Two hexes southwest, eight northwest of Alakran.
This body of water is simply called the Lake of Gesshed. Its year-round liquid surface is now less than 500 feet square, catching the flow of the Gasshadu river after irrigation ditches and urban users are done with it. In the rainy season it fills the whole basin, but the water acquires a distasteful, dusty flavor.
People sometimes scratch their head and wonder where the water goes, and go diving looking for the hidden sinkhole they can plug up and restore plentiful water to the city. The people who came over the Scarp from Dulsharna just shake their heads. "It is happening here, as it happened there," they say, and begin counting their possessions. "Pray to Mitra, for portection from the Serpent." But the locals have no idea what they are talking about.
Continuing the more or less irregular highlighting of titles from the Cosmic Horror Sale at DTRPG, our next title is Swords of Cthulhu by Joseph Bloch/BRW Games.
I have Swords of Cthulhu in print and it is a thing of beauty that fits perfectly on my AD&D 1e shelf of classic titles. Normally 9.95 in PDF, Swords of Cthulhu is on sale for 7.46 during the Cosmic Horror Sale at DTRPG.
A 2023 "Three Castles Award" finalist!
Swords of Cthulhu is filled with new options to expand your old-school roleplaying game!
Plumb the rich depths of Lovecraftian horror with new races like Deep One hybrids and Degenerates, new classes like the cultist and the scholar, new skills, complete insanity rules, the Dreamlands, the Old Ones and Outer Gods, and much more. For both players and game masters.
Written for the First Edition of the world's most popular RPG, Swords of Cthulhu will also be useful to anyone running a game using old-school rules.
The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.
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Three hexes southwest, seven northwest of Alakran.
Bukhabar Shum is a kind commander, so his great tournament takes place when it is not too hot or wet, on the first day of the spring month of Iyarru and the autumn month of Sammu. All of the elite companies under his command, and several from adjoining provinces, compete in seven events in an arena drawn out in ropes on the hard, dry earth in the middle of nowhere (right here). An altar to Mitras, bull-son of Mitra, is set up, priests attend, and sacrifice is made before and after the games begin.
The events of this olympiad, in order, are:
Who succeeds by the most, is the winner, and tie breaks may be improvised. Each event will have d12 + 8 contestants, from the companies detailed in the last post, and from additional companies from other parts:
1. Pride of the Solar Mane (heavy chariot, Eryptos)
2. Enraged Hive of Deadly Bullets (slingers, Eryptos)
3. Brine-Soaked Cords of the World Anchor (marines without ships, Eryptos)
4. Black Gazelles of Gilded Horn (light chariot, Eryptos)
5. Unstainable Honour Guard of the Royal Venery (axe beak riders, Mu-Asharru)
6. The Strife-Quelling Company of the Unceasing Shout (medium chariot-borne infantry, Mu-Asharru)
Contestants will have the three highest of 6d6 in their relevant stats plus proficiency befitting a fighter of level d12 (or, in the poetry contest, restricted to active-duty members, a bard of level d4.
The prize for winning each event is honor for a half-year in all the East, and the cranium of the sacrificial sheep, which is filled with d20+100 gold pieces as a gift.
Barbarians of Lemuria. One of those RPGs, that, upon my return to roleplaying, was one of those vaguely "indie" games that spoke to me. An easy to learn system, an excellent setting, and it appeared that the engine would fade to the back during play. As the years went on, BoL faded from my active memory.
All of which means, the Everywhen Bundle comes out of nowhere in my eyes. It takes the Barbarians of Lemuria engine and turns it into a universal system based on a simple 2d6 mechanic. I'm sold :)
Adventurer! This Everywhen Bundle presents Everywhen, the rules-lite universal tabletop roleplaying system from Garnett Elliott at 13th Planet Games based on Simon Washbourne's cult-classic sword-and-sorcery FRPG Barbarians of Lemuria. Adapting the fast, fun BoL 2d6-based system and character Careers, Everywhen adds rules for vehicles, chases, investigations, social conflicts, psionics, and mass battles suitable for campaigns in any era or background. Play every kind of character from ancient Mesopotamians to Shaolin monks, 16th-Century vampire hunters to WWII commandos, and Miami vice cops to space truckers, all using the eminently hackable Everywhen, called "the AK-47 of indie games."
This all-new offer brings you almost the entire Everywhen line for an unbeatable bargain price. For just US$7.95 you get all four titles in our Starter Collection (retail value $30) as DRM-free ebooks, including the complete Everywhen core rulebook, plus the free supplement Weapons and Armour and the quickstart solo adventure The Fomorian; Pulse-Pounding Pulp; the scenario anthology Anywhen Adventures; and Darkness: Supernatural Creatures.
And if you pay more than the threshold price of $15.26, you'll level up and also get our entire Bonus Collection with six more supplements and adventures worth an additional $37, including the Vikings-vs-Mythos campaign sourcebook Wyrd Sails and five settings and adventures that range widely across genres: Blood Sundown and its adventure Dragon by the Bay, Neonpunk Crysis and its scenario Escape From Old Tokyo, and the rocketpunk setting Red Venus.
The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.
DTRPG, Amazon, and Humble Bundle are affiliate programs that support The Tavern. You can catch the daily Tavern Chat cast on Anchor, YouTube, or wherever you listen to your podcast collection. - Tenkar
Interested in following my working draft of Michael T. Desing's Army Ants '81?
Oh. I thought you'd be more interested.
Carry on, then.
I went for a walk yesterday around a pond in my neighborhood, and started snapping pictures as I was going. This was Army Ants brain food. I could see this as their version of the 'Nam. For thirty years, the Army Ants stories have taken place in a version of the back yard of the house I grew up in... but THIS? This is a massive place. A ten-acre pond. A half a mile of trail (which I might round off to 1 km for convenience sake). The Thousand Meter Path sounds pretty cool. I have tried to define the ants and their environment by natural boundaries - the fence, the line of trees, the creek. These things have hemmed their world in (in my imagination at least). This is... different. The world centers on the pond, and the immediate area around it. Once you move more than maybe 5 meters away from the water's edge, you are into the borderlands. The wilds. The Untamed Lands. We don't know much about that. But the Thousand Meter Path? Oh, yeah, that's our stomping grounds. That's what we seek to control.
That's where the war is taking place.
A terrible storm is brewing – you must find sheltef rom this accursed weather, and quickly! Veldmark, the nearest town, is over ten leagues away, so your only choice is the ruined fort on a nearby hill. As you approach, a faint cry echoes from deep within the decrepit structure. The hair on the back of your neck stands up in warning, but perhaps it was just the wind. Perhaps. Gathering up your courage, you enter the halls of the Grimhill fort.
This eight page adventure features a small fort with twelve rooms. Surprisingly decent for such a small adventure, with a touch of specificity that is rare to see. Perhaps one day the designer will do something good?
Yeah yeah, I know I know. I said no more Shadowdark. But, then, someone told me I was doing it wrong. She told me that the good stuff was on itch and DriveThru was a cesspool. The back half of that statement is certainly true, so, we’re testing out the front half. That means three SHadowdark reviews incoming, all recommended to me personally. If this is true then we’ve got problems. I don’t know where to look other than DriveThru for the cultural adventure zeitgeist. Plus, I mean, I make about $6.50 a month in referrals from DriveThru. In another six months or so I can go out drinking! (DId I mention my Patreon? I promise to spend it all on lottery tickets and drinking from brown paper bags under bridges. https://www.patreon.com/join/tenfootpole?)
This looks like a contest entry, it being limited to eight pages. Of which the designer decided that 3.5 should be useless shit like a cover, credits page, and half a page of backstory on a dead dudes body. And while I’m on a roll about density, let me cover the full page map that only manages to squeeze in twelve rooms. Yes, it’s isometric. Great. How about trying to make a real location next time, with a few rooms in it? And, the intro states you’re seeking shelter because you’re ten leagues away from the nearest place to sleep? I think not. EMpty space does not exist. I don’t know, maybe it’s the local lords hunting range or something. Otherwise, someone, or twelve, is living there.
And, that will be, very nearly, the last bad things I say about this one. It is surprisingly decent.
The first words of the adventure are: “A: Main Entrance” with three bullets that say “• Wooden signpost that says “You are not welcome here!”.• A gust of wind knocks a few branches and pebbles from the ruined walls above.• Sturdy oaken door, slightly ajar, squeaks loudly if not opened with caution, DC 9.” There’s some newlines in there so it reads easier, but, still, this is a very pleasant surprise! On two fronts! First, the fucking thing starts the adventure keys. No fucking around with all the usual padding that plagues adventures these days. “How to play the game” or “How to read a fucking stat block” or “ten pages of bullshit about a generic town.” Oh, no. Just the cover page, the blurb page, a map, and then the rooms keys. Noice! But, less meta and more pragmatically for play, check out that description! A nice wood sign. A gust of wind to add some drama. A squeaky door to reenforce it. I understand these are simple things, but, they are specific and therefore evocative. Its starting us off with a vibe.
This continues through all of the room keys. “WIND HOWLS through cracks in the stone walls” Absolutely it does! A chandelier hangs from a beam, with pigeons having built a nest in it. Yupyup! I maybe would have made them cooing pigeons, or ruffling pigeons, but, whatever. There’s more. A bloated corpse floating in water, full of leeches and flesh-eating snails. Groovy! And, then, when we get to a creature, some bandits in this case, we get “Two nasty-looking ruffians are yelling at each other, arguing, while the third one enjoys the show.” That a pretty short sentence, but sets up the room well. Why the fuck can’t more adventures do this? One sentence for a description and one sentence to add some action to the static description. Boom goes the dynamite!
There are misses here. More than a few. In one room we barrels of “stolen good, worth 200gp but they are heavy” Yeah, sure, the heavy part is good. But “barrels of oats” is as short as stolen goods is and more evocative. BE SPECIFIC! And, there are some wolves that attack anyone carrying a torch. Seriously? Isn’t that the opposite of animal behavior? I guess because the bandits abuse them? And no order of battle for the bandits? Pfffft.
This is not a terrible adventure. Especially, when it comes to Shadowdark. It doesn’t feel like some ripoff thing published for a cash grab. The designer needs to stop fucking around with gimmicks though. Make a real dungeon/location. Stick in more interactivity than just stabbing shit and opening boxes. The Holy Blade: An ornate blade mounted on a jeweled iron handle” is boring. Better than Sword +1, but describe why its ornate and what/where that jewel is. Hellfire this is not. Do better. But, also, nice job not making a total shit-fest!
This is Pay What You Want at itch, with a suggest donation of $2./
https://reverse-ettin-games.itch.io/the-tragic-curse-of-grimhill-fort
If you're entertainment starved, might be worth a read.
Four hexes southwest, six northwest of Alakran.
The mighty Sun's Greeting Castle is the command post of the eastern armies of Wahattu and their governor, Bukhabar Shum. Its foundations surmount a beetling hill with a view of Gesshed, Sutekh's Knee, and all the lands beyond. It takes a chain of three men to scale its outer walls, and its inner walls are twice as high; there are eight watchtowers without, and four within, and their parapets are proving grounds for all manner of siege engine devised by his engineers.
Shum is tall and powerfully built, with crinkled eyes the only marks of his years. He is the consummate military man and loves the sound of drums, the ring of bronze, and the shouts of disiplined men more than anything else. He handles the intrigues and jealousies around him with good humor, for his castle is staffed by delegations from all the companies under his command, and he must show favor to none. Only his company of engineers, the World-Bearing Ants with Stingers of Fire, and his quartermaster corps are stationes exclusively here.
The companies under his command are listed below.
There are also military attachés from the military governor of Pnokath to the north, and separately from the Prince and his Black Gazelles of Gilded Horn chariot company. As well, there is a liaison from the regular army -- yes, Wahattu has a regular army, providing spear and bow troops -- who answers directly to the King.
For official business or situations where his authority needs to be exercised, Bukhabar Shum prefers to receive people in his Great Hall of the inner keep, surrounded by honor guards and emissaries of his companies. For more private matters, he receives in his audience hall in Gesshed, or even more intimately, in the dusty courtyard of that palace where he is wont to do morning exercises.
It's playtest time for the newest MTDAA RPG I'm working on.
I’m going to go with a solo ant 1. I’ll make him infantry, so that he has the most flexibility (I think that’s going to be important as a solo character). I have a lot of skills I’d love for him to have, but for level 1, the ability to hit with his weapon is going to be paramount. I’ll go with small arms, even though something that gives him more flexibility (like speed) would be good, too. I rolled no successes on his MIND check, so he’s a private straight out of boot camp. He is going to spend his 10 clout on an AM-15 rifle (6) and 2 aid kits (2 each).
Eli, Dutiful Ant Infantry 1 (E1; Hits 3)
BODY 2; MIND 2; REF 2
Small Arms (1)
Standard Kit; AM-15 Rifle (dmg. 2); 2 aid kits
Eli shakes his head, waking up. The copter landed on its side. He looks around. The three others didn’t get into the harness in time, and the pilot was in the line of the rocket. Eli is the only survivor. Snot. He searches through the wreckage.
It is likely he finds something he can salvage from one of the other ants. I roll 3. He does. I decide it is grenades.
He recovers 3 fragmentation grenades from the harness of the patrol leader. Making sure he has enough ammunition and food, he decides to set out and complete the mission. He knows the orders: radio silence, neutralize the radio relay tower, report in. The helicopter is a total loss, and the Wasp Empire is likely to send a recovery team to check the wreckage. He can hear the sound of their propellers now; he beats a hasty retreat to the east, moving towards the radio relay station.
They were going to set down one click out but ended up at just beyond 3 clicks. He has 3 meters to cover over difficult terrain, but he knows the direction and general terrain features. I’ll see if he remembers anything from the intelligence briefing; he gets 1 success on his MIND check, so yes. He knows that there is a small chameleon that wanders this region. He’ll keep his eyes out for that.
In the first meter of travel through the difficult terrain, he is likely to have an encounter. Yes. Is it the chameleon? No. Is it a patrol of enemy insects? Yes. Is it gnats? Yes. Three gnats are coming this way. They saw the helicopter go down, and plan to scour the scene after the wasps depart to see if there’s anything they can salvage. Eli fails his MIND check to notice them, but they make their MIND check to notice him. He is moving through the foliage (crossing into a patch of moss), when they attack.
Small arms fire erupts from the north. Three gnats have taken position near a leaf at 8 cm away. All three miss. Eli uses 1 action to get some light cover (no better cover is nearby) and uses his second action to attack. He gets 2 successes, which is enough to kill a gnat. In round 2, the two remaining gnats fire at him, but the 2 successes the first gnat gets are not enough to hit him behind the cover. He hits a gnat for 2 damage with his first attack, which is enough to kill it. He hits the final gnat for 2, which again kills it. He goes over to examine them, but they have nothing of particular value. He continues on.
He has another encounter. He again fails his MIND check, and the chameleon is upon him, having been attracted by the sounds of combat. SNOT! He honestly has almost no chance against this… I’m going to say that each round, it is possible that an ant gunship is out patrolling to see if there are any survivors of the helicopter crash, and that these can kill the chameleon. That’s about his only chance.
In round 1, the chameleon attempts to strike him with its tongue; it hits him, and he has to make a BODY check 3 to resist being pulled in for a bit. That’s a BIG ask.. He succeeds with a 6 and a 4! Wow. He twists out of the stickiness of the tongue, turning to his right and opening fire. He hits with his first attack for 2 hits, which is not nearly enough to penetrate its thick hide. His second attack misses. No help arrives.
In round 2, the chameleon again tries to hit him with its tongue; It hits; this time, Eli fails his BODY check, and is pulled towards the chameleon, which chomps down on him with a 5D attack. Ugh. It gets 3 successes (which is not as bad as it could have been), dealing a total of 4 hits damage. Eli’s BODY soaks 2, and he suffers 2, leaving him at 1 hit. He now takes a penalty of +1 to all DTs. That stinks. He’s going to try and toss a fragmentation grenade into the chameleon’s mouth to drive it away; He gets 3 successes on the roll! Even with a +1 to the DT from being hurt, and considering it would have been DT 2 to pull this off, he is successful. The grenade pops into the mouth and explodes. The chameleon cannot absorb damage from inside, so it suffers the full 3 hits. It’s down to 5, but more importantly has to check morale. I’m going to say it is likely that this is enough to drive the chameleon away; it is! The chameleon drops the ant it was trying to snack on and scurries away to fight again another day.
Um. He literally survived that fight without me cheating! That was… surprising. I’m going to rule that he can rest for three minutes to recover without incident, and he can finish crossing this first meter without further problems.
Analysis:
No doubt this is already the best iteration of an Army Ants RPG I’ve created. The fact that battle with a predator actually, you know, works and is balanced and is fully supported is already beyond the pale. Scaling the game to make predators feel like predators without making them unbeatable forces of nature has always been a challenge, but this system just allows it. I’m really happy with that.
The game runs fast and loose, which is what I want. The combat with the gnats and the combat with the chameleon were both fast, but they felt different, and had different mechanical things happening. There were strategic choices that mattered in each battle (do I use an action to get to cover, or do I keep fighting from where I am? Do I keep firing with my rifle, or run away, or try to lob a grenade into the thing’s mouth?)
It's been.......NTRPG(?) since I've slung some dice. I completely blame my GM, who had to go and get engaged. Evidently hanging with the new soon-to-be-wife is more important than running an RPG for his group.
I'm actually happy for him and not bitter, but don't tell him that.
For the last week or two I've been contemplating picking up the GM shield again. Now I already have a preferred system and campaign already in mind, but I also don't want to force that down my player's throats.....assuming my group would even be down for trying that particular game in the first place.
A decade, or two, ago at Origins I ran a small GM panel with a buddy of mine and he introduced, well all of us, to a questionnaire he uses with his players prior to the start of the a new campaign. I recall two of his campaigns, one set basically during the siege of Constantinople and another that was an all magic-user campaign basically set in Hogwarts (every level was a year of magical college).
I think I'm going to tweak his questionnaire a bit and broach the subject with my group.....btw, simply making this post is already broaching the subject. This questionnaire is definitely established for HackMaster 4th Edition, but it'll work :
Answer the following questions to the best of your ability. I am interested in seeing your vision of your perfect game world. Obviously, I can't give every player exactly what they want, but I will do my best to find a happy medium.
1. In what climates are you interested?
Desert Temperate Forest Tropical Forest Mountains
Swamp Tropical Islands Plains Other ___________
2. What human pantheons of Gawds would you most like to see in your world?
Babylonian Celtic Central American Chinese Egyptian Finnish
Greek Japanese Native American Norse Sumerian
Aldrazar Cerilia Fading Realms Krynn Kuchooloo Mystaros
Oerth Tellene Zakhara Don't care All of these GM Creation
3. What class(es) of character would you like to play?
Cleric-types Fighter-types Magic-User-types Thief-types
Druid Barbarian Monk Pirate Battle Mage Assassin
Zealot Berzerker Paladin Samurai Blood Mage Bard
Shaman Cavalier Ranger Soldier Illusionist Charlatan
Chosen One Dark Knight Bounty Hunter Swashbuckler Wild Mage Infiltrator
Knight Errant Gladiator Holy Knight Other________ Other_______
4. What class(es) of character would you not like to play?
Cleric-types Fighter-types Magic-User-types Thief-types
Druid Barbarian Monk Pirate Battle Mage Assassin
Zealot Berzerker Paladin Samurai Blood Mage Bard
Shaman Cavalier Ranger Soldier Illusionist Charlatan
Chosen One Dark Knight Bounty Hunter Swashbuckler Wild Mage Infiltrator
Knight Errant Gladiator Holy Knight Other________ Other_______
5. What class(es) of character would you not like to see anyone else play?
Cleric-types Fighter-types Magic-User-types Thief-types
Druid Barbarian Monk Pirate Battle Mage Assassin
Zealot Berzerker Paladin Samurai Blood Mage Bard
Shaman Cavalier Ranger Soldier Illusionist Charlatan
Chosen One Dark Knight Bounty Hunter Swashbuckler Wild Mage Infiltrator
Knight Errant Gladiator Holy Knight Other________ Other_______
6. Are you more interested in urban or wilderness adventuring?
Urban |_____|_____|_____|_____|_____|_____|_____|_____|_____|_____| Wilderness
1 2 3 4 5 6 7 8 9 10
7. Do you prefer each dungeon to be a self-contained plot, or do you like interconnected storylines?
Self-contained|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Interconnected
1 2 3 4 5 6 7 8 9 10
8. Do you prefer solving puzzles/social encounters or killing monsters?
Puzzles|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Monsters
1 2 3 4 5 6 7 8 9 10
8a. How "crunchy" do you like your combat? Relatively quick & easy or more drawn-out tactical second by second accounting?
Quick/Easy |_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Tactical Simulation
1 2 3 4 5 6 7 8 9 10
9. Do you like your monsters smart or dumb? (Example: When you kill half of a band of orcs but have to leave the dungeon to get healed, do you want the remaining orcs to be prepared for your return?)
Smart|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Dumb
1 2 3 4 5 6 7 8 9 10
10. Do you want the early adventures to take place in one general area, allowing the party to have a home base, or do you want the party to have adventures along a journey to a distant destination, possibly because they are fleeing a powerful foe?
Home base|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Journey
1 2 3 4 5 6 7 8 9 10
11. Do you prefer serious adventuring (Sir Galahad's quest for the Grail) or silly adventuring (Alice's Adventures in Wonderland)?
Serious|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Silly
1 2 3 4 5 6 7 8 9 10
12. What race(s) would you like to play?
Dwarf Elf Gnome Half-elf Human Pixie Fairy
Drow Gnomeling Halfling
Grel Gnome Titan Half-orc Other ____________
Half-ogre
13. What race(s) would you not like anyone else to play?
Dwarf Elf Gnome Half-elf Human Pixie Fairy
Drow Gnomeling Halfling
Grel Gnome Titan Half-orc Other ____________
Half-ogre
14. Which of the following attributes would you use to describe your ideal character?
Loyal Inquisitive Reckless Trustworthy Greedy Restless
Selfish Sneaky Brave Cautious Ambitious Faithful
Crazy Creative Determined Horny Charitable Happy
Angry Confident Suspicious Noble Other _________
15. Are you more interested in a mission-based campaign, where the party is sent on missions by higher authorities, or a “random” campaign, where the party wanders around looking for trouble?
Mission|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|Random
1 2 3 4 5 6 7 8 9 10
16. Which of the following goals apply to your ideal character?
Become a powerful warrior, etc. Expand the territory of my master Obtain great wealth
Convert others to my cause/religion Eliminate evil(good) Impose order on society
Gain knowledge Explore the world Defend freedom
Protect the weak Build a castle, temple, etc. Punish my adversaries
Acquire magic Other ___________________
17. If my character gets killed, I feel: (be honest)
Angry Frustrated
Sad Happy, because I get to play a new character
Surprised, because I'm too good for my PC to get killed
Concerned, because how will the group survive without me?
Other _____________________
18. I see my game master as:
God: He controls who lives and dies based on what he feels will make the game interesting
A guide: He leads the group through the adventure nudging us in the right direction
My adversary: I'm not fighting monsters or solving puzzles, I'm trying to outplay and outsmart him
A computer: He tells me what happens solely based on the actions of the group
Other _____________________
19. My preferred game system is _______________ because:
Please write any additional comments on the back of the page.