Wednesday, November 23, 2011
Middle earth as an hexmap
I was surprised I couldn't find a Middle-Earth hexmap. I guess this is like a "sacred monster" and turning itto hexes would be a blasphemy. So I did it, not a very detailed map, but the kind of one you could use in a vanilla od&d campaign. .
Link to a bigger version : http://i448.photobucket.com/albums/qq210/wizardinabottle/middleearth_hexmap.png
Friday, November 11, 2011
House of the Hobgoblin Daimyo
For a very long time, I knew from B2 « Keep on the borderlands » only the French published version. Only a few years ago, I discovered there was several versions of the same and more recently even, I learned some illustrations did existed only in the French version, thanks probably to Bruce Heard double nationality. So, I wasn’t aware of the first “pink cover” version. Still examining what could be learned from this fabulous module, I had a closer look on this cover. No doubt the creatures fighting adventurers are hobgoblins, as they’re depicted in AD&D Monster Manual.
The samurai armour is a feature of AD&D hobgoblin which is unique. Nothing else in their description in MM or any other rulebook suggest they could link with eastern Asian cultures -and the fact they have 60% chances to have carnivorous apes as guards, and 20% of living in village defended by catapults, neither their listed weapons or depicted weapons is specifically tied to ancient Japan. But... why not, after all? I suggest to take it as such: Borderlands Hobgoblins have a ancient Japanese-style culture. Just replace the chief by a daimyo or a shogun and the picture suddenly make sense. It give them a special cultural flavour and a nice switch in the campaign.

So... if hobgoblins are Japanese, what are other humanoids in the caves of chaos? Even if Kotb wasn’t designed for AD&D, it seems we could follow MM pictures to give us a few clues about it. Kobolds (p. 57) scimitar, despite not being listed among their weapons, leads toward oriental culture, and the style of columns behind suggest it could be (to be continued...) |
Sunday, November 6, 2011
Keep in the Borderlands inspirational painting
"The Fountain of Vaucluse", by the american painter Thomas Cole (1801-1848). The paintings is now in the Dallas Museum of Art. Even if some details don't match, I found it very inspirationnal for the famous Keep on the borderlands.
The Fountain of Vaucluse isa small village in the south of France, well known for the impressive source of the river Sorgue. The middle-age poet Petrarcus did lived there and composed some of his most famous writing in this place.
The castle istelf did belong to the Bishop of Cavaillon, in the place where an antique bishop, Saint Veranus, defeated a dragon.
More recently, archeolgist found thousands of Vth century golden pieces as a tresaure in the source. Definitively a D&D place...
The Fountain of Vaucluse isa small village in the south of France, well known for the impressive source of the river Sorgue. The middle-age poet Petrarcus did lived there and composed some of his most famous writing in this place.
The castle istelf did belong to the Bishop of Cavaillon, in the place where an antique bishop, Saint Veranus, defeated a dragon.
More recently, archeolgist found thousands of Vth century golden pieces as a tresaure in the source. Definitively a D&D place...
Wednesday, November 2, 2011
Some thougths about rpg world mapping
As I'm world-building, using material from all campaigns and modules I masterised from the last 27 years, I had a look on a few classical world maps to try to catch what's the spirit of a good world map. Here are 5 of them, but I could add more based on the same principles : Blackmoor, Wilderlands, Greyhawk, Known World and Forgotten realms.
The first feature which strikes me is that none of them is a full world map. Borders are mostly lands, not sea, as an invitation to go further. Unfinished maps for unfinished tales. What's south of Blackmoor ? What's West of the Wilderlands ? The DM's imagination...
I guess this feature comes from earlier fantasy litterature. Middle-earth, Hyboria, Newhon or Young Kingdoms map are based on the same principles.
I remember my first attempts of world buildings as a young DM. As far as I can rememebr, I nver played in tose big continental maps I drew, while I can distinctively remember I used smaller, unfinished ones, as seetings for my games. maybe i'll post some of them here soon or less.
Another striking feature, of which Blackmoor is the best - and earlier - example is the idea of the Great bay: sea goes faraway in the lands, like a Mediteranea. In these five maps, only Known World escape this feature. All have a big surface of seas.
The 'Great bay' feature had a significant impact in my longer D&D campaign, with the CM1 'test of the warlords' Norwold's Great bay aera. This module's map share's clearly tehse two features: it's organised around a great bay, with land on two borders of the maps.
So... my current world-building work-in-progress has still no map, even if the picture is growing in my head. Now, I think I found two clues about how organize it for a mysterious, successful map.
The first feature which strikes me is that none of them is a full world map. Borders are mostly lands, not sea, as an invitation to go further. Unfinished maps for unfinished tales. What's south of Blackmoor ? What's West of the Wilderlands ? The DM's imagination...
I guess this feature comes from earlier fantasy litterature. Middle-earth, Hyboria, Newhon or Young Kingdoms map are based on the same principles.
I remember my first attempts of world buildings as a young DM. As far as I can rememebr, I nver played in tose big continental maps I drew, while I can distinctively remember I used smaller, unfinished ones, as seetings for my games. maybe i'll post some of them here soon or less.
Another striking feature, of which Blackmoor is the best - and earlier - example is the idea of the Great bay: sea goes faraway in the lands, like a Mediteranea. In these five maps, only Known World escape this feature. All have a big surface of seas.
The 'Great bay' feature had a significant impact in my longer D&D campaign, with the CM1 'test of the warlords' Norwold's Great bay aera. This module's map share's clearly tehse two features: it's organised around a great bay, with land on two borders of the maps.
So... my current world-building work-in-progress has still no map, even if the picture is growing in my head. Now, I think I found two clues about how organize it for a mysterious, successful map.
Sunday, August 28, 2011
Lost Land of Mêm
Another archive file, I posted on on odd74 forum
Mêm is a land of grass hills, battled by warm winds coming from the southern jungles. It’s a wilderness, with a scarce human and orcish settlement. The wild hills and grasslands are the realms of many animal species: baboons, black bears, giant beetles, wild boars (and warthogs), bulls, wild camels, wild cattle, wild dogs, elephants, flightless birds, herd animals, hyenas, jackals, mammoths, mastodons, giant rats, rhinoceros (including its wooly cousin, in the colder north), common stags and wolves are common, as well as numerous dinosaurs species like anatosaurus, iguanodon, monoclonius, pentacerops, plateosaurus, stegosaurus (in the south, near the jungles), styracosaurus and triceratops.
The chalky subsoil has been dig from millions of years by the rivers. Their large valleys have turned to swamp and marshes. Sudden changes in the river flow created islands and lakes. Theses swamps are a dangerous place, due to the abundance of crocodiles, giant toads and giant water spiders. But the main troubles are dinosaurs like apatasaurus, camaraurus, diplodocus and lambeosaurus. Some islands and rives are covered by small woods and forests, where bombardiers and boring giant beetles and strangle weed are another danger.
All these rivers converge to a dead inner sea, curiously called the Sea of Horses. Giant sea horses, sharks, sting rays and whales are common undersea fauna, as well as dinosaurs like dinichtys, and plesiosaurus. Pteranodons living in the surrounding cliffs and islands predates from fishes. This makes boating hazardous on the inner sea.
These valleys are surrounded by cliffs, pierced everywhere by caves in this karstic landscape. Due to the massive presence of dinosaurs, even if most of them are plant-eaters and other giant creatures, most thinking species settle rather in the subterranean caves than in the underground. Clans of dwarves, orcs and troglodytes, as well as band of ogres and hill giants, fight endlessly for the control of these subterranean networks of caves. Forests of giant mushrooms, including shriekers, provide food for underground inhabitants.
As their physiology doesn’t fit to underground life, human live in cities surrounded by a small farmland, fighting hard to protect them from dinosaurs and other animals, among them the feared giant stag beetle. Out of the cities, only heavily armed merchant caravans, using draft horses and mules – as well as bands of bandits and brigands – travels in the wilderness from city to city.
In these cities, people worship death and devils, as way to protect themselves from these surnatural beings. Temples are rumoured to be protected by ferasome things as lemures and larvaes.
Monday, July 18, 2011
Searchers of the unknown, character sheet version
Another archive I found back in my computer. Searchers of the unknown has been widely spread in sth OSR and had a nice descendance - the most comle game being Tempora Mutantur, which I warmly suggest you get a look here. But I wonder if many people saw that version, updating the first version with all rules on the character sheet. The pdf can be found here.
The basic idea of SotU is that you can describe a D&D character like you would do with a monster (AC5, DV4, Dg 1d8), so you don't need much more to play. It also emulates at best the descending AC by making it a way to deal with stealth & stunts in addition of combat.
This version adds 8 classes, in the sense of stereotypes, deal differently with after-fight recovery, add a quick'n'easy equipement method and even suggest a skill system, still in one page. Enjoy!
The basic idea of SotU is that you can describe a D&D character like you would do with a monster (AC5, DV4, Dg 1d8), so you don't need much more to play. It also emulates at best the descending AC by making it a way to deal with stealth & stunts in addition of combat.
This version adds 8 classes, in the sense of stereotypes, deal differently with after-fight recovery, add a quick'n'easy equipement method and even suggest a skill system, still in one page. Enjoy!
Thursday, July 14, 2011
Platypi-folks for Labyrinth Lord
I posted this once on the Goblinoid games forum, a very nice place I should visit more often, and found it in my archives. So, just for fun, here rae the Platypi-folks - open-content, for sure.
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Platypi-folks
Requirements: WIS 9, CON 9
Prime Requisite: WIS and CON
Hit Dice: 1d6
Maximum Level: 8
Platypi-folks are even smaller than dwarves, being about 60 pounds and only attaining a height of around 3 feet. They have a furry body, a duck beak, long furred-tail and palmed arms. Platypi-folks have a gentle nature, and value good swimming, fishing and boxing.They will engage in playful activities when not on an adventure. Because of their small size and palmed hands, Platypi-folks may not use large and two-handed weapons, but may use any other weapon and armor. They must have at least 13 in one or the other prime requisite in order to get the +5% to experience. They must also have a STR and DEX of 13 to get the +10% bonus.
Platypi-folks are very good swimmers and are able to stay up to three minutes underwater. They have an uncanny ability to disappear in the water when swimming. In rivers or other underwater cover, Platypi-folks can hide with 90% ability. They got a sixth sense called electrolocation: even in full darkness, they may feel any living being by the electricity product by its muscular moves. So they’re very difficult to surprise: each creature have 1 chance on 6 less than usual ton surprise a Platypi-folk.
Because they are so small, Platypi-folks have a lower armor class (-2) when attacked by creatures greater than human sized. When really threatened, they may use their venomous talons, which are located under their feet, with a -4 penalty to hit. Any people wounded (damage 1d4) must save against poison, or get a -4 penalty to hit for 1d6 days, due to partial paralysis.
Reaching 8th Level: When a Platypus-folk reaches level 8, he can build a riverside stronghold. These strongholds will be in serene, beautiful rivers and Platypi-folks will come from great distances to settle there. The character becomes the leader of the people and must rule them wisely and well.
Platypi-folk Level Progression
Hit Dice: 1d6 per level
Experience (Level)
0 (1)
2,035 (2)
4,065 (3)
8,125 (4)
16,251 (5)
32,501 (6)
65,001 (7)
130,001 (8)
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