Showing posts with label Old School Gaming. Show all posts
Showing posts with label Old School Gaming. Show all posts

Sunday, February 16, 2020

Old Town Map.


I am going to start To fill in the old town, which is going to be the "starter town" but first I am going to start on the major locations.

1 - 2 are the main keep
3- 4 is the main gates outside
5 is the docks.

I plan over the next day or two to fill in these locations, then I will put in the next ones, which will be the Inn(s), followed by the main trades people.

More work on Megadungoning



I been working on a concept, and I think I have the concept I am going forward with.

The City of Harrowood once was a great city, good trade location, good farmland, and the rich mines under the city made it a center of wealth and culture, fine houses and great temples were built, as the mines went ever deeper to collect silver, gold, Mitral, and other items from the deep.
Soon the city was known as the Jeweled city, as goods flowed in and the guilds grew wealthy. However not all was well.
When miners found existing tunnels, they did not explore them, they blocked them off haphazardly and they continued to dig, and in greed, they dug a little too deep and little too much.
The metal was placed in the mythic age, before written history, to keep the many gates deep in the earth closed, as the site was a center for gates from all sorts of realms, many foul. Forty years ago enough was removed that the great device could no longer work, and suddenly the gates opened, and the depths was filled with horrors, who rose up the mines and the mostly unmapped passages, and in a week, Harrowood, the jeweled city, was in ruins.
A generation later, the survivors of Harrowood and new arrivals still hold on, while the city was mostly sacked, the old quarter, with its old keep and gates with the runes that predate history, and its solid walls held off the terrors, and now the people live in the shadow of the former city. The docks till holds traders, fishermen still bring in their catch, and brave and foolhardy free folks still venture out to collect wealth in the ruins.
In the day the surface is mostly safe, you might see goblin or orcs moving about, but at night it best to be in the old quarter or in another protected place, as dark things rise up on occasion, and sometimes a mist flows out from the ruined temple of the law that is in the city center. Which is a sign of true danger for anyone caught in the open.
Yet the Old city still lives, gardens in old building lots, chicken and sheep eating the weeds, traders still trade, and adventurers seek out the coin and treasures lost, bring much needed coin for the community.

Tuesday, February 4, 2020

World Map


The Megadungeon is going to placed in my world of Harrowood, south of Yew in the Northwoods.

Sunday, February 2, 2020

On Mega-dungeons

Mega-dungeons are odd things.

The most simple, direct definition of a megadungeon is "A dungeon that a entire campaign can be run in and around it."

Back in the early days of D&D, random, gonzo megadungeons were not uncommon, but over time more narrative play took hold, but there is still a place for Megadungeons.

Quite a few have been published - Undermountian is a big map with little filled out.  Temple of Elemental Evil is a classic example of a fully developed Megadungeon.   Over the last ten years or so many more have been published, castle of the mad archmage, stonehell, Rappen Athuk, Barrowmaze all come to mind. 

However to run a campaign of a mega-dungeon, you have to answer a few questions.

1) Why is it there?

Is this a old mine that been expanded?   Is it a old fortress?  Was it carved down, or was it carved upwards from the underdark? 

2)  Why are the upper levels not cleared out yet?

Quite simply if any adventure group could, the upper levels would be striped bare.   Is it newly discovered?  Perhaps there was some army defeated that opened the path to it.  Perhaps it was forgotten but now bands of evil have been raiding.

3)  Funhouse, Ecological,or somewhere in between?

Funhouse duneons are just whimsical dungeons that have random things thrown into most rooms.  No real rhyme or reason, Ecological design is were each location is carefully designed, with air, food, and logic dictating the design.

Or find a sweet spot in between.

4) Where will you get the maps?

Are you going to draw them yourself?  Will you use one of the many random dungeon generators?  or use someone elses maps that allow you to use them?

5) how BIG are your levels?

Are you going with a lot of small levels?   Or are you going with fewer sprawling levels?

Wolfsbane Keep - A Starter town


I am working on a fleshing out a campaign (its gonna be a megadungeon based one) however every good campaign needs a starting town were the party can rest, get supplies, and role play.

I plan to do at least daily posts as I first fill out the town, then develop the actual dungeon complex.

Campaign insperiation of the day, 2/2/20


Wednesday, August 23, 2017

The Grand Dutchy of the Western Isles quick rundowns.



The Grand Dutchy of the Western Isles
Language: Coranan (Isles dialect)
Culture:  Valen
Capital:  Isakrag (population 5,000)
Brief Overview:  Isolated from the rest of the the world, the Grand Dutchy of the Western Isles fended off Vikish raids and helped unify themselves under the leadership of Heron the III.    While the other kings have not accepted the Heron dynasty as a true kings (due to Heron the III being the son of a butcher), their power cannot be questioned.  The Dukes focus on Naval power, while each town has its own militia to fend off raiders.   Currently the ruler is Kragan (the first of his name), the 5th of the Heron dynasty to rule the Western isles.  
Coat of arms/Flag: A blue Heron on a red background.   
Economy:  The economy of the western isles is dominated by the cold, but rich currents that hit the Isles, fishing the rich waters of the Isles has always been a major source of food and trade goods.  In addition, farming the rocky soil and hunting the Western Tusk Seals have been secondary sources of food and income.  Serfdom does not exist in the Western Isles, and the legal system is based on the concept of exile, with violators of exile orders facing beheading.
Governing: The Dukes appoint traveling judges and appoint village mayors, who both serve for life (unless they decide to retire in there dotage).   On death of a Duke, there is a Moot where the Mayors elect the new duke from any of the decedents of Heron the III.  Currently there are 32 such men and woman who could be elected.  


Tuesday, August 22, 2017

Imperial Church

Many regions of the Eleven Kingdoms has what is referred to as a "Imperial Church" that follows the gods of the old Empire of Man.   Many times this is the old, established church with lands and structure.   The Church has twelve (12) gods that are viewed as worthy of worship.  Four (4) Lawful, Neutral, and Chaotic gods.   

Lawful

Adpeh – The God of Knowledge and Law 
Miphic – God of Magic and mystical secrets
Evangeline - Goddess of healing
Yulia – Goddess of Peace

Neutral
Kralic – God of peaceful death
Vassa – Goddess of Divination, Justice, and Truth
The Unknown one – god of the unknown
Steenhoth – Goddess of the Hearth

Choatic 
Xi the Unpredictable
Cameral – God of madness
Alexis – Goddess of Taboo
Janos – God of Battle

In addition.   There is a number of gods who are not part of the Church that are very popular across the kingdoms, and are not part of the new faiths.


Minor Gods/Goddesses

Kithal, the Dwarf-father – God of the Dwarves
Concorda – Goddess of Truces
Jasper – God of Charity
Cansor the Robed – god of darkness
Illumin - Goddess of light
Haros – God of Fire
Harkas – Goddess of the hunt
Hefron Stormbringer – Goddess of Storms



There is also finally some age old gods that are viewed as demons or evil beyond measure.  These are called Haraindiko Lords.  

Haraindiko Lords

Akella (Magic)
Lekkli the Shapeless (Slimes)
Mortica the Pale (Undead)
Orkfather (Patron of Orcs)
Slaymon (Worm of Wisdom)
Zug (Might)
Linsat (Treachery)
Marcos (Corruption) 
Jessafas (Flaming Truth) 




Wednesday, October 1, 2014

Grand Duchy of Mossiat

This is a map for the Grand Duchy of Mossiat

GUHFCS

Okay Folks, I been doing a lot of work.  


Now I can tell a little more what I am doing.

I am working on a Megadungeon (More on that later) but someone pointed out that there was a lack of OSR "Greyhawk" type setting.  Made me think that perhaps I should get started.

Here are some maps.



First we start off with a large world map.    Looks Cool doesn't it :)
 

Then I added a grid to it.   this give context to the area I will focus on at first.



Here is the "Inner Sea" area that I will focus on.   Lots of wonderful detail.   This map shows the actual area and takes in account the cuviture of the planet.   I can Zoom in for better detail :)

Wednesday, January 29, 2014

Level 5


4 and 4b


Level 3 and 3b

Level 2

Level 2

Level 1

Yes, its a big 1st level




This is the key for the Dungeon. 

and no, I have not filled the rooms with stuff.  

Sunday, January 5, 2014

3 - Open 4 - Sweetwater Bazaar

3 - Is open to allow the GM to customize Sweetwater as he or she sees fit.

4 - Sweetwater Bazzar

The sweetwater Bazaar is a open air market where folks can buy and sell goods without a full time building.   This is a popular spot for trade and gossip in the day, though at night it is mostly empty.   One can find all sorts of goods being traded in the Bazaar,  there is a number of regular traders and a steady stream of part time or one time dealers.   If the party wishes, they can open a stall for 25gp a day, or 100 gp for a week to sell loot. 


Common traders

Hira Longbottom: Neutral Female Fighter, Lvl: 3, Atr: 16/12/6/14/13/10 , AC: 7, HP: 19
Equipment: Leather, Short Sword, Spear, shortbow

Tomas Longbottom: Neutral Male Fighter, Lvl: 3, Atr: 17/13/14/10/12/13 , AC: 7, HP: 13
Equipment: Leather, dagger, Longbow +1

The Longbottoms are hunters who sell the game on at the Bazaar.   It is 50/50 on which of the siblings will be selling, as the other one will be hunting.   They will normally have varied meats, ranging from fowl and pronghorn to far more exotic meats.  they sell it at book rates.  What they cannot sell in the day they sell to the inns for the night stews.

Dusza Karmickle: Neutral Female Human, Lvl: 0, Atr: 14/11/10/7/16/11 , AC: 9, HP: 6   
Equipment: none






Dusza is the resident dealer of fruits and veggies from local farmers.   She sells here every day.   She will have 50SP in small change on her at any time. 

Omar: Neutral Male Human, Lvl: 1, Atr: 10/15/10/9/10/14 , AC: 9, HP: 4
Equipment: No Armor, Dagger

  Omar is the local spice trader.   He will have 100 SP in change on him. 

There will be 1d6 traders selling on any day.   For each Merchant roll on this table to find out what they are trading.   Goods will be at book cost.

2d6

2 Magic Items
3 Textiles
4 Leather (including armor)
5 Iron goods
6 Household goods
7 Household goods
8 Equipment
9 Bows, Crossbows, and Arrow and Bolts.
10 horses and mules
11 Jewelry
12 Potions

Saturday, January 4, 2014

2 - The Thin Servant

The Thin Servant is the largest Inn in Sweetwater, however half of the inn is dedicated to animals as it is the main stopping location for caravans.   The prices are 1.5x the listed price.   It is noteworthy due to the fact that this inn has its own well.   The Western 1/2 of the inn is a large open air stable system, while the eastern side is a two story Inn and tavern.   The bottom floor is dominated by the common room, with two side room to allow business to transact between merchants.  


Notworthy NPCs.
  
Krolos "Perceval" Oakshield : Neutral Male Dwarf, Lvl: 4, Atr: 11/13/16/17/13/8 , AC: 6, HP: 24 Equipment: Padded, Scimitar +1

A retired adventurer and now owner of "The Thin Servant".    his beard is already turning grey, and he is known to mutter if he forced to work.     He was given the nickname "Perceval" by his companions, long since dead from usual adventuring tasks.  He always felt like a outsider, having no love for Ironworking and prefers to be above ground then below.   He is one of the five aldermen of the Town of Sweetwater, and is well respected for running a honest Inn.   Almost the entire town would defend him in a fight.

In a trapdoor under the kitchen hearth is his life savings.   4000 CP, 5000 SP, 6000 GP, 3 gems worth 500 each.  

He will also have a lockbox in his room with 2000 SP and 1000 CP used for day to day transactions of the inn.

Ipuza Threeleaf: Lawful Female Elf, Lvl: 2, Atr: 17/14/14/18/10/9 , AC: 0, HP: 11
Equipment: Plate Mail, Hand Axe, Longbow
Personality: Fair, Contrary
Spellbook: First (2): Floating Disc, Manipulate Fire, Comprehend Languages, Hold Portal.


Edurne Threeleaf: Neutral Female Elf, Lvl: 2, Atr: 8/14/11/15/16/16 , AC: 3, HP: 12
Equipment: Banded Mail, Hand Axe, Long Sword
Personality: Cowardly, Moody
Spellbook: First (2): Magic Missile, Mending, Shocking Grasp, Jump.

These two are sisters, in fact, twin female Elves who are long time residents of "The Thin Servant".   They remain aloof from any attempt for the party to contact them, and will refuse to join the party.   In fact they have been sent by a council of rangers to keep watch, as there has been increasing worries of what exactly is happening outside of Sweetwater.   They will keep track of the party, and if the party is noted as seeking to eliminate the evils, they may give unexpected help.   As the party gains levls, you can add levels to keep them in the range of the party.  Have 2,000 SP in their room in a lockbox.

Altos Chigurh:  Chaotic Male Fighter, Lvl: 3, Atr: 15/14/11/11/13/13 , AC: 4, HP: 17
Equipment: Banded Mail, Light Crossbow, Light Hammer

This man will be at the bar and will drink the night away.   He will try to present himself as being harmless as possible, but the reality is that he is a agent of the Temple of Set and is passing information along to the temple about the going on in the town.  

Iruri: Neutral Female Human, Lvl: 0, Atr: 10/7/12/10/12/17 , AC: 10, HP: 4
Equipment:  None

Iruri is a dark haired, dusky lass who serves ale to the patrons of "The Thin Servant".    She is quick with a joke or a light of your pipe, and she wants to get out of sweetwater, as she was left here as a child by a merchant.

 Gillota: Lawful Female human, Lvl: 0, Atr: 14/12/9/10/9/13 , AC: 10, HP: 3
Equipment:  None

Gillota is a older blond woman who works the kitchens and serves ale at "The Thin Servant".   She has three children by three men who are long outside of her life.

Yllara Sourleaf: Chaotic Female Halfling, Lvl: 0, Atr: 9/16/12/12/14/14 , AC: 10, HP: 4

A loud, foul mouthed Halfling, she is well loved by some, and hated by others.    She will say what she feels and does not care about what others think.

 Orius of Whitetop: Chaotic Male Magic-user, Lvl: 3, Atr: 14/17/14/12/9/12 , AC: 9, HP: 9 Equipment: No Armor, Dagger 

Spellbook: First (2): Feather Fall, Protection from Evil, Ventriloquism, Enlarge, Read Magic. Second (1): Stinking Cloud.

 Orius is a unique man.   He will come up the party and say "wanna see magic?" and then pull a copper out of someone ear.  Dressed in garish robes, he could be mistaken for a fool.   He will by all appearances appear to be a (not very good) stage performer pretending magical abilty to entertain guests.  He will also try to sell fake amulets and rings of protection and other false magical goods.  If confronted he will admit that he is a fake magic user.

The reality is much more darker.  he is a devoted follower of Orcus, and he has come to town to spy on the town, as the party gets stronger, and closer to the Orcus levels, he will try to ask for information on where the party is going, so that he can feed that to his bosses so they can arrange a ambush.   

There will be 2d6 additional patrons, plus 1d4 caravans.  For the Caravans, please use the random encounter table to generate numbers.


   

Statting out Sweetwater

I have begun to stat out Sweetwater, which is the town that the PCs will have as a home base.   It is a bit of a oasis town, even if this area of the great desert still uses oxen and horses. 





The town of sweetwater is a welcome, secure town in the great desert.   Visitors will first notice a walled town with a 60 foot lizardman statue in the middle of town.   The walls are made of 20 foot mortared stone, blown smooth by the occasional dust storm.   The land surrounding the town is dry, but still enough grasses can be found for horses, oxen, and donkeys.    Three large wells are the centerpiece of this town, and it exists to serve travelers and merchant caravans as they ply the Gold trail north, or head to the harbor of Gulltown to the south.  



   The people of Sweetwater are good people, but the hardscrabble life means that they do not accept outsiders openly until they show their true motives.   and they are much more confortable with a merchant caravan then the new waves of fortune seekers who are arriving to explore and plunder the Ruins of Tlaxtza.

Thursday, January 2, 2014

Draft layout

This is a outline of what the actual main complex will look like.   The for seals area may very well be more then one level and or sublevels (I may have a sublevel for each of the seals.  I also typed in some quickly notes as the inspiration takes me. 

Sweetwater takes form

     Well Sweetwater is taking shape.    This is the base camp town for the players.  A future post will start to flesh out what these all are.