N1 session wrap up – The Miracle of Trobridge


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The New Year has brought renewed focus on the campaign. We spent the better part of last year, and maybe more, working through N1 Against the Cult of the Reptile God. This is because we’ve put it in the context of the wider world and explored along more than just the linear path as provided.

At the end of the last session the elvish lads had withstood the assault of the reincarnated Naga as she sought to recover the canopic jar that radiated evil (and may contain parts to the exiled Rakshasa that once ruled Parsantium). It was the dead of winter, and the survivors hunkered down just to survive.

The town of Trobridge (formerly Orlane, but renamed because of the magnificent defence against the river trolls) was divided into two camps. One clustered around the temple. The other around the surviving tavern that was once the centre of the Naga cult.

There was a lot of refreshing of memories and winding up of loose ends. The lads had been there for several months and had built up something of a relationship with the locals and the area. This was a turning point for the characters so I offered them each a chance to retire, or at least indicate the future direction of the campaign. They could choose to hang around here and retire; they could choose to hang around here and base their future adventures from Trobridge – effectively making future adventures wilderness; they could return to Parsantium.

Cassius found he had much in common with the thieves and cut throats over at the Golden Grain. Together they looted the deserted township and partied into the night. His offer was to join them as they carved up the land and made themselves Barons, creating a new state that would offer itself to either Parsantium or Karjolat.

Aerius found that he became the focus of attention by the many orphans and even a dog. They were fascinated by his daily meditations and he found himself by default becoming their teacher. His offer was to settle and lead the community to a better moral future.

Storm found that Ramne the retired wizard was actually a very powerful magic user. Using the younger man’s help Ramne recovered his scrolls and organised the temple’s library. His offer was to become an apprentice and learn some spectacular magic.

Octavius found that he had become close to Misha Devi, the priestess who had been charmed by the Naga but saved by his actions. Together they planned the recovery of the village. By day they laboured to make sure that everyone was fed and that no stone was left unturned to breathe life back into Trobridge. By night they talked by candle light after prayers about their hopes and dreams. One thing led to another, and his offer was to stay, marry, and become a pillar of the renewed community.

That was what they had to consider.

One night something unprecedented happened that was to become known as The Miracle of Trobridge. This is a major world shaking event and will reverberate throughout the land.

As everyone congregated in the main temple space the light changed character. The statue of Merikka (analogue of Demeter), the goddess of agriculture and the harvest, changed and animated to become the living likeness of Helion, Lord of the gods (analogue of Hyperion). The jade statue of the naga was blasted, and then plastered across the walls to become a frieze of the elvish lads’ exploits. The canopic jar was sealed in jade and then welded into the new statue’s base. The elvish boys were again offered what could have been their deepest desires. And then the light faded.

A lot had happened.

To give them time to think I then took them through a one-shot mini-dungeon under the village where the troglodytes must have had their lair. Stirges, rot-grubs, black puddings and ankhegs. Lots of hurt, but everyone survived though perhaps lacking body hair in Cassius’ case (look up when you skulk away from the action, for there may be a black pudding there).

In the end they said their farewells and headed back to Parsantium. It was spring now and they managed to catch a ship. The court case established the facts of the possession and subsequent actions. Despite being reprimanded for the exceedingly high death toll they were rewarded with entrance into the Judiciary: with a badge and everything (+1 on reaction rolls when dealing with anyone who cares about Parsantine authority).

And so N1 finally wrapped up. Whew.

The group had chosen the direction they want the campaign to go: city based, within a legal structure. Let the next adventure begin.


Character wallet for D&D


As the DM for our group I don’t get the chance to play a character in depth. I certainly get to play lots of bit-players, but not through the process of growth and development – after all, I’m holding most of the cards.

And it was the thought of cards that prompted this idea. Having developed characters that I would actually play and then inserting them into the party as NPCs I wanted to find a simple way to show their characters without a full character sheet. Firstly it would be unfair on the players for me to have a full fledged character under my control in their midst, and also it was an unnecessary burden for them to have to manage all the details of another in whom they were not invested.

I have stacks of cards on my desk. Some taken from going systems such as Pathfinder, but plenty of others with different art and markings just for inspiration. Combine these with the spell cards, and I had a viable cut down character representation. Add to this a cut down character sheet that contain just the bare minimum of facts. Combine these into a natty leather card holder – spell book – and I have a complete portable character profile.

This example is for Kekara, a 4th level Druid from a desert region, of the Vanara race. Race details as the last page just for reference. Scarab is the Druidic focus. The equipment cards come from the Pathfinder Mummy’s Mask set. The card wallet was found on eBay for less then $2. It’s called a business card wallet, but handles poker sized cards OK. Two to a sleeve is more than it can handle though: as it is you do need to show a little care in turning the pages to avoid catching and bending the edges, particularly for those cards at the extreme ends.

Playing the solo campaign by D&D Solo Adventures


I found this site by accident: D&D Solo Adventures and felt compelled to give it a try.

This is essentially an electronic version of the venerable Choose Your Own Adventure stories, using D&D (in my case 5e rules). You need to keep track of elements on a scratch pad, and have characteristics as described by the standard rules, and roll dice for real and abide by the results.

The story starts with some nice flavour text, links to maps, and many possible adventure/quests to embark upon. You can of course cheat and click from place to place, hovering over every result and instantly succeeding. In doing so you are only cheating yourself, as there is no reward structure except your own willingness to abide by your own level of discipline.

In another words this would fail badly for many personality types, and be extremely rewarding for others.

There was a time this would have driven me batty. But now I find it perfectly restful, and immersive.

In fact I found it so compelling I cleared the game table and set it up to play out the combats using miniatures – I hardly ever do this in group D&D play. I used my halfling druid character Kekara, who is 4th level. This is technically too powerful for the early adventures, and too weak for the latter. But I have him just by himself, and so far he’s finding it pretty challenging.

My role in our gaming group is predominantly as the DM. As such I have few opportunities to play – as in: ‘make decisions’. Our group is fairly rules conscious, and as a result I generally make up the story and they run the rules. This means that there are many elements I’m a bit hazy on. This solo adventure is a good way to deepen my understanding of the rules since there is no one to ask except myself. So I have to look it up and not delegate.

Here is Kekara in the Crematorium confronted by a skeleton that has just crawled out of the furnace. The other was easily despatched by turning over his coffin.


N1. Lizard Cult. Session 7 – Orlane changes its name and ceases to exist


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IMG_1124After clearing out the dungeon of the defeated Naga queen the party limped back to the village and overwintered. Conscious that they were at risk from marauding goblin bands they decided to mount defences. By walking around the place and talking to everyone they came to understand who was where and their condition. There were 57 adult male villagers, 24 women of various ages, and 11 kids. There were also 14 ‘special’ types: retired adventurers, people who were clearly mercenaries in pay of the former cult and so on.



Using the big map the party marked out the location of these people and considered how they would go about defending. The conclusion was reached to defend from the temple. The villagers were requested to relocate: not all did. A few hold outs stayed in their cabins. The owner of the Slumbering Serpent, who never really disliked elves anyway (sneaky little buggers), stayed, while all the guests left. Everyone at the Gold Grain stayed barricaded inside that former cult haven.


Some time later the warning bell atop the temple sounded as a goblin warband approached. The ragged groups approached from the fields behind Ramne the retired wizard’s house. These goblins, led by a hobgoblin chief, descended on the nearest houses, looted and then burnt them. Then they moved on to the Slumbering Serpent where they made quick work of the racist proprietors and settled in to gorge themselves.


The elvish boys hurled abuse at the goblins, who approached the temple, but then retreated in good order with their loot when caught in lethally accurate bow shots.

Time went by and the party settled into that complacency that they usually have in any adventure: of being untouched and untouchable. They took no damage and were easily able to repel the invaders. Anyone who refused the sanctuary of the temple deserved what they got, they figured. The other group at the Golden Grain had engaged in a stout fight with the goblins at the east bridge, and presumably they were feeling pretty pleased with themselves.

In the meantime the two elvish agents that were already in the village at the very beginning approached the party and congratulated them on their defeat of the Naga and her cult. They knew what the heroes had found in the form of a canopic jar that radiated evil magic, and offered to ‘take it to a safe place’. All the heroes knew about the strangers was that they were agents of ‘a foreign power’. As (mostly) loyal servants to Parsantium they refused the offer. The agents departed on friendly terms but reports from around the town suggested they were searching for the jar. This put the wind up the party as they had buried it near Ramne’s cottage. So they disinterred it and instead installed it at the temple (but where, and what effect did it have on that place? – that’s the question…)

Thinking carefully and consulting their memories the heroes suspected that the agents were a different breed of elf altogether. Their inability to appear in daylight and their monotone complexions suggested… dramatic music… Shadow Elves. Who were of course legend and it was silly to even think it… But if they were, may be the old legends were true…

Anyway, one night the watchers on the platform were surprised by a sudden stench and then one of them squawked and was plucked over the side to his death. Troglodytes were climbing the embankment!

IMG_1127IMG_1128IMG_1129IMG_1130Without retelling this titanic battle blow by blow we can compress it to these key highlights:

  • Successive waves of increasingly stronger groups of troglodytes approached from the lake
  • More entered from the tunnels below the temple. This attack had been anticipated but it was still hard going for the villagers. Arrius the monk dashed down and led the defence
  • Both Storm and Octavius became ill from the Troglodyte stench but battled on. Piles of bodies, both trog and villager began to build up, and Storm unleashed ever more impressive pyrotechnics from his sorcerous mind. Cassius made good use of cover in the columns surrounding the temple, as did Ghath, and picked off an uncounted number of foes with their crossbows
  • But still the enemy kept coming
  • Reserves were brought to the fray to stem the tide
  • As the group was concentrating on one quarter, another group of enemy made it to the walls. This group had a Lake Troll with it. And there was much wailing and gnashing of teeth…
  • Because the party had thought they’d used an awful lot of their magic and had taken wounds, and now there was this guy (CR7, 125hp, regenerate). Such malicious joy for the DM to watch them fret
  • Ghath considered sneaking off and leaving the rest to their fate
  • AND THEN… coming up the road was the Naga herself, rejuvenated, seeking revenge, searching for her stolen treasure of the canopic jar
  • The troll pushed the party to the limits, carving his way through the villagers and pummelling Octavius. The extra help from an old crone with a magic ring who finally brought him down, but the sigh of relief was muted because the Naga was smugly climbing the stairs..
  • She blasted Octavius, who was standing n front of the main doors with a necrotic ray, inflicting him with that most hateful of conditions because he had gerontophobia
  • But then, as spell slots were empty, and hit points were bumping along on near-empty, a heroic villager called Trent brought her down with an arrow to the eye.

And so ended the siege of Orlane with an incredibly narrow victory to the boys who had never had to face a real challenge before.

But the victory was in many ways hollow. Only 19 adult male villagers remained unscathed along with 29 women and children. The village was no longer viable as a community, much less defensible. True, the canopic jar reputedly containing some remains of the Rahkshasa Raja had been prevented from falling back into demonic hands. But Spirit Nagas were effectively immortal, and she would rise again. She would never stop until she got her revenge.

The last act of the Mayor was to rename Orlane to Troll Bridge, or Trobridge as it now appears in official Parsantine records.

N1. Reptile god. Session 6




IMG_1080The elvish boys spent a fair amount of time recovering from the battle in the mud with the ghouls and then continued to search the squelching, stinking passages. They were disappointed on several occasions to find no treasure of significance after battling minor creatures such as giant spiders and centipedes.

Their cautious, search systematically, approach allowed them to map fairly well and they noticed that on one path the tunnels appeared to be digging into more solid material and sloping down. They also neglected to search for secret doors a couple of missed some of the hoard. But they did manage to rescue a couple of captives, including the woman who had written the letters that drew them to the village in the first place.

They passed through a large chamber where a new type of undead creature leapt out, but was dealt with so quickly that it had no chance to employ any of its special features. On the other side of the door they found the main temple where the high priest and a Wight lay in wait. Despite some tense moments they passed though this test largely unharmed as well.

Through a secret door behind an ancient stone statue of a naga they found a very ancient chamber. Runes at either end of this area could not be identified, except to say they were Sampuran and predated anything currently known. In the middle if the chamber they saw a canopic jar. Rather than touch it with bare hands they drew it close using magic. They made the connection between the heart found in the Temple of the Dark Daeva, and suspected that perhaps this contained some more body parts of the deposed and exiled Raja.

Once the jar was removed from between the runes they heard a scream of rage. They fled, but were horrified when the naga herself smashing into the path, having gone the long way through the labyrinth to get there (couldn’t she pass through the zone of the protecting runes? Guess not).

The elvish boys leapt forward with usual gusto: Cassius leaping forward AND leaping back as usual. In response, the naga dropped a fireball in their midst and even though they saved against the effect, the captives were killed outright, Ghath was thrown into critical condition and Storm and Arrius were badly burnt.

Alas (for me) she only had one shot, though. Storm blasted her with a ray of frost and she was down.

The boys made their way back to the village and found all the survivors there to have recovered from the naga’s enchantment. It was late in the season and stormy. They considered their options of striking out through hobgoblin marauding territory or over wintering in the village.

There are some important considerations and campaign hooks here:

  • This was a Spirit Naga, with all that this implies. They have now made a recurring enemy
  • What are they to do with the canopic jar with its unknown contents
  • Was the naga protecting the jar, or trying to get the jar and could not because of the warding runes
  • This is twice now they have come in contact with multi-armed demonic creatures

Project 1701 extended – the bigger picture


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Been rolling some random characters using Mongoose Traveller to see what stories develop. The action is all centred around Guerzim, a world run by the militaristic Nar faction of the Union Crucis, as described in the Judges Guild product Crucis Margin. The Nar launched attacks against their neighbours, the ManDanin Co-Dominion, around 100 years ago and got their arses kicked. The ManDanin are a strong confederation of humans and the semi-reptilian Danin species that have experimented with genetic engineering and have produced many different sub-species. So far, I have assigned a Soviet Union art style to the ManDanin, and a European-NATO style art to the Crucis Union.

Sexes of characters, along with all other characteristics, were generated randomly: honest.

Ufuk Burçin Barış (7ABB5A) is a ManDanin agent that has taken a local Guerzim name and settled in. He was recruited and sent into the foreign territory but failed in his assignment, was exposed and has ‘defected’ to the enemy. He was born on an ice-capped asteroid and joined the Security Intelligence Bureau (SIB) straight from school. He was a promising agent but was incautious, making enemies at home. He lives a comparatively comfortable life with $25k in the bank.

Ekber Mansur Balık (887976) is a taxi driver native to Guerzim who served a term in the Navy, fell in love, and then through negligence caused the death of some shipmates. An unremarkable student and scholar, Ekber sleepwalked through his childhood and his time in the navy. In was only the court-marshal that woke him up as he found himself disgraced and out on the street. He still talks big as if he used to be a significant captain of the line, and likes to pretend that his expulsion was due to some deep political skullduggery.

Ayberk Koray Demir (549A79) is a clumsy drifter in the wide open spaces of Guerzim’s sometimes harsh and  beautiful landscape. After the war a century ago, many facilities were destroyed and/or abandoned. Colonisation is comparatively new here, and there is a great big world to discover. Those rings around the sun are obviously the work of the Ancients, and rumours persist that Ancient sites can be found on the surface of Guerzim. Ayberk thought himself part of a crew that lived out of the civilised cities, exploring – yes and scavenging – and living a life a rugged intradependent independence. But he was betrayed and ejected from the crew. He now walks alone, an outcast, but with valuable knowledge, and death sentence on his head if he ever enters the territory of his former crew again.

RPG Dice Dominoes


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I’m not the first to have noticed that a set of common 6/6 dominoes closely mimics a 2d6 roll. It is not exact, of course, because you have the 0/0 & 1/0 tiles and also but perhaps more importantly, because when a particular combination comes up in dominoes it is used. Dice can roll the same thing over and over – it’s just unlikely that they would.

Macabre Tales has already done a great job of this for a particular setting.

This feature of use a ‘roll’ and it is used until a reshuffle has intrigued me. It means that you are certain the distribution will be fair, because the ‘dice’ cannot be improperly weighted.

Imagine if you could choose the roll for a certain situation. Most people would say they would get a 12 (or 20 or 00) every time. But where’s the fun in that? Where’s the drama? What if you could choose the roll from a limited set, and once that roll is used it is lost until some other event? This now adds a new dimension to your play. You are no longer rolling and wishing for best. Now you are choosing which activities you will succeed in, and which will fail. Given the distribution of dominoes (assuming you use a full set) you know that you will definitely get a great result (6/6) and definitely get a crap result (1/1) at some time in the session. How do you make a story out of that?

Imagine this applied to a 2d6 system like Traveller or Dungeon World or Uncharted Worlds (and many others). Exact same adds and subtracts can be applied to get a result towards a target, but instead of rolling you choose the result you want from a restricted, limited refresh set.

Here is my proposed system, one day for a play test.

  • Every player has a set of 28 dominoes and two bags (say one black and one white
  • Player puts his dominoes in [white] draw bag, shakes it up, and draws three tiles – these are the dice rolls he has to choose from. Probably best if this is kept secret from the other players just to keep the tension up
  • When it comes time for an event resolution where dice would normally roll, instead select one of the three tiles and declare that to be the roll. Normal adds and modifiers occur
  • When the GM has to roll, he draws a tile at random from his [white] bag – no choosing
  • All results are applied exactly as in the rules of choice
  • When a tile has been played it goes into the [black] discard bag, and a new tile is drawn from the [white] bag bringing the player’s hand back up to three
  • When anyone draws and declares a double-nought (0/0) all tiles are retrieved from the [black] discard bags and shuffled into the [white] draw bag
  • The 0/1 tile can be handled one of two ways: the first is that if drawn it can immediately replaced for another random tile as if it had been played. The second is that it can be added to another tile, effectively giving a one-off +1 to any roll
    • In fact, now that I think about it, there could be lots of uses for a wild card

Project 1701b – pre story from the Nar side


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shootDr Porsuk was annoyed to be disturbed when he’d left specific instructions that nothing of the sort should happen.

“But, doctor,” said the nurse, “It’s Squirrel. You must come see immediately.”

The doctor made a mental note to have the nurse’s pay docked if the news she’d brought turned out to be routine as he followed her through the corridors.

Squirrel, or ‘Miss U Squirrel’ as she was known in the register, was found six months ago in an abandoned quarry with severe head injuries. She was unconscious. There were no forms of transportation nearby; the nearest town was several hour’s walk away. Her identity tattoo had been lazered off and she carried no electronic devices . The only clue to her origins or identity was a charm bracelet with only one charm remaining, a squirrel, and that was how she became Unknown Squirrel. The authorities placed her in the care of the hospital while investigations continued. For every day of those six months she had lain in a coma, breathing but unresponsive. Until today.

Even before he entered the room Dr Porsuk could tell that something miraculous had happened. Squirrel lay as she had lain every other time the doctor had done his rounds. She was remarkably healthy, except for the cranial injuries and these had healed themselves fairly well. Her eyes were closed; her arms collapsed and impassive as ever, but she was speaking.

Her voice was clear and precise, as if she was repeating a checklist, “15 degrees azimuth. Level at 35,000. Burn rate 68 over 440. Open shutters 10, 10, 23. Refab. 11cc’s per MCU. Don’t forget to breathe…”

Her voice droned on, barely pausing for breath. She was unresponsive as the doctor pried open her eyelids and flashed light into the empty space beyond.

“What does it mean?” he asked no one in particular.

“She was giving the weather report a few moments ago, doctor. That’s why I called you. Today’s weather: I remembered from hearing it on the way in this morning.”

Irritated, the doctor waved the nurse to silence and concentrated on the coma patient’s monologue. After another minute or two his eyes widened. He reached for his phone and stroked up a recorder. Holding it to squirrel’s mouth he captured what she said for another five minutes and then dashed from the room.

Dr Porsuk’s brother-in-law was settling in to a quiet afternoon of paperwork at the 64th Flugzeugbatterie where he commanded the group with calmness and patience. Protecting the capital was a great honour, but unlike many of his compatriots did not relish the idea of having to fire his missiles in anger. Let the alien-lovers stay on their side of the border and we will stay on ours, he thought. These thoughts were shattered when his phone hummed.  Thumbing the answer he was confronted by the outpouring of the agitated husband of his sister.

“Honestly, Lothar. You cannot be serious. I cannot go to alert on the hearsay of a vegetable.”

The blood drained from his face as he heard the recording the doctor replayed.

At 10:04 Inguhaut Central time the 64th Flugzeugbatterie battery sprang to life in what the crew thought was a live fire training exercise. At 10:16, 10:17 and 10:19 hypersonic Bloodhound missiles shrieked from their housings and arced northwards, matching pace and then pursuing a tracer blip that had not been there at the moment of their launch. At mach 7.5 the missiles had a hard chase after the black shielded raider, but their pre-emptive launch gave them enough of an edge. Detonating almost at the moment they ran out of fuel, fragments from one missile peppered the spy plane.

The Rabbit engine stalled, smoke trailed, and the spy plane lost speed and fell towards the arctic north.