I've been going through a number of early issues of The Dragon and in #3 came upon this new class by C. Hettlestad. I am not certain I wanna keep this as an ongoing class possibility, & honestly, I havent even read through it totally as to the spells etc., but for now, it'd be cool to see one enter the fray. So here it is. Instantly made me think of the following image (would rather have the class be "Doctor" but that happens when you level up).
Monday, March 26, 2012
Tuesday, March 20, 2012
TOWN DESIGN: PART 2 - PILLARS OF THE COMMUNITY
The village of Hommlet is home to the following occupations: eight farms (one mainly a dairy & one w/ a manor), two herdsman, a woodcutter, leather worker, smithy, weaver, tailor, trader, carter, moneychanger, cabinet maker, potter, brewmaster, miller, wheel & wainwright, carpenter, stone mason, innkeeper, druid & church leaders.
While one can simply use the above info & duplicate this spread while designing their own town building-by-building, here's a Hommlet-esque 3d10 table that will randomly decide what an NPC's occupation is (if your result is a building reroll), or what kind of building/who lives there (unless farmer or herdsman, if you roll a duplicate, reroll (that is, if you dont favor the duplication)):
1. Castle/Keep
2. Ruins
3. Guard Tower
4. Camp of workers
5. Construction site
6. Potter
7. Church
8. Dairy/farmer
9. Miller
10. Wheel & wainwright
11. Carpenter
12. Stone Mason
13. Tailor
14. Farmer
15. Farmer
16. Farm w/ manor
17. Herdsman
18. Druidic site
19. Brewmaster
20. Cabinet maker
21. Trader
22. Carter
23. Moneychanger
24. Weaver
25. Smith
26. Innkeeper/Inn
27. Village Hall
28. Leather worker
29. Woodcutter
30. Herdsman
Interestingly, the key in T1 that mentions "pillars of the community" is in regard to a family that doesnt seem special in any other way. They tend to be cool toward strangers - suspicious with good cause.
As for the village militia (Hommlet Company), there are approx. 57 of 76 males (75%) in Hommlet that will call-to-arms. Also, it is worth noting that of these 57, 2% are secret spies of the Temple of Elemental Evil. Generally, the 19 that are not part of the militia are either selfish adventuring types, outcasts, religious folk, or just too old. Of one family it is written, These people do not follow any religious persuasion, so they are excluded from most village functions; however, interestingly, the male head of household is a member of the militia. Despite this man's will to fight for the community, this quote displays how religion in Hommlet affects the community at large.
The basic hierarchy of Hommlet goes something like this:
VISCOUNT OF VERBOBONC (nearby noble Lord to the NW) stations BURNE the Magic-user & RUFUS the Fighter in Hommlet to oversee the building of the Castle/Keep there. Burne establishes himself in the community, while Rufus is COMMANDER OF THE VILLAGE TROOPS.
However, as for the true community inner-workings, look to the council of the VILLAGE ELDER. He brings everyone together: DRUID OF THE GROVE, CHIEF CLERIC OF THE CHURCH, CAPTAIN OF THE MILITIA, SERGEANT OF THE MILITIA, BURNE & RUFUS & the "PILLAR OF THE COMMUNITY".
Note: In these posts I am not factoring in the Mercenary camp, or the guards @ the tower. I am concerned w/ those that live in Hommlet b/c it is their home, not b/c they were sent there on a specific mission (that is, except for Burne & Rufus & those that may appear to be part of the community, but have ulterior motives).
So here's an approximation of Hommlet townsfolk per sex:
Per age group:
Together:
The history of Hommlet is reflected in the make-up of the community. The lack of elders could be due to the hard times surrounding the battle w/ the Temple of Elemental Evil, whereas the abundance of children shows a bit of a baby boom as peace returned to the land.
Trying to reflect history in the community of your own town may seem like way too much work when prepping a town for play, esp. if you're one that finds half-the-fun is letting the game world build itself during play; but with either approach, whether youve yet to run a session in your town, or have run twenty, looking @ the community this way will help the town come to life. It will add instant depth & should serve well as a catalyst in regard to ideas surrounding town adventures.
[for other parts of series click "town design" label below]
While one can simply use the above info & duplicate this spread while designing their own town building-by-building, here's a Hommlet-esque 3d10 table that will randomly decide what an NPC's occupation is (if your result is a building reroll), or what kind of building/who lives there (unless farmer or herdsman, if you roll a duplicate, reroll (that is, if you dont favor the duplication)):
1. Castle/Keep
2. Ruins
3. Guard Tower
4. Camp of workers
5. Construction site
6. Potter
7. Church
8. Dairy/farmer
9. Miller
10. Wheel & wainwright
11. Carpenter
12. Stone Mason
13. Tailor
14. Farmer
15. Farmer
16. Farm w/ manor
17. Herdsman
18. Druidic site
19. Brewmaster
20. Cabinet maker
21. Trader
22. Carter
23. Moneychanger
24. Weaver
25. Smith
26. Innkeeper/Inn
27. Village Hall
28. Leather worker
29. Woodcutter
30. Herdsman
Interestingly, the key in T1 that mentions "pillars of the community" is in regard to a family that doesnt seem special in any other way. They tend to be cool toward strangers - suspicious with good cause.
As for the village militia (Hommlet Company), there are approx. 57 of 76 males (75%) in Hommlet that will call-to-arms. Also, it is worth noting that of these 57, 2% are secret spies of the Temple of Elemental Evil. Generally, the 19 that are not part of the militia are either selfish adventuring types, outcasts, religious folk, or just too old. Of one family it is written, These people do not follow any religious persuasion, so they are excluded from most village functions; however, interestingly, the male head of household is a member of the militia. Despite this man's will to fight for the community, this quote displays how religion in Hommlet affects the community at large.
The basic hierarchy of Hommlet goes something like this:
VISCOUNT OF VERBOBONC (nearby noble Lord to the NW) stations BURNE the Magic-user & RUFUS the Fighter in Hommlet to oversee the building of the Castle/Keep there. Burne establishes himself in the community, while Rufus is COMMANDER OF THE VILLAGE TROOPS.
However, as for the true community inner-workings, look to the council of the VILLAGE ELDER. He brings everyone together: DRUID OF THE GROVE, CHIEF CLERIC OF THE CHURCH, CAPTAIN OF THE MILITIA, SERGEANT OF THE MILITIA, BURNE & RUFUS & the "PILLAR OF THE COMMUNITY".
Note: In these posts I am not factoring in the Mercenary camp, or the guards @ the tower. I am concerned w/ those that live in Hommlet b/c it is their home, not b/c they were sent there on a specific mission (that is, except for Burne & Rufus & those that may appear to be part of the community, but have ulterior motives).
So here's an approximation of Hommlet townsfolk per sex:
Per age group:
Together:
The history of Hommlet is reflected in the make-up of the community. The lack of elders could be due to the hard times surrounding the battle w/ the Temple of Elemental Evil, whereas the abundance of children shows a bit of a baby boom as peace returned to the land.
Trying to reflect history in the community of your own town may seem like way too much work when prepping a town for play, esp. if you're one that finds half-the-fun is letting the game world build itself during play; but with either approach, whether youve yet to run a session in your town, or have run twenty, looking @ the community this way will help the town come to life. It will add instant depth & should serve well as a catalyst in regard to ideas surrounding town adventures.
[for other parts of series click "town design" label below]
Saturday, March 17, 2012
HOODED PERISCOPE, issues 1 & 2
The first Hooded Periscope was worked up in late 2010 during my first campaign as a DM. I was running B/X & the game was being played over a private blog w/ various friends that had never played D&D. The blog was titled The Hooded Periscope, hence the name of the zine. I'd been rifling through old White Dwarf issues from a cache I'd located online while caring for a mostly sleeping newborn, so I had the time/inspiration to work #1 up. It contains some inside art that was snaked from corners of the net I have no clue where they came from in retro... for #2 - which was completed just as we were starting the current game in late 2011 - I use only public domain artwork inside, or artwork I did myself. Anyway, long spiel, short zine. Just click on the covers to download from MediaFire. Please let me know if you have any problems doing so.
One last thought: considering the time/effort it will take to work up a more intense supplement proper for my smoking goods, I am starting to think that, quite simply, HP#3 should be an expanded & more focused issue, w/ that stuff in it. More to come. Input always welcome.
One last thought: considering the time/effort it will take to work up a more intense supplement proper for my smoking goods, I am starting to think that, quite simply, HP#3 should be an expanded & more focused issue, w/ that stuff in it. More to come. Input always welcome.
JOURNAL ENTRY FROM DJAREL RE: SESSION 12
Sixteenth of the Hummingbird
The Dawnbringer looks upon me in Avalon this morning. Through the
strength of my ancestor's Hammer, Kumiss, we have laid flat a mighty
foe. I have tasted the blood of the monstrous 8 eye [there appears a
dark brownish/green stain in the journal after this sentence which one
could logically assume is spider blood]. The 8 eye leaked magic
words after its death and the smokey elf seemed to understand them.
There was great treasure in the lair of the 8 eye. More sun colored
metal than I have ever seen. The party has decided to keep the
treasure here and create a home for ourselves. If this be so then the
hollow tree will need an altar to the Dawnbringer. When I return I
will plant the tulips and flowers about the entrance and prepare the
remains of the 8 eye and the flying needles as burnt offerings to
please the Dawnbringer. It has been so long since I have prepared a
holy altar for the Dawnbringer. Tulips, skulls, and oh, how I love smell
of burning evil in the morning.
Taking control of the hollow tree was no easy task. Through the
greatness of my companions we over came many perilous encounters.
Early in the hollow tree the weight of my spirit caused me to fall
through an old set of stairs and if not for the wild wizard's quick
thinking, I would have been overwhelmed by alligators. The wild
wizard's control over the minds of alligators and dogmen has been a
great boon. Later, when I was blessed to find a fine set of plate
armor within the hollow tree, Telal the Cold spotted a trip wire
within the room before I walked into disaster.

For although I was looking forward to a great battle against the
owlbear, the wild wizard and the smokey elf were wise to steer us
towards leaving the beast as a guardian. The smokey elf has also
gained my favor. He has shown his strength by absorbing the wrecking
ball trap, both the Dawnbringer and I are pleased with the smokey elf.
It is also good that we found the armored female within the hollow
tree. She seems to get along with the group well enough. Let her
mend the wounds of our companions, so that I can spend my energy
making wounds in our enemies.
Last evening, while the wild wizard got into his books, I showed
Telal the orcish custom of taking the poison sacs from the great 8
eyes. He slid his dagger up the hollow fangs and into the creatures head
with as much ice in his veins as any of my orcish brothers. By
wrapping the poison sacs inside the mucus filled stomach of the spider
and then in a scrap of fresh skin from the stirges the poison should
hold until he can find a proper container. Even our more powerful
enemies can be brought low by 8 eye venom. I hope Telal will be
pleased with this gift.
As we set off this morning, away from our troubles in Talbot, we came
across a horse drawn peddler who sold me some smokables that I will
gift to the Dawnbringer. The wild wizard purchased a particularly
potent form of the herb after considerable debate on the price among
the companions.
I have but one order of business in Avalon: to find an armorer to fit
the plate mail for me. Afterwards, I pray that we can get back to the
business of Crackenmore and search for more clues. I am grateful to
the Dawnbringer for our success this far, but everyday I feel my
ancestor's spirit dwindling like sand in my fist until his remains
rest inside the Barrow of the Rising Sun.
I have so many questions left unanswered... How did my grandfather, a
great cleric, become a slave in Crackenmore? Who was the man in the
red vest with the orcs in my dream?
I will dig deep this day and call upon the Dawnbringer to guide me
through the spell of Tongues.
Djarel
The Dawnbringer looks upon me in Avalon this morning. Through the
strength of my ancestor's Hammer, Kumiss, we have laid flat a mighty
foe. I have tasted the blood of the monstrous 8 eye [there appears a
dark brownish/green stain in the journal after this sentence which one
could logically assume is spider blood]. The 8 eye leaked magic
words after its death and the smokey elf seemed to understand them.
There was great treasure in the lair of the 8 eye. More sun colored
metal than I have ever seen. The party has decided to keep the
treasure here and create a home for ourselves. If this be so then the
hollow tree will need an altar to the Dawnbringer. When I return I
will plant the tulips and flowers about the entrance and prepare the
remains of the 8 eye and the flying needles as burnt offerings to
please the Dawnbringer. It has been so long since I have prepared a
holy altar for the Dawnbringer. Tulips, skulls, and oh, how I love smell
of burning evil in the morning.
Taking control of the hollow tree was no easy task. Through the
greatness of my companions we over came many perilous encounters.
Early in the hollow tree the weight of my spirit caused me to fall
through an old set of stairs and if not for the wild wizard's quick
thinking, I would have been overwhelmed by alligators. The wild
wizard's control over the minds of alligators and dogmen has been a
great boon. Later, when I was blessed to find a fine set of plate
armor within the hollow tree, Telal the Cold spotted a trip wire
within the room before I walked into disaster.

For although I was looking forward to a great battle against the
owlbear, the wild wizard and the smokey elf were wise to steer us
towards leaving the beast as a guardian. The smokey elf has also
gained my favor. He has shown his strength by absorbing the wrecking
ball trap, both the Dawnbringer and I are pleased with the smokey elf.
It is also good that we found the armored female within the hollow
tree. She seems to get along with the group well enough. Let her
mend the wounds of our companions, so that I can spend my energy
making wounds in our enemies.
Last evening, while the wild wizard got into his books, I showed
Telal the orcish custom of taking the poison sacs from the great 8
eyes. He slid his dagger up the hollow fangs and into the creatures head
with as much ice in his veins as any of my orcish brothers. By
wrapping the poison sacs inside the mucus filled stomach of the spider
and then in a scrap of fresh skin from the stirges the poison should
hold until he can find a proper container. Even our more powerful
enemies can be brought low by 8 eye venom. I hope Telal will be
pleased with this gift.
As we set off this morning, away from our troubles in Talbot, we came
across a horse drawn peddler who sold me some smokables that I will
gift to the Dawnbringer. The wild wizard purchased a particularly
potent form of the herb after considerable debate on the price among
the companions.
I have but one order of business in Avalon: to find an armorer to fit
the plate mail for me. Afterwards, I pray that we can get back to the
business of Crackenmore and search for more clues. I am grateful to
the Dawnbringer for our success this far, but everyday I feel my
ancestor's spirit dwindling like sand in my fist until his remains
rest inside the Barrow of the Rising Sun.
I have so many questions left unanswered... How did my grandfather, a
great cleric, become a slave in Crackenmore? Who was the man in the
red vest with the orcs in my dream?
I will dig deep this day and call upon the Dawnbringer to guide me
through the spell of Tongues.
Djarel
Friday, March 16, 2012
AMADI SENDS LETTER VIA GRIFFON EXPRESS RE: SESSION 12
LETTER TO KORUN (FORMER MENTOR)
Korun,
It has been months since I left Furthermoor City. My journey has been difficult, but recently it has turned for the better. After weeks of traveling by night and sleeping in the wilderness to avoid the patrols, I made it to Talbot. There I met some fellow travelers who did not instantly see me as a servant. We have spent this last week seeking our fortune. Talbot is not unlike Furthermoor City, filled with corruption and ignorance, but no one here knows me or my past. My band of misfits have just killed a giant spider and gained more gold than I have ever seen! But gold is not what I seek; I have recently gained knowledge from the family who pioneered this township many years ago. I pray this knowledge will help me realize my destiny and reunite me with my family. Please send them my regards and let them know I will see them soon.
Amadi
*Griffon icon is lifted from a place in Virginia.
It has been months since I left Furthermoor City. My journey has been difficult, but recently it has turned for the better. After weeks of traveling by night and sleeping in the wilderness to avoid the patrols, I made it to Talbot. There I met some fellow travelers who did not instantly see me as a servant. We have spent this last week seeking our fortune. Talbot is not unlike Furthermoor City, filled with corruption and ignorance, but no one here knows me or my past. My band of misfits have just killed a giant spider and gained more gold than I have ever seen! But gold is not what I seek; I have recently gained knowledge from the family who pioneered this township many years ago. I pray this knowledge will help me realize my destiny and reunite me with my family. Please send them my regards and let them know I will see them soon.
Amadi
*Griffon icon is lifted from a place in Virginia.
Thursday, March 15, 2012
TOWN DESIGN: PART 1 - ESTABLISHED RELIGION
Note: I use the simple OD&D & Moldvay Basic alignments of Lawful, Neutral & Chaotic; so while T1 uses the more complex 8 alignment system, I will only mention this if it's totally necessary...
Within the village of Hommlet the lawful generally attend the Church of St. Cuthbert, the neutral follow the Druid of the Grove, & some chaotics are secret servants of the Temple of Elemental Evil.
The simple reason for the increased percentage of Druid of the Grove followers by body is b/c those that have lived in Hommlet for most or all of their lives tend to be followers of the Druid & have large families. On the other hand, 56% of the households that follow St. Cuthbert are "newcomers" to Hommlet, having moved there within the last two years. One description even goes as far as saying, Having come to the village about two years ago, this family is considered as "outside" folk, and will be until their beards grow gray.... 33% are more dug into the community & of course 11% are keepers of the church.
Of the 28% that do not align themselves w/ organized religion, it is interesting to note that most of them are either loners of the community, or seem to have had tragedy in their lives (widowers, spinsters, simpleton, etc.), here's an example: These people do not follow any religious persuasion, so they are excluded from most village functions; ironically the other slice of this percentage is made up of military leaders & other hubs of the community. While these folks work w/ & may be friends w/ the church & druid leaders, they are not followers of either faith.
Overall, Hommlet is a fairly neutral place; so much so, that even the first listed followers of St. Cuthbert are said to be lawful neutral. Lawful good characters are rare in this town. But this is what makes Hommlet unique, as well. The main thing is to realize how organized religion strengthens T1 (could it even exist w/o it?) & how this approach can be used in designing your own village. Though the evil/chaotic element in Hommlet may be slight percentage-wise, it is sneakily powerful & challenging once perceived. In a game world that revolves around the tension between Law & Chaos, established religion boils it down to the community, which helps create suspense, intrigue, mystery, etc. for town adventures once players get to mingling.
[for other parts of series click "town design" label below]
Within the village of Hommlet the lawful generally attend the Church of St. Cuthbert, the neutral follow the Druid of the Grove, & some chaotics are secret servants of the Temple of Elemental Evil.
There are approx. 29 households/shops/farms/living quarters in Hommlet. Two of these have folks of different religions under the same roof; however, for now, I am assigning that place to whatever the owner is. Likewise, I am focusing on those that live in Hommlet, not those that are staying @ the Inn temporarily & as for workers in a camp, I am not guestimating their wives & offspring, etc. Of the 29 households/shops/farms in Hommlet, 38% follow the Druid of the Grove, 31% follow St. Cuthbert & 3% are secret agents of the Temple of Elemental Evil. That leaves roughly 28% that subscribe to no religion @ all.
Furthermore, there are approx. 188 people that live in Hommlet (above exception also applies here). Split this way, we see that 44% follow the Druid of the Grove, 25% follow St. Cuthbert, 3% are secret agents of the Temple of Elemental Evil, & 28% subscribe to no religion @ all.The simple reason for the increased percentage of Druid of the Grove followers by body is b/c those that have lived in Hommlet for most or all of their lives tend to be followers of the Druid & have large families. On the other hand, 56% of the households that follow St. Cuthbert are "newcomers" to Hommlet, having moved there within the last two years. One description even goes as far as saying, Having come to the village about two years ago, this family is considered as "outside" folk, and will be until their beards grow gray.... 33% are more dug into the community & of course 11% are keepers of the church.
Of the 28% that do not align themselves w/ organized religion, it is interesting to note that most of them are either loners of the community, or seem to have had tragedy in their lives (widowers, spinsters, simpleton, etc.), here's an example: These people do not follow any religious persuasion, so they are excluded from most village functions; ironically the other slice of this percentage is made up of military leaders & other hubs of the community. While these folks work w/ & may be friends w/ the church & druid leaders, they are not followers of either faith.
Overall, Hommlet is a fairly neutral place; so much so, that even the first listed followers of St. Cuthbert are said to be lawful neutral. Lawful good characters are rare in this town. But this is what makes Hommlet unique, as well. The main thing is to realize how organized religion strengthens T1 (could it even exist w/o it?) & how this approach can be used in designing your own village. Though the evil/chaotic element in Hommlet may be slight percentage-wise, it is sneakily powerful & challenging once perceived. In a game world that revolves around the tension between Law & Chaos, established religion boils it down to the community, which helps create suspense, intrigue, mystery, etc. for town adventures once players get to mingling.
[for other parts of series click "town design" label below]
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