Throwback Wednesday: Beginnings

Instead of a new post, please enjoy this one from last August. It deals with beginnings and how to manage them in RPGs. Its got some advice I must take into account as I embark on my recently decided upon campaign of Blades in the Dark.

A Short Rest

Once again, dear reader, I find myself a little under the weather. Maybe I just overindulged at the weekend, maybe I have been working too hard, maybe it’s the current wave of ‘rona. Whatever it is, I feel like I’ve been struck by a nasty disease and I failed my resistance check/saving throw etc. etc. So, I’m taking a break today.

Instead of a new post, please enjoy this one from last August. It deals with beginnings and how to manage them in RPGs. Its got some advice I must take into account as I embark on my recently decided upon campaign of Blades in the Dark.

See you with a new post soon!

Troika! Whalgravaak’s Warehouse Review

Here’s the story: hundreds of years ago, the city’s premier logistics wizard, Whalgravaak, abandoned his warehouse, having shredded the Manual of Operations for his Sphere Pool (a mechanism used to import and export goods across the cosmos) so that his rivals could never figure it out.

One-shot fun-shot to campaign of terror

You know what it’s like, dear reader: you want to introduce some noobs to RPGs or just to your group of players, you want to make a good impression but you don’t want to scare them off by plunging them into a multi-session campaign with a complicated, crunchy system. So you pick up a location-based adventure, thinking you can just use a small portion of it, just what you need, just enough for one session, one single shot. But, after that session, the curiosity gets the better of you all. That was a weird, but enjoyable experience, you tell each-other. I bet we could have fun exploring the rest of that odd locale, you tell the players, why not have some more sessions and see how it goes? So you do that. And then the bloodbath begins.

Whalgravaak’s Warehouse

SPOLIERS BELOW! If you are interested in being a player in Whalgravaak’s Warehouse, turn back now!

The covers of three Troika! 1:5 adventure modules, Whalgravaak's Warehouse, The Hand of God and Eye of the Aeons.
The 1:5 adventures that I own, Whalgravaak’s Warehouse, The Hand of God and Eye of the Aeons. All from Melsonian Arts Council

Whalgravaak’s Warehouse is a Location based adventure by Andrew Walter for Troika! The design is by Shuyi Zhang. It came out in 2023 and was the first of the Melsonian Arts Council’s 1:5, an ongoing series of location-based adventures for Troika! There are a couple more available now and another out very soon. You can find them all here. My somewhat rotating group of Tables and Tales members just had our last session in Whalgravaak’s Warehouse on Monday night, after spending a total of eight sessions there.

Here’s the story: hundreds of years ago, the city’s premier logistics wizard, Whalgravaak, abandoned his warehouse, having shredded the Manual of Operations for his Sphere Pool (a mechanism used to import and export goods across the cosmos) so that his rivals could never figure it out.

Since then, the strange nature of the warehouse, staffed by giants and stocked with oddities, has only grown stranger, and more dangerous. It houses a handful of physics defying, Tardis-like chambers, not least of which is the terrifying Deep Storage, a swirling mass containing several pocket dimensions and a wraith-like being who wants nothing more than to consume intruders. At least one cult has taken up residence, and they are often mutated into horrific Chaotic Spawnlets by the effects of the radiation still spilling from the Sphere Pool. The warehouse is sandwiched by a vast desert of dust occupying the roof, which is peopled by the descendants of Whalgravaak’s former employees and, underneath, the tunnels of a pack of unpredictable Worm-headed Hounds.

But entrance has been forbidden by the Autarch for centuries and, even if you were foolhardy enough to ignore a diktat like that, you would still need to be brave enough to face the unknown dangers within.

The Hook and the Party

The book suggests a few potential hooks for your PCs. Since my game started off as a one-shot, with brand new characters and no existing campaign to work it into, I went for one that seemed like the object might be achieved in one session. They, along with many other groups of mercenaries were contracted to return with the head of a Cacogen, known only as the Opportunist, to their patron, an Exultant of the Autarch’s court. But we dealt with that in flashback as they all sat in the weed-choked yard of the warehouse, dotted now with small encampments of adventurers and brigands all gathering their courage to gain entry. The PCs’ band consisted of a Monkey Monger (and monkeys), a Gremlin Catcher (and dog), a Wizard Hunter and a Landsknecht. They were, to put it bluntly, a motley crew.

That first session was all fun and games. Every encounter, except for the last one with the Cacogen, was resolved peacefully. This happened mainly due to the rolls I made on the Mien table for each encounter. The worm-headed Hounds they encountered wanted to play with the Monkey Mongers monkeys, they did not want to eat them. The Flat Serviceman was happy to follow the party around and clean up after them. The Segmented Crippler in the Pigeonholery, didn’t want to wake up, so they skipped that one entirely. This is a pretty standard mechanic in Troika but I think it gave the players a false sense of security. The session ended with this motley crew finding and defeating the Opportunist quite handily. And, at that point, we thought that would be it.

But a few months later we decided to continue with their explorations of the warehouse. Obviously, their original motivation to explore was gone. They had achieved their objective, but the players were all good sports. They decided between them that the motivation was purely one of curiosity and greed. They had spotted, through a bubble like window in one of the rooms they had traversed, a vast and terrifying pool of chaos and wonder in a room far too big to exist within the confines of the building. This was enough for them. Essentially, they went in search of adventure. Although, through the sessions that followed, I did introduce the idea that they might want to find that cult I mentioned earlier and that they should seek out the incredibly valuable Tome of the Sable Fields that was reported to be stored in the warehouse, somewhere. This gave them a little direction when I thought they might need it, but, honestly, I think my players just wanted to see what new wonder/horror the dungeon had in store in the next room.

The Dungeoncrawl

It was only from this point that I started to really treat this adventure like the dungeoncrawl it is very much meant to be. The book does a good job of introducing the concepts of tracking resources like lantern oil and provisions as the party explores. It also explains the concept of exploration turns and their effect on the game, i.e. the distance you can travel in that time, the amount of lantern oil you use per turn, and the likelihood of running into an encounter. I followed all these rules to the letter and they made for some interesting moments in the game. But, to be frank, the weirdness of the setting is the real draw here, not fiddling with rations and light levels. Also, few of the characters lived long enough for starvation or oil-skins to become a problem.

It also has rules for dealing with the spatially distorted, impossibly large areas within the warehouse. It suggests that the players should make Luck or Skill checks to avoid getting lost in these areas, but, in all honesty, I didn’t really require that sort of thing.

Mapping is also a part of the dungeon crawl format and this adventure does want the party to attempt to map the space for themselves. The thing is, when some rooms appear to be a kilometre wide and the next one is spatially normal, that map becomes effectively impossible for them to draw accurately after a relatively short period of time. Eventually, I gave up and just shared the one from the book with the players, trusting their ability to separate player knowledge and character knowledge. My advice, if you are doing this, try get your hands on the PDF version, since the one in the physical book stretches across two pages and the crease obscures part of it.

In fact, the adventure has four maps:

  • the warehouse floorpan, using 10ft squares to denote distance
  • a hex crawl for the desert on the roof, replete with points of interest
  • a map of the Worm-headed Hound tunnels beneath the warehouse, superimposed over the warehouse plan
  • a largely vibes-based map of Deep Storage

These are all great but usefulness will vary. In our game, the party spent several sessions trapped in Deep Storage but took one look at the desert and noped right out of there. This seems like a good point to note how good all the artwork is in this. There are plenty of colour and black and white illustrations but they leave me wanting even more!

Warehouse Workers and other Beasties

A warehouse is a dangerous place to work, especially when the correct safety protocols are not observed. It doesn’t help at all when you are trespassers and several of the residents are large enough to crush you with a single blow.

The crimson giant, Paude, the pipe-smoking, bearded giant, Arbuthnot and the blue, jelly giant, Gamtomerian.
The giants are not what you might expect.

The giants are the main NPCs of the adventure and Whalgravaak’s only remaining employees. Each one is fabulously interesting, diverse and well-drawn. They have their own motivations and desires. I was gratified that the party managed to encounter all of them during the eight sessions we played. In fact, one player had two different characters killed by two different giants. I will point out that it is entirely possible to avoid violence when dealing with the giants, it’s just that, sometimes, the Monkey Monger on the team has monkeys who decide to fuck with them and one thing leads to another.

The wraith-like Gulf Man Roamer from the swirling vortex of Deep Storage is a potentially lethal foe who has a chance to show up each time the party moves through that already dangerous room. If it captures you in its bag, it’s going to spirit you away to eat you in its extra-dimensional lair.

No warehouse is complete without forklifts. Whalgravaak’s forklifts are humanoid constructs with the face of the wizard himself. They treat intruders like stock, and will attempt to whack them and pack them. They hit very very hard.

Its a black and white dog, with a neck like an earthworm
When you read the words, Worm-headed Hound, is this what you imagined?

There are also a bunch of random encounters, including the Worm-headed Hounds I mentioned before, desert nomads from the roof, and Bandits/Burglars/Bastards. These only turn up on the roll of a 1 on a 1d6 for each turn the party travels. It didn’t occur very often in my game. The Roof and the tunnels have their own random encounter tables as well, but I never used them as the party never spent any appreciable time there.

This is just a selection of the possible encounters you can have in this setting. I haven’t even mentioned the tiny army guys, the sentient crane parts, the Onion God or the Mulled Dead.

The Rooms

I have hinted at rooms that defy physics and rooms with pocket dimensions, and those are usually the big-ticket locations that contain some of the greatest set-pieces in the adventure. Deep Storage alone evoked some of the most inventive use of skills and spells and a great degree of fear and tension from the PCs. It killed one of them (two if you count the Rhinoman eaten by the Gulf Man Roamer.) The Roof could act as an entire short hex-crawl campaign and the Sphere Pool has some truly memorable and dangerous elements to it.

However, many of the other rooms have weird and wonderful contents as well. Some of them, the party will glance at and move on, while others will capture their imaginations and encourage them to interact. I never really knew which reaction I was going to get from them, actually. The room full of melting rope? They had to spend an hour trying to figure out how to set it on fire, the eternal battle between tiny armies playing out across a battlefield seemingly larger than the whole warehouse? Just popped their heads in and left with some captured little men.

Some of the rooms were relatively mundane warehouse style rooms with shelves and containers. The book has tables in the back to help you identify the state those rooms are in and the contents of the containers, which is useful.

One of my over-riding impressions by the end of our game, was that in some ways, the great variety of bonkers content in the rooms served to detract from any unifying theme. There were some elements that went together, such as the warehouse’s disdain for traditional dimensions. If my PCs had explored the Roof or even encountered any of the nomads who dwelt there, they might have found a distinction between those descendants of the ancient striking workers and the giants who continued to obsessively do their jobs even long after their employer had passed on. But, none of that is to say that the rooms weren’t endlessly fun and inventive.

A Note on Lethality

I recently wrote a post sharing some of the obituaries of the characters who met their ends in Whalgravaak’s Warehouse. You can check it out here. There are only three of them in that post. A few months previous to that, I wrote this post, which contained the obituaries of two more. The mathematicians amongst you will have summed those already. That’s five. In the final session, we lost another one. That makes six. That was three character deaths each for two particularly unfortunate/reckless players. Warehouse work is dangerous. Only one of the original party survived to the end. You have been warned.

Conclusions

The covers of the two different versions of Troika! that I own.
Numinous or otherwise, its the same game.

There is so much to recommend in this adventure. It is endlessly entertaining, challenging and bonkers. It has such a variety of locations and such a diversity of encounters that you would need to work hard to get bored in Whalgravaak’s Warehouse. I think it works so well to show off Troika! as a system, too. The problems it asks the PCs to solve and the encounters they have to deal with utilise things like the Luck check really well and encourage players to invent their own unique Advanced Skills. But if they get into fights, especially with the incredibly random nature of Troika! initiative, there is a very high chance they are going to come out of it dead. There are a few opportunities for insta-kills throughout the warehouse too. I can’t overstate exactly how lethal this adventure is. Luckily, my players leaned into that, even when they were creating new characters to join in the same fight the original one died in (they got very quick at creating characters.)

I think it’s also flexible enough for many GMs to easily take it or part of it and fit it easily into their own ongoing Troika! campaign. As I said at the start, our game started as a one-shot and it could have ended there. But we were able to easily adapt it into a short campaign of its own.

Dear reader, let me know if you have played Whalgravaak’s Warehouse or if you would like to! I’d love to know your views on it.

DCC’s The Grinding Keep Review

At one stage, the Elf cast a Magic Missile and it caused a rain of frogs on the entire party and all their enemies, almost killing several on both sides!

DCC Day

I kind of knew it was DCC Day on the 19th of July. It had been advertised to me enough times on Instagram after all. But that was not why I had scheduled a DCC one-shot on the 20th of July. That just happened to be the best day for most of my players. As serendipity would have it, the module I planned to run was the Grinding Keep, an adventure designed by Marc Bruner, which appeared in the Adventure Pack for DCC Day 2024 along with the XCC RPG adventure, Tucson Death Storm!

Hook

I had introduced the hook for this adventure in our recent run of Sailors on the Starless Sea. The PCs discovered a map to a keep and a note hidden in the lining of a cloak in amongst the charnel remains of many butchered humanoids in that adventure’s tower. The note was from the patron of the poor unfortunate who lost their cloak and it indicated that their patron would pay 1000 gp for the safe return to them of a magical lantern. As budding adventurers, most of whom barely had two groats to rub together, this seemed to be motivation enough.

Each player had only one surviving character from the 0-level funnel and one of them was not able to make it to this latest game so I supplemented the four characters who advanced from 0-level to level 1 with a couple of pre-gens kindly provided for the Grinding Keep by Goodman Games themselves.

Big Party

So the party was made up of six level 1 PCs, a Warrior, a Wizard, a Cleric, a Dwarf, an Elf and a Halfling. Two of the players played two PCs each and two of them played one PC each. All of their abilities proved useful. I would say a varied party is very beneficial for this module. On the other hand, if I had to do it again, I probably would have left the players with one PC each even though the adventure calls for 4 to 6 level 1 PCs. They all survived easily enough, although there were a couple of close calls.

Starting the Adventure

SPOILERS! – If you are a player who might want to play this module, stop reading now!

To begin, I plonked them right at the door to the keep as the text suggests. The module wants you to do this. It is designed to be a one-shot by the gods, and it will be! No faffing around in town, shopping or gathering rumours. Just get them in there as quick as you can. I did have to utilise the handy, and essentially invulnerable Leaf Elemental that waits on the grounds of the estate for anyone foolish enough to hold up the proceedings of your one-shot by searching for herbs amongst the overgrown gardens which seem to be under the influence of all four seasons at once. The seasons are a recurring theme and I was gratified to note that the players realised this almost immediately.

Anyway, once they had been chased inside the keep, they were confronted by something that could only have been a magical effect that transformed the interior from a ruin to an immaculately decorated and lit hall. They were greeted by the white robed Host and eventually waited on at dinner by his veiled servants. All of this set up was important. It presented clues to the nature of the keep to the PCs and let their imaginations run with them. Enough strangenesses occur during dinner and upon their investigation of the ground floor of the keep that they should be suspicious. Indeed, before they had even left the dining room, one of my players joked, “the house is a mimic!” He didn’t know how spot on he was…

Of course, the keep is, in fact, an other planar entity who comes to the world to feed, in disguise. The PCs had seen windows and chimneys on the outside but could find no sign of them on the inside. The couldn’t get through any doors that the Host didn’t want them to enter, etc, etc. Clearly, there is enough evidence to allow your players to uncover the truth before things ever really get interesting.

One regret I have is how much time I allowed them to devote to this whole section before Event One occurs. They spent a lot of time searching, theorising, investigating, and it ate into the more adventuresome elements in the latter stages of the module. My advice would be to get them into the Guest Quarters and asleep as quickly as possible. The adventure does not provide much in the way of motivation for the characters to do this, however, so be prepared to improvise.

Event One

Event One is triggered when they wake up after a nights’ sleep in the keep. I was lucky enough that the players wanted to rest and one of them was rendered magically asleep, but without that, it would have been a struggle to get them to wait until the next morning. I probably would have triggered Event One early, if that had been a problem.

What “Event One” means is that the keep is waking up. It will soon be ready to consume a fresh meal of adventurers.

Mechanically, what it means is that every time they open a door, they will be confronted with an intersection of corridors that lead to two randomly determined rooms in the keep. These could be rooms they already visited in the first part of the adventure, or ones that would have been otherwise inaccessible up until this point.

The first room my players visited was the dining room again. This was satisfying as it gave them a chance to kill the Host and his servants from earlier (although, technically they just put the Host to sleep and dragged him around with them for the rest of the adventure.) After that, they encountered one of the three rooms that contained the organs of the keep. They had discovered the journal of a former prisoner/meal in their quarters that gave them hints as to how to deal with each of the organs; eyes, heart and lungs, and that proved useful in the encounter they had with the heart. It is significant that they identified several magic items that act as keys for the doors to these special rooms. But their first instinct was to destroy them if they could. Luckily they forgot about that plan and just kept ‘splorin’ instead. Eventually they managed to overcome the challenge in the heart room and at that point of our session, I realised I was running out of time to get my one-shot done in one shot so I focused things up a bit.

Event Two

The way it was supposed to work was this: every time they left a room, I would start marking that room off as no longer accessible on the random room table, until there was only one possible room left; the one that contained the Alien Intelligence itself. I didn’t have the time for all that. We were approaching the four hour mark at that point and people had work in the morning. So I just told them that, after they destroyed the fiery orb that acted as the keep’s heart, the entire place shook and when they re-opened the door to leave that place, the corridor beyond led to the last room. The players, unknowing, proceeded to their fate. Their fate, as it happened, was to murder the Alien Intelligence of the Grinding Keep, all its Animated Corpses and the Giant Animalcule Swarm that accompanied them. Destroying the heart had pretty much halved the creature’s HP so it wasn’t too difficult. In the end, they fled through the windows in the back of the room, utilising the Feather Fall spell (which two characters had, by coincidence) to safely land in the river at the bottom of the canyon beyond.

Conclusions

Perhaps you can see now why I think I should have made things a little harder for them by reducing their numbers. On the other hand, I am glad they all survived. They had all created and played such interesting and fun characters, even in the context of a game that is not RP-heavy, to say the least.

I was a little disappointed to reach the end of the adventure with so much cool content unexplored. They didn’t find the trap/treasure room where the magic lantern was stored, they didn’t find any of the other organ rooms, which all had really fun mechanics. On the other hand, I felt the adventure was designed to be flexible enough for a Judge to shortcut it exactly the way I did to get them to the end a little quicker, which seemed like good design to me.

This was only the second time any of us had played DCC and the first time with characters of anything other than 0-level. This was a different game to that first experience. PCs used magic and Mighty Deeds at every available opportunity and they got to roll on the crazy magic random tables a lot. At one stage, the Elf cast a Magic Missile and it caused a rain of frogs on the entire party and all their enemies, almost killing several on both sides! This is why we loved DCC. It’s the wonderful and potentially lethal randomness of it and the endless inventiveness of the adventures.

I would recommend the Grinding Keep as a one-shot DCC adventure, as long as you are willing to either cut out bits or extend it to two sessions.

Time for a Change

If you had to choose one, dear reader, which one would it be? If you are one of my potential players, which one would you like to play?

Anniversary Posts

More anniversary guest posts coming soon. In the meantime, have some musings.

Old School Rut?

I’m not sure how it happened but, recently, all I have been playing is OSR, trad and adjacent games. With the exception of Dungeon World, which is about as close to D&D as you can get while also flying the PBTA banner, its been wall-to-wall, dragon games, Borgs and Troikas. And this week? It’s Dragon Age, DCC and maybe some Black Sword Hack or UVG (which is pretty trad in its ruleset to be quite honest.) Am I in a rut or have I just naturally gravitated towards these games? Maybe I have found my niche and I’m occupying it. I don’t think that’s it. I think it has more to do with the ease with which I can roll out one of these games, if I’m the GM, at least. It’s also pretty easy to fall into one of them as a player when you’re familiar with the overall concepts, rulesets and themes. And, don’t get me wrong, it’s not that I’m not enjoying them. But it is time for a change, I think.

Options

So, I have a few options of non-OSR, non-D&D, non-trad games to try out in the near future. My current game of Troika! will be coming to an end next week and Dragon Age probably only has a couple of sessions left in it, for a while. So, some calendar spots are opening up! I’d like to fill them with something completely different.

Triangle Agency – I’m reading this at the moment. I have to say, so far, I’m loving the way the game is presented, the really original ideas, the surprisingly bare-bones ruleset and the way it treats the GM (General Manager) as as much of a player as the Agents. It has gotten me excited to play it and I am trying to get potential players excited about it too. The downside is that I feel like I still have a lot to read before I can think about getting it to the table.

    Slugblaster – I got this great boxed set for Christmas and have yet to crack the spine of the rulebook in anger. But I have been listening to the excellent My First Dungeon actual play of the game over the last several weeks. It has made me want to try it out despite having little to no understanding of skate culture. I know at least one player who would be very interested in playing so I’m sure I could get a few more. Once again, the difficulty is that I have not even skimmed the rules yet. This is somewhat ameliorated by the fact that I’ve been learning how to play while listening to the podcast.

      Blades in the Dark – Although I was a player in a campaign of Blades last year, I still haven’t run it as the GM. I think I would enjoy doing it and it is such a classic, it would be a shame not to put a game of it together. And it is the basis for games like Slugblaster and The Wildsea, which also feature on this list. I have been nicking enough rules from it for my D&D game, also, that I feel confident I would mesh quite well with the ruleset. At least I have read this one cover to cover and played it before, so that’s a big tick in the “pro” column for Blades.

      The Wildsea – I wrote about this already last year and still haven’t managed to run it! Essentially, this game imagines a world where the entire surface has been covered in a vast forest and your players are sailors across the canopy, using boats with giant chainsaws attached to sail. Take a look at the last post about it if you want more info. I have rad a lot of this and could probably run it ok, but I am afraid of doing another game where my players are sailors as I am already doing that with Spelljammer and kind of, with UVG.

      Deathmatch Island – I also wrote about wanting to play this around this time last year. I having been feeling the urge to scratch the Lost, Severance type itch over the last few months. I watched both of those shows in the last half a year and they have stuck with me a lot. I think Deathmatch Island would be perfect for that. Also, I have read it completely and would be very excited to try out its mechanics. Here’s my post about it from last year.

        There are a couple of outsiders as well, Orbital Blues and Apocalypse Keys, both of which I purchased on something of a whim (and a sale.) I’m curious about them but have barely opened either. I know Apocalypse Keys is a PBTA game and that it is beautifully illustrated, but that’s about it. And I know Orbital Blues is a game of sad space cowboys ála Cowboy Bebop and Firefly so that is a big tick in its favour as far as I am concerned.

        If you had to choose one, dear reader, which one would it be? If you are one of my potential players, which one would you like to play?

        Prep Part 2

        I am an unapologetic shill for Huffa’s Between the Skies. It’s one of my most used and most valuable RPG books. I use it constantly in lots of contexts. But I love using it to prepare for sessions.

        Still Prepping

        This post is part of a blog bandwagon started on the Roll to Doubt blog.

        Click on the link above to take in the blogpost that’s piloting this bandwagon. Wagon-jumpers abound. You can find a very nice read on the same topic and a handy list of related blogposts on the Among Cats and Books blog.

        And here’s a link to the first post on this topic on the dice pool dot com.

        Between the Sessions

        I am an unapologetic shill for Huffa’s Between the Skies. It’s one of my most used and most valuable RPG books. I use it constantly in lots of contexts. But I love using it to prepare for sessions. Its approach to random encounters in particular is one I highly recommend. The encounters are built, not just to make your session interesting, but to introduce potential allies and enemies, recurring characters, locations, objects. In short, they help you to truly build your campaign without relying on GM-written plots that the players may or may not want to interact with.

        The methods and tables introduced in the book make for interesting, impactful characters and occurrences. And they have depth, too, enough to hook your players and keep them hooked. You know that old story that your players would die for the unnamed goblin you just made up on the spot but won’t give a shit about the NPC you spent two weeks crafting an elaborate back story for? I feel like the techniques in Between the Skies are almost designed to prevent that. Why? Well, firstly because, if used as your main way to drive the game forward, you are not going to be spending so long lovingly hand-crafting those NPCs, you are just going to roll them up on the tables provided and not worry about whether or not the PCs run into them, because whatever they run into will be interesting and fun enough to capture their imaginations. So, all the NPCs are more like the loveable nameless goblin and you don’t feel the need to make sure the PCs interact with any of them in particular. This has the effect of allowing the players to dictate the direction of the game to a large extent. This is a good thing!

        Let’s Interact with the Mechanics

        So, Huffa’s advice when it comes to travel is that, unless it is going to be interesting or important, skip it. I can get behind this approach. Recently, I have tended towards the idea of the journey being the game, but sometimes, when you know the next scene you need to play is across the city and its a relatively safe place, just skip to it, or montage it if there is something interesting to see along the way or if its a good opportunity for conversation between characters.

        If and when you want to play the travel, though, Between the Skies presents you with two options, progress-based travel and route-based travel.

        Route-based travel

        Using this method, you use a map, just a basic one that includes routes and locations along them. You roll once on the Encounter die between locations and resolve that before arriving at the next place. Simple. The book includes several ways to generate route maps and destinations but I won’t concern myself with that here.

        Your route map should have options, different ways of getting from A to B with more locations in between your starting point and the final destination depending on how long you want the journey to last.

        This has the feeling of the caravan travel methods used in Ultraviolet Grasslands.

        Progress-based travel

        This gives me the impression of beating the resistance of a delve in Heart. Before the journey starts, determine the journey length. There is a helpful table that indicates the amount of Progress points required to reach the destination depending on how long the journey is. You record progress through the resolution of Encounter Die rolls.

        The Encounter die works as follows:

        1. Encounter
        2. Something Approaches
        3. Environmental hazard
        4. Complication
        5. Hint as to what is nearby
        6. Progress/breakthrough/boon

        So you only get progress points on a 6.

        What I did

        As with everything in Between the Skies, you can take it or leave it. I have used a combination of the two methods, where I decided that a spelljammer ship journey from the Rock of Bral to the First Home asteroid would take three days and I would have them roll on an encounter table once per day. So this is the table I used:

        Wildspace encounter table d6

        1-2 No encounter
        3 Environmental/Ship Hazard
        4 Ship Problem
        5-6 Encounter

        When you only have three days and so, three possible rolls on the table, I felt it was better to increase the chances of actual encounters/problems/hazards occurring. If it was a more exploratory journey, I would use the progress-based method as described in the book.

        Now, using the tables in this book, of which there are many, you should be able to create a fascinating encounter on the fly, but, if you can, I think its nice to prepare a few beforehand, at least one of each kind. So let’s do that here.

        I thought it would be a good idea to roll up some options on the spark tables in the book and add them to a d4 table for each encounter type (environmental/ship hazard, ship problem and ship travel encounter.)

        Environmental/Ship Hazard

        We’ll start with the hazards. For each hazard you want to prepare, you roll 1d6 to determine the hazard type and then d66 to generate a hazard keyword on the Environmental Hazards during ship travel table in Between the Skies.

        I shared this table in the last post so lets use the results I rolled up on that.

        3 Ship Hazards

        Roll 1d4

        1. Hazard 1 – Storm, Flood
        2. Hazard 2 – Disorientation, Sphere
        3. Hazard 3 – Obstruction, Cold
        4. Hazard 4 – Trap, Haunting

        I then go ahead and prepare a few details of the hazards. Here’s the first one as an example.

        Hazard 1

        A solar storm rolls in from the direction of the sun.

        • The gusts of solar winds batter the ship
        • The deck is flooded in light and other solar radiation
        • All those on deck risk blindness
        • There is also a chance of taking radiant damage
          • All on deck must make a Dexterity save, DC 15 to avoid blindness
          • If they are afflicted with blindness it lasts 1d4-1 days. If you roll a 1, Roll 2d12-1 for the number of hours it lasts
          • Even if they saved against blindness they must make a Constitution save, DC 15, against radiant damage. If they fail they take 4d6 radiant damage. If they succeed they take none.
          • This goes for the ship too, if the damage roll beats the damage threshold

        You can see that I took the hazard type fairly literally but moved it into a wildspace context. A solar storm seemed obvious but also pretty cool. The keyword, “flood,” took me a little while to work out but I thought flooding the deck with light seemed both like a cool, spacey event and something that could present a real problem for the PCs.

        Obviously, you can prepare the details for each entry in the table. They don’t have to involve a lot of work but putting a little extra preparation in at this stage can remove the need for it at the table.

        Ship Problem

        Similar to the hazards, you simply roll up a problem type and a problem keyword on the Ship Problems tables in Between the Skies. I did this four times and created the d4 table below.

        4 Ship Problems

        Roll 1d4

        1. Problem 1 – Armament, Separation
        2. Problem 2 – Quarters, Shrinkage
        3. Problem 3 – Cargo, Disappearance
        4. Problem 4 – Bridge (spelljammer helm), Error

        Here’s the detail on one of these entries:

        Problem 2

        One of the crew has stowed something large and awkward in the crew quarters. It is limiting the amount of space available to sling hammocks and the rest of the NPC crew is unhappy about it.
        This crew member refuses to be parted from their huge steamer chest as it contains something of extreme personal significance.
        The PCs will need to resolve the interpersonal issue.

        You can see that the details here are left deliberately vague. You Ould ask the players to decide which member of the crew is the problem, what’s in the chest that’s so important and, most importantly, how the resolve the issue.

        Encounters

        And finally we have encounters.
        There are a lot of different encounter tables in the book. You can choose the one that best describes the surroundings of the PCs at the time. There are two space encounter tables, one for known space and one for wildspace. They are d66 tables. Once you have done rolled on them, you can get some more inspiration by rolling on the encounter keyword, detail and related entities tables.
        Once you have rolled on the Encounter distance and awareness tables in Between the Skies to determine how far away the encounter is and how much attention they are paying to the PCs you can roll on the d4 table below.

        You’ll note that the results on the table below are not all similar. For instance, encounter 2 doesn’t have a related entity. In general, such entities, as generated by the tables in Between the Skies, are sentient NPCs so I didn’t think it necessary for the parasite I rolled up. But mostly each of them includes an encounter keyword, a related entity, and two encounter details.

        5-6 Encounters
        1. Isolationists – Confusion, Related Entity – Unknown NPC, Glittering, Prayers
        2. Ship Parasite – Loss, Scales, Experiments
        3. Ruins, Ancient – Mourning, Related Entity – Petty God, Knots, Miscommunications
        4. Stowaway – Battle, Related Entity – Creature, Eggs, Blindspots
        Stowaway

        Size, substance and form table: Very small biota, piecemeal.
        Weakness: True name
        Needs: Brains
        Characteristics and details: Pacifist, stalks
        Behaviour: Social: Family: 5 appearing
        Demeanor and current behaviour: Protective, healing
        Attacks: Blast – teleporting

        For the final example, I’m using the creature generation tables in the Entities chapter of Between the Skies. You can see all the details and keywords that I rolled up above.

        Along with the keywords, battle, eggs and blindspots, that came from the original encounter detail rolls, these will make for a fascinating encounter with some sort of very small fungal entity that has escaped a battle to find refuge aboard the PCs’ ship. The mushroom creature has a desperate need for brains to help heal its young but will not take them by force. Perhaps they only consume the brains of dead beings. Perhaps they have a blindspot that means they cannot sense constructs. And maybe, also, they have crawled into the ship’s stores to try to feed on the eggs, mistaking them for heads containing brains. I like the idea of them lashing out with a teleporting blast to deposit attackers some way off the deck of the ship, leaving them to perish in wildspace. If the PCs can figure out the creatures’ true names, they’ll be able to get them off the ship, but how?

        Conclusion

        I think you can see the fun you can have preparing encounters and encounter tables using Between the Skies. Once again, dear reader, I can only urge you to go and purchase it. It’s so useful and you won’t regret it!

        Prep

        Preposition

        This post is part of a blog bandwagon started on the Roll to Doubt blog.

        Click on the link above to take in the blogpost that’s piloting this bandwagon. Wagon-jumpers abound. You can find a very nice read on the same topic and a handy list of related blogposts on the Among Cats and Books blog.

        What’s clear from even a cursory glance at the other blogs is that no two people are prepping in precisely the same way, so advice and recommendations come with the notice that your way is probably the best way. The thing is, in my experience, you find your way only through trial and error. Here’s my effort to tell you about my trials and my errors.

        Preponderance of prep

        I used to spend hours and hours preparing my games when I was a kid. To be clear, I loved doing it. I would happily get lost in the world-building, the map-drawing, the character creation and the encounter balancing for hours when I should have been studying. I still often think that I gained more from the time I spent on RPG preparation than I did from learning off -by-heart lists of dates and events or theorems and proofs. But I digress.

        My prep used to be pages upon pages of tightly packed hand-writing explaining the background of an adventure, the major NPCs involved, the probable goals of the PCs and far more history about the setting than the PCs would ever be able to interact with. I drew maps by hand as well, when I had to. I didn’t run a lot of published adventures but I did make liberal use of soucebooks. I would select the people, places and things I wanted from those books and elaboate on them wildly, writing more pages on how they would connect with our campaign and adding a lot of extra details.

        I sometimes wish I had the time to do preparation like this these days. But, when I do find myself with the time, and I sit at the computer to start working on it, I find I would rather shortcut it. I’ve asked myself why this is on many occasions. I’m not sure I have the answer, or else there are several. It could be to do with the process of writing in a notebook and drawing by hand on grid-paper. I don’t want to prep like that these days because having all of my work backed up digitally is invaluable. Time is still a factor. Even when I feel like I have some extra time on a particular day, I can’t guarantee that I’ll continually have that as the campaign progresses. But I think the main difference for me now is the feeling I get from making the world, its people, the major events, the game, at the table with my players. When you are all on the same page, when everyone comes together to create something greater than I ever could on my own, that’s one of the real joys of this hobby.

        So, I don’t really do that anymore.

        Preplanned not prepared

        It’s taken me a long time to make this change, though. Even looking back at the work I did in preparing for our current Spelljammer game, I had thousands of words written on setting, backgrounds, NPCs, over-arching plot etc. And I would write thousands of words of session preparation while going along too. What I have discovered during the last couple of years of trying to prepare this way, however, is that that sort of prep is close to unusable at the table. Even if I am the one who wrote that dense paragraph of text, I can’t find what I’m looking for in it in the couple of seconds I have to react to something at the table, or to answer a player’s question without delay to keep the flow of the game going. Now, it’s not always a waste of time, I will admit. Sometimes, the very act of writing something will help to embed it in my memory and imagination, so obviating the need to check it at all. But, then again, there is the other effect of writing something down. It has the effect of making something true.

        Truth at the table should only come from play. The only real things in the game world are what the PCs experience. Everything else, even things the characters have learned or heard about, is pure conjecture. Until it’s not.

        This doesn’t mean I don’t prepare anything of course. I make plans for events I would like to occur or NPCs I want the PCs to interact with. But in those cases, I will write down something about the event, just a few details about what happens, who might be involved, what effects it might have. Or I will give the NPC some quirks, desires, flaws and interesting characterisations to bring them to life. But I will keep them to be used when and where they seem to fit.

        Otherwise, I revel in the joys of random tables. I use rumour tables and encounter tables quite judiciously these days. In a game like Ultraviolet Grasslands, I am spoiled with wonderful encounter tables, trade goods tables, carousing tables, and almost any other type of table I could desire. But when it comes to 5E, I am generally disdainful of the encounter tables provided. So I make my own. Made right and used right, these not only make for some interesting sessions, but also act to drive the game forward, introducing NPCs that become important to the plot, enemies that might defeat the PCs or might lead to vengeful associates pursuing them later. Importantly, I feel, they maintain an element of randomness and ensure that the players know their rolls have led them to the encounter, or not. It’s great if you can engineer it so that the players are rolling on random encounter tables at the end of a session. That allows you to take the result of their roll and make preparations for the specific encounter they rolled up for the next session. Usually, these days, I refer to Between the Skies for more tables and for inspiration to make the encounter really interesting.

        Between the Skies does not limit encounters in space to just running into creatures, but also gives options for hazards the ship might run up against and problems that stem from the ship itself.

        Here are the simple d6 and d4 tables I made to determine if the crew run into anything, and, if so, what it might be:

        Wildspace encounter table d6

        1-2 No encounter
        3 Ship Hazard
        4 Ship Problem
        5-6 Encounter

        3 Ship Hazards

        Roll 1d4

        1. Hazard 1 – Storm, Flood
        2. Hazard 2 – Disorientation, Sphere
        3. Hazard 3 – Obstruction, Cold
        4. Hazard 4 – Trap, Haunting

        4 Ship Problems

        Roll 1d4

        1. Problem 1 – Armament, Separation
        2. Problem 2 – Quarters, Shrinkage
        3. Problem 3 – Cargo, Disappearance
        4. Problem 4 – Bridge (spelljammer helm), Error

        5-6 Encounters

        1. Isolationists – Confusion, Related Entity – Unknown NPC, Glittering, Prayers
        2. Ship Parasite – Loss, Scales, Experiments
        3. Ruins, Ancient – Mourning, Related Entity – Petty God, Knots, Miscommunications
        4. Stowaway – Battle, Related Entity – Creature, Eggs, Blindspots

        The descriptive words I listed beside each entry come from the spark tables in Between the Skies. These are invaluable resources that give you the inspiration to come up with truly unique situations, problems and obstructions. You should go and buy this book at the link above.

        When I get the players to roll on these tables, I either make up the encounter/hazard/ship problem on the spot using the sparks of inspiration or I use the time between sessions to come up with something memorable.

        A while ago, I realised the plot I came up with for the Spelljammer campaign was much less interesting to the players or their characters than the shenanigans that they got up to each session. They were more wrapped up in their own shit. And that was very cool. It made me want to make a sandbox for them to play around in instead of expecting them to interact with a plot they had little or no investment in. This goes back to the time I introduced a hex grid to the underside of the Rock of Bral. I did this to allow one of the PCs to drag the whole party with them to rescue their mother who was trapped in the prison down under. It did not serve the overall plot, really, but I had to have fun things for them to do while traversing this area so I made it a hex map and created some random encounter tables for each of the different types of terrain on the underside of the asteroid.

        You know, it took me a long time to cop on to this though. The signs were all there. Dear reader, if your players never remember what is happening in the plot of your meticulously crafted campaign from one session to the next, you might be overloading them with plot. Maybe they just want to play their cool character and have fun moments between them and the other PCs and significant NPCs. Or maybe they are only interested in hitting things really hard. Or maybe all they have ever dreamed of is building their very own tower of necromancy built on the bones of their enemies. Or perhaps they just want to find their dad? Ever think of that? Maybe your plot is not that important to them. If you take nothing else away from this post, please take that.

        I have drifted a little way away from the central theme of the post but I insist that, in actuality, you should be prepping for the sessions you want to have, and, more importantly, the sessions your players want to have.

        Prepaid prep

        Most of what I have been talking about is prep for D&D/OSR style games. Games that you can play as sandboxes without upsetting anyone. But, what, you might ask, dear reader, do I do to prepare for other types of RPGs?

        I have some very specific examples here.

        Free Leagues/Year Zero Engine Games

        I have a few of these under my belt at this point. I can say that the type of prep I do for these is significantly different to what I have described above. The ones I can refer to are Tales from the Loop, Blade Runner and Alien. For me, the thing that holds these adventures together is the Countdown. This is something that’s rather integral to most Year Zero engine games. Below you can see the countdown from the Tales from the Loop adventure published in the core rule book, Summer Break and Killer Birds.

        Once you get the timeline of events in place for one of these adventures everything can be positioned around it. Tales from the Loop adventures, in particular, I find, can be written with ease in the very specific format that Free League has presented to you in the book. They provide really valuable advice in all of their books for creating your own adventures. Blade Runner also provides lots of useful random tables to help you create your own case files for that game. When in comes to prep for this style of game, just make sure you know the countdown well, and you keep track of the shifts/days of activity for the PCs. After that, the published adventure or the one you have written in the provided format, will do the work for you. The rest is improv.

        Resistance System, Spire/Heart

        Resist the temptation to do anything other than read up on the specific areas the PCs are likely to interact with the next session and maybe jot down some NPC details/desires/stats. Resistance system games really thrive on improvising at the table and having the PCs drive the narrative forward with their actions and their fallouts. This is particularly true of Spire where most of the game occurs in NPC to PC interactions in my experience.
        In Heart, I think it’s a good idea to have some idea of the landmarks your PCs might end up in. In the last game of Heart I GMed, I made it specifically Vermissian themed so that I knew they would be visiting a lot of Vermissian stations on the way down to Tier 4.

        Prewritten trad scenarios

        I am thinking of the Dragon Age game I’m running right now but I think this is advice you can apply to most adventures that are presented in dozens/hundreds of pages in long dense paragraphs. Read the full adventure, then, read it again, but this time, take all the relevant information from each room description, encounter text or whatever and transcribe it into something more easily digestible and more useful at the table. I use bullet points as that’s what I’m used to. I also usually take the more relevant enemy stats like Health, Defence and Armour Rating and note them too. This is me applying the lessons I learned from the mistakes I made as a kid and applying them to the published adventures written by professionals, I realise that. And maybe that’s presumptuous of me, but, hey, it works.
        The second time you read it, you shouldn’t do it all at once. Just make those notes between sessions.

        Conclusion

        Prep can take many guises. It will be different for every GM. A lot of people use all sorts of apps and other technical solutions. All valid, but all I ever use is a wod processing app and a few dice. Whichever methods you use are probably going to be right for you, even if it takes you a while to figure out how you should do it.

        Modular Gaming

        Improbable hot-takes

        “The Discourse (TM)” has been focusing on running published adventures/modules/campaigns as opposed to custom/homebrew/sandbox games for the last little while. First Quinns reviewed Impossible Landscapes, an epic and almost legendary campaign for the modern Cthulhu-ish game, Delta Green. This is the first time Quinns has reviewed a campaign/published adventure on his RPG review channel, Quinns’ Quest, so it was unusual enough to spark a significant amount of discussion all on its own. And then Thomas Manuel of the Indie RPG Newsletter and Rascal reviewed the same campaign. I believe this was purely coincidental, especially as Impossible Landscapes came out about five years ago now. Both are great reviews in their own right and are based on full play-throughs of the campaign so you know they’re of real value. You should check them both out.

        Anyway, on Bluesky, Thomas Manuel went looking for recommendations of other modules to run and this spawned a lot of interesting answers and quote-bleets from RPG luminaries, such as this one, which I found interesting.

        I have opinions on the conversation, of course. I have shared a lot of them in other posts from the last year or so, actually. If you want the summary, though, I had a lot of bad experiences running D&D scenarios in the past, especially from the AD&D 2nd edition era. I found they were difficult or impossible to just pick up and run. In fact, they required maybe more preparation time than adventures and campaigns I wrote myself. The one published 5E campaign that I ran, Storm King’s Thunder suffered from the same issues, actually. This made me feel like it was a “me” thing. But, it turns out, a lot of GMs feel the same way, according to Bluesky, at least.

        However, I have had my mind changed somewhat by running pre-written adventures for some other games, particularly Free League’s Blade Runner, Dungeon Crawl Classics and, to a lesser extent, the Dragon Age RPG from Green Ronin.

        This is a link to my first post on Electric Dreams, the introductory Case File for Blade Runner:

        And this one compares the same module to a 5E murder mystery adventure I played in around the the same time:

        Here’s my post about Sailor’s on the Starless Sea for DCC:

        And this is my post on running Duty Unto Death, a short intro adventure for the Dragon Age RPG:

        And finally, this post, although ostensibly an excuse to discuss DCC adventures, also includes my opinions on the one 5E campaign I ran:

        I will say that, despite my generally favourable outlook on most of these modules, I still find I have to to do a lot of prep for them. The main fear I have is messing things up so bad that I essentially spoil the rest of the adventure. Although, I should really have more faith in my abilities as a GM at this stage. I feel like I can probably improv my way out of any hole, to be honest. But it does not change the fact that I spend hours rewriting long paragraphs presented in module texts into digestible bite-sized bullet-points. I am running another Dragon Age scenario right now. Amber Rage is from Blood in Ferelden, an anthology of scenarios for the game that came out in 2010. It suffers from verboseness and unnecessary detail and makes for a lot of work from the GM. I’m enjoying the contents of the scenario but its presentation is horrendously dated and needs a sprinkle of OSR magic to tighten it up, in my opinion.

        I realise that none of the modules I have mentioned here are anywhere close to having the size and epic scope of something like Impossible Landscapes, but it doesn’t change the fact that they have largely changed my mind about running anything pre-published. The one I have my eye on right now is Dagger in the Heart for Heart: The City Beneath. Actually, I have a post about that right here too:

        OK, I’m off to discuss the discourse on Discord of course!

        Paint the Scene

        Painting the Ultraviolet Grasslands

        I’m still feeling unwell, dear reader. It’s a feeling that returns me, quite unwanted, to the bad old years of the pandemic. So, I would rather think and write about something more recent and more delightful. Even if my current malady will not allow me to produce anything terribly beautiful or very long, I can rely on my players to help me out.

        In our most recent session of Ultraviolet Grasslands, our caravan, Isosceles Inc., made it as far as their first proper destination, the Steppe of the Lime Nomads. I knew they were going to reach this place a week in advance so I had time to prepare for it. But what I ended up focusing my preparations on was not that destination but a couple of discoveries that they had rolled for the previous session. I had only the vaguest idea of what they might encounter at the watering hole I assigned as the current gathering place of the Lime Nomads. I knew they would have somewhere to trade, some way to perform market research and that was about it. The descriptions, I left to the three players, using a method called “paint the scene.”

        Now anyone who has ever listened to a Jason Cordova podcast or read one of his games, knows this term. It’s a method he developed for use as a GM but is something he has since incorporated beautifully into several games. Go check out the current run of the Between on the Ain’t Slayed Nobody podcast for some truly wonderful examples of it.

        Paint the scene serves several purposes at the table. The most important of these are allowing the GM to share the load of world building and description with the rest of the table and, related to that, allowing the other players into the fun and responsibility of bringing the world to life. Why should the GM have all the fun/work?

        It’s a simple technique. You ask the players something about a person place or thing that helps bring them to life. It is important to craft the questions you ask to reinforce the theme you are trying to bring to the fore, though. It’s not enough to simply ask them, “what do you see in the village square?” Rather you should ask, “what about the village square shows us that this place was recently abandoned?”

        Here are a few of the answers I got from my paint the scene questions when the caravan approached the great camp of the Lime Nomads last weekend:

        What about this place shows us that the nomads return here year after year?
        This one was answered by Stebra, the Lime Nomad character. She was able to tell us a lot about her people and homeland:
        A river flows down from the mountains at this time of year, though it is often dried up – the nomads settle at the river for a while. They construct their temporary accommodations on stilts for safety. They transport these buildings around with them by folding them up into flatpack.
        There are larger towers that they use as shelter and to gather around. these towers are relics of ancient times and they stand tall, much higher than anything else in the region.
        The nomads migrate east to west take advantage of seasonal grazing and foraging.
        They use water wheels for power and they fish for particular little river fish while they can, cooking them on a spit. A seasonal speciality.

        What evidence of the the misty time known by the Saffron City Opiate Priests as the Best Forgotten Ages can be seen in this land?
        Imssi, the tactician and puppet actor answered this one:
        Out of the ground the only occasional rock formations in this otherwise grassy plain, are the tips of fingers and toes of colossal statues or calcified giants. In the oasis, when the waters are low and the day is clear, you can see the great nose poking up from the azure depths.

        How do you know the nomads welcome traders here?
        Phaedred Ping-noun, our Acolyte of the Business answered this one, as seemed appropriate:
        Such a gathering of the Lime Nomads is a moment for traders from all over to get in there and sell. There is a marketplace that is bustling and busy. There are lots of colourful wagons and colourful people gathered. Travellers, not just from the Lime Nomads clans, but from all over the Ultraviolet Grasslands have come to attend the markets.

        Conclusion

        I am trying to make more liberal use of the technique at the table these days. I find it really gets everyone more involved and engaged in the world. They feel an ownership of their little parts of it and I feel a deep gratitude for them adding the sort of little details and flair that I would never have thought of. If you haven’t given it a go, dear reader, I encourage you to!

        Check out this blog post from 2018 on the Gauntlet for an explanation of the techniques from the man himself.

        Between the Ultraviolet Skies

        Armadilloid Encounter

        At the end of the last post I wrote about my current Ultraviolet Grasslands campaign, I noted that the caravaners were on the cusp of an encounter with some Armadilloids. The section of the book describing the Steppe of the Lime Nomads has a list of random encounters just like all the other sections do. And, just like the other ones, the detail you get about an encounter is minimal, to say the very least. You might get a level for the creatures or NPCs encountered, and maybe a word or two of description. This leaves quite a lot in the hands of the GM and, potentially, the other players at the table. Perhaps the characteristics of the encountered entity would emerge organically in play. Maybe the GM will have prepared specifics for each potential encounter, with regards to physical descriptions, motivations, weaknesses and strengths for instance. In the case of this encounter. I knew I did not want it to be an automatically violent one. I wanted the Armadilloids to be sentient but different enough as to be inscrutable. I could probably have just written a description, but I have Between the Skies, so why should I?

        I took to the Entities chapter of the book and started rolling. I started with a roll on the Size, substance and form table. I rolled a 7 for size. That gave me Very large (giant-size.) I liked this. It immediately brought to mind the Armadillo super villain first encountered way back in Marvel Secret Wars II some time in the 80s. So I had a picture in my mind.

        Next, I rolled a 6 on the Substance table, meaning they were Animal. That corresponded with my general idea so far, which was cool. On the Form table, I got a 13 on the d66 roll. That made them Bipedal (which is a word, that, when you say it out loud, sounds weird, we discovered.) It was still matching the picture I had in my head at this stage, except for the fact that these bipeds also had wings. For my purposes I thought it best that they be stubby vestigial wings. It’s the Grasslands, it’s not safe to fly there.

        This next bit was so good. On the Weaknesses and Needs tables, I started to see the situation emerge. I rolled a 34 on the Weakness table, which meant they were Confined. Now in the previous session the players had rolled on the encounter tables in UVG and we had established already that there were ten or so of them and they were merely silhouettes on the horizon. They could see the Armadilloids so they were not obscured by any sort of physical trap. But a pretty cool phenomenon in UVG is “stuck-force.” These are invisible barriers and shapes and containers of nothing but force. They litter mainly the skies of the UVG, left over from a time long gone, when fantascience and magic dominated and their practitioners left these eternal artefacts dotted all over, making flying an incredibly dangerous prospect (as I hinted at above.) So, I came up with the situation where the Armadilloids had been trapped in a sphere of this stuck-force and had been unable to free themselves. The next table was Needs. I rolled a 62 on that, which gave me Directions. But I didn’t like this one so I opted for 26 instead, Escape. Perfect.

        Next was Characteristics and details. These tables round out the looks and important idiosynchacies of these creatures. First I rolled a 21 on the Notable characteristics table. You know those big ol’ Armadilloids are rolling around like Sonic (I know Sonic is a hedgehog, ok? Just roll with it.) On the detail table, I got a 34, Tatooed. Adding a little more to this, we see that they are tattooed all over with the pictographic stories of their lives. I love this detail.

        Next come a pair of Behaviour tables. I rolled on the Social behaviour table, which indicates their numbers, even though I already knew how many there were from our roll on the UVG tables. Why? Well, it also suggests the type of groups they habitually congregate in: Couple, Family, Herd, etc. I rolled a 6 and got Pack. This fit perfectly as well. I actually skipped the behaviour and current demeanour tables because I already had a good idea that they would be eager to be freed, some of them going stir crazy, rolling around inside the sphere, some simply sitting in the grass, and one of them standing with his hands raised against the stuck-force sphere trying to will his way out.

        This next one was fun: Attacks! I rolled a 6 on the Mechanism of attack table, making it a Blast. The Attack keyword I rolled up was 33, Draining. So, from these words, I decided they would have a Charisma Draining Psychic Blast power. It never came up in play, thankfully. Why? Because the PCs figured out how to free them and then were invited back to their mushroom growing burros where they were rewarded with three sacks of Regular Mushrooms.

        They also spent the night there around the Armadilloids fire, despite the fact the big orange guys could only speak in some brand of “meep meep” language. They all consumed copious amounts of magic mushrooms and got high as fuck using the wonderful tables in the appendix of Fungi of the Far Realms.

        Since I rarely get much time to prep sessions these days, this method was really valuable. It allowed me to do what I needed to do on the train on the way to work, using the pdf of Between the Skies, an online dice roller and the word processor on my phone. I have been using Between the Skies for some other games too in the last few months, most notably our Spelljammer campaign. It has made for enormously memorable and unique encounters in that case. I can’t recommend it highly enough. Go get it on itchio or on Exalted Funeral!

        Final Plug: Shadows Return

        I backed a project from Ian Hickey of Gravity Realms last year, The Price of Apocrypha. It was a really successful Kickstarter, especially for a small, indie, Irish creator, and it was fulfilled and delivered incredibly promptly.

        Well, Ian has another great project in the works on Kickstarter right now, Shadows Return: House of the Wraith Queen. Its a mega dungeon style adventure for use with Ad&D 2nd Edition, D&D 5E and OSR games. It’s fully funded but there are only a couple of days left of the campaign and you could still help it reach some stretch goals! Go back it!

        As a final note, I have recommended a lot of books and products recently and I like to think I always do here on the dice pool dot com. I do this purely because I believe in the books, the products, the creators, not for monetary or other rewards!

        Homebrew Heart Landmarks 4

        Railsea

        China Miéville. Go read some of his books. Go on. I’ll wait. Need more? OK. I recommend the full Bas Lag trilogy. In my opinion each book in the series is better than the one before. Anyway, those should only take a month or two to get through. Once you’re done with those, immediately pick up “The City and the City.” Just trust me. You won’t regret it. Once you have finished getting your brain-digits around that, please relax your cerebellum and get ready for “Embassytown.” Read all of them. Please.

        I still have a few of his books to catch up on. I’m a little late to the party. I picked up “Perdido Street Station” in a second hand book shop about 15 years ago and couldn’t quite get past the idea of a woman with a beetle for a head (not a beetle-head, that’s different. Her head is a beetle.) I gave it another go a few years ago and was immediately hooked. The so-very-alive city of New Crobuzon, its fascinating and beautifully realised inhabitants, the wonderful meshing of the steam-punk, the fantastical and the horrific all worked together to make me simply want more and more. Luckily, “Perdido Street Station” is about 1000 pages long and has two sequels so they kept me going for a while.

        I’m currently reading “Railsea.” This is not a Bas Lag book, but it evokes a lot of the same feelings in me as his earlier work. It is set in another world, one where there is a literal sea of rails between the continents and islands, where trains are captained by Ahab-like characters who pursue Moldywarpes (giant moles) like sea-captains pursued whales in centuries past. The ground between the tangle of rails is not literal poison, oh no. Our main character, Sham, tells us that. But if you touch it, you’re courting death, or dancing with danger at least. The subterranean lifeforms, bugs, giant mammals, that sort of thing, they’ll come and drag you down or tear a leg off if you’re not careful.

        I haven’t gotten very far into the book yet, but I am savouring it. I’m exclusively reading it on my train ride to and from work so it’s hard to get up a good head of steam as it were.

        Anyway, it felt rather “Hearty” to me. You know, what I mean, reader? Got the old Heart Landmark juices flowing a bit. There’s so much about magical, inter-dimensional underground railways in Heart: the City Beneath. It felt appropriate to come up with a Heart Landmark inspired specifically by “Railsea.”

        The Vermissian Graveyard

        Name: The Vermissian Graveyard
        Domains: Technology, Cursed
        Tier: 3
        Default Stress: d8
        Haunts: The Engine (d8 Echo)

        Description:
        Beneath a roiling crimson sky of steam clouds, a vast and silent plain of dry red earth, dotted here and there with scrubby trees and hardy grasses, whorled and tangled by an impossible rat’s nest of railway lines. At their final rest atop these lines, trains. So many rusting, curving, snake-like carriages and engines. Freight cars, passenger cars, entertainment and dining cars, all lifeless, dark, slowly falling to pieces.
        Maybe this is where the trains of your Vermissian went. It could be. Perhaps some of these vehicles once were meant for that cursed underground, but most are from some other Vermissian, some Vermissian that never had an “Incident.” Perhaps they came through Fractures, perhaps the Terminus directs all old hulks of rail-stock from across all realities to this place, this final resting place. Or maybe it’s the afterlife for these faithful old servants.

        It’s certainly haunted enough to be a graveyard. Ghostly passengers walk the aisles of the cars seeking their seats, spectral engineers stand about in cabs, smoking cigarettes, conductors from beyond examine tickets to nowhere, on trains that will never move again.

        The ghosts can’t do much to a living soul except maybe freak them out a bit. But don’t touch the ground. Do not touch that brick-red earth beneath the rails. Step down and you’ll understand why this place is devoid of all life. The slightest vibration will attract the stranded dead, grasping undead things, trapped here with their last trains, jealous of the life and wealth of the living, lying in wait below the earth. All they want is to strip you of your wealth. So, if your greatest wealth is your memories, they’ll take those, thank you very much. If your wealth lies, rather, in Queens and Stens from the City Above, they’ll leave you a pauper. If your most prized possession is your body or the blood in your veins, they’ll take that too. No matter what they take, they’ll try to take all of it, leaving nothing but a ghost behind, stuck on a train that’s never going to move again.

        In what might be the centre of this mess of rolling stock, a single orange fire burns, fitfully and brightly, belching out spire-black smoke from the chimney of a single, shiny black engine. An old steam engine, kept polished to an unlikely shine houses the Engineer. They are a skeletal figure equipped with a spire-black shovel a set of neatly pressed denim overalls and a tall blue peaked cap. Fires burn in their eyes, emitting sparks occasionally, mirroring the hotly glowing fuel they keep the engine topped up with. When a stranger comes to the Engine, the Engineer hands them the shovel and gestures to the bunker full of spire-black and then to the fire. If they shovel a few loads, the Engineer will bow and point the way to the exit of the graveyard. They will leave feeling tired but fulfilled, as though having done a good days work. If they shovel in a suitable resource, the Engine will belch and shake and will bathe the worker in orange light, removing d8 Echo Stress from them as well. If they do not shovel, the Engineer will shrug, light a cigarette, and go back to shovelling himself.

        Special Rules:
        Without the help of the Engineer, this Landmark becomes a delve with Resistance 12. Potential encounters with Signal-box Cultists (see the Heart core book page 196) abound on this delve. Other possible events include falling through the floor of a rusted wreck, having to avoid toxic freight and slipping off the rails onto the ground where the Stranded Dead await.

        The Stranded Dead inflict d8 stress to whatever resistance is most important to the PC. This could be defined by the PC themselves or you could choose the one they have the most Protection in.
        Fallout Slight Delay (Minor, Any) You touched the ground in the Vermissian Graveyard and drew the attention of the Stranded Dead. They took something from you. Now you’re just ever so slightly translucent and the ghosts on the trains are asking you to sit next to them. All actions taken to escape the Graveyard are Risky.
        Fallout Major Disruption (Major, Any) You touched the ground in the Vermissian Graveyard and the Stranded Dead took so much from you. You’re hardly there anymore. You can understand the vapour talk of the ghosts on the trains. All actions taken to escape the Graveyard are Dangerous.
        Fallout Ghost of the Graveyard (Major, Any) You touched the ground in the Vermissian Graveyard and the Stranded Dead took everything from you. You join the other ghosts and take your seat on the dead train.
        Resources:
        Train parts, d8 Technology
        Train Ghost ectoplasm, d8 Cursed

        Ways and Means: A Heart Sourcebook

        To wrap things up, I thought I would let you know, dear reader, about the new Backerkit crowdfunding effort coming our way soon from the good people at Rowan Rook and Decard. It’s called Ways and Means and it looks like it’s going to be a great sourcebook for both players and GMs of Heart. It’s going to have new Classes and Callings as well as new Domains of the Heart and events to fill them with. You can sign up to support it here.