Tuesday, April 17, 2012

Sandbox Encounters: Ogre...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with the most common of the lesser giants. O is for Ogre.

Ogre

Brief Description: Ogres typically stand between nine and ten feet tall and can weigh up to 650 lbs. With the high presence of adventurers in the Madlands, the ogre population has been slowly dwindling; they are, in essence, a dying race, suffering a slow genocide at the hand of explorers and treasure hunters.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Ogre Warriors. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 8 Ogre Youth, 4 Ogre Warriors, 1 Ogre Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 14 Ogre Youth, 8 Ogre Warriors, 2 Ogre Warlords. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Ogre Youth: AC 8 [11]; HD 2; Atk: by weapon (1d6+1); ST: 16; SP: none; MV: 9; CL 2; XP: 30.

  • Ogre Warrior: AC 5 [14]; HD 4+1; Atk: by weapon (1d10+1); ST: 13; SP: none; MV: 9; CL 4; XP: 120.

  • Ogre Warlord: AC 3 [16]; HD 8; Atk: by weapon (1d10+2); ST: 8; SP: none; MV: 9; CL 8; XP: 800.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The ogres are fleeing the wanton destruction of their former lair.

  2. The ogres attempt to trade with the party for food, medicinal herbs and similar trade goods.

  3. The ogres are torturing a prisoner they'd captured trying to sneak into their encampment to steal their treasure when the party comes upon them.

  4. The ogres are returning to their lair after retrieving their monthly tribute from a nearby settlement.

  5. The ogres are heading toward a great gathering of their kind, called by a mysterious giant leader rumored to have the power to deliver death back onto those who have slain so many of the ogres in the past.

  6. The ogres have transporting prisoners back to their lair when the party comes upon them.


Enjoy,
Flynn

Monday, April 16, 2012

Sandbox Encounters: Night Hag Cult...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on the covens of twisted witches devoted to Reverie, Lord of Dreams, a demigod that once served the dead goddess Psyche. N is for Night Hag Cult.

Night Hag Cult

Brief Description: Night hags appear as wretched old women, with long, frayed hair and withered faces. Their frail frames possess supernatural strength and preternatural speed, and their thin fingers bear iron-like claws. Worshippers of Reverie, a grieving demigod of dreams and slumber, these night hags and their mortal followers practice dark magics, lulling their victims to sleep and attacking them in their dreams. Although individually powerful, a coven of three night hags is even moreso, accessing greater magical prowess when working closely with one another (cast spells as two levels higher). Their followers often bear a special gem called a hag eye, which the hags can magically see through at a distance. Night hags love to trick unsuspecting victims into performing heinous acts, because they believe that nightmares empower their god and thus themselves. Night hags are gluttons for the flesh of humanoids, particularly humans.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 6 Initiates, 1 Witch. 2d6x10 silver shillings, one consumable item (50% chance). (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 10 Initiates, 2 Witches, 1 Night Hag. 3d4x1000 silver shillings, 1d4+1 gems, one potion (100% chance), one scroll (100% chance) and two other consumable items (50% chance each).

  • Veteran (levels 7-10): 12 Initiates, 6 Witches, 3 Night Hags. 3d6x1000 silver shillings, 3d4 gems, three potions (100% chance), three scrolls (100% chance), one magic weapon (50% chance), one magic item (50% chance), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Initiate: AC 8 [11]; HD 1d6-1 hp; Atk: by dagger (1d4); ST: 15; SP: casts spells as 1st level magic-user; MV: 12; CL 1; XP: 15.

  • Witch: AC 8 [11]; HD 3d6-3 hp; Atk: by quarterstaff (1d6); ST: 13; SP: casts spells as 3rd level magic-user; MV: 12; CL 4; XP: 120.

  • Night Hag: AC 1 [18]; HD 8; Atk: one bite (1d8), two claws (1d6); ST: 8; SP: casts spells as a 6th-level Magic-User, damage reduction (half damage except from iron or +2 or greater magical weapons), shape change (any man-sized or smaller humanoid); MV: 15; CL 13; XP 2,300.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The cult is in the midst of a dark ritual when the party comes upon them.

  2. The cultists decide that the most charismatic member of the party would make a great sacrifice to their god, and attempt to lull him to sleep.

  3. A witch is torturing a blasphemous cult member before the other cultists when the party comes on the scene.

  4. The cultists demand to know why the party has come to consult the oracular abilities of the night hags, assuming that they are pilgrims seeking mystic insight at a price.

  5. The night hag cultists are sleeping and performing dream magic, and do not take kindly to being interrupted.

  6. The cultists are preparing children (who are still living at the moment, but not for long if the party doesn't act quickly) as meals for night hags when the party encounters them.


Enjoy,
Flynn

Sunday, April 15, 2012

Sandbox Encounters: Mantids...

Good Afternoon, All:

I'm halfway through the alphabet with this post, and still going strong. For my thirteenth post in this year's A-Z Challenge, I will be posting a Sandbox Encounter focused on the insectoid men who inhabit the tall mounds that are their hives. M is for Mantid.

Mantid

Brief Description: Covered in dark chitin, mantids are intelligent insect-men that roam the Shattered Plains of the Madlands. Their hives are often quite huge and can cover a larger territory than the average human city. Mantids have domesticated giant beetles, which often accompany workers outside the hive. Being of a hive mentality, the mantid mindset is completely alien to most humanoids. For that reason, diplomacy is always a tricky matter, particularly if the non-mantids do not display a united front. Independent, contradictory thought is considered a crime against the hive, and is punishable by death within mantid society.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Giant Beetles, 1 Mantid Worker. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 4 Giant Beetles, 2 Mantid Workers, 1 Mantid Warrior. 2d4x100 silver shillings, 2d4 slaves, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 8 Giant Beetles, 4 Mantid Workers, 2 Mantid Warriors. 2d6x100 silver shillings, 2d6 slaves, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Giant Beetle: AC 6 [13]; HD 2; Atk: one bite (1d8); ST: 16; SP: acid spray (10-ft cone, 2d4 damage, save negates, 1/round); MV: 12; CL 3; XP 60.

  • Mantid Worker: AC 7 [12]; HD 3; Atk: one bite (1d6 + paralytic poison), two claws (1d4); ST: 14; SP: leap (can leap 20 ft forward or 50 ft upward), paralytic poison (target paralyzed until save negates, one save per round); MV: 18; CL 6; XP 400.

  • Mantid Warrior: AC 5 [14]; HD 6; Atk: one bite (1d8 + paralytic poison), two claws (1d8); ST: 11; SP: leap (can leap 20 ft forward or 50 ft upward), paralytic poison (target paralyzed until save negates, one save per round); MV: 18; CL 9; XP 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The mantids are an advance group sent out to find a site for a new hive, as a new queen has been born.

  2. The party comes across the mantids as they are returning to their hive with food from their most recent expedition.

  3. The mantids address the party as representatives of a diplomatic emissary for continued negotiations. (All juicy humanoids apparently look alike to the chitinous mantids.)

  4. The hive needs food, and the party will suffice to supplement the larder.

  5. The mantids are seeking a certain medicinal plant, and are willing to trade for it, if the party has some to offer.

  6. Having declared war on a humanoid tribe, the party is attacked out of sheer mistaken identity.


Enjoy,
Flynn

Friday, April 13, 2012

Sandbox Encounters: Lupiscupines...

Good Afternoon, All:

For my twelfth post in this year's A-Z Challenge, I will be posting a Sandbox Encounter focused on a breed of wolf that bears the quills of a porcupine. L is for Lupiscupine.


Lupiscupine

Brief Description: The lupiscupine is a breed of wolf that bears the quills of a porcupine. When nervous, frightened, or threatened, its quills rise like the hackles of a dog. It can use these quills both offensively and defensively. In all other respects, a lupiscupine behaves like a wolf. A pack of lupiscupines will circle an enemy and attack in small groups from all directions simultaneously, then retreat to the safety of the circle. Although lupiscupines can discharge their quills at multiple targets, they normally use this ability when trying to dissuade a dangerous foe from attacking or when attempting to flee from combat. Normally, one or two pack members will shake off their quills to provide cover for the other lupiscupines as they make their escape. During particularly lean hunting seasons, however, lupiscupines have been known to use their quill bursts in attempts to take down prey.

Encounter Groups: These are common encounter groups for this type of encounter.

  • Novice (levels 1-3): 5 Lupiscupine Cubs, 1 Lupiscupine. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 10 Lupiscupine Cubs, 3 Lupiscupines, 1 Advanced Lupiscupine. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 20 Lupiscupine Cubs, 6 Lupiscupines, 2 Advanced Lupiscupines. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

  • Lupiscupine Cubs: AC 5 [14]; HD 1; Atk: bite (1d4); ST: 17; SP: quill burst (all within 15 feet take 1d3 damage, save negates, once per week), quills (anyone grappling or striking a lupiscupine with natural weapons takes 1d3 damage); MV: 18; CL 2; XP 30.

  • Lupiscupine: AC 4 [15]; HD 2; Atk: bite (1d6); ST: 16; SP: quill burst (all within 15 feet take 1d4 damage, save negates, once per week), quills (anyone grappling or striking a lupiscupine with natural weapons takes 1d4 damage); MV: 18; CL 3; XP 60.

  • Advanced Lupiscupine: AC 2 [17]; HD 6; Atk: bite (2d6); ST: 11; SP: quill burst (all within 15 feet take 1d6 damage, save negates, once per week), quills (anyone grappling or striking a lupiscupine with natural weapons takes 1d6 damage); MV: 18; CL 7; XP 600.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The pack of lupiscupines is returning to their lair after an unsuccessful hunt.

  2. The pack of lupiscupines is patrolling the region, defending their territory from intruders.

  3. The pack of lupiscupines is chasing another group of creatures.

  4. The pack of lupiscupines has cornered or surrounded a wounded herbivore, which is now defending itself desperately.

  5. The pack of lupiscupines is sleeping after a successful hunt, and do not take kindly to being interrupted.

  6. The lupiscupines are actually of two different packs, and are confronting one another over their territory when the party comes upon the scene.


Enjoy,
Flynn

Thursday, April 12, 2012

Sandbox Encounters: Kelshani Slavers...

Good Afternoon, All:

For my eleventh post in this year's A-Z Challenge, I will be posting a Sandbox Encounter focused on "devil-man" slavers from the Bloody Sands. K is for Kelshani.

Kelshani

Brief Description: Recently emerging from their underground empires to explore the Madlands, the red-skinned, fork-tailed folk known as the Kelshan are sadistic slavers and cruel warriors bound in service to their dark master and patron deity, Sandamos, the Grand Tyrant, Lord of Demons. Bands of Kelshani slavers, led by diabolistic sorcerers, wander the Madlands in search of new slaves. Some of those captured will be sold, some will serve the Kelshani as servants and laborers, and some unfortunate souls will be sacrificed to Sandamos.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Kelshani Slavers, 1 Kelshani Cultist. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Kelshani Slavers, 2 Kelshani Cultists, 1 Kelshani Master Slaver, 1 Kelshani Slave Lord. 2d4x100 silver shillings, 2d4 slaves, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Kelshani Slavers, 5 Kelshani Cultists, 2 Kelshani Master Slavers, 1 Kelshani Slave Lord. 2d6x100 silver shillings, 2d6 slaves, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Kelshani Slavers: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: +4 on saves to resist enchantment and charm magic; MV: 12; CL 1; XP: 15.

  • Kelshani Cultist: AC 5 [14]; HD 3d6+3 hp; Atk: by weapon (1d6); ST: 12; SP: +4 on saves to resist enchantment and charm magic, casts spells as 3rd level magic-user; MV: 9; CL 5; XP: 240.

  • Kelshani Master Slaver: AC 5 [14]; HD 5d6+10 hp; Atk: by weapon (1d8); ST: 12; SP: +4 on saves to resist enchantment and charm magic; MV: 9; CL 6; XP: 400.

  • Kelshani Slave Lord: AC 4 [15]; HD 7d6+7 hp; Atk: by weapon (1d6); ST: 8; SP: +4 on saves to resist enchantment and charm magic, casts spells as 7th level magic-user; MV: 12; CL 10; XP: 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The slavers have been hiding nearby, ready to ambush the unsuspecting party.

  2. The party comes across the slavers as they are marching a chained line of prisoners back to their encampment after a recent raid.

  3. The leader of the slavers demands to parley with the leader of the party, to negotiate an exchange of prisoners in order to obtain the release of a Kelshani noble from surface custody. (The party will likely have no clue as to what the slavers are talking about.)

  4. The Kelshani slavers are in the midst of a ritual sacrifice to summon a lesser demon when the party comes upon them.

  5. The slavers, observing the party's affluent nature, offers to trade some of their prisoners for an appropriate amount of treasure. (Assume roughly a thousand silver shilling/gold pieces per raw slave.)

  6. The slavers are fleeing a twisted aberration from the depths of the Madlands when the they encounter the party, and are more than willing to use the party to distract the beast while they get away.


Enjoy,
Flynn

Wednesday, April 11, 2012

Sandbox Encounters: Jackal Lords...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on the bands of rogues and brigands that plague the Madlands. J is for Jackal Lords.

Jackal Lords

Brief Description: Life in the Madlands is hard and often fruitless. Many mercenaries, having crossed the Sovereign Chasm with high hopes of finding treasure and great wealth, find themselves unable to afford the return passage across the Skybridge back to Fellgorge. The less reputable of them band together as bandits, brigands and rogues, striking against returning expeditions in hopes of stealing any treasure for themselves. While these bands often identify themselves by various names, most adventurers call them Jackal Lords, after the most famous and successful of the bandits to employ this technique of acquiring "easy wealth."

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Jackal Rogues, 1 Jackal Lord. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Jackal Rogues, 2 Jackal Lords, 1 Jackal Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Jackal Rogues, 4 Jackal Lords, 2 Jackal Warlords. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Jackal Rogue: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: Sneak attack (+2 attack, x2 damage with surprise); MV: 12; CL 1; XP: 15.

  • Jackal Lord: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8); ST: 13; SP: Sneak attack (+2 attack, x2 damage with surprise); MV: 9; CL 5; XP: 200.

  • Jackal Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d8); ST: 9; SP: Improved sneak attack (+2 attack, x3 damage with surprise); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Jackal Lords lie in wait for a successful expedition to cross their path, and assume the party is likely to have treasure.

  2. A seemingly innocent campsite serves as the lure for an ambush by the Jackal Lords.

  3. The Jackal Lords are seeking new memberships after suffering recent losses, and will welcome the party into their ranks if they donate all of their accumulated wealth to the coffers of the band and accept the rule of the band's leader.

  4. The Jackal Lords are fleeing a divinely-warped aberration from the depths of the Madlands, and are more than willing to send the party in that direction to distract the beast.

  5. The Jackal Lords pose as an expedition, and seek to gain the trust of the party by attempting to travel with them "for protection" before attacking in the middle of the night.

  6. The leader of the Jackal Lords is an exiled noble who seeks to return to his native land and exact vengeance on those who exiled him.


Enjoy,
Flynn

Tuesday, April 10, 2012

Sandbox Encounters: Iron Golem (the Army of Crafted Soldiers)...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on animated arcane soldiers created by mages to wreak havoc among mortal enemies during the War of Blood and Tears. I is for Iron Golem (the Army of Crafted Soldiers).

Iron Golem (the Army of Crafted Soldiers)

Brief Description: In the War of Blood and Tears, the gods were not the only ones to wage a great war. Many of their mortal followers also lost themselves in holy wars against the followers of opposing philosophies. It was a time of turmoil, and mortals perpetrated many great atrocities on one another in the name of divine service. When populations dwindled, some mages took it upon themselves to create animated soldiers using ancient techniques of golemcraft. The Army of Crafted Soldiers from the City-State of Balmordak was the largest military unit of warrior-golems that came out of this era. Although most have been destroyed by the passage of time and encounters with powerful forces, some small bands of these ironclad warrior-golems still wander through the Madlands in pursuit of orders that are no longer relevant.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Lesser Warrior-Golems, 1 Warrior-Golem. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 5 Lesser Warrior-Golems, 2 Warrior-Golems, 1 Greater warrior-golem. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 10 Lesser Warrior-Golems, 5 Warrior-Golems, 2 Greater Warrior-Golems. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Lesser Warrior-Golem: AC 9 [10]; HD 2 (10 hp); Atk: by weapon (1d6); ST: 16; SP: damage resistance (half damage from non-magical weapons), immunity to fire-based spells; MV: 12; CL 4; XP 120.

  • Warrior-Golem: AC 8 [11]; HD 4 (20 hp); Atk: by weapon (1d6); ST: 13; SP: damage resistance (half damage from non-magical weapons), immunity to fire-based spells; MV: 12; CL 6; XP 400.

  • Greater Warrior-Golem: AC 7 [12]; HD 6 (30 hp); Atk: two weapons (1d6 each); ST: 11; SP: damage resistance (half damage from weapons less than +2), immunity to fire-based spells; MV: 12; CL 8; XP 800.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The warrior-golems are storming a ruined structure, and mistake the party for reinforcements sent to protect the rubble they are assaulting.

  2. The warrior-golems are patrolling the region over well-worn paths when the party encounters them.

  3. The warrior-golems stand vigilant guard over some skeletal remains at an ancient campsite, and allow nothing or no one to approach the site.

  4. The warrior-golems are marching in formation, as if in a parade or a procession, when the party encounters them.

  5. The warrior-golems are escorting prisoners back to their base camp when the party encounters them.

  6. The warrior-golems stand at attention before their leader as if they were metallic statues, until a living creature approaches within combat range or until they are attacked.


Enjoy,
Flynn

Monday, April 09, 2012

Sandbox Encounters: Horror From Beyond...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on the twisted aberrations forged by the warping of time and space when gods battle and spill their blood on the Plane Prime. H is for Horrors From Beyond.

Horrors From Beyond

Brief Description: In the War of Blood and Tears, many creatures died when the blood of battling gods spilled upon the Great Plains. Those few that survived were warped beyond recognition, mutated into twisted aberrations by the unfettered chaotic energies of divine ichor. Over the centuries, these pseudo-natural creatures have hidden away in ancient ruins and dark caverns, until their numbers have grown sufficiently large enough to devour everything in their lairs. Now, groups of these bizarre mutants have begun to creep out into the open, preying on the inattentive and the weak to satisfy their ever-growing hunger. These creatures often resemble hairless, slime-covered animals with tentacles about their mouths and along their neck or shoulders, serving as additional limbs for capturing and holding prey while they feed.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Lesser Horrors, 1 Horror. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 5 Lesser Horrors, 2 Horrors, 1 Greater Horror. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 10 Lesser Horrors, 5 Horrors, 2 Greater Horrors. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Lesser Horror From Beyond: AC 6 [13]; HD 2; Atk: bite (1d4+paralytic poison), two tentacles (1d3); ST: 16; SP: paralytic poison (target paralyzed until save negates, one save per round); MV: 9, fly 18; CL 4; XP 120.

  • Horror From Beyond: AC 4 [15]; HD 4; Atk: bite (1d6), two tentacles (1d4+constrict); ST: 13; SP: constrict (each round after a tentacle hits, target receives 1d4 damage automatically, until released or target escapes); MV: 12; CL 7; XP 600.

  • Greater Horror From Beyond: AC 2 [17]; HD 7; Atk: bite (2d6), two tentacles (1d8+constrict); ST: 9; SP: constrict (each round after a tentacle hits, target receives 1d8 damage automatically, until released or target escapes); MV: 15; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The party encounter the horrors feeding on a bound sacrifice that had been left by humanoids that worship these horrors as messengers of the gods.

  2. Enraged by hunger, the horrors rabidly pursue the party as their next potential meal.

  3. The party comes across horrors laying eggs or depositing larvae within the corpses of a recently slain humanoid patrol.

  4. The party comes across a circle of horrors apparently conducting an animalistic mating ritual or summoning ceremony.

  5. The party observes the horrors emerging from an unnatural tear in space and time opened centuries ago during the War of Blood and Tears, as if recently arriving from some other dimension. (They are really returning to their home plane after exploring the other side of the portal, but players may jump to other conclusions.)

  6. The horrors are patrolling the territory surrounding their lair when they encounter the party.


Enjoy,
Flynn

Sunday, April 08, 2012

Sandbox Encounters: Giant (Camerian)...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on the tallest of the humanoid creatures common the plains of the Madlands. G is for Giant, specifically the Camerian Giant.

Giant (Camerian)

Brief Description: The first intelligent race created by the goddess Terantha, the giants of Cameria resemble stocky humans that stand around twelve feet tall and weigh about 1500 pounds. Camerian giants prefer thick leather garments, dyed in shades of brown and gray to match the mountains and hills around them. Ordinarily a somber, philosophic race, Camerian giants will not hesitate to engage in combat should their lives and freedoms become threatened. While they prefer to fight at a distance whenever possible, these giants wield massive two-handed clubs, axes and swords with impressive skill when the situation calls for it. Camerian giants typically travel in small family units, and are rarely encountered in large communities.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Juvenile Camerian Giants. 2d6x10 silver shillings, 1d3 gems.

  • Seasoned (levels 4-6): 4 Juvenile Camerian Giants, 1 Camerian Giant. 3d4x1000 silver shillings, 1d4+1 gems, 1d4+1 jewelry and two consumable items (50% chance each).

  • Veteran (levels 7-10): 10 Juvenile Camerian Giants, 3 Camerian Giants. 3d6x1000 silver shillings, 3d4 gems, 3d4 jewelry, one magic weapon (50% chance), one magic item (50% chance), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

  • Juvenile Camerian Giant: AC 4 [15]; HD 4; Atk: great club or similar weapon (2d6) or rock (2d6); ST: 13; SP: rock throwing (+1 attack with rocks); MV: 12; CL 6; XP 400.

  • Camerian Giant: AC 0 [19]; HD 9; Atk: huge great club or similar weapon (3d6) or rock (3d6); ST: 6; SP: rock throwing (+1 attack with rocks), rock catching (with save, catches rock or large missile; once per round); MV: 12; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The giants are hunting or gathering food when the party encounters them.

  2. The giants are building a new lair for themselves.

  3. The giants are sleeping around the remains of a campfire, while one remains on watch.

  4. The giants are lost.

  5. The giants are at a pre-arranged location, preparing to negotiate with other humanoids over a recent dispute.

  6. The giants are practicing their rock throwing when the party comes upon them.


Enjoy,
Flynn

Friday, April 06, 2012

Sandbox Encounters: Fyrcat...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a feline predator with a frightful presence. F is for Fyrcat.

Fyrcat

Brief Description: The adult fyrcat is a man-sized feline predator with an innate supernatural ability to cause fear and inspire terror. The alpha male that leads a pride is often significantly larger than the others. Fierce beasts, fyrcats are sometimes raised in captivity for use in great battles, where their frightful presence can demoralize soldiers and open enemy lines to attack.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 4 Fyrcat Cubs, 1 Fyrcat. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 8 Fyrcat Cubs, 2 Fyrcats, 1 Alpha Male Fyrcat. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 16 Fyrcat Cubs, 6 Fyrcat, 1 Alpha Male Fyrcat. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Fyrcat Cub: AC 8 [11]; HD 1; Atk: bite (1d4); ST: 17; SP: fearful stun (adjacent target becomes stunned for one round out of fear; save negates); MV: 15; CL 2; XP 30.

  • Fyrcat: AC 7 [12]; HD 3; Atk: bite (1d6); ST: 14; SP: cause fear (60 ft cone; target flees in fear, 60% chance of dropping what they're holding; save negates); MV: 18; CL 4; XP 120.

  • Alpha Male Fyrcat: AC 5 [14]; HD 6; Atk: bite (1d8); ST: 11; SP: cause fear (60 ft cone; target flees in fear, 60% chance of dropping what they're holding; save negates); MV: 18; CL 8; XP 800.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The pride of fyrcats are returning to their lair after an unsuccessful hunt.

  2. The pride of fyrcats are patrolling the region, defending their territory from intruders.

  3. The pride of fyrcats are chasing a small band of ragged humanoids.

  4. The pride of fyrcats have cornered or surrounded a wounded herbivore, which is now defending itself desperately.

  5. The pride of fyrcats are sleeping after a successful hunt, and do not take kindly to being interrupted.

  6. The fyrcats are actually of two different prides, and are confronting one another over their territory when the party comes upon the scene.

Enjoy,
Flynn

Thursday, April 05, 2012

Sandbox Encounters: Earth Drake...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a draconic creature of the Madlands and the cultists that worship them. E is for Earth Drake.

Earth Drake

Brief Description: Though not as rare as true dragons, the powerful yet primitive drakes are venerated by some as the physical embodiment of the spirits of the land, twisted by their exposure to the fallen blood of the gods. Earth drakes, in particular, are worshiped by small cults that provide them with offerings of food, sacrifice and sparkling treasure. These cultists sometimes terrorize neighboring regions in their quest to appease their earth drake "gods." As their gods are not divine, almost all earth drake cult priests are actually magic-users.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Drake Cultists, 1 Drake Priest. 2d6x10 silver shillings, 1d2 jewelry. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Drake Cultists, 3 Drake Priests, 1 Earth Drake. 3d4x1000 silver shillings, 1d4+1 gems, 1d4+1 jewelry and two consumable items (50% chance each).

  • Veteran (levels 7-10): 30 Drake Cultists, 6 Drake Priests, 1 Earth Drake. 3d6x1000 silver shillings, 3d4 gems, 3d4 jewelry, one magic weapon (50% chance), one magic item (50% chance), and two consumables (50% chance each).

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Drake Cultist: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: +1 on attack rolls in defense of their priests or of earth drakes; MV: 12; CL 1; XP 15.

  • Drake Priest: AC 8 [11]; HD 3d6-3 hp; Atk: by quarterstaff (1d6); ST: 13; SP: casts spells as 3rd level magic-user; MV: 12; CL 4; XP 120.

  • Earth Drake: AC 0 [19]; HD 10; Atk: bite (2d8), tail slap (1d10); ST: 5; SP: breath weapon (30-ft cone, 5d6 acid damage, Save halves, once per 1d4 rounds); MV: 12; CL 15; XP 2,900.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The cult is in the midst of the ceremonial removal of loose scales from the earth drake when the party comes upon the scene.

  2. The cultists immediately decide that the largest member of the party would make a great sacrifice to their god.

  3. The drake and the drake priest are torturing a blasphemous cult member before the other cultists when the party comes on the scene.

  4. The earth drake is about to devour a bound young virgin as its cult watches on with glee when the party encounters them.

  5. The earth drake and its cultists are sleeping after a long night of ritual feasting and celebration, and do not take kindly to being interrupted.

  6. The cultists actually worship two different earth drakes, and are confronting one another over territory disputes when the party comes upon the scene.


Enjoy,
Flynn

Wednesday, April 04, 2012

Sandbox Encounters: Dinosaurs...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on our favorite giant reptiles from a time before mankind walked the earth. D is for Dinosaurs.


Dinosaurs

Brief Description: Dinosaurs are a common sight on the Great Plains, even in that twisted and warped region known as the Madlands. Packs of velociraptors roam the plains, scavenging from the prey of larger beasts such as the deinonychus or megaraptor.

Encounter Groups: These are common encounter groups for this type of encounter.

  • Novice (levels 1-3): 3 Velociraptors, 1 Deinonychus. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 10 Velociraptors, 2 Deinonychus, 1 Megaraptor. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 20 Velociraptors, 4 Deinonychus, 2 Megaraptors. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

  • Velociraptor: AC 5 [14]; HD 2; Atk: bite (1d4), two claws (1d6); ST: 16; SP: pounce (can make both claw attacks at the end of a charge); MV: 18; CL 4; XP 120.

  • Deinonychus: AC 4 [15]; HD 4; Atk: bite (1d6), two claws (1d8); ST: 13; SP: pounce (can make both claw attacks at the end of a charge); MV: 18; CL 6; XP 400.

  • Megaraptor: AC 3 [16]; HD 8; Atk: bite (1d8), two claws (2d6); ST: 8; SP: pounce (can make both claw attacks at the end of a charge); MV: 18; CL 10; XP 1,400.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. In the middle of a hunt, the pack of hungry dinosaurs are pursuing herbivores when the slower-moving party comes upon the scene.

  2. The pack of dinosaurs treat the party as rival hunters attempting to encrouch on their territory.

  3. Fresh from a failed hunt, the pack of dinosaurs are returning home when they spy the party.

  4. Scavenging, the pack of dinosaurs are feasting on the remains of a huge beast when the party encounters them.

  5. The pack of dinosaurs are sleeping after a successful hunt, and do not take kindly to being interrupted.

  6. The dinosaurs are actually of two different packs, and are confronting one another over territory when the party comes upon the scene.

Enjoy,
Flynn

Tuesday, April 03, 2012

Sandbox Encounters: Canker Hound...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a plague-ridden flying canine. C is for Canker Hound.


Canker Hound

Brief Description: Pestilent bearers of plague and disease, the canker hound resembles a large wolf with black, leathery bat wings, its hide spotty with mange, blemishes and pustules. Twisted by the blood of gods, the canker hound is a ferocious predator. Indeed, the bite of a canker hound is highly infectious with canker fever. Canker hounds themselves are immune to disease.

Encounter Groups: These are common encounter groups for this type of encounter.

  • Novice (levels 1-3): 3 Canker Hound Cubs, 1 Canker Hound. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 10 Canker Hound Cubs, 2 Canker Hounds, 1 Advanced Canker Hound. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 20 Canker Hound Cubs, 4 Canker Hounds, 2 Advanced Canker Hounds. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

  • Canker Hound Cubs: AC 6 [13]; HD 2; Atk: bite (1d6 + disease); ST: 16; SP: diseased bite (1d6 damage per day, save ends), immune to disease; MV: 15, fly 21; CL 4; XP 120.

  • Canker Hound: AC 4 [15]; HD 5; Atk: bite (1d8 + disease); ST: 12; SP: diseased bite (2d4 damage per day, save ends), immune to disease; MV: 15, fly 21; CL 8; XP 800.

  • Advanced Canker Hound: AC 3 [16]; HD 8; Atk: bite (2d6 + disease); ST: 8; SP: diseased bite (2d6 damage per day, save ends), immune to disease; MV: 15, fly 21; CL 11; XP 1,700.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The pack of canker hounds are returning to their lair after an unsuccessful hunt.

  2. The pack of canker hounds are marking their territory as a warning to intruders.

  3. The pack of canker hounds are chasing a flock of flying creatures.

  4. The pack of canker hounds have gathered about the corpse of one of their cubs, mourning their loss when the party comes upon the scene.

  5. The pack of canker hounds are sleeping after a successful hunt, and do not take kindly to being interrupted.

  6. The canker hounds are actually of two different packs, and are confronting one another over territory when the party comes upon the scene.


Enjoy,
Flynn

Monday, April 02, 2012

Sandbox Encounters: Banth...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a dangerous ten-legged felinoid predator. B is for Banth.


Banth

Brief Description: The banth is a ferocious felinoid carnivore that prowls hills in search of prey, its protruding green eyes ever attentive to its environment as it hunts. Roughly the size of a horse, this ten-legged beast’s long lithe body is powerfully muscled and almost hairless, having only a great, bristly mane about its thick neck. The beast’s head is predominately mouth, with several rows of long needle-like fangs lining its jaws which open to a point far back of its tiny ears, revealing several rows of long needle-like fangs.

Encounter Groups: These are common encounter groups for this type of encounter.

  • Novice (levels 1-3): 3 Banth Cubs, 1 Juvenile Banth. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 10 Banth Cubs, 2 Juvenile Banths, 1 Banth. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 20 Banth Cubs, 4 Juvenile Banths, 2 Banths. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

  • Banth Cub: AC 7 [12]; HD 2; Atk: bite (1d6); ST: 16; SP: none; MV: 12; CL 2; XP 30.

  • Juvenile Banth: AC 5 [14]; HD 6; Atk: bite (1d8), two claws (1d4); ST: 11; SP: pounce (can make both claw attacks at the end of a charge); MV: 12; CL 7; XP 600.

  • Banth: AC 3 [16]; HD 10; Atk: bite (2d6), two claws (1d6); ST: 5; SP: pounce (can make both claw attacks at the end of a charge); MV: 12; CL 13; XP 2,300.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The pride of banth are returning to their lair after an unsuccessful hunt.

  2. The pride of banth are patrolling the region, defending their territory from intruders.

  3. The pride of banth are chasing another group of creatures.

  4. The pride of banth have cornered or surrounded a wounded herbivore, which is now defending itself desperately.

  5. The pride of banth are sleeping after a successful hunt, and do not take kindly to being interrupted.

  6. The banth are actually of two different prides, and are confronting one another over their territory when the party comes upon the scene.


Enjoy,
Flynn

Sunday, April 01, 2012

Sandbox Encounters: Adventurers' Expedition...

Good Afternoon, All:

For my first post in the A-Z Challenge, I will be posting a Sandbox Encounter for bands of NPCs exploring the Madlands. A is for Adventurers' Expedition.


Adventurers' Expedition

Brief Description: Despite the dangerous nature of the Madlands, many adventurers travel into the warped lands in search of treasure and lost lore. They will often band together in large expeditions, as the mortality rate for adventurers is quite high. Most expeditions are leary of strangers, assuming that they are thieves, murderers and cutthroats who make their living by attacking explorers. In some cases, expeditions turn to ambushing others when times have been hard.

Encounter Groups: These are common encounter groups for this type of encounter.

  • Novice (levels 1-3): 5 Men-At-Arms, 1 Mage. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Men-At-Arms, 1 Mage, 1 Priest, 1 Personal Defender, 1 High Mage. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Men-At-Arms, 3 Mages, 3 Priests, 2 Personal Defenders, 1 High Mage. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

  • Men-At-Arms: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: +1 on attack rolls in defense of their patron; MV: 12; CL 1; XP 15.

  • Mage: AC 8 [11]; HD 3d6-3 hp; Atk: by dagger (1d4); ST: 13; SP: casts spells as 3rd level magic-user; MV: 12; CL 4; XP 120.

  • Priest: AC 5 [14]; HD 3d6+3 hp; Atk: by weapon (1d6); ST: 12; SP: casts spells as 3rd level priest; MV: 9; CL 4; XP 120.

  • Personal Defender: AC 5 [14]; HD 5d6+10 hp; Atk: by weapon (1d8); ST: 12; SP: +1 on attack rolls in defense of their patron; MV: 9; CL 5; XP 200.

  • High Mage: AC 8 [11]; HD 7d6-7 hp; Atk: by dagger (1d4); ST: 9; SP: casts spells as 7th level magic-user; MV: 12; CL 9; XP 1,100.
Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The expedition is returning from their recent exploration of ruins found in the Madlands, with a portion of the loot as their treasure.

  2. The expedition has encountered bad fortune, and their patron insists they turn to thievery to avoid coming back empty-handed.

  3. The patron of the expedition is seeking a great ritual that has been lost for generations, and is willing to hire the party to join him, if he thinks they can help.

  4. The expedition is fleeing a divinely-warped aberration from the depths of the Madlands, and is more than willing to send the party in that direction to distract it.

  5. The patron of the expedition is cursed and actually seeks to return an item to the place where he first discovered it.

  6. The patron of the expedition is in competition with a rival to acquire a specific treasure first, and believes the party has been hired by the rival to slow him down or misdirect him.

Enjoy,
Flynn

Friday, March 30, 2012

Fantasy Friday: Some Thoughts on Domain Management...

Good Afternoon, All:

For today's Fantasy Friday post, I wanted to take a few minutes to collect some thoughts on domain management. I've recently been reading An Echo Resounding by Sine Nomine Publishing, and that sparked a thought in me to return to the concept of players involved in the original "end game" pursuit of developing lands and acting on a regional scale. I like a lot of the basic approach behind An Echo Resounding. Given that I'm an itinerant rules tinker, and that I'm currently playing Savage Worlds, I can't help but consider how I would approach such an issue. That has sent me in a mad scurry to read other domain management systems, such as Birthright and Kingmaker. Below are some of my initial thoughts:

First, I want a system that's fast and easy to use, particularly for the players. If it's easy for me, too, then that's even better. This pretty much means a system with one action per round (or multiple actions if you are willing to take a penalty to your efforts, in standard Savage Worlds fare.)

Second, I want something that mimics the general way that combat works, or at least how mass combat works, so that it is easy for the players to pick up. The more concept in common with existing rules mechanics, the better.

Third, I want something reasonably generic, so I don't have to generate a list of parts to buy, and add to it every time a player gets a wild idea. If they want a holding or asset that helps with trade, for example, they describe it and then we assign a category (such as Trade) and a rating (such as Medium) to determine how it integrates with the basic framework.

Fourth, I want enough options to provide flavor, but not so many that I drown in them. Too many options leads to Option Paralysis, which stalls the game. That's not good.

Fifth, I want a way that adventuring can integrate into the rules, so that I can replace a specific action with the results of an adventure, if the players decide they want to play something out. Everyone likes to see that their efforts impact the outcome, and that opportunity should be supported by the system I'm creating.

As you can probably guess, I've already got the majority of a system outlined, but not yet formalized. When it is ready, I'll post it here for your thoughts. Still, I thought I'd at least give you some insight into what's recently been bouncing around in my head.

Enjoy Your Weekend,
Flynn

Wednesday, March 28, 2012

Traveller World Tags: Homeworld, Military Rule, Prison Camp...

Good Afternoon, All:

In the eighth of my short series of posts on Traveller World Tags, I'm focusing on the following remarks that are often tracked along with trade codes: Homeworld (Hw), Military Rule (Mr), Prison Camp (Pr).

My thoughts on world tags for these remarks can be found below.

Homeworld (Hw)

Allies/Contacts:Colonial administrator; Friendly research xeno-sociologist; Leader of "peace faction" natives; Ranger/scout-turned-liaison
Rivals/Enemies:Ambassador of competing foreign power; Ruthless offworld investor; Xenophobic native leader; Zealous native priest or shaman
Targets:Captured offworlder; Local religious icons made of gold; Treaty between natives and offworlders; Xeno-sociological research data
Locales:Native village; Offworlder colony; Site sacred to the local religion; Treaty site
Challenges:Bizarre native customs; Competing foreign power seeks treaty that excludes the party's polity of allegiance; Native factions feuding over offworlder presence; One side commits an atrocity

Military Rule (Mr)

Allies/Contacts:Downtrodden local; Humanitarian aid official; Local medical doctor; Underground resistance
Rivals/Enemies:Cruel patrolman; Secret police; Traitorous turncoat; Vengeful freedom fighter
Targets:Captured plunder; Forged travel papers; Shipment of rations or medical supplies; Weapon cache
Locales:Burned-out settlement; Internment camp; Military headquarters; Site of battle or massacre
Challenges:Curfews; Military patrols; Rationing; Travel restrictions

Prison Camp (Pr)

Allies/Contacts:Helpful sycophant; Innocent man falsely accused; Overworked security chief; Stressed out technician
Rivals/Enemies:Arrogant prison guard; Corrupt warden; Opinionated smuggler; Vengeful prison gang leader
Targets:Criminal mastermind; Map of possible escape route; Security system access codes; Smuggled luxury items
Locales:Patrol headquarters; Secret smugglers' landing site; Squalid living quarters; Weapon cache site
Challenges:Criminal gangs; Guards with itchy trigger fingers; Interdiction cruisers; Security systems

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Tuesday, March 27, 2012

Traveller World Tags: Ancients' Site, Subsector/Sector/Regional Capital, Exile Camp...

Good Morning, All:

My apologies for the short delay in getting this out. In the seventh of my short series of posts on Traveller World Tags, I'm focusing on the following remarks that are often tracked along with trade codes: Ancients' Site (An), Subsector and Sector/Regional Capital (Cp, Cx), Exile Camp (Ex).

My thoughts on world tags for these remarks can be found below.

Ancients' Site (An)

Allies/Contacts:Ancients cult pilgram; Local guide familiar with the site(s); Naive research scientist; Offworld collector
Rivals/Enemies:Ancients cult leader; Artifact thief/smuggler; Corporate spy; Swindler selling fake artifacts
Targets:Ancient artifact (functional or broken); Map to secret/hidden Ancients' site; Proof of the site's inauthenticity; Research based on reverse engineering artifacts
Locales:Ancients cult shrine/religious center; Government permit office; Secret/hidden Ancients' site; Smugglers' warehouse
Challenges:Angry Ancients cultists; Malfunctioning Ancients artifact; Permits required to access the site; Site is actually a well-constructed fake

Subsector and Sector/Regional Capital (Cp, Cx)

Allies/Contacts:Diplomatic liaison; Merchant House representative; Politician's aide; Professional bodyguard
Rivals/Enemies:Ambitious admiral; Enemy spy/terrorist; Merchant House lord; Overconfident noble
Targets:Confidential executive report; Diplomatic courier pouch; Holovids of certain "indiscretions"; Incriminating military orders
Locales:Foreign embassy; Law offices representing a particular politician; Republic Senate antechamber; Special interest group headquarters
Challenges:Diplomatic immunity; Foreign intelligence operatives; Political corruption; Protest rallies

Exile Camp (Ex)

Allies/Contacts:Blockade runner; Helpful sycophant; Innocent administrator falsely accused; Overworked security chief
Rivals/Enemies:Exiled despot; Over-zealous warden; Relentless assassin; Vengeful smuggler
Targets:Exile; Family heirloom; Map of possible escape route; Smuggled weapons
Locales:Patrol headquarters; Secret smugglers' landing site; Squalid living quarters; Weapon cache site
Challenges:Planetary blockade; Political reprisals; Security systems; Victims of political atrocities

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Friday, March 23, 2012

Fantasy Friday: Sandbox Encounters From A To Z...

Good Afternoon, All:

For today's installment of Fantasy Friday, I wanted to discuss my plans for next month's A-Z Challenge. The goal for the A-Z Challenge is to write 26 posts in the month of April, one a day except for a given day per week (usually Sunday). The topic of each post starts with a different letter of the alphabet, creating a series of hopefully related posts that your readers will find entertaining or at least useful.

While I know that I'm moving most of this blog toward Traveller, the month of April is going to be all about fantasy, because it is admittedly easier to write for. In my case, I'm going to focus on Sandbox Encounters. I intend to write up 26 different encounter types I can use in my Madlands Campaign, to help when I need a random encounter in my game. Of course, these can be used by fantasy GMs with minimal changes, particularly if you're running a sandbox campaign or a game set in the Hammersong's Legacy campaign setting. With a little creativity, many of these encounters can be used in other genres as well. (Well, maybe not the supernatural encounters, but the rest should be good.)

The basics of Sandbox Encounters can be found in my post entitled Inspired by Red Tide: The Shadow Syndicate Encounters, although I'm changing it up just a little bit. In essence, I'm looking at the following write-up format, which is a simplified version of the Red Tide write-up, but suitable for my own purposes. Note that I'm not including stat blocks in my version, although I may, if I have the time and motivation to do so.

Sandbox Encounter Format:
  1. Brief Description. This will be a paragraph describing the encountered creature or type in general.
  2. Encounter Groups. This section provides three different encounters of escalating power levels: Novice (levels 1-3), Seasoned (levels 4-6) and Veteran (levels 7-10), to borrow terms from Savage Worlds. Each simply lists the members of such a group, and provides some basic treasure for the encounter.
  3. Encounter Ideas. This d6 table will contain six different scenarios that the GM can either choose directly, randomly select, or use as inspiration for a given encounter.

I am currently looking at detailing the following Sandbox Encounters:
  1. Adventurers' Expedition
  2. Banth
  3. Canker Hound
  4. Dinosaur
  5. Earth Drake
  6. Fyrcat
  7. Giant
  8. Horror From Beyond
  9. Iron Golem
  10. Jackal Lord
  11. Kelshani
  12. Lupiscupine
  13. Mantid
  14. Night Hag Cult
  15. Ogre
  16. Pyrolisk
  17. Quickling
  18. Revenant
  19. Serpentfolk
  20. Troll
  21. Unicorn
  22. Vulturan
  23. White Ape
  24. Xenophobic Patrol
  25. Yakshini
  26. Zegoth

If you have any other suggestions than the ones above. please feel free to make them. I'm pretty open, and I'm sure my players would enjoy a few surprises, so long as they fit the flavor of the setting.

With Regards,
Flynn

Wednesday, March 21, 2012

Traveller World Tags: Rich, Water and Vacuum...

Good Afternoon, All:

In the sixth of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Rich (Ri), Water World (Wa), Vacuum (Va).

My thoughts on world tags for these trade codes can be found below.

Rich (Ri)

Allies/Contacts:Free trader captain; Luxury resort chief of staff; Rec chem pub owner; Starving artist
Rivals/Enemies:Arrogant noble; Interplanetary thief; Merchant House planetary director; Vengeful duelist
Targets:Black market military-grade cybernetics; Contraband luxury items; Fine liquor; Shipment of recreational chemicals
Locales:Art gallery/museum; Corporate headquarters; Luxury resort; Private mansion
Challenges:Bureaucratic red tape; Corporate espionage; Deranged or inebriated cyborg; Exaggerated social classes

Water World (Wa)

Allies/Contacts:Aquabot operator; Life support systems technician; Research scientist; Talkative submarine captain
Rivals/Enemies:Delusional leviathan hunter; Local seaport portmaster; Research station director; Underwater city council member
Targets:Biochemical extracts; Exotic aquatic creature; Natural anagathic research data; Underwater drone
Locales:Fishing vessel; Floating platform/station; Submarine; Underwater dome
Challenges:Colossal aquatic leviathan; Extremely violent storm; Failing environmental system in underwater environment; Tsunami

Vacuum (Va)

Allies/Contacts:Disgruntled miner; Life support systems technician; Retired computer hacker; Sealed habitat engineer
Rivals/Enemies:Atmospheric ration control officer; City security chief; Insane saboteur; Mining operation director
Targets:Atmospheric ration coupons; Life support system spare parts; Master access codes to the city's security systems; Vacuum-functional mining equipment
Locales:Abandoned/isolated outpost; Large crater; Underground city corridor; Vehicular airlock
Challenges:Ever-present surveillance equipment; Meteor storm; Rationed/failing life support; Restrictive regulations

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, March 19, 2012

Traveller World Tags: Non-Agricultural, Non-Industrial, Poor...

Good Afternoon, All:

In the fifth of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Non-Agricultural (Na), Non-Industrial (Ni), Poor (Po).

My thoughts on world tags for these trade codes follow:

Non-Agricultural (Na)

Allies/Contacts:Freight handler foreman; Happy-go-lucky smuggler; Offworld investor; Starving beggar
Rivals/Enemies:Black marketeer; Corrupt customs inspector; Food control board member; Ruthless food importer
Targets:DIY hydroponics equipment; Food transport shipment; Imported textiles
Locales:Barren wasteland; Customs warehouse; Food distribution center; Underground cities
Challenges:Food riot; Large indigent population; Restrictive regulations; Security systems

Non-Industrial (Ni)

Allies/Contacts:Free trader captain; Freight handler foreman; Immigration recruiter; Starport clerk
Rivals/Enemies:Ambitious real estate tycoon; Black marketeer; Corrupt customs inspector; Ruthless smuggler
Targets:Imported luxury vehicle; Radioactive ore samples; Secret settlement expansion plans; Textile shipment
Locales:Customs warehouse; Outlying homestead; Textile plant; Untamed wilderness
Challenges:Land rights threatened by imminent domain; Restrictive regulations; Stolen shipments; Trade embargo

Poor (Po)

Allies/Contacts:Immigration recruiter; Medical clinic administrator; Overworked charity program director; Underpaid technician
Rivals/Enemies:Arrogant importer; Overconfident bounty hunter; Ruthless smuggler; Vengeful gun runner
Targets:Fugitive in hiding on this "backwater planet"; Illegal weapons; Medical supplies; Shipment of exotic spices
Locales:Abandoned warehouse; Over-full medical facility; Partially constructed amusement park/tourist trap; Ramshackle "shanty town"
Challenges:Impoverished population; Lack of available parts for repairs; Regional epidemic; Stolen shipments

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Friday, March 16, 2012

Fantasy Friday: On Mind Mapping...

Good Afternoon, All:

For this Fantasy Friday, I wanted to talk about a GMing tool that I've recently discovered and started using for campaign and adventure development. It's called mind mapping. A mind map is a diagram used to represent words, ideas, tasks, or other items linked to and arranged around a central key word or idea. Mind maps are used to generate, visualize, structure, and classify ideas, and as an aid to studying and organizing information, solving problems, making decisions, and writing. You can make them using pen and paper, or you can use software like FreeMind.

Mind mapping works best as a form of brainstorming. You are getting ideas out there as quickly as you can, using the branching lines to help you organize the ideas in some form of structure. You may not use all of the ideas you capture. However, in the early stages of campaign development or adventure design, getting everything out there is very important.

One possible use for mind maps might be to capture notes and thoughts on adventure ideas for individual PCs without your campaign. Simply create a new mind map for each character in the game, and spend 5-15 minutes reviewing the character's character sheet and backstory, making notes on adventure ideas as you do so. An hour's worth of your time may produce some great ideas for adventures and even campaign seeds that will give you many sessions of enjoyment. I think that's a great return on your investment.

If you'd like to know more, you might check out the following links:
http://www.campaignmastery.com/blog/freemind-tips-for-game-masters/
http://blog.lemmi.at/?p=456

Hope This Helps,
Flynn

Wednesday, March 14, 2012

Traveller World Tags: Industrial, Low Population, Low Technology...

Good Afternoon, All:

In the fourth of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Industrial (In), Low Population (Lo), Low Technology (Lt).

My thoughts on world tags for these trade codes follow:

Industrial (In)

Allies/Contacts:Research engineer; Smuggler with a heart of gold; Talented roboticist; Test driver/pilot of experimental vehicles
Rivals/Enemies:Aggressive anti-robotic demonstrator; Industrial spy; Ruthless part supplier; Vehicle theft ringleader
Targets:Cargo container of robots; Expensive replacement parts; Industrial secret research; Shipment of new vehicles
Locales:Corporate office building; Illicit "chop shop"; Manufacturing plant; Warehouse
Challenges:Bureaucratic red tape; Industrial espionage; Interference from offworld interests; Poor supply of resources

Low Population (Lo)

Allies/Contacts:Grizzled radioactives miner; Lonely starport clerk; Progenitor researcher; Overworked technician
Rivals/Enemies:Arrogant starport director; Mining operation manager; Progenitor cultist; Unscrupulous "import specialist"
Targets:Mining equipment; Progenitor artifact; Shipment of radioactive ore; Top secret research data
Locales:Colonial offices; Progenitor ruins; Radioactive ore mine; Research facility
Challenges:Colonial or isolationist mentality; Insufficient manpower or expertise; Pirates running a protection racket on the colony; Unusually high levels of radiation

Low Technology (Lt)

Allies/Contacts:Curious sociologist; Diplomatic liaison; Friendly chieftain; Local importer
Rivals/Enemies:Aspiring warlord; Local guildmaster; Luddite commmunity leader; Xenophobic aristocrat
Targets:Handcrafted furniture; Local faction leader's daughter; Prize livestock or mounts
Locales:Battlefield between warring factions; Fortified settlement; Lumber yard; Smelly feedlot
Challenges:Luddite mob; Stampeding livestock; Warring tribes, clans or factions; Xenophobia

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, March 12, 2012

Traveller World Tags: High Population, High Technology, Ice-Capped...

Good Afternoon, All:

In the third of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: High Population (Hi), High Technology (Ht), Ice-Capped (Ic).

My thoughts on world tags for these trade codes follow:

High Population (Hi)

Allies/Contacts:Colonial Services clerk; Hydroponics technician; Medical supply distributor; Pharmaceutical researcher
Rivals/Enemies:Deportation case worker; Disciplined terrorist cell member; Drug lord; Population control enforcer
Targets:Experimental medical equipment; Luxury goods; Illicit drugs; Pharmaceutical research
Locales:Drug cartel-owned private spaceport; Hydroponics greenhouse; Overcrowded tenement building; Pharmaceutical warehouse
Challenges:Food shortages; Privateer press gangs; Tensions between rival criminal cartels; Unruly mobs

High Technology (Ht)

Allies/Contacts:Computer security analyst; Cybernetic surgeon; Security specialist with connections; Talented roboticist
Rivals/Enemies:Accomplished hacker; Arrogant gun runner; Industrial spy; Vengeful cyborg
Targets:Commercial robots; Experimental prototype; Illegal weapons; Shipment of cybernetic parts
Locales:Advanced research & development laboratory; Hospital cybernetic surgery recovery ward; Over-sized computer server room; Robotic manufacturing plant
Challenges:Advanced security systems; Computer virus; Getting caught in the middle of a Central Security Service sting operation against a local gun runner; Glitchy cybernetic parts

Ice-Capped (Ic)

Allies/Contacts:Grizzled ice miner; Local geologist; Mining company broker; Petrochemical researcher
Rivals/Enemies:Eco-terrorist; Mining site general manager; Offworld investor; Vengeful prospector
Targets:Ice mining equipment; Geological survey results; Map to a rich lode of a precious metal; Private collection of locally mined crystals and gems
Locales:Geological survey station; Glacier's edge; Isolated mining station; Refined ore processing plant
Challenges:Avalanche; Blizzard conditions; Difficult terrain; Local wildlife
What do you think? Do you have any suggestions to improve the options listed above? With Regards, Flynn
 

Friday, March 09, 2012

Fantasy Friday: Sword & Planet RPG, First Draft...

Good Afternoon, All:

I've posted the first rough draft of the Sword & Planet RPG for your review. You can download the file at:
https://sites.google.com/site/flynnsfiles/my-gaming-files/SwordAndPlanetRPG.pdf?attredirects=0&d=1

Bear in mind that it is still a work in progress, and that there's a lot of data and layout work that is still missing. However, since I said I'd have it up today, I figured I should at least post what I have.

Please feel free to check it out, and give me any feedback you might have. I'll work on getting an updated version up next week.

Enjoy,
Flynn

Wednesday, March 07, 2012

Traveller World Tags: Desert, Fluid Oceans and Garden...

Good Afternoon, All:

In the second of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Desert (De), Fluid Oceans (Fl), Garden (Ga).

My thoughts on world tags for these trade codes follow:

Desert (De)

Allies/Contacts:Curious terraformer; Desert nomad/guide; Moisture or spice farmer; Research scientist
Rivals/Enemies:Anti-terraforming activist; Eccentric prospector; Hermit psionicist; Nomad chieftain
Targets:Artifact sacred to the local desert nomads; Hidden well/water reservoir; Shipment of unusual spices; Terraforming equipment
Locales:Desert nomad cave city; Moisture farm; Oasis; Underground cistern
Challenges:Blinding sandstorms; Giant sand worms; Territorial feud between opposing desert nomad tribes; Xenophobia and unusual customs among the desert nomads

Fluid Oceans (Fl)

Allies/Contacts:Happy-go-lucky sailor/seafarer; Leviathan hunter; Processing plant technician; Specialty "aquatic" equipment supplier
Rivals/Enemies:Ambitious port master; Grizzled sailing captain; Processing plant executive officer; "Save the Leviathan" ecological activist
Targets:Map to untapped precious metal lode; Petrochemical cargo shipment; Rare albino leviathan; Sailing vessel
Locales:Leviathan "bait" shop; Petrochemical processing plant; Shipyard; Warehouse district
Challenges:Alien leviathan; Raging petroleum fire; Severe storm in a non-standard atmosphere; Ship sinking into non-water fluid

Garden (Ga)

Allies/Contacts:Big game hunter; Knowledgeable forester; Respected vintner; Spice farmer
Rivals/Enemies:Clearcutting logger foreman; Drug crop plantation owner; Gluttonous noble; Vengeful game warden
Targets:Bottles of fine wine/liquor; Exotic or addictive spices; Handcrafted wooden furniture; Prime livestock specimens
Locales:Hunting lodge; Overgrown plantation; Vineyard; Wildlife preserve
Challenges:Exotic local disease; Invasive offworld predators originally imported to handle a local pest; Trapped in a hunting preserve when hunting season starts; Unusual hunting or wildlife preservation regulations

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, March 05, 2012

Public Service Announcement: 20% Discount at Lulu.com...

Good Afternoon, All:

Today's post has been highjacked to bring you an important Public Service Announcement. Lulu.com is offering a deal where you can save 20% on any order on their site. Just enter the coupon code SPACIOUS305 at checkout and receive 20% off your order. The maximum savings for this offer is $100. All the usual disclaimers apply, of course. (This offer is only valid in US Dollars and cannot be applied to previous orders. You can only use this code once per account, and unfortunately you can't use this coupon in combination with other coupon codes.) This great offer expires on March 7, 2012 at 11:59 PM PST, so don't miss out!

This is an excellent opportunity to pick up any PDFs or Print-On-Demand books that you've been wanting to add to your collection. Many of the Old School publishers use Lulu to make their printed copies available. And if you happen to find a few Samardan Press publications you'd like to add to your list, I would be thankful for your support.

On Wednesday, we will return you to your normally scheduled blog series on Traveller World Tags, already in progress...

With Regards,
Flynn

Friday, March 02, 2012

Fantasy Friday: Free Sword & Planet Ruleset Coming Soon...

Good Afternoon, All:

For Fantasy Friday today, I thought I'd mention that I'm pulling together all the Sword & Planet material I've posted into a single document, along with material I hadn't posted previously. I will make this document available sometime next week (probably around my birthday on March 8th.) This document will be available for free, simply to share those creative efforts with others. I'm doing this in part to honor or celebrate the new movie "John Carter of Mars", but mostly because I just love Planetary Romance gaming. I hope that my contributions will help others enjoy more of it themselves.

The book itself will contain all the rules needed to play a game in this exciting genre, as well as a small bestiary of foes inspired by the Barsoom series of novels by Edgar Rice Burroughs. I will be releasing the entire thing under the Open Gaming License, so other publishers can use it as they see fit.

The list of character races will be simple, and will likely include one or two species from different planetary romance series. Obviously, human (Earthmen) will be the preferred race, but local humans of varying skin colors, as well as a large multi-limbed giant (ala the Green Martians), and one or two other options would be good to have in the rules for creativity purposes. Any suggestions on this particular point would be greatly appreciated.

Anyway, I just wanted to share the news of my intentions with you, and ask for your thoughts, concerns and feedback on the idea. I will likely have no artwork in the document unless I can find some good public domain art that inspires a Sword & Planet game. If any of you have any suggestions of where I might find something of that ilk, please feel free to let me know.

With Regards,
Flynn

Wednesday, February 29, 2012

Traveller World Tags: Agricultural, Asteroid and Barren...

Good Afternoon, All:

To start off my short series of posts on Traveller World Tags, I'm starting off with the following trade codes: Agricultural (Ag), Asteroid (As), Barren (Ba).

My thoughts on world tags for these trade codes follow:

Agricultural (Ag)

Allies/Contacts:Botanical researcher; Local sheriff; Plantation overseer; Retired adventurer-turned-rancher
Rivals/Enemies:Ambitious land baron; Corrupt health/agroproduct inspector; Protection racketeers in outlying communities; Offworld pharmaceutical competitor
Targets:Agricultural equipment; New hybrid crops; Prize livestock; Thoroughbred mounts
Locales:Agroproduct warehouse; Expansive ranch house/plantation; Outlying settlement; Stock yards/livestock processing plant
Challenges:Dangerous native predators; Frontier lawlessness in outlying communities; Livestock stampedes

Asteroid (As)

Allies/Contacts:Family of belters; Prospector with a past; Smelting plant technician
Rivals/Enemies:Corrupt prospector union representative; Mining operation general manager; Saboteur for competition
Targets:Map to a rich lode; Mining corporation payroll transport; Prospecting drone; Raw ore shipment
Locales:Belter family station/base; Mining operation site; Rich lode on an isolated asteroid; Seedy spaceport catering to local belters
Challenges:Corrupted local prospector union; Life support failure; Saboteurs with a knack for demolitions

Barren (Ba)

Allies/Contacts:Base technician; Research scientist; Shipwreck survivor; Pirate crewmember
Rivals/Enemies:Administrator of secret base; Crazy outpost survivor; Criminal mastermind in hiding; Pirate captain
Targets:Black box of a crashed starship; Environmental samples from a future colony site; Secret cache of stolen goods; Starship stolen by pirates
Locales:Abandoned outpost; Automated interdiction/hazard beacon; Hidden base (military, research or pirate); Wreckage of crashed starship
Challenges:Automated Interdiction anti-starship weaponry; Extremely hazardous weather conditions; Heavy radiation; Virulent plague

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, February 27, 2012

Traveller: World Tags, An Introduction...

Good Afternoon, All:

If you've ever taken the time to look through Stars Without Number by Sine Nomine Publishing, you have probably considered applying the concept of World Tags to your own Traveller campaign. These tags are similar to trade codes, and provide a number of suggested elements to inspire adventures and flavor elements. After a brief description, each world tag suggests 3-4 adventure items in each of five different categories: Enemies, Friends, Complications, Things and Places. As you can see, these are fantastic for the Referee running his or her campaign in a sandbox style.

There's a number of existing world tags in Stars Without Number that already apply to Traveller trade codes, of course, but there are still many more that need to be addressed. For your reference, the following table captures my thoughts on how Stars Without Number world tags relate to Traveller trade codes. Empty cells indicate that no appropriate world tag exists for a given trade code.

Traveller Trade CodesStars Without Number World Tags
Agricultural 
AsteroidHeavy Mining
BarrenTomb World
DesertDesert World
Fluid Oceans  ;
Garden 
High Population 
High TechnologyFlying Cities, Major Spaceyard
Ice-Capped 
IndustrialHeavy Industry
Low PopulationOutpost World
Low TechnologyPrimitive Aliens
Non-Agricultural 
Non-Industrial 
Poor 
Rich 
Water WorldOceanic World, Seagoing Cities
VacuumBubble Cities

Obviously, upon review, trade codes aren't adequately covered by world tags, and so there would need to be quite a few generated to cover the bases. In order to capture the flavor of Traveller, particularly that of the Azri Drakara setting, I'm going to explore the concept of creating "world tags" for Traveller worlds.

World tags are not open gaming content, and as such, they cannot appear in any published work in the original format (due to trade dress issues) or using the text found in Stars Without Number (due to copyright issues). For my purposes, I will provide suggestions in the following categories: Allies/Contacts, Rivals/Enemies, Targets, Locales, and Challenges. It covers the same range of information, but is distinct enough to avoid trade dress and copyright issues. The work I'll create here is inspired by Stars Without Number, but I just want to avoid any legal issues that might come about in pursuit of this goal.

Looking Forward To It,
Flynn

Friday, February 24, 2012

Fantasy Friday: Cultural Analogs and World Consolidation...

Good Afternoon, All:

Earlier this week, I started looking over my go-to general list of cultural analogs for fantasy world creation, and made a few notes regarding the Consolidated World concept I've been slowly working toward. The basic list of cultural analogs (and I include the traditional AD&D/D&D racial stereotypes as analogs as well) that I like to use can be found below. I've also included names of kingdoms or regions for my Consolidated World as a reminder to myself of campaigns in the past that I should be stealing from to help put this personal campaign setting together. In some cases, I'm using names newly created, for those instances where I haven't developed cultural analogs in that direction as yet. Obviously, I'm still reviewing my options for some of these.

In your own campaign worlds, do you use cultural analogs? If so, how many do you use, and what have you named them? (Warning: I may steal some of the better names for my own personal use, if they resonate with me.)

Cultural AnalogKingdom/Region Name
AboriginalKurai Tribes
AfrikanerAkirfa/Kwankala
Ancient EgyptSudan/Badari Dynasty
Ancient GreekSynovia
Arabic/MoorAl-Morava
AztecMazteklan
Babylonian/SumerianUbedian City-States
CaribbeanStefari Islands
CarthageKenaani League/Sydonian Hegemony
ChineseHusan/Legacy of Krang/Rokim
DwarvenDuar Triumvirate
ElvenArcadia
England/CamelotBritannia/Valeria
FranceMassalia
GaulGalatos/Keltos
GoreanPort Kar
Halfling/ValefolkVale of the Lady
Ice Age/InuitFrigea
IncaTawantin
IndonesiaBengkali
JapaneseIsles of Zai
KoreanGojosan
MayaYukatesh
MongolsDonghan Hordes
Native American TribalMerokee Lands
NorseVinland
OrcishMalnoth Tyranny
PersiaMedia
RomanAchea
RussianGardariki/Khazarea
SlavicPasalovakia
SpainIberia

Enjoy,
Flynn