have written in to agree with me or to agree with Gary, and for those who haven’t yet but were planning to, please save your breath. Gnome women don’t have beards (this is true and I am glad). Dwarven women may indeed have beards, Gary, but not in my world.”

Yeah, there have always been gamers who A) didn’t get that it was make-believe, and there was therefore no right or wrong, and B) didn’t get that their own opinion isn’t law.

Also this question:

“Question: We are having an argument over an issue that has us divided. My friends say that with a ring of telekinesis they can make an arrow spin at the speed of light and then release it, having it do between 100 and 600 points of damage to their target. I say this is impossible! What do you think?”

God – I remember these fools.

Finally:

“Question: I am having a romance with a god, but he won’t have anything to do with me until I divorce my present husband. How do I go about divorcing my husband?”

Ye Gods!

BONUS AD!

For sale – crappy t-shirts.

Actually, I would wear one of these with a ridiculous amount of pride. I’m super tempted to lift the graphic and make one online for myself.

Looks like the Barbarian Shop was in a private residence:

SEVEN | INSECTOIDS

Len Lakofka presents in this issue his insectoids, which are just the humanoid races with insect characteristics grafted on. For example: Scorpiorcs. For Blood & Treasure, they would look like:

Scorpiorc, Medium Monstrous Humanoid: HD 2; AC 16; ATK 2 pincers (1d6) and weapon; MV 40; SV F15 R12 W13; XP 300 (CL 4); Special-Surprised on d8 (due to eye stalks), move silently (70%), back stab x2.

Scorpiorcs never use flaming swords or carry any sort of flame. They also never use armor, but may carry a shield. They speak Scorkish and broken Orcish. They can advance as fighters from a beginning “level” of 2 to a top rank of 4.

I also have to mention the “skags”, which are a blend of scorpion, kobold, ant and goblin. This is actually a sort of “monster class” – dig it:

BONUS AD

Great title. Found HERE at Boardgame Geek. Stephen Fabian did the art, so it has be worth a few bucks based on that alone.

EIGHT | TRAVELER POLITICS

I’ve never played Traveler, so I can’t comment on the utility of this article about diplomats in the Traveler Universe. I can, however, draw attention to this table, which may prove useful to people:

I’m sure somebody can adapt this to their game, when trying to figure out an NPC’s s power base in some fantasy or sci-fi city.

NINE | DRUIDS

William Fawcett has a long article on “The Druid in Fact and Fantasy”. A tough subject, because so little is known, or at this point, can be known. I’m not going to dwell on the historical bits in the article, but I did like this:

“DECLARATION OF PEACE
A new Druidic ability

Although the Druid, due to his involvement with life, is unable to turn undead, his role of the peacemaker gives him a similar ability with most humanoids. Before or during any armed combat if he has not struck any blow, a Druid has the ability to make a Declaration of Peace. This declaration has a 10% plus 5% per level (15% 1st level, 20% 2nd, etc.) chance of causing all armed combat to cease for two rounds per level of the Druid. This does not affect magical combat in any way, nor will it stop a humanoid who is in combat with any non-humanoid opponent. Once the combat is stopped, any non-combat activities may take place such as cures, running away (and chasing), blesses, magic of any form, or even trying to talk out the dispute.

After peace has been successfully Declared, combat will resume when the effect wears off (roll initiatives), or at any time earlier if anyone who is under the restraint of the Declaration is physically harmed in any way. This could be caused by an outside party or even by magic, which is not restrained by the Declaration. A fireball going off tends to destroy even a temporary mood of reconciliation. Once a Druid strikes a blow or causes direct harm in any way to a member of a party of humanoids, he permanently loses his ability to include any member of that party in a Declaration of Peace. The Declaration of Peace affects all those within the sound of the Druid’s voice, a 50’ radius which may be modified by circumstances.”

He also has quite a few magic cauldrons and some thoughts on herbs. Good read overall.

TEN | MIRTH

Well, it’s funny to DM’s

ELEVEN | THE FELL PASS

An adventure in this issue – “The Fell Pass” by Karl Merris!

Check out the map:

That hatching seems reminiscent! A also hereby challenge Dyson Logos to include more giant, disembodied hands on his very excellent maps.

The adventure takes place in geothermally heated caverns, and includes cave bears, ogres, a spidersilk snare, gray ooze, manticores, griffons, shadows, trolls, pit vipers, Vlog the Ogre …

… and Xorddanx the Beholder:

I love the heck out of that art, which is by Merris himself!

I did some searching, and I’m pretty sure I’ve found him online. He appears to be a Brony now, and might have no interest left in D&D, but if I can commission a piece of fantasy art from him, I’ll let you know …

FINAL SHOT

Copper Age Heroes II – The Quickening

Very quick post today to show off my revised map for the Copper Age campaign idea I’ve been working on. I’ve cleaned up the settlements, color coded them by culture, and made up new names where they were needed for settlements and cultures. I’ve also added in some more mythological places. The red dotted indicates the extent of copper use in the prehistoric world circa 3500 BC. The yellow circles show areas where copper was mined.

The next step for me is fleshing out these fantasy prehistoric societies.

 

Copper Age Heroes

Works continues apace on the next issue of NOD, and I’m doing research for my Age of Heroes campaign idea, which will probably show up in NOD later this year. The late Neolithic and Chalcolithic are really fascinating, and I’m enjoying the research immensely. Research is, of course, only the first step. I like to get an idea of what really was before I start making nonsense up to lay over the top of it and turn it into a fantasy campaign. I’m still not finished, but today I thought I’d share my working map.

I’ve mapped out settlements that would have been active (or nearly active in the case of Troy – I’d really like to include it but I probably will not) around 4000 to 3500 BC, drew out some broad cultural areas to work with (not entirely accurate, but again, this is a fantasy campaign, not a dissertation), included a couple locations of known ancient monsters (Chimera, for example) and sketched out the location of mythical Atlantis in North Africa. After all, every good fantasy campaign needs an ancient, ruined empire to plunder. In some case, I’ve started the process of giving these sites names – primarily in the west, using Basque and the Berber tongues as guides. Lots of work left to do, but it’s getting there and is being refined and nudged constantly.

Obviously, any person who does this for a living could find a million problems with this map, but for my purposes of creating a Chalcolithic fantasy world with lost kingdoms and monsters, I think it will do.

I should note that the base map comes from Natural Earth Data. Very useful – I wish I had known about it when I was working on some of the other Campaign Workbooks I’ve published.

The Mountains of Chaos – Introduction

The next hex crawl for NOD is set in the Klarkash Mountains, which divide the Venatia hex crawl from the lands of Nomo, Guelph and Irem (which probably doesn’t mean much, so lets say the part of the world inspired by Greece, Rome and the Fertile Crescent).

What follows are some excerpts of the hex crawl – enjoy!

3834 GHAE | CITY-STATE
Ghae is a fading city-state of deep sea locathah. The city has the pattern of a starfish, with great towers at its six points and hundreds of domes holding homes, palaces, temples, armories, workshops and the like. The city was once home to over 15,000 locathah, but only 12,500 remain, as the mithral mines they once worked have been depleted.

The deep locathah resemble anglerfish, and though they are fearsome to look upon, they are not evil. The city’s autocrat, Phlaq, wears phosphorescent shell armor as a sign of his authority. He carries a mithral scepter that looks like it was made by surface elves, and it was – it was lost at some point by Vinrix, the missing Emperor of Nomo.

The army of Ghae is 1,000 strong. The locathah wear no armor. They carry spears and often ride mechanical dunkleosteus, powered by vril. These armored mounts are slowly dying, so they are now rarely used. The soldiers are poorly paid and only barely loyal. They have turned to banditry to supplement their incomes, driving some merchants away to the west, where they hope to find welcome in other deep sea cities.

4125 BLEEDING TITAN | MONSTER
A sea titan by the name of Glaudia is drowsing in the sun here, floating on his back in the sea, which remains placid around her. Three giant leeches have attached themselves to her and are supping on his ichor. The titan isn’t particularly bothered by this, but awakening her will throw her into a rage.

5302 BLOODY STAIRS | WONDER
High in the mountains here there is a cave shrouded in magical darkness. Beyond the entrance, light works, and reveals a staircase stained with blood. The staircase leads down to a great cavern in which there is a bell composed of lead and engraved with images of fallen angels holding burning torches. When struck, the bell sends out blacklight (per the spell) in a 100-ft radius, strikes all within 60 feet with black lightning (also per the spell) and summons forth all monsters within 10 hexes to war in the name of unholy Chaos.

5404 BEJEWELED ZOMBIES | MONSTER
The walls of the river canyon here are studded with twelve spheres of force. Each one contains a rabid zombie, scratching at the sphere and trying to attack anything that comes within sight. Around their necks are long iron chains from which are suspended large iron keys. In the middle of the river, near the spheres, there is a small promontory that bears a great, iron door. The door is two feet thick and cannot be opened, for it is really a sort of elevator platform that lowers into the promontory when activated. The door/platform has twelve keyholes … so you can see where this is going.

If the spheres of force are deactivated, the zombies are released. When the zombies are released, they grow to giant size (the iron chains now fit their necks more snuggly) and attack.

GIANT ZOMBIE, Huge Undead: HD 8; AC 11; ATK 1 slam (2d6); MV 20; F8 R11 W9; AL Neutral (N); XP 400; Special—Move or attack, weapon resistance (blunt weapons).

If the platform is activated, it lowers itself slowly at first, and then quite quickly, about 300 feet into the earth. A door at the bottom of this shaft opens into the underworld.

5444 HEALING BATH | WONDER
A stone circle is hidden in the mountains here, on a meadow of daisies and purple cone flowers. The stones are jagged and white, and bear deep claw marks that form weird patterns. The circle has a diameter of 60 feet.

Under a full moon, the stones glow in the moonlight. The ground within the circle becomes first spongy and then ethereal, dropping people into a cavern below (20 ft. fall). Within this cavern, dimly lit by the moonlight filtering through the ethereal ground, there is a fountain of healing waters surrounded by a dozen statues of skull-faced nymphs. The healing bath is permitted only to Chaotic (Evil) creatures; others are attacked by silver rays from the eyes of the statues that curse them (per the bestow curse) spell.

More to come …

Keep on Trucking!

A while back, I posted and then published a campaign idea and mini-game called Mutant Truckers of the Polyester Road. Illustrator Aaron Siddall is running a campaign based on that idea, and he has produced a nice map and character sheet to go along with it. Samples below, but proceed with all due haste to his website (CLICK HERE) to see more, and for all sorts of stuff related to Blood & Treasure (he’s done some nice work on doing something like Spelljammer with B&T) and Grit & Vigor (and I haven’t even published it yet!). Good stuff – well worth checking out.

Mutant armadillo / bullette – perfect for moonlight strolls through post-apocalyptic deserts

 

Way prettier than my map!

 

Never thought of using the madflap girls – how did I never think of using the mudflap girls?

Once I get Grit & Vigor out there, I want to do a post-apocalypse supplement book that will hit on Mutant Truckers, No Mutant’s Land (WW1 that never ends, with weird chemicals subbing for radiation) and Apocalypse 1898 (my idea for a post-Mars invasion New York during the time of Tammany Hall and the notorious street gangs). Until then, check out Siddall’s stuff!

 

Navigating a Fantasy World with Google

I was looking at some paintings this morning by British artists working during the Victorian period. The painting below was painted by Richard Parkes Bonington in 1826. It depicts the Rialto in Venice.

From this great blog

Since the Rialto is a landmark, I decided to have a look on GoogleEarth …

 

Not the same angle, of course, but close enough. This got me wondering how useful it would be to use GoogleEarth’s street view for fantasy gaming. I’ve used it in the past for a Mystery Men! game, mostly to stage a chase and fight in Chicago IL. That was set in the 1960’s, so not so far in the past that the modern cityscape wasn’t close enough to use “as-is”.

This section of Venice has some nice alleyways that appear to be “walkable” in GoogleEarth, and the buildings don’t seem terribly different from 1826, when the above painting was painted. It makes me think that by picking an old city, and jumping into the old part of that city – the part that’s been kept “oldey-timey” for the tourists – you might be able to turn it into a fantasy city and navigate players through using random encounters and random building tables, and a few set pieces, to facilitate play and give them a better reference point when fights break out or cut purses nab their gold and a chase ensues.

Some other cityscapes that might prove useful …

Carcasonne, France – be sure to have your adventurers stay at the Best Western Hotel le Donjon.

Edinburgh, Scotland

Ghent, Belgium

Prague, Czech Republic

Siena, Italy

Unfortunately, many cities outside of Europe don’t have street views available, such as Algiers’ famous Casbah. You can at least use the street maps, though, and supplement it with old paintings.

You can also use real world landscapes from GoogleEarth for wilderness exploration to provide something more visually stimulating than a simple hex containing a landscape symbol. The NOD hexcrawls use 6-mile hexes. Below, a roughly 7-mile wide chunk of the Himalayas.

Much better than a hex with a triangle in it, don’t you think?

You can zoom in as you play and, depending on the resolution of an area, have a better understanding of the path that has to be taken, and maybe find a convenient spot for a dwarf village or red dragon lair. The pictures can give the players a better understanding of what they’re going through.

You’re walking up a narrow defile. The ground is covered with gravel and boulders, and the slopes tower above you on either side. Strange noises echo down the defile …

And what about random weather? Well, why not just use today’s forecast? How is this bit of the Himalayas doing today? Rainy, fairly warm (well, when this post was written, anyways).

Just a few ideas for leveraging modern technology for better tabletop gaming. If you have any tips and tricks, please wax poetic in the comments, or toss in a link to a blog article you wrote.