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B.U.R.G.L.A.R.s Part 3: 10 Traps

Part 3 of my investigation into "Hobbits have a Roadside Picnic." Part 1 is here.  Part 2 is here. ## Traps _"I don’t exactly understand your terminology. What traps?”_ _Noonan laughed. "That’s folklore," he explained. "Stalkers’ jargon. Bug traps—those are the areas of increased gravity."_ A dungeon zone is filled with hazardous environments that arise spontaneously due to proximity with a dragon. Some are strange substances, such as the vapours and heats the Earth brews in her belly, but fouler. Others have are like beasts, or were beasts that have been changed by the dungeon. Others still have a strange will all their own - or a will that is an extension of Smaug's. **Note** : Some of these rules are tried and true OSE-esque dungeon features, but I think there's a lot of weird things here, too. This information should be GM only. Players learn how to approach these hazards through experimentation (out of character skill with player-facing information that is persistent for the table) as they try to master the dungeon. ### 1. Hell Slime A green sludge found filling storerooms, wells, and cellars. It is unliving and unmoving. Hell slime can only be contained by stone or ceramic. When exposed to other nonliving materials (leather, wood, paper, cloth, glass, etc.), the hell slime quickly breaks it down and converts it into slime, so that the whole grows by the consumed object's mass. Hell slime can quickly get out of control in this way: as it gets bigger, it consumes more, and stretches into new regions, devouring portions of the dungeon. When it comes into contact with a living body, it infects it. Skin, organs, and muscles are left intact, but the slime begins to _painlessly_ eat the creature's bones. A PC who comes into contact with slime should determine where the slime touched them (roll randomly if it's not clear from the fiction). They lose 1 hp every turn. For every 4 hp lost, all bones are permanently destroyed in that segment and the slime crawls up the body. For example, if a finger was infected, first the hand is lost - then the arm to the elbow - then the elbow to the shoulder, then the ribcage, then the spine. When the spine is consumed, the person dies (if hp loss hadn't already killed them). Amputation is the only way to stop the advance of hell slime on the body. Carrying hell slime outside of the dungeon is a capital crime in every kingdom. There are always potential purchasers. ### 2. Moulds and Spores The dungeon grows un-earthly fungus on the walls, columns, doors, and hallways. **Note** : The rules for moulds are from Dolmenwood. The effects of the moulds are new. **Triggering:** If touched or damaged, there is a 3-in-6 chance of the mould emitting a cloud of spores in a 10′ cube area. **Effect** : All in the cloud must Save or be caught in the spores. The effect depends on the type of mould. **Removing** : Each type of mould is harmed by a specific type of damage. Each roughly 10′ × 10′ patch of mould can withstand 2d8 (average 9) points of damage. **1. White mould:** Victim is partially petrified, gaining +1AC and losing -20 ft of movement speed. If not cured (e.g., by _remove curse)_ , victim fully petrifies within 1d4 days. White mould is harmed by fire. **2. Grey mould:** Inflicts 2d6 fire damage per Round to any in the cloud, which lingers for 1d6 Rounds. Grey mould is harmed by magical cold. **3. Brown mould:** Infects the victim's skin with spores, causing rainbow blotches. If not cured (e.g., by _remove disease_) the victim is permanently _polymorphed_ into a random animal in 2d4 days. Brown mould patches spread in the presence of fire within 5′: a torch causes the mould to double in size, burning oil quadruple, and a _fireball_ 8 times. Multiplication takes 1 Round. Brown mould is harmed by acid or water (1d6 damage per pint). **4. Blue mould:** The victim flickers with _fairy fire_ , takes 1 damage every 6 turns (1 hour), and suffers a -2 penalty to reaction rolls from monsters and animals until they benefit from magical healing. Blue mould is harmed by fire or by magical healing. **5. Indigo mould:** The victim begins to weep uncontrollably, suffering a -2 penalty to attacks and saving throws until they benefit from magical healing. Indigo mould is harmed by fire or by magical healing. ### 3. Revenants Those who have died in the dungeon may be raised into a cursed un-death. They rise and walk the halls, half-rotten, bones protruding, moving under the power of some unseen force. Revenants are not aggressive by default. Mostly, they go about the tasks that they pursued in life: slowly, clumsily, sadly. Most are too rotten to talk, but they can gesture. Some can weep a fluid that is not tears. Most revenants are dwarves who were buried in the Tombs. **This revenant is (2d6):** 2. Going mad, will attack 3. Guarding the way forward; will attack if the PCs try to get past them 4. Looking for their wife, distressed 5. Trying to put together a children's toy 6. Sitting down to dine and slowly (very slowly) sipping wine from a goblet 7. Slowly (very slowly) writing a random rumor in a book; one rumor is written every 1d4 Turns until the revenant gives up and stares into space 8. Wants to trade a plump mushroom for something rare and valuable; will become angry if denied 9. Trying to figure out a song on the harp 10. Scraping at the walls with a pick, ineffectually 11. Slowly hammering on a steel tine 12. Counting 3d6 pieces of dragon gold over and over, stacking and restacking it; will become angry if robbed ### 4. Weird Walls and Keys Throughout the dungeon, walls of strange material bifurcate and cut off passage towards the dragon's lair. They were not made by the dwarves, but are products of the zone--they grow spontaneously and shift between delves. **Concept keys:** Burglars have learned that each wall can be defeated by a certain thought called a concept key. When exposed to a song, a feeling, a word, an image, these walls melt away like mist in the morning. **Dungeon keys:** The dwarves made keys for their doors, chests, manacles, cuckoo clocks, etc. Any key that was within the Mountain at the coming of the dragon is a dungeon key. Keys from outside the dungeon will not work. When a weird wall is touched with a dungeon key, the key disappears and the wall is destroyed. Dungeon keys are a sure-fire and fast way to get past weird walls. However, there were only so many keys in the dungeon. Each time one is used, there is one fewer. There will never be any replacements made. And the walls are constantly growing and constantly shifting. The Union can foresee a time where there are no keys left, but the walls remain. That is why the Union prefers to open weird walls with visualization techniques and save the keys for emergencies. Burglars are here for quick riches, and so make free use of the dungeon keys. The types of weird walls are: **1. Walls of Web:** Although nobody has ever seen a spider of any size in the dungeon zone, there are walls seemingly made of black webs. They are sticky to the touch (dealing 1 hp of damage if touched with bare skin). **Breaking:** The thick cords resist the bite of most swords and axes, but they can be sliced through in 1 turn by a **magical weapon** --the cords reweave themselves after 1 turn, closing the gap. **Concept key:** Walls of web melt away into black motes when told **secrets** : a burglar must speak aloud a personal fact that no one in the company knows. A burglar alone cannot use this concept key. **2. Walls of Flesh:** Some walls are made of flesh and sinew. Some are like a giant's arm twisting through the passageways: some are riddled with teratomas of hair, mouths, eyes. **Breaking:** The walls can be butchered. A 5' passage can be cut into a wall of flesh with hacking weapons and 2 turns. There is a 1-in-6 chance that the blood of a wall of flesh is hell slime. If eaten, the meat is deadly. **Concept key:** Walls of flesh whisper riddles. If the riddle is guessed, the wall melts into a pink sludge. **3. Walls of Will:** There are unseen walls. Some evil will (the dragon's?) prevents a company from moving forward, as if solid steel stood in their way. **Breaking** : Walls of will cannot be broken. **Concept key** : A hopeful thought born of song will break the will that holds the company back. One burglar must sing a song or recite a poem that engenders **hope** in the company. **4. Walls of Fire:** Fires rage in the dungeon that block off passage: they have no fuel, but are otherwise similar to the fires of the natural world. (Dragonfire, discussed below, is different.) **Breaking** : Walls of fire cannot be broken. They have never been successfully extinguished by water. Jumping through a wall of fire deals 2d6 damage and ignites anything flammable on the character. **Concept key:** Walls of fire will evaporate into choking black smoke if an item of significance is **sacrificed** to the flames. ### 5. Black Oil Black oil is scum that sloughs off the waters under the Mountain. It moves with the speed and stimuli-based instincts of a slug. If black oil is covered the surface of the water, the water cannot be navigated without suffering the penalties of the oil. Terrestrially, the black oil is easy to avoid if there is ample space. However, black oil can sometimes drip down from the ceiling onto a random burglar. Each burglar passing under the resting place of a black oil has a 2-in-6 chance of triggering it. If a burglar is carrying a magical treasure, this chance increases to 5-in-6. The burglar is allowed a Save to avoid the dropping oil. When covered in oil, each round the victim suffers the following effects in order. They will suffer effect 1 until no longer applicable, then suffer effect 2 until no longer applicable, then suffer effect 3. **1. Eat through armour:** The black oil will first eat through the victim's armour. Each round, the armour's AC bonus is reduced by 1. At 0 AC, it is destroyed beyond repair. **2. Eat treasures:** The black oil is drawn to magical treasures from the dungeon. If the victim is carrying such treasures, each round there is a 3-in-6 chance the black oil will devour it. When devoured, it explodes, dealing 1d4 damage to the victim. **3. Eat the victim:** The black oil deals 1d4 damage to the victim each round. Victims killed in this way become oil-covered skeletons (1HD). Removing a black oil requires fire or a gem. If burned with fire, each oil can withstand 2d8 (average 9) points of damage. The victim also takes this damage. If the black oil is fed a gem, both the gem and the oil are instantly destroyed. The Returner faction seeks out black oils to feed treasures to, deliberately. ### 6. Witch Lanterns Certainly these are of the category of magical treasure, but are avoided as traps by burglars. These lanterns glow with green light. Around them cluster 1d8 shadows which move jerkily, stutter-stopping along the walls and floors. Victims who are drained of their Strength rise as new shadows, bound forever to the lantern that killed them. Extinguishing the green flame destroys all bound shadows. Most of the witch lanterns have been destroyed in the upper two levels, but some still exist in the lower deeps. ### 7. Shimmers Shimmers are 10' x 10' manifestations of destructive physical forces. Difficult to see in torchlight, impossible to see in sunlight, but easily spotted in the dark: they are practically invisible, appearing only as a light glimmering in pitch black or like a heat mirage in low light. In a large dark room, shimmers can be spotted outside of the range of torch light automatically when moving at exploration speed. In a corridor, shimmers are more dangerous. The front-line burglar has a 2-in-6 chance (elves have a 3-in-6 chance) of seeing a shimmer directly ahead of them. A 10' pole is already too close for comfort: the burglar gets a +2 to their Save but might still be sucked in to the shimmer. The only reliable method of discovering them before walking into them is by throwing objects (like acorns) ahead of you as you move. Moving in this way forces the party to move at a maximum exploration rate of 20' per Turn. Those who step close to a shimmer are allowed a Save to throw themselves backwards out of its grip. On a failure, they are instantly destroyed, their body ripped apart as if squeezed by an invisible giant. ### 8. Enchanted Wells The wells that the dwarves carved into the Mountain have all been tainted by the dragon's presence. Drinking from any of them is perilous because their effects are unknown. Delvers have mapped the effects of certain pools in the first two levels. For example, the well at the North Crossroads shrinks imbibers for 3 Turns (30 minutes) to a twelfth of their size (feet become inches). When drinking from an unidentified well, roll on Goblinpunch's Perfect Potions List. The result is tied to that room forever. Waters bottled in hermetic vials can be sold on the black market. There is a 2-in-6 chance that any enchanted pool has a black oil haunting it each time the room is visited. ### 9. Phantoms Revenants are not the only way the dead haunt the dungeon. Burglars may bring the ghosts of those they know, living or dead, with them under the Mountain. They manifest as phantoms. A phantom is a seeming, an illusion, made out of condensed smoke and light. They are physically present and can interact with their environment, but have only a Strength of 1. If they ever suffer a single point of damage, they vanish in puff of smoke. To stock phantoms in your dungeon, ask your players questions and use the answers to build them into the random encounter table. **The phantom appears as...** 1. A group of rival burglars 2. A beloved family member of a member of the company (living or dead) 3. An NPC from Lake-town that is well known to the company 4. Union guardsmen hunting burglars **The phantom is...** 1. Desperate to tell a certain member of the company a random rumour: they treat this as an omen of utmost importance, no matter the subject matter 2. Spiteful to a member of the company, insulting them in a way that is uniquely painful 3. Eager to lead the company deeper into the dungeon, promising treasure 4. Quiet, following behind the company without saying anything ### 10. Blinding Sound The Blinding Sound is a trap that is not tied to a location. Put it on your random encounter table. The Sound begins as a low rumble, barely discernable. If the company is standing still and being utterly silent, they can sense it without a roll. If the company is moving at exploration speed, each burglar can roll to detect the rising pitch of the sound with a 4-in-6 chance (hobbits get a 5-in-6 chance). If the company is moving faster, they can only detect it with a 2-in-6 chance. If successfully detected before it rises, the company can take preventative measures. Burglars carry custom ear muffs as protection. Once noticeably audible, the Sound effects any who can hear it. Each victim is allowed a Save to plug their ears at the last minute. If successful, they are blind for 1d30 days. If unsuccessful, they are blinded permanently.

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B.U.R.G.L.A.R.s Part 2: Dungeon Zones

Part 2 of my investigation into "What if the Desolation of Smaug was a Zone from _Roadsic Picnic_?" Part 1 is here.  Maybe I should have called this series "Hobbits have a Roadside Picnic." Hmmm. ## Dungeon Zones Inns are the haunts of burglars--notorious drunks, all. All of a burglar's tall tales are told there. "I saw the Old Wyrm making new passageways. He was digging like an earthworm, chomping at the stone. The stone was passing through his long body. The changing gasses were coming out the back." "I heard the Golden One about a level below us. We ran. But when we came back to the Northwest Guard Chamber, there was a fourth door. I told Fatty to follow me, but he went through the wrong portal. I could hear the blinding sound start up - that's the Wyrm's roar - so I dropped to my knees and pulled my hood over my head. My eyes turned out alright, but I never saw Fatty again." ### Extra Angles, New Passages Both the union delvers and burglars agree that the dungeon's layout doesn't remain static. The current understanding is that there are three different configurations the dungeon can be in based on the phase of the moon when the dungeon is entered. **New moon:** The new moon dungeon is entirely the product of the dwarf's craftsmanship: the hall of habitation, the guard posts, the armories, the workshops, the forges, the markets. **Waxing or waning:** The dungeon's appearance when the moon is between crescent and full is similar to the new moon dungeon, but rooms with corners have expanded to add new angles: triangular rooms become square rooms, square rooms become octagonal, octagonal rooms become dodecagonal rooms, and dodecagonal rooms become icosagonal. Round rooms are unchanged. New passages, seemingly of dwarf make but unremembered by any map from before the coming of the dragon, connect these expanded rooms together. **Full moon** : The full moon dungeon is the largest and most complex. The expanded rooms and passages lead to "new" rooms, halls, and chambers. These rooms appear to have dwarven architecture, but the art and symbiology found there is dreamlike and distorted. In burglar folklore, these new rooms have the deadliest concentration of traps but also the most unlooted swag. Rumor says that special days of the year or special celestial occurrences (Durin's Day, for instance) reveal entirely new layouts. ### Elf Time _"In that land, maybe, we were in a time that has elsewhere long gone by. It was not, I think, until Silverlode bore us back to Anduin that we returned to the time that flows through mortal lands to the Great Sea."_ A notable feature of dungeon zones is what burglars call "elf time": a distortion of the passing of time inside the dungeon versus outside the dungeon. Burglars will emerge after burning four torches and be told that they were gone for four days, or a single hour, or an entire month. For good luck, burglars never call a missing burglar "dead" unless they witnessed the death first hand. They will refer to them as "lost in elf time." (You may explain missing players at your table in this way.) **Rule:** When exiting a dungeon, one player should roll a d6. On a roll of 1, elf time has occurred. Roll d20 and consult the chart: **1-4.** No time has occurred outside. The burglars seemed to enter and then exit the dungeon within the same minute. **5-10.** Time outside the dungeon is twice what the burglars have experienced inside the dungeon. **11-15.** A number of days outside the dungeon equal to the number of turns inside the dungeon have elapsed. **16-19.** Regardless of how long the delve lasted, the burglars return one month later to the hour. **20.** Regardless of how long the delve lasted, the burglars return one year and one day later, to the hour. I was going to cover traps in this post as well but it got too long. I need to split it up. ##

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B.U.R.G.L.A.R.s

When people give me a recommendation for a book, a show, whatever, I always say "I'll add it to the list!" And I'm not kidding: I have a list. It sits at the bottom of my To Do Google Doc, where I track my daily tasks. The list is organized by medium (book, show, whatever), but is just a comma separated list in the order the text was recommended to me. Some of the lists are hundreds of entries long. This is all to say, people have been telling me "_Roadside Picnic_ is really good OSR inspiration" for many years and I've said "Yeah, yeah, it's on the list." Well, I'm reading it right now. And let me tell you something. _Roadside Picnic_ is really good OSR inspiration. If you have not yet read it (and I recommend that you do!), the essential premise is that several years ago there was "The Visit," where aliens landed at six sites on Earth (called "Zones"). They left behind changed physical laws in those Zones (weird gravity wells, mutagenic slime) and advanced technological artifacts. A class of smugglers called "stalkers" sneak past the government barricades into the Zones, braving the traps of the weird environment to recover these artifacts. One of the people who had been hooting about this excellent book was Anne, who posted about it on her blog. In her post, her conversation partner had the temerity to say: > _It also makes me think how it might be interesting to think about a version of The Hobbit where the desolation of Smaug was a Zone!_ That is what this post is about. ## The Desolation of the Dragon _"There was little grass, and before long there was neither bush nor tree, and only broken and blackened stumps to speak of ones long vanished. They were come to the Desolation of the Dragon, and they were come at the waning of the year._" To say that dragons "create" dungeons is not entirely correct, in the same way that it's not accurate to say that the ground "creates" gravity. When a dragon settles in an area, it warps the area in the same way that a planet warps spacetime. The result is a dungeon. Newtonian physics no longer accurately describes the behavior of objects in a dragon's domain. We must switch to dungeon physics. For most people, dungeon physics mean two things: First, the existence of **traps**. This isn't to say pressure plates or poisoned needles. Traps, in this instance, mean hazardous environments that arise spontaneously in the dungeon: forcefields, walls of fire, poisonous molds, hell slimes. Second, the existence of **magic treasure**. In the presence of a dragon, once-normal mundane objects or areas may suddenly behave as enchanted: sewing pins that emit a deafening shriek, bracelets will spin forever when balanced on their edge, barrels that are invisible. For dungeon philosophers (wizards), both are the same category of transmutation. Except you can categorize transformed objects that are hazardous to human health as traps and transformed objects that have neutral or beneficial properties as treasure. And, like medicines, sometimes the difference is in the dose. And when you slay the dragon? That's just the start of your troubles. ## The Lonely Mountain and the Union of Five Armies _“I remember the Mountain well enough and the lands about it. And I know where Mirkwood is, and the Withered Heath where the great dragons bred."_ One-hundred and seventy-one years ago, the dragon Smaug came to the Lonely Mountain and drove out the dwarves and men who lived there. A dungeon zone took root. Today, the land around the Lonely Mountain is controlled by the Five Armies, each of whom is from a kingdom that lays some claim on the lands of the dungeon (the Dwarves, the Men of Dale) or the roads used to travel towards the dungeon (the Elves of Mirkwood, the Goblins of the Misty Mountains, and the Wolves of the Wild). This Union sends forth sanctioned delves of equal numbers to recover treasures from the dungeon and further their understanding of draconic incursions. ## Burglars _"INTERVIEWER: You probably mean stalkers? DR. PILLMAN: I’m not familiar with the term. INTERVIEWER: That’s what the residents of Harmont call the desperate young men who, despite the grave risks, sneak into the Zone and smuggle out whatever they find. It’s quite the new career."_ Lake-town was founded after the coming of the dragon by the refugees of the kingdom of Esgaroth. A simple democracy, it provides something like a neutral space for the Union of the Five Armies. The residents have never seen the wealth extracted from the dungeon trickle down - the rivers have never flowed with gold, as they were promised. Some of these residents take on the profession of burglar. A burglar avoids the guards of the union to make an unsanctioned delve in the dungeon. When they survive, they sell the swag to the highest bidder: foreign kingdoms, rich autarchs from beyond Rhun, or even clandestine representatives from member-kingdoms of the union (who each resent their rivals and think their sharing agreements unequally penalize themselves). But burglars do not have long lives. The traps in the dungeon are many, and only the upper levels have been partially mapped. Worse, those that handle the treasures rarely see their later years: the dragon sickness is a slow but irresistible foe. And the less said about the sicknesses of their children, the better. ** _More coming in part 2._**

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The Angle - Middle-earth Hexcrawl

An installment of my hexmap for Middle-earth project. Follow the "Middle-earth Hexmap" tag for all entries in this series. The **Angle** is a wedge of land between the rivers of Hoarwell and Loudwater, south of the Great East Road. --- The Angle When Bilbo - and later Frodo & company - traveled towards Elrond's House, the **Angle** is what lay below the road. It's a delta of arable lands where once the splinter kingdom of **Rhudaur** once built its strength, before it was cowed by Angmar in the north. Before the time of Bilbo, folk that were kin to Smeagol lived along the river. You might spy one or two of them in this hexcrawl. At the time of Bilbo, the forest above the Angle was haunted by trolls. Hence, it was called the **Trollshaws.** The Trollshaws are the primary focus of this section of the Middle-earth Hexcrawl, but you can chunk the Angle out as a separate, distinct region. #### 46.87 **THE LAST BRIDGE.** An ancient bridge with three arches crosses the River Hoarwell at the bottom of a deep valley. This is the only reliable passage into the Trollshaws from the west. The Great East Road crosses the bridge, stretching west to east. The landscape of the Trollshaws is dismal—the hills are brooding, the trees are somber and huddled together, and on the heights of hills one can see the ruins of ominous towers. _(1) - TROLL ATTACK: At night only. A troll from_ **48.88** _is camped out under the bridge, ready to reach a hand up and grasp at passers-by._ **INN AT THE LAST BRIDGE**. The Last Inn stands on the western bank of the Hoarwell within sight of the bridge. Although the landlord and his wife, **Thad** and **Bura Grumm** , are fundamentally decent folk, scoundrels are too-frequent guests at the inn. Given its remoteness, prices are 2x normal. ✦ - OFTEN HERE: 1. **Turlin** (dwarf - jeweler's loupe, parsimonious, trader) has heard evil tales about the herb-seller Goldang—he was forced to flee Gondor after selling poisonous medicine, 2. **Goldang** (man - heavy-lidded, sacharaine, physiker and herbalist) claims to have seen a haunted castle in the Trollshaws (**43.87**) and will reveal the location for a few coins, 3. **Falen** (woman - olive-skinned, shrewd, huntress) knows the Trollshaws well and is willing to serve as a guide to a specific location for a penny. ! -THE LANDLORD'S SON: The Grumm's eldest son, Leddon, has been missing for a week. They fear he's been taken captive by trolls, and are heartsick that it might already be too late to save him. They offer the regular fee in addition to free room and board for life if he is found alive. Leddon is held captive in the troll den in **48.88**. See that entry for details. [Credit: MERP 2E] #### 51.85 **RIVER-SIDE CAVE**. The country rests in a bend of the River Hoarwell (impassable). Near the edge of the water are honeycomb caves in a cliff. The caves are kept by **Gillie** , a water-troll. During the day, she's either in the caves (50%) or lurking under the river water (50%). At night, she is always underwater, waiting to ambush anyone using the river. The Look-out must test **Understanding Δ10** (due to her subtlety and the loud voice of the river) or the entire company is surprised. Her favorite technique is to capsize the boat and pull victims underwater one by one, drowning them quickly so she can feed at leisure. * In the caves, Gillie keeps a driftwood fire, pair of bellows, bed of seaweed, and a fishing spear. * The bellows don't work because they're stuffed with 123 copper / marks. * On her belt, Gillie carries an enchanted glass bottle that keeps whatever is inside it fresh. She often fills it with the milk of her goat (50.86). #### 52.85 **SHRINE OF THE BEAR**. A forested region of white hemlocks and willows. In a glade, a stone **dancing bear idol** stands amidst the bracken and tumbled, mossy, ruined stones. The idol is Numenorean. It would be considered a treasure to the Dunedain. Bears are drawn to this idol and automatically attack anyone who carries it. The River Hoarwell is impassable to the west. ★ - One burglar who spends a night in the presence of the dancing bear idol may spend an Experience to gain a bear animal companion. The bear emerges from the wood and follows the burglar at a polite distance. (3) - DANCING BEAR: A brown bear attends the idol with a rapturous dance. The dance looks ridiculous. If any laughter is expressed by the company, the bear will attack in a rage. Otherwise, it will conclude its dance solemnly and depart. #### 53.85 **OVERGROWN ORCHARD**. A wedge of land at the southern tip of the Angle where the River Loudwater meets the River Hoarwell: the confluence is bright, dazzling, thunderous, impassable. Inland channels water an ancient apple orchard, now long wild grown. During the growing season, curious apples of different colors grow here. _What is ripe today? (summer and autumn only)_ 1. **Bright red**. _Sweet taste._ Restore 1 Endurance. 2. **Dull red**. _Bitter taste._ Fall into a deep, unwakeable slumber for 5 - Strength days. 3. **Green**. _Slightly effervescent, tangy._ Feelings of drunkenness and giddy contagious laughter; listeners cannot help but join in. Lasts 1d4 hours. Can be made into potent cider. 4. **Mottled**. _Hearty, rich._ Serves as a whole day's worth of rations. 5. **Yellow**. _Mealy, sour._ Can understand the speech of birds for the rest of the day. Local birds give a random rumour. 6. **Whitish**. _Subtle tartness._ Gain a buoyancy of body for the rest of the day. Take damage from falls as if you fell 20' less. Cannot drown. Jump 2x distance. The enchantment is only strong enough to affect a person once per day. Each apple remains fresh for about a week. What's ripe one day may be rotten the next. (1) - APPLE THIEF: _Summer and autumn nights only._ **Big Nose Barry the hill troll** (from 45.91), fairly drunk from eating fermented apples, loads up his bindle with fruit to take back to his lair. #### 49.86 **RIVERSIDE FOREST**. A shadowy wood of oak and elm trees filled with turf-covered mounds topped with cup and ring patterns. The shadows of the trees are thick enough to allow trolls to move during the day. The River Hoarwell in the northwest of this region is impassable. BADGER DEN. Hidden. In a heaped pile of pitched-over standing stones, there is a hole one can just fit through if they slither in on their belly. A **clever badger** named **Unfreldo** lives in the burrow beneath. It can speak Westron, and is cautious and cantankerous but always polite. ! - THE BADGER'S WIFE: Unfreldo's wife, **Kaja** , has been captured by a troll named **Lyle Longarm** who dwells a few days' journey to the east. If rescued, Unfreldo will teach the **language of badgers** to an interested burglar; they must spend an Experience Point and two weeks of study with Unfreldo to get the basics. (1-3) - HONEY-SEEKING TROLL: **Larry the Licker the hill troll** (from 45.91) has knocked a beehive down for the honey. The bees are swarming on him; he curses loudly at each sting but has a tough enough hide to be unhurt. #### 50.86 **TERRACES**. The remains of terrace farming: many hills have steps carved into them. Twisting olive trees are prevalent. The River Hoarwell is impassable to the west. **TROLL OF STONE**. Hidden. A statue of a troll, petrified by the sun. Investigation reveals that it's holding something tightly in its stony hand: a scrollcase. Nearby, the bones of a skeleton it disinterred before the sun caught it. * Removing the scrollcase is difficult. It is less durable than stone, and breaking the hand that holds it might destroy it as well. * If it can be successfully retrieved, a letter inside the scrollcase tells of a desperate plan to bury Rhudaur's jewels at the "Hill of Teeth" (44.100) to hide them from Angmar. (3) - TROLL'S GOAT: A she-goat of prodigious size grazes here. She gives forth a quart of milk every day. She is the property of **Gillie (51.85)** , who will come looking for the goat if taken. #### 51.86 **CAIRN OF THE KINGS**. A ring of hills used as the tomb complex of the kings of Rhudaur. There are clusters of chambered cairns set into the hills, all surrounding a central court in the dell—there are **six cairns** in all. The River Hoarwell is impassable to the northwest of this region. THE WAILING WIGHT: Burglars will hear the sound of a dolorous cry as they approach the complex and each take 1 damage. This is the **wailing wight** who haunts the tombs of the kings. The GM must randomly determine which cairn the wight is currently occupying. The first turn the company comes to the courtyard of the cairns, they will hear a **wail** , which deals **1d10 damage**. Every turn, the wailing wight will shriek again. During the day, a **fog** will begin to rise. By the third turn that the company is in the area, the fog will have covered the hills, blotting out the sun. At this point, the wailing wight will leave the cairn they were previously occupying and go towards obvious disturbances. If she encounters burglars, she will use her wail every round to try and kill them. Plugging your ears allows you to ignore the damage of the wight. THE CAIRNS: Each cairn has a similar design: an open entrance (except Cairn 1) made of large, flat stacked stones around a passage into the hill. The entrance is small, obliging human-sized characters to stoop or crawl. After a short passage, the cairn opens up into a larger central chamber. Each cairn has one or more sepulchres inside the central chamber: a mix of Arnorian and Dunnish burial practices. * **Cairn 1** : The only cairn to have a large stone slab (weighing 2000 lbs) blocking the entrance passage: runes in Sindarin read "Galadhion" above the crest of unified Arnor: seven six-pointed stars above a scepter. * **1A - Tomb of Galadhion:** In the chamber is an alabaster sepulchre with a **mithril death mask** of Galadhion, the first king of Rhudaur. Inside the sepulcher are bones and dust as well as a **corslet of mithril mail**. * **Cairn 2:** This cairn is in disarray—it has obviously been looted in the distant past. In two niches are two sarcophagi, opened, their stone lids are broken in the central chamber. Potsherds litter the floor. Except for bones and dust, nothing is within the opened sarcophagi. * **2A - Tomb of Orodreth** * **2B - Tomb of Elenthorn** * **Cairn 3:** A skeleton lies in the passage of this cairn. (How will the players crawl past it?) Inside the central chamber are three niches holding sarcophagi. The alabaster stone lids name and depict the faces of each king that they hold. Each stone face has open eyes. * **3A - Tomb of Edelion** : The sarcophagus says "Edelion, Son of Elenthorn." The statue depicts a warrior in a stag-topped helm carrying a sword and a shield with the seven three-pointed stars of Rhudaur. (Pressing the topmost star disarms the trap.) * Attempting to open the sarcophagus triggers an **arrow trap** : arrow fire from holes in the ceiling. Each burglar in the chamber must make a **Valour Δ12** maneuver or suffer a **Piercing critical wound** (+0). Having a shield in hand adds +2 to this test. * Inside the sarcophagus is a closed **helm of Perception** set with the device of a stag forged from gold and mithril. * **3B - Tomb of Forodagnir** : The sarcophagus reads "Forodagnir, Son of Edelion." The statue depicts a sad-looking king holding a harp, crowned with a circlet bearing a three-pointed star. (Pressing the circlet disarms the trap.) * Attempting to open the sarcophagus opens a pit trap at the mouth of the alcove: the burglar must succeed in a **Strength Δ8** maneuver or fall in. The pit trap then resets, sealing a large stone over them. * Inside the sarcophagus is a **harp with mithril strings**. It never needs tuning and the strings never break. * **3C - Tomb of Ruadcara** : This sarcophagus is in a different style and mode: obviously Dunnish. The sarcophagus says: "Rúadcara, Son of Broggha and Elentriel." The statue holds a torc in one hand, the other rests on an axe. The statue's eyes are carven with stars. (Pressing the eyes disarms the trap.) * Attempting to open the sarcophagus triggers a poison arrow trap. If the burglar isn't wearing hand protection, they suffer **2d10 poison damage**. * Inside the sarcophagus is a **torc of sorcery**. Wearing it allows the bearer to sing a **Song of Sharpness** for 10 rounds a day without taking damage. * **Cairn 4:** Inside the central chamber is a niche holding a stone sarcophagus. There is also an alcove with a statue of a maiden. * **4A - Tomb of Elwen** : This sarcophagus reads "Elwen, restorer of the line of kings." The statue on the lid shows a sad-looking queen, her mouth open in song. * Inside the sarcophagus is a belt of tiger eyes. When worn, the bearer has a 20% of negating a critical wound. * **4B - Alcove of Statue** : Groundwater flows down the alcove so that she seems behind a veil of rain. Sindarin runes on the alcove read: "My daughter, denied her birthright." The statue is of a young woman holding roses in her hands. Careful investigation of the roses shows that one can be removed: it is a **key with a rose motif**. (This opens the hidden door in the Grave of Princess Malvegiel (41.96). * **Cairn 5** : Inside the central chamber are two sarcophagi. There is also a **mural** of two kings (depicted as giants) striding among smaller warriors fighting at their feet: their hands are held out against a skeleton-faced specter rising over the land. * **5A - False Tomb of Aldor** : The sarcophagus reads: "Aldor." It is empty. * **5B - False Tomb of Elegost** : The sarcophagus reads: "Elegost." It is empty. * **Mural** : The mural is set on a thin wall of plaster. It sounds hollow. It can be broken down easily to reveal the true tombs. * Climbing into either false tomb and closing the sarcophagus reveals a hidden passage leading behind the mural. * **5C - Tomb of Aldor** : The sarcophagus reads: "Aldor, son of Elwen, brother of Malvegiel." The statue on the lid depicts a man with a hammer and chisel in his hands. * Inside the sarcophagus is a **wormskin scabbard**. While worn, the bearer does not bleed. * **5D - Tomb of Elegost** : The sarcophagus reads: "Elegost, son of Aldor." The statue on the lid depicts a man with a warhorn and a bejeweled sword. * Inside the sarcophagus is ***Wraithward** ,* a sword with a ruby pommel which heals 2 hits each round the bearer is engaged in combat with the un-dead. * **Cairn 6** : Inside the central chamber is a niche bearing a sarcophagus. On the floor before the sarcophagus is a **large marble slab**. * **6A - Tomb of Dathas** : The sarcophagus reads "Darthas the Traitor." There is a very simple carving of a bearded man in a Dunnish style on the lid. * Inside the sarcophagus is a **bone-gnawing wight** which rises and attacks those who disturb his peace. * **Slab** : It is 3' x 6' and 1" thick, weighing 200 lbs. If any magical light ever falls upon it (from the Song of Stars, etc.) an elvish design is revealed that lists the following runic words in the Angerthas script: * DIR-NEN: Saying this command word transforms the slab into a +2 shield wearing just 5 lbs. * BEN-GUL: Saying this command word invokes total protection against enchantments and sorcery for those standing on the slab. * OND-ANNON: Saying this command word turns the slab into a "stone door," so when placed on a stone surface up to 5' thick, it will open to reveal a portal through the stone. * The slab has 66 charges per year. (It is desired by the giant Ridorthu in 43.101 as payment for his father's work for Dathas.) [Inspiration for the treasures from MERP: Phantom of the Northern Marches] #### 52.86 **ECHO HOLLOW**. This region is sparsely wooded lowland, carpeted with bluebell, anemone, and primrose. At a confluence of hills is a bowl-shaped hollow. The hills trap echoes inside them, reflecting back a bewildering riddle of sound. **Wandering encounters** in this region are always presaged with a snippet of sound or conversation before they're seen. (3-4) - ANCIENT ECHO: A snatch of a song sung by an unseen voice, or perhaps come out of an age long past: From in my white and windy tower, Ye bide no moment and await no hour, But chanting snatches of a mystic tune Go through the shadows and the dangerous seas Past sunless lands to fairy leas Where stars upon the jacinth wall of space Do tangle burst and interlace. Ye follow Earendel through the West, The shining mariner, to Islands blest; While only from beyond that sombre rim A wind returns to stir these crystal panes And murmur magically of golden rains That fall for ever in those spaces dim. Those who comment or reflect on the poem heal 1d6 damage. (6) - RUMOUR: The company hears the echo of a far-off voice telling one of the local rumours. #### 53.86 **TROLL FUNGUS**. Throughout this region grow a variety of "trollish" mushrooms: greenish, knobbly, and huge. A company that explicitly declares that they wish to avoid them as they travel must spend +1 travel points to leave this region. Otherwise, each player must roll a d6. Those who got an odd result trample on a mushroom and disturb the spores: gain +1 Strength and -1 Understanding 1d4 days. Eating the mushrooms makes this change permanent. The River Loudwater is impassable to the south. (1-3) - FUNGAL SQUIRRELS: 2d4 flying squirrels, enlarged and made aggressive by their diet of troll fungus, harass the company. Stats as a rat, can fly short distances. #### 47.87 **SHATTERED CARAVAN**. The wreckage of a dwarven caravan has washed up from the river, thoroughly smashed. If the area is searched, 1d4 dwarven bodies can also be recovered. (They were attacked, slain, and pillaged by the bandits of 48.89). [Credit: TOR: Ruins of the North] #### 48.87 **ANCIENT CALENDAR**. A stone plaza near the river where there was once a dock (now gone). Though ruinous, there is a mosaic still visible: a wheel with 365 sections around which six women dance. _Those with Elvish Lore will recognize the women as costumed as the six seasons in the Imladris Reckoning: their dance is the dance of the year._ _Each night, the star of Eärendil rises directly over tomorrow's date on the calendar._ The River Hoarwell is impassable to the west. (3) - ADDERS: _(In all seasons but winter.)_ Adders infest the riverbank, gathered here to breed. **Hunters** in the company will find themselves suddenly surrounded by writhing serpents with no clear path out. A **Subtlety Δ9** test is needed to pick their way past the snakes, with smart plans allowing the test to be bypassed. #### 49.87 **FIELDS OF THE ANGLE.** Grasslands stretch across the region, unbroken by stacked stones or habitation of Men: sedges, rushes, and clover are dominant. Those with Herb Lore find **blue eye flowers** growing plentifully in this region: when brewed, they confer night vision (and practically blindness in bright light). They lose their virtue within 3 days of being picked. (3) - OWL OMEN: A passing owl drops a partially eaten snake in front of the party. This is an ill omen to anyone superstitious within the party. #### 50.87 **THUIN BOID**. The desolate ruins of an old city, a center of power in the latter days of Rhudaur. The shape of the earthworks rests like a thumbprint on the land. _Lore-masters will recognize a blend of Arnorean and Dunnish architectural styles._ Today, nature has reclaimed almost all of it except for a few sections of large carven stone blocks (the remains of a wall) and a Dunnish-style drystone hollow-walled **round tower**. (1) - HIDDEN OUBLIETTES: Each non-hobbit burglar must roll one dice as they explore the ruins. The first person to roll a 1 or 2 has their leg plunge through a thin layer of earth and they realize they're walking on a fragile crust atop a series of oubliettes. Each burglar in front of them in the marching order is in danger of plunging into a 30' pit if they take vigorous action. A **Subtlety Δ8** test is needed to crawl back from danger if no plan is implemented. (3) - CREBAIN'S PUZZLE: A crebain scratches at a moss-covered stone wall. If investigated, there are engravings under the moss depicting: knight, snail, serpent, egg, shepherd's crook, sword. Each are buttons that can be pressed. Pressing knight, egg, and snail (all armoured) at the same time releases a secret cache containing a **ring of sorcery** that allows the wearer to use the Song of Slaying. Pressing any of the other combinations causes 6 additional crebain to mob the burglar and chase them away. (6) - TRANSLATOR'S LECTERN: Under an old chestnut tree is scratched a **riddle** : "I'm a silent hunter in the night, with bright round eyes and quiet flight. I ask who, who am I?" If the answer (an owl) is spoken, the tree grows a lectern in the shape of an owl with spread wings. Texts placed on the lectern are read aloud in Westron, regardless of the original language. The lectern will not retain its magic if moved. #### 51.87 **ANCIENT MINE**. An ancient mine bored by the Men of Rhudaur to harvest the red gold found in the Angle. The tunnels are half-flooded and treacherous. Those who brave them find their torches gutter suddenly, pointing towards **poisonous vapours** within. Exploring the mines costs 1 damage from bad air. **Brunn Migi** , a cave troll, guards a hoard of **red gold ingots** within. (1) - INVESTIGATING GOBLINS: **Five goblins** from **Cameth Brin** (38.94) are hoping to "tame" Brunn Migi and force her to mine gold for them. (3) - FUMES: A pocket of poisonous fumes deals 2d6 damage to each burglar. (6) - POCKET OF GOLD: Any dwarves in the company quickly identify an unmined vein of red gold. #### 52.87 **THORNY LAND.** Brambles reach out like grasping hands throughout this region. Entering this hex deals **1 damage** as the thorns snag and tear at the company as they pass. Near the middle of the thorny land, a single great hawthorn stands lonely: it looks remarkably like a brooding old man. _Elves recognize it as a huorn._ The huorn is named **Nwarin** (Q. "Worrier") (huorn - hypochondriac, hawthorny, tree). If spoken to in High Elvish, he will respond. He is terribly worried that he is sick or dying (but it is only anxious) and has spent a long time thinking about his symptoms. If asked, he can tame the thorns of the land to allow easy passage. The River Bruinen is impassable to the south.\ #### 47.88 **ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. To the north, forests; to the south, a stony, hilly country. Along the road, a **wooden sign** that warns "Trolls!" points south. (3) - HELMED BADGER: A badger is investigating a cowardly dwarf's helmet, cast off when he fled some trouble. (6) - ELVISH MASON: **Gondril** (elf - raven haired, introspective-then-bold, stonewright) is traveling to the Last Bridge to inspect it for wear at the behest of Elrond in **Rivendell** (**45.101**). [Credit: TOR: Ruins of the North] #### 48.88 **ANCIENT TRACK.** Here and there, the remains of an ancient road can be found running north to south in this region. **TROLL DEN.** A stony hill, littered with bones and trash. Inside, **three hill troll brothers** sleep during the day—Wormy, Lear, and Letch. * The entrance is blocked by a huge **boulder** : requires +6 collective Strength to move. * **Leddon Grumm** , son of the owners of the **Inn of the Last Bridge (46.87)** is held captive here, being fattened by the trolls for eventual dinner. * In the larder there are stolen casks of beer from Bree. There is also a trapped chest of treasures: 2 silver bracelets (worth 5 silver / 10 marks, each), necklace of gems (worth 25 silver / 2 pennies), mahogany box with 5d100 copper/marks, 10 silver rings (worth 5 silver/10 marks each), enchanted belt buckle (shaped like a cross-in-a-circle, grows cold when unbodied spirits are near) and a leather herb pouch filled with aldaka (1 use), aloe (5 uses), arfandas (2 uses), genful (1 use), mirenna (12 berries), and vinuk (10 uses). [Credit: MERP 2E] SECRET ENTRANCE. Hidden. A back door to the troll's den, unknown to the inhabitants: a small entrance at the base of a hill, from which a stream flows. #### 49.88 **ANCIENT TRACK.** Here and there, the remains of an ancient road can be found running north to south in this region. **CISTERN**. A hole in the ground drops into an ancient Rhudarian cistern—cathedral like and many columned. A rope or a **Strength Δ8** test is needed to descend as the stairs are lost. Water stands 2' high in the base. Safe from the sun in the shadow of the cistern, two young **hill trolls** —**Bob** and **Rob** —take turns smashing pots, laughing uproariously. The pots are worth 8 silver / 4 pennies each to an antiquities collector. There are 20 pots left. #### 50.88 **ANCIENT TRACK.** Here and there, the remains of an ancient road can be found running north to south in this region. **HOUSE OF LOST THINGS**. Near a spring-fed pool is an abandoned stone villa. It is empty and ruinous. _At night, the ghost of a maiden named Vingya, who wears a heavy mourning veil, calls out from the darkest rooms of the villa. She says she has lost her head (slain for being unwilling to lay with a Hill Man lord) and asks the company to retrieve it from the pool. If a strong swimmer goes to the bottom of the pool, they find a skull. Vingya's ghost does not appear again. In the morning, something precious the company has lost will be returned to them._ #### 51.88 **TROLL'S LARDER**. A troll has repurposed the ruins of **Arnorean baths** as a prison for captives, holding them in makeshift cells until he has a chance to cook them for dinner. The troll, **Lyle Longarm** (hill troll - three-segmented arms, gluttonous, kidnapper) spends the days under the floors of the baths, in the hypocaust. If someone tries to free his captives, he'll try to reach up and grab the burglars from a hole in the floor (if the sun is low enough to allow for shadows). If there is a hunter in the party, they can see obvious tracks on the ground (trollish) as they enter this area. **Today, the larder holds:** _Roll 1d6. That entry and all lower entries are currently held captive._ 1. A clever **badger** named **Kaja** (cunning, but speaks only her own tongue) 2. A wild **pig** 3. A **mountain goat** 4. **Carnak** , a crow that speaks halfway decent Westron. If a burglar convinces him to follow them, they find he has a decent head for riddles. Once ever, Carnak will answer a riddle on behalf of the burglar, knowing the answer. 5. **Pavel** the Hill Man (man - bucktoothed, nervous, orator), dehydrated and despairing. His hope is kept alive only through the white mouse that he's befriended. He calls him Ban. 6. **Güven** and **Gizem** (dwarves - blue-robed, secretive, rug merchants), a husband and wife from Dorwinion, captured en route to visit cousins in the Blue Mountains. #### 52.88 **BY THE LOUDWATER**. A wild country sloping down towards the river. Glacial boulders litter the landscape like exposed bones of the earth. The River Loudwater is impassable to the south. (5-6) - RIDDLE CONTEST: **Tomaz the Rhymer** (man - bowl cut, quick witted, bard), a Dunlending, is questing in the Trollshaws. He challenges the company to a riddling contest. The company must put up one of their treasures if they fail to guess his riddle. If they win, he will teach them a Song of Power. He asks: What good thing did man find in Middle-earth that Eru the Creator did not find? (A worthy master) #### 47.89 **ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. To the north, forests; to the south, a stony, hilly country with an evil-looking ruinous tower (**48.89**). TRACKS. Hidden. A track made by many feet leads across the East Road, connecting the Ogre Camp at the tower of **Rilineldor (48.89)** to the **Bandit Tree House** (**45.89**). (1) - HIGHWAY MEN: A detachment of **10 Ogres** (48.89) have accosted four Mannish merchants (of **Heathertoes & Thornapple Importers** returning to Bree from Rivendell). The merchants were about to hand over their purses to the bandits, but the appearance of the burglars changed the situation. (6) - LOCAL HUNTRESS: **Falen** (woman - olive-skinned, shrewd, huntress) is hunting food to sell at the **Inn at the Last Bridge (46.87)** and invites the Hunter in the company to join (if any). If they do, they gain +4 to their roll for the day's hunt. #### 48.89 **CAMP OF THE OGRES**. A bandit gang calling themselves "The Ogres" make in and around a crumbling beacon tower Rilineldor (see below). They are herdsmen and cottagers from south of Mirkwood paid in plunder by the Necromancer, sent to raid and harry over the Misty Mountains. The leader of the Ogres is **Eadred** (man - scarred jaw, bold, bandit captain). Their champion is **Utred Face-Biter** (man - tall and bearded, casually cruel, bandit). There are **130 men** in the company. All of the bandits wear green and hide their faces with monstrous helmets, making them look trollish at a distance. As they are encountered and slain in wandering encounters, mark off their total numbers. At any point, 50% of their total strength is found at camp. The Ogres are ostensibly provisioned by the Necromancer's outpost in **Cameth Brin** (38.94). At need, they can request reinforcements from them (but both parties would resent this). **Mother Lump** (45.93) has instructed her trolls to leave the Ogres alone, in feigned deference to the Necromancer. **RILINELDOR**. One of the five beacon towers of Rhudaur. It is named "The Shining Beech" in Sindarin. **CONTENT TBD.** #### 49.89 **ANCIENT TRACK.** Here and there, the remains of an ancient road can be found running north to south in this region. **CRUMBLING TOWER**. A round tower of dry-stacked stone. The tower is hollow, its insides empty and lost to time, but an inscription can be seen on the keystone of the archway—the inscription is burned onto the stone, as if written by a flaming pen: "I have a beak, but I have no feathers. I have a whistle but I'm no musician. I live in the ocean but I am no fish. Find me and look under me for a treasure dearly kept." (1-2) - SEEKING SCARECROWS: Scarecrows animated by the magic of **Ar-Gûlar (43.87)** search this region for the conch horn (50.89). #### 50.89 **TRIUMPHAL ARCH**. A triumphal arch built by descendants of Numenor in the early days of the North Kingdom that has outlasted the realm it celebrates. It depicts a churning sea, full of sharks, dolphins, fish, crabs, and other creatures. It is capped with images of the landing of the sea kings on the shores of Middle-earth, bringing forth treasures. It stands lonely in a desolate, stony land with occasional scrubby trees. * If the **dolphin engraving** on the arch is searched, a secret compartment is discovered. Inside, a **gilded conch horn** wrought in ancient Numenor. When blown near the ocean, it calls dolphins to the wender's aid. (1-2) - SEEKING SCARECROWS: Scarecrows animated by the magic of **Ar-Gûlar (43.87)** search this region for the conch horn. (5-6) - AVENGING DWARF: **Ceorl son of Rickard** (dwarf - long black mustachios, obsessed, warrior) is hunting a troll with one eye. He has an enchanted prism: when the sun of noon shines through it, it points the way towards the nearest troll. He will continue seeking the troll who killed his father until he succeeds or dies in the attempt. #### 51.89 **FORESTED DELL.** Trees, though wild grown, tend to have even spaces between them, as if deliberately planted long ago. The trees ring a dell in the center of this region like a shallow bowl. The River Bruinen is impassable to the south, but the remains of ancient pylons speak of a bridge that once existed here. _An Herbalist's tests to forage for herbs in this region gains a +2 bonus._ (3) - PORCUPINE: A porcupine waddles through the trees, untroubled. (6) - ELVEN BOATERS: On the river, **Ivorwen** (elf - wears swan feathers in her hair, genteel, scout) travels on a secret errand with three other members of Elrond Half-elven's house in a small river boat. She has had strange dreams of late and inquires about the company's dreams. She will trade rumours with friendly travelers. #### 48.90 **ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. To the north, tangled forests; to the south, a lonesome country. (1-2) - DROPPED PURSE: In the middle of the road is a dropped **troll purse**. It is magical. It can both talk (rudely), seal itself in a way that it's practically impossible to open, and produce enough cram each day to feed a hobbit. It only wants to be brought back to its master, **Ungus** the troll (48.91). (6) - DWARVEN PALLBEARERS: The dwarves are standing around a corpse-laden bier looking despondent. They are short a bearer, so they cannot take their old friend Silent Ced to his final resting place. If a burglar offers to help, they will be taken upon a slow, difficult journey along hedgerows, over ditches, and through tangled fields before they get to an open grave under an ancient linden tree. If there is an awkward size difference between the burglar and the dwarves, the burglar will need to make three **Strength Δ6** tests or stumble and overturn the corpse. If passed, the dwarves gift them a random magical tool. [Source: "Dwarfs" by Tom Clare, Casket of Fays issue 16] #### 49.90 **GIANT'S GRAVE.** **Point of interest**. In a rolling country of hills rises a tumulus mound. Atop the mound is a 30' black stone with three faces, somewhat prismatically shaped. On each face is art in the Dunlending style. One side depicts a monstrous humanoid with an axe. One side depicts a scene of animals: deer, hawks, boar, salmon. One side is decorated with abstract knotwork. (6) - DUNLENDING PILGRIMS: An extended family group of eleven **Hill Men** have come to gaze upon the Giant's Grave, said to be raised by their forefathers. They are led by the matriarch of their clan, **Cersorn** (woman - full figured, blunt but honest, freeholder). Cersorn's oldest daughter, Iona, is of marrying age, and she's looking to make a good match for her. She has a pair of good cows and a bull on her farm (68.81) for a dowry. #### 50.90 **LAKE RUINS**. A small lake sits in a valley between two hills, lightly forested with evergreen trees. At the head of the lake is a Dunlending ruin: the remains of a drystack stone wall, fallen stones resting against each other at odd angles, and a round tower. At the top of the tower is a **statue of a maiden** leaning in for a kiss. The floor of the tower is long gone. Climbing the 40' tower is a **Strength Δ9** test. On a success, the burglar may kiss the statue and receive a +8 bonus to one Beauty roll sometime in the next week. (3) - GOAT TRACKS: Many hoofed feet have left tracks by the valley lake. Wild goats are nearby and are automatically discovered if there's a **hunter** in the company. #### 51.90 **HARNALDA**. Dungeon is replicated here. #### 52.90 **BY THE LOUDWATER**. Rolling plains with sedge grasses and white flowers. Furrows of limestone rise from the ground, like the bones of the earth. The River Loudwater, in the south of the region, is impassable. SMALL CAMP. Hidden. A small, temporary settlement for a small people is cleverly hidden on the banks of the river: holes dug into the bank, screened cookfires, clay jars and earthen cookware, and six rafts tucked under shrubbery. The owners of the camp are Wild Stoors (appearing as a local event on a roll of 5+). (5-6) - WILD STOORS: **Fern Nulwise** (hobbit - shabby but bright-eyed, curious, nomad) spies on the company. Nearby are secreted 1d6 of her closest relations. Her family is descended from the Hobbits that lived in the Angle 1000 years ago. (They call themselves "Stoors.") They are a nomadic group, digging temporary holes in the riverbank for brief periods of time before moving on. ! - POISON CURE: If encountered, Fern may ask for the company's help. A Stoor, **Bilean Fiddleweed** , has been poisoned by a troll (**Shuck Ironfletch** , 43.97). They dare not go into the woods in search of healing herbs. She will trade a cure for a magical ring handed down from her grandmother—a ring with a beryl, 1x/month will expand in size into a 10' circle across which no enemies can pass; lasts until the sun crosses the horizon. #### 47.91 **ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. To the north, forests; to the south, a wild country. (3) - RIDERLESS HORSE: A palfrey runs wild down the road. Its master, a merchant from Lake Town, is dead, slain by trolls. In its saddlebags is 10d10 x 10 copper/marks and 1d20 silver/pennies. A plan must be made in order to capture and calm the horse. (6) - WIZARD: **Gandalf the Grey** hustles back to Bree (47.66) from Rivendell (45.101). If the company seems goodly and capable, will immediately tell them of a quest. #### 48.91 **THE WELL-TROLL TRADER**. There is an old, mossy well. From it, a voice cries: "Hullo! Hullo!" It is a **troll** named **Ungus** who is perfectly content to live in the well. He claims to have a variety of items to trade, but is vague about the details—everything is so wet and dark down there. If any character is brave enough to send down an item of actual value via the well's bucket, Ungus will send back up a completely random item. #### 49.91 **PASTORAL PLINTH**. Amid the rolling fields of the Angle is a copse of ancient willow trees. Approaching the copse causes a haunting melody to play that creates a sense of dread. Normal animals automatically bolt as if they failed a Morale check. Burglars must pass an **Understanding Δ8** test or take 5 fear damage. The song of terror is an illusion, a phantom left by ancient sorcery. Inside the copse is a statue of a goatlike man, a tricksome expression on his contorted face. The first burglar to touch the statue each month gains a trait for their **next three maneuvers** : instead of rolling dice, they **flip a coin**. Heads is treated as a roll of 12, tails is treated as a roll of 2. #### 50.91 **RUINS OF WALLS**. A hilly country, occasionally spiderwebbed with walls and the ruins of walls. Although a main central wall running east to west in this region was once 10' across and 12' high, no portions with such dimensions remain today; the walls do not hinder travel even for the smallest of the company. (5-6) - TRACKER: An old ranger called **Tracker** by Bree folk (elf-friend - like an old wolf, reminiscing, ranger) walks the path made by the sections of crumbling wall. He speaks of the history of Rhudaur; how the folk of Westernesse ruled the land, which was then filled with the fathers of the Dunlendings, and how corruption from Angmar caused it to collapse from within, with the folk turning to sorcery and worship of the dark. He knows that the walls were a minor fortification related to defense of the river from unfriendly Dunlending tribes to the south. #### 51.91 **RAPIDS ON THE LOUDWATER**. The River Loudwater earns its name at the south of this region. It roars down shallow steps. The river is impassable. (1-3) - BOGGY BANKS: The river has spilled from its banks and cut partially through this region. Entering an adjacent hex requires 6 movement points due to avoiding streams and rivulets. All jobs' difficulties are increased by +2. #### 48.92 **ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. To the north, forests; to the south, a wild country. (1-2) - DARK CLOUD OVERHEAD: A cloud passes overhead, casting a shadow that causes you all to shiver. The grimness of your journey overwhelms you. The company loses 1 Hope unless a burglar sings a heartening song or someone shares a story that reminds them of home. (6) - MERCHANT CARAVAN: A caravan of twelve Easterlings from Dorwinion headed towards Ered Luin, led by **Saad Lionstooth** (man - smells good, problem solver, merchant). Selling a variety of oils (food, medicinal, industrial), paints, dyes, and textiles. Eager to buy works of art or hire additional escorts. #### 49.92 **LAKE TURLOCK**. A lowland region sloping gently down towards the River Loudwater on its eastern edge (impassable). _In spring and early summer,_ there is a seasonal lake of cold water. _In autumn and winter_ , the lake is a dry basin. ★ - One burglar who drinks from the lake's waters may spend an Experience to gain the ability to sense violence on items. Different types of violence have different intuitive qualities: out of a lineup of swords, you can tell which ones committed a particular murder. (6) - HILL MAN: On the shores of Lake Turlock sits **Old Senan** (man - liver spotted, unsettling, fisherman) who recounts a Dunnish legend saying that the lake burst out of the ground when one brother killed another, then tried to bury him. His origins are mysterious. He shares sour wine from a clay jar. #### 50.92 **SIRTATHAR.** One of the five beacon towers of Rhudaur. It is named "The River Willow" in Sindarin since it overlooks the River Loudwater. **Dungeon is presented in a future post.** #### 47.93 **FOREST ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99). In this region, it runs under the trees of the **Trollshaws** ; the forest canopy is thick enough to blot out the sun above. (1) - ROUTED RANGERS: **Idril Fairhair** (elf-friend - white haired, fey, ranger) staggers against the blows of **Maynard Man-eater** (mountain troll - hippopotamus-mouthed, melancholic, child taker). Her arm is broken from a blow of his hammer. Five unconscious rangers lie on the road. (5-6) - HARROWING RANGERS: **Maynard Man-eater** (mountain troll - hippopotamus-mouthed, melancholic, child taker) staggers under the arrows of ambushing rangers led by **Idril Fairhair** (elf-friend - white haired, fey, ranger). In pain and fear, he rushes the approaching company. #### 48.93 **ALLUVIAL MEADOWS**. Plains of wild grasses, orchids, and tall shrubbery. At points, bedrock breaks through the grass like lichen-covered exposed bones. The River Loudwater at the south of the region is impassable. _In all seasons but winter, enough fresh bilberries are harvestable to supplement a camping meal._ (1-3) - TROLL TICKS: Trollish ticks are common in the region. When journeying through this hex, each member of the company must roll a die of doom. On a roll of 1-3, the burglar notices too late a fist-sized tick latched onto their skin. If left alone, the tick will deal 1d6 damage for 1d6 days until it's the size of a balloon and fall off. If a burglar tries to pull one off, they must make a **Skill Δ6** check. On a success, they take 1d6 damage immediately but the tick is removed. On a failure, the tick is too dug in, but a new attempt may be made the next day. #### 47.94 **ROAD**. The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. To the north, forests; to the south, a stretch of alluvial meadows. (1) - OGRES: Piles of brush and logs form a makeshift wall across the road, preventing wagon traffic. A detachment of **10 bandits** from 48.89 demands tribute. (6) - CROFTERS: A family, the father **Jon Unction** (man - bushy brows, peaceful, crofter), his brother Wil, and his four children, return to Bybury (48.86) carrying hunted game, nuts and tubers, wild herbs, and firewood. #### 48.94 **BEACH OF SWANS**. A race of beautiful **swans** nest on the shores of the Loudwater (which runs, impassable, in the south of the region). Their feathers are prized by elves for arrows. Those who attempt to gain the feathers through trickery or by hunting the swans will be confronted by **Lóthessë the Swan Maiden** (elf - feathered cloak & wondrous fair, suspicious, skin-changer). ! - She asks the company not to steal treasure but return it—she wants her ivory comb given to her daughter, Lítha, who dwells with her estranged husband near Lhûn (39.16). She will pay the usual fee or grant them 20 swan feathers for arrow shafts (giving them a +1 bonus). ★ - One burglar who approaches the swans with song or by speaking their own language may make a **Beauty Δ10** test. On a success, Lóthessë offers to teach them one of the following arts: Beast Speech, Fetch Soul, and Feather Cloak. Those who master all three may become a skin-changer who takes the shape of a swan. Those who fail may try again after a week. 47.95 ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. The road curves, avoiding the grasping forest to the north. To the south is the River Loudwater, audible even at some distance. RANGER CAMP. Hidden. A semi-permanent encampment of the Rangers of the North for scouting into the Trollshaws is hidden in a forest hollow past two natural stone chimneys that stand like columns. Stores of dried fish, firewood, and healing herbs are kept in caches here, as well as three sturdy canoes for river travel. Athelas grows here, lending the camp a sweet smell and heartening air. Often here: 1. Elphirë (elf-friend - shaven head, aloof, ranger dove-keeper) keeps her messenger doves as tame pets, 2. Udalraph (elf-friend - scarred jaw, adventurous, ranger outrider) considers himself an expert in horsemanship and wishes to speak on the subject of husbandry ad nauseum, 3. Findegil (elf-friend - cupid's bow lips, scholarly, ranger loremaster) is interested in the patterns and similarities between the watch-towers and politely inquiries about what the company might have found therein. ! - A POISONED BLADE - Aerodel (elf-friend - feathers in his hair, spiritual, ranger) was ambushed by the troll Shuck Ironfletch near 43.97, and now lies poisoned and near death. If the troll's weapons can be recovered and taken to Elrond for a cure (XX.XX), perhaps he can be saved. (He will die in 3d6 nights.) (1) - GOBLIN INTEL: Suspecting that the Rangers are nearby, a sortie of six goblins from Tirthon (47.96) search the region. (6) - RANGER MEETING: The Rangers watch the company from cover (Skill Δ10 to spot). They reveal themselves to allies such as elf-friends and elves, or companies that need aid against the Shadow. #### 47.96 **ROAD.** The East Road runs from the **Last Bridge** (46.87) to the **Ford of Bruinen** (46.99) through the **Trollshaws**. (1) - GOBLINS: A detachment of five **goblins** (Laugzog, Gorzod, Rirborg, Uthra, Agbra) from Tirthon scrounge for food and blood-sport. If the Lookouts fail in their roll, the goblins will ambush them and attempt to take them back to the tower for torture. (6) - DEPARTING ELVES: A company of elves led by **Rávië** (high elf - curly, flower-filled hair, touched with sadness, lady), passing to the Grey Havens after staying for many years at the House of Elrond (45.101). They warn the company of the goblin-infested tower of Tirthon. If the burglars pass from east to west with the elves, no evil will molest them. **TIRTHON**. One of the five beacon towers of Rhudaur. It is named "The Watch Pine" in Sindarin for it stands in vigilance near the East Road. Dungeon is replicated here. #### 48.96 **OTTERS BY THE LOUDWATER**. Flower-topped hills rise and fall, sloping down towards the River Loudwater, running impassably at the south of this region. A clan of otters live on the Loudwater in this length of the river. **Deep-Diver** is their chief. He is curious if you've met his cousins of the Withywindle (49.62). The otters are capable of finding objects that the company might have lost in the river. (1) - GOBLINS: _At night only._ Four goblins from Tirthon (47.96) are hunting the otters for their pelts. (6) - ELVEN HUNTERS: Six elves from Elrond's household, led by **Elfaron** the hunter (high elf - dazzling eyes, merry as a child, hunter) are returning towards Rivendell (45.101) carrying a stag on a pole between them. They warn the company of the **Troll Cat** (41.99). #### 47.97 **ROAD**. For much of this region, the road is overshadowed on the northside by tall pine trees. In the south of the region, the Loudwater roars impassably. The Merril stream joins the Loudwater here. **TOL LAEB**. Where the Merril and Loudwater join there is an eyot named Tol Laeb (S. Green Island). The island is difficult to reach because the waters flow so swiftly here. Even with a boat, you must be watercrafty to challenge the river to reach the island. Herbs of great virtue grow here. **Herbalists** who successfully forage roll **twice on the herb table** and select the more precious herb. (5-6) - DWARVEN CARAVAN: A merchant caravan of Stonefoot Dwarves from Rhûn led by **Wibe** (dwarf - beetle-browed, dour, merchant). They complain bitterly about having to pay "the Necromancer's tithes" to the Ogres in 47.94. #### 47.98 **ROAD and the FORDS OF BRUINEN**. The road runs steadily downhill towards the river. A mile before the fords, the road is flanked on both sides of tall cliffs of red stone, like a hall (5-6) - DWARVEN VENGEANCE: A company of eleven Dwarf warriors from Ered Luin are traveling towards the Misty Mountains to make war upon the goblins. They are led by **Unn the Deep-Minded** (dwarf-wife - red-haired with a witch lock, doughty, warrior) who seeks vengeance for her father who was slain by goblins. The ten others in her company all wish to seek her hand in marriage; she is not currently planning on giving it to anyone. --- Map credit: Idraluna Archive. Click for the full map. ## While I have you... Did you know that my free website on old-school dungeon creation, the Designing Dungeons Course, is currently nominated for an **ENNIE** for**Best Online Content**? If you've gotten use out of the course, please consider voting for us as #1! --- Vote Designing Dungeons #1 for Best Online Content

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Thank you! Gracias! Tak! Danke! 多谢多谢! Merci beaucoup!

The Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less has been nominated for 🏆Best Online Content in the 2026 ENNIES🏆. I mean it when I say that it's an honor just to be nominated. **_Thank you very much!_** --- _Vote here!_ ## Who What Why of the Designing Dungeons Course If you are a regular reader on my blog, I hope you already know all about the Designing Dungeons Course. But just to briefly sum up the project: The germ of the idea came from Warren of the blog ICastLight. "I wish there was a book that talked through dungeon design that you could follow along with. And at the end of reading the book, you have a dungeon of your own!" The idea was so compelling I forced him to join me in making it. Having released my dungeon-crawling game, _His Majesty the Worm_ in 2025, I had seen how cautiously people approached the concept of making a dungeon from scratch. Both Warren and I believe strongly that making a dungeon is just a series of discrete steps: it's **fun** and **easy** to do. The course is consists of 13 chapters. Each chapter consists of some RPG theory, exercises, prompts, and step-by-step instructions to write a 30-room dungeon to run for your friends. There's a workbook that you can use to follow along! The course has an audio component recorded by the oak and leather voice of Jon Britton, the GM of the incredible 3d6DownTheLine podcast. And course, the whole thing is free! ## How to vote The ENNIES are a fan choice award, so who goes on to win is based on voting. If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 1. Go to the ennie-awards.com's voting booth 2. Click on**Best Online Content** 3. Select **Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D **as **#1.** 4. Press **submit**! 5. Receive my eternal gratitude for your support. Voting continues from July 10th to July 19th. If we win, my collaborator Warren and I have a _very silly_ acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.

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Keying a Dungeon with Class-specific Descriptions (Microblog)

I bet you've seen notes in dungeon keys that say something like: > The murals depict an ibis-headed god handing out the tools of writings to grateful humans. (Clerics know that this is represents Thoth, god of knowledge.) What if your wrote a whole dungeon with an eye towards giving out this class-specific information? It might look something like this: > A round atrium; the domed ceiling is cracked, and the sun's rays illuminate the room. In the center of the room is a **fountain** spraying water 15' into the air, which falls back down into a shallow basin. A **plant** like an enormous squash squats in the fountain's pool, long fuzzy vines spilling out onto the floor. > - **Fountain** : The fountain's water is equivalent to a potion of _plant growth_. > - - ⛧: Magic-users can smell an enchantment in the water. > - **Plant** : The Devil's gourd will attack anything that disturbs the water, sensing its movement (stats in sidebar). > - †: Thieves take notice of an obscure scrawl on the west wall that's a sign in thieves cant that means "Monster." (⚔ = fighter, † = thief, ☥ = cleric, ⛧ = magic-user) In these examples, it's like certain classes have a special insight into the hidden/secret depths of the dungeon area. One weakness with this method is that, in practice, the reveal would quickly stop feeling special or unique for your class if repeated throughout the dungeon. What one person at the table is told, everybody at the tables hears (same problem with perception checks). This is just another dungeon key, filtered through a little flavor. You could go beyond just additional information by building the challenges to be toyetic for different classes, like this: > A catacomb. In the north of the room, there are several **plinths** , each with a cup of a different make resting on top. A **suit of armor** , covered in cobwebs, animates as the party enters. > - **Armored knight** : An ancient guardian. He will attack anyone who approaches the plinths, stating that they must prove themselves worthy of the sangraal. He is living, not undead; kept alive for an age by his oath to protect the sangraal. Stats as a 5th level fighter. > - - ⚔ : Fighters know they have the right to challenge the knight to a duel. A duel may be to first blood, to yield, or to the death. > - **Plinths** : Six separate plinths, each with a different type of **cup**. Taking a cup other than the stone bowl (the sangraal) from a plinth causes the dungeon entrance to collapse under two tons of rubble. > - - **Cups** : The cups are: wooden goblet, clay kintsugi cup, stone bowl, a wooden cup painted gold with fake jewels, a golden chalice, and a pewter chalice spangled with gems. > - - ☥: Clerics know that Mythrys was carved from stone and refused gold and jewels. In contrast to my previous point that "everybody knows what every other person at the table knows," I _have_ found in practice that these techniques, used sparingly, make players feel special. Saying "Only elves benefit from the magic elf water" makes the elf player feel smart for the character creation choice of choosing "elf." Everything in moderation, they say. Another way to make class-specific details feel special is to keep them as hidden information at the table: the GM can text the player the details, pass them on hidden notes, etc. Although, the juice wouldn't be worth the squeeze unless it was the whole point of the dungeon: some sort of inter-party tournament where players could get secret advantages and access to additional loot and boons. Such a dungeon could look something like this: > A chamber dominated with a life-size **chess board**. On the east side of the room stand stone statues of black's **pieces** : pawns, knights, a king and queen, etc. On the east wall is a fresco of an ankh. > - **Chess board** : Stepping into the room determines what piece the PC represents based on their starting square. Afterwards, the board treats squares that would be "illegal" for them to step on as trapped, dealing 3d6 via electrical jolt. > - - †: Thieves may move 1d6 + Dex bonus feet per turn using handholds on the wall, bypassing stepping on the chess board floor. > - **Pieces** : When a PC ends their movement, each adjacent piece will attack them once. Each chess piece has HD equivalent to their score in chess. > - - ⚔ : Fighters have heard a rumor that the person who deals the death blow to a chess piece will receive a number of electrum pieces equal to the piece's HP, deposited directly into their Centrum Bank account. > - ☥: Clerics know that whoever first touches the ankh will receive a random boon (see boon chart, page XX). What methods would you use to make this kind of technique sing?

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The Secret History of The Castle Automatic

When Sean McCoy proposed the Dungeon23 project, I couldn't help but join in. I wrote two dungeons--one for _His Majesty the Worm_ and one for _Under Hill, By Water_. This effort eventually went on to become the 100+ room, Metroidvania-inspired dungeon... ## The Castle Automatic The premise of _The Castle Automatic_ is that there is a mechanical castle with a self-contained sun, moon, and seasons. It was once ruled by a cruel giant emperor, but has since fallen into ruin and become haunted by vampires and wind-up golems who play-act a continual faction war. Players need to repair the engines of the castle in order to control the flow of time inside it and change the environment to solve puzzles and find treasure. But I had been noodling on the basic idea for this dungeon for many years. It had taken root there when I was just a small child. ## The True Origins of The Castle Automatic There is an unfinished blogpost sitting in my drafts that I started I don't know how many years ago. I found it recently. Here is a screenshot of it, in its entirety. --- _At this point, The Castle Automatic was a gleam in my eye_ To summarize the aborted post, there is a children's show that I lives half-formed in my memories called _Eureka's Castle_(1989-1991). It consisted of a bunch of muppets--a wizard, a dragon, a bat, etc.--who lived in a wind-up castle owned by a giant. Here's a link to the intro. Perhaps you remember it? The show certainly wasn't a favorite of mine. I never had cable TV. I mostly watched it on doctor's office TVs or when I visited my aunt. But something about it stuck in my brain. When I was doing the work of writing one room a day, those memories came came spilling into my new dungeon. To give you a preview of _The Castle Automatic,_ I'll post some screenshots from the book of NPCs and dungeon features, then show you the puppets that inspired them. ## Taitale Allcraft --- _When you see who she represents, you'll say "Eureka!"_ If the Castle Automatic is the Labyrinth of Crete, Taitale is Daedalus: a renowned inventor captured and forced to create her own prison. Since time has been broken inside the Castle, she remains trapped there still. Finding and rescuing her and bringing her into modern Underfolk society is one of the hooks for the module. She is, of course, inspired by the sorceress who lends the series the series her name. The hint in the text is that saying "Taitale!" is the dwarven equivalent to saying "Eureka!" -- a word to symbolize a sudden flash of insight. ## Mr. Knack Every dungeon of particular size should have a merchant in it to do business with the PCs. In the Castle Automatic, it's Mr. Knack. He appears on the three of the five Meatgrinders (there is a Meatgrinder for each level of the dungeon). In each area that he appears, he has a different bag of wares. --- _A weird little fellow. My players hated him in playtesting (positive)._ Something I think is cool is this haggling mechanic I snuck in for Mr. Knack: "_The price listed is his starting cost. He will come down as much as 50% off of this cost. He will only entertain as many counter-offers as the haggler’s Wands score before he puts his foot down and insists on a final price."_ Often, rules for Worm are just rulings that I made during my sessions that seem to work. Mr. Knack is inspired by a character from _Eureka's Castle_ called...Mr. Knack. In fact, he's changed almost not at all from his original version. --- _Wearing my inspiration on my sleeve with this guy._ ## Pimple the Vampiric Torturer R.L. Stein was a writer on _Eureka's Castle_. You can see the resemblance between him and the bat, Batley. The equivalent in the Castle Automatic is Pimple, one of the vampires that now haunt the ruin. He is the torturer and delights in making captured PCs spin his giant Wheel of Fortune, which gives them bizarre banes. --- _Batley was terribly nearsighted. Pimple is, too, and takes disfavor on attacks because of it._ Something I think is cool is the Challenge page on the right. I have a ton of these throughout the module, all illustrated by Tiger Wizard. They are intended to be handouts for set piece battles that can occur through the dungeon. These pages delineate the different zones of a Challenge if a fight breaks out in a particular room and outlines special rules that make that fight fun and different. You can see Pimple looming up abstractly in the corner. ## The Moat Twins, Bogge and Quaggmire Another fairly direct inspiration, _Eureka's Castle_ had a pair of aquatic monsters that lived in the moat. The Castle Automatic has these guy, too. Whereas the puppets liked peanut butter sandwiches, my moat monsters love riddles and puzzles. You can fight them, but you can also solve their riddles to get them to unlock underwater gates that normally the players couldn't access. Monsters should have lots of options for how to approach them. ## The Devil, a Dragon _Eureka's Castle_ had a dragon--a childlike, lovable dragon named Magellan. I agree with R.L. Stein that every dungeon should have a dragon. But mine is more in line with Worm aesthetics: a dragon that is unknowable, deadly, a force of nature. The residents of the Castle Automatic call the dragon that lives in the courtyard "The Devil" for her ferocity. --- _The Devil uses special rules for the Meatgrinder in her region. Whenever the Devil major arcana is drawn, she appears!_ The Devil is a type of dragon called a wyvern: a dragon of the elemental air. As opposed to the generic fire breath, she calls down lightning. When fighting her, there's a chance to be struck by lightning at the beginning of every round. --- Anyway, I hope this all isn't too goofy of a way to say: please check out _The Castle Automatic_ if you haven't already. Fingers crossed that the screenshots show that despite the whimsical origins the book has some cool ideas. The early-bird pricing at Exalted Funeral is going to expire very soon, so don't miss out.

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Writing in Canon Settings (microblog)

Working on the Middle-earth Hexcrawl Project has made me want to articulate some brief thoughts I've had on writing material for canon settings. This is a microblog, unedited, stream of consciousness, and written while drunk. If you just faithfully reproduce the things that Tolkien directly talked about, Middle-earth would seem very empty indeed. You can see in Idraluna Archive's map that much of the setting _feels_ empty because nothing is as built out as the Shire. I have three approaches to filling in the empty space. I wouldn't call them contradictory, but they are different ways to get at the same problem. One approach is **resonance**. If I invent something whole cloth, it needs to feel like an appropriate inclusion. In the first edition of _The One Ring,_ Francis Nepitello did a great job with this. The River-maidens aren't mentioned in any of the canon material, but they feel so resonant! Europe is replete, East and West, with water women that wreak havoc. And you know from Goldberry that there are personified Rivers and River's Daughters. The other approach is what I call the **Grant Morrison method**. When he wrote Batman, he said he took the entirety of the comic line as "canon," even the weird and silly periods where Batman and Robin fought aliens and stuff. One part of the exercise of populating the entirety of Middle-earth as a hex map is looking at the licensed games I own and seeing how I would organize them for this kind of blorby, procedural play. If MERP has a weird undead spirit called the Gullion in the Shire, should I contradict them? ...To answer my own rhetorical, yes! I should! Curating the licensed material for my own finicky personal preferences is part of the fun. But as I read the works of those who have come before, I'm often struck by stuff that isn't necessarily resonant but is...real? Strange? Appealing? I borrow my favorite pieces of these and stick them into the hexcrawl (with credit). The third approach is the simplest: **revel in the void**. Certainly, there are lonesome places in our own world. Not every hex needs to be a slam dunk. Sometimes, a lonely lake or ancient monument is enough to give some color. The writing exercise for the day can be easy. And when I have an opportunity, I can hide cool things in random encounters that will make those hexes feel fun when explored. As an additional caveat, all of this is just for my own amusement. I've always been writing Tolkien RPG stuff, since my very earliest days playing RPGs, and I suspect I always will. This is a project only as long as it's interesting to me as a daily writing exercise. But while I'm doing it, I might as well be reflective about what choices I'm making today and why.

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Magic Spells as Shit I Have Around the House

Sufficiently advanced technology blah blah blah. But I do think it's helpful thinking of wizards as people with access to out-of-place technology as a way to conceptualize what they can do vs what they cannot. Yes, I can receive real-time updates about the collapse of my country. No, I cannot change the outcome. If we define spells as modern technology given the appearance of classic spells, what does the wizard look like? How does _this_ Gandalf help Frodo get to Mordor? (He casts _Gun.)_ --- _I'm here to cast spells and eat your chips and you're all out of chips_ **Ponder the Orb** Your crystal ball can display a vision of anything it has previously witnessed. It "records" 24/7. Additionally, it has a number of slots that you can use to load "recordings" of your books, so that you can consult them as you travel. If you are in your wizard sanctum, you have access to the Ether. While your crystal ball is attuned to the Ether, you can speak to other wizards also attuned to the Ether. **Flying Carpet** Your flying carpet hovers about 2' above the ground. It can carry practically as much weight as you can load on it. You must be sitting on the carpet it to pilot it and issue it you commands. The flying carpet must be recharged after every 317 miles traveled. **GUN!** Your wand fires magic missiles. This is an Attack that you add your Intelligence bonus to. It deals d12 damage, which explodes. It has 8 charges which you can refill in your sanctum. **Cauldron of Cooking** Your magic cauldron inconsistently heats anything placed into it after about a minute. Parts of soup will be frozen and parts boiling hot. Placing metal in the magic cauldron causes it to explode because iron is the bones of the Realm of Flesh and is anti-magic. **Box of Cold Ones** Your treasure chest is always freezing cold. Food kept inside it will be kept fresh for many days. Brewskies placed within are cold as the Rockies (which keeps the Brits from filching them). **Magic Torch** Your wand casts light equivalent to a bullseye lantern. It lasts for 350 turns. **Ring of Time Telling** When you glance at your ring, you know the precise time (down to the very second) and the day of the year. You can whisper dates to remember to your ring (mother's birthday, anniversaries, etc.) and it will buzz slightly to remind you when they near.

riseupcomus.blogspot.com

A Bestiary

Herein I read the monster manual entries from OD&D in order and try to parse them into groupings and categories that let me use them at the table. Every attempt to read OD&D is some sort of bizarre self mortification ritual. It's not the text itself, it's the grappling with it that's important. This post is a quasi-continuation of my quickly-abandoned Domesday Book project. It is heavily inspired by Idraluna Archive's OD&D SOP and Gearing's &&Monsters. ## **Normal Men** **Bandits:** Almost nobody, except for certain heathen kingdoms of Faraway, has a standing regular army. Rather, local kings will raise their banners and give out spears at the Weapontake, transforming Serfs and Peasants into Soldiers. When the war is over, Soldiers that have not won battle spoils (or won _too many_ battle spoils) or who have no home to return to are transformed into Bandits. Bandit leaders carry ragged banners to kingdoms that no longer exist. **Berserkers:** Berserkers are Men troubled by dragondreams, which are sent out from sleeping dragons and shared by humans who live too close to their draconic lairs. Thoughtforms too large and too ancient enter their head. It starts as a headache, which leads to a certain irritability and belligerence. Soon, they learn that only battle will dull the sharp pain in their head. And they're good at it: when they slip into the berserk state, weapons bounce from their bodies. All berserkers have _damage reduction 1-4_ while berserk. > _PROPER Berserkers are mighty of stature, hirsute of face and body, generously thewed and sinewed; their interest is not in war but in battle. In times of peace, therefore, they are dour and melancholy, with little occupation, save sharpening their weapons and mending their scanty battle harnesses. They are thus inclined to drink._ > - The Book of Weird by Barbara Nindle Byfield **Brigands** : If Bandits are formerly conscripted Soldiers, Brigands are simple thieves and bullies who practice the same art without the history of war. Where a King cannot extend the power of his Knights, Brigands may take tax collection into their own hands and set themselves as petty lords over a road, keep, or township. **Dervishes** : The Prophetess declared that the world would not be remade until the True Song was sung by the four Angels that stand on the four corners of the world. The Dervishes are crusaders-cum-missionaries who pursue a solemn oath to find these Angels and convert them. They have left their home realm and, with steel and song, proselytize their religion. **Nomads** : The Plains and the Steppes are strange places, magical and treacherous. The weather of that place is not like the weather of the world. It has made a strange people, both fell in battle and fey in mood. They tell of the time of Starfall, when the chariots of the gods crashed into earth and carved both Plains and Steppes in their falling. They carry the weapons of the gods in hereditary clanships. Their lances fire magical bolts stronger than crossbow bolts. **Buccaneers & Pirates**: Those who sail the seas come in two varieties: those who have letters from an enemy polity saying that they're allowed to plunder your vessel and those who have no such letters. Beware them both, for the end result is the same. **Cavemen** : There was a time that the Cavemen--who call themselves Morlocks--ate the Men of the surface world, cultivating them as a farmer cultivates cattle. But the gods have delivered heroes unto Men, who find treasure that enriches their lives and makes them poor prey. The Cavemen are always lurking, though, and in ancient times made tunnels that crisscross the entire world. At any point, they may emerge from an undiscovered underground portal and reveal an entire hive of them, teeming below. **Mermen** : Mermen are like Berserkers--they have been changed by the dragondreams. But the dragons that sleep in the abyss of the ocean are not like the dragons of the earth and sky. Eventually, mermen follow their deep dreams and leave their families behind and walk into the water. Later, after a battle with the cursed mermen, someone might look down at a dead merman body and say, "Why, it's Damen. Damen from Two-Wells. I knew him from before. From before he was turned to this...thing." **Orc** : Both Berserkers and Mermen are troubled unwittingly by nearby draconic influence. Orcs seek Dragons out and pledge themselves to them. They believe that Dragons are the engines that God uses to burn down and remake the world, and wish to aid them in this holy mission so that the new age can start, free from sin. Their devotion to their Dragon cult changes Orcs more overtly than those who only suffer dragondreams. As they take damage, their scars heal in strange ways. Broken nails become claws; broken teeth become fangs. The only thing that has saved the world thus far is that neither Dragons nor their tribes of Orcs coordinate. [Author's note: Normal Men is given as a header at the beginning of the Monster section of OD&D, saying "There are several categories of Normal Men." But there is no demarcation for when we leave this section. I have chosen to draw the line here, after orcs.] ## Fairies, Unseelie **Goblins** : A child stolen by a fairy becomes a Goblin. Goblins are like children's nightmares: scary but simple. Cartoonishly evil, not really evil. Goblins reclaim tunnels and passages built by Cavemen of old, popping out from hidden pipes and stealing whatever they want. Elves regularly steal human children to use as currency in trade with the Goblin King. **Hobgoblins (Goblin Kings)** : A Goblin that eats other Goblins becomes a Hobgoblin. Goblin Kings are all Hobgoblins--their servants obsequiously serve them lest they get eaten. They get enormously fat on this diet and settle down for a life of sedentary rule, like Jabba the Hutt. When Goblin Kings go to war with each other, the losing king is brought back to the victor's chambers, where he is eaten. **Ogres** : A Hobgoblin who eats several other Goblin Kings eventually grows into an Ogre. With the combined strength of many Goblins roiling around their guts, Ogres are much more mobile than they were when they were Hobgoblins, and much bigger--almost a small Giant. Sometimes, bits of the devoured Hobgoblins all constitute the same Ogre, with several arguing heads or multiple quarreling limbs. [Author's note: The advice from Gygax that players can play monsters, but must start as a weak monster that levels up into a strong monster, implies a sort of Pokemon-esque evolutionary chain for D&D monsters. I've leaned into that implied worldbuilding here.] **Kobolds** : Kobolds are evil Dwarves, warped by the Chaos auras that radiate out from magical items. The Chaos sickness makes them soft-brained, sickly. Individually, they are weak. Collectively, they operate in a strangely coordinated way--like ants. Chaos-sickness might not be a disease, but a psionic possession by some stranger force, from deeper within the Underworld. **Gnolls** : A cross between Gnomes and Trolls (created by the wicked wizard, Lord Dunsany). They have two types: Gnomish creatures the size of Trolls, and Trollish creatures the size of Gnomes. The less said about them, the better. **Trolls** : Trolls lie in wait under bridges, in crevasses, at the bottom of latrines, and other such foul places in hopes of reaching up and catching prey. They will extort those they catch or eat them. Usually, Trolls will be sporting, and give those they capture a chance to match them in strength or in riddles. They are untidy with their bones. > _TROLLS are subject to sunburn, bad teeth, and warts. Assume the worst of Trolls; they are always barefoot, do not like to sit down, and their blood is black and scalding._ > - The Book of Weird by Barbara Nindle Byfield ## Fairies, Seelie **Unicorns** : The Unicorn is sought after because there is much virtue in their horn. At a touch, it cures poisons. Alchemists can also make it into a potion of longevity and a variety of aphrodisiacs and fertility drugs. Because of this, they are universally wary and flee from hunters. They are occasionally used as mounts by Elfin dames. **Sprites** : When the first baby laughed for the first time, the laugh broke into a thousand pieces--and that is the beginning of fairies. Sprites are Elfish ghosts. When they wish to wear flesh, they are "adopted" by an Elfish couple, who allow them to incarnate. When an Elf dies, their spirit returns to its Spritely form. A Sprite is naturally invisible but can become visible at will. Sprites come in two varieties: **Nixies** and **Pixies**. **- Nixie** : These Sprites dwell near freshwater springs, waterfalls, and pools. A Nixie-haunted pool bestows a random magical effect based on the Nixie's disposition--some are harmful, some are helpful. Being confused with Naiads enrages them, and they will attempt to drown the offender. - **Pixie** : These Sprites dwells under mounds, in flowers, or under mushrooms. When encountered, they are usually on some errand, which the players distract them from. They are excellent sources of rumors. Sometimes, a cloud of a dozen or so Pixies will decide to act as a godmother for a fortunate child. They will appear during birthdays and bestow blessings or magic items that turn them into Heroes. > _FAIRIES are much more involved with Men than Elves, either setting things to rights or to wrongs. They have an unfortunate tendency to malice and mischief, and even though their original intentions are good they are woefully scatterbrained and forget their mission if the opportunity to tattle, stir up trouble, or inform on someone appears._ > - The Book of Weird by Barbara Nindle Byfield **Gnomes** : Gnomes live hidden in woodlands. They are a bit bigger (and certainly more rotund) than Sprites, but smaller than Dwarves, who are their cousins. They concern themselves much more with birds and beasts than Men: they heal their hurts, release them from traps, and feed them in scanty winter months. Like Dwarves, they can advance their crafting skills to supernatural degrees. All Gnomes live in pairs and mate for life, giving forth a single set of twins from their coupling. > _GNOMES and Dwarves, now no more than distant cousins, originally came from a common ancestor._ > - The Book of Weird by Barbara Nindle Byfield **Dwarves** : Dwarves are craftsmen without parallel. Each year, a working Dwarf will produce a single masterpiece. To Men, these masterpieces appear to be magical. Dwarves truck with Men only out of necessity, and only to learn their ways to better protect their treasures: Dwarven "adventurers" (such as they are) are usually journeymen who go into the world to further their craft then report back what they have learned. Each Dwarf that leaves through their hidden doors makes sure he takes his Hood of Invisibility with him. They trade with Gnomes and Elves for foodstuff. They hate Cavemen, Dragons, and Goblins very much. They pity Kobolds. > > _DWARVES own all treasure underground and all treasure that originated underground. Dwarves do not steal; they reclaim what belonged to them in the beginning._ > >> - The Book of Weird by Barbara Nindle Byfield **Elfs** : Elfs are the nobles of the Seelie Court, handling disputes and dispensing justice when such things need doing. They also call the other fairies to war and lead the Wild Hunt. They act accordingly: they are genteel, beautifully arrayed, and wonderfully literate. They are accomplished weavers, and their kite strings, fishing line, and harps are coveted. They don't get involved with Men unless their natural foresight indicates they should; negative reaction rolls indicate that the PCs must be driven away less doom befall their court, positive reaction rolls indicate that the PCs must be given aid. Rarely, a winged Elf is born--they serve a special role in Elfin society, and must found a new kingdom in a new location. **Treants** : Elfs awaken trees to serve as the guardians of their forest kingdoms. Treants are about as intelligent as sheepdogs. ## Titanomachy **Giants:** In the Dawn Age, Giants were the rulers of all, but are now greatly diminished both in prestige and in height. Few Giants are under 12' in height, but may grow to any height if their long lives are uninterrupted. Giants desire to accumulate symbols of royalty to reclaim their "proper status"; they especially wish to capture and live in castles. As a Giant grows in height, they take on different honorifics. For example, Young Giants are "tall as hills," and are called Hill Giants. The oldest Giants have "their heads in the clouds" and are called Cloud Giants. Some Giants are **Cyclopses.** Although they have varied appearances, being stunted and malformed, they all have one eye. Cyclopses, unlike other Giants, cannot grow in height and power. The very oldest and tallest giants are called **Titans**. They are all sealed away in the Underworld. > _GIANTS prefer to inhabit castles captured from Men rather than build their own; if no castles are available or suitable they will live in caves, on mountainsides, or out of doors. If they have a castle they make few improvements on it other than enlarging the dungeons for themselves and their prisoners; it is otherwise left to go to rack and ruin._ > - The Book of Weird by Barbara Nindle Byfield **Dryads** : Dryads are minor goddesses who live inside the oldest trees of the forest. At night, they sing haunting songs and dance moon-clad through the woods. Those that join their reveries are placed under a Charm effect and induced to stay with the Dryad for a year and a day. The Dryad considers this marriage. There's 2-in-6 chance that upon being encountered, the Dryad already has one such spouse. Dryads die if their trees are ever cut down. [Author's Note: Keeping the D&D naming convention here is personally annoying to me. Just call them "Nymphs" and have their elemental association determine a more granular name: Dryad, Naiad, Nereid, etc.] **Minotaur** : _The_ Minotaur was a bull-headed monster trapped in a labyrinth during the Dawn Age. Today, the term refers to a script-based disease that occurs when magic-users copy spells incorrectly. When a certain type of grammatical mistake is made, the magic-user is transformed and mutated: head swelling, protuberant growths, muscles swelling. The "bull-headed" appearance is poetic at best. Those transformed into minotaurs are compelled towards some goal under the earth, and dash into the tunnels built by Cavemen in search of it. Minotaurs do not speak, and only engage with those who try to slow their progress through the underground, though they also eat those they kill. Because of the similarity in behavior, some theorize there is still only one Minotaur--a singular logoform that possesses all those who suffer minotaurism--but these theories are untested. > _The Minotaur is classically a bull-headed man (and all of us who_ _have debated rules are well acquainted with such)._ > - Dungeons & Dragons, Monsters & Treasure by E. Gary Gygax and Dave Arneson **Centaurs** : In the Dawn Age, Centaurs had a sophisticated culture--one much more advanced than human culture of today. After a failed rebellion against the gods, their race was magically lobotomized. Today, they live in small family-based herds in the wild. They are exceedingly violent. Negotiating with one is like negotiating with a polar bear that can wield a spear. Wizards can dispel this curse on a personal basis, awakening single Centaurs to sentience, but have little reason to do so. **Hydra** : In the Dawn Age, proto-dragons were common. One such was the hydra. Damnably hard to kill, if even a 1/20th of its body isn't destroyed utterly with fire, it will regenerate. That's why they're still slurking around in modern times. **Medusae** : A race of cacogen from a distant star, stranded here after their ship crashed in the Barrier Peaks. They have bred (spawned? cloned?) somewhat. In appearance, they look like human women with the lower bodies of serpents. Their hairs are prehensile. From their eyes, they can fire a beam that stuns and paralyzes living creatures. They wish to return to their sphere, but the materials and craftsmen of our modern world frustrate this goal. **Pegasi** : The gods keep a certain number of winged horses--the pegasi--in reserve and grant them to true Heroes in furtherance of their goodly quest. In the same way that magic swords can only be wielded by Fighters, only Lawful Fighters who undertake a worthy quest will receive a pegasus. ## Undead **Skeletons and Zombies** : When a body is raised and animated by magic but the soul is not returned, an Undead Servant is created. Lacking a soul, the body lacks all self direction, and will continue to decompose and deteriorate. The Wizard (or Sorceress, Witch, or Warlock) that animated the Undead Servant must carefully and specifically direct the Undead Servant, who will follow the letter but not the spirit of their commands. Skeletons are stronger than Zombies, and smell better. **Mummies** : The same spells that raise Skeletons and Zombies raise Mummies, but the target of the spell is the Wizard himself. Done as part of a death-ritual, the Wizard confines himself to his sarcophagus and breathes the last incantation with his death rattle. If done correctly, the Mummy is like the lesser undead, but is self directed since the target and the caster are one and the same. **Ghouls** : Victims of a disease with no cure, Ghouls can only eat mannish carrion. Like Lepers, they become desiccated, with rotting skin and parched lips. Like Lepers, they linger outside of the city and ask for alms. They are all but blind during the day but can see at night. They are sometimes found in the employ of Vampires, since they both require frequent victims but eat different parts of the Man. **Wights** : The Necromancer Lord was defeated in the last age, but his undead still trouble the earth when discovered. Sealed in tombs and barrows, Wights suck the life from those unhappy treasure hunters who dare to trespass on their burial places. They are vulnerable only to silver weapons. **Wraith** : A Wraith is a Wight that has gathered enough power to walk abroad from its tomb. They make their way towards the remains of the Necromancer Lord's fortress. The Wise fear that when another Wraiths return to their master's domain, he will rise again to trouble the world. **Specters** : Let us not call Specters monsters. They are just the lingering ghosts of those who once lived who have too much life left over. Animals signal their coming, first: Owls will hoot to warn you. Slowly, the Specter's presence will fill the place they dwelled in life. They usually want something. It behooves you to find out what, because they make themselves more and more known until they get it. **Vampires** : Everything you've heard about Vampires is true: their ability to transform into beasts or a mist, their aversion to holy symbols and garlic, their need to rest in their coffins, their nigh invulnerability. They are savage opponents! Luckily, travel for them is difficult, so they are easy to avoid--unless you are trying to steal into their castles. > _To become a Vampire, the following steps may be taken._ > _1. Be born of the offspring of a Witch and The Devil..._ > > _2. Lead during life a career of more than ordinary wickedness, dissolution, and sin..._ > > _3. Be a Werewolf towards the end of life, for this will give you contact with Vampires and you can ask one yourself how to proceed further._ > > _4. Live in a Slavonic country. They possess the highest ratio of Vampires to people and odds are therefore greater that you will become one. Also, there is an excellent chance you will be bitten by a vampire and if this happens often enough you will automatically become a Vampire after death._ > > _5. Die excommunicated from the Church, if possible by suicide._ > > _6. See to it that you are buried with mutilated rites in desecrated ground._ > - The Book of Weird by Barbara Nindle Byfield **Werewolves** : Werewolves are humans brought to close to death by a Wolf but denied the chance to die. They linger near death as a Werewolf and can take a half-Man, half-Wolf form at night, during the full moon, or at certain times of the year. Duration varies depending on a number of factors. Werewolves are sometimes thought to be a sub-type of Vampires: a strain of the genus that lingers overlong in the wolf-form. Stories of "families" of Werewolves are Peasant superstition, told by wicked Cobblers. Stories of other types of Lycanthropes--Werehyenas and Weretigers, etc., are unfortunately true. > _Werewolves are of two sorts: voluntary and involuntary. Those who have been bitten once too often by a Vampire, or have been cursed into Wewrewolfdom by a malevolent Witch, or have inadvertently placed themselves in the hands of an evil or incompetent experimenter with youth-giving elixirs and potions are all involuntary Werewolves._ > - The Book of Weird by Barbara Nindle Byfield ## Animals **Basilisk:** A toad's egg incubated by a chicken, the Basilisk is the King of all Serpents. It's said their glance is death, but this refers to the fact that it can shoot a jet of venom from its eye. Indeed, they are so venomous, that they leave a trail of poison oozing in their wake. Merely touching it is deadly. They love to look at their own reflections (like many kings). They are opposed by the goodly King of Frogs. **Cockatrice:** A chicken's egg incubated by a toad, the Cockatrice is a less clever but not less dangerous than the Basilisk. Their venom is delivered by their spurs; it petrifies their victims. They use petrification to keep fields of statues fresh for later consumption. The Cockatrice's tears reverses the process. They are sometimes also called Cock o' the Field. **Gorgons** : The "cattle of the gods," Gorgons are oxen with incredibly-hard scaled hides. They can breathe a vapor of petrification 1d4 times a day. In the same way that Australian possums (Phalangeriformes) were named for the Virginia possum (_Didelphis virginiana_) because people saw them and said "Hey, ain't you that feller from America?", the cattle-Gorgon are named after an entirely different class of petrifying monsters. See also: Medusae. **Griffon:** A species of winged Lions. Beast-masters of the lands of Faraway have been known to tame them and ride them--a right exclusively given to their shahs and sultans. Griffons are naturally hostile to Horses; even tamed Griffons will go berserk in a horse's presence and attempt to kill it. **Manticore** : A Tiger that eats a man becomes a Manticore. Like the Alzabo, it incorporates the man's personality into its own: whistling his songs, walking his roads, calling for his wife by name to come out of the house and be devoured too. The more men the Manticore eats, the stronger and cleverer it becomes. They also grow quite vain--gifts of fancy hats allow you to avoid their double rows of razor sharp teeth. Manticores sometimes form faux family groups with Harpies. **Rocs** : A breed of Eagles large enough to predate on Elephants. They speak the Common tongue. Though they hate evil monsters and the Unseelie Court, they claim a right to any walking thing under the sun as their prey, and have been known to swallow up Maidens, Hermits, and Elves. They are a proud race, refusing to be anyone's servants. Intimations that they could be used as steeds is their gravest insult. **Horses** : Everyone knows what a Horse is. All Horses count their birthdays from New Year's Day. ## Dragons There are six types of dragons that incarnate in this age: five evil dragons (manifestations of the Destroyer) and one good (manifestations of the Preserver). **White** : Manifestations of the starving winter. Their breath is like a storm of ice. They are strong against earth and water, but weak against fire and lightning. **Black** : Manifestations of decay: the corruption of the body, old age, rust. Their breath is like acid. They are strong against earth but weak against water. **Green** : Manifestations of sickness, poison, and toxic plants. Their breath is a choking cloud. They are weak against air. **Blue** : Manifestations of the destruction of nature: the thunderstorm, the earthquake, the tsunami. Their breath is lightning. They are weak against fire, but strong against lightning and water. **Red** : Manifestations of the coming apocalypse. Their breath is fire. They are strong against all elements except for water. **Golden** : Manifestations of God's promise to preserve Mankind. They are expert magicians. They also breathe flame. **Draconic Abilities:** For every 10 hit points a dragon has, they manifest one of the following abilities. The GM should randomly determine which abilities a particular dragon has: 1. _Corrosive Spittle_ : Every bite attack that hits reduces the victim's armor class by 1. 2. _Venomous Spittle_ : If a character is hit with a bite attack, they must Save vs Poison or become poisoned. If poisoned, they suffer 1 damage at the end of their turn. If a poisoned character is hit with another bite attack, a second saving throw is not allowed: the character automatically increases the damage they take by 1. 3. _Forked Tongue_ : At the beginning of combat, all characters who can hear the dragon must Save vs Doom. On a failure, the dragon gets to make a surprise attack against each character who failed. 4. _Clanging Scales:_ On an attack roll of 1 against the dragon, the weapon used is destroyed--blunted by the scales as they grind together. 5. _Smoking Nostrils_ : The dragon can make an additional breath attack each combat. 6. _Scalding Blood_ : On a successful melee attack against the dragon, the dragon deals the attacker 1/2 of the damage taken. 7. _Lashing Tail_ : The dragon can make an additional attack every round with its tail: +[HD], 1d8 damage. 8. _Terrible Jaws_ : The dragon's bite attack is increased by one dice step. **Wyvern** : A Wyvern is to a Dragon as a Duke is to a King. They are winged, and walk on the wings like Dragons from _Game of Thrones_. They are fond of songs. They have the Lashing Tail and Venomous Spittle draconic abilities. ## A Wizard Did It **Chimera:** There are many known spells in a Wizard's repertoire with unknown purpose or uncertain practicality. The spell that creates a chimera is one of these. Yes, you _can_ combine a goat, a proto-dragon, and a lion into a singular beast that acts more-or-less like a natural predator--but why would you? Why did the ancients invent this spell? Why was it passed down from generations? Why did you bother to gather these animals together and cast it? ** ** **Invisible Stalker** : These spirits are called "Invisible Stalkers," but are more correctly named "Phantoms" by true scholars of magic. A Phantom is a temporary spirit, not one that pre-existed in another realm, given animation by a spell. Each spell that summons a Phantom creates one specifically for some task--like summoning a hammer for hammering or a pot for cooking. The most terrible of these are those summoned to assassinate. Once the Phantom has accomplished its task, it returns to non-being. The longer it takes for a Phantom to accomplish its task, the more the magic breaks down, and the less likely to succeed it is, which makes it break down more. Think Mr. Meeseeks. > _THERE are Spirits to whom time and space do not exist. They travel swiftly, circling and girdling the earth in the twinkling of an eye, always to a purpose. These Spirits are sent or summoned, and they must be allowed to depart when their tasks are accomplished._ > _Phantoms and Specters are the creations of magic and are not true Spirits; they are usually temporary and are intended to baffle, confuse, and distract you._ > - The Book of Weird by Barbara Nindle Byfield ** ** **Elementals:** A Phantom conjured into a body of raw element--a boulder stone, a pond, a bonfire, a storm cloud, etc.--takes on a physical body and is no longer Invisible. These are called Elementals. **Hippogriff** : Because Griffons are hostile to Horses, crossbreeding them is considered impossible. Impossible, that is, without the aid of magic. The result is a Hippogriff, which is much like a Griffon in appearance but more equine. Importantly, the Hippogriff's flight is magical in nature and not bound by natural laws. A Hippogriff can fly to the moon. Those on its back are not troubled by the Chaos that fills the space between the spheres. **Living Statues, Robots, Golems, Androids** : Different names for the same concept, the fundamental principle is the same: create a Homunculus (a tiny person) through occult means, then build for him a suit of armor capable of being moved by his miniscule movements, then insert him therein. Note that they are different from Gargoyles (see below). > _Robots, Golems, Androids: Self-explanatory monsters which are totally subjective as far as characteristics are concerned._ > - Dungeons & Dragons, Monsters & Treasure by E. Gary Gygax and Dave Arneson ## Ex Miscellanea **Angels & Demons**: The greatest of the Spirits are called Angels or Demons. They are of a kind, but have obvious differences in goals and temperament. Angels have their habitation in the Upper Air, from which they compose their bodies. Demons, being fallen, dwell in the Inferno, from which they make their bodies. In their "natural" shapes, both are Giant sized. Both may assume human or animal forms at will. Both categories have many divisions between Thrones, Wheels, Pits, Principalities, etc. In Faraway, Angels and Demons are given rather more Arabesque names (Djinn and Efreet). Devils seem like Demons, but are emanations or incarnations of the singular Devil. They sometimes keep company together. ** ** **Gargoyles** : Despite their frightful appearance, Gargoyles are aligned with Law. They are carven by the Church as guardians, after all! A statue, after hearing so many sermons and after drinking so much holy water, eventually absorbs enough soul substance that it awakens. Gargoyles will protect the site of their birth, challenging those that approach with physical, mental, and moral tests. **Juggernaut** : Of course, not all holy statues sit sedentary. Some are taken from their sanctuaries and paraded around the town on certain high holidays during the year. Some form the basis of mobile shrines, placed on temple chariots and moved from place to place. When these Gargoyles awaken, they are called Juggernauts. They move on a power all their own, dispensing justice as they move from place to place. **Purple Worm** : Biochemical monsters grown by Cavemen before their degeneration for the purpose of hollowing out their caves. Left unchecked, their manipulated evolutionary processes have run amok. Purple Worms can grow to prodigious size. One is borrowing even now below the earth that is large enough to swallow cities. He is called...HIS MAJESTY THE WORM. **Oozes, Slimes, Jellies, Puddings, Et Cetera** : The same biochemical processes that created Purple Worms created a variety of gelatinous, giant, single-celled organisms that come in a variety of colors and levels of viscosity. Based on their color, expert Alchemists may deduce them being vulnerable or resistant to different elements, but these differences are mostly academic.

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Framing a Kung Fu Campaign

I've long been a big fan of kung fu movies, but only recently started dabbling in the core texts by reading a translation of _The Legend of the Condor Heroes._ This has prompted me to think about how these stories might be captured in a long-term RPG campaign. (I've written previously about the structure of kung fu movies and made observations about translating the structure into RPGs. This post continues that thread; read it first if you haven't yet.) Here is some cool tech from other games that I think would serve as a solid basis for a kung-fu campaign. ## Loresheets in Legends of the Wulin When you talk about kung fu games, someone usually brings up _Legends of the Wulin_. When you talk about _Legends of the Wulin_ , someone usually brings up **loresheets**. What is a loresheet? Here's how the book introduces the term: "A Loresheet ... is a focused description of one setting element including specific purchasable ways a character can be tied to it. [Characters who have a Loresheet] have knowledge and insight in to the setting element it describes, whether through study or personal experience, and that the setting element is somehow tied into her history. ... It might come with a free bonus, but the major thing is that it unlocks the ability to spend Destiny on story or character options that tie you to that setting aspect. You might find yourself suddenly (and retroactively) revealed as the last scion of a dying bloodline, marry into a war between families, and get the chance to forge a new and lasting peace. In essence, these options both tie you to the setting and allow you to exercise an amount of influence over the story." Loresheets appeared throughout the book in dedicated pages describing factions (like on the right page) or just in boxed text (like on the left page): Loresheets have purchasable mechanical boons. These boons can be simple ("I have a reputation with this sect. I have a +5 reaction bonus with them") or more mechanical ("I know this sect's Dragon Fist Form and can use it in combat"). Loresheets share a lot of conceptual space with playbooks in this way: a tightly-bound list of advancement options that are coupled with the setting and define the trajectory of your character's story. You can purchase loresheet boons using XP during character creation or during play. Interestingly, players can spend an XP-like resource called "deeds" to purchase loresheet boons for other players. That means if a fellow player thinks it would be interesting for your character's story to become aligned with the events described on a particular loresheet, they can spend their deed to make that happen for you. ### **How I might use this:** I'm firmly in the "no homework" camp when it comes players--I can't be disappointed that nobody read my 20 page homebrew setting document if there's no 20 page homebrew setting document. That said, do you know how to get players to read your setting material? If there are character stats embedded in it. A spoon full of sugar (character building crunch) makes the medicine (lore) go down. I think it's vital for games with rich settings to not have generic abilities that you mix and match like GURPs or Mutants & Mastermind. If you have a level in warlock, it's because you literally have a pact with a devil--an NPC that shows up sometimes during game. If you have the Dragon Subduing Palm, it's because you met Count Seven the Beggar King who taught you the technique over three days. These abilities should be rooted in the fiction. Also, the best lore is hidden interwoven into the book itself, into the random table entries, into the equipment lists, into the suggested names. ## Myths in Mythic Bastionland One of the touted benefits of _Wulin's_ loresheets is they condense the setting to a manageable level. The loresheets the players select are canon; everything else isn't true (yet). That's a one way to keep the homework overhead from becoming too crazy! Another game that presents many options but only focuses on a few is _Mythic Bastionland_. In that game, there are 72 knights and 72 myths. A knight and a myth shares a spread like this: On the left you have a PC: their abilities, their mentor (the seer), their items, and a small flavorful random table. On the right you have the myth--some NPCs, a sequence of omens that happens as the myth grows in power, and the stats of the titular myth itself. A campaign of Mythic Bastionland doesn't dump all 72 knights and myths onto a single map and say "Go." The players roam the land and begin uncovering the omens of the 1+ myths the GM introduces, playing through them in a series of scenes. ### **How I might use this:** I like how entire campaigns are contained in a single page of a myth. It creates a great pattern to follow. I could never match Chris McDowall's sparsity in prose, but I feel like there could be two sides to an entry--one player facing and one GM facing. **Player facing** : Rumors about a "myth": a faction, an event, a person. Also, the boons you get if you ally with them: a new PC to put into your stable, training from an NPC in sectarian kung fu techniques, a special weapon. **GM facing** : The encounter that the players have when they travel to this location: the essential conflict of the "myth." A training manual stolen, a rebel leader hidden in the region, a secret identity to be revealed. ## Advancement in Old School Stylish _Old School Stylish_ reimagines the OSE rules as a class-less system. It takes OSE class abilities, spells, and items and breaks them into atomic pieces, then lets you gain them piece by piece by learning them from mentors, reading secret scrolls, and meditating in special spaces. In some ways, it takes a paradigm that is familiar to players of magic-users in old-school games and turns it up to 11. Now, all abilities are scavenged and found through play instead of instantly gained on certain wealth accumulation scores. ### **How I might use this:** Leveling up in my ideal kung fu campaign would be linked to NPCs, factions, and travel. Combine the player rumor/GM encounter pattern from the previous entry and place them physically on a map. Instead of investing character resources (XP into loresheets), players invest game play time by traveling to locations on the map to achieve the same thing. The rumors feel important here. If they encounter a villain with a kung fu style they can't beat, they can read through the setting document to find a technique that would be strong against his defenses. Then, they can travel there and acquire that resource. "I've heard that on Mount Wulin, there's a swordsmaster whose blade can cut even adamant skin. Let's go there!" ## Time Pressures in the Dark Crystal Adventure Game The premise of _The Dark Crystal Adventure Game_ is that the players have 99 days before an unspecified disaster. In that time, they need to gather the seven seeds from the seven world trees scattered around the map. As time goes on, the disaster--the Darkening--wreaks havoc on the setting. Things get worse. Locations that were once friendly and hospitable become ruined and poisonous. I ran this for several weeks this year and it was an ambitious premise for a book--an entire campaign setting contained in two-page spreads. ### **How I might use this:** One can imagine several framing devices for a kung fu game: two factions training a pair of boys from infancy to coming-of-age (Condor Heroes), gathering the 108 bandits for a rebellion (Water Margin), and so on. Define a time period--say a year--and let the players move around the sandbox during that time. The rumors give them informed choices about where they want to go, the distances and training times are the resources they're spending. Then, at the end of the time period, there's a culminating event that they've been preparing for, and they put together everything they learned over the course of the campaign. Could I combine these techniques together into an undefeatable style? We'll see!

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LORE - A Lord of the Rings Adventure Game Retroclone

_"I would draw some of the great tales in fullness, and leave many only placed in the scheme, and sketched. The cycles should be linked to a majestic whole, and yet leave scope for other minds and hands, wielding paint and music and drama."_ - J.R.R. Tolkien My favorite licensed Tolkien game was published by Iron Crown Enterprises in 1991. It was called _The Lord of the Rings Adventure Game_ (abbreviated, bizarrely, as "LOR"). Because I'm very charmed by the system, I ran some games using an adaptation of it. When I began the Middle-earth Hexcrawl project, I wrote them with an eye towards this adaptation. The more I wrote daily hexes, the more I found myself co-developing a system to use to run the hexcrawl. I've called this system _Lore_. It is a retroclone of _The Lord of the Rings Adventure Game_ , much expanded and elaborated on and with many optional subsystems. It is what I will use to run the Middle-earth Hexcrawl. You can check out the game, here: --- _Click the picture to get the game!_ ### This is entirely a fan work, like a piece of fanfiction published in the Tolkien Society bulletin. My use of the terms, concepts, characters, names, and texts are not a challenge to the trademark or copyright. ### **Art and Cartography** * The Middle-earth Hex Map was created through the research and labor of Idraluna Archive * Art is by Goran Gligovic, used by kind permission ### **Additional Thanks** * Hope, hexcrawling rules, and certain wandering encounter events are sourced from Arnold K. of Goblinpunch's Hex Crawling v3, shared under a CC BY-NC-SA 4.0 license. * When populating hexes, I frequently relied on the bounty of the blog d4caltrops by Ktrey. You might see some results from his wonderful d100 tables here. * Special thanks to Elizabeth for her encouragement. ** ** ** Sprawling, but incomplete** _The Lord of the Rings Adventure Game_ is a simple piece of game design; its rules barely take up 34 pages. Like many old games, it is an imperfect beast but has many good ideas. This adaptation has become swollen—almost bloated like Shelob. It has spoiled the original's simplicity in favour of gluttonously feasting on subsystems that appeal to my sensibilities. Such is the author's prerogative! And yet, this game is incomplete. Not only are there subsystems mentioned (e.g., Downtime) that I haven't finished explaining, but the whole thing is unedited. The entire thing was written in a stream of consciousness to get the ideas onto paper with no thought of clarification or harmonization. But if I didn't stop working and publish this game on my blog in an unfinished state, it would never be seen by anyone besides myself. I am prioritizing sharing the results of my fever dream labours over presenting something that's, well, presentable. I suspect that as I continue to reread the trilogy every year I will continue to return to these rules and worry at it. Check back in sometime. Maybe you will find some improvements! I hope there is something here that is appealing to you, friend. If you end up running the Middle-earth Hexcrawl using these rules, please do let me know.

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Random Goblin Advancement

When you level up, you gain a random benefit based on your race or class. Here's what goblins get. You can also use this table for folks like half-orcs or maybe even tieflings, if that's your style of game. If you prefer your goblins more whimsical and fairy tale oriented, may I suggest Papers and Pencils's d100 Gobbobilities. --- Art by Goran Gligović ## Goblins _Now goblins are cruel, wicked, and badhearted. They make no beautiful things, but they make many clever ones. They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble, though they are usually untidy and dirty. Hammers, axes, swords, daggers, pickaxes, tongs, and also instruments of torture, they make very well, or get other people to make to their design, prisoners and slaves that have to work till they die for want of air and light. It is not unlikely that they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels and engines and explosions always delighted them, and also not working with their own hands more than they could help; but in those days and those wild parts they had not advanced (as it is called) so far._ Roll a d50 to determine what dark gift you manifest. 1. **Mountain Maggot** : You can see in the dark. You can operate as if you had dim light in total darkness. If there's dim light, your eyes are no better than anybody else's. 2. **Hardheaded** : Your skull is as hard as stone. You can headbutt and deal damage like a hammer. You are immune to head-based Critical Wounds. You gain +1 Defense, but this doesn't stack with wearing a helmet. Unfortunately, the bottoms of your feet are very, very sensitive. Stepping on caltrops deals double damage to you. 3. **Bloodhound** : You can smell as sharply as a wolf. You can identify people you've met before by smell alone. You can follow fresh trails unerringly. 4. **Spidery** : You may climb sheer surfaces as if you had a rope. If you ever do fall, treat your fall as if it were 15' shorter. 5. **Trap tricky** : If you set off a trap during combat, roll a d6. On a 1-2, the trap hits you. On a 3-4, it hits you AND a foe. On a 5-6, it only hits a foe. 6. **Singed** : You are resistant to fire damage. 7. **Long Under the Shadow** : You are resistant to fear damage. 8. **Packmaster** : You gain the speech of wolves (if you don't already have it). Wolves you meet will default to friendly reactions to you. ★ - **Wolfrider** : If you roll this advancement again, it upgrades. Through negotiation and the sharing of meat, a wolf agrees to enter your service and serve as your mount. 9. **Crow Gossip** : Gain the speech of crows (if you don't already have it). Crows that you meet will tell you a rumour. ★ - **Messenger Crow** : If you roll this advancement again, it upgrades. By sharing a portion of your meat with a clever crow, they form a bond with you. The crow will carry messages for you over distances. 10. **List of Grievances** : Make a list of foes that have harmed or slighted you. You gain +1 to attack those named individuals. You can have as many people on the list as equal your Valour attribute (minimum 1). 11. **Looks Like Meat's Back on the Menu** : At the end of the battle, if you were victorious, you may devour one of your fallen foes and reduce your damage taken by 1d6. 12. **Chanter of Black Rites** : When you chant, you can conjure phantoms of illusion that baffle the eyes of mortals. Elves are never tricked by these, but other folk may react as if they are true. 13. **Cave Ambusher** : You gain +2 to any test to set up an ambush while underground. Also, you gain +2 to your attacks during the first round of combat. 14. **Indolent Effort** : If you can't get a slave to do the task, you'll try and find a way to cut corners. Reduce the time to perform a particular task by 50% by taking 1d6 damage. 15. **Where There's a Whip, There's a Way** : If you spend a fast action driving and exhorting your fellows, all other goblins fighting with you gain +1 to attacks as well and +2 bonus to Morale. 16. **Pitwright** : You can forge items of enchantment. ★ - Delighted by Explosions: If you roll this advancement again, it upgrades. You can now craft fireworks and bombs. 17. **Oft Evil Shall Evil Mar:** Once per day, after you've seen the result of a roll, you may push a nearby ally into a trap or attack that was going to hit you and have them take the effect instead. 18. **Terrible Blow** : You may choose to sunder the melee weapon you are wielding to gain a +4 attack bonus for the blow. 19. **Revenger:** You gain a +1 to attack anyone who has damaged you in combat. 20. **Eater of Foul Things** : In a pinch, you can eat food that would make other folk sick: the flesh of speaking peoples, rotten meat, worms and vermin. 21. **Cowardly** : Gain +2 Movement in combat if you are moving away from a foe. 22. **Flatfooted and Bowlegged:** Gain +2 Movement. ★ - You may gain this advancement up to 3 times. 23. **Slave Driver:** When serving as the Guide, reduce damage from forced marches for those you in your company by -5 for the first day, -4 for the second day, -3 for the third day, and so on, until you can no longer reduce the strain. 24. **Forked Tongue** : When you whisper, you can choose exactly who can hear you--them and no one else. When you shout, you can be heard clearly, even over the din of battle. 25. **Sunblotter** : When you deal a Critical Wound with an arrow, you may immediately make a second missile attack. 26. **Bloodletter** : Your taste for blood is preternatural, giving you insights that no one else can understand. You can identify different blood types (allowing you to give transfusions). You can identify who is and who isn't related to each other. If a target is bleeding, you can follow them like a hound. 27. **Head Taker** : Every enemy you kill during a combat increases the severity of Critical Wounds that you deal by one letter (from A -> B if you've killed 1 enemy, from A -> C if you've killed 2 enemies, etc.) 28. **Besieger** : Treat your Strength as +4 higher for maneuvers related to smashing down doors, climbing held castle walls, bending bars, or lifting gates. 29. **Poisoner** : With a few minutes of sniffing and tasting, you can identify the effects of poisons that you encounter. ★ - Learned Harsh Lessons: If you roll this advancement again, it upgrades. You are resistant to poison damage. 30. **Edge Grinder** : By tending to your weapon and oiling it (costs 1 silver piece/6 marks), you may increase its damage dealt by +1. This bonus lasts until the end of a battle in which you deal damage; afterwards, you must care for it again. 31. **Foul Curses** : Once a week, you can say at least two rhyming couplets of foul poetry (calling down the wrath of the Night, listing vulgar names, inventing new disgusting epithets) to force the GM to reroll an attack or maneuver an NPC made. 32. **Hauler** : Add +4 to your Strength score for the purposes of your carrying capacity. 33. **Black Legionnaire** : Reduce the penalty from your worn armour to your Movement by an amount equal to your Strength score. 34. **Unrelenting Hatred** : If you would fall unconscious in combat from damage taken, test Strength ΔX, where X is your Endurance - Damage Taken. On a success, you remain conscious and active. This test must be repeated each round as long as your damage taken exceeds your Endurance. 35. **Slinker** : If you are ever in a position where you are trying to hide from observers, you may take 1d6 damage to find cover in an implausible (but not impossible) manner and hide in plain sight. 36. **Sense Hatred** : You can clearly identify rivalries and enmities between people. Additionally, if you spend at least an hour in the company of a group, you get a sense of any repressed discontentment. The GM will tell which characters have negative views of each other. 37. **Haruspicy** : You can spend an hour dissecting and inspecting the viscera of a bird to ask the GM: "If I do X, will Y happen?" You receive a “yes, ”“no,” or "maybe" answer by interpreting the signs at hand. 38. **Bane of Elves** : You deal +1 damage to elves. Keep a tally of how many elves you have killed. At 50 elves, this bonus increases to +2. At 200 elves, this bonus increases to +3. 39. **Caution of Curses** : If you spend an hour in contemplation of an artifact, the GM will tell you if there are any curses that lay on it and what manner they are. 40. **Songs of the Night** : When singing Songs of Power, you may choose to use your Skill attribute instead of Beauty. 41. **Dwimmercrafty** : You can tell how many charges or uses are left on a limited use item. 42. **Wheeling and Dealing** : You may use Skill instead of Beauty when trying to influence the reaction of characters when buying or selling, getting a bargain, and closing business deals. 43. **Mind of Wheels and Engines** : When you tinker with a machine, you may add some basic conditions to its functioning that follows an "If this, then that" pattern. For example, you could rig a trap with conditions like: "If triggered, then wait 30 seconds before firing" or "If stepped on by a goblin, then don't fire." 44. **Still Trouble the World** : This virtue is only expressed when you fall in battle. After death, you will become a dark spirit and haunt the place where you fell, extending your hate after your death. 45. **Canny to Hidey Holes** : Once per day, you may ask the GM "Is there a secret door in my line of sight?" and receive an honest answer. 46. **Tomb Robber** : Once per day, you may ask the GM "Is there a hidden trap in my line of sight?" and receive an honest answer. 47. +1 Subtlety 48. +1 Strength 49. +1 Valour 50. +10 Endurance (I usually make these d50 tables alphabetized to make it easy to read, but goblins are so chaotic I didn't bother.) ## A note One of the big reasons I started writing random advancement tables is so that I could update my most popular blog post, 1937 Hobbit as a Setting. Previously, that post linked out to random advancement options on a blog that I no longer want to give traffic to. I've updated the original blog post with the new links. It's nice to have my own rules to replace them—and I hope they're useful to you!

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Stats as hammer, stats as nails

There's nothing revolutionary in this post, but I think it contains generally good advice and feels worthwhile articulating. When an RPG gives you something generic, a player skill that enlivens your roleplaying is describing it in a non-generic way. Items are a great place to have fun with this idea. Instead of a dagger, it's a "wavy dagger with a hilt shaped like a mushroom." You can "show, not tell" your character's backstory this way. Instead of a dagger, it's a dissection scalpel used in haruspicy, which is practiced by your people. Instead of a dagger, it's a dueling dirk you won the right to wear when you dueled your half-brother to death. Here is a list of every item from the gear list in _His Majesty the Worm_ with a few flavorful descriptions for each. **Alchemy kit** * Cottage Witch Alchemy Kit: Wicker basket with scavenged ingredients stored in frog stomach pouches, cat skulls, and bat-wing purses. Your alchemy isn't "natural science," but a form of folk magic. **Animal feed** * Dog biscuits: Your mom baked these dog biscuits from leftover oats for your animal companion, Rufus. **Armor, light** * Retiarius Armor: The armor of the retiarius-type gladiator: heavy-linen arm guards and a leather shoulder piece. * Orc Woad Tattoos: Seablooded orcs favor writing protective runes in woad paint instead of bulky armor that will weigh them down if they fall overboard. * Beekeeper Suit: Thick robes and a wicker mask complete the beekeeper's signature apparel. **Armor, iron** * Immortal's Chainmail: A hauberk of chainmail stripped from the body of the eunuch "Immortal" warrior caste of Far-Away, brought as a curiosity by an antiquities trader and stolen early in your career. * Alien Diving Suit: An extradimensional scientist tried to visit the plane of Flesh and constructed this suit of iron and rubber to survive our inhospitable conditions. He was killed by the inhospitable natives. It smells of ammonia. **Armor, steel** * House Mereswine's Platemail: A set of lobstered steel plate worn by cavalrymen in the guard of House Mereswine. It has a dolphin motif in keeping with their house sigil. **Bedroll** * Mummy Sleeping Bag: When you get in to your sleeping bag, you look like a real mummy--all wrappings and faux-Egyptology designs. * Owlbear Hide: You killed the owlbear in your first foray into the Underworld and kept the hide. You made a scratchy blanket out of it that you sleep in. **Bezoar** * Frog Throat Bezoar: The weird guy in the Omphalos Market that sold this to you claims it was from a giant frog. You're not sure you believe him. **Blank book** * Dwarf-Skin Book: An ogre bound this book in dwarf skin. Gross! * Quipu Yarn: Elves sometimes use a woven language to help keep records. This collection of yarn is like a blank book--you'll weave your story together. **Booze** * Pirate's Hooch: Fermented in a pirate's peg leg, it's strong but nobody would call it good. * Metheglin: This lavender-infused metheglin was made by your wife. It reminds you of home. **Caltrops** * Toy Soldiers: Your son played with these metal toy soldiers with bayonets that were so sharp they were practically real. You borrowed them for your expedition and throw them out as caltrops. **Candle** * Beeswax Candles: You harvested this beeswax yourself from your home hive. * Human-fat Candles: The rendered fat of a murderer went into this candle. It produces a foul, black smoke. **Chain** * Anchor Chain: A length of chain salvaged from a shipwreck that you survived. * Ball & Chain (-Ball): You wore this chain in the dungeon that you escaped from. You hammered off the heavy lead ball, but have found the chain useful to keep. **Chalk** * Student's Chalk: The chalk is cheap and quality is poor but it gets the job done. It's intended for students at the Madrasa in the City. **Clothes, rags** * Troll's Tunic: After a slime burned off all your clothes, you were forced to borrow a tunic from a troll friend. It's basically a dress on you. **Clothes, common** * Ninja: A cool ninja outfit. **Clothes, finery** Every character should have a signature hat. Seriously. --- _Click for more hats_ **Cooking gear** * Senshi's Shield: Once, this was your family's adamantine heirloom shield. But since you're a cook not a fighter, you reforged it into this wok! **Crowbar** * Thief's Hand: This crowbar is flourished with an open hand. * Crow Bar: This crowbar is flourished with a crow's head and beak motif. **Falconry gear** * Elven Hawker's Chemicals: Instead of leather tools such as lures, hoods, jessies, etc. to control the bird, elves use chemical compounds in small glass jars extracted from insects. One temporary blinds the hawk, one paralyzes its wings, one awakens its prey drive, etc. **Fishing gear** * Mermaid Hair Net: A mermaid wove this net from her own hair. It is festooned with little sea glass baubles. **Firewood** * Bonfire of the Vanities: This was once a statue of a blasphemous idol, smashed to bits by the axes of the Athleta Mythrii. It is right that such as blasphemy is now used for kindling. **Flint & tinder** * Sacred Firestarter: The shavings of the tinder were taken from fallen wood given by the hearttree of your village and soaked in sacred oil. The flint was harvested and blessed by a law-speaker. * Tinder Fungus: Instead of carrying spark-makers, you carry live coals nested inside of tinder fungi. You have six of these. **Garlic** * Weird Bulb: The bulb looks like a weird old man's face! Isn't it uncanny? **Grappling hook** * Anchor: Your grappling hook is a repurposed anchor from a ship. **Hammer** * Coffin Maker's Hammer: This hammer's first owner was a coffin maker. It has driven many coffin nails. **Hatchet** * Orcish Stone Hatchet: The earthblooded orcs still practice the patient art of stone working, including making stone hand tools like this hatchet. **Helm** * Knight's Helm: Ahhh! The noble knight's helm! A close helmet festooned with a snail crest. * Prisoner's Cage: Not a helmet at all, but a scold's bridle in fashion of a cage. Still, it might turn a blow. * Thiollier's Mask: "A mask upon which is carved a tranquil sleeping face." Really, helms are such an opportunity to play Fashion Souls. **Hermetic bottle** * Old Wine Bottles: You've sealed these old wine bottles pretty tight! They still have the labels on them. **Hourglass** * Novelty Hourglass: This hourglass is shaped like a woman with a real hourglass figure! It elicits groans and eyerolls from your guild mates. **Iron spike** * Crucifixion Nails: These spikes were nails pulled from the hands and feet of crucified criminals. **Lantern** * Medusa Lantern: Each side of the lantern is shaped like a medusa's face, mouth open in a monstrous scream. **Lard** * Scam Soap: This soap was sold by a merchant claiming that 1-in-20 bars had a gold coin inside! You hope this bar is one of the lucky ones! **Leeches** * Tiny Slimes: It's illegal to carry slimes into the City, but you find baby slimes to be much more useful than leeches at extracting small portions of blood from a sick patient. **Lockpicks** * Cat's Whiskers: This set of lockpicks are carried in a case with a winking, cartoonish cat. * Skeleton Keys: This brand of thieves tools is called "Skeleton Keys." Each pick is festooned with a smiling skull. **Manacles** * Mage's Cuffs: These iron cuffs clamp onto a sorcerer's wrists to stop them from casting spells. They are not linked together, so the sorcerer still has the use of their hands and arms. **Mirror** * Saintly Relic: This broken mirror fragment is said to be a shard of St. Jason's famous mirrored shield. **Musical instrument** * Dwarven Carnyx: This tall horn is shaped like a boar and makes a clear, piercing note that can be heard for a mile or more. * Halfling Panpipes: These panpipes have a false reed that can be used to carry a long-shanked tobacco pipe. * Underfolk Common Hymn Book: A collection of traditional Underfolk songs sung at traditional times: births, deaths, weddings. **Oil** * River Whale Oil: The river whales that live in the River Grey near the City are hunted for their oil and other byproducts. In the City, river whales are associated with death and dreams. Parents tell children that burning a lamp of whale oil will banish their nightmares. * Mushroom Oil: Piggy of the Cave is a favored mushroom of Underfolk: its meaty texture provides welcome variety in their diet. It can also be rendered into a smoky-burning oil. **Pick** * Dwarven Mattock: A heavy mattock written with Ancient Underfolk runes reading: WHO'S YOUR DADDY? **Pipe & Pipeweed** * Carven Pipe: A long ornate pipe carved to look like an old sea-captain smoking (recursively) a corncob pipe. Or, imagining that the pipe is a *feature* of _His Majesty the Worm_ that simply allows you to remove Stress for the cost of a pack slot, you can recast this to be a variety of consumable items. * Bubble Bath: The dungeon is a smelly place. Taking a bubble bath lets you regain a measure of composure and center yourself. * Brain Licorice: A candy made of dried brain jellies and anise. Eating it smooooothes away the wrinkles. **Pole, 10** ' * Shepherd's Crook: A shepherd's crook made of olive wood, especially long, with a nice crook at the end. * Lamplighter's Snuffer: A basic 10' long bronze and pewter candle snuffer from the Lamplighter's Guild. * Finglonger: What would it be like if I invented the finglonger? **Poultice** * Prayer Flags: The bandages are linen strips made from prayer flags, each with a calligraphed prayer. * Elven Mummy: Extracted from an elven sarcophagus by their direct descendants in a process called Reclaiming, the mummy's wrappings and ground-up flesh are used as medicines. **Quill & Ink** * Clerical Illumination Tools: A teak wood writing case with tools for illuminating coded books of the Mythraic Mysteries: horsehair bush, knife to scrape the paper, sand to dry the ink, and jars of black, gold, and red inks. * Gnomish Librarian's Invisible Inks: A quill from a hoopoe bird and invisible inks (only legible under the moon or stars). **Rations** * Human Rations: Wicker basket of rations containing: flat bread, olives, pickled cucumbers, dried figs, hard cheese, honey comb, and sausage. * Underfolk Rations: Wax paper bundle containing: travel biscuits, carrots, mushrooms, mushroom chutney, dried apple, mole jerky, and piece of toffee. A jug of wine (for dwarves) or tea (for halflings and trolls) included. * Fay Rations: Clay jar, fire-ready, with a stew of horse meat, succotash, and beans. Corn cakes wrapped separately. * Orc Rations: Banana leaf wrapped around: clay jar of barley and oat porridge, clay jar of goat's milk yogurt, pickled herring, and smoked whale jerky. **Religious paraphernalia** * Portable Shrine: A tiny desk with an embedded icon of the Hierophant, a candle holder, and an attached rosary. * Stone Idol of Rng: A crudely carved stone face painted half white and half black. **Rope** * Handkerchiefs: A rope made out of brightly-colored handkerchiefs tied tightly together. **Salt** * Mined Salt: A wooden box shaped like a dwarven grandmother filled with quarried salt. **Shield** * Church Door: Wielded by a troll, this shield was once the door into the Fane of the Heresiarch. * Pickle-Barrel Lid: Wielded by a halfling, this shield is just the round top of a pickle barrel with a handy little handle. It is painted with a bright sun as a heraldic device. **Shovel** * Gnomish Archaeologist Shovel: The Archaeologist Society within the Court of Redcaps issues this small shovel to its members to help excavate artifacts from stones and soil. **Spyglass** * Opera Glasses: Extreme opera glasses, for watching the play from the tippy top of the nosebleeds. **Tent** * Knight's Pavilion: This brightly-colored tent is emblazoned with the your heraldry--a knight jousting atop a noble snail. **Tinker's kit** * Grandpa's Tackle Box: A metal boxed inherited from your grandfather. It once held fishing lures, but now holds all sorts of tools and odds and ends: cut pieces of wood, putty, nails, pliers, lengths of wire, etc. **Torch** * Wedding Torch: Your bride left you standing at the altar, but her family already paid for all these torches. Might as well use 'em. * Juggling Torch: These were made by Flavius the Clown, the premier torch juggler of the City. **Wand of archwood** * Thunderbolt: The archtree was split by lightning. This wand has a thunderbolt design to commemorate the event. Blasts of magic from it have a lightning-like aspect. **Weaponry** * Bearded Axe: The axe is literally bearded: it's shaped like an orcish face with a long, beautiful beard as the blade. * Sword of the Torturer's Guild: This heavy blade is intended to take heads. As such, it has no point. It has two sharp edged sides: one for slaying men, one for slaying women. A vein of quicksilver in the blade gives overhanded swings extra weight. * Elven Bow: A bow of yew strung with a single golden elf hair. * Magnetic Morningstar: This morning star is not connected by a chain. Instead, the spiked ball seems to "orbit" the handle. **Wolfsbane** * Aspergillum of Wolfsbane: An aspergillum of mountain water infused with wolfsbane. In the event of a lycanthrope, you can anoint the beast with the water.

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Bloggies Debrief and Thanks

Another year and the Bloggies have come and gone! I'm very pleased to have taken home some medals in the **Best Series** category! **Gold** : The Designing Dungeons Course, or, How to Kill a Party in 30 Rooms or Less **Silver** : The Middle-earth Hexcrawl Project My colleague and co-author of Designing Dungeons, Warren of ICastLight, has a nice post on the Bloggies that says more than I will. __ > _>  Blogs are like cheese- the one that smells like feet is better than the unoffensive Kraft single. Be the feet cheese._ Let me add a "ditto" to his sentiments. ## Let me also thank a few folks! First, thank you to this year's host Clayton of Explorer's Design who did a great job. Every one who has inherited the burden of victory in years past has done a great job, and Clayton continued this excellent tradition of stewardship. BIG thanks to the community of volunteers who recorded the Bloggie nominees in audio format through We Read the Bloggies! Thank you to everyone who my blog posts--what a big lift! Thanks especially to Jon from 3d6DowntheLine for recording the audio versions of the entire Designing Dungeons Course. (Did you hear that? There's audio versions now -- linked on the course itself!) Thanks also to Nick L.S. Whelan who has been pioneering the blogcast podcast for years with Blogs On Tape. I want to thank and congratulate Nova of Idle Cartulary, who also won a Bloggie for Best Series. She is an absolute pillar of the community. Her criticism is so important, so valuable, and so appreciated. And, obviously, thanks everyone who voted for me! Some of these votes were razor thin, so every vote counted! Congrats to Elmcat who brought home the Big Bloggie Gold (as its called)! I look forward to them hosting next year!

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Random Hobbit Advancement

When you level up, you gain a random benefit based on your race or class. Here's what hobbits get. ## You can either roll a d10 for your culture to get a result from a tightly-bound part of the table _or  _roll a d50 to get anything from the entire table. This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with halflings in it. - The random dwarf advancement table is here. - The random human advancement table is here. - The random elf advancement table is here. - The random elf-friend advancement table is here. **Note** : When you roll an advancement option twice, you can either select the option above or below the rolled benefit. However, a few advancements can be upgraded several times or unlock a new art entirely. These are noted in the text. --- Art by Goran Gligovic ### **Harfoots** _The Harfoots were browner of skin, smaller, and shorter, and they were beardless and_ _bootless; their hands and feet were neat and nimble; and they preferred highlands and hillsides._ 1. **All's Well that Ends Better** : When you Carouse, you may roll twice and take either event. 2. **Elusive** : In combat, as a fast action, you can make a specific enemy unable to hit you if they are also engaged with another foe. 3. **Gaffer's Wisdom** : Ask the GM if you're forgetting something and receive an honest reply. 4. **Neat and Nimble:** Once per week, you can declare that a sprung trap doesn't affect you because of your small size: blades whizz over your head, you're too light to set off pressure plates, etc. 5. **Out with the Frying Pan:** You can wield tools and trinkets as improvised weapons (stats a dagger): frying pans, cooking ladles, long sausages, etc. 6. **Patient Packer** : You may use your Skill instead of Strength to determine the number of your carried items. 7. **Slumberous** : Ignore up to 1 bane each camp. Additionally, if ever put to sleep magically, you may choose to wake up. 8. **Where There's Life There's Hope:** When you heal from Hope, you always reroll the Hope dice if you roll a 1 or 2. 9. **…And Need Of Vittles** : At camp, if you participate in the cooking and merriment, you may spend a point of Hope and have everyone in the company benefit from the healing. 10. **Wrapped Tight** : Fresh rations will keep for a week in your pack. ### **Stoors** _The Stoors were broader, heavier in build; their feet and hands were larger; and they preferred flat lands and riversides._ 11. **Climb with Hands and Feet:** You may climb sheer surfaces as if you had a rope. If you ever do fall, treat your fall as if it were 15' shorter. 12. **Extra Padding** : Wearing armour never imposes a penalty on your Subtlety rolls. 13. **Finder:** If looking for something that you or someone you're with has lost, you always have a sense of which cardinal direction it's in. Things never directly owned by a person ("My ancestor's magic ring, to which I have a claim") don't count. 14. **Fox Trick** : If you are ever in a position where you are trying to hide from observers, you may take 1d6 damage to find cover in an implausible (but not impossible) manner and hide in plain sight. 15. **Riddle Master** : You get a number of "free" guesses for riddles equal to your Understanding. These are asked to the GM and represent your thought process. If your guess is wrong, you don't _really_ guess that. 16. **Stone Skipper** : The range of your thrown weapons and slings doubles. Also, you can skip a stone 2d100 times. 17. **Storyteller's Memory** : You can recall specific images very well. You can ask the GM questions about the details of anything you've seen or heard. 18. **Tricksy** : Once per day, if a foe misses you with an attack, you may say that they've driven their weapon into the earth and gotten it stuck. It takes 1 turn to free. 19. **Underfoot** : If you are engaged with two foes and one misses in their attack against you and the dice rolled is _even_ , you may force the GM to use that result against the other enemy. 20. **Voice of Birds** : You can whistle any bird song you've heard before so faithfully even birds are fooled. Audible at great distances. If you try to call a bird in, roll a d6: 1) None are in the area; 2-4) 2-4 normal birds endemic to the area come to you; 5-6) A magical or intelligent bird comes to your call. ### **Fallohides** _The Fallohides, the least numerous, were a northerly branch. They were more friendly with Elves than the other Hobbits were, and had more skill in language and song than in handicrafts; and of old they preferred hunting to tilling._ 21. **Brave in a Pinch** : You are resistant to fear damage. 22. **Button-Busting Feat** : Once per week, if you would fail an attribute test, you may choose to succeed instead. 23. **Hobbits Stick Together** : You inspire a +2 bonus to Morale to all NPC hobbits in your service. 24. **Lucky Number:** When the entire company must make a test to avoid some doom, everyone gains +2 if you pass the test first. 25. **Lustrous Toehair:** +3 Beauty tests to determine reactions with other halflings. 26. **Merry** : You heal +2 damage from Hope. 27. **Smoke like a Dragon** : If you have an active pipe going, you can take 1d6 damage and finish the pipe to generate enough smoke to create a fog cloud that obscures your entire general area. 28. **Rustic Courtesy** : Although nobody knows of hobbits, you make a positive first impression. Once a day, you can cause an NPC to default to a positive reaction instead of a neutral one. 29. **Weather Songs** : The first time you travel in a type of weather, note it down. At the end of the day, you may make a traveling song specifically for that type of weather. Write at least four lines of poetry. The next time you travel in the same weather, you may sing your song. Every member of the company gets +1 to all tests related to their jobs that day. Keep track of all your weather songs. 30. **Wrassling** : You gain a +2 bonus to Maneuvers. ### **All Hobbits** 31. +1 Skill 32. +1 Subtlety * You may gain this advancement up to 3 times. 33. +5 Endurance * You may gain this advancement up to 3 times. 34. **Art of Smoking:** When you smoke for an hour, you can ponder riddles. Tell the GM about something that you believe to be true. They will say: "You don't doubt your guess," "Close to the mark, but not quite" or "You're not sure that's right." 35. **By the Hair of your Toes** : Once per day, when taking a Critical Wound, you can roll twice and choose which effect to receive. 36. **Comforts of Home** : You may take on the jobs of both cook and quartermaster at the same time. 37. **For the Shire!:** Once per combat, you may make a Melee attack as a fast action instead of a fell action. 38. **Good Cook** : When you take the job of cook, the company gains 1 boon while camping. 39. **Gourmand** : You have exceptional taste. With just a tiny taste of food, you can tell what the ingredients are (e.g., if there's a little extra poison in there). You can also follow your nose to kitchens, root cellars, inns, larders, etc. 40. **Hole Dwellers** : You gain +1 to tests while underground. 41. **Laughing People** : Once per session, if you tell a joke in character that makes the table laugh, the company gains 1 Bonus Hope. 42. **Light of Step:** You may use your Skill attribute instead of Strength when it comes to matters of climbing, acrobatics, and moving swiftly. 43. **Plain Hobbit Sense** : When there's a choice between two (and only two) equally weighted options, you may ask the GM for their opinion. 44. **Shields for Serving Bowls:** If wearing no armour, set your Defense to +2 from your small size and agility. 45. **Shortcut to Mushrooms** : When you take the job of herbalist, on a successful test, the GM will give you a mushroom from the region's herb table (if available) in addition to a randomly rolled herb. 46. **Shy of the Big Folk:** You may always act in a surprise round if you are surprised by creatures larger than you. 47. **Six Meals a Day** : Eat a ration to heal 2 damage. You can do this up to six times per day. 48. **Sure at the Mark:** You may use your Skill rating instead of your Valour rating when using thrown weapons or slings. 49. **Tough as Old Tree Roots** : When you've taken damage equal to ½ of your Endurance total, gain a +1 bonus on all attack and attribute tests. 50. **Tough in the Fibre** : Whenever you camp, you always heal at _least_ 3 damage taken.

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Unblocking Yourself: Dungeonize your Home

Sometimes when you're writing a dungeon room, it can feel like pulling teeth. The empty space and the stocking result of "Trap with Treasure" mocks you. Here's a technique to unblock yourself. Look around you. Put cogent details that you can see into your dungeon. **Things I can see from my computer desk chair:** * The Mordant Arcana tarot deck * A pipe * The Fantasy Prompt Generator zine from Norn * A helmet with antlers on it * A hedgehog figurine * My diploma * My college honor pledge saying that I would not steal (that I stole) * A bow And that's without turning my head. Just looking around in my field of vision, I already have some prompts for a room with that stocking result. Let me see if I can put them together... **The Wizard's Study** A small study. Inside, there is a cozy leather armchair and a small end table with a hedgehog statue (worth 10g) holding a **pipe**. On the walls is a **tapestry of a dweorling** with magnificent antlers carrying a bow that slightly ripples in an unfelt breeze and a framed diploma from the Unseen University. * **Pipe** : The pipe can create a _fog cloud_ 1x/day. * **Tapestry of a dweorling** : The tapestry is enchanted; a gift from the wizard's father-in-law. It will make one missile attack (+4) per round against anyone who enters the room that isn't the wizard. See? Pretty easy! Now, go see if you can put together an entire dungeon just using your favorite things from around your house! ## While I have you... Did you have a chance to check out my Dungeon Design Course from last year? I wanted to share an update! Jon from 3d6 Down the Line was kind enough to record audio versions of each chapter! You can now listen along to the exercises! If you took something away from the Dungeon Design Course, I hope you'll consider voting for it as **Best Series** in the Bloggies. Voting is happening now until 2/27/2026! --- Vote now!

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Random Elf-friend Advancement

## When you level up, you gain a random benefit based on your race or class. Here's what elf-friends get. What are elf-friends? Well: __ > The master of the house was an elf-friend—one of those people whose fathers came into the strange stories before the beginning of History, the wars of the evil goblins and the elves and the first men in the North. In those days of our tale there were still some people who had both elves and heroes of the North for ancestors, and Elrond the master of the house was their chief. He was as noble and as fair in face as an elf-lord, as strong as a warrior, as wise as a wizard, as venerable as a king of dwarves, and as kind as summer. > > - _The Hobbit_ So, you know, folk like Elrond and Aragorn. You can either roll a d12 for your culture to get a result from a tightly-bound part of the table _or  _roll a d50 to get anything from the entire table. This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with humans in it. * The Random Dwarf Advancement list is here. * The Random Elf Advancement list is here. **Note** : When you roll an advancement option twice, you can either select the option above or below the rolled benefit. However, a few advancements can be upgraded several times or unlock a new art entirely. These are noted in the text. ## Elf-Friend --- _Art by Goran Gligovic_ ### **North** 1. **Bane of Un-dead** : You deal +1 damage to the un-dead. Keep a tally of how many un-dead you have killed. At 50 un-dead, this bonus increases to +2. At 200 un-dead, this bonus increases to +3. 2. **Barrow Blessing** : If you kiss the brow of a fallen companion, no evil will despoil their body. They will never raise as un-dead. 3. **Bolster Hearts:** As a fast action, say a line of poetry or boldly shout your war cry. All companions who can hear you gain +2 to their rolls until your next turn. (If you never get another turn because you fall, the bonus lasts for the rest of the combat.) 4. **Far Strider** : If you are unarmoured when you serve as a Scout, a successful Skill test allows you to choose two effects (instead of one). 5. **Heir of the North** : Can always sense the direction of true north, even if underground. If you ever fail a test as a Guide to orient, you gain a +1 bonus the following day. This bonus is cumulative with itself for each day you fail orienteering. 6. **Master Herbalist** : Gain Herb Lore if you don't already have it. (If you already have it, you gain another random Lore.) On a journey, when you act as an herbalist and successfully find an herb, the GM rolls twice to determine what you find; you gather both herbs. 7. **Pursue Foes** : On a journey, if you serve as the company's Guide, you may spend 2 movement points to deliberately seek foes to challenge. When making a wandering encounter roll for the day, the GM will roll 3d6 and drop the lowest dice (instead of rolling 1d12). 8. **Resourceful Herbalism:** When using an herb, a single use can be stretched to benefit two targets simultaneously. 9. **Rumours of the Earth** : If you act as the company's Scout, instead of following the normal procedure, you may spend 2 movement points and gather rumours by listening to the earth instead of roving afar. Make a Skill Δ10 test. On a success, the GM reveals a sound clearly detailing one entry on the local events table (if any). The GM will tell you if there is another local event in this hex. If there is, you may immediately spend 1 movement point and gain another clue about this encounter. This Art cannot be used at the same time as Far Strider. 10. **Skillful Archer** : You may make Maneuvers from afar using a missile weapon. To perform a ranged maneuver, test Valour against a Δ8 + your target's Valour. If successful, you deal a significant setback to your foe. 11. **Student of Ruin:** When you study a Numenorean artifact or visit a site important to the Men of the West, you can sing a song that tells of its history. Roleplay a few lines. If you do so, gain 1 Hope. 12. **Wise of Ways** : You gain a +2 bonus to Skill tests related to Scouting. ### **South** 13. **Bane of Orcs:** You deal +1 damage to orcs. Keep a tally of how many orcs you have killed. At 50 orcs, this bonus increases to +2. At 200 orcs, this bonus increases to +3. 14. **Brave** : You are resistant to fear damage. 15. **Captain of Men** : During combat, you may use a fast action on your turn to shout a command to an ally who can hear you. They may make an extra action that turn. 16. **Hands of Healing** : In combat, you may use your action to forestall a Critical Wound that results in death—as long as you minister to them, they will not die (if the death was not instantaneous). During a journey, your job can be "Healer." Each day spent ministering to a companion reduces one of their Critical Wound in severity and speeds their recovery—the GM will determine exactly how this works. 17. **Keen Eared** : Gain +2 bonus to any tests related to listening. If you spend a turn listening, the GM will tell you if there is any breathing creature hiding in your immediate area. (This ability bypasses the normal roll made in exchange for time.) 18. **Keen Eyed** : You see as well under the stars as you do under the full moon. 19. **Pursue Secrecy** : On a journey, if you serve as the company's Guide, you may spend 3 movement points to attempt to avoid pursuit. When making a wandering encounter roll for the day, the GM will roll 2d12 and use the lower result. 20. **Skirmisher** : If wearing no armour heavier than leather armour, gain +1 to damage. 21. **Student of the Enemy:** If you study a character for a turn, the GM will tell you how many Endurance points they have. Once you've made your assessment, you can ask for the updated number with a glance. 22. **Tall:** Add +4 to your Strength score for the purposes of your carrying capacity. 23. **Victory from the Jaws of Defeat** : When you miss an attack roll, gain +2 to your next attack roll against the same creature. This bonus cannot be cumulative with itself. 24. **Walker on the Dead Marshes** : You gain a +2 bonus to Skill tests for orienteering as a Guide. ### **All Elf-Friends** 25. **Artifice:** You can forge items of enchantment. 26. **Bane of Wolves:** You deal +1 damage to wolves and werewolves. Keep a tally of how many wolves you have killed. At 50 wolves, this bonus increases to +2. At 200 wolves, this bonus increases to +3. 27. **Estë's Gift:** Your healer's arts may stall or delay a death. In combat, you may use a fast action to forestall a Critical Wound that results in death. As long as you continue to minister to them, they will not die (if the death was not instantaneous). After combat, an Understanding test (with a difficulty set by the GM) might be needed to permanently stabilize the victim. 28. **Evermind** : This virtue is only expressed when you fall in battle. No evil creature will despoil your body. You will not rise as un-dead. Your corpse will be preserved for many weeks. Flowers will grace your grave. 29. **Far Ranging** : Choose a type of region that you are familiar with: forest, hills, mountains, swamps, or wastes. When you serve as the company's Guide, treat these hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in this region is Δ6. * You may gain this advancement up to 5 times, selecting a new type of region each time. 30. **Friend to Horses:** When you serve as the hostler, you may care for three steeds instead of two. All steeds in your care gain +2 bonus to Morale tests. 31. **Grief of Ruined Lands** : You can sense the level of Shadow in your current hex. You may ask the GM if there are servants of the Enemy on the wandering encounter table for the greater region; they will answer truthfully. If a hex has a hidden feature related to the Shadow, you can find it without needing to Explore the hex. 32. **In the Lands of My Fathers** : On a journey, you gain a +2 bonus to any job you do if you are within the ancestral lands of your people. For Northern Elf-friends, this is within the bounds of Arnor. For Southern Elf-friends, this is within Gondor's historical bounds. 33. **Inspiring March:** Reduce damage from forced marches for allies by -5 for the first day, -4 for the second day, -3 for the third day, and so on, until you can no longer reduce the strain. 34. **Seer** : Once per month, you may undo the consequences of a particular action that you or an ally have just taken, declaring it to be just a vision. 35. **Tracker** : If you spend a turn studying footprints, the GM will tell you what creatures made them, about how many there were, and about how long ago they were there. (This ability bypasses the normal roll made in exchange for time.) 36. **Pathfinder:** When the company Explores a region, the GM will roll 2d6 for the local event and let you see the two dice. You choose which dice roll to use. 1s tend to be ill fortune. 3s tend to be interactions with the wild. 6s tend to be encounters with the Free Peoples. 37. **Royalty Revealed** : While wearing the heraldry of your house, NPCs that you lead into battle gain a +2 Morale bonus. Additionally, you may use your Skill attribute instead of Beauty to determine the Morale bonus for NPCs in your service. 38. **Staunching Song:** Directly after combat, remove 1d4-1 damage from one companion. 39. **Vanish** : Gain +2 bonus to tests to hide and move silently while out of doors. Additionally, if you stay completely still, a woodland environment always provides you enough cover to conceal yourself. 40. **Vigilance:** While traveling, you can spend 2 movement points to serve as a Lookout in addition to a secondary job. 41. **Wanderer** : You take only 5 damage (not 10) if you make a forced march without resting. 42. **Wingfoot** : Gain +2 Movement. * You may gain this advancement up to 3 times. 43. **Yavanna's Bounty** : When applying healing from an herb, you remove +2 more damage. 44. +1 Valour 45. +1 Strength 46. +1 Beauty 47. +1 Skill 48. +1 Subtlety 49. +1 Understanding 50. +5 Endurance. * You may gain this advancement up to 3 times.

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Random Elf Advancement

When you level up, you gain a random benefit based on your race or class. Here's what elves get. This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with elves in it. # Elves When you advance, you may either: * Roll a d10 to an advancement based on your culture. * Roll a d30. On a result of 1-10, read the corresponding entry in your culture. On a result of 11-30, read the corresponding entry in "All Elves." --- _Art by Goran Gligovic_ ### **Wood Elf** 1. +1 Subtlety 2. **Bane of Spiders:** You deal +1 damage to spiders. Keep a tally of how many spiders you have killed. At 50 spiders, this bonus increases to +2. At 200 spiders, this bonus increases to +3. 3. **Hit a Bird's Eye in the Dark:** Your Critical Wounds with a bow are treated as one letter higher (A->B, B->C, and so on). 4. **Master Hunter** : The job of Hunter only costs you 2 movement points. 5. **Point-Blank Archery:** You may use the Melee action to fire a bow in close combat against opponents engaged with you. 6. **Swift** : If you Moved the last round of combat, gain +2 Defense for one round. 7. **Tracker** : If you spend a turn studying footprints, the GM will tell you what creatures made them, about how many there were, and about how long ago they were there. (This ability bypasses the normal roll made in exchange for time.) 8. **Vanish** : Gain +2 bonus to tests to hide and move silently while out of doors. Additionally, if you stay completely still, a woodland environment always provides you enough cover to conceal yourself. 9. **Wood Wary** : While in the forest, you are never surprised. 10. **Woodcrafty** : When you serve as the company's Guide, treat forest hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in forest hexes is Δ6. ### **Grey Elf** 1. +1 Beauty 2. +1 Subtlety 3. **Enchanted Voice** : What you sing of appears as illusions before the eyes of mortals. Elves and sorcerers are never baffled by these seemings, but other folk may react as if these illusions are true. 4. **Lore of the Land** : You may ask if there is a hidden feature in this hex—the GM will answer truthfully. The company will still need to Explore to find it. 5. **Love of Languages** : Gain +2 to your Understanding checks to see if you know a language that you encounter. 6. **Precise Shot:** Outside of combat and hunting, your long practice allows you to fire trick shots with the bow. If you have a chance to carefully aim your bow, you may knock apples from heads, blow out candles, and cut thin ropes. The GM must adjudicate what is reasonably achieved even by a master archer. _Advanced Guidelines_ : If using the advanced guideline about shooting into melee, this art also allows you to treat the base chance to hit the wrong target as 2-in-6 before aiming. 7. **Shipwright** : You gain +2 to swimming or piloting boats. Moreover, you will (almost) never drown (though you will shrug off burdens such as armour in the process of swimming). 8. **Staunching Song:** Directly after combat, you may heal 1d4-1 damage to one companion. 9. **The Stones Tell** : When you travel to a new hex, the GM must tell you the main name of that hex entry. You hear the land telling you its own name. * **Wood-weird** : If you roll this advancement a second time, it upgrades. Each great forest, tall mountain, and deep lake has a spell hidden in it. If you spend the night sleeping in a new, significant, natural location, make an **Understanding Δ12** test. On a success, you may learn a new Song of Power from the land itself, as if you had a mentor. You may make this test only once per hex, ever. 10. **Subtle Attacks** : If you are wielding a one-handed weapon and nothing in your off hand, Critical Wounds you deal are treated as one letter higher (A->B, B->C, and so on). ### **High Elf** 1. +1 Beauty 2. +1 Understanding 3. **Bane of Trolls:** You deal +1 damage to trolls. Keep a tally of how many trolls you have killed. At 50 trolls, this bonus increases to +2. At 200 trolls, this bonus increases to +3. 4. **Bane of Un-dead:** You deal +1 damage to the un-dead. Keep a tally of how many un-dead you have killed. At 50 un-dead, this bonus increases to +2. At 200 un-dead, this bonus increases to +3. 5. **Beauty of the Stars:** When you succeed in a roll to influence the reaction of mortals, you may invoke a sense of awe, beguilement, or forgetfulness (your choice). * **Awe** : The mortal dares not stand against your wishes. * **Beguilement** : The mortal is inclined to agree to your proposals, if within their power. * **Forgetfulness** : The mortal only dimly recalls your meeting, and almost no specifics, as if it happened in a dream. 6. **Grief of Ruined Lands** : You can sense the level of Shadow in your current hex. You may ask the GM if there are servants of the Enemy on the wandering encounter table for the greater region; they will answer truthfully. If a hex has a hidden feature related to the Shadow, you can find it without needing to Explore the hex. 7. **Inner Light:** At night, you are surrounded by a shimmering starlight. Your great vision can pierce through mists and fogs. Additionally, once per day, you may negate a shadow of darkness created by a servant of the Enemy. 8. **Light of Aman:** The light of Aman shines through you, withering wraiths, the un-dead, and others who dwell in the Unseen World. Your attacks equally affect those material and immaterial, tangible and intangible. 9. **Ósanwe-kenta** : You may speak through telepathy with anyone else who has this ability. Also, you can intuit the meaning of others' speech and can make yourself understood, even if you do not share a language. * **Read the Heart:** If you roll this advancement again, it upgrades. If you study a character for a turn, you may present the character a mental choice between two options and understand which of the two they would choose. They are intuitively aware of your mental challenge. 10. **See the Unseen:** You see into the Unseen World. You recognize items of enchantment, see through phantoms of sorcery, can perceive non-incarnated spirits, hear songs of power at a distance, and recognize wizards for what they are. ### **All Elves** 1. +1 Beauty 2. +1 Understanding 3. +1 Subtlety * You may gain this advancement twice. 4. +5 Endurance * You may gain this advancement up to 3 times. 5. **Art of Aulë:** You can forge items of enchantment. * **Elven Arts:** If you roll this advancement again, it upgrades. You can make the waybread of your people, lembas, and the rejuvenating cordial, miruvor. 6. **Bane of Orcs:** You deal +1 damage to orcs. Keep a tally of how many orcs you have killed. At 50 orcs, this bonus increases to +2. At 200 orcs, this bonus increases to +3. 7. **Ear for the Music of Ulmo** : If you camp near a river, lake, or the sea, you may hear an echo of the Music of the Ainur in the waters: visions of things that are, or were, or might be. Once per camp, you may ask the GM: "If I do X, will Y happen?" The GM will answer honestly. 8. **Eat Song and Drink Story** : You only need to eat a ration every other day 9. **Estë's Gift:** Your healer's arts may stall or delay a death. In combat, you may use a fast action to forestall a Critical Wound that results in death. As long as you continue to minister to them, they will not die (if the death was not instantaneous). After combat, an Understanding test (with a difficulty set by the GM) might be needed to permanently stabilize the victim. 10. **Judgement of Námo:** You are immune to the fear damage from un-dead, wraiths, and ghosts. 11. **Nessa's Step:** If you are not wearing armour, you have near perfect balance and are able to run along tree limbs, ropes, or narrow cliffs. Moreover, you barely bend blades of grass as you travel and can run on top of snow or mud without leaving a trace. Those relying on sight (as opposed to smell) have difficulty tracking you. 12. **Nienna's Grace** : If you have not dealt damage in the last day, all healing effects you deliver to remove damage heal +1 damage. * You may gain this advancement up to 5 times. The bonus to healing effects is cumulative. 13. **Oromë's Rebuke** : You may rebuke a wild animal, even one in the Shadow's service, by succeeding on a Beauty test. The difficulty is equal to 2 + (the animal's Endurance / 10). In combat, using this Art is a fell action. Rebuked animals will try to avoid you in combat and, if possible, flee the battle. This test can only be made once per animal. 14. **Robed by Vána:** You feel no discomfort from hot or cold weather and suffer neither penalties nor effects from it. 15. **Saddleless Riding** : You ride without tack or saddle. Horses you ride can understand your Elvish speech and obey your commands as well as a page. 16. **Sleep of Irmo:** Instead of sleep, you rest in waking dreams of memory. If a nighttime encounter occurs, you can be armed and armoured. (You still use the normal rules for surprise.) 17. **Tulkas's Prowess** : You gain +3 Movement while unarmoured. 18. **Wanderer:** You take only 5 damage (not 10) if you make a forced march without resting. 19. **Weaving of Vairë** : You may sing two Songs of Power at once, blending their melodies together. 20. **Yavanna's Bounty** : When applying healing from an herb, you remove +2 more damage.

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Middle-earth Hexcrawl Project: Two Dungeons of the Trollshaws

It's February. I posted my finished Shire Hexcrawl back in December and stopped making regular updates about the Middle-earth project. But I haven't been idle, dear reader. I have been continuing to write a hex a day for Idraluna Archive's big Middle-earth map as a daily writing project. I want to share a glimpse into this work with you. Here are two dungeons in the Trollshaws. --- _Art by Goran Gligovic_ ## Dungeon backgrounds _The hobbits were glad to leave the cheerless lands and the perilous Road behind them; but this new country seemed threatening and unfriendly. As they went forward the hills about them steadily rose. Here and there upon heights and ridges they caught glimpses of ancient walls of stone, and the ruins of towers: they had an ominous look._ - The Fellowship of the Ring The Trollshaws are a forested region between Weathertop and Rivendell. The East Road, one of the few remaining thoroughfares in Middle-earth, runs through the Trollshaws to the High Pass over the Misty Mountains. It is named, unsurprisingly, for its excess troll population. A thousand years before Bilbo left his cozy home at Bag End, a kingdom named Rhudaur ruled this region. Rhudaur was a splinter kingdom of Arnor, Isildur's kingdom that Aragorn reconstituted. The two dungeons below are part of a network of five beacon towers built by the ancient Rhudaurians. Today, they are in various states of disrepair and occupied by various unseemly occupants. The layout of all five towers is the same. They differ only in contents. Here are the maps. Each sequence is stacked on top of each other. Hidden in a secret panel behind a mural that appears in each of the five towers is a key. One of the quest hooks in this region has the PCs seeking all five keys. The inspiration for five beacon towers and the names of those towers are derived from the MERP module _Dark Mage of Rhudaur_. The content is by me. ## Commentary I don't think either of these are, like, especially groundbreaking. I am a lot stricter about the contents of dungeons that I write for _His Majesty the Worm_ : in that game, each room, trap, and special door needs to have enough substance to facilitate long-term, Metroidvania-esque play. But that's not what this hexcrawl is about. Here, I think you can kick down doors, kill some orcs, find some treasure, and have a pretty fun time. It's not about any one dungeon existing by itself: it's about the journey to find all five of them, with wilderness in between. Still, I want each dungeon to participate in telling a part of the story of Middle-earth. To that end, I _do_ think there's something fun in the fact that all five dungeons will share the same basic layout with variations. This will let players see patterns across play. "Hey, wait. Where is the southeastern room? The door is probably hidden. Let's look around." It has been a challenge trying to constrain my loquacious, maximalist style dungeon keying to brief keys. Even this feels indulgently long for dungeons in the middle of a hexmap--but this is just a personal passion project. I can do what I want, I suppose! And now, without further ado, two towers (of five) in the Trollshaws. ## 47.96 - TIRTHON TOWER **TIRTHON**. One of the five beacon towers of Rhudaur. It is named "The Watch Pine" in Sindarin for it stands in vigilance near the East Road. _Note: The windows of the tower are arrowslits covered with metal shutters which are controlled by a mechanism in room 12. The shutters are closed until opened by the company. When opened, all rooms contiguous with the outside are lit with natural light. Goblins fight with a -1 penalty in sunlight._ (First Floor) **1 - Gate** : There are no doors barring entrance into the tower: only an arch of stone into darkness. If the company has approached relatively quietly, they can hear an **argument** from within. * **Argument** : Two goblins (in room 5) aren't letting the troll (in room 3) join in their game, forcing her to guard the door. **2 - Portcullis** : The tunnel into the tower is built for defense. Two **portcullis** are raised in the tunnel. * **Portcullis** : Unless the company successfully sneaks in, a goblin in room 5 will drop one of the portcullis to trap the company in a fight with Hurdy Gerty (room 3). Bending the rusty old portcullis requires a **Strength Δ6** test. **3** - **Front Hall** : A high-ceilinged stone hall. The north and south walls have **archery slits** canted inwards to allow for defense from those adjoining rooms. The floor has a mosaic of a pine tree. **Hurdy Gerty** , a hill troll, guards the entrance. * **Hurdy Gerty** : She talks to the goblins in room 5. She is bored, sleepy during the day, and resentful of being excluded from their dicing game. * **Archery slits** : During combat, one goblin in room 5 will fire their bows at intruders in room 3. Attacks from the front hall into room 5 are made with a **-3 penalty**. **4 - Guard Room** : An old wooden **pew bench** with a deep seat stands against the north wall. On the west wall, a **crank** used to raise one of the portcullis in **2**. A mosaic on the west wall displays the soldiers looking towards a setting sun, singing a song. * **Pew bench** : The bench's seat is a lid: the bench doubles as a chest. Inside, wrapped in a velvet cloth, is an old Dunnish instrument: a **crwth and bow** (a bowed lyre). It is a **treasure** : despite its antiquity, it can still be played after tuning. It is not loud, but its haunting melody can be heard over a mile away. **5 - Guard Room** : Two **goblins** , **Ruggib** and **Slittith,** use dwarven knucklebones as dice in a gambling game. On the west wall, a **crank** used to raise one of the portcullis in **2**. * **Goblins** : Armed with goblin-made daggers and bows. They gamble over a pot of 58 coppers / marks. * In combat, one goblin will lend support to the troll in room 3 with their bow. The second goblin will 1) drop the portcullis, 2) raise the alarm, summoning the goblins from room 13, 3) then join the battle. **6 - Central Hall** : A central hall connecting the bulwark of the tower to the administrative section. In the center of the western wall is a large, moth-eaten **tapestry** of a sad king playing a harp. On the eastern wall a blueish lichen grows (harmless). * **Tapestry** : A burglar that inspects the tapestry can see scrollwork representing music emanating from the harp and can read the **tune** the king is playing. Those with _Ranger Lore_ know the song ("Lamentations of Red and Gold") and can identify the figure depicted to be King Forodagnir. **7 - Foul Chamber** : Door to this chamber is swollen shut: it requires a **Strength Δ4** test to shove it open. The room is full of detritus and rubble, as well as six **giant lice**. A **fireplace** is set in the southern wall; although warmth comes from the fire lit in room 8, the smoke is poorly ventilated and fills the room with an acrid smell. * **Giant lice:** MOVE 7, END 1, VALOUR -2 (-1 damage dealt), DEF 2, MORALE +0 Special: Every round, each louse has a 2-in-6 chance to spawn a new giant louse. * **Fireplace** : Stuffed inside the chimney is an oilslick satchel. Inside, a bronze arm torc of a serpent biting its tail with sapphire eyes (worth 4 silver / 2 pennies) and 100 old Rhudarian copper coins. **8 - Kitchens** : A stone chamber used as kitchens by the goblins. A **fire** is kept burning here. The leftovers of their last meal (eel stew) remain in a large iron cookpot. Through the soot on the wall, the company can barely make out a mosaic of a soldier blowing a horn in celebration of the rising sun. **9 - Closet** : A closet sealed with neither handle nor lock: on the **doors** is the image of a book and a harp. * **Doors** : If the song Lamentations of Red and Gold is played, the pantry will open. Inside are six well-preserved **Rhudarian scrolls**. The scrolls speak of the War of Arnorian Succession. Each is worth 20 silver (10 pennies) to an antiquarian or ranger. (Second Floor) **10** - **Conference Room** : A once-ornate **table** dominates the center of the room; now rotten. A moldering **tapestry** of the flag of Arnor: seven three-pointed stars. On a plinth, a **copper bust** of a patrician, partially melted. Sand is scattered across the floor, marred by stalking goblin feet. * **Table** : The table was a sand table: captains could change the terrain and move miniatures to represent armies. The table is now rotten and useless. * **Tapestry** : It partially hides a door into **room 11 - Library**. * **Copper bust** : The plinth has a symbol: a circle quartered by two keys (the sigil of the rank of quartermaster in Arnorean custom) and a word in Elvish script: Tarondor. If the name is said, the bust animates and talks. The animate bust has partial memories of Tarondor, the quartermaster of this tower. * He will answer questions related to the towers and ancient Rhudaur. He has no knowledge of events after T.A. 1650. * He is precise and exacting, but also snooty and condescending. * He knows the **password** to the locked pantry of each tower: "The copper serves the steel" (in Sindarin). He knows the password of the locked pantry in _this_ tower is the song "The Lamentation of Red and Gold." * The enchantment on the bust is fading. He can only be asked 6 + 1d6 questions. Each question is answered slower, like a wind-up clock running down. **11 - Library** : This room is guarded by a **locked vault door**. Inside, **ancient scrolls** sit moldering on shelves. Many have been eaten by **giant lice** (6 present). A door in a swinging bookshelf allows passage into the **conference room** (room 10). * **Giant lice** : MOVE 7, END 1, VALOUR -2 (-1 damage dealt), DEF 2, MORALE +0 Special: Every round, each louse has a 2-in-6 chance to spawn a new giant louse. * **Vault door** : On the surface of the door, a scholar holding a scroll with closed eyes is engraved. Blowing a horn in front of the door or in **room 12** will open this door. A **Subtlety Δ8** test is needed to disable the mechanism and open the door without this pass code. * **Ancient scrolls** : If special care is taken, the company can salvage 1d6 + Understanding ancient Rhudaurian scrolls. Each is worth 20 silver (10 pennies) to an antiquarian or ranger. Bits of lore found in the scrolls include: * The growing dependency of Rhudaur on the stonework of giants, having lost masons with skill in Numenorean masonry. * Amlaith, first king of Arthedain, claimed the palantir at Amon Sûl, and holds all three palantiri of the North Kingdoms. * Many books and scrolls were removed and hidden "Behind the Veil of the Rime Maiden" (37.104). **12 - Shutter Mechanism** : A small chamber holds the remains of a low palette bed and candle stubs. A plinth on the back wall holds a **stone bust** of a patrician. * **Stone bust** : The patrician's face looks like an old, wise man at rest—his eyes closed. The plinth has a Sindarin script running around its edge: "When the sun rises, blow the trumpets of war! When she's in the west, sing the song of Numenor that was." * **If a horn is blown** , the stone bust opens its eyes and, with a screech of steel, all the metal shutters on the arrowslits open. The door to **room 11 - library** also opens. * **If a lament to Numenor is sung or played** , the stone bust closes its eyes: all the metal shutters on the arrowslits close. **13 - Goblin Quarters / Empty Treasury** : **Five goblins** (Laugzog, Gorzod, Rirborg, Uthra, Agbra) dwell in the plundered treasury, complaining about how little loot they've been given by Chohak (room 16). They will investigate nearby noises. On the southern wall is a **mosaic** of a semicircle arrangement of stars. * **Mosaic** : Pushing the top right star on the mosaic opens a secret panel in the wall containing the Tirthon **watchtower key.** (This corresponds to this watchtower's position in relation to the others.) Pushing any other star activates a trap: each of the wrong buttons sprays jets of acid: pass a **Strength Δ12** test or suffer 2d6 damage and lower the Defense of worn armour by 1d6. **14 - Ruined Quarters** : A stone chamber littered with the remains of rotten furniture and an intact wooden **chest**. * **Chest** : The chest is made of pine wood and banded with iron. It is locked. Failed attempts to pick the lock trigger a dart trap in the lid, which deals a Piercing Critical (B). * Inside the chest is 50 Andorian copper coins, a horn bow (needs restringing), and a rusted Dunlending helmet with a mustached visor mask (useless unless restored). **15 - Ruined Quarters** : A stone chamber filled with dust and detritus; obviously recently traversed. A few large orange and brown moths flutter here (harmless). A skylight, its glass broken, shows a patch of sky above. **16** - **Chohak's Quarters** : A chamber currently used as the sleeping quarters for **Chohak the Choker** , the goblin captain of the contingent that holds this tower. It is full of his camping gear—hides, trophies of war, a brazier of warm coals, and a war **chest**. * **Chohak the Choker** : He has been tasked by Mormog (38.94) to recruit trolls to the Necromancer's army but resents working with the creatures and is plotting to splinter off with his current gang to raid the East Road using Tirthon Tower as a base. Carries the key to his war chest. * **Chest** : Locked. It is filled with the looted treasure discovered by the goblins in the tower: * A dagger that is practically invisible at night. * Scale mail the color of breeding salmon. It is light in water and does not hamper swimming. * A signet stamp with a three-pointed star. If the seal is broken by someone other than the recipient listed on the missive, the document catches on fire. **17 - Ruined Quarters** : The remains of officer's quarters: ruined **desk** , four-post bed, end table, iron candelabra, Rhudarian banner (seven three-pointed stars). * **Desk** : Inside the desk is a crumbling map that shows the locations of all of the Rhudaurian watchtowers. **18 - Trap Door** : In the ceiling is a trap door, 15' off of the ground. (Third Floor) _The fourth floor of the tower has collapsed. There is no beacon (room 21) on this tower._ **19 - Goblin Guard** : A goblin, **Grisht** , guards the trap door (room 18) and lets down a knotted rope to allow passage. The ceiling of this room has partially collapsed: there is no upper level. * **Grisht** : Grisht has a bottle of orcish liquor on his belt. It heals 1d6 damage and burns the throat. There are 3 uses left. **20 - Battlements** : The battlements are scrawled with orcish graffiti. ## 51.88 - HARNALDA TOWER **HARNALDA**. One of the five beacon towers of Rhudaur. It is named "The South Tree" in Sindarin for it was the southernmost of the towers. A group of **Hill Men** from Dunland have recently begun to occupy the tower as a temporary camp during their exploration of the Trollshaws. They haven't thoroughly explored the upper floor, which is home to a sly old stone troll—**Grim Ben** —who isn't fond of guests. What transpires inside will be different based on the time of day the company approaches. **During the day** , the Hill Men will be wary of newcomers but can be negotiated with. **During the night** , the Hill Men will be in a fight for their lives. There are ten Hill Men in total. Use bandit stats. As they are defeated, mark through their names in the list. Each has the occupation of "bondsman"—homesteaders and farmers who raid seasonally. They have no formal leader, but Mogdoc often gets his way. Gerland (man - bowlcut and mustached, flighty) Mogdoc (man - dad bod, stubborn) Calt (man - mohawk, quiet) Halene (woman - wild red hair, hard drinking) Connadoc (man - greying, cautious) Grold (man - cold eyed, unpredictable) Vogdont (man - wolfish, ambitious) Zornod (man - acne scarred, dim witted) Colmidoc (man - thickly mustached, peace maker) Drogdilda (woman - fierce and scarred, bold) Grim Ben is a stone troll. He carries a **key** to the lockbox in room 14 and an **enchanted spear** (+1 to hit, can take many lengths—javelin, spear, long-spear). (First Floor) **1 - Gate** : Signs of the Hill Men's habitation: cookfires, stabled horses, etc The entrance to the tower is framed with serpents and knotwork pattern—the gate is opened. **Day: Gerland** stands guard. **Night: Gerland** just heard a scream from inside the tower, and struggles to gather his Morale to go inside. **2** - **Waterfall** : Two portcullis of the entrance are raised and rusted into place. A **waterfall** pours through an open crack from the floor above. The water is **anti-magic** : walking through the water suppresses magical abilities of artifacts until they're thoroughly dry and removes temporary magical effects. (The Hill Men do not realize this.) **3 - Front Hall** : A reception hall. The north and south walls are canted inwards to allow for defense from those adjoining rooms. There are standing puddles of water (from **2**). Double doors at the east of the hall twisted off their hinges by something large, allowing free access to **6**. **Day:** Detritus conceals a trap set by the Hill Men—a **tripwire** that drops rubble from the ceiling: test **Skill Δ8** or suffer 2d6 damage. **Night: Calt** has forgotten the trap and triggered it in his haste to escape; he lies unconscious under the rubble. **4 - Guard Room** : Room (strangely) free of puddles (because water seeps through cracks in the floor). Each time the company moves through the room, 1-in-6 chance of the floor collapsing 20' into a ruined cellar room. On the west wall, a crank (now broken) used to raise one of the portcullis in **2**. * If the cellar rubble is searched, 250 silver coins are found in the wreckage. **5 - Flooded Room** : Water from **2** pools in this room, 3' deep. Enchantments and curses that have been washed away swirl like oil on the surface of the water. Bathing an item in the water grants it a temporary enchantment: 25% chance the enchantment is permanent _and_ cursed. Drinking the water is disgusting (**Strength** **Δ8** or get **cholera**) but confers a random potion effect. On the west wall, a crank (now broken) used to raise one of the portcullis in 2. (The Hill Men are correctly suspicious of the water and have avoided it.) **6 - Central Hall** : A long central hall with empty torch sconces. Directly across from the door to **3** there is a toppled statue of a king. Sindarin writing on the statue's base identifies the king as "Galadhion" (the first king of Rhudaur). **Day:** Three Hill Men—**Calt** , **Halene** , and **Grold** —work on removing the pearls in the statue's pupils. They're doing a bad job. **Night** : **Halene** and **Grold** stand with their spears at the southern door, ready to engage the troll in room 8. **7 - Sleeping Area** : A large, mostly-intact chamber, well-lit via arrow slits. The Hill Men camp here: it contains their bedrolls, packs, and gear. The southern wall has partially collapsed, allowing smaller characters to move between **7** and **8**. **Day** : 1-3 Hill Men are always here resting, performing maintenance on their gear, or scheming. **Night** : **Grold** , **Vogdont** , and **Zornod** lie dead, killed in their sleep by the troll. **8 - Living Quarters** : A ruined stone room used as a staging area for the Hill Men. The northern wall and chimney has partially collapsed, allowing smaller characters to move between **7** and **8**. **Day** : **Mogdoc** , **Connadoc** , and **Drogdilda** discuss the three green, monstrous helms they looted after a battle with the **Ogres** (46.89). Could they be used as a disguise? **Night** : **Mogdoc** and **Drogdila** fight **Grim Ben** the troll. **Connadoc** lies dead. **9 - Pantry** : A stone closet. The doors are painted with a circle quartered by two keys (the sigil of the rank of quartermaster in Arnorean custom). They are magically locked. * The password to open them (Sindarin: "The copper serves the steel") is not recorded in this tower, but splashing the anti-magic water from **2** will unlock them. * The contents of the pantry are magically preserved. Inside the pantry is 12 loaves of waybread, 6 healing herbs, and 8 soldier's pharmacon (small pills) which double a character's Strength bonus for an hour, followed by eight hours of -2 Strength. (Second Floor) ***Note** : The large hallway at the top of the stairs leading to **18** has a stream of water running through it. It flows out of room **16** , into **15** , down the hall into room **12** , and also pours through a large crack in the floor into room **2**.* **10 - Troll's Necessary** : A once-ornate table dominates the center of the room; now rotten. Sand is scattered across the floor. A troll has been using the room as an outhouse: the smell is revolting. The ammonia-like smell prickles the eyes. **11 - Troll Den** : The stone troll **Grim Ben** uses this room as his sleeping chamber. Ancient books have been torn to shreds to make a papery nest. The windows are blotted out with stretched dwarf-leather. **Day** : **Grim Ben** waits in the room, sucking on empty turtle shells and cautiously listening for his guests. He cannot be ambushed. **12 - Troll's Soup** : A small stone chamber with a rivulet of water running in from the hallway and out of a crack in the wall. There's a huge copper brazier that's been repurposed as a trollish cookpot: it holds the remains of **turtle soup**. It smells strangely delicious. Turtle shells litter the floor. * **Turtle soup:** Due to latent enchantment in the water or some trollish magic, drinking the soup adds **+4** to **Understanding** tests to know the speech of turtles for the rest of the day. **13 - Looted Treasury** : Door forced open. There are empty shelves and pedestals here: any goods that once were in this room have been taken. On the southern wall is a **mosaic** of a semicircle arrangement of three-pointed stars. There is a **crack** in the east wall that would allow a small burglar to squeeze through. * **Mosaic** : Pushing the bottom star on the mosaic opens a secret panel in the wall containing the Harnalda **watchtower key.** (This corresponds to this watchtower's position in relation to the others.) Pushing any other star activates a trap: each of the wrong buttons sprays jets of fire: pass a **Strength Δ12** test or suffer 4d6 damage. The trap will only trigger once. * **Crack** : Provides access to room **14**. **14 - Troll's Treasure** : Door to **14** walled off with a large **flagstone**. Inside, a huge copper brazier filled with coals. Nestled in the middle of the coals is an iron **lockbox**. * **Flagstone** : If tipped backwards, blocks hallway. If tipped into the room, it falls on the brazier and spills hot coals on the floor. * **Lockbox** : During the day, the coals are fresh. Approaching the heat is difficult. The lockbox is blistering hot. During the night, the coals have cooled. Grim Ben holds the key to the lockbox. * If lockbox is picked or opened, inside there's: 2 steel ingots, coat of dwarven mail, longsword, scrimshawed turtle shells, a ruby, and 50 silver / 5 pennies. **15 - Solar** : A sitting room: the remains of a round table and chairs are visible, but rotted. Water pours out of room **16** , flows through this room and into the hallway. A stained glass skylight of a sun with a beneficent face looks down on the room. The enchanted water and light have caused an abundance of trollish **roses** to bloom: they completely cover the north and east walls, including the east door. The scent is sickeningly sweet. * **Roses** : Disturbing the blooms by attempting to open emits a fine pink mist. The scent is choking, dealing 1d6 damage per round. Ice damage kills them permanently. **16 - Font** : A large, hexagonal stone **bath** dominates this room. It is overflowing, pouring water over its edges, which runs into room **15**. The walls of the bathing font are decorated in vines, flowers, and leaves. * **Bath** : The button to turn on/off the water is hidden in the face of the flower on the walls of the font. * **Bathing in the font** removes curses, magical afflictions, temporary magical abilities, and suppresses the powers of submerged artifacts. **17 - Captain's Quarters** : The remains of the captain's quarters: ruined desk, four-post bed, end table, iron candelabra, Rhudarian banner (seven three-pointed stars). A large **turtle** meanders around the room, looking for an exit. * **Turtle** : If you can speak the language of turtles, it will tell you the waters from **16** removes enchantments and curses. It will also speak of a giant turtle that once dwelt in caverns under **Cameth Brin** (38.94). **18 - Ladder** : The ladder up to the third floor. (Third Floor) **19 - Mews** : A mews, filled with 2d6+3 **crebain**. They complain loudly about intruders for a round before attacking. Hanging on the wall is a **falconry glove** of soft green leather with silver buckles. A ladder leads up to the top of the tower (room 21). * **Falconry glove:** If identified, revealed to be a **hawk's eye glove**. A bird of prey released from the glove shares its sight with its owner. **20 - Battlements** : Two copper braziers (once used for heating oil and pitch to repel besiegers) still stand in the northwest and northeast corner. (The other two braziers have been removed and used by Grim Ben.) Facing north, there is a **statue** of a knight. * **Statue** : He shields his **eyes** with his left hand. His right hand seems conspicuously empty. A quiver of stone arrows at his side signifies he was once an archer. * Pressing both eyes on the statue reveals a hidden compartment in the wall behind holding a **Numenorean steel bow**. The long bow can only be wielded by Man or Elf with a Strength +2 or better. It grants +3 to hit and +1 defense (being usable as a shield in close quarters). It can hit targets up to 600 yards. Within 100 yards, it grants +3 to Critical Wound rolls. (Fourth Floor) **21 - Beacons** : **Point of interest**. The top of the tower. A large stone basin that held the beacon fire. Another **beacon tower** , **Rilineldor** , can be seen to the north (48.89). Ruins can be seen to the southwest (50.87).

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Random Human Advancement

When you level up, you gain a random benefit based on your race or class. Here's what humans get. You can either roll a d9 for your culture to get a result from a tightly-bound part of the table _or  _roll a d100 to get anything from the entire table. This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with humans in it. To keep with the Tolkien/archaic English feeling, I'm using the universal "Man" here. **Note** : When you roll an advancement option twice, you can either select the option above or below the rolled benefit. However, a few advancements can be upgraded several times or unlock a new art entirely. These are noted in the text. # Men --- _Art by Goran Gligovic_ ## **Breelanders** _…When the Kings returned again over the Great Sea they had found the Bree-men still there, and they were still there now, when the memory of the old Kings had faded into the grass._ 1. **Art of Smoking:** When you smoke for an hour, you can ponder riddles. Tell the GM about something that you believe to be true. They will say: "You don't doubt your guess," "Close to the mark, but not quite" or "You're not sure that's right." 2. **Brown Paper Package:** In a settlement, you may purchase a brown paper package for 1 silver penny. At any time in the future, you may unwrap the package and reveal that it is a generic item of your choice that costs a silver penny or less. 3. **Caregiver:** Through your ministrations, every healing source at camp heals +1 damage dealt. 4. **Dowser:** With a willow wand, you can reliably find a source of water. You automatically fill all water bottles, if at all possible, while camping. In addition, you always have a feeling about the weather on the following day; you can ask the GM to roll early and tell you what it will be. 5. **Friendly and Familiar:** +2 on Beauty rolls to inspire positive reactions from any member of the Free Peoples. 6. **Never Rains But It Pours:** You can outline a contingency plan. On a notecard paperclipped to your character sheet, write a statement that follows this pattern: If X, then I'll Y. When X occurs, your character will always be assumed to have done Y, even if you didn't specifically state it. You can only have one contingency plan at a time, but may change it whenever you sleep. 7. **Sees Through a Brick Wall:** Once per day, you can ask the GM any specific question about your immediate environment and receive an honest answer. For example: "Is there a hidden passage here?" (You can feel the draft.) "Is there anybody waiting in ambush?" (You can hear their breath.) "Is there gold hidden here?" (You can smell the metal.) 8. **Strange as News from Bree:** When you hear a rumour, you may immediately ask the GM a follow up question that will be answered honestly. This question may be as simple as: "Is that true?" 9. **Soothes the Savage Beast:** Your music can tame wild beasts. If you play a musical instrument to calm an animal, make a Beauty Δ6 test. If successful, you influence its reaction, stepping it up one positive degree. ## **Dunlending** _…in the hills of Dunland a remnant lingered of an old people…_ 10. **Chanter of Swords:** Once per day, if you would fall unconscious, you may continue to act for a number of turns equal to your Strength bonus. Each time you suffer additional damage in this state, you must pass a Strength Δ6 test or take a Critical Wound (A). 11. **Fierce Folk:** When you Maraud, you move 5' (1") for every 1 movement point spent (instead of 2) and then make an attack against a foe within 5' (1"). As normal, your total attack bonus is rounded down. 12. **Geas:** Once per year, you can state an event and an effect that will occur if it occurs. Choose from the following lists or write your own: Event: * When iron floats upon the water * When the mountain weeps tears of stone * If fire burns without consuming * When the dead tree blooms in winter * If a star falls into the sea * If a mirror shows no reflection * When seven bells ring as one * If the firstborn denies their name * When the serpent swallows its own tail Effect: * The [Noun] will fall * The [Noun] will return * The [Noun] will pass to [Person] * The price will be paid * The harvest will [fail/be bountiful] * The [Event] will come to pass 13. **Keening:** Once per day, you may weep over a companion who has fallen unconscious or suffered a Critical Wound and heal damage equal to your Understanding score. 14. **Sign Searcher:** When the company Explores a hex, ask the GM to give a hint about the random encounter table. They'll give you a clear indication about one of the encounters (preferably one you haven't yet found). 15. **Uncanny Music:** You can play the strange music of the highlands. Once a day, you may instill a frantic feeling through your music in everyone who hears your song. You must play a song in full (not during a battle) with an instrument to activate this ability. Choose one of the following effects once your song is concluded: * _Confidence:_ The listeners are inspired to try things they otherwise wouldn't. They overcome their fear or pride and are willing to undertake actions that are out of character with only a little cajoling. * _Dance:_ The listeners get up and dance around—even the animals! * _Imbibe:_ A drinking song gets everybody thirsty. If strong drink is available, everyone has a bit more than is good for them. * _Laughter:_ A chorus of laughter that lasts about as long as the song itself: a listener can only act during this time if they marshal themselves with a Skill Δ8 test. * _Mock:_ You perfectly lampoon an action or performance previously heard that evening—it is no longer considered seriously by those in attendance for the rest of the night (but cooler heads may prevail later). 16. **Warrior Poet:** At the end of the battle, if you were victorious, you may say a stanza of a poem (at least two lines) and reduce your damage taken by 1d6. 17. **Warp Spasm:** Your muscles ripple, cords tighten, eyes bulge. You may take 1d6 damage to perform a feat of great strength: lifting a gate, breaking a sword, toppling a column. This never deals extra damage directly in combat, but may have damaging consequences. 18. **You Call That a Hangover?:** When you Carouse, if you suffer a negative effect, you also gain +10 Endurance. These Endurance points last until you take at least 10 damage. ## **Easterling** _"I have crossed many mountains and many rivers, and trodden many plains, even into the far countries of Rhûn and Harad where the stars are strange."_ 19. **Deadeye:** You may take 1d6 damage to gain +4 to a missile attack. 20. **Horse Archer:** You gain +1 to missile attacks while fighting from horseback. 21. **Long Under His Eye:** You are resistant to fear damage. 22. **Nomadic:** You take only 5 damage (not 10) if you make a forced march without resting. 23. **Patterning:** Choose a tradition of divination: augury, astrology, haruspicy. You can spend an hour practicing this art to ask the GM: "If I do X, will Y happen?" You receive a "yes," "no," or "maybe" answer by interpreting the signs at hand. 24. **Peregrine:** You gain +2 Movement. 25. **Reaver:** When you Maraud, your Critical Wounds are treated as one letter higher (A->B, B->C, and so on). 26. **Truthspeaker:** Once per day, you may say something you know to be true and convince all who hear you of its veracity. This doesn't apply to lies or half-truths, nor does it compel anyone to act—just to believe you. 27. **Voice of the Last Desert:** You have trained your voice to be heard across valley or plain. Your voice always rises distinctly and is always heard by those you wish to hear it. Your commands can be clearly heard by members of your company in battle. Your words always rise above others in a debate. You can make yourself heard at a whisper only by those you wish to hear it. ## **Gondorian** _"Well," said Boromir, "when heads are at a loss bodies must serve, as we say in my country. The strongest of us must seek a way."_ 28. **By Our Vigilance:** You gain +2 to melee attacks and +1 Defense when you are within 5' (1") of more than one enemy. 29. **Judge of Men:** Once per day, after you have asked someone a question and received an answer, you may ask the GM any follow-up question related to their response and intuit the answer. 30. **Mountaineer:** When you serve as the company's Guide, treat mountainous hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in mountainous hexes is Δ6. 31. **Onward in Battle:** If you spend a Hope to heal in battle, you may distribute the healing you receive to companions that can see you and hear your voice. For example, if you spend one Hope to heal 1d6 and get 4: you may heal 1 damage yourself and heal a companion 3 damage. 32. **Tall:** Add +4 to your Strength score for the purposes of your carrying capacity. 33. **Trained in the Houses of Healing:** In combat, you may use your action to forestall a Critical Wound that results in death—as long as you minister to them, they will not die (if the death was not instantaneous). During a journey, your job can be "Healer." Each day spent ministering to a companion reduces one of their Critical Wound in severity and speeds their recovery—the GM will determine exactly how this works. 34. **Warden:** If you spend your turn protecting someone else, they add your Defense+2 to theirs. If an attack still would strike them, you may take the damage instead. 35. **Watchful:** Long have you watched for dangers from the East. If you are surprised, you still have a 5-in-6 chance of acting. 36. **Worthy Boast:** Make a boast of a feat that would gain you renown in front of your companions and peers. You gain a +2 bonus to tests that directly further your attempts to fulfill this boast. You may only have one such boast active at a time. ## **Rohirrim** _"They are proud and wilful, but they are true-hearted, generous in thought and deed; bold but not cruel; wise but unlearned; writing no books but singing many songs, after the manner of the children of Men before the Dark Years."_ 37. **Charge:** During the first round of combat, you may move and attack as a fast action: each movement point spent allows you to move 10' (2"). Additionally, you gain a +2 bonus to melee attacks during the first round of combat. 38. **Do not Lie, Are Not Deceived:** As long as you have not told an untruth within the last fortnight, you may ask the GM if a character is lying to you. The GM will tell you honestly. 39. **Fey Mood:** You may go into a fey mood at will. You take +1 damage and deal +2 damage. 40. **Impale:** When you deal a Critical Wound with a spear, you may immediately make a second attack against another enemy adjacent to you. 41. **Ride of Ruin:** You gain an additional +1 to melee attacks while fighting from horseback. 42. **Saddle-Born:** When you serve as the hostler, you may care for three steeds instead of two. All steeds in your care gain +1 Movement. 43. **Shieldbearer:** While wielding a shield, you gain an additional +1 Defense. If your shield is sundered, it deals 1d6 damage to your attacker. 44. **Shield Wall:** You gain +1 to melee attacks and +1 Defense when you are within 5' (1") of an ally with a shield. 45. **Storyteller's Memory:** You can recall specific images very well. You can ask the GM questions about the details of anything you've seen or heard. ## **Northmen** _Great was the clash of their meeting. But the white fury of the Northmen burned the hotter, and more skilled was their knighthood with long spears and bitter._ 46. **Beast Speech:** You realize that you speak the tongue of some bird or beast. The GM either chooses a valuable beast tongue to learn or lets the player make the choice. * This advancement can be taken many times, learning new bestial tongues each time. 47. **Berserk:** You may enter a rage when you fight as a fell action that consumes your entire turn. While berserk, every other turn when you take a Melee action you make two attacks instead of one. You cannot flee from combat while in this state, which only ends when all foes have been defeated. Anyone who has harmed you in combat counts as a foe. 48. **Bold:** When fighting a foe much bigger than you (like a troll, giant, or dragon), deal +1 damage. 49. **Bolster Hearts:** As a fast action, say a line of poetry or boldly shout your war cry. All companions who can hear you gain +2 to their rolls until your next turn. (If you never get another turn because you fall, the bonus lasts for the rest of the combat.) 50. **Courage of the North:** At any time, you may choose to permanently reduce your Strength or Skills scores by 1 to permanently increase your Endurance by 2d6. 51. **Fetch Soul:** If you forego rest and healing for a night, you may send out your spirit in animal shape. In your dreams, you see what your fetch soul sees. Choose a location in your hex for your fetch soul to explore. Then, roll a d6. On a 5-6, you can find nothing. On a 1-4, you may ask the GM a number of specific questions equal to the die result and receive an answer of what your animal spirit sees. For example: "Is the door to the tower locked?" "Is the tower guarded?" "About how many goblins occupy the tower?" 52. **Furious:** If you would fall unconscious in combat from damage taken, test Strength ΔX, where X is your Endurance - Damage Taken. On a success, you remain conscious and active. This test must be repeated each round as long as your damage taken exceeds your Endurance. 53. **Skin Coat:** If wearing no armour or leather armour made of the hide of a beast you slew yourself, gain +1 Defense. 54. **Winter Hardy:** You are resistant to cold damage. * **Skinchanger:** If you gain the advancements of Beast Speech, Berserk, Fetch Soul, and Skin Coat, you automatically unlock the special Art of Skinchanging. When you wear a ritually created animal cloak, you may take on the shape of a particular beast. ## **Southron** _But I've heard tales of the big folk down away in the Sunlands. Swertings we call 'em in our tales; and they ride on oliphaunts, 'tis said, when they fight._ 55. **Acrobat:** Gain a +2 bonus on all Strength tests related to leaping and climbing. Additionally, you treat falls as if they were 20' shorter. 56. **Avert the Evil Eye:** You practice powerful taboos that avert the gaze of evil. When you fail to sing a Song of Power or when the GM rolls a Notice (an 11 on the wandering encounter table), you may choose to take 1d10 damage to negate the result. A gentle reminder to the GM once per session that you have this ability is always helpful. 57. **Chainbreaker:** Take 1 damage to free yourself from any non-magical chain or restraint. Additionally, you gain a +2 bonuses to pick locks, break down doors, or escape imprisonment. 58. **Follow Through:** If you defeat an enemy, you may spend movement points (moving 5' / 1" for every 2 points spent) and make another attack during the same turn. 59. **Marked Face:** You know the secret of combining herbs with potash, oil, and dyes into a temporary tattoo, and gain the right to wear such marks. An herb's power can be "held" as a tattoo and called on when you need it. Calling on a tattoo herb's virtue is a free action that requires no movement points. The herb's virtue is held in reserve until you next bathe. 60. **Mind Over Matter:** You may take 1d6 damage to perform a feat of uncanny contortion, agility, or discipline: dislocate your thumbs to slip free of manacles, squeeze through the bars of a cell, or balance on the tip of a spear. 61. **Serpent, Coldest:** You are resistant to poison damage. 62. **Song of the Oasis:** Whenever you would benefit from healing at camp, you heal +2 damage. 63. **Subtle Attacks:** If you are wielding a one-handed weapon and nothing in your off hand, your Critical Wounds are treated as one letter higher (A->B, B->C, and so on). ## **Umbarim** _The fleet came at last to that place that was called Umbar, where was a mighty haven that no hand had wrought. Empty and silent under a sickle moon was the land when the King of the Sea set foot upon the shore._ 64. **Ambusher:** If you surprise your foes, your Missile or Melee actions allow you to make two attacks during the first round of combat. 65. **Charmed Net:** In a river or sea, you always catch _something_ with a net you have woven yourself (but it might not always be pleasant). 66. **Dour:** What can go wrong, will go wrong. When you rest for the night, you can meditate on this. Ask the GM if there's something you're not thinking about that would cause trouble for your next day's plans. The GM will give you an honest answer. 67. **Flickering Presence:** Once per day, you may choose to either be the most noticeable or least noticeable person in a crowd. This effect lasts for about ten minutes. 68. **Pearl Diver:** Gifted with the ability to deep dive, you can hold your breath up to 20 minutes. 69. **Sea Legs:** You gain +2 to swimming or piloting boats. Moreover, you will (almost) never drown (though you will shrug off burdens such as armour in the process of swimming). 70. **Squall Witch:** +2 bonus to tests while in bad weather. 71. **Sword Dance:** When you fight with a weapon in both hands, you may treat your 2d6 attack roll as two separate d6 attacks against two separate foes, adding your melee attack bonus to each dice. 72. **Unforgiving:** If an enemy misses you, you gain +2 on your next attack against them. ## **Woodmen** _There were many of them, and they were brave and well armed, and even the Wargs dared not attack them if there were many together, or in the bright day._ 73. **Brotherhood of the Hunt:** If you wear the antlers and hide of the stag, arrows you fletch can wound targets normally only harmed by magic. 74. **Bow of White Ash:** After an opponent has rolled their attack, you may choose to sunder your bow instead of suffering the damage. 75. **Fletchery:** Each arrow that you craft that strikes a target only breaks 50% of the time. (Normally, arrows that hit cannot be recovered.) 76. **Forest Harrier:** You gain +2 to any test to set up an ambush in the forest. Also, you gain +2 to your attack during the first round of combat. 77. **In the Shadow of Dol Guldur:** Take 1 damage to see through an illusion created by sorcery. 78. **Master Hunter:** The job of Hunter only costs you 2 movement points. 79. **Resourceful Herbalism:** When using an herb, a single use can be stretched to benefit two targets simultaneously. 80. **Woodcrafty:** When you serve as the company's Guide, treat forest hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in forest hexes is Δ6. 81. **Wood Wary:** While in the forest, you are never surprised. ## **All Men** 82. +1 Valour 83. +1 Strength 84. +1 Beauty 85. +1 Skill 86. +1 Subtlety 87. +1 Understanding 88. +5 Endurance * You may gain this advancement up to 3 times. 89. **Armour of Heroes:** If wearing no armour, reduce damage taken by 1 (to a minimum of 1). * You may gain this advancement up to 4 times. 90. **Artifice:** You can forge items of enchantment. 91. **Battle Scarred:** Once per day, when taking a Critical Wound, you can roll twice and choose which effect to receive. 92. **Bravery of Blood:** When fighting next to a kinsman (a man or woman of your nation), you gain a +1 to attacks. * **Leader of Men:** If you roll this advancement again, it upgrades. All kinsmen fighting with you gain +1 to attacks as well and +2 bonus to Morale. 93. **Charmed Life:** Once per day, after an opponent rolls their attack, you may choose to reduce the damage or Critical Wound to 0. 94. **Dour-handed:** If you've taken damage equal to half your Endurance, you deal +1 damage. 95. **Fleet:** Gain +2 Movement. 96. **Foresightful:** Once per month, when you sleep, you may ask the GM a question. The GM provides either a clear answer or a source for a clear answer through a dream. 97. **Lore-master:** Gain 2 Lores of your choice. 98. **Master of Horses:** A mount you name and provide care for for a month no longer makes Morale tests (unless its rider falls) and gains a bonus of +10 Endurance. * **Best of Breed:** If you roll this advancement again, it upgrades. One horse you've named and cared for can be trained to go beyond the limits of their breed. They gain +2 Movement. They can understand the common speech and obey your commands as well as a page. 99. **Resolute:** You heal +2 damage from Hope. 100. **Heirloom:** News comes to you that a relative has died and bequeathed you a strange object (the GM randomly rolls a magic item) or great wealth (5+1d6 gold florins), your choice.

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Idle Musings: Balatro-style Deckbuilding for a Poker-based RPG

<p>It is 3 AM and I cannot sleep because I woke up with these random mechanics coming into my head. But one of the reasons you keep a blog is to have a place to dump such intrusive random thoughts.</p><p>Let us imagine that you have an RPG with mechanics based on making poker hands, like my colleague Dadstep's in-development <a href="https://tbr.bearblog.dev/first-test-session-of-hellbenders/" target="_blank">Hellbenders&nbsp;</a>or perhaps my <a href="https://riseupcomus.blogspot.com/2020/12/aint-no-grave-card-based-combat-in-wild.html" target="_blank">Ain't No Grave</a>.&nbsp;</p><p>How could we make deckbuilding a form of advancement in such a game?</p><p><b>Constructing Your Deck</b></p><p>Each player plays with their own deck.&nbsp;</p><p>To start, buy two poker decks. They're in your local dollar store for $1. One deck will be your <b>active deck </b>and one will be your <b>reserve deck</b>.</p><p>Your deck starts with less than 52 cards: ace-10, all four suits, no face cards.&nbsp;</p><p><b>Building your Active Deck</b></p><p>You improve your active deck by moving cards from your reserve deck into your active deck or vice versa.&nbsp;</p><p>Perhaps something like:</p><p></p><ul style="text-align: left;"><li>Each session, move two cards out of or into your active deck from your reserve deck.</li><li>On a session where you achieve a milestone move two more cards.</li></ul><div>I imagine that, over time, your strategy for your deck might change. You'd want to be able to move cards frequently enough that you can see your probabilities change and then tweak and adapt. You could evolve towards&nbsp; builds of mono-color, high value cards (adding in face cards), flushes, straights, X of a kind, etc.&nbsp;</div><div><br /></div><div><b>Improved Cards</b></div><div>Another lateral type of advancement could be physically changing your cards to improve them.&nbsp;</div><div><br /></div><div>For example, if you take a wound and survive, the card that drew to see if you lived or died becomes <b>lucky</b>. Take a hole punch and punch out the number (like a bullet hole). It can be used to represent any number of that suit.</div><div><br /></div><div>If you defeat a named NPC in a duel, the card you used to kill the varmint becomes <b>wild. </b>Write the name of the defeated NPC on it. That card can be used as any suit.<b>&nbsp;</b></div><div><br /></div><div>Or if you pray to the gods and name one card to make a Hail Mary (say, ace of spades) and draw it successfully from the deck, you not only achieve your wild goal but that card becomes <b>blessed</b>. Singe it with a lighter to represent the holy flames. It can be used as any suit, any number.</div><p></p><p></p><div><b>Talents and Heat Over Time</b></div><div>Whether or not a card is in your active deck or in your discard pile could give you certain benefits.</div><div><br /></div><div>Take a Sharpee and mark certain cards as a talent card.&nbsp;</div><div><br /></div><div>If a talent card is in your draw pile, you might be able to use a certain move or perform some feat. For example, you can always whistle and have your horse come to you. After that card is discarded, you can't. This can represent how your character is taking wounds, losing endurance, and losing competency as they spend their resources.</div><div><br /></div><div>Or invert it. The more cards of X type in your discard pile, the better you are at something. This can represent the powering up you see protagonists do in certain is types of heroic fiction. Every 10 you have in your discard pile, for example, gives you a +2 value to all Horse Riding tests.&nbsp;</div><div><b><br /></b></div><div><b>Getting Weird with It</b></div><div>Get really Balatro with it by improving your character in other, weirder ways.</div><div><br /></div><div>Get an upgrade that lets you use poker dice in addition to your cards. Maybe there's a whole class (gambler?) that does that.</div><div><br /></div><div>Fill your active deck with tarot cards. Maybe tarot cards are...hexes? When you pull them, you can put them in the GM's deck. Each card the GM draws that is a tarot card is a negative card for them.</div><div><br /></div><div>Anyway. It's 4 AM now. Please enjoy this unmetered braindump.&nbsp;</div><p></p>

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Forging and Artifice

Schwew. OK. This turned into a long one. Break!! has the best crafting rules for an OSR game that I've ever seen. Originally, I was trying to borrow them for my little house rules project for the Middle-earth Hexcrawl. But the tale grew in the telling. The HTML conversion looks a little jank. Apologies. It looks better in the Google Doc (which I will eventually share). # Forging _“To the anvil,’ answered Thorin. ‘The hammer will at least keep the arms strong, until they can wield sharper tools again.”_ --- _Art by Goran Gligovic_ When you recover treasures such as forgotten lore and rare materials, you may put them to use by forging items both fair and wonderful. If you have an appropriate lore and access to a forge, you can **repair** and **customize** equipment. And if you have access to **raw materials** , you can also **create new** masterwork crafts. If you have the Art, you can even **artifice items of enchantment**. [Inspiration for these rules was derived from the Break!! RPG and the video game Sil] ## Lore, time, and tools Repairing, customizing, or creating new items require a combination of lore, time, and tools. ### **Lore** To forge an item, you must have a lore appropriate to the craft you are pursuing. Forged crafts fall into three categories: * **Weaponsmithing** : Those with Weapon Lore can craft weapons of all descriptions. Those with this lore can also work with handcrafts and tools such as mattocks, hammers, and saws. * **Armoursmithing:** Those with Armour Lore can smith mail, helms, and shields, as well as garb such as boots and cloaks. * **Jewelcraft** : Those with Jewel Lore can craft gleaming jewels, magic rings, musical instruments, and strange lamps. To practice **artifice** , you must also have a specific Art that allows you to do so _and_ be able to forge an item. ### **Time** **Repairing** an item merely notched or damaged is easier than making something new. Repairing an item requires a day of work. **Customizing** an item also requires a small expenditure of time. Customizing an item requires a number of days equal to ½ the difficulty of forging an item. If an item is **completely sundered** , remaking it requires a number of days equal to the difficulty of creating a new item. The broken item supplies the raw materials for the reforged item. **Forging** an item from scratch is done as a Downtime action. Attempting to craft the item (whether successful or not) takes the entire Downtime phase. ### **Tools** All efforts of crafting weapons, armour, or jewels require the use of a well-stocked **forge**. * If the burglars own a steading with a forge or are vassals to a lord's holdfast that has a forge, this requirement is fulfilled. * Sometimes, access to a forge can be part of a quest's reward. * In larger towns and cities, forges may be rented for 3 silver / 1 penny a week. Crafting new items also requires **raw materials**. * Ingots and unworked gems can be purchased in towns and cities. * Raw materials can also be found during adventures. ## Crafting items Repairing, customizing, or creating an item requires a Skill maneuver that follows special rules. At the end of the required time, make a Skill test against the listed difficulty. * Unlike normal tests, do not add a field of related knowledge bonus from the relevant lore. * If you have previously failed the test to craft this particular item, take a +3 bonus to this roll. This bonus is cumulative. If you succeed in this maneuver, the work is **complete**. If you fail this maneuver, the work you were doing is **incomplete**. Roll on the crafting mishaps table. Note that some difficulties (especially in artifice) are above 12. This breaks the general upper limit of difficulties in _Lore_ , but is intentional for two purposes. * One, it makes such efforts take a long time. * Two, it obliges crafters to fail in early attempts and slowly build momentum towards completing the project, modeling research. ### **Crafting Mishaps** If you fail to complete your project, roll 2d6 to see if your craft has some fatal flaw. At any point, you may scrap your project and salvage the raw materials and start fresh in the future. In this case, you do not receive the cumulative bonus from past failed rolls. Crafting Mishaps | | | ---|---|---|--- **Roll** | **Effect** | | **2** | [Artifacts only] **Obsessed** : You become fascinated with the work of your hands. You cannot scrap the project. You must retain ownership of the item. You can never lend it or give it away. It is yours and yours alone. | | **3** | **Willful** : Lose 1 Strength. The item gains a measure of your will. The item will try to turn its actions to further your desires. It may, during its labors, occasionally speak with its own voice. | | **4** | **Wasted resources** : Lose ½ of the total raw materials required by the project. | | **5** | **Bulky** : The item, if completed, takes up an additional +1 slot. | | **6** | **Unbalanced** : The item, if completed, suffers a -1 penalty to maneuvers using it. | | **7** | **Fragile** : The item, if completed, can suffer only 1 notch of damage. | | **8-12** | The craft is salvaged for now. No negative effect. | ## Weapons Most weapons require 1 ingot of raw materials to craft. Great swords, great axes, and great spears all require 2 ingots of raw materials to craft. Swords | | | ---|---|---|--- **Item** | **Repair or Customize** | **Craft New** | **Damage** **Dagger** -1 to hit against foes with longer weapons but +10 to critical wounds | No test | Δ6 | Piercing **Curved sword** +1 to hit during 1st round, -1 damage 2nd+ round | No test | Δ6 | Slashing **Shortsword** If you missed an attack last round, you gain a +1 bonus to hit this round | Δ4 | Δ7 | Slashing **Longsword** If you missed an attack last round, you gain a +1 bonus to hit this round | Δ4 | Δ7 | Slashing **Greatsword** -1 to hit, +2 damage If you missed an attack last round, you gain a +1 bonus to hit this round | Δ5 | Δ8 | Slashing **Polearms** | | | **Spear** Can attack from 2nd rank | No test | Δ6 | Piercing **Glaive** Can attack from 2nd rank, +1 damage when move + attack | Δ4 | Δ7 | Piercing **Great spear** -1 to hit, +2 damage / -1 to hit, +3 damage when you move + attack | Δ5 | Δ8 | Piercing **Axes** | | | **Throwing axe** | Δ5 | Δ8 | Slashing **Battle axe** If foe is defeated, can attack another adjacent foe | Δ4 | Δ7 | Slashing **Great axe** -1 to hit, +2 damage If foe is defeated, can attack another adjacent foe | Δ7 | Δ10 | Slashing **Blunt Weapons** | | | **Staff** +1 bonus to maneuvers | No test | Δ6 | Crushing **Mace** If you hit an armored opponent, you may reduce their Defense by 1 instead of dealing damage (to a minimum of +1) | Δ5 | Δ8 | Crushing **Warhammer** -2 to hit, +3 damage | Δ5 | Δ8 | Crushing **Bows** | | | **Shortbow** | No test | Δ6 | Piercing **Longbow** | Δ6 | Δ7 | Piercing **Tools** | | | **Hammer, Saw, Thieves' Tools, etc.** | No test | Δ6 | - ## Armour Armour requires 1 ingot of raw materials per Defense point conferred. Cloth | | | ---|---|---|--- **Item** | **Repair or Customize** | **Craft New** | **Defense** **Robe** | No test | Δ6 | - **Cloak** | No test | Δ6 | - **Gambeson** | Δ4 | Δ7 | +.5 **Leather** | | | **Leather Armour** | Δ5 | Δ8 | +1 **Gloves** | No test | Δ6 | - **Boots** | No test | Δ6 | - **Metal** | | | **Corslet** | Δ6 | Δ9 | +2 **Hauberk** | Δ7 | Δ10 | +2.5 **Vambraces** | Δ6 | Δ9 | +.5 **Greaves** | Δ6 | Δ9 | +.5 **Shield** | | | **Round shield** Can split Valour bonus between Attack and Defense rating | Δ5 | Δ8 | +1 **Kite shield** Can split Valour bonus between Attack and Defense rating | Δ6 | Δ9 | +1.5 **Helm** | | | **Helm** | Δ5 | Δ8 | +1 **Amloth** (elven helm) Elect to sunder to negate all damage or critical wound | Δ6 | Δ9 | +1 **Dwarf-mask** Fire resistance | Δ7 | Δ10 | +1.5 ## Jewelcraft Jewelry | | ---|---|--- **Item** | **Repair or Customize** | **Craft New** **Ring** | Δ5 | Δ8 **Crown** | Δ6 | Δ9 **Amulet** | Δ4 | Δ7 **Scepter** Can be used as blunt weapon | Δ4 | Δ7 **Light** | | **Brass lantern** | Δ4 | Δ7 **Elven lamp** | Δ6 | Δ9 **Instrument** | | **War horn** | Δ5 | Δ8 **Instrument** | Δ6 | Δ9 ## Artifice If you have the Art, you may craft **artifacts** imbued with magic. Creating an enchanted item begins with the same base rules as crafting new weapons, armour, and jewelcrafts. Then you may add **enchantments** to the item based on three factors: * The **primary material** used in its creation (a sword forged of steel). * You may choose to embellish the item with a **secondary material** (a steel sword with silver runes and a ruby in its hilt). * Embellishing an item with a secondary material requires half the total amount of ingots for creating the base item. * For example, creating a longsword needs 1 ingot of metal, so only ½ an ingot to embellish it. * The **forge** used in its creation (a bejeweled steel sword made at Rivendell). Forges add "bundles" of enchantments at a discount—if you elect to use them, you must add all the enchantments. * Forges that confer enchantments are very rare—only a handful exist in Middle-earth. * Although you can no longer craft at these forges, extinguished forges are included in the following list for the convenience of GMs who might want to place such items in treasure troves. You may add one or more enchantments to each item you forge based on the factors used in its crafting. For each enchantment you choose to add, you increase the **difficulty** to craft the item (see Crafting items) and additional **costs** to be paid if the item is successfully made. ### **Cost** To enchant artifacts, one must give up a part of oneself. Each enchantment you want to add to the item during its creation incurs a specific cost. A cost might be experience points, an attribute point, or something else. If you could not pay the cost, you cannot begin to imbue an item with that enchantment. If the item is successfully completed, the cost is immediately paid. ### **Materials and Enchantments** Each material used in the item's creation, both primary and secondary, allows you to add one or more enchantments. You may add one, two, or zero enchantments associated with each material involved in the item's crafting. ### **A note on dwimmer** All materials offer the **dwimmer** enchantment. In short, this enchantment allows for new powers to be crafted for your artifact that are developed in conjunction with and approved by your GM. Do you want to make a robe that allows you to glide or a set of horse shoes that lets your steed have a long life? "Dwimmer" is a catch-all category for such unique enchantments. Metal & Wood | | ---|---|--- **Material** | **+Δ Difficulty** | **Cost** **Wood** | | **Awe** | +Δ3 | 1 Skill **Blasting** | +Δ6 | 1 Experience **Dwimmer** | +Δ3 | 2 Experience **Force** | +Δ5 | 1 Experience **Grace** | +Δ3 | 1 Understanding **Striding** | +Δ4 | 5 Endurance **Radiance** | +Δ6 | 1 Understanding **Thunder** | +Δ5 | 1 Experience **Bronze** | | **Clarity** | +Δ3 | 1 Skill **Defiance** | +Δ4 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Fire** | +Δ6 | 1 Understanding **Perception** | +Δ4 | 1 Skill **Radiance** | +Δ10 | 1 Understanding **Resilience** | +Δ10 | 2 Experience **True sight** | +Δ20 | 2 Understanding **Iron** | | **Brand** | +Δ6 | 1 Skill **Deflection** | +Δ6 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Final Rest** | +Δ8 | 1 Strength **Frost** | +Δ3 | 1 Skill **Fury** | +Δ8 | 1 Strength **Glimmering** | +Δ7 | 1 Skill **Piercing** | +Δ8 | 1 Strength **Preservation** | +Δ4 | 1 Skill **Venom's End** | +Δ3 | 1 Skill **Warmth** | +Δ3 | 1 Skill **Wondrous** | +Δ3 | 2 Experience **Wrath** | +Δ8 | 2 Experience **Steel** | | **Accuracy** | +Δ15 | 1 Strength, 1 Experience **Brand** | +Δ6 | 1 Skill **Defense** | +Δ15 | 1 Skill, 1 Experience **Deflection** | +Δ6 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Final Rest** | +Δ8 | 1 Strength **Glimmering** | +Δ7 | 1 Skill **Piercing** | +Δ8 | 1 Strength **Preservation** | +Δ4 | 1 Skill **Protection** | +Δ15 | 5 Endurance, 1 Experience **Slaying** | +Δ12 | 1 Skill **Galvorn *** | | **Accuracy** | +Δ13 | 1 Strength, 1 Experience **Awe** | +Δ1 | 1 Skill **Clarity** | +Δ1 | 1 Skill **Defiance** | +Δ2 | 1 Skill **Defense** | +Δ13 | 1 Skill, 1 Experience **Deflection** | +Δ4 | 1 Skill **Dwimmer** | +Δ1 | 2 Experience **Freedom** | +Δ2 | 1 Skill **Glamour** | +Δ2 | 1 Skill **Haunted** | +Δ1 | 1 Experience **Leaping** | +Δ2 | 1 Skill **Piercing** | +Δ6 | 1 Strength **Preservation** | +Δ2 | 1 Skill **Protection** | +Δ13 | 5 Endurance, 1 Experience **Resilience** | +Δ8 | 2 Experience **Shadow** | +Δ10 | 1 Skill, 1 Experience **Slaying** | +Δ10 | 1 Skill **Soft Tread** | +Δ4 | 1 Skill **Stealth** | +Δ6 | 1 Skill **Wondrous** | +Δ1 | 2 Experience **Wrath** | +Δ6 | 2 Experience * Craftable only with a specific Art | | **Precious Metals** | | **Silver** | | **Adornment** | +Δ4 | 1 Experience **Defiance** | +Δ4 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Freedom** | +Δ4 | 1 Skill **Frost** | +Δ3 | 1 Skill **Glamour** | +Δ4 | 1 Skill **Glimmering** | +Δ7 | 1 Skill **Perception** | +Δ4 | 1 Skill **Shadow** | +Δ12 | 1 Skill, 1 Experience **Stealth** | +Δ8 | 1 Skill **Gold** | | **Adornment** | +Δ4 | 1 Experience **Awe** | +Δ3 | 1 Skill **Command** | +Δ7 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Fire** | +Δ6 | 1 Understanding **Glamour** | +Δ4 | 1 Skill **Haunted** | +Δ3 | 1 Experience **Radiance** | +Δ10 | 1 Understanding **Resilience** | +Δ10 | 2 Experience **Warmth** | +Δ3 | 1 Skill **Mithril** | | **Accuracy** | +Δ13 | 1 Strength, 1 Experience **Clarity** | +Δ1 | 1 Skill **Defiance** | +Δ2 | 1 Skill **Defense** | +Δ13 | 1 Skill, 1 Experience **Deflection** | +Δ4 | 1 Skill **Dwimmer** | +Δ1 | 2 Experience **Freedom** | +Δ2 | 1 Skill **Glamour** | +Δ2 | 1 Skill **Glimmering** | +Δ5 | 1 Skill **Leaping** | +Δ2 | 1 Skill **Piercing** | +Δ6 | 1 Strength **Preservation** | +Δ2 | 1 Skill **Protection** | +Δ13 | 5 Endurance, 1 Experience **Radiance** | +Δ8 | 1 Understanding **Resilience** | +Δ8 | 2 Experience **Slaying** | +Δ10 | 1 Skill **Soft Tread** | +Δ4 | 1 Skill **Stealth** | +Δ6 | 1 Skill **Cloth** | | **Cloth** | | **Dwimmer** | +Δ3 | 2 Experience **Glamour** | +Δ4 | 1 Skill **Stealth** | +Δ8 | 1 Skill **Soft Tread** | +Δ6 | 1 Skill **Warmth** | +Δ3 | 1 Skill **Hithlain** | | **Dwimmer** | +Δ1 | 2 Experience **Glamour** | +Δ2 | 1 Skill **Grace** | +Δ3 | 1 Understanding **Shadow** | +Δ10 | 1 Skill, 1 Experience **Stealth** | +Δ6 | 1 Skill **Striding** | +Δ2 | 5 Endurance **Soft Tread** | +Δ4 | 1 Skill **Warmth** | +Δ1 | 1 Skill **Animal Fell** | | **Horn** | | **Alert** | +Δ3 | 1 Experience **Awe** | +Δ3 | 1 Skill **Blasting** | +Δ6 | 3 Endurance **Command** | +Δ7 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Force** | +Δ5 | 1 Experience **Thunder** | +Δ5 | 1 Experience **Hide** | | **Defiance** | +Δ4 | 1 Skill **Deflection** | +Δ6 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Freedom** | +Δ4 | 1 Skill **Glamour** | +Δ4 | 1 Skill **Leaping** | +Δ4 | 1 Skill **Of Archery** | +Δ12 | 1 Strength, 1 Experience **Or Swordplay** | +Δ12 | 1 Strength, 1 Experience **Regeneration** | +Δ12 | 5 Endurance **Resilience** | +Δ8 | 2 Experience **Stealth** | +Δ8 | 1 Skill **Striding** | +Δ4 | 5 Endurance **Sustenance** | +Δ12 | 5 Endurance **Venom's End** | +Δ3 | 1 Skill **Warmth** | +Δ3 | 1 Skill **Wormskin** | | **Awe** | +Δ3 | 1 Skill **Command** | +Δ7 | 1 Skill **Defense** | +Δ6 | 1 Skill **Defiance** | +Δ4 | 1 Skill **Dwimmer** | +Δ3 | 2 Experience **Fire** | +Δ6 | 1 Understanding **Fury** | +Δ8 | 1 Strength **Grace** | +Δ3 | 1 Understanding **Of Archery** | +Δ12 | 1 Strength, 1 Experience **Of Swordplay** | +Δ12 | 1 Strength, 1 Experience **Perception** | +Δ4 | 1 Skill **Power** | +Δ12 | 10 Endurance **Protection** | +Δ13 | 5 Endurance, 1 Experience **Regeneration** | +Δ12 | 5 Endurance **Resilience** | +Δ8 | 2 Experience **Sustenance** | +Δ12 | 5 Endurance **Thunder** | +Δ5 | 1 Experience **True Sight** | +Δ15 | 2 Understanding **Venom's End** | +Δ3 | 1 Skill **Warmth** | +Δ3 | 1 Skill **Wrath** | +Δ8 | 2 Experience **Gems** | | **Adamant** | | **Adornment** | +Δ4 | 1 Experience **Brand (ice)** | +Δ6 | 1 Skill **Clarity** | +Δ3 | 1 Skill **Frost** | +Δ3 | 1 Skill **Glamour** | +Δ4 | 1 Skill **Glimmering** | +Δ7 | 1 Skill **Grace** | +Δ3 | 1 Understanding **Leaping** | +Δ4 | 1 Skill **Perception** | +Δ4 | 1 Skill **Preservation** | +Δ2 | 1 Skill **Protection** | +Δ15 | 5 Endurance, 1 Experience **Stealth** | +Δ8 | 1 Skill **Sustenance** | +Δ12 | 5 Endurance **True Sight** | +Δ20 | 2 Understanding **Ruby** | | **Adornment** | +Δ4 | 1 Experience **Alert** | +Δ3 | 1 Experience **Brand (fire)** | +Δ6 | 1 Skill **Fire** | +Δ6 | 1 Understanding **Freedom** | +Δ4 | 1 Skill **Glimmering** | +Δ7 | 1 Skill **Grace** | +Δ3 | 1 Understanding **Haunted** | +Δ3 | 1 Experience **Power** | +Δ12 | 10 Endurance **Radiance** | +Δ10 | 1 Understanding **Regeneration** | +Δ12 | 5 Endurance **Resilience** | +Δ8 | 2 Experience **Slaying** | +Δ10 | 1 Skill **Striding** | +Δ4 | 5 Endurance **Thunder** | +Δ5 | 1 Experience **Warmth** | +Δ3 | 1 Skill **Lesser Jewel** | | **Adornment** | +Δ4 | 1 Experience **Awe** | +Δ3 | 1 Understanding **Blasting** | +Δ6 | 3 Endurance **Force** | +Δ5 | 1 Experience **Haunted** | +Δ3 | 1 Experience **Thunder** | +Δ5 | 1 Experience **Sapphire** | | **Adornment** | +Δ4 | 1 Experience **Awe** | +Δ3 | 1 Skill **Command** | +Δ7 | 1 Skill **Defense** | +Δ6 | 1 Skill **Defiance** | +Δ4 | 1 Skill **Glamour** | +Δ4 | 1 Skill **Glimmering** | +Δ7 | 1 Skill **Grace** | +Δ3 | 1 Understanding **Perception** | +Δ4 | 1 Skill **Piercing** | +Δ6 | 1 Strength **Power** | +Δ12 | 10 Endurance **Preservation** | +Δ2 | 1 Skill Forge | | ---|---|--- **Rivendell** | | **Jewelcraft:** Glimmering (goblins or trolls are near) | +Δ5 | 1 Skill **Lorien** | | **Armour:** Soft Tread, Stealth, Preservation | +Δ12 | 2 Skill **Iron Hills** | | **Armour:** Defense, Protection | +Δ20 | 4 Experience **Red Mountains** | | **Weapon:** Fury, Wrath | +Δ12 | 3 Experience **Extinguished Forges *** | | **Annúminas** | | **Weapon:** Accuracy, Final Rest, Slay Un-dead | - | - **Blessed Realm** | | **Jewelcraft** : Grace, Power, Radiance | - | - **Weapon:** Slay Dragons and Raukar, Radiance | | **Eregion** | | **Jewelcraft** : Clarity, Power | - | - **Gondolin** | | **Weapon** : Slay Orcs and Trolls | - | - **Moria** | | **Weapon** : Slay Orcs and Trolls | - | - **Osgiliath** | | **Armour or Shield** : Defense x2 | - | - * Forges can no longer be accessed, but artifacts of the past might carry such enchantments | ## Enchantments ##### **Accuracy** The sharpness of the blade, the swiftness of the arrow! Weapons enchanted with accuracy add **+1 to attacks** made with them. **Advanced guideline:** Such weapons yearn for battle and draw their bearers towards combat. The GM may choose to impose a +1 bonus to a Wandering Encounter roll once per week if an accurate artifact is carried by the company. ##### **Adornment** Items made with adornment add a +**1 bonus** to any temporary magical blessing from **Songs of Power and** similar sources. For example, the first round of the Song of Slaying normally grants a +1 bonus to attack a particular foe; for those wearing an artifact of adornment are granted a +2 bonus instead. ##### **Alert** Horns forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to blow the horn and attempt to **summon allies**. The GM will immediately roll again on the wandering encounter and local encounter tables. They ignore any non-helpful result, and will put an allied result into play as soon as practical. ##### **Awe** Artifacts of enchantment cause foes to test **Morale** with a **-1 penalty**. ##### **Blasting** When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to **open a tunnel** in stone about 10' x 10' x 10', **break open a barred door** , or **clear fallen rubble**. ##### **Brand** A weapon enchanted with a brand deals damage of a particular type chosen at its creation: it carries the taint of the **poison** of Dol Guldur, the shadow of **fear** of Angband, flickers with the **fire** of Aman, or smokes with the **ice** of Helcaraxë. ##### **Clarity** If possessing an artifact of clarity, roll 3d6 and take the best 2 dice when rolling to resist **confusion** and **hallucinations**. Additionally, you automatically identify **phantoms** as illusions. ##### **Command** If you possess an artifact of command, friendly NPCs in your presence add a **+1 bonus** to test **Morale**. ##### **Defense** Armour forged with this enchantment adds **+1** to their **Defensive** bonus. ##### **Defiance** If possessing an artifact of defiance, roll 3d6 and take the best 2 dice when rolling to resist **entrancement** , **commands** and **domination**. ##### **Deflection** Shields forged with this enchantment add +**1** to their **Defensive** bonus against **missile attacks**. ##### **Dwimmer** This category of enchantments are experiments in the craft of artifice. If you wish to forge an item with a particular knack or feature, work with your GM to establish the exact rules. Some examples of enchantments that are further afield may be found here at the d4Caltrops blog. ##### **Final Rest** Weapons forged with this enchantment exist in both the waking world and unseen world: they can **strike wraiths** and un-dead creatures, and grant a **+2 bonus** to hit such creatures. Unbound spirits slain with such weapons depart Middle-earth forever. ##### **Fire** Artifacts forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to cause the artifact to shed light as a torch for an hour (6 turns). During this time, a weapon or scepter deals **fire** damage. ##### **Force** When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to **knock a creature** engaged with you back 1d6 x 10'. If you are engaged with multiple creatures, you may spend multiple charges at the same time. ##### **Freedom** If possessing an artifact of freedom, roll 3d6 and take the best 2 dice when rolling to **move at a run**. In addition, you are immune to being **slowed** and can ignore **webs**. ##### **Frost** Artifacts with this enchantment are always cold to the touch. While wearing an artifact enchanted with frost, you gain **resistance to fire**. Clothing woven with this enchantment counts as appropriate gear for desert regions. Artifacts with frost enchantments are **immune to being destroyed by fire damage**. ##### **Fury** If you wield an item enchanted with fury, you may **enter a rage** when you fight. Doing so requires a turn. While berserk, you make an extra attack every other turn. You cannot flee from combat while in this state, which only ends when all foes have been defeated. Anyone who has harmed you in combat counts as a foe. ##### **Glamour** Artifacts with this enchantment change their bearer's appearance in some specific way: a helm that causes you to appear as an orc, a banner whose heraldic beast seems to move on its own, a crown that ensures your raiment always appears clean and rich. When this seeming would have a positive effect on a **Beauty** or **Subtlety** maneuver to influence an **NPC's disposition** , gain a **+1 bonus.** ##### **Glimmering** When creating this artifact, choose a specific **trigger** : when goblins are near, when enemies approach the Lonely Mountain, when a spell on you, etc. When this trigger occurs, the artifact will **glitter** with a pale light. ##### **Grace** When bearing an artifact enchanted with grace, you take **1 less damage** from singing **Songs of Power** per round (to a minimum of 1). ##### **Haunted** When bearing a haunted artifact, you partially exist in the unseen world. You can **see disembodied spirits.** You identify **phantoms** as illusions automatically. Unfortunately, they can also see you—when your company's Notice track exceeds 20+, a spirit will seek you out. ##### **Leaping** If possessing an artifact of leaping, roll 3d6 and take the best 2 dice when rolling to **move at a run**. In addition, you move at **full speed** through **hazardous terrain** during combat, leaping and dodging past such obstacles. ##### **Of Archery** An artifact with this enchantment grants its wearer **+1 on attacks with bows**. ##### **Of Swordplay** An artifact with this enchantment grants its wearer **+1 on attacks with swords**. ##### **Perception** If possessing an artifact of perception, roll 3d6 and take the best 2 dice when testing to **avoid surprise**. ##### **Piercing** A weapon with this enchantment grants **+10** to **critical wound** rolls. ##### **Power** When wearing an artifact with this enchantment, you gain +**1 bonus** on your Beauty checks to sing **Songs of Power**. ##### **Preservation** When wearing an artifact with this enchantment, your **attributes cannot be lowered** or **drained**. Additionally, you are equally comfortable in extreme heat and extreme cold. Such artifacts can lay for long years without needing maintenance. ##### **Protection** If you're wearing armour forged with the protection enchantment, **critical wounds** against you are made with a **-10 penalty**. In addition, armour or clothes with this enchantment are never destroyed by fire or ice criticals. ##### **Radiance** Artifacts forged with this enchantment shed **light** like to a bright candle. ##### **Regeneration** When wearing artifacts woven with regeneration, **remove an additional +1 damage taken** each time you're healed. ##### **Resilience** When wearing artifacts forged with resilience, add **+10 Endurance** to your total. ##### **Shadow** When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to cover yourself in a **black cloud**. Spend 2 charges to cover a company of 10 or fewer. At night, this shadow makes those within the cloud all but invisible. During the day, the cloud is visible but its occupants cannot be seen. ##### **Slaying** Weapons enchanted with this enchantment add **+2 to attacks** made against creatures of the type chosen when the artifact is forged, choosing from the following list: spiders, wolves, un-dead, orcs, trolls, dragons, raukar Weapons with this enchantment quickly become infamous among the group they slay: such creatures will target the bearers with hatred. ##### **Soft Tread** Boots and greaves forged with this enchantment grant a **+1 bonus** to Subtlety maneuvers to **move silently**. ##### **Stealth** When wearing artifacts woven with stealth, you blend into your environment and can **hide even in plain sight** if you are unmoving. While moving, you gain a **+1 bonus** to Subtlety maneuvers to **hide** and **sneak past watchers**. ##### **Striding** While wearing an artifact forged with this enchantment, you gain **+5 travel points**. Additionally, you **may decrease the travel points required to enter a specific type of hex by 1** when leading the company, chosen from the following list: forest, hills, mountains, swamp, waterside, wastes. ##### **Sustenance** While wearing an artifact forged with this enchantment, you require only **2 days of rations every 3 days.** ##### **Thunder** When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to activate the artifact, causing a crack of thunder that makes your foes hesitate. **Resolve all player actions** completely **before the enemies** resolve theirs. ##### **True Sight** If wearing an artifact of true sight, roll 3d6 and take the best 2 dice when rolling to resist **blindness** and **hallucinations**. You can **see disembodied spirits.** Additionally, you identify **phantoms** as illusions automatically. ##### **Venom's End** While wearing an artifact enchanted with this enchantment, you gain **resistance to poison**. ##### **Warmth** Artifacts with this enchantment are always warm to the touch. While carrying an artifact enchanted with warmth, you gain **resistance to ice**. Clothing woven with this enchantment counts as appropriate gear for cold regions. Artifacts with warmth enchantments are **immune to being destroyed by ice damage**. ##### **Wondrous** Wondrous items, like dwimmer-enchanted items, might boast a variety of minor powers. Tools, lamps, waterskins, purses, toys, and small pieces of clothing (belt buckles, cuff links, etc.) can be woven with these enchantments. Roll on the linked tables to establish what power you confer: or double the difficulty of this enchantment to select a specific result. ##### **Wrath** This enchantment causes foes you're engaged with to abandon reason in their hatred of you. Once you've engaged with an enemy, they will tend to focus their attacks on you. They take a **-2 penalty to attack someone besides yourself** while you're on the field of battle.

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Playing War Games with your Grandmother's Nativity Set

I worked on this over Christmas. It's a little late but perhaps you (like me) haven't quite cleaned up your tree yet. I have limited exposure to war games. I have played WH40K only once in college. I am more familiar with smaller scale, more narrative games like Emily Allen's Dolorous Stroke and Tom Bloom's Maleghast. But anybody can understand that nativity sets are war game minifigs. That is why I have written a new faction for Maleghast called **The Creche**. Now you can use your grandma's nativity sets to fight demon-possessed ghouls in the streets of Hell. Fair warning: This is in terribly bad taste. It's downright blasphemous. # The Creche Fan Fiction Society The violet devil Granny Godbless wrote a series of corpse-puppet passion plays called The Creche. The serialized plays depicted a ridiculous pseudo-mystery religion centered on a virgin giving birth to an aborted godhead. The divine child preaches the Fire Sermon to the laughing tears of a variety of comical onlookers. The plays were a huge success in Anzenmezzeron. Fans of the plays flocked to Granny Godbless, each eager to add to and expand the Creche expanded universe. They became known as the Creche Fan Fiction Society and have swollen in power as to be a faction in their own right. If they can reach the End of Death, they can manifest their passion plays as true prophecies. **Playstyle** : Vampiric, hard to kill ** ** **Soundtrack:  ** Lingua Ignota: The Order of Spiritual Virgins Ghost: Year Zero Celtic Frost: Dying God Coming Into Human Flesh ** ** **Special mechanic** : _Fervor_ : A unit with a fervor token may choose to discard one at the end of their turn to regain 1 hp. You cannot spend more than 1 fervor token per turn. **Special tags:** _Faith_ : A unit with this trait gains a fervor token when they roll a 1 when ACTing. You can check out the unit stats in this Google Sheet, here. For convenience, I've also posted screenshots of each below. This hasn't been playtested (but let me know if you wanna play it with me!). Use at your own risk. ## Shepherd ## Drummer Boy ## Magi ## Cuckold ## Infant, Tender & Mild ## Madonna Whore

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Periapt of Celestial Wisdom

A magic item inspired by Phlox's version, here. Approaching from my premise that +1s are boring magic items, how can I adapt the classic periapt of wisdom? _The periapt of wisdom is shaped like a little homunculus bound to the two ends of the loop that form the necklace from which it hangs--as if being pulled apart.  _ When you wear the periapt of wisdom, 3x/day you may ask it "What do you think I should do?" concerning a specific topic. When you do so, a literal imp and angel appear on your shoulder. They are invisible and inaudible to all but you (or those with second sight). The angel will dispense good, practical, and safe advice. It will clearly inform you of dangers. While dungeoneering, this advice can sometimes be maddening: give up this life of adventure, go back to town, marry that handsome blacksmith, settle down. The imp will dispense advice that will allow you to most expediently complete your goal or achieve great power and wealth. While dungeoneering, this can border on the insane: step into the portal, simply take the golden chalice on the pressure plate, choke the magic mouth with your companion's body. If you ever wholly take the advice of one entity versus the other (instead of taking neither or both), you notice it gets a little larger. Every 4 times you do this, you either gain: * +1 Wisdom while you wear the periapt, max +3 (angel) * Cast a random 1st level spell while you wear the periapt (devil) After 12 times of taking one of the entity's advice, it devours the other. It no longer appears when you ask the periapt a question.

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