05 July 2023

Chekovs Hooks II: Refreshing Rumours

tl;dr: refreshing the hooks for a quasi west-march open table where multiple groups leave a lot of open items

I wrote about doing this exercise of sweeping up hooks and refocusing a campaign after a year of campaign play but I find after only 6 months and 19 sessions I need to do it with this open table game because the focus of the players is so much more distributed and they have a lot more going on.

There is basically the A-group, the B-group and A* when Frances joins a mostly A-group table and B* when Alf joins a mostly B-group table. A handful of chaos-mongers drive the plot along, moderated by another handful of semi-sensible get-stuff-done folk. All told, focus is aspirational and every session so far has been 'you start at breakfast in the Fly Trap in Balronco - what are you doing today?' and someone will have plans and rope everyone else in.

This time I am fishing out a couple of things
1. Loose Ends: same as the Chekovs adventure hooks as before
2. Allies and Rivals: NPCs and factions now aware of the PCs who may generate hooks
3. Rumours: what becomes visible of the previous two, strongly inspired by Hill Cantons "News as Campaign Glue"

I am pulling these from my 1-Page session notes, simplified for this campaign
1. When it happened
2. List of hooks for the session
3. Log of actual events during the session
4. Post session goals from the players
5. Post session implications & notes

As my players may read this I'll be general about the first two.

For Loose Ends we have hooks I created myself from worldbuildings, dungeons and adventures I dropped in from other sources (Trilemma Adventures, the Balronco Brancalonia book, OSR blogs), and things the players have stated they want to do. This is a sweep up of my pre-game hooks - block 2 - that were not used and the players post-game goals - block 4 and 5 - from after the sessions.

The Allies and Rivals list comes from combing through the session reports - block 3 - and spotting who they interacted with that has the means to contact them again - the inhabitants of a distant farm are probably not going to be a major influence but the rival adventuring group who had their money making scheme they foiled are definitely on the list.

Then once these are all done, figure out what the 'rumour' sharks-fin for each unseen adventure hook is and then hand that to the players. Hopefully it should reflect the real differences they have made on the world.

The actual rumours:
1. The mysterious bath-house on the north bank of the Ulhoralo river, right across from Balronco - does anyone else remember that being there before?
2. After some lean times while the smuggling tunnels were blocked, some timely work for the flylings as servers at Indlewith the Braves grand party has kept anyone from starving.
3. Flyings are disappearing in the tunnels beneath Castle Balronco, even after the spider cultist was sent over the river to the Counts Justice in Dotheas.
4. Knights of the Holy Church are recruiting workers for a swamp excavation project because the local beaverfolk won't help, swearing the project is cursed.
5. Disappointed treasure hunters who missed the lost tax chest are cluttering up Balronco and annoying the fisherfolk by disturbing the swamps. They say someone in Balronco is building a mechanical diving crab so they want to get to the sunken treasure first.
6. A ghostly donkey haunting the bayous near the fallen mages tower, so horrifically poisoned by a giant centipede that it cannot cross over to the afterlife. Dreadful shrieks have been heard nearby.
7. The Emperor Tortoise approaches the Great Forest of Heng. Its entourage of ghosts trails for miles behind it.
8. The harvests and fishing begin to recover in the Hissing Swamp after the enchantment of the ever-burning sun was broken. The Brothers of the Muddy River are said to have lost a fortune importing food from afar.
9. Word from the Monastery of the Striking Paw is that the tunnels uncovered by the tremors are full of terrible beasts, mellified monsters and things that have crawled up from the dread Dwarf Roads.
10. The Copper Sickle Band disgraced themselves at a grand event and have been forced to set a date for the long delayed election re-run for the Mayor of Dotheas. Politicking approaches a frenzy in the city.

03 July 2023

Shiny TTRPG links #127

More links as we crest the year and start into the second half! More can be found on the previous list found here. The original inspiration for all of this is weaver.skepti.ch End of Week links. You can find more links on weekly blogroll on r/OSR or join the new July prompt for the RPG Blog Carnival or a roundup of non-blog news on Third Kingdom Games roundup.

dice-scroller.com pulls over a million character sheets of D&DBeyond to give us Most popular D&D Classes and Races

Alone in the Labyrinth writes LONG LIVE THE BLOGOSPHERE!

Traverse Fantasy shares Exploring Effects of Exploration

Sundered Shields and Silver Shillings gives us Towards the ingredients of a lasting game

In My Campaign shares Masterworks

The Graverobber's Guide gives us Combo Encounters

01 July 2023

Travels, by Wave, Cloud or Portal - RPG Blog Carnival Wrap Up

And so we conclude the June 2023 RPG Blog Carnival - our topic was "Travels, by Wave, Cloud or Portal" - on my mind was the lots of fun I have wrung from travelling campaigns - portal-hopping through Planescape, sailing the seas in a swashbuckler game or navigating the stars with Spelljammer.

We got responses from:
RPG Wandering who gave us RPG Blog Carnival: Travel.

Plastic Polyhedra contributed An exploration of travelling in TTRPGs.

Sea of Stars got their offer to us in the nick of time with Sails, Wings and Gates, getting around in the Sea of Stars

My own entry has d30 Things you might Encounter as you Travel Beneath the Waves

You can find some deeper background on the RPG Blog Carnival on 'of Dice and Dragons'. Our next topic is going to be "Terrain, Seasons, Weather" hosted by Plastic Polyhedra again.

28 June 2023

d20 things encountered at Deep Sea Mindflayer Colonies

Sparked by a discussion on the limits of what mindflayers can turn into themselves on the Piazza with my thought at the time being:
I think the most interesting of these are the Urophion, Tzakandi, Mindwitness, Uchuulon and Brainstealer Dragon since they seem to show that there is a very wide range of useable forms. The Kezreth mutated war-machine mentioned in "The Illithid Empire and the New Illithid Arsenal" implies that further changes can be made post-transformation.

Some initial rough thoughts were:
- The only limit that seems to be there is size - we see no ogres, giants, etc.
- If lizardfolk, grimlocks, gnolls and the wide range of goblinoids can be ceromorphised, why not aquatics - merfolk and tritons seem obviously suitable hosts, perhaps even loacathah, sahaugin and kuo-toa
- One would imagine that suitably adapted mindflayer colonies would be perfectly happy in the depths of the oceans, with extra miles of sun-blocking water overhead
- If a roper or dragon can be ceromorphised into Urophions and Brainstealer Dragons, why not a dragon turtle or giant crab?
- What about other large mammals with big brains - whales, dolphins? Are they tasty as is? What about an awakened one?

But testing this a bit more; mindflayers can move in 3D through psionic or magical power anyway so as a start point would prefer to dwell out of water to avoid being slowed down. The ideal state would be mountains and the surface in a place where the sun has been blocked or snuffed out. Where this has not happened and the baleful glare of the hateful day-star still dominate the sky, mindflayers may well choose the vast open ranges of the aquatic deeps. The sun is kept at bay by hundreds of feet of water, and they have greater freedom than the cave systems of the underdark.

Assuming our seas are populated with aquatics then there will be an abundance of tasty brains too. Our first difference is that it will be much more easy to tell who a mind-flayers base species was compared to the surface; merfolk, tritons and sahuagin look very different from the waist down.

So with that in mind, d20 things one might encounter at a deep sea mindflayer colony

26 June 2023

Shiny TTRPG links #126

Another week of interesting links! More can be found on the previous list found here. The original inspiration for all of this is weaver.skepti.ch End of Week links. You can find more links on weekly blogroll on r/OSR or the RPG Blog Carnival or a roundup of non-blog news on Third Kingdom Games roundup.

Throne of Salt gives us 5 Forgotten Fictional Fantasy Novels

Prismatic Wasteland takes another swing at a classic in Posters, Posers and POSR(s)

Loot The Room writes on RPGs and The High Cost Of Art

Source of Entropy gives us AAR: Zoa of the Vastlands

3d6 Polar Bears has The Revelation

The Dododecahedron gives us Toolbox Design

Aboleth Overlords declares “OSR is dead” is nonsense gatekeeping

24 June 2023

Review: Realmspace (1991)

tl:dr; ware ye, some good ideas in here but mostly one for the collectors only.

I grabbed this as a pdf with great excitement back when they started republishing these things on DriveThruRPG - skimmed it at the time but only recently got to going through it in detail trying to extract playable content from it. This is not a positive review, if you want to save your time and read up on something you might spend your money on, hit the review tab at right and pick anything else.

Realmspace cover art by Thomas Baxa


First impression is that this is not the best supplement I have ever read with an odd fixation on nit-picky bureacracy like port taxes and a paucity of information on what you might find assuming you pay the man and just get on with things. I see a weird reflection of an adverserial gaming group reflected back - with a whole system flattened out into just a couple of images and 'gotcha' traps.

The pdf rendering is ok - obviously a scan but apart from typos in the bookmarks and incomplete bookmarking there is nothing unusable. There is a bunch of repetition between sections - a thing mentioned in a planetary description is described again in the adventure hooks section - which somewhat irritating because tracking down exactly where you read a thing is trickier than it ought to be. It is hilarious to see the old prices on it - a supplement for $10.95! 3x inflation in 30 years.

So what is all this stuff you get in the box?

21 June 2023

d30 Things Above a Mindflayer World

We have a couple of examples of mindflayer dominated worlds starting with the 'obvious' Glyth in Realmspace but with other examples of Falx, Ssirik Akuar the Sunset World, and Penumbra of Truespace. Given mindflayers are, by various lore, actually from the far future, the distant past and/or the far realm and given that they have the majestic nautiloid as a well known tool, one would imagine they would be well aware of their skyward flank once they achieve dominance on a world. This is balanced against their hatred of sunlight and preference to live deep underground.

I rolled up a giant world that turned out to be teeming with illithids for a recent campaign, hence the question arising of what does one encounter on the approaches to an illithid world? It seems to me that they would be aware of their near-space approaches, particularly since in the current incarnation of the game that direction lies the astral and the hated githyanki.

So with those in mind, here are d30 things you might run into as you near a mindflayer world
1. Orbiting watch monoliths - greatly upscaled resonance stones that emanate psychic dread. Unclear whether these are scarecrows or they just like the ambience
2. Sun-shades - where plans to snuff out the sun are not yet far advanced, some worlds will float great spindly parasols above the world to block out the hateful glare of the baleful day-star. These may be large for whole realms or small for single locations
3. Watchers above - semi-undead flying thralls; alive enough to be psychically contactible, not so alive that they need much sustenance. Watch-creatures.
4. Remnant of previous sun-killer project; great broken incomprehensible thing
5. Floating illithid mage tower - a Cuttlefish command where some irritating illithid was exiled by their Elderbrain. (3-in-6 the illithid mage is still in residence)
6. Nautiloid ship nursery - junior nautiloids being adapted to null gravity, being shaped to have decks and crew quarters. Not intrinsically hostile but being 'played with' by a flotilla of half-sized nautiloids might be as bad as a deliberate attack
7. Stellar ley-line tap (1-in-6 being tuned/maintained by a nautiloid and its crew) - a magical accumulator, perhaps discharging towards something else in orbit, or some planetary receiving spire. May cause spelljammer-shock if approached while near-discharge
8. Fallback asteroid base, mothballed. An asteroid all carved out to be a space lair but currently unfurnished. May have some random stellar monster in residence.
9. Psurlon base - guarding to the approaches to the world due to their higher tolerance of sunlight. Very enthusiastic about their duties as they get to eat what they catch
10. Mooncarver yard - scaffold with undead servitors for making asteroid bases, obelisks and other great illithid orbital works. A necromancer or other powerful arcanist could probably get them to do any needed ship repairs. Failing to take a firm hand with the crew will lead to them attempting to do something with the raw materials you represent if you come within their reach