Wednesday, September 29, 2021
Wednesday Comics: DC, December 1980 (wk 2, pt 2)
Monday, September 27, 2021
Minaria
Thanks to everyone who came to my aid after Friday's post and offered suggestions of settings to riff on. I actually might wind up dabbling in more than one as so many good suggestions were offered. First though, I think I'll start with Minaria, the setting for the Divine Right board game.
Friday, September 24, 2021
New Flesh On Old Bones
Staying busy with other stuff (including gaming sessions), the blog has suffered from me having a lack of time to cogitate sufficiently for many posts on new ideas. I thought it might help to go back to the old standby of riffing off an existing setting. I find constraint sometimes stimulants creativity and placing boundaries on things limits the number of tangents that can distract you.
So, I thought it might be interesting to take some older setting that was perhaps open-ended in its approach or sparse in its presentation and see how I would develop that. At least, it's an idea to consider; whether I get around to it or not is another matter.
But what setting? The perennial favorite to "make one's own" is the Wilderlands. But there are two published, individual visions of that, and blogs with other good versions (and some good versions on blogs that are now lost as Atlantis). I don't know that I have anything to add there without getting really variant, and I've never really got the Wilderlands in the way these folks seem to, so I would really be riffing off them to some degree.
Another setting similarly sparse in its original presentation is the Greyhawk folio. The later box set, for that matter, is only a little more detailed. While not as popular as the Wilderlands for this sort of thing, certainly folks have offered there own take on it to--here's Evan again.
Beyond those, what else? The Known World (pre-Gazetteers) is terse in its original presentation in The Isle of Dread, though the helpful (for the neophyte GM) cultural references might hem it in more than the ones mentioned previously, despite it's shorter length. Is there anything else? Powers & Perils' Perilous Lands, or does in that way lie madness? (It's not really terse at all, but curious unspecified in some ways.)
Wednesday, September 22, 2021
Wednesday Comics: DC, December 1980 (wk 2 pt 1)
Monday, September 20, 2021
Dark Sun: The Sand Raiders
I've run two sessions now of Dark Sun using Forbidden Lands (and the Burning Sands Dark Sun adaptation you can find online). To keep it easy as we were getting used to the system, I decided to run the short adventure in the 4e Dark Sun book.
At the caravanserai of Dur-Taruk, the party (Eowen, Elf Ranger; Insam, Ranger; and Keeb-Raa, Thri-Kreen druid) accept a job from a dwarf factor named Urum ath Wo of the merchant house Zawir. It seems a Zawir caravan arrived with one wagon missing and with it its cargo of grain, wine, and wood. Fifty silver was offered for clear directions to the cargo or its return, and the party is eager for the coin.
The party is able to pick up the trail of the lost wagon and track it to a place it was set upon by saurian silt runners. In fact, some of the silt runners are still there, and the party engages them in combat, ultimately emerging victorious. The bodies have attracted the attention of a pack of kruthiks. The party has to kill them before they can follow the tracks showing where the silt runners too the cargo. They lead to the ruins of an ancient tower.
Stealthily approaching the tower, the party finds a vault where the silt runners and their leader have taken the cargo and the still-living wagon crew. The leader is a largely reptilian creature who has a dagger coated with some greenish ichor. He doesn't get a chance to use it because Insam puts an arrow through a gap in his carapace and kills him.
In the battle that follows, one silt runner escapes but the others are slain. The party decides the cargo is too much trouble for them to carry back, but they free the crew, and after making camp for the night in the vault, they return to Dur-Taruk in the morning for their payment.
Sunday, September 19, 2021
The Dwarf Folk of the Wilderness
Art by Jason Sholtis |
Another Antediluvian people of the Wilderness are often called names that would translate as some variation of "dwarf." They arrived as the retainers of the First Folk lords who called them simply "the smiths." They were, and often still are, forgers of implements of bronze and iron, and cunning artificers.
Thursday, September 16, 2021
Weird Revisited: The Black Train is Coming
“A black train runs some nights at midnight, they say..”
-- Manly Wade Wellman, “The Little Black Train”
Hobo-goblins, human tramps and bindlestiffs, and other Brethren of the Road, tell stories in their camps of a preternatural train that runs from this world to planes beyond. This lore is seldom shared with those outside their communities, but folklore records regular folk having chance encounters with the phantom.
The appearance of the train changes with time. It always appears old, like it has a decade or two of service behind it behind it, but otherwise stays current with locomotive technology and styles. It's not marked in any way, and has been described by observers in paradoxical ways. It’s plain and nondescript, yet powerfully commands intention. Some feel an intense unreality upon seeing it, others the cold hand of fear.
The train starts on mundane tracks, but as soon as it's "out of sight" of its observers it begins to shift into other realms. Some dreamers have seen it crossing the lunar wastes from the vantage of the parapets of the Dream Lord's castle. It is known to make stops in depots in the Hells. Planar travelers have attested to seeing rails that fade into nothingness at the mouth of the gyre at the bottom of reality.
Mostly, it seems carry certain dead to the afterlife, though why it comes for some and not others is unknown. Hell Syndicate snitches know of it, but not who operates it. Angels likewise keep a serene silence. Most who ride the train are dropped off in the waystation realm of the dead, from there to travel on to their souls' final destination. Some, however, are taken directly to the outer planes. Others seem to ride the train for longer periods of time. They're found snoozing in couch cars, or drinking and playing cards in the dining car. Waiting, perhaps, for something. They’re sometimes inclined to conversation, though they seldom have anything useful to say.
Adventurers have sometimes used the train as a quick ride, either to the Other Side, or the Outer Planes. Hobo-goblin glyphs sometimes point the way to likely places were the train may appear. The train’s gray, nondescript, and seldom seen staff do not object to taking on new passengers, so long as they pay the fare--which varies, but is always in silver.
There's always the option, for those with fare or without, of hopping one of the train’s empty freight cars, but riding an open car through other planes is a dangerous proposition, and the boxcars are only empty of freight--not necessarily other travelers.