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.

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). ...