Saturday, December 14, 2019

What did I miss? The Blogosphere.

This is a second post in my series about podcasts. This is very much an unreview, because if it was a review it would be redundant. Jeremy's Thought Eater blog and associated Frothcast is a weekly roundup of everything important happening out there in the world of OSR.

Thought Eater is the blog, Frothcast is the podcast. 
See? See redundant. This is the one podcast you need to keep up to date on everything out there. It is super handy and informative, every Frothcast has an associated blog post with links to everything mentioned in the show. Released on Wednesdays, it's an hour or so of OSR goodness. Jeremy also has a Five Minute Friday episode to cap off the week. 

It's awesome, go subscribe. now.   

Friday, December 13, 2019

What did I miss? Handling NPCs

I love podcasts. Everything from history to Disney and everything in between. I haven't listed to commercial radio in years. Being that there are easily 2 dozen podcasts in my queue right now, I am way behind.

This series covers podcast episodes I missed when they came out. Being These Old Games, you know I'm not going review new stuff.

They Might Be Gazebos! Banner. One of my favorite images from the OSR,
because I think I used to have these dice myself.
Anyway, the podcast and episodes that have caught my ear this week is They Might Be Gazebos' Playing Wrong: NPCs. I love this 'cast and this episode stand out as useful advice on the care and use of NPCs. My campaign has a great variety of NPCs, which you can download from the Pregenerated Character tab above.

Back in the day, I'd have 7 to 12 players sitting at my table, so the idea of loads and loads of characters is fun to me. When I know I'm introducing a character I usually have a sheet for them. PDFs make them easy. When I don't have sheet, I probably have another sheet that is applicable to a random person I make up on the fly or to sub in for a character the players find interesting.

It isn't so much the numbers on the sheet that make a difference, it's the immersion. If the players believe that I have stats on everyone, then everyone is real. It's pure showmanship, plain and simple.

Not every named person is terribly important, but sometimes, as Chuck says in his podcast is that sometimes the dice and players get to choose who is important. While Playing It Wrong espouses having simple character stats, I go the other direction. To an extent. I am actually using a modified character sheet from BSOLO to keep myself sane. They look pretty and 3 characters per sheet is handy.

Go ahead and bookmark my Pregenerated characters for you campaign and don't forget to give Playing It Wrong a try.


Thursday, December 12, 2019

Product Update! New, remastered maps for the Kobold's Folly Mini-Setting

Welcome to the Kobold's Folly. This map set is a mini-setting for your campaigns. It is rules agnostic, containing no references to rules or settings.

This set of maps is easily plugged into almost any campaign as a strange and wondrous location for your players to explore.

The Kobold's Folly is a small community of strange creatures, with an even stranger background and outlook on life. Explore the House of Minwan, the first civilized kingdom of kobolds.

An updated version of this title is now available as of Dec. 12, 2019. All images in the booklet are remastered to a higher quality as have all maps files. The Exterior file contains 18 pages of maps which can be printed as 1 inch equals 5 feet. The Interior is to the same scale. Additionally, a single page map is available for each floor plus the exterior, to no particular scale. Total page count is now 41, up from 13.

The images below are the small interior artwork from the book.





The exterior map of the Folly is 36" by 30" with 1" equaling 5 feet. While the interior is much smaller, it is to the same 1" to 5 foot scale.

Available as Pay What You Want with a suggested price of $3.99, it will make an excellent addition to many campaigns. While I envisioned this tribe of kobolds as the classic dog-reptiles of D&D, there are hints of the mine dwelling little men of legend.

If you have already downloaded this set, please go log into DriveThruRPG and download your newly updated product from the library. If you enjoy it, don't forget to throw some coppers in the tip jar.

Wednesday, December 11, 2019

Improved memory... Better Maps

Just in time for Christmas, I updated my computer and can now do better maps for some of my products. The first update is for The Kobold Folly, which might fall under the category of "most improved".

Newest Map, throne room created with Inkwell Ideas Worldographer
1st map of all three floors and surrounding orchard.
By updating my computer to Linux 18.04 and doubling the memory, I can get 1" = 5 feet scale maps. Before the update, I didn't have the horses to do that.

Check back later for updates as to when this change goes live. 

Monday, December 9, 2019

Session Update - Just Let It All Hang Out

After very nearly wiping out the party by accident and the players loving it, I decided to put the pedal to the metal and crank up the intensity. Many of the characters leveled up on the last adventure, so there was some give to the take. 


The characters broke into two groups, then four by necessity. The plan was to meet up at Five Tree Hill, just outside the city gates by lunch time, but it was lunchtime when the first group arrived. Jaime, Jim, Matilda, Megen and Melvin arrived on horse. Jaime made arrangements at the inn and stable for the care of the animals and kicked back to wait for the wagons out on the hill.

Megen and Matilda went to see the sights in Nace. Jim just declared himself to be a 1st level ranger and needed better supplies, so Melvin joined him on a shopping excursion.

The players were given several hints that something was amiss, and everyone but Jaime went to check out the "problem". The denizens of Villa quickly came to the conclusion (click for last pre-session update) that Guilbert should be sent north for trial and execution. Ortaire would be quick marched south to Nace for a mini-Triumph then sold in to slavery.

The four raiders in town were not too pleased by this. Ortaire could rat them out. The elven warband also encountered the sad Triumph over Ortaire, and were thinking of doing something about when Megen noticed them.

The players have an issue with this campaign in respect to the status of non-humans. They have been told elves and dwarves are evil enemies, but they just don't believe it. I decided to let fun and intrigue rule the day and the elves bolted as soon as she pointed them out. The players pursued them using a set of racing min-rules I invented. It was a chase as opposed to combat, which both amused and frustrated the players. It made them believe that the elves were shadowy antagonists without ham-fisting it. The players are probably not inclined to kill off elves for the heck of it, like most citizens of the Empire, which is fine by me. But now they are wary of them.

In the meantime, several other events occurred. All of the characters met up at Five Tree Hill just in time for the wagons to arrive. The raiders also came to Five Tree Hill to see if they could recruit help to free Ortaire by force or maybe just kill him to keep him quiet. Neither was a good plan for the raiders.


In the final act, the characters had not identified the raiders as such, but believed they were cut-purses or something and watched them closely. At this point, all players were playing their main character plus at least one NPC. It takes a load off of me, plus they seem to protect the NPC's better than I do. 

Queue up the finale. The Coven of Ash are the self-appointed defenders of the Empire. They are much higher level than the characters. I figure, why would a high level antagonist hide from the player characters when they have an advantage? This is the opposite of respect and should be every big-bad's operational standard. 

The Coven has walked right into the midst of the party, invisibly. As the party passed near the raiders, Caecilia, the youngest of the 3 witches, dropped her invisibility to cast Stinking Cloud on the raiders. Her intent was to set up the party as aggressors against the town and cause them all kinds of problems when they try to re-enter Nace. 

The Coven knows who and what the raiders are and thinks of them as useful pawns. They also know that the player characters are agents of the Emperor. And the Emperor intends to upset the "natural order of Empire", which cannot be allowed. 

We rolled for surprise. Guess what? 6 siders either hate me or love me*. No one was surprised by Caecilia. The player covering Melvin was living it up by doing some real role-play. He was eating an apple with a knife and managed to hit Caecilia before she could cast. 


Foiled, the other two witches helped Caecilia escape by invisibly tormenting the players, guards and raiders. The guards and raiders lost morale and slammed the gates shut. The players managed to convince them to open up, but only after suffering several rounds of invisible high jinx at the hands of the witches. Wails, loud claps and pokes sent the oxen into a tizzy and annoyed the players.  

The party ended the session in front of a warm fire at the inn, with mugs of beverages to sooth their nerves. The players seemed both frazzled and amused. 

*I have a bad time with surprise dice, but this outcome was even better than the one I planned. I can't wait for the next session.