Tremors Meets Shadowdark

 I've always loved the Tremors series (although I haven't seen the TV series, I didn't even know there was one until recently). I even love the later installments. Burt Gummer is a great character, over the top yes, but they turned a one-note character into something when they brought him back. Unfortunately what makes him so much fun doesn't work in a medieval fantasy environment so I left him out and stuck to the Graboids and there are a lot of them.

Yes they are more or less Bulettes but they have more character, and they really make you think, what would I do in that scenario which is what I really want from a horror movie (that is why I love Zombie movies). So here I present the Graboids for Shadowdark.


 



 

 



 

 

Army of Darkness Meets Shadowdark

I've always loved Army of Darkness. It has the right sense of humor and violence and really finished the trilogy  nicely. I even like both endings and find it hard to pick which I prefer. So it seemed a no-brainer to run it through AI and see what the system had to say.








 

 

 

By-Tor and the Necromancer for Shadowdark

 I'm a fan of Rush (the Canadian band) and for some reason I thought it would be funny to see what AI would do if asked to create Shadowdark statblocks for the the characters in the song The Necromancer from the album Caress of Steel. To be honest it's far from a favorite but what the hell. Here are the lyrics. 

I. Into Darkness
As grey traces of dawn tinge the eastern sky, the three travelers, men of Willow Dale, emerge from the forest shadow. Fording the River Dawn, they turn south, journeying into the dark and forbidding lands of the Necromancer. Even now the intensity of his dread power can be felt, weakening the body and saddening the heart. Ultimately they will become empty, mindless spectres. Stripped of will and soul. Only a thirst for freedom gives them hunger for vengeance…
Silence shrouds the forest
As the birds announce the dawn
Three travellers ford the river
And southward journey on
The road is lined with peril
The air is charged with fear
The shadow of his nearness
Weighs like iron tears
 
II. Under the Shadow 
Shreds of black cloud loom in overcast skies, the Necromancer keeps watch with his magic prism eyes. He views all his lands and is already aware of the three helpless invaders trapped in his lair…
Brooding in the tower
Watching o’er his land
Holding every creature
Helplessly they stand
Gaze into his prisms
Knowing they are near
Lead them to the dungeons
Spectres numb with fear
They bow defeated
 
III. Return of the Prince
Enter, the Champion, Prince By-Tor appears to battle for freedom from chains of long years. The spell has been broken…the Dark Lands are bright, the Wraith of the Necromancer soars away…in the night
Stealthily attacking
By-Tor slays his foe
The men are free to run now
From labyrinths below
The Wraith of Necromancer
Shadows through the sky
Another land to darken
With evil prism eye…

What I didn't expect is the line "the three travelers, men of Willow Dale" prompted the AI to ask if I wanted stats for them as well. I've cleaned up the statblocks a very little but 99% comes from the AI, which obviously has a sense of humor.




 

By-Tor and the Snowdog for Shadowdark

By-Tor returns, but this time he's the villain for some reason. I think Geddy admitted in his bio that they didn't realize this for years until some fan asked about it. So first the lyrics.

1. At The Tobes of Hades  

The Tobes of Hades lit by flickering torchlight

The netherworld is gathered in the glare


Prince By-Tor takes the cavern to the northlight

The sign of Eth is rising in the air

By-Tor – Knight of Darkness,
Centurion of evil – Devil’s Prince

II. Across the Styx

Across the River Styx out of the lamplight

His nemesis is waiting at the gate

The Snow Dog – ermine glowing in the dampnight

Coal black eyes, shimmering with hate

By-Tor and the Snow Dog
Square for battle, let the fray begin…..

III. The Battle (instrumental)

i) Challenge And Defiance

ii) 7/4 War Furor

iii) Aftermath

iv) Hymn of Triumph
IV. Epilogue 

The battle over and the dust is clearing

Disciples of the Snow Dog sound the knell

Rejoicing echoes as the dawn is nearing

By-Tor in defeat retreats to Hell

Snow Dog – is victorious

The land of the Overworld is saved again

 




 



 

 

 

Free: GROUNDED, A Remix of 5E Backgrounds

 They had some good ideas with 5E Backgrounds but it was never really implemented correctly. So I worked on my own version but before I was really happy with it I soured on 5E in general and moved on to Shadowdark.

Included  are all the 5.1E races but not the changes that happened with 5.2. In fact while 5.2 de-emphasized race this one leans into it by attaching the Backgrounds and Personality, Ideal, Bond, and Flaw to race.

 So this is a cleaned up version of what I had released into the wild. Usable but a bit rough. Hopefully someone will find it useful. 

Grounded

Free: Medieval Court Intrigue Generator

 Too often when my players arrive in court I fail. A nearly empty throneroom with King/Queen and maybe an advisor or scoundrel trying to keep the party from the Royal. Watch a historical drama and it's not that way. Kings meet people at their pleasure, if the King is at a party they will meet people there, if they are out hunting they'll drag the person along. There will be others there listening in. I never really did anything with all that because I never really thought about it.

When I was working on Black Adder the AI asked about court intrigue and the results blew my mind. So here is the resulting Medieval Court Generator. Hopefully there is something worthwhile for everyone to use in there. If not, well it's free.

Medieval Court Generator

Free: Medieval Horror Generator

 While I was playing with AI and generating statblocks for movies and shows I found the AI would often request would I like a table to do this, or a table to do that. In most cases I said yes out of curiosity. Attached is a 24 page PDF I gave the creative name Medieval Horror Generators with a couple of pictures. It's got bits on creating Chaos Cults, Downtime activities that might be useful prior to tackling a Horror, a monster of the week generator, and a long list of bounties/beasts. It's free. Enjoy.

 Medieval Horror Generators

Labyrinth Meets Shadowdark

I watched labyrinth a long time ago on cable. I don't think it did that well which is a shame. Anyway it had interesting creatures design done by (or based on) the works of Brian Froud. Pictures of the different characters are available here.

 





 

 

The Black Adder Meets Shadowdark

I love The Blackadder, not as quotable as Monty Python and the Holy Grail but somehow I still prefer the late medieval aesthetic. Because it takes place in an alternate history version of the War of the Roses it's perfect to repurpose for a medieval fantasy campaign.

Since it's a tv series (6 episodes) there are a lot of characters. AI missed Edmunds brother Henry and when I asked specifically for him it thought he was Edmund's dad which is weird. I had to ask AI specifically for some as it just sort of skimmed over such as the Black Seal but it finally produced them when asked.




Norsemen Meets Shadowdark

Note I'm not talking about the Lee Majors movie from decades ago. This is a more recent Norwegian comedy (also known as Vikingane). It's filmed in English and Norwegian, the humor is dry. It only went three seasons which is a shame because I couldn't get enough. Oddly enough AI had an issue with this one, when asked for minor characters it invented a few that I don't remember and that aren't in IMDB. Maybe they were sucked from another show or movie but that's weird as it got the rest right. So anyway I chopped the incorrect ones although I might use them somewhere at some time.





























Eric the Viking Meets Shadowdark

 Another lost gem. Erik the Viking one ha a lot going on and is a bit more fantastic than Jabberwocky but there is some interesting things going on (Norse gods being children, Christian Priest unable to see mythic elements). It's fun if imperfect, but to be fair making bloodthirsty vikings funny is a tall job. 

Anyway Statblocks for the main cast of Erik the Viking in case you need a few Sea Wolf statblocks for your campaign.








Jabberwocky meets Shadowdark

I've always liked the movie. It's not as funny as Holy Grail but the movie captures a grim medieval period better than any other movie. 

So I decided to play with AI (ChatGPT). I had it convert the characters over to Shadowdark statblocks and see how that worked. I think the AI did a fine job although it took some work to really make the statblocks look proper. I tried to get AI to do an image I was happy with but unfortunately the Image AI wasn't up to the task and I hated everything it churned out. The Image AI was probably blocked by copyright issues. I decided to just use a DVD cover. Anyway it was fun so I'll probably do the same to a few other movies/shows when I have time.


















 

Fun Facts about Booze

Well not super fun but things I would have liked to know back in the day. Also I've had these notes sitting around and don't know what to do with them so why not share them and move on.

Wine in the fifteenth century

Wine was common in the med area where the grapes were grown but less common in the North where it was cold and the wine had to be transported. In those areas ale and beer were more common, even among nobles.

Nobody had wine cellars as there were no bottles and corks until the 18th century. Wine came in casks and it didn't store very well as air could easily get into the casks and turn the wine into vinegar. So fresh "young" wine was generally drunk promptly and fetch a higher price than older wines.

To help the wines last longer some are fortified, that is mixed with brandy (called dessert wines in the US or liqueur wines in Europe these days). 

Wine was often heavily watered down prior to consumption.

Brandy first appeared in the 12th century and was generally popular in the 14th. Brandy was developed to assist in transporting wine by removing a lot of the water through distillation which could be added back in later. 

Beer in the fifteen century

The reinheitsgebot (purity requirement or the German purity law) was originally written in Bavaria in 1487. This law concerned the sale and composition of beer and I have to believe the Germans were experimenting with various compositions before it was decided they had to lay down the law.

The law permits only water, barley and hops in beer. Yeast is not mentioned because the connection with yeast and microorganisms was unknown at the time although brewers generally took some sediment from the previous batch and added it to the next.

Hops are used as a preservative because apparently before the law some nasty ingredients were commonly used. 

Beer as Business

Germans turned beer from home-brew to major operations (8 to 10 employees in a brewery) with hopped beer and consistent barrel sizes and exports. This type of operation spread to Holland in the 14th century and reached England by the late 15th century. Laws to enforce the use of hops in beer were introduced in England in the 14th century and these laws led to uprisings that were brutally put down.

Drugs

Bhang Kind of marijuana used in India from ancient times. Chewed?


Opium Used as an anesthesia and as a treatment for melancholy. Recommended treatment in the absence of a proper doctor. Purchased from an Apothecary.  Opium is eaten. Which is said to make "dervishes draw with ecstasy, soldiers courage, and others bliss and voluptuousness" 

  • Black Opium A black water made with opium. Highly addictive drink. 
  • Laudanum A solution of opium in ethyl alchohol which is often used for pain. Used for female problems and child birth but also for soldiers with wounds that occasionally hurt. Often leads to addiction. 



Dungeon Corridors

 Just read an old blogpost by DIY and Dragons about numbering corridors in a dungeon. Instead of commenting on an 5 year old blogpost I'll write my response here. 

Corridors should feel dangerous. Most adventurers move around quietly hoping to take out the dungeon denizens in small groups. Corridors provide the danger of discovery. The PCs are exposed with nowhere to hide and potentially multiple doors for enemies to pour out of. Fighting is also constrained in a narrow area that could make combat far more interesting

Because of all that I think the way most games handle dungeons is sort of wrong. It creates a static environment. Adding numbers to hallways just adds to that static feel and does nothing for times the players return to a corridor later.

Long ago RuneQuest had a different system. They had the GM roll for every room and listed which inhabitants were there depending upon the results. This was a bit too much. My answer is somewhere in between.

Imagine two things:

  1. Random encounters are written up with as much care as a room encounter except any dsecriptions will likely be of the encounter moving around. So encounters aren't just weird monsters that don't fit the theme of the normal dungeon denizens but instead are mostly watchful patrols and groggy beasts looking for the bathroom or off to where they prepare food. 
  2. Maps have notation (star or something) that you drop on the map everywhere you want the GM to roll for random encounters. Remember there is always a decent chance no encounter is present. We want the surprise of popping out in the hallway and ... is it safe? We want notations because some corridors are going to be busy and others isolated. If you don't have a notation, or you linger in an area you follow normal random encounter roll frequency. 
You could even have different notations for different Random Encounter tables creating a ripe environment for factions or providing 'action' for the encounters that is encounters in the rear of the dungeon and near the entrance have the same actual encounter table but near the rear all indicate encounters are waddling off the bathroom full of beer while near the entrance they are likely ready to go out on a raid and ready for battle. 

Hopefully that sort of thing gsive the place life and a feeling of danger with minimal overhead, at the table at least.

Immersive Cities

Githyanki Diaspora had a post titled "Reddit GM Advice: Established Settings, Immersive Cities, and Clues in Investigation Games"

The part that interested me was the Immersive Cities. The basic question is

How do I make a large city experience immersive? What things should I keep in mind given they will only be in this city (initially) for two or three sessions. Should I instead lengthen their stay and make an adventure out of it?

I want to make sure this doesn’t feel like “just another city” for them.

The answers are not bad, but my answer would be different and I don't feel like dealing with Reddit to answer so I'm doing it here. To start I usually give out a map of the city to players, the map includes the main locations they might want to go. So when you read the answers think point-crawl and theater of the mind.

  • Mystery. Instead of the normal city map (with legend) provide a city map that only has the legend of a single ward, leaving the rest a mystery until they spend more time in another ward and gradually get to know the city.
  • Crowds. If traveling during the day describe the cities open markets and piazas as crowded. Friendly crowd, angry crowd, mix it up. The crowds could be because its just that crowded in the big city, or because some guy is giving a religious rant about the changing color of Cockatrice Eggs over time, who knows, who cares. Describe the players getting jostled by toughs that try to stare them down, and by halflings that might be pickpockets or just innocent jockers. Make them paranoid since these are folks used to living in smaller more controlled settings or in the solitude of the wilderness.
  • Festivals. This is the biggie and it goes with crowds. Festivals allow the GM to add some weird fun to the setting. Justifies the crowds. And makes things memorable. IF they have a festival every couple of weeks the players are gonna remember that city. Festivals also includes in a minor way the parade of clergy or nobles or C list celebrities that the population might crowd around to see.
  • Lacking solitude. The city is a busting place. If you use long and short rests consider that a short rest takes 8 hours and a long rest is impossible unless they find the right place to sleep. Quiet inns are just to noisy for someone whos ever instinct is spring-loaded for action. Church bells (or whever the fantasy equal is) are just to disturbing. The constant fear of burglars and sceams in the night just make it hard to properly rest unless the players stay in the expensive inn or buy a place of their own. Or they can stay at the slightly more dangerous inn outside the walls.
  • Decorum. Most cities are not going to tolerate PCs walking around fully armed and armored. It might not matter in the bad parts of town but where the rich live you better have a reason (such as hired guard for someone). And the PCs better not walk around covered clothes stained in the blood of a thousand foes or city guards will stop them constantly with a ton of questions. This might fly out on the Marchlands where danger is an everyday thing but in the big city, well you can expect the Thieves Guild to report overly armored folks simply to make their own lives a bit safer. This also leads to what is tolerable to wear (Samurai could go about armed but nobody else could) and where do you put your arms and armor so they are safe.
I wouldn't do this in a normal size town but a London, Rome, or Jerusalem... make it stand out. And remember the solitude one can be taken even further. PCs are like war veterans suddenly dumped in a semi-peaceful environment where they can't just kill their problems. The GM should exploit that.




Free: GUTTED, A 5E Character Creation Supplement

Note: I goofed up the sharing on the Google Drive, my apologies. It should be fixed now and available to everyone that follows the link.

In Praise of Shadowdark

I haven't played Shadowdark yet. In fact I've been working on my own game for when our 5E campaign ends, but I kept thinking does the world need another RPG? Even one as brilliant as mine? What I really want to do is create content so why not jump on someone elses bandwagon and use some of their momentum instead of trudging along on my own. 

So the next logical step would be to create for 5E as that's the biggest market, but there is so much I don't like about 5E. Even the early levels are fiddly. So I looked over Mork Borg but the art style made my eyes hurt. So I looked over Shadowdark. I'd bought the game when it came out and was turned off more by the over-hype it was getting than anything else. It seemed to have too much emphasis on dungeons, but the game has continued chugging along, and the new KickStarter is about wilderness and not so much dungeons so it keeps growing.

So I looked over Shadowdark, and a few of the Shadowdark modules and the Cursed Scroll Zine and one thing that stuck with me is that almost everything is well designed for the DM. It's the opposite of 5E in that way. Statblocks are simple, character abilities are simple, its designed for lower levels. So far I liked most of what I saw. And the graphic design was well done. I studied as a Graphic Designer in college so I have a little knowledge of the basics and to me usability is number one. Shadowdark is designed to be usable. Mork Borg is totally unusable, designed to create an impression of the setting more than usability. Its one saving grace is they repeat the important bits in the last two or three pages so you can ignore the bulk of the product. 

In Shadowdark they use page spreads well to group information. They have very clear headers and don't use any hard to read fonts. Things have been distilled down to the basics which is nice.

One of the products I'm considering writing up is a city setting. I had all sorts of ideas about how to manage encounter tables, then I saw the ones in Shadowdark and it got me thinking I needed to simplify. Again and again I kept cutting out 'clever' ideas that were overly clever and just didn't really add that much. I had a basic table with entries for each district, and then a follow table for each entry so that the guards would have a bunch of stuff to do when encountered. I figured roll d20 and d100 and you've got a metric ton of results but it was a bit complicated. Then I had Events which were things such as minor holy day that would change the encounter tables for that day, or in a specific city district no matter what scenario you were running. Might not be a bad idea but added to the encounter tables it was even more complexity. In a city the bulk of encounters shouldn't be hostile, they should just be creating atmosphere so why kill myself creating confusing tables? I decided to go with the Shadowdark style 100 encounters table for each district and move the events tables into individual scenarios where appropriate. Give some of my scenarios a bit of extra pizzaz without complicating everything else.

And my city was run by a viking. The idea was an German city-state like Hamburg or Lubek that made a deal with a viking leader to stop the raids (the way the French gave Normandy to Rollo to stop his raiding Paris), and in the Cursed Scrolls #3 they covered Vikings which is nice. The only problem is the vikings worship real world deities (Odin, Freya, Loki) which I think is silly, but so be it. 

So that's the story so far. I like Shadowdark but don't have any rose-colored glasses on about it.

Best of the Web, Settlements

I haven't done this in awhile but Best of the Web was always intended for me to be able to find and revisit cool links, and I found one that intrigued me so we have Sandbox Settlements: Prep, Run and Thrive by Among Cats and Books. The post has a lot of little useful bits and pieces and a lot of links worth tracking down.

One of those links is to a post called In Praise of Legwork by Sam Sorenson  about all the details required to make a proper settlement ready to go at the table. He uses Citystate of the Invincible Overlord as an example in that every shopkeep has a statblock. I like the way 5E did generic statblocks for commoners and such (but not enough of them) which simplifies this sort of thing. What makes me sad is that WoTC has never assigned an employee or team to map all the buildings in Phandlin, or all the landmark spots in Waterdeep and Everwinter. They should have done so in 4E when everything was a battlemap but 4E didn't take place in Forgotten Realms so I give them a pass on that but they've been using Forgotten Realms for 10 years now and since covid VTTs are becoming more and more common, and they have failed. Probably saving it up for their own VTT but that's money left behind. If I ever get a city product together I'm gonna have as many interior maps as I can manage, that's for sure.

Knight at the Opera has three posts about urban campaigns worth reading. Urban Gameplay 1: The Search for the Holy Grail (is futile)Urban Gameplay 2: Crawling (is not the answer), and Urban Gameplay Part 3: Maps (usually aren't useful).

Colonialism in D&D

Grumpy Wizard had a post called Colonialism in D&D: A Rebuttal that rebuts a Dwellers of the Forbidden City Post/Poll called Race, Colonialism and Dungeons and Dragons - A Story in Two Parts about Colonialism in D&D. Grumpy Wizard made some really good points, but then closed comments so I figure I'll make a short post out of it, because I have an opinion.

I'll start with a quote from Gary Gygax's B2 the Keep on the Borderlands. This module is not only ranked very high in every poll of modules I've ever seen but because it shipped with the Basic Set for awhile it has been played (and replayed) probably more than any other module. I think it would be fair to say that the module helped form most peoples opinion of what the game was about during its early years.

The Realm of mankind is narrow and constricted. Always the forces ot Chaos press upon its borders, seeking to en-slave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are al- ways certain exceptional and brave members of humanity, as well as similar individuals among its allies — dwarves, elves, and halflings — who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers trom the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy.

Bolding is mine of course. If anyone is the colonialist in this scenario it is the residents of the Caves of Chaos. Just because they drag their women and children along with the invading army doesn't make them victims. D&D is anti-colonialist.

The Crazy Way Wizards chooses Products to make

 So my characters went to Neverwinter and it got really sandboxy very quickly which I like, which they like, it's all good. The problem is we're playing Roll20 and you really need battlemaps. I found a nice map of Castle Never, and another of the Moonstone Masks location. Other generic maps worked for what I needed. But it made me think, Neverwinter has been around for a few decades now and there isn't a proper product with interior maps of the major buildings (same with Waterdeep). Back in the day they had books of generic battlemaps, why not have a book full of Neverwinter maps? Another book of Waterdeep maps. I don't even care if you include Factions or an adventure, just a book of maps. 

Now we are in the world of VTTs I bet they'd sell a lot of that sort of thing. Back during 4E when combat sort of needed a Battlemap I bet they'd sell a lot of that sort of thing. But you can't sell it if you don't make it. 

Legend no longer supported

 In the State of the Mongoose 2024 Matt Sprange admitted they were sunsetting Mongoose Legend. They haven't really done anything in a while but still its odd to see a whole product line just abandoned. I assume the sales were not great, especially compared to their new Traveller stuff.

Sadly I never played Legend, but it seemed the closest to RuneQuest 2 which I loved back in the day. Low amount of crunch, but not too low. Nice sweet spot between Mythras and OpenQuest is now open.

I Mongoose goes for a Creative Commons license because almost anything else will just leave it dead. 




An aside, it would be nice if more companies did a State of posting to tell fans how things went and where they are going. 

SIZE in RuneQuest

Not much of a post, just thinking about the SIZE statistic. I always liked it because it fit with the grittiness of RuneQuest but I don't think I ever used it (beyond how it gets baked into skills). 

RQ 2 had size that was based on both height and weight. RQ 3 and Ringworld were based on mass. I don't know about Call of Cthulhu (Also It's kind of cool that spelling correction software knows how to spell Cthulhu). Below is the table from RuneQuest Classic (which is RuneQuest 2 with added bits).



Tremors Meets Shadowdark

 I've always loved the Tremors series (although I haven't seen the TV series, I didn't even know there was one until recently). ...