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Trial of Blood (Conan OGL)

Cette campagne s’adresse à 4 à 6 personnages-joueurs de niveau 1 ou 2 qui auront peut-être l’occasion de rendre un grand service au roi Conan en sauvant, entre autres, le royaume d’Aquilonie.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Spending your Gold Pieces!

In a lot of D&D 5e discussions, you run into people complaining about not having anything to spend their gold on if there are no magic item shops. I wrote up this list and add new items to it every time I post it to social media.

Remember that until 3e, there were no magic item shops and there was even MORE gold since in 1e and prior editions gold was basically the only source of XP. So if you had 40,000 XP, odds are you had at least 36,000 gp.

It’s not a weakness, it is part of the design of the game.

Other things to do with your gold:

  • Purchase expensive cheeses
  • Purchase expensive wines to drink with said cheeses
  • Hire someone to figure out why all your clothes aren’t already ermine-trimmed
  • Hire someone else to correct the problem
  • Hire minstrels to travel the land telling tales of your exploits
  • Get books written about your exploits
  • Jewel-Encrusted Ear Hair Plucker
  • Send money home to the husband and kids
  • Build a shrine to your favourite deity
  • Build a shrine to your second favourite deity
  • Build a temple to the pantheon of your favourite deities around these shrines
  • When it turns out these deities aren’t part of the same pantheon, fund an entirely new church that claims otherwise. You can even name the heresy after your character!
  • Acquire a taste for imported fish eggs
  • Experiment with strange and foreign narcotics
  • Establish an espionage agency
  • Hire mercenaries and send them on vacation
  • Get involved in local politics
  • Get involved in regional politics
  • Get involved in national politics
  • Get involved in international politics
  • Get involved in transdimensional politics
  • Run for president of Mechanus
  • Purchase a distillery and then hire away the best distillers from their existing employers to take over as the source of elite spirits.
  • Hire a team of exorcists to make sure everything you own, buy, touch or look at is not controlled by evil spirits.
  • Buy wedding presents.
  • Buy birthday gifts.
  • Pay the dowry on your child’s wedding.
  • Buy a boat.
  • Buy a fleet.
  • Man that fleet.
  • Send them off to explore.
  • Invest in local business.
  • Bribe the king.
  • Hire an assassin to take care of that person that insulted you at level 1.
  • Invest in high grade halfling pipeweed
  • Smoke your investment – trust me, totally worth it.
  • Grind up gold into powder and then see if it gets dwarves high when they snort it.
  • Establish trade routes with nearby cities.
  • Establish trade routes with distant cities.
  • Establish trade routes with nearby planets.
  • Establish trade routes with the outer planes.
  • Tithe to the church you claim to worship at, the cult you actually worship at, the local baron, the king, and your guild (there goes 50% of everything)
  • Get married.
  • Get divorced.
  • Have children.
  • Establish a network of informants.
  • Solve homelessness in your city.
  • Feed the poor.
  • Feed the rich.
  • Build a mansion with a massive banquet hall and ballroom.
  • Host grand balls with all the most elite families invited.
  • Host great banquets with all the movers and shakers invited.
  • Hire watchmen to make long rests safer.
  • Hire rangers to hunt while you travel so you don’t have to bring rations.
  • Hire a wagon train to carry rations for those rangers and watchmen.
  • Buy nicer furniture for your home.
  • Hire the weird architect that draws really messed up designs, and give him a huge budget to actually make them real.
  • Hire a team of scribes to follow the weird homeless guy around writing down everything he says.
  • Buy yourself a title (this takes a lot of money, since you basically have to make yourself be the “right kind of person” to get a title, and then likely bribe all the people above you to get it).
  • Hire sages in every major field so when an adventure hook lands on your lap you can spend money hand over fist to learn more about it.
  • Buy art.
  • Commission art.
  • Get a life-sized statue of yourself made of solid gold (that’s 1,500 pounds of gold… that’s a LOT of gold pieces).
  • Get a larger-than-life-sized statue made of yourself in solid gold.
  • Platinum cutlery
  • Gem-encrusted platinum cutlery
  • Buy the cricket in the silver cage that the seller claims was caught on the moon and can tell your future.
  • Set up a crazy wizard in a tower for you to consult on an as-needed basis.
  • Start a gladitorial stable and get involved in the local gladitorial combat scene at the management / owner level.
  • Ivory playing cards
  • Has no one named a town after your character yet? FIX THAT IMMEDIATELY, make your own town! With blackjack and hookers!
  • Assemble incredibly ornate and overly-detailed “kits” for various things. Like your silver-plated vampire-hunting kit in an expensive wooden case that contains a set of stakes made of pungent foreign woods, a hand-crossbow with six different holy symbols on it, a variety of garlic-delivery devices, holy water in expensive bottles, etc.
  • Equip an expedition to find the centre of the planet.
  • Hire dwarves to construct a massive dungeon complex for you to import monsters into.
  • Get involved in horse-racing.
  • Become a respected horse-breeder.
  • Collect a stable of well-bred horses.
  • Hire jockeys and race your stable of horses.
  • When you are bored of your horses, invest in a glue factory.
  • Experiment with exotic perfumes made from monster parts.
  • Flood the healing potion market with cheap knock-offs (guaranteed not to kill you, or your money back!).
  • Hire a team to go into every town before you and equip the town with gold-plated spitoons for your convenience.
  • Outsource the protection of the local forest to high-priced elven mercenary druids.
  • Life insurance in the form of pre-purchased resurrection spells & components.
  • Be the “cool aunt” or “cool uncle” and blow a few grand on each niece or nephew’s birthday.
  • Create a new school of wizardry.
  • Build Hogwarts.
  • Hire a team of gnomes to try to figure out the mechanics behind a man-portable fire-blasting gattling-crossbow
  • Go dragon-turtle hunting.
  • Invest in the dragon-bellies market.
  • Build a flying dragon-turtle-shell boat with ballista turrets.
  • Hire sages, magi, and engineers to explore the option of “nuking the site from orbit”.
  • Commission statues of your adventuring companions in heroic poses.
  • Pay to have all your enemies stuffed and mounted after killing them.
  • Hire monster hunters to increase the size of your stuffed monster collection.
  • Invest in the lead-into-gold alchemy “business”.
  • Make sure your spellbooks have dragon-leather covers, pages of the rarest fine leathers, and ink made of gold and celestial blood.
  • Make a warhammer with a 15 pound solid emerald head.
  • Build the tallest tower in the world.
  • Have masterpieces painted on all your armour.
  • Establish a huge network of mirror-towers to transmit information around the world.
  • Hire shipbuilders and a madman to build the largest ship ever.
  • With sails made of dragon wings.
  • Lashed to a score of water elementals to pull it.
  • Hire a tutor.
  • Hire translators.
  • Learn an exotic language and stop speaking common, instead having your translation team to translate to common, dwarven, etc for you.
  • Get your adventure maps drawn by the renowned cartographer Dyson Logos.
  • Fletch your arrows with phoenix feathers.
  • Hire engineers and try to make every trap from the Grimtooth’s Traps series.
  • Raise an army.
  • Raise a second army.
  • Build a nice vantage point from which to watch your armies clash.
  • Hire a third super-secret army to swoop in and crush the remaining forces.
  • Hire seven soothsayers to examine and interpret your dreams.
  • Buy only the best poisons to feed to the soothsayers who fail to properly interpret your dreams.
  • Pay for the most grandiose funerals for the failed soothsayers so everyone knows how seriously you take this stuff.
  • Bribe the right people to have your horse knighted.
  • Collect the instruments of long-dead famous bards.
  • Buy an inn at every town on the map (or have one built) so you always have a place to stay where they know your name.
  • Griffon-Egg Omelettes.
  • Wereboar Bacon.
  • Mithril chainmail for your pets.
  • Diamond-encrusted cockatiels.
  • Finest marble stables for your horses.
  • Finest marble statues of your horses to go in those stables.
  • Purchase a set of ever-grander mausoleums to eventually bury your worldly remains.
  • Once the biggest mausoleum is done, put smaller ones inside it. Matryoshka Mausoleums!
  • Fund that crazy guy who is building a volcano lair – you know he’ll be a good adventure seed later on!
  • Fund a death cult. This is one that takes care of itself when you get bored.
  • Build a legacy in the form of a travelling halfling circus.
  • Hire someone who’s job it is to hire the exact someone you need.
  • Set up effective counter-espionage to deal with John Creed’s spy network.
  • Try gold-plating your enemies.
  • Hire a team to bring your gold-plated enemies back home and have them jewel-encrusted.
  • Feed your new best friend, the Xorn you adopted in the Elemental Plane of Earth.
  • Start collecting “freaks and oddities” to accompany you and show off just how perfect you are.
  • The material components for “Summon the World Emperor” is a billion gp. There’s no ritual, just have a billion gold and the World Emperor is pretty much certain to show up to claim it.
  • Have a lovely palanquin built so you don’t have to get your very expensive shoes dirty.
  • Buy exotic slaves to carry that palanquin.
  • Start minting coins with your face on them. Sell them at reduced prices to get them into circulation.

Some artwork copyright William McAusland, used with permission

(Source: Dyson’s Dodecahedron)
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Isle of Clover

Near the centre of Whispering Turtles Lake are a number of small rocky islands capped with trees. The second largest of these has been home to the small settlement of Clover since the lakeside community of Burhuie was sacked during the great war and most of the survivors escaped into the lake in a mix of rowboats and fishing craft.

The Isle of Clover

Until then, the fisher folk of Burhuie avoided the Isle of Clover because of the accursed elven ruins there. Today those ruins have been repaired and massive runes of defense and strength carved into the fortifications by the dwarves who helped settle here (although there are no longer any dwarves on the island, as they were just a single family at the time). No one lives within the fortifications proper, but they are maintained for emergencies and used for storage.

The Isle of CloverThe Isle of Clover

The people of Clover are fishers and farmers, mostly human with a bit of elven blood in the mix. The town has no actual “government”, but a significant voice is given to Acdad Yim, a resident who left the island in his youth and returned with a not insignificant sum of gold, some interesting treasures, and a potent grasp of sorcery.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Orcs in Tarodun’s Tomb – by Kiel Chenier!

Our second Fifth Edition adventure is now out at RPGnow!

A Fifth Edition adventure for first and second level characters.

A sepulchral tomb.

Magical tricks and traps.

Brutish orcs guarding a vast underground treasure.

If that doesn’t sound like a first-time fantasy adventure, I don’t know what does.

Orcs in Tarodun’s Tomb is an adventure for first time players looking for a quintessential first-time D&D experience: orcs fill the role of the classic fantasy monster, and it takes place in a dungeon filled with challenges, traps, and puzzles that can be solved in a number of ways. The adventure can be finished in a single session, and provides a solid start to a new campaign.

This Fifth Edition adventure is written by Kiel Chenier (ENnie award winner for Blood in the Chocolate), and mapped by Dyson Logos (Waterdeep – Dragon Heist, Circle of Hands, Dyson’s Delves, this website you are looking at, etc). It will work to launch a 5th edition fantasy campaign in just about any setting.

So head on over to RPGnow, grab yourself a copy, and find out exactly what those orcs are up to!

(Source: Dyson’s Dodecahedron)
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Selling Out! First Wave of Merch!

Wave 1 Shirts at RedbubbleWave 1 Shirts at Redbubble

I keep getting comments on my recent drawings of “I’d buy that on a t-shirt!”, so I thought it was time to put everyone to the test again.

So here we go, the first wave of Dyson Logos merch has arrived. I don’t QUITE have the whole ego thing down yet, so none of them have my name on them, but expect some actual Dyson Logos branded merch to be added to the selection soon.

We have – from left to right, top row first:

  1. I Just Need To Axe You a Question (this one is hidden behind the “mature content” filter on the site because of the blood).
  2. Critical Strike!
  3. 3d6 in Order – D&D’s Original Hardcore Mode
  4. 3d6 in Order – As Gary Intended
  5. Have Dice, Will Game!
  6. The Magic 20
Most of these are available in your choice of colours (except the Magic 20 which needs to be on a black shirt), and also have things like notepads, phone cases, and similar.

And they are all available through my Redbubble storefront.

 

(Source: Dyson’s Dodecahedron)
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Man-Bait for the Soul-Stealer

Goodman GamesDungeon Crawl Classics. Blood Smoke Island. Avec un nom pareil, vous comptiez vraiment qu’une escale y soit de tout repos ?

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Sugar Shack Slaughter – Blood Maple Hollow

As Canadian as Maple Syrup!

This is the setting for the Sugar Shack Slaughter, one of the two adventures in “The Scenario from Ontario“. Written by the remarkably Kiel Chenier, the “dungeon” of the adventure is a massive hollow maple tree and tunnels among its roots.

Blood Maple HollowBlood Maple Hollow

Hollow trees are a favourite “dungeon” environment of mine, so I not only enjoyed working on these, but have a number of alternate uses planned for them for my own campaigns. The main level can work as an elven temple of some kind, with the central pool working as a scrying device or where the priests stand in order to be closer to avalon or the equivalent during their ceremonies. Or in a D&D5e campaign it can be the secret gathering places of the blights who are much more communal creatures than people think them to be…

These maps of the Blood Maple Hollow are redraws based on Kiel’s original maps. I made an effort to make it look as “tree-like” as I could manage for the level on the left, with the lower level on the right still having roots and tendrils to define the grid but being a bit more traditionally cave-like in textures as is my style.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Shadows and Orcs

Shadows & OrcsShadows & Orcs

It’s been a while in the making – I’ll be releasing the first two commercial adventure releases based on maps from the Dodecahedron in the coming weeks. I’m very excited to have in hand adventures written by Zzarchov Kowolski (creator of Scenic Dunnsmouth, Lamentations of the Gingerbread Princess, and my favourite level one adventure of all time, A Thousand Dead Babies) and Kiel Chenier (creator of Blood in the Chocolate).

Shadows of Forgotten Kings is laid out and ready to publish, and Orcs in Tarodun’s Tomb is heading into layout for release soon after.

I’ll be posting a few more articles about the adventures as we gear up for release, but for now I recommend that you read Zzarchov’s “Shadows of Forgotten Kings” or “Why I decided to write a 5e adventure”

(Source: Dyson’s Dodecahedron)
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The Basilisk’s Caves

Travelling along the edge of the Dry Badlands of Korush en route to the City of Copper Bowls, you find half of the corpse of a young man clutching a small dragonhide sack containing the emperor’s emblem – a courier. The trail of blood leads from the body back into the Basilisk’s Caves…

Many know of the Basilisk’s Caves because of the tale of the ancient archmage Brasorin Zijes who’s petrified form was recovered from the badlands some eighteen hundred years after his petrification. Once he was extracted from the Basilisk’s Caves and de-petrified, he was a great source of information for sages seeking information about his era – until he was slain one again when he decided to try to take over the empire.

The Basilisk's CavesThe Basilisk’s Caves

The Basilisk’s Caves are a mix of natural and partially-worked caves and galleries cut into the face of the Falleck Promontory overlooking the Dry Badlands of Korush. Mostly ignored these days except when a storm blows through the area forcing travellers to seek cover herein.

One of the deeper galleries (the rectangular one on the lower right with a single pillar within it) has a wide natural stone chimney opening to the surface cut by floodwaters which occasionally floods that chamber, the next gallery to the left, and then the passages along the bottom of the map to the entrance when the rains bring floods down through the promontory to water the Dry Badlands of Korush every two to four years.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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In the Blood of Dragons

In the Blood of Dragons (click for PDF)In the Blood of Dragons (click for PDF)

In the D&D5e rules it indicates that ritually bathing in the blood of dragons can transform someone into a half-dragon. While very few people know the ritual required, many have heard of this process and there are those that seek it out without the full knowledge.

And dragon blood is indeed a potent fluid that brings about great changes. Those who don’t use the proper ritual still emerge transformed by the experience. This two-page table can be rolled on whenever someone is covered in dragon blood, drinks it, or attempts the ritual incorrectly. I would restrict it to dragon blood coming from dragons of adult age or older, and probably only if the dragon was slain in the process.

Download the PDF [here].

(Source: Dyson’s Dodecahedron)
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Carran Keep

Home to several extensive lineages of half elves, Carran Keep has become known as “half-elf city” to many living in other towns and cities in the region. The master of the keep’s lineage goes back to the days of the elven empire and the family has modified the slave tattoos of their elven clan lineage to a mark of pride (and made them significantly fancier and larger in the process). Family tattoos have become a fashion in the town, with about half the adult population now having their blood affiliation inked somewhere visibly upon them.

Carran KeepCarran Keep

While the Carran clan maintains the walls and towers of the keep, the curtain walls for the town are not as well kept and rely upon the goodwill of the townfolk to maintain them. So far it hasn’t been a problem, but wooden floors are starting to rot out on a few of the guard towers and gates and are badly in need of replacing.

Carran’s economy is driven by three nearby silver mines and a few good horse-breeders. The Carran clan maintains itself through taxation of the residents, farmers and merchants, but also maintains a small treasury of goods and coins from adventuring members of the family.

Carran Keep (no screens)Carran Keep (no screens)

A number of hooks can drawn characters to Carran Keep such as

  • the small selection of elven grimoires that the Carrans have in their library,
  • traditional problems with monsters in the silver mines,
  • a young adventurer of the Carran clan needing companions on their quests,
  • tracking down a lead about a half-elf thief who has gone to ground somewhere in the region

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Into the Dungeon!

Only recently have we rediscovered the location of the palace of the Vampire King. As the old stories and sages described, the palace had not only been besieged, but torn down stone-by-stone and scattered down the hillside into the Valley of Blood. Beneath the ancient and battered obsidian throne a well-worn secret passage was found, leading to a gallery under the castle which then leads to the various understructures of the palace – torture chambers, crypts, armories, libraries and even treasuries…

Dungeon!Dungeon!

Back in 1982, I ran one of my first D&D campaigns that actually maintained some amount of decent continuity. The campaign included a quick “dungeons of Castle Greyhawk” type dungeon where I cribbed the map and the theme of the dungeon from the Dungeon! board game that I had played to death in 79 to 81. I’ve thought back on this campaign several times since, and finally took a the dive to redraw the map on a letter-sized page instead of a large boardgame board.

The original dungeon layout that this map is drawn from was by the original author of the game, David R. Megarry – although the specific incarnation that this map was drawn from is the version from the old printings of the board game from the 1970s.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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The Poisoned Chambers

Somewhere beneath the old ruins is the space where the angel Araqiel fell in combat with the feathered serpent demon Quxaccoaw. The dungeons here are scattered with the deadly toxic feathers of the demon and the mixed blood of the two combatants, making the very environment hostile to explorers.

The Poisoned ChambersThe Poisoned Chambers

Even with only a half-dozen chambers in the dungeons, only one expedition to find the remnants of either of the combatants has returned. The dungeon walls and floor seem malevolent now with the ichor of the two foes upon them, and even brushing against one of Quxaccoaw’s feathers generally spells inevitable demise from one virulent toxin or another.

But of course, that is like candy to a master assassin and poisoner like Bourvek of Three Hills… and the added bonus of hopefully finding the actual body (or bodies) of the angel or demon with the artifacts that would entail?

So pack lots of antitoxins, resistance spells and restorations, for the MacGuffin requires us to travel to these Poisoned Chambers.

This is one of two smaller maps I drew last month while waiting with my girlfriend for her mother in various waiting rooms. Thankfully I have these lovely A6 booklets from Squarehex that are easy to carry around just about anywhere and that have a nice hard cover making them easy to draw on even in cramped waiting room chairs.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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ENnies – Palmarès 2017

La cinquantième édition de la GenCon tient ses portes actuellement à Indianapolis et les vainqueurs des ENnies 2017 ont d’ores et déjà été annoncés.
On peut en conclure que cette année est celle de Tales of the Loop. Jugez plutôt : Meilleures illustrations intérieures, meilleur jeu, meilleur univers, meilleure rédaction et produit de l’année. 5 médailles d’or que n’ont su saisir le Cthulhu de Chaosium et le 7th Sea de John Wick, les 2 grands favoris de l’année.
John Wick se retrouve d’ailleurs très souvent en seconde place derrière avec l’argent à la meilleure cartographie, au meilleur jeu, au meilleur supplément et au produit de l’année, mais remporte l’or  du meilleur produit gratuit et aux meilleures règles
Chaosium repart pour sa part avec les médailles d’or de la meilleure aventure, meilleur accessoire de jeu, meilleure couverture, meilleure cartographie, meilleur bestiaire, meilleure valeur de production, meilleur produit relatif au jeu de rôle, meilleur supplément, médaille d’argent comme éditeur favoris des fans et aux illustrations intérieures,
Le palmarès complet :
Best Adventure

  • Gold: Blood in the Chocolate (Lamentations of the Flame Princess)
  • Silver: Doors to Darkness (Chaosium)

Best Aid/Accessory

  • Gold: Call of Cthulhu – Keeper’s Screen Pack (Chaosium)
  • Silver: Kobold Guide to Plots & Campaigns (Kobold Press)

Best Art, Cover

  • Gold: Call of Cthulhu – Investigator Handbook (Chaosium)
  • Silver: Torment: Tides of Numenera — The Explorer’s Guide (Monte Cook Games)

Best Art, Interior

  • Gold: Tales from the Loop – Roleplaying in the ’80s That Never Was (Free League Publishing)
  • Silver: S. Petersen’s Field Guide to Lovecraftian Horrors (Chaosium)

Best Blog

  • Gold: Gnome Stew: The Gaming Blog
  • Silver: Age of Ravens

Best Cartography

  • Gold: Call of Cthulhu – Keeper’s Screen Pack (Chaosium)
  • Silver: 7th Sea: Map of Théah (John Wick Presents)

Best Electronic Book

  • Gold: The Things We Leave Behind (Stygian Fox Publishing)
  • Silver: Hubris: A World of Visceral Adventure (DIY RPG Productions)

Best Family Game

  • Gold: Bubblegumshoe (Evil Hat)
  • Silver: Masks: A New Generation (Magpie Games)

Best Free Product

  • Gold: 7th Sea: Basic Rules (John Wick Presents)
  • Silver: City of Mist – Free PDF Starter Set (Son of Oak Game Studio)

Best Game

  • Gold: Tales from the Loop – Roleplaying in the ’80s That Never Was (Free League Publishing)
  • Silver: 7th Sea: Core Rulebook (John Wick Presents)

Best Miniature Product

  •  Gold: Achtung! Cthulhu Skirmish: Servitors of Nyarlathotep (Modiphius Entertainment)
  • Silver: Dungeons & Dragons: Molzur’s Marvelous Miniatures (WizKids)

Best Monster/Adversary

  • Gold: S. Petersen’s Field Guide to Lovecraftian Horrors (Chaosium)
  • Silver: Veins of the Earth (Lamentations of the Flame Princess)

Best Podcast

  • Gold: Ken and Robin Talk About Stuff
  • Silver: Spellburn

Best Production Values

  • Gold: Call of Cthulhu – 7th Edition Slipcase Set (Chaosium)
  • Silver: Unknown Armies Deluxe Set (Atlas Games)

Best RPG Related Product

  • Gold: Call of Cthulhu: The Coloring Book (Chaosium)
  • Silver: The ABCs of RPGs (Hunter Books)

Best Rules

  • Gold: 7th Sea: Core Rulebook (John Wick Presents)
  • Silver: Adventures in Middle-Earth Player’s Guide (Cubicle 7 Entertainment)

Best Setting

  • Gold: Tales from the Loop – Roleplaying in the ’80s That Never Was (Free League Publishing)
  • Silver: The Dark Eye: Aventuria Almanac (Ulisses North America)

Best Supplement

  • Gold: Pulp Cthulhu (Chaosium)
  • Silver: 7th Sea: Pirate Nations (John Wick Presents)

Best Website

  • Gold: Tabletop Audio
  • Silver: Elven Tower, RPG articles and cartography website

Best Writing

  • Gold: Tales from the Loop – Roleplaying in the ’80s That Never Was (Free League Publishing)
  • Silver: Veins of the Earth (Lamentations of the Flame Princess)

Fan’s Choice for Best Publisher

  • Gold: Wizards of the Coast
  • Silver: Chaosium

Product of the Year

  • Gold: Tales from the Loop – Roleplaying in the ’80s That Never Was (Free League Publishing)
  • Silver: 7th Sea: Core Rulebook (John Wick Presents)

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

The Holy City of Guerras-El-Essat

Guerras-El-Essat is built up around a massive temple dedicated to the living (or unliving?) eight-armed vampiric deity-demon El-Essat who stalked the peoples living along the verge of the Blue Jungles since times beyond recorded history. In what was either a brilliant coup by the demon or by the priesthood (depending who’s stories you hear), she now lives within the jungle temple and is served blood sacrifices to keep her happy and in turn to keep the holy city and the lands along the blue jungles safe from her hunger.

The Holy City of Guerras El EstatThe Holy City of Guerras El Estat

Multiple religious compounds have cropped up within the city since the “capture” of the demon – mostly dedicated to other traditional faiths of the Blue Jungle peoples, and a few subcults of El-Estat herself. The holy city also has just about everything you would expect of a major city of the jungle peoples – trading markets, outfitting stores, and many places to draw coin and trade goods from visiting tribesfolk while offering them relaxations and pleasures unavailable in their small towns and nomadic tribes.

It is also a strong trading hub in thellas bark, a bark similar to cinnamon in flavour and harvest, but that imparts mild euphoric and analgesic effects, and of emeralds mined deep within the blue jungles themselves.

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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5/5 – In Thy Blood (Degenesis)

Un scénario qui se déroule en Purgare, près des Hellvetics. Avec moult embrouilles entre les Cultes et les personnages qui doivent… débrouiller et démêler cette pelote !

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Revenge of the Ghoul Prince

Beneath the recent ruins of an unnamed fort in the rough mountains north of Dawnharbor is the “Hall of the Ghoul Prince”. Tales in Dawnharbor mention that the fortress was assaulted and partially destroyed by an angry mob of townfolk and a couple of adventurers when it was discovered that the nobleman living there had been engaging in cannibalism and other base horrors for some time.

Revenge of the Ghoul PrinceRevenge of the Ghoul Prince

The main hall deep under the fort was said to have the remains of a dozen local farmers and a few young nobles hanging from the walls. The tales go on to describe that the mob found a deep chamber attached to the hall where the nobleman (now only remembered as “the Ghoul Prince”) kept a foul demon bound and enslaved that he “milked” for its blood and other ichors.

The miasma of foul ichors released by this demon were the undoing of much of the mob that sacked the fort. Most fell ill within the day, and of those nearly a quarter died of horrid fevers before magical healing could be brought to the folk in sufficient numbers to save them. But the foulness may have lodged itself deeply within them… Children of the original mob members seem to share similar dreams, and a few have turned up dead, hanging from old chains off the ruined walls of the fort, bled dry.

Revenge of the Ghoul Prince (no grid)Revenge of the Ghoul Prince (no grid)

The most notable feature of this dungeon is the large hall on the right hand side. The hall itself is a very tall chamber, with the passage that overlaps it towards the south end actually being a bridge through the chamber to the far side niche containing a defaced statue of the noble “ghoul prince”.

This map is actually a recreation of a map I drew over five years ago. The original was drawn on a 3″ x 5″ index card with a single gel pen. It was fun to revisit one of my old maps and give it a “fresh coat of paint” with my current skillset.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Fall of the Azurite Sanctuary

Those travelling in boats past the Isle of Vines can often see the ruins near the shores, barely visible underneath the green vines of the island’s name. When the sun is just right though, one particular set of ruins flashes brilliantly blue – the old Azurite Sanctuary.

Vine Covered RuinsVine Covered Ruins

The Azurite Sanctuary sits near the western cliffs overlooking the only bay on the island. A small tower and the impression of a larger lower structure is all that’s visible from the water. Once the retreat of noble family of Aragual, said to be gifted with the blood of celestials, the Azurite Sanctuary and the rest of the island was taken over by vines during the ascent of the Imhomunzu Dynasty. Strange plant creatures still control the island, making it a deadly hazard to those who have dared to land there – tales whispered by fishermen speak of a dragon that flew in too low being grabbed and pulled down to the island.

The Azurite Sanctuary should still house several of the prizes of the family of Aragual, as well as whatever other riches they may have brought here that hasn’t been stolen by the islands green inhabitants.


This map was originally drawn last summer for RPG Crate where it was paired with a short adventure. It is presented here free for your personal use and enjoyment.


patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Blood of Angels (Pathfinder – Golarion)

 

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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City of the Gods – Session 2

After finding their missing companion half in his cups with no memories of the previous day at all (let alone a monstrous chronovore, demon, people skins, etc), the group assembled to figure out what to do about the skins they had found last session.

They had stumbled upon the perfectly dressed, immaculate skins of three people under the guard / protection / or possession of a demon.

One of these they recognized as the elder of the Beardsmith dwarven clan – a gentledwarf rarely seen outside of the dwarven enclaves, but who would probably make an appearance at Dwarves Night in three nights (the night commemorating the departure of most of the dwarves from this world at the end of the great war).

Another was of Darius an Durrend, a playboy and dilettante who thinks himself a fair duelist (although he isn’t – as the duelist in the party was quite aware having bested him two years back).

The party checked around for information on the two people, suspecting them of being replaced by something foul. They get a little information here and there, but also find out that the house of Durrend is currently in turmoil. Arriving at the house they manage to wrangle out of the majordomo of the house that the head of the house and his son are both our searching for a missing / kidnapped handservant. The majordomo had been out searching for her already and returned to find the home even more stirred up than when he left, with conflicting stories that the serving girl had already turned up, but that this sent the father off immediately, incredibly upset.

They decided that this meant that someone had figured out that the father and son were replaced (and maybe the daughter) and they were now on the warpath to prevent the further spread of this information.

With some diplomacy and investigation, they figured out that the son (Darius an Durrend, the playboy they are seeking) was at the House of Deryre – a tea-bar south of the red light district that serves a salty alcoholic tea that can be laced with strong soporifics and hallucinogens so the devout can fully explore their consciousness. At the House of Deryre they wrangle the young lad into an alleyway with worried tales of people searching for him all around town… where they promptly knocked him unconscious, pilfered his belongings, and ascertained that while his skin seemed to be pretty solidly part of his body, his blood was an insectile ichor.

With this information in hand, they brought it to the House of Crane (the family of the party’s young noble) and presented the proof that the House of Durrend was being controlled by something foul and inhuman. They were then tasked by the elder of the house to bring back the senior an Durrend so the house of Crane could make the most of this situation.

Back at the Durrend estate, they mostly convinced the majordomo of the issues at hand and wrangled the most likely location for the father of the House of Durrend to be (the temple of Barathmon – demon of the vanquished). At the temple they find one of the house man-at-arms of Durrend at zero hit points, bandaged and slowly recovering as the temple guards and two other men-at-arms lay dead inside. Putting the information back together from the survivor, the Durrend patriarch arrived here, got into a yelling match with the priest of Barathmon and then the fighting began. He since departed heading towards the old hunting grounds where he usually hunts, with the priest trussed to the back of his horse.

Catching up to him, the party commandeers a night soil wagon (using the folk hero background of Kothar) and pursue into the stony highlands northeast of the City of the Gods. When they finally close up to them, the patriarch’s men-at-arms form a skirmishing line to protect their liege. In the ensuing battle, many are struck down by Kothar’s dragon breath, but Kothar is unseated from the wagon, and it rushes onwards and out of the battle. All the passengers jump off to engage in combat except for Mara who attempts to regain control of the vehicle…

In but a couple of rounds all the men-at-arms were quickly defeated, leaving the Patriarch facing off against the group. He demanded that they let him go to rescue his daughter – that they could have his money and the goods of his men, but that he had no time to discuss anything else until his daughter was returned to him.

And the party struck him down as he turned to escape.

Mara finally gave up on regaining control of the horses and cart, jumped off, and walked back to the group. Rasha grabbed a horse to chase after the Patrician’s horse to recover the priest. Quinn and Bei Ji confirmed that Kothar was quite dead, and looted him down to his underwear.

(Source: Dyson’s Dodecahedron)
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