Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Friday, March 8, 2019

Healing Hands - A DCC Spell for Wizards

Dungeons and Dragons, Dungeon Crawl Classics and most other systems that follow in (A)DnD's footsteps have a strong cut between arcane and divine magic. For most players, especially early on, the biggest difference will be:"wizards can't heal. Clerics can"

Arcane healing has been a stable of fantasy literature, but is still amiss in many of my favorite role playing games. While there are many good reasons to keep wizards from healing their allies, i have changed this for my DCC games. I wanted to give the wizard a way of healing his comrades and reworked the lay on hands ability from the cleric into a level 1 spell. Go have a look at


The Reasoning behind this is quite simple. I am not fond of the game feel the cleric provides. Healing is too easy and i strongly dislike how most Fantasy games deal with the restoration of hit points. This version of lay on hands discourages wizards from constantly healing their allies up to max hp and the fear of loosing the spell makes it more of a helpful tool and less of a character defining core ability

I don't want to go too deep into the details of why i dislike the clerical healing ability in it's current state. It has been in so many games and there is a good reason. It's not objectively bad, just not befitting of my personal taste. Yes. There are changes to lay on hands. The alignment reliability is gone and it gets worse with every attempt. Those are all intentional designs to better fit a more scholarly approach to healing spells.

So the final question is: "who will be interested in such a spell?". Not everyone likes the cleric and the concept of divine magic. I can't recall which episode of Spellburn discussed this topic, but a suggestion was to drop the cleric class in it's entirety and treat gods as patrons. This spell makes it easier to adapt this kind of play.

I am in the process of completely reworking my current campaign setting for DCC and i want to get rid of clerics in the process and replace them with a completely new class. Both, the rework and the class will soon make their way to this blog. Roleplaying currently takes a backseat. While i run many convention games i am not playing much within my home group. 
Not fantasy wise at least. I recently started a semi-open Traveller campaign for my local gaming meet up and am in the preparation for running the dark of hot spring island. Not sure if any of those will find their way onto this blog. 
Furthermore i got back into tabletop gaming within the last half year. I just love the system and setting of infinity and starting over with it has been a blast. This blog has never been designed to be a exclusive DCC or role playing blog, so maybe some things will find their way here. But i will keep to the style of this blog and won't post any pictures of miniatures. Maybe scenarios or the rule set i work on for a upcoming campaign (that might or might not happen). If you like miniatures though, check out A butterfly's hobby tally. This blog belongs to a close friend of mine who is one of my infinity colleagues and has been roleplaying with me since more than ten years ago.

This post has kind of dissolved into banter, but don't worry. I won't post until i have something to show for it.

Friday, August 31, 2018

Curious Dungeon #2 - Cave of The Moths

It's been a while. Not only since i posted a Dungeon, but also since i posted in general. So here is the second Curious Dungeon. 

In my first Curious Dungeon (The Temple of Oyraka) i tried myself at drawing and designing Dungeons by making a map without concept and filling it with life after wards. This time i took a similar approach. 
I always wanted to try isometric dungeons. I love isometric dungeons. They look awesome. So i went out and tried it for myself. I was quite happy with the result and decided that i need to use it for more than just drawing practice. So as with the previous Curious Dungeon i turned this map into a full, system neutral, fantasy Dungeon along with Plot hooks and room descriptions. Enjoy


The Design Ideas for this one came fast. At the moment i started drawing the long staircase i noticed that i was making the stairs quite irregular. I was thinking of fixing it but then decided to completely roll with it, which gave the dungeon a crumbled and dangerous look. 

So the structural damage plays hugely into exploring the dungeon. Every step might bring the building to a collapse. 

Filling the Dungeon was not too hard. I started of with an excuse to visit it. As always, obtaining an artifact was enough of a reason for me. Since i just ran a quick, improvised session in which beings of darkness, hiding in a cave, impenetrable to normal light, were the main danger, an artifact to counter the light was necessary. So i created a lantern, bright enough to vanish all darkness. Instead of a well rounded Dungeon i decided that home of this artifact was the Place where it was built. Crumbled and long abandoned the light unfortunately does the same thing what my light in my room does in these short summer nights. It attracts pesky insects. And so the Cave of the Moths was born.

I am quite happy with this one. Creating a smaller Dungeon is just a fun experience. The first Curious Dungeon with it's 18 Rooms was quite tedious to write down, but this one was fun from start to finish. I always intended curious dungeons to be a series and i want to continue with them. Currently i feel more inclined to create short ones but feel free to tell me what you prefer!

Tell me how you like it. I'd love to hear of someone who incorporated this dungeon (and my other creations) in his campaign and if you just want to use the map, feel free to do so. I'd love to hear how other people fill these maps with life.

On a personal note... I'm back. I had exams in the beginning of august and despite my intentions to write something i just could not get things done. Holiday soon followed and i collected many ideas and began fleshing them out. I will keep a bi-weekly postsduring the summer and hopefully the entire autumn with posts occurring on Fridays. At least that's the plan.

Friday, June 22, 2018

Tzashazul - The Dimensional Terror - A DCC Patron

The Dimensional Terror is an ancient beast of magic. Not born, neither created it mindlessly traveled through dimensions, devouring mind after mind to fill its shell with thoughts. The pure basis of its existing was madness. Thousands of minds, living in a immortal body, struggling against each other, trying to seize control or escape this torturous state. As eons passed these minds slowly merged into one twisted, mad, but at the same time genuinely brilliant beast, which calls itself Tzashazul. 

Tzashazul - The Dimensional Terror

[If this link does not work try this one: https://drive.google.com/open?id=1S8qJnzcz43vwsYMgRhOKWkCBqyPPgkVR]

I hereby present to you Tzashazul. A DCC Patron for those seeking madness. I have to give credit, where credit is due. This Patron is inspired by one of the finest DCC adventures i ever had the pleasure of running. Of course i am talking about the magnificent Sailors on the starless Sea by DCC legend Harley Stroh. If you don't know this Adventure skip the following paragraph.

Spoilers ahead. It is no secret anymore that one of the deadliest beasts in Harley Strohs adventure is a giant leviathan living at the bottom of the starless sea. During one of my playthroughs a character began, driven by madness, to cut out his enemies and allies hearts to pacifiy the beast. The elf took such pleasure and fulfilment in the task that it was only natural, after he sacrificed the hearts of the enemy shaman with a combination of suicidal stupidity and unjustifyable luck, to make this beast at the bottom of the starless Sea his Patron. 

Spoilers end here. The Patrons design changed a lot over the course of the last weeks as i was never happy with what i got so the final version has only small resemblence to what Harley Strohs Adventure suggested. The theme of madness and tentacles stuck, though. This is all for those familiar with DCC. I am quite happy with this patron, but i'd love any type of feedback on this one as it is my first Patron write-up ever. To all those who don't know what a Patron is let me explain it to you


Patrons in DCC


Wizards in Dungeon Crawl Classics are fun! DCC is one of the best fantasy systems to be a wizard in. It perfectly fits the theme of wild, unpredictable, yet powerful magic. And the constant struggle of wizards to push their power and knowledge to unprecedented hights is omnipresent within the game. 

Patrons are one of the best implementations of this idea. By learning the spell "Patron Bond" a Wizard can strike a deal with a Patron. A being of vast arcane knowledge and power. The character offers up his wealth, services or even his soul in order to gain more power from his Patron.

In game terms, when a character bonds with a patron they strike a deal. The character gets the ability to invoke his patron for help and might, over the span of his adventuring life learn new spells from his Patron, which are superior to most normal spells. But every request comes at a cost. The character has to carry out quests for his Patron or has to sacrifice his wealth, his allies or himself to the Patrons cause. The Patrons influence taints the character over time, as he uses his masters service more and more. 

There are many types of Patrons. Some are powerful, formerly mortals beings who achieved near immortality through arcane skill and knowledge. Some are gods, supporting their followers with powers beyond celestial magic. Many are demons, abusing weak mortals for their own goals by pretending they could achieve greatness. 



One last note: Check out the amazing Knights in the North Blog, if you don't know of it yet. They post tons of amazing DCC stuff and have recently posted an amazing additional system to further improve upon Patrons in general. I highly recommend using it! Seriously. Take a look at their Patron and Deity Demands!

Until next time, where i take another look at the Wizard Class in DCC!

Sunday, April 15, 2018

Curious Dungeon #1 - The Temple of Oyraka

Normally when designing i start with an idea. With a story to tell. When running fantasy games i always ask myself. Where do i want my party to go and what do they want to do there, way before i ask my self what this place looks in detail. I wanted to break out of this routine and try something else. I sat down and drew a Dungeon map. I had nothing in mind while drawing it, i didn't ask myself questions about the place or the layout, i did not want to know what was inside the rooms and who lived there.

I posted the Dungeon map about two weeks ago with the promise to finish it up within a week. whoops. At least it's done now. I finished the Details of the map and here it is. Curious Dungeon Number 1. The Temple of Oyraka.

I randomly determined what this Dungeon will be. I used the tables i created for rolling through regions and found out that this was a submerged Temple inhabited by Lizardfolk. I did not quite stick to the premise as i decided that the temple was abandoned, but the Lizardfolk left their mark on this place.

But what is inside? The first room was huge, so it obviously needed a Statue. The Dungeon Alphabet by Michael Curtis provided many inspirations for this Dungeon, its arrival at my doorstep was one of the reasons i made this dungeon. It has a quite neat table for creating random statues, so i used it to roll out the table in Area 1-2 and 2-6. The Altars in Area 1-7 got randomized in a similar fashion. But there were still many rooms left empty.

It was quite easy to determine the former use of most of the rooms but for some i had to randomly determine a use. At this point i just looked at any table i could find for inspiration. Room by Room the Dungeon came together. I stopped rolling out random things and just picked what i liked out of this book and many other resources i could find in my bookshelf.

Here is the result. The Temple of Oyraka.

If the Hyperlink is not working just follow this link: https://drive.google.com/open?id=1NJDRr0_w-FqRCvSVEUh8o5ZEbSErY48d

I liked the idea of having the Dungeon set inside a lake. So i did it. It was submerged anyway, right? Now one question was left to answer: Why should adventurers go into this Dungeon? A mighty artifact had to be placed inside this Dungeon. I found no good spot to hide it. No room that made for a nice final room. So i placed it in the entrance and made a journey through the entire Dungeon necessary to retrieve it.

Writing this Dungeon down was way more work than designing it and i did not expect it to take this long. But i did learn a lot from this and be ensured that this won't be the last curious Dungeon.

Friday, March 16, 2018

Fate of the Ruthless Wizard - A DCC Funnel


The old tower looms over your small village. In the past it was a sign of resilience, but now it has turned into something else. As you step out of your small homes into the Towers shadow, the fear of the wizard Broshgar creeps back into your hearts. He took your food and your goods, he abducted your friends and your family and without remorse he killed anyone trying to stop him. Only a few months ago he took four of your children at once. And you let it happen. But today is the last day you'll ever be afraid of him. Assembling in front of the towers entrance you are ready to end his reign of terror.


I hereby present to you my first Adventure posted on this blog. Fate of the Ruthless Wizard is a six pages long DCC Funnel, which can easily fit into a single session. Built for 12 to 16 level 0 characters it will set your party up against an evil wizard who terrorized your characters home.
 I have playtested it twice and alwawys had a lot of fun with it. If you want to send any feedback into my direction feel free to do so. I'd love to hear any opinion on this module.

FATE OF THE RUTHLESS WIZARD - A DCC RPG FUNNEL

Enjoy!

Friday, March 2, 2018

Travendra - Goddess of Fate and Death

Today i give you only a small update to the World of Thireila in form of another god, following up on last weeks entry for the Gods of Thireila.

There are many things uncertain in Thireila. But what remains constant is that humans won't understand everything that happens in the world and, that all humans will die someday. These are the domains of Travendra. Travendra watches over the fate of the world and teaches humans to accept what happens in their life and to them. She is neither cruel nor forgiving as she does not interfere with the world in direct ways. Nobody knows whether she only follows fate or weaves it.

Friday, February 23, 2018

The Gods of Thireila

I am currently re-designing some of the aspects of Thireila. This article has not yet been reworked, but will soon be updated!

Today we're gonna take a closer look at the deitys of the World Thireila, which i presented last week. This post will feature specifics about the clerics of Thireila and as well as the detiled entry for one of the gods. others will follow within the next few months.


Thireila has seen many powerful creatures. Some mighty enough to claim the title god for themselves. The gods had powers far beyond imagination, not linked to the magic some weaker races wield. Those beings have shaped our world like none other, have sprouted and raised some civilizations, as well as they have brought doom to others. Some gods live in our realm, some have their own home in a distant plane, but most influence our world to this day. This Post will mostly focus on the Gods worshipped by humanity.

The Gods of the Human Race


The Gods that brought humanity into existence were among the first beings to wander this world. They spent centuries travelling and shaping the world, building friendships and rivalries among each other. The thirst for power lead the civilizations of Thireila towards magical experiments, which brought the first demonic invasion upon the world. The Gods could, after a long war, send the demons back to their home Ifrinn, but the damage was done.

The gods then proceeded to help fill the world with life again and brought forth the race of humans. As peace settled in and humans claimed the world the gods resigned from creating, as they fell enamoured with the humans and created avatars to live among them. Distracted by mortal pleasures the Hordes of Ifrinn could make their return.

The gods were overwhelmed by this army and as the full invasion began they could not stand their ground. After months of losses they struck one final plan: All Gods left combined their power to banish the demons once and for all. This Ritual lasted one day and shaped the world forever. The energies set free burnt land and cities. the living races had to pay a high bloodtoll but the attack hit the demons harder. Not many demons survived and those that did were without leadership and scattered across the land. The Plane of Demons was sealed again, but the gods were nowhere to be found.

As the world recovered from nearly beeing destroyed humans that lived by the rules and principles of the gods began to feel a power flowing through them. The gods were still alive but not among the living anymore. They became bodyless entities and the only way to impact the world they had left was to grant humans power to carry out their will. They became worshiped or feared but could no longer walk the land as they once did.

Those gods are the gods humanity worships today.

The Gods of Humanity
Lawful Neutral Chaotic
Imna - Goddess of Honor Janu - God of Diplomacy and Secrets Elyra - Goddess of Mysteries and Magic*
Parthia - Goddess of Justice and Nobility Molyk - God of Creation Hog - God of Beasts and Combat
Paturo - God of Wisdom and Age Tirif - Goddess of Nature and Weather Matho - God of Desperation and Hope
Ralwonir - God of Purity and Health Tjorael - God of Hospitality and Alcohol Olnoth - God of Pestilence and Illness
Torgej - God of Craftsmanship and Trade Travendra - Goddess of Death and Fate Shantu Sulfar - Goddess of Alchemy and the Moon
Vorlukay - God of the Undead Urr - God of War Zeyai - Goddess of the Sea

* Elyra has only few clerics and mostly acts as a patron to aspiring Magicians  


Clerics in Thireila 


The existance of the gods is not up for debate so the only question for most beeings is wheter they can identify with the ideals of a single god or a group of gods enough to worship them over all others. It is common for humans to follow the path of a god but some take it one step further and devote their entire life to a single god. Those people are called "clerics" and are able to summon the power of the gods.

Some clerics and faithful organize in churches or ordos but others find faith on their own. Not all people choose the god which they follow sometimes a god chooses a human to carry out his will. The Gods don't take the servitude of their followers lightly and reward them by helping them on their encounters and lending them powers. But a Human who abuses his powers or betrays his god might soon find out how the real wrath of his god can feel.

The importance of the churchs and gods varries on a regional basis, depending on the interest of the gods, the faith of the people there and the intents of the rulers. Some rulers even forbid the worship of specific gods. While the gods mostly lend their powers to humans some of other races have been able to follow their calling and join the ranks of the clerics.

Playing a Cleric 

 

Thireila hosts some changes to the way Clerics are played in Dungeon Crawl Classics. There are two major changes. Disapproval and Deity specific abilities. These changes all depend on the specific Godthe cleric follows. If no Entry for the god of the cleric has been released than these changes don't take place and the cleric follows the normal rules presented in the Dungeon Crawl Classics Book.

Deity Abilities

Each Deity alters the way of the core abilities in some minor or major way. Specifics are detailed in each gods entry. 

Deity Spells

Each God gives his clerics access to one or more spells only his clerics may use. These spells can be aquired once a cleric has a level high enough to learn spells of that level. Deity specific spells use a "Spells known" slot as normal spells do and a cleric does not have to learn them.

Deity Requests 

Each god entry comes with a table of six god specific deity requests. These can be used instead of the table in the core book or in addition to it. If combining both simply use a d16 and treat the results in these new tables as entries 11-16.

Disapproval

In Thireila the gods are more aware of the deeds of their faithful. So their punishment is more concrete. Every God has its own disapproval tables, which are divided into three categories. Lay on Hands, Turn Unholy and Spellcasting. Instead of rolling a Number of d4 equal to the result of the roll which caused disapproval, simply take the result and compare it to the table corresponding with the action, which caused disapproval. If the disapproval has come up as a result of a Divine Aid roll, then refert to the table best fitting to the request and deed.


Ralwonir - God of Purity and Health.

The Pure god, The savior of Mankind, the Helpful Hand. Ralwonir is all this and far more. He watches over the humans, protecting those, who follow the right path and are of pure heart. He rejects those who only thirst for power and fame, those who willingly put others at risk and those who have any malicious intent. His vision of humanity is a vision of humble, grateful, helpful and loyal beings and he will do everything to protect his faithful who are building this vision. Those who failed his Vision may have the chance of redemption, as Ralwonirs hopes for humanity are far too high to let people fall easily.

Deity Entry (click to open):
Ralwonir - God of Purity and Health

Friday, February 2, 2018

Rolling through Regions

Every Story needs to take place somewhere. This somewhere is not the entire continent, or world. It is a small region. Some landmarks, a few cities, some history, nothing more. Most Stories and Adventure Modules don't need a predefined world and DCC is built around the idea of creating the world from within. Taking the focus towards the individual places and persons.

This system i present you here will provide you with a randomized region for fantasy roleplaying. While some of the designs and ideas are directly catered towards Dungeon Crawl Classics, the regions provided here can easily used inside every fantasy setting or system.

A huge shoutout to Last Gasp Grimoire, which inspired this Setting with its amazing City and Village Generator.

Let's get started.


1. Prepare the Region.


We need some tools for creating our region. We need a normal piece of paper, some pens and dice. Specifically d4, d6 and d20. Which dice of which sort you take is up to you but for trying out the system i recommend 6 of each. Put all the d4, d6 and d20 on a pile or into a bag. Now we can start.

2. Roll the dice.


Pull a hand full of random dice out of the bag or from the pile. Throw them all onto your sheet of paper. Those refusing to land on the sheet of paper will have to find their way back on there. Just pick them up and place them somewhere or roll them again until they stay there. Every Die will represent something in the region. The d4 form the landscape, the d20 create the settlements and the d6 fill the region with places of interest.

3. Create the landscape.


Every d4 represents a big area of terrain. Take the die out and draw the landscape corresponding to the number rolled onto the map.

1 - Mountains
2 - Forest
3 - Lake
4 - Hills

The size of the landscape is up to you but if you can't decide. Reroll the d4. The number that comes up shows the diameter in inch. If landscapes overlap with other dice, then so be it. If a dice is close to the edge of the map you can expand the landscape out of the map. A Lake might become the sea by doing so.

4. Create Settlements


Every d20 is a settlement. The number rolled represents the size of the settlement. Everything below 10 has to be considered a town or smaller, while 11 or higher represent cities. Draw a Settlement of corresponding size and write the Number next to it. If you want a more in depth city creation look at the Optional Steps after this.

5. Create Special Places


Every d6 represents a special place. Higher numbers mean more important, mythical or dangerous places. There are two systems of which to choose. They obviously can be mixed without further adjustment.

5.1. Place Adventure Modules


This method replaces the d6 with pre made adventure modules. Every die represents the location at which a Module takes place. The recommended character level for the module equals the number rolled -1. Note that thiss will not provide with adventures for characters of level 6 or higher. Level 0 reffers to Funnel Modules, which are more or less specific to Dungeon Crawl Classics.

5.2. Place "Special Places"


Just get creative! Ancient ruins, secret wizard lairs, ruined chapels. The higher the number, the bigger the danger, the greater the reward. Within the optional steps, a set of random tables can be found which provide inspiration. If planning on using them, mark the number of the dice at the location.

6. Create Roads and Rivers


We begin with the largest settlement. If the Size of the Settlement (the number on the d20) is bigger than 10 connect it to 1d4+1 other Locations. This proritizes close settlements and big settlements over special places. If the settlement is "close" to the edge of the map, there is a 50% chance that one road will lead out of the region. For settlements with a size of 10 or lower, if they have no roads yet, create one. Afterwards, no matter how many roads there are, roll a die. At a odd number draw a road between the settlement and another random place.

Every mountain spawns 1d4-1 rivers. Also, there are 1d4-2 rivers, which spring from somewhere else or come from outside of the region A river begins at the spring and then flows towards a random place, be it a settlement a lake, or a special place. At every place reached roll for another one towards which the river will continue. Rivers will never go closer towards their spring. If all "valid" targets are closer to the spring than the previous targets it simply flows out of the map. Rivers crossing each other join up and become a single river.

7. Finishing touches


The map you have now is a rough sketch of your region. Giving names to places will transform it into a place to play at. If you don't wish to give more details to cities and special places, then you are done. If you want to do so, then either follow these optional steps or any other method you see apropriate.

Optional steps:


The following steps are not required in Order to create a functioning region. Often they have to be chosen in order to fit the narrative, but sometimes rolling them out can lead to more creative fun.

O1. Who rules here?


Every Region needs a Ruler. In order to determine the Ruler roll a d20 and add the size of the largest settlement ontop. Then consult the following table.


Things inside a settlement
Result Who rules?Modification
2 - 4 Anarchy. People here have somehow arranged with each other. Stranger might find the inner workings quite confusing.none
5 - 8 Clans. Old families rule this land. They are not noble and not wealthy but their rule has been accepted by the people.none
9 - 12 A Chief. A Warlord or some other form of archaic king rules here. His laws might be erratic but they work.none
13 - 16 Rulers from the outside. Some Ruler from a distant land have all the saying in this land. There won't be any direct rule, just an embassy within the biggest settlement. Roll another d20 and add it to your previous roll. This determines the outside rulers.Embassy in biggest settlement
17 - 20 Religious Leaders. This region is governed by the Church of (1d6) 1-2. A lawful god. 3-4 A neutral God. 5 A chaotic God. 6. A demon lord.Add a Temple of the entity to every settlement
21 - 24 The Merchants Guild. Trade is the essence of this land, as it is owned by wealthy tradersAdd a Merchants Guild building in every settlement
25 - 28 Place of the People. The People Rule over their own land. Decisions are made by (1d6) 1. an assembly, voted for by the people. 2. the rich and wealthy. 3. the military leaders. 4. the noble. 5. the oldest. 6. the literate and scholars.Add a public meeting hall to the capitol
29 - 32A mighty Person. This region is controlled by (1d6). 1. a powerful mage. 2. a powerful noble. 3. a holy person of a random god. 4. the child of a king. 5. a military leader assigned to this place. 6. a young rebel, who overthrew the old regiment (roll again to determine the former rulers)Add a fortress befitting the ruler to the capitol
33 - 36 The Count rules. While neither as noble, nor as powerful as the king, the count and his family reign over all settlements in this region, with no one above them.Add a Castle to the capitol
37 - 40 The King rules. A mighty King reigns supreme. Not only is this region under his rule, he also reigns over all the land surrounding it. This is the centre of a big kingdom.Add a Castle or even a palace to the capitol

Note on the table: This table does assume, that humans are in charge, but if this is not the case by design, then there is a 10% chance of the ruler beeing a dwarf, elf or halfling. If  one of those rule the land there is a 50% chance, that the population mostly consists of his race.

O2. Give life to Settlements

Settlements are not well defined within this method. If you want to give them more Detail, then you can use the system provided here. You need to know the size of your settlement in order to use this system:

 - Determine Population.

Each Settlement is populated by about 50 * [size]² People. You can adjust the numbers for larger, big cities by increasing the power to the size to 3 or even 4.

 - Determine whats inside the Settlement

Settlements consist of more than just huts to live in. First of all. Every settlement has a building for those who reign there. To randomly determine other buildings or places of importance look at the list provided here. Roll a d20 for each entry. If you roll lower than or equal to the size of the town, then such a building is present within the town. A natural twenty never adds anything.

Things inside a settlement
Guilds Temples* Military Shops
Guild of Magicians Temples of lawful gods Soldiers Academy Legendary smith
Guild of Mercenaries Temple of neutral gods Walls** Salesman for everything magic
Guild of Merchants Temple of chaotic gods Castle** Thriving Black Market
Guild of Thieves (Secret) Cults

 * Cities can have multiple temples. If your settlement gets a temple decide if it si for one or many gods. If it is for only one, then roll again for a temple of the same alignment, until you roll too high or run out of gods.

** Cities with a size of 11 or bigger automatically have walls around their centre. This adds another layer of walls. Also every city, ruled by a Chief, Count, King or anything similar automatically has something like a castle. This option then imporoves its looks or fortification.


O3. Randomize your mysteries


This little table can provide you with a randomized special area. You just have to roll a number of six sided dice, equal to the number rolled for the special place (between one and six d6) and compare it to the table. Reroll for each individual column. This tablehas four different entries that make each Place special. The Place itself, it's dominant feature,and its current inhabitants. You may roll twice for feature and / or inhabitants in order to give to place more character. Substract or add 1d6 on your second roll.


Random special place table
ResultPlaceFeatureInhabitants
1EncampmentabandonedRoll 2d6 instead
2Swampforgottengiant spiders
3Forestdestroyedhumanoids
4Townovergrowngoblinoids and orcs
5Graveyardforgottenbeastman
6CavecorruptedUn-Dead
7Fortificationancientlizardfolk
8Minegiganticgiants
9Towertrap-riddenplants
10Laboratorysubmergedelementals
11Templecovered in mistcultists
12Cryptfrozenconstructs
13Arenacrystallicmagical [2d6]
14Prisonglassyfey
15Ritual SiteunholyShapeshifters
16Wreckage of a shipsentientdemons
17Labyrinthmechanicdevils
18Holy Siteflamingdragons
19Citygravity defyinggiant [3d6]
20Portal to another realmtoxicUn-Dead [2d6+7]
21Magical Treemovingmutated [3d6]
22The Underdarkteleportingspirits
23Ancient Battlefielddemonicvampires
24Dragons Laircursed by a godCreatures from the underdark
25Treasure hoardflying[4d6] from another plane
26Pyramidontop of another site shadows
27Corpse of a giantshrinkingthe child of a god and a demon
28Portal to another Planepitch black a unspeakable horror
29Throne of a dead goddevouringimmortals
30Inside a living creaturemulti-dimensionala crossbred between [2 * 5d6-1]
31Birthplace of a racefrom the futurethe last of his race
32Demonic Riftmade of pure goldtime travellers
33A Cloudplace of negativesa demon lord
34Megadungeonteleportinga 10 000 years old mage
35Portal to another timeolder than timea forgotten god
36Home of a deityextraplanarchickens

 

O4. Hexcrawls

By throwing all the dice onto a Hexmap one can easily create a hexrawl out of this. I recommend taking more special places then and adding some coins or other markers at which random encounters will occur.