Monday, February 21, 2011

Greatholm: Wickster Town & The Surrounding Area

So, this past Wednesday, I started my Adventures Dark and Deep game through the NEPA Dungeons & Dragons Meetup group.  I may start a second one, and I'm considering a bi-weekly Skype game using those rules.  I'm digging what I'm reading so far and I want to see where I can take the game.  Anyway, the game Wednesday went well.  You can read the session writeup on the campaign's Obsidian Portal page.

In the mean time, I've been working on fleshing out the area.  Using Expeditious Retreat Press's Magical Medieval Society: Western Europe as a guideline, I started developing Wickster a lot more.  A lot of it is handwritten right now, so it'll take some time for me to translate it all into electronic copy, what I am offering is a more detailed map of the area the campaign is taking place in.  While there are no more details in it than the Greatholm map I posted last month, it's got lots of room for expansion.  Here is is:

If you'd like, feel free to use it.  You never know when a good map will come in handy.  Once again, I have to thank Inkwell for the outstanding Hexographer software.  It's a godsend for me.

Just to give you a little direction, the areas in red borders are land that belong directly to the owner, not the King.  Most of them are pretty clear who they belong to (The Duchy of Avonlea = The Duke of Avonlea), but there are two Church Lands which bear notice.  The Westleigh Archdiocese is the seat of the Church of the All-Father and the Starfall Protectorate is an "Area 51" of sorts, filled with heresies the good people of Greatholm have no need for.

You'll note Michael Curtis's Stonehell Dungeon on the map.  I don't know if the players will bite on it, but a megadungeon is there in case that's the direction the party wants to take.

As I add things to the Obsidian Portal page, I'll add it here as well, for those who are following Greatholm.

Monday, February 14, 2011

Greatholm Name Generator



So, today I put together a random name generator for my Adventures Dark & Deep campaign, which starts Wednesday.  I decided to share it.

MALE NAMES
01-04 Adam
05-08 Geoffrey
09-12 Gilbert
13-17 Henry
18-21 Hugh
22-26 John
27-30 Nicholas
31-34 Peter
35-38 Ralf
39-43 Richard
44-48 Robert
49-52 Roger
53-56 Simon
57-61 Thomas
61-65 Walter
66-70 William
71-72 Algernon
73-74 Almarick
75-76 Aretas
77-78 Chrysogon
79-80 Clarence
81-82 Endymion
83-84 Ewball
85-86 Jessamy
87-88 Justin
89-90 Ybel
91 Alberic
92 Aloysius
93 Augustus
94 Bonamy
95 Percy
96 Erasmus
97 Euseby
98 Theophilus
99 Horace
00 Sidney
FEMALE NAMES
01-05 Agnes
06-10 Alice
11-15 Avice
16-20 Beatrice
21-25 Cecily
26-30 Emma
31-35 Isabella
36-40 Joan
41-45 Juliana
46-50 Margery
51-55 Matilda
56-60 Rohesia
61-62 Aspasia
63-64 Clorinda
65-66 Corisande
67-68 Dillian
69-70 Sophrona
71 Albina
72 Alma
73 Amanda
74 Ancilla
75 Augusta
76 Aurora
77 Althea
78 Anthea
79 Delia
80 Zenobe
81-85 Male Name
86-90 Feminized Male Name
91-95 Roll Twice
96-00 Male-Female Combo
SURNAMES
01-20 Surname (1)
21-40 Surname (2)
41-60 Trade
61-80 Locality
81-00 Placename
Surname (Sub-1)
01 Achard
02 Adeney
03 Albelin
04 Altard
05 Arundel
06 Aubert
07 Auvray
08 Baignard
09 Ballard
10 Bassett
11 Bauldry
12 Bavent
13 Beaumont
14 Belet
15 Bellecote
16 Beringar
17 Bertran
18 Blouet
19 Bohon
20 Bolam
21 Bonel
22 Bonvalet
23 Bordel
24 Bossard
25 Botin
26 Bouchard
27 Bradwardine
28 Brai
29 Brereton
30 Brevedent
31 Brinon
32 Brix
33 Bully
34 Buron
35 Cayley
36 Calmette
37 Campion
38 Caradas
39 Carnet
40 Caunter
41 Ceauce
42 Challenge
43 Cheney
44 Claville
45 Colleville
46 Comyn
47 Corbet
48 Corbon
49 Cosin
50 Courcelle
51 Courcy
52 Courseume
53 Cruel
54 Cumin
55 Darcy
56 Digby
57 Emory
58 Esteney
59 Evelyn
60 Faintree
61 Fergant
62 Fitzalan
63 Fitzhugh
64 Folet
65 Fossard
66 Framan
67 Froissart
68 Furnival
69 Garin
70 Giffard
71 Gilpin
72 Godefroy
73 Gouel
74 Grancourt
75 Griffin
76 Groulart
77 Gueron
78 Guildersleeve
79 Gurney
80 Hachet
81 Harcourt
82 Hendry
83 Herbard
84 Holland
85 Hugonin
86-90 Combine 1-2
91-00 Combine 1
Surname (Sub-2)
01 Martel
02 Mathan
03 Maunsell
04 Medley
05 Mercier
06 Meulan
07 Middleton
08 Monceaux
09 Montague
10 Montgomery
11 Morphew
12 Mortain
13 Mortmain
14 Musard
15 Mustel
16 Nelond
17 Neuville
18 Ormond
19 Osmond
20 Painel
21 Pantoul
22 Parry
23 Paschal
24 Patris
25 Pennant
26 Percy
27 Peveril
28 Picard
29 Pipin
30 Pippery
31 Plucknet
32 Poignant
33 Pont
34 Postel
35 Prestcote
36 Quincarnon
37 Raleigh
38 Rassent
39 Renold
40 Riviere
41 Roger
42 Ross
43 Roussel
44 Runeville
45 Scolland
46 Senlis
47 Sollers
48 Strivelyn
49 Stukely
50 Tessel
51 Theroulde
52 Tibon
53 Tilly
54 Torteval
55 Tourmente
56 Tourneville
57 Tranchant
58 Valance
59 Vastel
60 Vauville
61 Venois
62 Ventris
63 Vernon
64 Vesli
65 Villon
66 Vipont
67 Vivers
68 Wadard
69 Werables
70 Wissant
71 Hynde
72 Jubert
73 Lacy
74 Ligonier
75 Loges
76 Loucelles
77 Lucy
78 Lynom
79 Maignart
80 Malleville
81 Mallory
82 Mandeville
83 Mansel
84 Marchmain
85 Margas
86-90 Combine 1-2
91-00 Combine 2
UPPER UPPER CLASS SURNAMES
01-17 Neville (Royal)
18-50 Stanley (Aberfirth)
51-75 Dudley (Avonlea)
76-00 Herbert (Avonlea)
MIDDLE UPPER CLASS SURNAMES
01-06 Auchmulty
07-11 Balston
12-19 Beauchamp (Drumtilly)
20-23 Bigod (Elshaw)
24-25 Bohun (Glendale)
26-30 Cattanach
31-38 Courteney (Astonwold)
39-46 Findlay
47-50 Fitton (Westeidin)
51-58 Frewer
59-62 Hendry
63-67 Lamond
68-71 Lovegod
72-73 Lovell (Treafon)
74-79 Mortimer (Norcott)
80-86 Sidney (Astleyham)
87-90 Stannard
91-96 Vane (Caelbach)
97-00 Wackrill
LOWER UPPER CLASS SURNAMES
01-10 Surname (1)
11-20 Surname (2)
31-60 Placename
61-80 Combine Placename/Surname 1-2
81-90 Combine 1-2
91-95 Surname (1 or 2) - MUC
96-00 Surname (1 or 2) - UUC

Tuesday, February 1, 2011

Adventures Dark & Deep: Odds of Rolling a Character

So, messing around a bit with Adventures Dark & Deep, in anticipation of playtesting some it with Stonehell Dungeon, I wondered what the odds were of rolling certain types of characters.

Even using the 4d6/Drop One method, it's virtually impossible to roll a Paladin.  Wow.  Cavaliers, Rangers, Barbarians, and Illusionists have less than 10% of a chance of being rolled (and only Barbarians are higher than 5%).  Fortunately, you can almost always guarantee a character of one of the big four.

Old School can be harsh, can't it? ;)

Saturday, January 29, 2011

Greatholm: A World Without Stars.

In Greatholm, the night sky is barren.  The Heavenly Aegis of The All-Father protects the good people of The World from the fell creatures that would come from the stars.  Only The All-Father's four sentinels -Byrdlung, Guthfugel, Lyftfloga, and Paloer - watch over us from the dark while the All-Father tends to his other children.
I was in my Astronomy class on Wednesday and we were talking about the basics of orbits and such and how the constellations appear to shift in the night sky due to the movement of the Earth on it's axis as well as its rotation around the Sun.  The professor mentioned some stars and it got me thinking of Raggi's interpretation of the Contact Other Plane spell in Lamentations of the Flame Princess.  Then I started thinking, "What would happen if there were something blocking the stars?" From there, the Aegis of The All-Father was born.  And just for fun, no moon.  Night is DARK.  The years are longer (almost twice as long as our years) and the seasons are harsher.  The summers are hot and the winters are FRIGID.  I'm excited about the direction Greatholm is taking.

Friday, January 21, 2011

What It Is: All the Treasures of the World by Faster Monkey Games

Did I say I wouldn't have time to review the first two entries in the All the Treasures of the World series by Joel Sparks and published by Faster Monkey Games?  Well, you can thank Mother Nature for giving me the time.  Thanks to about two or three inches of snow, East Stroudsburg University cancelled classes for the second time in a week.  Mrs. Higgipedia and I got to spend another snow day together and, while she works, I'll write up a more comprehensive review.

Now I know what some of this stuff is!
All the Treasures of the World Part I: Gems is a twelve page supplement which serves many purposes: random treasure generator, introduction to gemology, and rules supplement for the evaluation and sale of gems.  With it, you can generate a gem the size of a grain of rice up to one as big as a cantaloupe, which could be worth anywhere from a measly silver penny to 100,000 gold pieces.

The first section allows to to randomly generate gems.  You can either roll for value on the table provided or, if you know the value of the gem (which is more likely from my experience), you can roll on the charts based upon value to find out what type of gem you've found.  For example, a 1d20 roll on the 10gp Base Value chart gives you a Moss Opal if you roll a 12.  I wouldn't know a Moss Opal from a Moss Agate, so I look at the descriptions in the back and see that Moss Opals are green and white with a sparkle to them.  You polish them (as opposed to cutting them) and they are medium sized.  One of the nice things about Gems is that they have two scales for size: real-world and fantasy.  If you want gems the size of fists and melons (keep in mind the Hope Diamond is like an inch around and a half inch thick), go with the fantasy rules.  If you are bit more realistic, go with the Real-World size chart.

Are we done with gems?  Heck no!  While it's a no-brainer to move up and down a chart to reflect the changes in value based on size and quality, Gems includes charts to make it a lot easier to randomly generate the sizes and quality based on final value.  You find a gem worth 500gp?  Well, on a 3d6, I roll an 8 and find that find that it's a Larger (one step) 250gp Base Value gem of Good (average) quality.  Rolling a d6 on the 250gp table, we get a Flame Pearl (and after checking the description) the size of a pea (or a marble, if you are using the fantasy sizing).  They also explain how some gems can have stars and cat's eyes and some other distinctions that most of us unversed in gemology might not know.

The last section gives some rules for identifying gems as well as detecting (and trying to pass on) fakes.  They show how jewelers, merchants, fences, and PCs will all have different abilities to detect certain things.  PCs are not very good at it, comparatively, so be wary if you plan on ripping off the pros.  I'll probably bump Dwarves up to the Merchant level of identifying things in my game (as well as any who have a merchant or mining background).

All the Treasures of the World Part II: Jewels is a little trickier to work with, since the nature of jewelry means that you have to manage a few more moving parts.  Jewels breaks down each piece of jewelry based upon what type it is, what it is made of, any kind of style or motif, and gems added.  I think the easiest way to show what the supplement is capable of is to walk you through the creation of a few bits of jewelry.

Let's say you want to buy your mother some nice, simple copper earrings.  Looking at the item chart and cross-referencing the materials chart, you come up with 5 sp.  Happy birthday, mom.

Something a little crazier?  Well, let's see what the King's Crown would be like?  Well, it's made of platinum, which makes it's frame along worth 300gp.  It's masterfully engraved with 12 images of past Kings' triumphs, upping the value to 2880gp.  We're going to go with the nonpareil level of gemstoning, since it's a sovereign's gaudy headgear.  The glory on it is a 2500gp gem (A flawless blue diamond the size of a pea), surrounded by 30 100gp gems (Lesser sapphire chips),  with 66 10gp gems (Flawless star garnet chips) in the setting.  The King's Crown is worth about 9,000gp.  Good luck fencing THAT.

Gems and Jewels  are a wonderful investment of four dollars (two bucks each).  I plan on using them extensively in my sandbox.  If you are a fan of flavor and detail in your treasure, these are indispensable.

Thursday, January 20, 2011

Random Treasure Generation Spawning Adventure Hooks

So, I picked up the Gems and Jewels treasure supplements from Faster Monkey Games today.  Great supplements.  I'm heading off to Colorado for the weekend for a wedding, so between that and schoolwork, I doubt I'll have time to write a review for the blog.  Still, they are a combined $4 and provide some neat flavor for the game.  What I didn't expect was it can also generate some plot hooks!

I really dig Swords & Wizardry's random treasure system, so I used it for this experiment.  I just picked an Ogre Mage at random from the monster list, which gives a 600gp base.  I got one 100gp trade out that ended up being 142gp worth of gems and jewelry.  I picked a 100gp gem and 42gp worth of jewelry.

Before I share the results, I'm using the alternate currency system from an issue of Footprints which will have my Sovereign Crowns (the gold piece) worth 250 Silver Pennies, so the final numbers might look a little strange.  Anyway, here is what we've got:
  • 20 Sovereign Crowns
  • A huge (egg-sized) Blue Spinel, with a Star of poor quality (4 Crowns)
  • Man’s Heraldic Banded Copper Ring with a Shield Pattern with an 8-point Coronet  (Size 2) (30 Pennies)
  • Woman’s Plain Silver Signet Ring (40 Pennies) with a channel of 20 Flawless Pea-Sized Onyxes (10 Pennies each)  (Size 2) (1 Crown, 40 Pennies)
An 8-point Coronet on a ring is significant, since the system can only generate up to 9-point coronets.  This is likely the ring of a Prince.  Why would a prince have such a ring of such low value?  I have two thoughts:

1.) It's really old--before the Kingdom had really nice things.
2.) It's simple because of modesty/piety of the prince OR it was his "war ring," since he wouldn't take his really nice things on campaign with him.

Either way, it'll be very difficult to pawn the Prince's jewelry.  How the Ogre Mage came into possession of the ring is curious and can generate stories.  The woman's ring, on the other hand, could very well be the ghetto fabulous accoutrement of a wealthy merchant's wife.  Would the merchant want the ring back?  Is his wife alive?  Did he feed her to the Ogre Mage?

Or, you could reverse engineer the adventure from these--Maybe the prince or wife commissioned the PCs to look for the items.  Maybe their families were concerned about their absence.  What did the Ogre Mage DO with the bodies?  Are they dungeon dressing?  Slaves somewhere?  Willing co-conspirators?

Anyway, check out the treasure generators.  I love them.

Monday, January 17, 2011

Props: Adventures and Zines I plan on using in my Greatholm Campaign.

Well, it's Martin Luther King Day and I can't get squat done.  The problem with living off the government teat (My income streams are pretty much the State of Pennsylvania and the Veterans Administration right now) is that you have to deal with government hours.  So, what is there to do but head on down to the Cheeky Monkey Coffee House and try to read and write some stuff.  Last night, Mrs. Higgipedia and I sat at the local Perkins so she could get some of her reading done while I went through a lot of my PDFs to see what I might use for my Greatholm Sandbox.  It gave me a great chance to look through a lot of wonderful things made by the OSR Community.

Skull Mountain, by Faster Monkey Games.  I plan on having two megadungeons on the island.  Skull Mountain will be one of them (The other one might end up being The Lost Caverns of Tsojcanth).  I'll have to tweak it a bit to make it a little more "weird," but that shouldn't be too much of a problem.  I must confess, I never went to their website before.  I'm glad I did, because it turned me on to the $2 PDFs they put out covering Gems and Jewelery, which I plan on snapping up as soon as I get paid.

Blood Moon Rising, by Small Niche Games.  I talked about this one briefly when I talked about folk festivals.  It's nice because it allows the PCs to participate while the events unfold.  A lot of open choices there and hooks to bite on.  I might try to work The Inn of Lost Heroes into my game as well. 

Death Frost Doom, Hammers of the God, Three Brides: No Dignity in Death, and Tower of the Stargazer, all by Lamentations of the Flame Princess.  These are the ones I own.  I'll likely pick up The Grinding Gear when I get paid and A Stranger Storm when it becomes available.  I get pretty brand loyal when I find something I really like.  I've liked the reviews and play journals for Death Frost Doom.  Seeing Beedo's write-ups about his game has me thinking that Greatholm would likely be toast if 13,000 undead started coming down the mountain.  What I've read of Three Brides looks wonderful.  Tower of the Stargazer was a fun time with my brother back in October.  I loved the playtest of A Stranger Storm.  I am a geek for James's stuff, as it fits exactly what I want out of my game.  Of course, finding players who fit that mold might be more difficult...

I also went through a bunch of zines for things to use.  I'm trying to keep house-rules to a minimum, what with my existing Arcane Magic idea and plans for some tweaks to Alignment and Psychology and two potential new classes I've been mulling about in my head.

Encounters, Jesse Walker's zine from Australia, is quite possibly the best LOOKING D&D fanzine on the internet.  The content is as great as the layout.  There are three issues available for download and the fourth should be out shortly.  It would certainly behoove you to check out Encounters.  Footprints and OD&Dities continue to put out some good stuff in them as well.

Anyway, it's given me some stuff to think about and work on.  If you aren't already checking some of these out, I recommend you do so.