Another talky session. We continued our (peaceful) exploration of the Troll Halls, talking to various inhabitants trying to suss out the different local factions and find a way to involve ourselves and gain some influence. Got some leads, but need to poke around more.
We also visited the Troll Market, which seems like a massive upgrade over the goblin equivalent.
We recovered the bodies of two dead party members and bought another teleport back to town from mage Kerbal Khan. We left the henchman to recuperate, but once our half-orc fighter was up it was back into the dungeon.
Trolls had bullied and extorted our goblin kingdom allies in our absence. We knew of a friendly half-troll, so we went to speak with him to get some inside info before our “diplomatic mission” to see the trolls.
It's only a mockup sketch of the cover and is no way set in stone but I give you the first peak at Knights in White Satin. A 16 Room Dungeon inspired by Moody Blues and compatible with Shadowdark RPG. #ttrpg#shadowdarkrpg#wip#osr#darkfantasy
Cover mockup for a OSR styled table top role playing game. The text reads: A Meldar16 Games' 16 Room Dungeon. Knights in White Satin. A Moody Blues inspired adventure compatible with Shadowdark RPG. written and Illustrated by Melanie C Green. The image is a knight on a war horse in the edge of a cliff. A long flowing piece of satin twists and curls across the landscape appearing to come out of the image at the bottom.
I just ordered Shadowdark and am looking forward to reading it.
From what I've read, what I like about it so far is that it seems to blend a lot of "best of" aspects of both OSR and modern versions of D&D and gets rid of "biggest misses" from both.
An absurdly long post (it should be 3-4 posts, but hey, it's their blog) that is still a fascinating read. Most useful to me is the city thoughts toward the top. (It's a very detailed city he has there)
A man standing between two walls three times his height that stretch off into the distance. The walls are brown and covered in root/twigs in a chaotic pattern.
OSR campaign frame based on Crystal Chronicles (2003). Heading out from the home village into the miasma to get drops of myrrh to protect the village... the cycle of the yearly celebration and the relationships back home... hexcrawling between mini dungeons and deciding which opportunities to go for and which to try again next year...
The vibe is a kind of bucolic post-apocalypse, which seems like a paradox.
Want to have plenty of interaction with caravans from other settlements, both friendly and rival. I also want a "blank map" that the players fill in as they explore.
Perhaps: a disaster struck the previous caravan and also destroyed the nearest village. So the party have only stories the previous generation told.
They can travel to the lands beyond the disaster to get advice and help, but they won't encounter anyone who has adventured in their own patch.
Would it be crazy to have hexes (or pointcrawl paths) that take a week to cross, and a month to thoroughly search for dungeons / points of interest?
I really want to get the CC vibe of being on the road all year and coming back home rarely, and to get the annual cycle of events without playing more than 2 or 3 sessions.
3d6 DTL Ep 10 of #Mothership Gradient Descent! Curiosity laced with dread gets the better of the crew, as they make an unwelcome discovery inside the shipping crates stacked on the loading dock. Now the one entity they didn't want to disturb is officially... disturbed. #OSR#TTRPGS
An illustration from the book "Spring Story". A cut-away of a mouse-home within a tree trunk: there are multiple cosy Edwardian-esque rooms over about six stories: pantries, kitchen with a big hearth, bedrooms, cellar, etc.
After evicting the surviving handful of halfling gangsters from their pyramid hideout, we explored our new territory. Apart from some loot, the rooms were mostly trashed, but we managed to befriend our new neighbors: a goblin kingdom opposed to the halflings.
We’re debating how entangled we want to get with these new allies. It’s good to have friends, but they’re hostile to a different group we don’t have any beef with.
A review of the pointcrawl and dungeon adventure published by Loot the Room for Mörk Borg, the pre-apocalypse Old School Renaissance-style roleplaying game designed by Stockholm Kartell and published by Free League Publishing.