Monday, 6 October 2014

Not dead, just studying!

Sorry to anyone disappointed by the complete and utter lack of activity of late, I’m studying this semester and it’s been a surprising burden on the amount of free time I have to think/write about RPG stuff. The part of my brain normally devoted to day dreaming about D&D has been overrun with the study of Ancient Greece, The Roman Empire and WW2. Hopefully all this study will fertilize my mind for an explosion of D&D stuff as soon as semester is over! I thought I would be able to maintain some semblance of regular blog posting, but alas it was not to be!

I’m also working on a Hexcrawl-based adventure PDF, The White Isle. I’ve already received some really creepy, weird, awesome artwork  from some fantastic artists and I’m really looking forward to getting some time to put the thing together. There may be a sneak preview post of some of the pieces shortly.  As for the PDF itself, it will be a hexcrawl adventure, with  4 or 5 mini dungeon’s presented in the same style as my first PDF, The Towers of the Weretoads (http://www.rpgnow.com/product/133726/The-Towers-of-the-Weretoads).  It will include a number of tables and generators to ensure each game session is dynamic and interesting, with two weird, semi-undead factions fighting each other for control of/escape from the White Isle.

Blog posting resumption/ The White Isle release should be ETA a couple of months!

Here’s some images for flavour/excitement;




 
 

Thursday, 21 August 2014

News!

Underworld Lore Issue 4 (features my writings): 

Underworld Lore Issue 4 is out. It's a fantastically presented OSR community zine which nails the mixture of humor and horror that (I feel) old school D&D is about. I wrote an article in this issue about LAM , the mystical grey alien looking figure that Aleister Crowley allegedly summoned into our own world in 1918. If you've ever wanted to put the grey's into your campaign but couldn't find the right bridge to get them there, this article is for you (also the illustration of LAM by Darcy Percy is awesome). There's lots of stand out stuff in this issue, but I particularly liked the Delver's Dictionary. It's a guide to the slang words dungeoneers use. The example dialogue cracks me up, ie: Kloon. n. The inexplicable appearance of an above ground feature in a dungeon. "Don't think about why the tree is here. It's a friggin's kloon! Just think about how nice it is to finally find some firefood."

Download it here and on the cover below. 


The Towers of The Weretoads is now on RPGnow: 

The Tower of the Weretoads now downloads from RPGNow. It's for sale there as a Pay What You Want Purchase (meaning you can still get it for free!). If any one feels like chucking me a couple of bucks to encourage me to make another PDF, you now have an opportunity to do so. I'm not expecting a lot, but 100% of whatever comes in will be spent on paying for some art for the next thing I do. If for whatever reason you don't want to download the PDF from RPGnow, get in touch with me and I will get you a copy.

I would love to see some reviews on on the RPGnow product page, so if you felt like giving it a rating and a couple of sentences describing what you thought of it, that would be great!



Tuesday, 19 August 2014

New House Rule for Dying and Near Death

I've decided my old house rules for dying and death are no good. 

(My long, rambling description of said rules can be found here: http://lizardmandiaries.blogspot.com.au/2013/09/house-rules-for-death-or-near-death-in.html

I have two major issues with these rules. Firstly, I was I was never applying the "negative value of HP" to the CON check/saves that people had to make. It always felt too mean/messy to ask that of a dying player, so I would always revert to just asking for unaltered CON saves. Secondly, I was always a loose with the rules, and the dying process seemed to be conducted in a slightly different way each time. 

Death requires strict, simple rules!

The new rule is based on Save Vs. Death (which should work out to be the same as Save Vs. Poison in your OSR rules of choice).




Dying: 

If a character is damaged as to be on 0 or less Hit Points they are dying.

Each round they must make a Save Vs. Death to see if their injuries cause them further damage. If they fail this Save they take d6 extra points of damage. 

Each subsequent round the dying character is left without medical aid they continue to attempt Save Vs. Death at a cumulative penalty of 2 (ie, a penalty of 2, then 4, then 6, etc).

Additionally the damage caused by a failed Save increases by 1 die type each round (ie, d6,d8,d10, etc). 

A character going below the negative value of their Hit Points dies.

Characters may attempt to stabilize the dying character by spending their turn tending to them, and making a successful WIS check (apply appropriate situation modifiers to the roll). Being stabilized by another character requires the dying character to make an additional Save Vs Death (the cumulative penalty is ignored). If failed they take the appropriate die worth of damage and must attempt to the Save Vs. Death each round until they are successful and are then unconscious but stabilized. The cumulative Save attempt penalty is not applied when another character is attempting to stabilize a dying character. Each round of stabilization attempt requires the non-dying character to make a successful WIS check otherwise the cumulative save penalty will apply. .  

Characters successfully passing 3 Save Vs. Death rolls (including cumulative penalties) stabilizes themselves through sheer force of will to live.

Stabilized means the character is not in immediate danger of dying from bleeding/internal injuries, but they are still unconscious and at 0 or less HP. They will not heal naturally. 

Each day a Stabilized but unconscious character must make a Save Vs. Death. If they fail they are once again dying (repeat the above process). If they make the save, they are in a stable (albeit comatose) condition for another 24 hours.   

Thoughts:

The 3 Save Vs. Death rolls represent 30 seconds. This seems like a decent amount of time for a body to decide if it's going to stop working and die, or keep on trucking as best it can.

 A dead party member doesn't present much in the way of choices for the other party members (other than deciding if it's time to run or not). A dying party member does: Will the parties' resources be rerouted to stabilizing their dying comrade? Or do they just pray and hope the unconcsious, bleeding dwarf pulls through on their own accord and get to them once the fighting is over? 

Dwarfs and Halflings (in Labyrinth Lord) are appreciably harder to kill using this system. At level 1 a Dwarf or Halfing has 20% less chance of dying than a Fighter. I like that. 

High level adventurers become pretty hard to kill. Hubris coupled with the cumulatively save penalty and the ever growing dice values of the death damage will get to them eventually though. 

I like this rule because it uses Saves. I want to use Saves more often in my games.


Monday, 18 August 2014

Guild Dogs Rules!


Recently +Karl Stjernberg took an interest in the posts on my proposed D&D/Shadowrun setting mash-up "Guild Dogs" (Post 1, Post 2).

He's gone ahead and written/collated a bunch of tables and rules that would make running and playing Guild Dogs a reality using the D&D chassis of your choice.

The full document is available here! 

I might get my act together and use this document to actually play Guild Dogs sometimes soon! Thanks +Karl Stjernberg.


Wednesday, 6 August 2014

Mountainous Jungle Generator

My G+ FLAILSNAILS game has well and truly left behind the mountainous jungle valley of Forgotten Gorgzu's Valley for the time being. As such I thought I would share the generator I was using at the table to generate hexes/areas on the fly as the party explored the valley. It only gives you a vague idea of what's happening in an area, acting more as a spring board for your imagination to start doing the heavy lifting. 

It's not too focused on the "Mountainous" aspect, so I'm pretty sure it would work fine as straight up Jungle Generator (or as I like to call them, Jungle Jenerators). 

Roll on table 1,2 and 3 to create an area. Tables X,Y,Z are for additional treasure breakdowns and inspiration.



Table 1, Basic Area:

0-6) Hidden water/pool/puddle (Hidden by algae carpet/moss/vines/rocks).
7-13) Gentle Hill/Valley.
14-20) Impressive view/lookout/raised land or platform. 
21-27) Ruins or decrepit statue (Dwarven).
28-30) Ruins or decrepit statue (Non-dwarven).
31-37) Grove/clearing. 
38-44) Waterfall.
45-51) Lake/river/pool. 
52-58) Swamp/swampy. 
59-65) Rock hollow. 
66-72) Sheer rock/cliff. 
73-79) Hidden hole/drop/tunnel (Hidden by moss/vines/vegetation).
80-86) Rocks/boulders. 
87-95) Ravine/cliff gap.
96) Very deep pool/flooded tunnel/flooded mine. 
97-99) Giant vegetation. 

Table 2, Descriptor: 

Roll a d6, the result will determine if the contents of the area are;

1) Bad/troublesome/dangerous for the party.
2-5) Neutral for the party.
6) Good/helpful/rejuvenating for the party.

0-6) Heavy steam. 
7-13) Insects.
14-20) Birds. 
21-27) Overly thick vegetation. 
28-34) Vines. 
35-41) Flowers/herbs. 
42-48) Rocks/hills/mountainous.
49-55) Fruit.
56-62) Ropes (arranged by intelligence, abandoned or in use).  
63-69) Makeshift intelligent habitation. 
77-83) Mushrooms. 
84-90) Weird atmosphere.
90-95) Death.
96-99) Weird weather. 

Table 3, Contents: Include an additional random encounter check to see if there is any interaction/conflict between the contents of the area and a possible random encounter entity.

0-30) Empty/abandoned.
31-33) Disease/sickness. 
34-38) Non-hidden treasure (See Table X). 
39-47) Hidden treasure (See Table X). 
48-56) Shallow Cave: Check if contains each of the following (Roll in order, stop checking once something comes up, unless you want a busy cave); Monsters (30%), Animals (30%), Travelers (20%), Treasure, See Table X (20%). Alternatively use this Cavern Generator.  
57-65) Entrance to Jungle Mountain Underground  (Alternatively use this Cavern Generator). 
66-74) Entrance to Dungeon. 
75-83) Animals. 
84-92) Travelers or Jungle Dwarfs. 
93-99) Monsters. 



Table X, Overland Treasure: 

0-25) Gold (See Overland Treasure Value Table below).

26-51) Trade goods (See Overland Treasure Value Table below).
72-77) Gems/jewelry (See Overland Treasure Value Table below).
78-99) Magic item.

Table Y, Overland Treasure Value: 


01-35) 75 x 1d10 GP

36-65) 150 x 1d10 GP
66-85) 250 x 1d10 GP
86-00) 1000 x 1d010 GP

Table Z, Aspect Table: 

00-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing
50-59) Wild/bestial/nature
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness


Friday, 1 August 2014

The Towers of the Weretoads, An OSR Mini-Dungeon PDF

News as of 21/8/14: The Tower of the Weretoads now downloads from RPGNow. It's for sale there as a Pay What You Want Purchase (meaning you can still get it for free!). If any one feels like chucking me a couple of bucks to encourage me to make another PDF, you now have an opportunity to do so. I'm not expecting a lot, but 100% of whatever comes in will be spent on paying for some art for the next thing I do. If for whatever reason you don't want to download the PDF from RPGnow, get in touch with me and I will get you a copy.

Here is my first PDF, a mini-dungeon you can plop down in the edges of any of the lakes/fresh water bodies in your campaign world. In my campaign world the Towers of the Weretoads are located in The Ruinlands. Feel free to download it, print it, and let me know what you think (although in regards to printing the margins might be off - a little more tweaking is in the works).

The way I've presented the dungeon is the way I present them in my own campaign notes. I like to be able to take in as much information with a glance as possible. I can't really cope with flicking between alternate pages of maps and room descriptions. As such the descriptions are sparse. Don't be afraid to elaborate with your own details as required. One advantage I find with presenting the dungeon like this (that can make up for the sparse description) is being able to take in and understand what's happening in rooms that are nearby to the party. This can be used to make the dungeon a much more dynamic, reactive place. Don't be afraid to move the Weretoads around! Also, the Horde page references are from the Labyrinth Lord (LL) core rule book. 



If you get sick of Weretoads, feel free to whack some of these guys into the dungeon. 

Some notes: This is my first attempt at presenting something as a PDF, it didn't exactly come out as I envisioned but close enough that I'm happy with it. Some of the design is a little wonky but I think you can take in an entire dungeon floor with a glance and that was my major goal. I will doubtless be updating and editing the PDF in the future (also the possibility of adding more Weretoad variants).

Please let me know if you have feedback/actually run it!

Edit: Did some changes so the damn PDF wasn't 30 megabytes and the fonts weren't going crazy.

d20 Things Found in a Giant's Kitchen Cupboards

Pretend it's a giant!
+Claytonian JP announced a Displacerklaus in July Festivus earlier this week (like a small scale Secret Santicore). I was gifted with an awesome Freelancer ship and crew generator from +Ed Hackett. In return here is my gift to +Chris P.;

d20 Things Found in a Giant of a Gourmet Persuasion's Kitchen Cupboards:  

1) Giant's magically sharpened cutlet knife. Does d4 damage but ignores armor on To Hit rolls for d8 strikes (at which point it returns to being a simple mundane over sized knife).

2) Large jar of extra strength pickling juice. Splashing it on a being's face causes them to be stunned for d6 rounds unless a Save Vs. Poison is made. Ingesting the liquid will reduce a being's intelligence to 1 unless a Save Vs. Poison is made.

3) Eyeball extractor. A mean looking implement, rusted with time and stained from use, vaguely resembling an elongated ice cream scoop with an exaggeratedly sized handle. A fighter wielding it may attempt to take out a target's eye by making a To Hit roll at a negative 6 penalty. If the fighter hits their target and the target fails a Save Vs. Paralyze the eye is plucked from the socket with a meaty plop. Otherwise the Eyeball Extractor can be wielded as d4 blunt weapon.

4) Huge chunks of jerky, as long as man's leg. Indeterminate meat source.

5) Barrel sized glass jars of pickled/pickling organs and limbs.Variety of sources.

6) An extremely odorous and stained half barrel sized iron pot.

7) High quality butter, super enriched. May be used to enhance the taste of any meal dramatically or as smoke-free lantern fuel.

8) Seemingly curdled milk in very ornate brass jugs. Is in fact dreamilk, which causes the drinker to have an extremely restful nights sleep in which they dream of what their heart desires most. Additionally they mutter about the object of their heart's desire the entire evening, completely audible to those around them. The ornate jugs may be of value to oddity collectors.

9) Huge, silver cutlery. Some may have gems embedded in their handles. Valuable.

10) d20 pygmy mushroom men trapped in a breathable wooden box. If somebody has the ability to communicate with them, they will know much of the giant's secrets. They are also quite testy at being trapped and may be aggressive (1HD, D4 attack with clubbed hands).

11) A block/blocks of ever-ice. Always frozen, always cold.

12) A sack of an extremely peppery, nose-stinging spice. Can be thrown in a target's face to blind them or send them into fits of hacking coughs for d4 rounds.

13) A rotting boar carcass, held in large wooden crate. It is sprouting a forest of black corpse mushrooms. They taste like raw meat and restore 1HP, there is d30 of them if any is asking.

14) A giant bloodstained masher. Appears to be able to handle things tougher than boiled potatoes.

15) A large glass jar filled with floating pickled brains. Save Vs Magic to avoid hearing the whispered voices of the owners of the brains. They will be jabbering nonsensically, unaware of their disembodied predicament.

16) A sack of flour, quivering every few seconds. If prodded/investigated a mass of plump pink worms explode from the sack. They are harmless and delicious.

17) Delicious smelling schnapps in a dusty, old bottle. If drunk, make a Save Vs Poison. If failed pass out into merry sleep for 8 hours. If passed the drinker is roaring drunk for 8 hours and in that time feels no fear.

18) Melon sized onions, the slightest whiff of their exposed flesh causes tears to stream from now severely stinging eyes.

19) Pile of rusted, used and discarded (giant) knives.

20) A sack containing d10 handfuls of sweet smelling ground crystals. Allowing them to dissolve in your mouth results in d8 combat rounds of automatically getting first initiative and plus 2 To Hit. After the d8 rounds are up the consumer of the crystals will automatically go last in initiative and attack at a minus 4 to hit for 2 combat rounds.  They taste so delicious a Save Vs. Magic is required to not immediately scoop another handful of crystals up into your mouth once their initial effects wear off. If there is no crystals left and somebody fails there Save to helplessly eat more, they pass out unconscious for 12 hours.

Thursday, 24 July 2014

Undead are Pockets of Stopped Time

Organic bodies are bullets of flesh shot out across the two dimensional plane of the past, present and future. Flesh, meat and blood is specifically designed to best deal with the harsh realities of linear time. Organic beings are consciousness's on a one way track with a clear beginning and end. Their fleshy masses are the best vehicles of this existence - constant reminders of time's rotting entropy.

How is it ever possible for something be alive and dead at the same time? It could only happen if the thing stopped being affected by the passing of time. If this was to happen then that thing becomes Undead, neither alive nor dead. It is detached and disconnected from time's one way track. The thing would become an abomination to those still victimized by time's passing, but their outrage would truly come from a deep,dark jealousy.

If organic beings are given respite from the drag net of time, their flesh happily melts away, no longer necessary. Only the lithe, mineral form of the skeleton remains. The organic components of the being are still subject to time's clutches and their deterioration will be noted by those still living in time's domain. The Undead being will pay no heed to their useless rotting flesh. Those Undead of a seemingly impossible vain streak will adorn their forms with gold and diamonds, symbolic of their timelessness.

The Undead have no need for verbal communication because when time has stopped everything has already been said. All Undead implicitly understand all other Undead, they have infinity to discuss an infinity of matters. The machinations, plans and purposes of the Undead are completely incomprehensible to organic time-experiencing beings. Organic beings are unable to escape their preoccupation with efficient resource allocation brought on by their ever-looming annihilation. The Undead alternatively have an eternity of freedom and unlimited resources - though this fact gives some the appearance of wanton lethargicness to time challenged observers.

Time is a force that heaves like the ocean - tides and waves of it crash over conscious observers. Though it doesn't seem possible for those drowning in time's ocean, there exists dry land. Great tracts of timelessness stand in defiance of time's fury, serene and calm bastions of stillness in the otherwise chaotic multiverse. Time's violent bashing and trashing on these place's shores cause bubbles and chunks of stopped, ceased time to hurtle back through time's ocean. The Undead climb aboard this flotsam and jetsam of stopped time and are able to look out over the horizon of time's ocean with a startling clear view of existence's horizons. The Undead are imbued with the infinite wisdom of the timeless lands.

Conflict erupts between organic beings still enthralled by time's greedy clutches and the Undead due to an nigh insurmountable difference of perspective. Some Undead seek to bless the multiverse with the total eradication of time, which ceases to exist without conscious beings to experience it. Other Undead wish only to save organic beings from the crushing embrace of time, to make them like themselves. Time itself views organic beings as its property and instills within them an overwhelming disgust for the Undead. This is an unconscious defense mechanism which only organic beings capable of the deepest form of self reflection are able to overcome. With the realization that time's inescapability is an illusion comes the appreciation of the beauty and serenity of the Undead form, followed by overwhelming desire to escape time themselves.



d10 Abilities for the Undead, Escapees of Time:

1) Any one attacking the Undead must roll To Hit twice, if either roll misses the attack is a failure. The Undead has the advantage of already being aware of the incoming attacks before the atackee even decided to attempt them.
2) The Undead can never be surprised or snuck up upon and are immune to sneak attacks. The Undead are well aware of their enemy's intentions an eternity before they occur.
3) The Undead can recite a person's entire life, well past the point of the present day. This is audible to the person as a calm, even whispering within their mind. A Save Vs Spells or Insanity is required to avoid clambering as far away from the source of the whisper as possible. If the Save is made the whisper is still highly distracting and all actions are taken at a -4 penalty.
4) The Undead know, for a fact, the weather forecast for the rest of eternity. This can always be used to their advantage.
5) The Undead will reveal, through a calm, even whispering within the mind, the secrets of every person in their presence which is heard in unison by everybody.
6) On destroying an Undead's physical form, Save Vs Spells. If failed the destroyer is cursed with never-ending deja vu. While novelty at first, in d6 days the cursed must make begin each day with a Save Vs Insanity to not commit suicide.
7) The Undead rots all food/supplies and dissipates all drinking water of its attackers.
8) The Undead emits a 10' field of anti-consumption. Oil and torches cease to burn, food, drink and potions cannot be drunk, Scrolls can not be read, etc.
9) On destroying an Undead's physical form, Save Vs Spells. If failed the destroyer is cursed with d6 days worth of visions. The visions appear whenever the cursed person closes their eyes, and what is seen is their own death, over and over again. The cursed will be unable to sleep due to this. Save Vs Insanity or the final day of the curse to avoid permanent mental disfigurement.  
10) The Undead simply can't be hurt. It is aware of all possible actions an enemy can take against, it knows its physical form can not be endangered. It is also completely passive but will attack in self defense (ceasing it's retaliation after one round of not being attacked).


Monday, 21 July 2014

Bexley, City of Squabbles (and City Adventure Idea Generator)

Bexley is my ad-hoc fantasy city which has been the setting for the last few sessions of my campaign. It popped into existence as the home of Baron Chidick - a cold, rude, and super rich  leader of a religion/cult obsessed with elephant-sized metallic pyramids. I was never sure how long the party was planning on staying there, so Bexley organically grew in scope through play/me cram-prepping before a session. Unfortunately just as I got my handle on the city and had it ripe and ready to explode with adventure the party got a ship and up and left!

Though the party has left it behind, Bexley is a great port city and her tendrils will reach far and wide into the world...



Bexley: 

Bexley is plutocratic city ruled by a council of elected officials picked from prominent trade houses, the council is referred to as "The Bexley Circle". The local constabulary is the "Bexley Port Authority", though their main focus is the ports and gates of the city they are also the law-keeping arm of The Bexley Circle. "The Halls of Magnitude" is the all encompassing mega-church structure, the myriad of deities and beliefs enshrined within its walls form the official religions of the city.

Bexley is a city that bubbles with passive-aggressive conflict, the prominent trade houses and official religions constantly clamber for the top of the heap. An overarching greed for trade and gold prevents any squabbles erupting into a city-wide bad-for-business battle. It should be noted that the houses and churches have no scruples with employing independent third parties to conduct deniable dirty work.

Wrecktown is a seething, smoldering mass of slums and hovels on the eastern shore of the Bexley river. West Coast Bexlians have developed fantastical skill in pretending it doesn't exist. Mention of the other side of the river will bring frowns, tutting and the disdain of locals. Rumors of a vast tunnel network running beneath the river, connecting Wrecktown and Lower Bexley are surely exaggerated and false. Also surely false are rumors of a long thought wiped out royal lineage emerging vengefully from the slums.

Guarding the Bexley river mouth from the toxic poverty of Wrecktown is Fishertown. Fishertown serves as an auxiliary port for the city and is home to Bexley's maritime tradesmen in all their oceanic forms. Unfortunately due to it's proximity to Wrecktown the location is under the strict martial law of The Bexley Port Authority. Residents of Fishertown often mutter with dissent and display an eagerness to dismantle the harsh rule of the Port Authority.

A pervasive whisper throughout the entirety of Bexley is the existence of The Society of The Void. Behind every unexplained murder or bizarre crime that oft serves as impetus for city-wide legal changes are clues and hints pointing towards the Society. Much like Wrecktown, The Society's existence is officially ignored and superstitiously avoided in conversation. Many an aspiring trade house representative has found his conniving plans thwarted or accelerated by a grey, faceless third party whose identity is never fully revealed.

(I'm pretty sure in the far-flung future Bexley transmogrifies into The City.




Guarded Farmland: Great fields rimmed and guarded by the Outer Bexley walls, Much sparser population than the rest of Bexley, inhabitants impressed by passing adventurers, General unrest, Squabbling for land and property ownership, infrequent incursions by outside forces/breaks in the Outer Wall.

Lower Bexley: Where the great masses of the Bexley live, Crammed and messy architecture built on top of itself, Houses many large and sprawling marketplaces, Home to specific and exotic merchants and craftsmen, Rumors of a pox and a growing sickness, Sits atop a large, intricate and ancient tunnel system.

Upper Bexley: On a hill, towering above the rest of Bexley, Houses The Bexley Circle buildings, Innumerable churches and temples, Houses The Halls of Magnitude, Houses the Halls of the Trade Houses, Opulent architecture and wide streets, Heated arguments often erupt in the street between gaudily dressed nobles.  

Manorville: Rolling hills hosting the gated communities of Bexley's elite, A variety of eccentric, individual architecture, Overpowering presence of Bexley Port Authority guards, Palaces and mansions, Lakes and Parks, foreigners and outsiders are shunned, looked down upon or outright arrested.

The Port: Thriving hub of activity, Exotic and bizarre locals, General Portery.

Wrecktown: Anarchy, Slums and Hovels, Rotting ancient forts and castles filled with squatting tenants, Locals display hate/repulsion/aggression to outsiders, Rocky, muddy ground, Caves and tunnels, Black beaches, Towering piles of refuse, Bone and fire filled public rituals, Unknowable population size which appears to swell and shrink each day. 

Fishertown: Grim and salty population, Hardworking men and women, Sailors, Bleakness brought on by martial law, Secret meetings, Rumors of dark, deep things in the ocean.

The Everforest: A covetously guarded forest rimming the northern edges of the city, only members of the aristocracy are allowed to enter, rumors of weird rituals, rumors of communion with weird beings and creatures.



Bexley Happenings/Rumors/Adventurer Generator:

 (Adapted/stolen from: http://dndwithpornstars.blogspot.com.au/2013/09/demogorgon-implies.html. Thanks +Zak Smith.)

(Though these tables have a "Bexlian" flavor, I feel that they're generic/broad enough to reskinned for other fantasy cities in a pinch.) 


Roll a D6, then a D20. Do this twice and combine the results. Your brain should be able to smash the two concepts together/fill in the gaps and come up with something interesting: 


1) Society of the Void:

 
1) Drug and poison production and shipping.
2) Assassinations!
3) Inciting groups to take violent, heated and savage actions against others.
4) Silent and sudden exodus of masses of the population.
5) Unexplainable thefts, of a stunning scale.
6) Dismantling/sudden disappearance of buildings and societal groups.
7) Blackmail.
8) Spying, covert gathering of nefarious information.
9) Experimentation in illusionis/ Illusions.
10) Illusionists, tricksters.  
11) Large scale mind control.
12) Sleeper agents, mind controlled agents.
13) Councils and meetings in high, secure, secret places, or hidden in plain sight. 
14) Esoteric knowledge from all over the world.
15) Absence of power, still, calm anarchy.
16) Disguised in plain sight, operating in the open but not recognized/spotted.
17) Mind controlled masses of commoners.
18) Disguises and poison.
19) An anonymous third party in plots.
20) Long term plans, playing sides against one another.

2) Nobles, The Bexley Circle, Trade Houses:  

1) Taking advantage of less well off people and groups for material benefit.
2) Lavish displays of material wealth, shows, parades, games.
3) Games for the people, feasts for the people.
4) Social events, balls, galas, banquets.
5) Hunting/Rituals/Communions in the Everforest.
6) Deployment of The Bexley Port Authority.
7) Armed litters and transportation, grand wagons and carriages.
8) The acquisition of rare/exotic/rich food, drink, materials. 
9) Fine wine, good food.
10) Conniving and backstabbing.
11) Spying and espionage between one another.  
12) House Pearl: Seafaring traders, Demeanor = Gluttonous.
13) House Brackel: arms dealers,traders, armorers, smithing, Demeanor = Jealous.
14) House Spinot: mining, gems, raw ore, Demeanor = Unmerciful.
16) House Trumpet: livestock, animals, farming, food, Demeanor = Disgusting.
17) House Gaggox: engineering, building, bridges, roads, Demeanor = Disturbed.
18) House Locke: bankers, insurers, Demeanor = Whimsical.
19) House Plocket: Jewelry, fashion, luxury good, Demeanor = Disinterested. 
20) House River: Alcohol, wine, spirits, beer, Demeanor = Seemingly generous.

 
3) Royalists from Wrecktown: 

 
1) Wild anarchy at all costs.
2) Tunnels beneath the ground, honeycombing the ground beneath Bexley.
3) Sewers.
4) Rats and vermins, insects, pests in swarming numbers.
5) Explosions, fires, terrorism, wanton violence.
6) Ancient royalty, betrayed by Bexley.
7) Old Rotting Ratgod beneath Wrecktown. 
8) Mud, stone, wood, heaped together in a shambolic manner.
9) Ancient stolen things, remade for new uses.
10) Worship of the dead, long passed away.
11) Large piles of refuse, littered sometimes with valuables.
12) Waste and wreckage.
13) In-breeding, sacred blood lines.
14) Mutants, freaks, shape-shifters.
15) Chaos magic.
16) Ancient, primitive and arcane rituals involving the dead, rats and rot.
17) Ratmen, Ratkings.
18) Corpses, skeletons, skulls paraded through streets on litters.
19) Underground fortresses and castles.
20) Ancient castles and fortresses above ground, rotting and filled with slum dwellings.

 
4) Merchants, Sailors and Fishers: 

 
1) Constant quest for upwards mobility, pulling a noble down so they can take their place.
2) Exotic overseas or outside of Bexley interests.
3) Slave trading.
4) Requirement of exotic, rare supplies and materials.
5) Cheap liquor in large quantities.
6) Thefts, large scale and of precious items.
7) Different races and cultures.
8) Treasure maps, rumors of ancient hordes.
9) Art.
10) Pirates.
11) Men of dubious pasts and infamy.
12) Fruit shipments, dried meat, rations, food and drink that travels.
13) Raw materials in great abundance.
14) Conniving with the houses of Bexley.
15) Jewellery
16) Furniture
17) Tales of outlandish seas beasts and fish.
18) Arms or Armour.
19) Tales of outlandish places and people.
20) Foreign Trade House interests.

 
5) Religious Orders, The Magnitude, The Churches:

 
1) Bribery. 
2) Inducing the mob into action at the behest of another group.
3) Bizarre ceremonies.
4) Righteous and zealous bloodshed.
5) MAN, GOD OF MAN
6) The Halls of Magnitude, gallery of all accepted, official religions
7) The ousting of “Cults” religions not accepted to the Halls of Magnitude
8) Visions of Gods, Devils, Demons and Angels.
9) Minor God of (Roll on Aspect Table or Deity Table)
10) Major God of (Roll on Aspect  or Deity Table)
11) Rumors of Forgotten, Dead Gods.
12) Conniving with the Bexley Houses.
13) Plans of upward mobility.
14) Miracles.
15) Rituals and ceremonies on a regular basis.
16) Clerical power and might, armed churches and offensive spells.
17) Exotic tastes and needs.
18) Ceremonies and happenings in The Halls of Magnitude.
19) Work with the Bexley Port Authority, suspicious and overly close relationship.
20) Monks, meditation, calmness.

 
6) The Rabble, The Mob, the Peasants, The farmers:

 
1) Riots, anger at particular issue risen to a fervor.
2) Disease, death, epidemic.
3) Hunger, starvation, famine.  
4) Overcrowding, overpopulation, masses and crowds.
5) Pubs, bars, inns and taverns.
6) Prostitution.
7) Sporting matches, festivals, crowds.
8) Gathering to watch trivial happenings of Bexley, any excuse to get out of the house.
9) Pirates, freaks, mutants and other outcasts. 
10) Adventurer worship.
11) Refugees or new social/cultural/racial/religious groups.
12) Farmers.
13) Drug abuse.
14) Kidnapping, murder, domestic violence.
15) Corporal punishment, hangings, whippings.
16) Gambling and betting, on anything possible.
17) Bexley Port Authority, Guards and Police.
18) Property damage.
19) Fires.
20) Broken, disused accommodation/sewage/public works.