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Slaughter in the Halfling Village [NGR Play Report]

In our weekly Neoclassical Geek Revival game I had to make a new character because last session ended in what I think was the most perfect TPK I’ve had in ages. We actually almost succeeded at our mission (we run about a 25% success rate currently), got home, and then succumbed to our wounds – dying from disease and mutation and injury in the end-of-session “downtime”.

So I made a new character to join our brave guild of adventurers – Gerold Taskooveras (Jerry). Jerry’s background had him start as a beggar, become a pickpocket, and then spend a few years locked away for his crimes. He’s just been released from jail and has travelled into the hinterlands to make an “honest” living. He’s two parts rogue, one part fool.

Instead of going back (once again) into Elfbreaker Mountain to try to reclaim the dwarven ancestor’s corpse for her clan, we chased after a halfling who had been through town a couple of hours before trying to post a notice on the town notice board, but who left when he couldn’t reach it and no one in town would stop laughing at him long enough to help.

Next thing we know (after a quick NPC death at a “one of us lies, one of us tells the truth” riddle at a pair of bridges), we are setting up the defenses for a small halfling village (think Willow) against barbarian raiders. Thirty barbarian raiders. My foolish thief and a moderately high level elven warrior (who was not at the last session, so he didn’t die). Guerrilla defenses, tower defenses, and a lot of fighting later and we manage to hold off the raiders for two nights… but on the third night we end up in a duel between the elf and their leader. Except they also brought their three wise women to banish the foul elf from the land.

So… we can assume that the halfling village doesn’t exist anymore. We kind of hope the raiders wiped it out completely because otherwise stories might come back of how I picked up the elf and ran for the hills instead of standing to fight.

Remember that 25% mission success rate up there? Yeah, this was another one in the 75%.

(Source: Dyson’s Dodecahedron)
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Geomorphic Halls – Level 2

Draft of the upcoming Level 3

We are in the last 9 hours of the DungeonMorph Dice kickstarter – so perfect timing to release level two of the Geomorphic Halls!

Geomorphic Halls level 2Geomorphic Halls level 2

This one takes a cluster of 4 geomorphs as the heart of the level. Since so many geomorphs interconnected can result in a lot of unreachable areas, there are two different staircases down from this level to level 3 (so one should be accessible), and if all else fails, there’s still that one staircase down from level 1 that bypasses level 2 completely.

I love the various configurations and neat rooms that are available for the structure thanks to the thousand+ geomorphs out there now that use this 10 x 10 design – but I also made sure to include some sections in the level that will be memorable on their own (particularly the great hall on the north side and the thin diagonal halls to the tiered chamber on the upper left).

But yeah – last 8 hours! DungeonMorph Dice. GET SOME.

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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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Release the Kraken on Paradise Control!

Release-The-Kraken

The votes for February’s “Release the Kraken” have brought us to a piece that I think would be a perfect fit into any Waterdeep: Dragon Heist campaign – Paradise Control.


When I was asked for an underground casino map for a D&D game, I immediately had a flashback to the classic Operation: Sprechenhaltestelle adventure that came bundled with the 1980 & 1981 editions of TSR’s Top Secret RPG by Merle Rasmussen. One of the organizations hidden beneath the streets of the city is Pair-a-Dice, a full-fledged secret casino floor set underground.

Top Secret Codename Pisces

Now, realistically an underground casino in a faux-medieval environment would most likely resemble a prohibition-era gambling den more than what we think of as a casino – a couple of rooms where people can play their games of chance and maybe store some drinks and a couple of security goons. But this is full on fantasy, so I went with something a little more full-on James Bond, Dragonslayer.

Paradise ControlParadise Control

Paradise Control is a small casino when compared to modern mega-casinos, but is quite the underground establishment. It was built out of the basements of multiple structures in town, although disconnected from the actual buildings above during the construction phase. A few disconnected basements remain around the casino, but the only way to the surface is the stairs at the main entrance and a secret sewer escape system.

There are two staircases down to the lobby of Paradise Control from a pair of local businesses. The lobby channels clients towards the main floor with three gambling “pits”, two bars, a linked restaurant and a few halls that can be rented, used for parties, or set up as additional gambling space as needed.

Paradise Control (no grid)Paradise Control (no grid)

The lower left portion of the map is the service hallways for general staff, including storage space and sewer access (for trash disposal). The upper right passages link the kitchen to the dinning area, and also provide access for security to the various rooms of the establishment (the security room is in the upper right corner and comes with a set of three cells for taking care of problems).

Finally on the lower right we have a pair of offices off the main room, one of which has secret doors to the the southern banquet hall as well as to a secret stairwell down to the sewer area.

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This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons 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 this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the 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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D&D5e and the Inspiration Economy

Inspiration is a KEY component to encouraging roleplaying in 5e. It is one of the elements that really changes up the game by directly rewarding roleplaying without using XP as the reward.

The assumption in the game is that PCs earn inspiration whenever they roleplay their character’s Flaws, Bonds, Ideals, and/or Traits. A typical player should be able to trigger this at least 3-6 times in a session.

Inspiration is a binary thing. Either you have it or you don’t. You can’t have more than one.

You can spend inspiration in two ways

1. You can give it to someone else for being awesome. So if Fred pulls off an awesome stunt, you can throw Fred your inspiration.

2. You can spend it to gain advantage on any d20 roll.

I recommend spending it quickly, so you’ll be able to get it again next time you roleplay a flaw, trait, bond or flaw.

The trick to prevent players from hoarding their inspiration (so they’ll have it for that crucial death save or saving throw against dragon’s breath) is to hand out inspiration often. My experience is the only thing players hate more than the thought of not having a resource, is the thought of wasting it. Every time you give them inspiration when they already have it has them feeling like they are “wasting” an inspiration.

Once they know there’s a good flow of inspiration, they start spending, and the game’s “inspiration economy” steps into action. The big roleplayers will start handing off their inspiration to the players who don’t roleplay as actively in order to make room for their next one. Hand them out like candy. The more often you hand them out, the more often players will start using them.

I use nice big fantasy coins to represent inspiration, so they are clearly visible and easy to remember, and make the “economy” aspect more tactile.

Sean Goodison (@HighScoreKid) introduced me to a system from @is3rith that makes the system even easier AND better by handing the whole economy over to the PCs.

Each PC is in charge of giving themselves inspiration when they roleplay their Flaw / Ideal / Trait / Bond. The big difference is that they can’t trigger any one of these items more than once per session.

This gives a cap of 4 inspiration per session which is about perfect for a 4 hour game session for keeping the whole flow of inspiration going; and it means the DM doesn’t have to track 16-24 different inspiration triggers.

(Source: Dyson’s Dodecahedron)
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The Big Kopinski

Karl Kopinski has a style to his work that tickles my fancy – some of it throws me back to my love of Heavy Metal magazine (especially early to mid 90s era), but it is a lot more than that. His range of work is amazing, and his sketchwork has amazed me for years.

So I was excited when this book showed up in my mailbox. Primarily a collection of his sketches on nice heavy matte stock, the 296 page book finishes off with about 50 pages of colour plates.

As usual, you’ll have to excuse my messy desk and lousy photography skills – I need to set up something better for taking pictures of stuff like this, but was too excited this morning to actually do something like that before pulling out my potato-camera and snapping a few shots through the interior of the book.

The collection of work is mostly sketchbook pages as mentioned, in B&W. There’s a lot of motion and just about everything is immediate fodder for RPG ideas – from this barbarian dragging a monstrous head with him to these guys planning something that’s certainly not all above-table.

But I have a huge weakness for sci-fi art, and Karl delivers with hoverbikers / swoopgangers,

and cyberenhanced warriors and servitors heading to the battlefield.

And an awesome assortment of action-ready sci-fi adventurers.

And then the back of the book brings us to the colour plates – which starts off with what feels like the entire cast of my last Call of Cthulhu campaign. And suddenly I want to play Call of Cthulhu again. Or maybe Gangbusters!

And transitions into more “modern” and cyberpunk heroes perfect for my character sheets.

And some awesome sci-fi pieces that are still full of character.

The book is a weighty tome just under 300 pages from Editions Caurette. It is sturdy and sexy and makes me want to write up characters and scenes for a dozen different RPGs right now.

You can order it direct from Editions Caurette (and check out a bunch more art from the book) from their website.

(Source: Dyson’s Dodecahedron)
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Bring in the new character!

So, I was prepping for Sunday’s “The Enemy Within” (Warhammer Fantasy Roleplay 1e) session… And I’m finding myself weirdly familiar with the material I’m reading – even though I’ve never owned or read Death on the Reik before now.

And then it hits me. This is the game I was “playing” in that taught me a vital skill in my DM kit – how to engage new players and new characters into a game.

A close friend who was in two of my gaming groups invited me to join his Warhammer group. When I showed interest in playing a dwarf he was excited and explained that the group were about to get to a point where it would be PERFECT to introduce a dwarf to the group.

So I roll up my character, and then show up for the session. We’re high schoolers, so the sessions are 8-12 hours long on average. Start at 10 am, play until we burn out.

I sit down at the side and wait for my character to be introduced. The party futzes around some big city for a few hours, get into a tussle with some cultists, and then spend the rest of the session trying to track down the cultists and the cult to no avail.

The entire time, I’m not introduced to the party.

12 hours later, the session ends and we go home. I never got to play. And this is in the 80s so I have no portable entertainment with me… and since I expected to be gaming I didn’t bring a book to read or anything. I just sat there and watched other people game.

The DM tells me not to worry, I’ll be introduced right away when the next session starts. Sorry about that.

So, a week later, I’m still not part of the party when we break for dinner at 6pm… 8 hours into the session. “They just haven’t made it to where you get introduced! Don’t worry, it’ll be soon!”

As everyone goes downstairs for dinner, I toss my character sheet in the garbage and walk the 90 minutes home.

The DM was HUGELY pissed off at me for bailing when he had “worked so hard” to prep the story to introduce my character into the group.

I just read the section of the module where he was going to introduce my character. Yeah, it would work well, but seriously, it would also have worked fine in… you know… the capital of the fucking empire.

From this experience, when I run a game, I do everything in my power to introduce a character within 3 minutes of the player arriving. 5 minutes I consider a failure. 10 minutes is complete rubbish.

(Source: Dyson’s Dodecahedron)
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Barrow Mounds of the Lich & Famous III

One of the most classic tropes of fantasy RPGs in my experience is delving into the tombs of the dead (on purpose or by accident) and where their grave-goods prove to be helpful and often the accounts of their deaths somewhat… premature.

Barrow Mounds of the Lich & Famous IIIBarrow Mounds of the Lich & Famous III

Today we have nine more crypts, barrows, and tombs for exploration and plundering, ranging from simple single-roomed barrows to small complexes. Combined with the offerings in the previous two “Barrow Mounds” offerings, this brings us to a total of 24 mounds and crypts to explore. A perfect excuse to crack out that d24 from your collection!

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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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Astral Sanatorium of the Mad Mi-Go Brain Cluster

Few (sane) adventurers are aware of the frightening alien intelligences that live on the other planets. Even those that doe are generally unaware that some of these creatures have access to planar travel as well as interplanetary travel. The maddening brain-stealing fungi from Yuggoth are the perfect example of something no adventurer expects to run into on the Astral.

So, what better place to experiment on captive brains?

This free-floating structure is controlled by a massive collection of brains that the Mi-Go have assembled into some sort of brain cluster. A few Mi-Go may be present at any time, as well as a few orderlies (typically strong creatures like ogres who have had Mi-Go brains grafted into their heads). The rest of the population are a mix of kidnapped people lucky enough to still have their own brains; kidnapped bodies used as a chassis for other kidnapped brains; and a few classic “brains in a jar” to round out the mix – all subject to horrifying and bizarre experiments testing the limits of the standard human / elven / halfling / dwarven brains.

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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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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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Sugar Shack Slaughter – Quebec City & Environs

Quebec City, 1666, with magic of course.

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 adventure takes place in the area around Quebec City presented here.

Each hex in the map is 1/4 mile across – so if sticking to good terrain an adventuring party could travel 24 hexes in a day. Which just goes to show how big modern cities are – the location marked “Maple Ooze” on the map is actually within modern Quebec City (pretty much at the intersection of Boulevard Valcartier and Rue de la Riviere Nelson – there’s a convenience store there and I bet they have those gooey maple sugar cones that are ubiquitous candy throughout the region).

Quebec RegionQuebec Region (Sugar Shack Slaughter)

As a fantasy cartographer, it is always kind of intimidating to tackle a real world location in a map. You KNOW you aren’t going to get it perfect, and with real world locations people might actually notice what’s wrong as opposed to thinking that you did it that way on purpose. Mark Richardson (who draws the maps for the 7th Sea RPG as well as for the Government of Canada) aimed me at a database of topographical maps of Canada that really helped with this piece.

Quebec Regional Map (no labels)Quebec Regional Map (General Use)

I’ve included a second version of the map here with the sugar bush and maple ooze banners removed, although the ooze and its path are still visible (since I drew them on the map in ink as I was making it unlike the banners which were added in photoshop afterwards). Printed at letter or ledger size, the map looks great and will help in running the adventure in question, or can easily be repurposed for any other settlement along a major river.

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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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Three Years in the House of Worms

Friday marked the third anniversary of the House of Worms Empire of the Petal Throne campaign I’ve been playing in – GMd by James Malizewski (author / publisher of the Excellent Travelling Volume EPT zine amongst other things).

Empire of the Petal Throne

We play once a week via Hangouts, with a player base scattered around the world (Canada, Texas, England, France). We’ve had a bit of turnover during the three years of play – with two of the original players moving on, and one later player also departing (and all are missed), and we have two players in the group now that weren’t there when we started.

Several of us are playing multiple characters, choosing which goes on an expedition based on politics and work. Our original character group are all members of the House of Worms, a Sarku worshiping lower-status clan from Sokátis. Now we are joined by a few outsiders, including an agent of the Omnipotent Azure Legion, a shen who has taken up the worship of Sarku (but who remains a warrior – just a very devout one), an albino slave pit-fighter and more.

The campaign started in Sokátis, and has travelled extensively, including a stint with us teleported to northern Yán Kór and having to work our way back home over almost a year on the road (with a major battle against the enemies of man in the Dry Bay of Ssu’úm and some hijinks with a sorceress from the distant past who continues to communicate with us in the strangest times and places), interfere with the upcoming war between Yán Kór and Tsolyanu, and then get messed up in actions between Prince Dhich’uné and Prince Mridóbu.

Now we have moved our entire group, as well as a fair number of our clanfolk of the House of Worms to the colony of Linyaró on the Southern Continent. We were “promoted” to take care of the colony by Prince Mridóbu himself and are chasing down hints of a dire cult of the Pariah Gods that we first picked up near Sokátis and have followed here.

Most of the party is level 5 now, and a few of us are getting close to level 6 (particularly my main character Grujung, the head of the House of Worms clan in Linyaro, and Aithfo, my character’s nephew who is the Governor of the colony).

We’ve gone from nobodies in the clan to the head of a new branch of the clan, the Governor of a colony city, a feared sorcerer with his undead wife (they were engaged for years after she died, finally animated her and got married recently), a potent priest of Sarku who is famous among the secret societies for having summoned an actual aspect of Sarku to battle…

It’s been a hell of a run. So far.

This last image is a photograph of my player map of our latest Empire of the Petal Throne adventure locale from Friday’s game session.

Who knows how accurate it is – the DM says it is “perfect” which generally means “close enough to make no major difference”, but for all we know we missed other secrets along the way here.

But now that we’ve probably doomed the whole world to war and destruction, we have to get out, so we’d better hope it is accurate enough that we don’t screw anything up on the attempted escape. There’s at least one tunnel on the map that was drawn based on looking into it from both ends, but that we haven’t really fully explored the full length.

(Source: Dyson’s Dodecahedron)
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Release the Kraken on the Lost Ossuary

Release-The-Kraken

Every month that Patreon funding remains over the $400 mark I sift through my back catalog and bring up a selection of maps that my patrons then vote on as to which will be released under the free commercial-use license. This month we start by releasing the Kraken on a recent favourite – The Lost Ossuary!

The Lost OssuaryThe Lost Ossuary

The Lost Ossuary is a small dimensional rift beneath the Lobachevsky Church. Cut out of the stone beneath the church as a set of crypts and ossuaries, the Lost Ossuary displays bizarre geometries to those who would try to map it out. Routings through the Ossuary make little sense, with paths connecting with far less than 360 degrees of angle between them, and some secret passages connecting areas that should be hundreds of feet apart.

To confuse matters more, the ossuary has two types of construction – rough hewn crypts and the carefully built ossuaries and tombs. Both areas are completely contiguous, and yet seem to cut each other up at times. In all, the structure is a nightmare for any who would try to map it out.

This is of course because the planar topology of the Ossuary is a cube – however this is never apparent to those within it – the faces do not involve any changes in angles – the floors remain consistent and flat instead of switching by 90 degrees as one walks over the “angle” in the cube.

Exploring the cube will probably result in some weird maps… here’s a very simple map of just part of the crypts themselves that ends in the same room in two different locations, reached through two different doors.

ossuary-cartography

In time, any attempt to map the Ossuary from the inside will result in a map that crosses over itself and comes back from point A to point A with those two locations at wildly different parts of the map.

The Lost Ossuary works not only for classic fantasy gaming, but would be a perfect spot for a bit of adventure in a Call of Cthulhu campaign (non-Euclidean geometry), or for other games that deal in strange places and possible hyper-tech (Numenera, The Strange, or something happening just inside a rift in Rifts).

Once the adventure is over, however, it might be fun to show the party exactly what was causing all the chaos.

cubes-together

Here I’ve taken the map and made it into an actual cube to show how the halls and chambers connect.

cube-structure

I printed it on some fairly heavy paper stock (it would be significantly easier to assemble using cardstock, mind you) and trimmed it so that there were tabs that I could use to assemble it. A bit of glue or tape and it goes from 2 dimensional to 3.

And for those who prefer their maps without a grid – here is the Lost Ossuary again:

The Lost Ossuary (no grid)The Lost Ossuary (no grid)

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons 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 this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the 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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Forgotten Catacombs

Years ago the elders of the city entombed their dead in a small underworld necropolis beneath the Temple of Quiet Passage. The temple priests became caught up in strange events and foul creatures that resulted in the destruction of the temple and scattering of the flock a couple of hundred years ago.

Forgotten CatacombsForgotten Catacombs

Since then the neighbourhood has been revitalized and changed and is mostly mercantile based these days with The Plaza of Passage being the city’s main open market during the week. Somewhere along the way, sewers were added to help keep the streets clear and encourage business. In the process of building the sewers the old crypts were rediscovered and then resealed.

But a small local gathering of the faithful have returned, and they still entomb their dead within these catacombs. Of course, they look quite suspicious as they collect in the evening with their dead body, sneak into the sewer system and from there into the old crypts where they find a place for their recently departed.

A perfect red herring to add a bit of depth to a city scene.

Or, of course, the whole thing might have just been reopened by a foul necromancer and hoards of undead are now threatening the city and crawling up out of the sewers. Whatever works for your campaign.

When I started on this map I said to myself “A nice small set of crypts forgotten under the city streets where a church used to be… should take me a couple of hours tops”.

Turns out my pens don’t ever actually listen to me.

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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Rathmore Manse

A pair of squat towers linked by low walls and a bridge, the Rathmore Manse sits on a stony outcrop in the woods just north of the ruined village of Hromustrom. With the foul green dragon living in the ruined village, the old manse has been quiet for years now – perfect for the workings of the foul sorcerer who made it his home.

Rathmore ManseRathmore Manse

The old family manse itself is a cold stone structure, with few signs of inhabitation. The south tower has been completely abandoned, the windows boarded up and turned into a home for a few small animals that were able to break in. The north tower’s ground floor shows signs of having been swept up – leaves and dust have been collected and pushed out to the courtyard at some point. The upper levels however are cold and quiet, with wind blowing through the broken windows of the topmost level which has become home to a small swarm of stirges.

But a secret door on the ground level leads to levels below the manse itself – crypts, tunnels, and undercrypts used by the sorcerer and his magical assistants.

Rathmore Manse (no grid)Rathmore Manse (no grid)


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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Portal of the Elder Brain

The House of the Ten Chambers of Errestos is an arcane cult dedicated to unraveling mysteries mathematical and metamagical. Their membership is small and scattered throughout many places of learning both arcane and divine. The largest group of the Castellans of Ten Chambers live and work in the city of Kaldath where they have painstakingly assembled a physical reproduction of some of the interdimensional mathematics that they study.

Portal of the Elder BrainPortal of the Elder Brain

The residents of the city have other names for the Ten Chambers of Esterros, generally referring to the cult members as “the brains” and their metamathematical temple-fortress as “the Portal of the Elder Brain” based on the rumours that the brains of the six eldest of the order have their brains pickled and built into the structure itself to power a failed gateway to another world.

The gateway, however, was not a failure (even if the fanciful stories of the elders of the house’s brains powering it are wrong). The House of the Ten Chambers of Errestos contains a dormant portal just offset from the centre of the structure that is powered by the mathematical and semi-spiritual processes that occur in the other nine chambers of the building. Through intense meditation, working on fractal sand drawings, re-arranging stone puzzles, and other acts in the chambers, the portal can be opened to the various elemental planes as well as some other places in this world and others.

Of course, when a strange cult has a strange home and engages in activities beyond the ken of normal folk, it doesn’t take long for even stranger rumours to take hold. Who knows what strange intelligences the order has managed to contact via their portal? And who is to say that these intelligences haven’t in turn taken over the order and now threaten the city that plays host to it? Doesn’t the term “elder brain” immediately evoke terror of the tentacled monsters of the far realms? Surely there is an abomination here that must be discovered and excised by brave adventurers!

Work in ProgressWork in Progress

 

 

For a 5e D&D game, the Castellans of the House of the Ten Chambers of Errestos would make a perfect order of monks of the Way of the Four Elements – practicing perfection mathematical, physical, spiritual and elemental.

Generally when I draw a map, I have a pretty strong aversion to symmetrical design. I drew this map (as well as the Tomb of the 14 Imperial Princesses) in an effort to allow for some more symmetry in my work because players expect at least some symmetry because of the general positive feeling that pattern recognition provides in most people (including those who design these dungeons and other environments in the game world).

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 the 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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Mirelyn’s Skyrealm – The Beginning


This week is a series of five posts about Mirelyn’s Skyrealm – a map I drew at the beginning of December as part of a cartographic challenge. The challenge was to draw a map of a “floating island” and the map that will unfold over this week was the result. I don’t normally give a lot of work-in-progress material for my pieces, so I’ll discuss what I did as I went along for this one. 


After Miska’s Mapvember challenge, I found that I had really enjoyed the push to draw something every single day – and the added challenge / booster of a theme for each map that I drew. So I picked up another challenge.

The challenge was to draw a “floating island” or “flying island” – it immediately brought to mind the map I had drawn of Lino’s Islands in the Sky after reading the Skyrealms of Jorune boxed set cover-to-cover.

However, at the beginning of the month I was in the middle of an isometric mapping kick, so I tried something a bit different (although on a similar scale to Lino’s).

20161203_161221-01

With isometric work, you need to start at the front of the page (so that you don’t find yourself trying to draw something in front of something already drawn), so I drew a few blobs of what I expected the islands would look like, and then immediately started detailing the front-most of these with a church, a lake and a tower. And big ropes to hold the island to the main island.

20161203_183922-01

One of the big benefits of isometric paper is getting to show things that stick up and down from the main plane of the map, so I really went for it with the main island – the main focus when I started on it being the fortress over on the left that seems to just cling to the stony mass, and the landing pad about 20 feet below the edge of the island proper jutting out from the side.

20161203_222701-01

And here we see why I started with the little island. To make the main island “thicker”, I had to add more rock outcroppings below the first ones I drew (and darkened them to make them feel shadowed and definitely “under” the main island.) Also added an odd-shaped sci-fi-ish tower / observation station (because Skyrealms of Jorune is another of the science-fantasy RPGs where the game occurs many thousands of years after the isolation of the planet from interstellar society and technology) and a crystal outcropping because crystals are the basis of the whole Skyrealms thing in the first place. In the Jorune setting, the liquid crystals in the mantle of the planet provide the strange energy that we don’t have on other worlds (explaining the whole “science of magic” bit). But when the crystals cool and harden, this same energy repels the crystals from the molten crystals, making chunks of the world heavy in crystals to actually erupt from the world, lurching up until the repelling force of the crystals is equalized by the downward force of gravity – creating Skyrealms like these.

20161204_152425-01

And then as I was working on the hilltop and trees beside the fortress, I decided that I wanted a farm on the island also. Something rustic and “normal” seeming for such a strange setting. So a third island was added and the farm sketched in in this photo. At this point I also added some extra hills around the lake on the lower right island to try to make it look less like it is about to just pour off the island.

I picture the lower right island as abandoned now. The lake was poisoned, the highplains church abandoned, and the highplains mill burned down. Suddenly the skyrealm isn’t capable of being really self-sufficient without a good water reservoir and mill, so most of their food has to be imported from ground-based farms – making the whole island the perfect place for someone with lots of money (like a successful adventurer) who is less concerned with self-sufficiency than with having a base of operations that is both pretty ostentatious and with limited means of access.

Tomorrow I’ll post the finished isometric map of the island proper as the Tuesday Map Post.

(Source: Dyson’s Dodecahedron)
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LEO Workstation J3N-CAD

In a slowly decaying orbit surrounded by debris is Low Earth Orbit Workstation Juliet 3 November CAD. One of the workstation’s four work environments has been blown open to vacuum and failures of various safety systems resulted in extensive damage to the interior of the other compartments and the deaths of many of those stationed on site.

LEO Workstation J3N-CADLEO Workstation J3N-CAD

The survivors were loaded aboard two Extra-Station Repair Vehicles that slowly jetted themselves to a nearby workstat consortium. The survivors described a fire tearing through the station and security and safety doors failing to close (or in one survivor’s description, reopening once closed). Two of the five survivors were completely catatonic and within the week two had committed suicide (including one of the catatonic survivors who accessed a scalpel while attention was on the others). Research in Pod 3 was a classified project by the R&D department of the U-Gth GmbH and the same day that the pod erupted the R&D building in Rostock was one of four buildings pulled down into a massive sinkhole that still hasn’t been stabilized and is threatening several major hotels in the resort portion of that city.

img_20161102_095421-01

A number of organizations including both the ESA and NASA as well as assets from various intelligence organizations definitely want to find out what was going on up there. Which is where the characters come in.

Because really, what kind of horrors could a company that mostly deals in high-end mushroom cultivation out of Germany be up to?

LEO Workstation J3N-CAD (no grid)LEO Workstation J3N-CAD (no grid)

LEO Workstation J3N-CAD was drawn during my run through 30 maps in 30 days as part of Mapvember 2016. The presented theme for the day was “Derelict”. I had also had some requests from a few patrons for an abandoned space station, so the combo seemed perfect.

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 the 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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The Demon-Faced Tower

The old stone fortress and tower along one of the tributaries of the Greendraught river almost certainly had a name at one point. Something dark, ominous and with much gravitas like Orothon’s Spire or The Dark Hold. But these days there’s not much reason to try to fortify something along the Greendraught – it isn’t a border region for any major kingdom, nor a tactically important river crossing or any such.

So the old fortress has fallen into disuse, and is known for its obvious architectural flourishes as “The Demon-Faced Tower”. Probably because it has two different stone demon faces projecting from the sides of the tower proper, with balconies in their mouths.

The Demon-Faced TowerThe Demon-Faced Tower

Probably.

The whole structure is in poor repair with moss covering many areas, and the doors are only decent because they’ve been replaced recently. The problem is of course that it just makes such a perfect headquarters for some evil up-and-coming dark sorcerer or demonologist. Who knows how many have tried launching a career of dark magics from this place over the past century or two.

img_20161015_223103-01

Thus, it has become the home of an order of druids who ignore the iconography, and instead enjoy the irony of the whole structure being gradually taken over by moss and vines. They also serve to keep would-be dark overlords from setting up base here.

But that doesn’t make for an exciting adventure spot, does it? Unless of course one of the failed dark lords who set up shop here a few hundred years ago isn’t really dead, and has magic-jarred himself into one of the demon heads instead. Now of course he’s taken over the body of the head of the order of druids, and the whole order is slowly slipping into darker and darker practices, blood sacrifices, and are gradually breaking open the gate between worlds…

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 the 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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The Statue Gallery

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There is a cave with far too many statues within it that some locals whisper about when drunk enough. The local kids will dare each other to climb down into the cavern and touch a statue, with the bravest actually moving past the first few and reaching one in the darker confines of the gallery cavern. The statues are a strange mix – mostly human-sized depictions of heroic-looking sorts in action poses with the occasional animal and peasant in the crowd.

The Statue GalleryThe Statue Gallery

Of course, to adventurers this is the sure sign of a medusa, cockatrice, gorgon or worse. Shields will be polished, mirrors acquired, blindfolds put on, and light spells prepared…

And the undying sorcerer who collected all these fine sculpted pieces over the centuries will be waiting for them. For he is no fool and has no time for the antics of treasure hunters and murder hobos.

16-1-10

I tried to keep this five-room dungeon as non-linear as possible once characters are in the first room. There is a secret door, a tiny little passage (perfect for a shape-shifting villain to escape down, but too big for most adventuring types), and looping designs in order to make it as accessible as possible – if you know your way.

Played right, this is the kind of place where PCs quickly get tired of the villain’s hit and run tactics and figure out some way to destroy the whole place from a safe distance. Or nuke it from orbit.

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 the 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)

Camping with the Gnomes of Levnec

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While camping at the end of July, I finally broke out my B/X Black Books that I printed through Lulu who knows how long ago. I decided at the last minute to pack 3 copies of the B/X rules along with all of my adventures from Zzarchov Kowolski and the DM screen from New Big Dragon Games Unlimited.

gnomes-of-levnecI’ve had the opportunity to run another of Zzarchov’s adventures for my 3.5 D&D group at the time (now the remnants of that group make up my 5e group). A Thousand Dead Babies remains my favourite level 1 adventure I’ve ever run with a great combination of intrigue, weird-goings-on, monsters, a mini-dungeon, and a brilliant magical artifact perfect to hand out to a level 1 party.

So for this camping trip I was most likely going to use Scourge of the Tikbalang, Scenic Dunnsmouth, or The Gnomes of Levnec. I basically settled on running Scenic Dunnsmouth as the setting, with the other two (and some of my own) as adventures around the edges if we ended up playing multiple sessions… but camping proved to be too eventful for the gang of us and it looked like we would only get one or two short sessions in – so I just pulled out the Gnomes of Levnec.

We sat down with two members of my 5e crew, one ex-member, one player who hadn’t played since the early 80’s, and one player with some modern RPG experience. With four copies of the B/X rules to pass around (James also brought his copy), character generation was done in a flash for the group with the longest time being spent (as always) on equipment. (Note to self: Put together a nice 6×6 card for each class with the class tables and abilities on one side and the d12 subclass table and recommended equipment on the back. Another card with the standard equipment with oddball equipment and transportation on the back.)

camping-character-sheets

One of the first things I noted is how much good information is on the New Big Dragon Games Unlimited (that’s a mouthful) DM Screen. With them in front of me (and the books of spells that came with them), I never even considered looking at the rulebooks during the sessions.

So, on to the spoilers – if you haven’t played the Gnomes of Levnec, you should probably stop here.

The party was generated with the baseline rules (not using my d12 subclasses, and all ability scores generated using 3d6 in order) and consisted of a motley crew of characters none with a Charisma above 8 except for the elf played by a player who doesn’t like to take the lead in conversations.

The team went to Levnec following word that there was employment for folks willing to put blade to gnomes and get farmers back into the fields. They discovered a town trying to recover from a famine on the edge of a dark forest full of perils. Taking on the quest, they discovered the old man “Gargoyle Mel” outside of town in his collapsing tower (who’s cat they killed after leaving his home), ran into many a crowd of man-eating carnivorous black squirrels, and in time finally made their way to the gnome village.

There they discovered a bucolic environment of small mushroom houses inhabited by gnomes roughly three apples tall with their king sitting upon a massive pile of boots and toys. Deciding that this involved far too many gnomes for a level 1 party to deal with via violence, they negotiated a small team of gnomes to escort them back to Levnec. But the gnomes were quite delicious smelling… and shortly after leaving town they all killed their gnome companions, but Jo Anne the Barbarian couldn’t resist any longer and bit the head off of one delicious little fellow. Then the carnage began resulting in one character unconscious from a sleep spell, another beaten into submission, and a third finally coating the dead gnomes in kerosene and wolfsbane to cover their delicious smell, shoving them all in a hole, and then torching them before burying them.

Which of course produced a lovely caramelized gnome sauce that bubbled up from the earth.

basic-stuff

Deciding that this was just too much to deal with, they tried to find their way home to Levnec and instead got caught up with a group of insane neo-pagans totally into the whole “most dangerous game” gig and then finally crawled their way back to Gargoyle Mel’s place where they were attacked out of the blue by his namesake gargoyle (in revenge for the earlier cat-killing). Subduing him, they finally came to terms with the fact that he’s completely bat-shit insane and is seeking gnome flesh to increase his magical powers so he can turn his tower into some monstrous flesh-stone kaiju that will crush the town (“And who will they call mad then? EH?!! MWAH HAH HAH!”). And kill him.

Finally they wander into Levnec, explain that the gnome village is significantly larger than expected, but also significantly less dangerous than it seems. They get the lord to arrange a larger military force to invade the village backed up by crazed peasants with torches and pitchforks.

Six months later, they return to find the town of Levnec completely gone, leaving only a collection of strange wooden toys and well-made leather boots where it once stood. Of the townfolk there is no sign except for their discarded clothing.

 

The module was a hoot. Gargoyle Mel was perfect. The gnomes were brilliant. The setpieces were all memorable, and as the DM I loved the full page encounter table that involves rolling a d8, d6 & d4 on three different tables for location, encounter and oddities (with special results for doubles and triples). I heartily recommend it.

And if you can get your hands on one, the New Big Dragon DM Screen from their kickstarter is GREAT.

(Source: Dyson’s Dodecahedron)

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