Never finished the writeup, but here's the take for the first expedition to the Dolmen of the Hounds:
Foes Defeated
3 death-hounds, 3 berserkers, 1 adept of the horned ones
Treasure
XP per person
266 XP
Being a blog dedicated that harrowing and cruel master, gaming.
Never finished the writeup, but here's the take for the first expedition to the Dolmen of the Hounds:
3 death-hounds, 3 berserkers, 1 adept of the horned ones
266 XP
A swarm of small, metallic snails that consume metals. Despite their name, their bodies usually resemble some patchy iron, but their actual composition depends on the specific metals they've been feeding on. They implacably slither towards any metal they scent, whether worn, held, or unattended.
They exude heat from small furnaces within their shells (where they digest the metals), which a whole swarm may release at once in response to danger (the equivalent to a heat metal spell applied to anyone within 10 feet of the swarm). They may do this once per day.
A swarm that inhabits an area for a long time will gradually coat surfaces in a metallic patina with their slime trails. Fanciful tales from the East have wizards feeding them diets of precious metals to gild sculptures and scrolls with unique alloys. (And providing a smokeless source of heat.)
Given their composition and behaviour, most sages ascribe their origins to one of the paraelemental planes of existence, although this has not been satisfactorily proven in the Collegia Magna and a significant minority assume them to be sorcerous constructs.
Armour Class: 5 [14]
Hit Dice: 2 to 4 (9 / 13 / 18hp)
Attacks: Special
THAC0: NA
Movement: 5’ (1’)
Saving Throws: D13 W15 P16 B17 S18 (NH)
Morale: 12
Alignment: Neutral
XP: 20 / 35 / 75
Number Appearing: 1 (1d3)
Treasure Type: Special
Size: 10’ × 10’ area, typically.
Reposting a reply to someone who asked for tips and advice running a Cthulhu Dark Ages game. These were written with the idea of a medieval mystery game in mind, but I think they apply equally to pretty much anything trying to capture a medieval vibe.
1. All institutions are persons. The level of bureaucracy and institutional inertia we're used to in the modern era could only be *dreamed* of. The rules are *never* blindly enforced, and the systems in place to argue about them are incredibly complex compared to our expectations.
2. Labour is expensive, and preserving it is everyone's reflexive top priority. As much as the life of a peasant seems degraded to us, the entire system exists to keep people able to make food, and the margins for error for even a king are razor-thin compared to now.
3. Points 1 and 2 mean everyone is very aware of their debts and obligations in keeping everyone around them alive, and their reliance on the fulfillment of those debts and obligations by others. If one person in a village dies, it's everyone's business.
4. The world is alive. This might seem odd, since we're not used to the idea of medieval Christianity as "animistic," but the reality is that the medieval mind treated the entire cosmos as hylozoic — they describe physics, geology, weather, everything in terms we would reserve for plants and animals.
5. Life is mysterious, and mysterious forces surround everything. A tree grows from an acorn; a child from its mother; a corpse births the worms and flies of corruption. It is not weird to assume that a child born under a particular star-sign will have some traits, for the fixed and wandering stars scribe the cycle of the seasons themselves upon the heavens.
Someone was talking about alternatives to 'rooms' for an SF-based version of the dungeon23 project, so here's a table of options when you're out of obvious ideas:
Roll 1d6:
1. technological item. (not necessarily a new technology, but an existing technology used in a setting-specific way. example: ferengi tooth-sharpeners.)
2. ideology. (a belief, either a whole structure or a common opinion or narrative about something in the setting, with an idea of who holds it and why)
3. accident or sudden event. (industrial accident, vehicle crash, disease, toxic chemical release, or just the result of systemic negligence.)
4. minor NPC. ('person-on-the street' npcs for various common locations --- starports, colonies, underhives, ancient low berth colony ships, etc)
5. cargoes. (something carried from one place to another, i.e. *why* a spaceship exists).
6. roll again: 1-4 non-intelligent life form and it's environment adaption/niche; 5 non-generalized robot (like an automatic checkout, roomba, or car assembly robot); 6 specialist program in starship/starport/local planetary networks.
Never finished the writeup, but here's the take for the first expedition to the Dolmen of the Hounds: Foes Defeated 3 death-hounds, 3...