Monday, 2 January 2023

2023 Year Start: Hex Crawl 23 #1,The Village of Alakran

So yeah, let me revive the old blog a little with this #dungeon23 madness. But it's a hex crawl! In fact, the campaign environment for my online Game of Bronze Roll20 game, which ended with a definite bang last August.

I'm going one hex at a time, spiraling out from the tentpole town, Alakran. As we see the hexes, details of the setting come into view.

 

 A village of only about 50 souls, nestled between two parallel terraced ridges running east to west. To the northeast is the high, forbidding red sandstone mass of the Scarp, which divides the land of Wahattu from the land of Dulsharna. Alakran was once a thriving trade post, sitting astride the paving stone of Nama'a the Road of Flowers, before the invasion and collapse of Dulsharna. Now its population is much diminished, half the adobe houses lie empty, and the inhabitants live on subsistence agriculture of barley, pistachios and stimulant acavar beans.

The irrigation system is primitive by Wahatti standards, and labor intensive. A boon of 500 gp will improve the happiness of the village, allowing construction in 1 month of better conduits that allow some leisure time and specialization. With successful diplomacy the villagers will support the benefactors, possibly supplying hirelings (no more than 1 adventuresome soul per 30 denizens) or gifts (common fare, lodging, and up to 1 gp a month per 10 denizens). 

The village's population can be increased by 10 for each peril adjacent to it, and to its westward road, that is eliminated. This will require again some diplomacy in larger settlements, to get people to relocate.

The village priest Dan-El worships the dominant god in Wahattu, Mitra the benevolent sun disk. He is a coppersmith by trade but his local source of ore is tapped out. He will become friendly and supportive if he is connected to a new source of copper metal or ore.

A merchant with two camels, Hasanain, visits the village every other week, braving the dangers in between Alakran and his home to the west, Gesshed. He will pay 10 gp each way for well-armed company.

 As well there is a wise woman, Sertha, skilled in herbal medicine, and a loose woman from the west, Pe-Khawy, whose red-litten house is often visited by soldiers of the garrison to the east. 

The village is roughly based on Jason Morningstar's Khas Fara (Fight On! magazine #5) and some of the conflicts and adventures from that adventure will work here. Other crops and industries can be introduced to the village, but the water supply will really not support a population of more than 100. Diverting water from agriculture to other occupations, so that Alakran can grow, will require the resumption of trade across the Notched Pass in the Scarp -- and what a tall order that would be!

Edit: Two extras, a detail map (these hexes are 1 mile and the larger hex, then, is 5 miles):

And a d6 encounter table if the village is rolled as the source of an encounter on the 5 mile map (using this system which worked great in my campaign):

Alakran (no encounter if wrong time or range)

1. Goatherd, with sling and flock of 30 goats, day or night (asleep), range 0

2. Hasanain the merchant, with 2 camels, road only, day, range 2

3. Dan-el the priest and 2 villagers, futilely prospecting for ore, day, range 2 /Dan-El on the way to or from a mysterious errand to the north, night, range 0

4. Sertha the wise woman, looking for medicinal-hallucinogenic cacti, day, range 2

5. Pe-Khawy, terrorized out of her home by intolerant villagers, seeks help, day or night, range 1

6. Three village children, talkative, wandering farther than their parents would like, day, range 1

Friday, 31 December 2021

2021 Year End: Not Much Blogging For Me

Nope, not too much blogging this year. Running a weekly roll20 campaign, with all the statblocks and maps and nice looking tokens, takes time. But that has truly been epic, with an all-star international cast of players, deep dives into the history of the world Mittellus, intrigues of secret societies and sinister cults, a micro-sized delve into a beehive, coalition politics under the shadow of the notorious Razisiz, blue dragon of the wastes. I'm a little inhibited in posting all the tell-me-about-your campaign details, but we are having a great time.

AI depiction of Nura the Sandwalker, campaign PC

Did I forget to mention that a lot of my writing on games has been scholarly long-form? Witness my  contribution to the Fiend Folio special issue of Analog Game Studies, giving a definitive rundown of monster origins and arguing that if the FF is weird and science-fictional, so is the Monster Manual, we've just forgotten it.

Another long essay should come out next year in the Knock! zine. It's an ultimate user's guide to Jennell Jaquays' classic adventure The Caverns of Thracia, which in the guise of the ancient ruins of Nathrak has been entertaining my players over some ten sessions. Fortuitous timing, as I'm told the Kickstarted reprint of Thracia and several other Jaquays adventures will also release soon. In a Bronze Age campaign, the antiquities of Nathrak are Copper Age (Aztec x Barsoom).

Mike McKone, Dejah Thoris #1 cover

Finally, I submitted a wasp's nest + petrified tree adventure to the One Page Contest, ran it at Dragonmeet London in early December, and am about halfway through to writing it up, as I've done with the aforementioned beehive. Will I mess around with an ant temple and create an insect colony trilogy? Wait and see! 

These days, I run 5th edition D&D but still dream in old-school, with its quick combats, harder play mode, and most importantly its awareness of material existence in everything from economics to the need for supplies. 

Anyway, I wish everyone a good celebration of the New Year and the space and safety to do more in-person gaming in 2022!


Sunday, 8 August 2021

One Page Dungeon 2021: The Paper Nest of Gabbro Grove

Last week was the OPD deadline again, and Paolo convinced me to do some kind of riff on the "giant beehive" adventure I am currently running my fifth editioneers through. Next door to bees are wasps, so paper nest -> paper treasures -> paper wizard suggested itself, with the giant petrified tree as gratuitous weirdness.

I really do suggest that adventure runners and writers do some research on any real animals, plants, or minerals they are using or adapting via monsters. In the current campaign this has led to such gems as the armadillo-folk being able to swim, but only after spending some time gulping air to increase their buoyancy, creating, um, gassy problems down the road. For this adventure I drew on traits of a number of species for such things as the wasp brewery, fig connection, and help from mites.

Freely licensed fonts used: Wood Stamp (titles), Bahnschrift (main text), Merienda (scroll text).