Showing posts with label island. Show all posts
Showing posts with label island. Show all posts

Sunday, March 10, 2019

Potoo Island's building blocks

I am taking a break from drawing to work a bit on Potoo’s Island.

So this project is partly based on a joke and on a dream, I don’t really know where I want to go with this, I only know that I love potoo birds and that I want to craft something fun and strange based on them.

So I did some researches on the potoos and I took a good quantity of notes. I want to do something with the legend about the potoo being the spirit of a woman who fell from the moon and who call her moon husband at night.

Since I have no clear directions, I will begin by generating encounters to populate the island and then I will try to make sense of what will emerge. I will try to use the monsters building blocks method I posted earlier.

My building blocks will be things related to the potoo and the island.

Building blocks (d8)
  1. Potoo bird 
  2. Bugs (beetles, moths, grasshoppers and termites) (preys) 
  3. Small birds (preys that potoo swallow whole!) 
  4. Falcon (predators) 
  5. Monkey (predators) 
  6. Shipwrecked humans (who probably messed up the balance or ecology of the island) 
  7. Rotting wood, tree stumps and mushrooms (thing that potoo camouflage as) 
  8. Something fallen from the moon or the sky (reference to the legend) 
I also wrote some monsters archetypes to combine with the building blocks.

Encounter types (d12)
  1. Sentient humanoids 
  2. Mutated specialist function 
  3. Strange chimera and hybrids 
  4. Wild or primordial beasts (ancient ones may speak) 
  5. Spirits (linked to a element or concept) 
  6. Guardians (linked to a special location, gain advantage or power from it) 
  7. Corrupted, cursed or undead 
  8. Monstrous hoarder (accumulate stuff) 
  9. Mimics, shapeshifters 
  10. Deforestation, destruction of the environment 
  11. Influenced or affected by a other building block (like falcons trained by humans or a ancient potoo spirit who hate humans) (Roll a d10 on this table to determine archetype and d8 on the building blocs table to determine relation) 
  12. Roll two d10 on this table and mix the results, double result give a unique champion encounter with +1HD) 
I also crafted a random table that spotlight traits or aspects of the potoos. I will roll on this table when I need inspiration.

Potoo's aspects (d10)
  1. Big eyes 
  2. Big mouth, eat things whole 
  3. Eerie call, induce fear or sadness 
  4. Camouflage 
  5. Stillness (or the need to avoid movements) 
  6. Nocturnal, sleepy or lazy during day 
  7. Eat insects and small birds 
  8. Don’t hunt on the ground, mob defense 
  9. Mate for life and lay a single egg, camouflaged hidden egg. 
  10. Can be cartoony or spooky
I will probably start by generating creatures for each Hit Die I want to feature on the island. Then I will assign HD to areas of the island and craft random tables around these.

My template will probably be something like:

Area HD (d6)
  1. Encounter from area’s HD 
  2. Encounter from area’s HD 
  3. Encounter from area’s HD 
  4. Encounter from lower HD 
  5. Encounter from +1 HD 
  6. Encounter from +2 HD 

I will post next what I will have generated with these tables.

(cartoony)

(spooky)

Monday, June 25, 2018

Review: The Corruption of Pelursk by Shel Kahn

The Corruption of Pelursk by Shel Kahn

The Corruption of Pelursk is a hex-crawl adventure created and self published by Shel Kahn. It come as a zine or as a pocket pack where everything is packaged in a pencil case that contain beautiful fabric maps and other gaming aids.



The adventure premise assume that the characters are looking for rare magical crystals, there is a shortage of these crystals and being unable to find any, the adventurers decided to travel to where the crystal are collected to find some on their own.

Their journey will take them to the small town of Black Lake, after meeting some of it inhabitants and learning about why there is a shortage of crystals they will venture into the crystal island where they will play a small hex-crawl that will lead them to a key encounter. Back to the small town they will have to deal with the fallouts of their actions.

The adventure is well written, Shel is very good at setting up the atmosphere. The different steps of the adventure are well presented and easy to follow. Naturally the players won’t probably follow the assumed course of events, but this is not problematic.

I personally prefer a tiny bit less descriptions but I think that the level of description is well balanced between usefulness and atmosphere setup.

The small town of Black Lake is rough while charming, kind of like a earnest frontier town. It relation with the magical crystals create a interesting situation worth exploring. The town gave me a good studio Ghibli or Earthsea vibe, the inhabitants being earnest and positive but also serious folks who have their own baggage to deal with. This make them engaging and the adventure assume that the group will learn to know some of them but there is also a chance that a group would entirely skip the town to sneak on the island on their own. This is not a problem but it would certainly change the feel of the adventure.

The hex-crawl is well presented and very interactive. It is played on a hex map printed on a fabric and use a collection of 12 fabric hexes that can move around on the map, depending on different situations. This add a unexpected aspect to the crawl. There is three sets of encounters: ruins, ghost and island reactions. The backstory of the island is hinted at through the encounters. The whole story is not revealed but enough is hinted to fuel the players curiosity. There is no real combat encounters, the dangerous encounters are mostly traps or dangerous obstacles.

A lot of these encounters deal damage to the characters, some of it can be avoided by making saving throws but the amount of damage that a group will receive is really random and hard to evaluate. For a low level group, especially with characters with 1d4 and 1d6 HP, this can become VERY deadly. Running this adventure as a funnel for 0 level characters would probably lead to a very high body count. But I guess that the players can find clever ways to avoid some of the damages. Playing the adventure in a “new school” mode would certainly be more deadly as the game mechanics would constantly inflict damages to the characters, while running it in “old school” mode would give more occasions for the players to find clever ways to avoid relying on passing saving throws to survive.

The key encounter is interesting (but also probably deadly) and potentially lead to a more interesting situation.

My feel.

I really like how everything in the adventure is socially interconnected. The town situation is subtle and engaging while being optional to the adventure. I like that the spine of the adventure is simple enough to grasp and to remember, after a single read I feel like I could easily run it. The fabric elements add a nice tactile feel that fit with the setting where everything is handcrafted by people.

I am intrigued by how the hex-crawl run at the game table. Because of the multiple sources of damage I think that the GM must be careful to give space for the players to find solutions and clever ways to avoid some of the damage instead of just asking them to make saving throws.

Depending on how much the group interact with the town, I guess that the adventure can be run in one or two sessions.

The only thing missing is maybe a few illustrations in the adventure booklet. Not much, maybe just 2 or 3 to add more flavor. But starting to do illustrations for your own publication is dangerous as you can always do more and you have to set yourself some limits.

How would I run the adventure?

For a one shot I would probably run the adventure with characters born in Black Lake Town. I would make them return to their hometown to have a “homecoming” vibe or I would simply start directly in the town and ask them questions about how their family is dealing with the crystals shortage to directly link them to the town situation.

Running it for out of town of characters, I would mirror the Black Lake Town situation by making their home village slowly dying because their home crystal lost it magic. This way, the fate of their village is linked to the fate of Black Lake Town and the Isle.

For a campaign already running, I would simply make a third party hire the adventurers to get the crystals instead of forcing the group to have a personal need for the crystals. Naturally I would try to give the third party a interesting goal.

I have a weak spot for village and community based campaigns so I would probably run the adventure for villager folks.

Running “The Corruption of Pelursk” with Shel’s other pocket adventure “Keep on the Shinning Isle” is certainly tempting. I imagine a crystal islands campaign having a nice Earthsea vibe.

Sunday, April 15, 2018

Island and random encounters tables speciation.

This is inspired from this youtube video about how species fill vacant ecological niches on isolated islands. For exemple how kiwi birds took on the role and characteristics of rats in the absence of these mammals.



Let try to apply this on random encounter tables. Now random encounter tables are not really ecologies or biomes but since we are familiar with their content it can be fun to generate interesting variants.

Let use the the Forest/Wooded encounters from the Labyrinth Lord's Wilderness Monster Encounter Table.

Forest/Wooded encounters (1d20)
  1. Bee, giant killer
  2. Boar
  3. Bugbear
  4. Cat, Panther
  5. Cockatrice
  6. Dryad
  7. Dragon, Green
  8. Elf
  9. Ghoul 
  10. Hobgoblin
  11. Werewolf
  12. Brigands
  13. Orc
  14. Roc, small
  15. Spider, giant crab
  16. Troll
  17. Unicorn
  18. Wight 
  19. Wolf
  20. Wolf, dire

Let remove half the encounters so that the "surviving" monsters can fill their "niches".

We roll 10d20: 20 - 11 - 2 - 17 - 20 - 5 - 12 - 12 - 6 - 4 (re rolling doubles: 7, 10)
  1. Bee, giant killer
  2. Boar
  3. Bugbear
  4. Cat, Panther
  5. Cockatrice
  6. Dryad
  7. Dragon, Green
  8. Elf
  9. Ghoul 
  10. Hobgoblin
  11. Werewolf
  12. Brigands
  13. Orc
  14. Roc, small
  15. Spider, giant crab
  16. Troll
  17. Unicorn
  18. Wight 
  19. Wolf
  20. Wolf, dire
Now let see who fill these empty niches

For each absent monster we assign a random survivor who will speciate to fill it empty niche, we will combine the two monsters to create a new one. This new monster use the survivor stats bloc and switch 2d3 characteristics with the monster it is replacing.

Characteristics table (d12)
  1. No.Enc
  2. Alignment
  3. Movement
  4. Armor Class
  5. HD (size) 
  6. Attack type
  7. Damage
  8. Saves
  9. Morale
  10. Hoard class
  11. Special ability or vulnerability 
  12. Appearance  
If we make the rolls we end up with:
  1. Boar wight 
  2. Panther trolls  
  3. Cockatrice elves 
  4. Dryad bugbears 
  5. Green dragon ghouls 
  6. Hobgoblin wolfs 
  7. Werewolf bugbears 
  8. Brigands giant killer bees 
  9. Unicorn giant killer bees 
  10. Dire wolf wolf (??) 
What happen to the original survivor monsters?
Let roll on the adaptation table to find out:

Adaptation table (d8)
  • 1-2 Dwarf variant (-1 HD, step up No Enc.) 
  • 3-4 Giant variant (+1 HD, step down No Enc.) 
  • 5-6 Random characteristic variant (roll on the characteristic table and modify this characteristic to create a variant)
  • 7 Stunted variant (roll on the characteristic table and nerf or dilute this characteristic)  
  • 8 Hyper variant (roll on the characteristic table and boost or intensify this characteristic) 
If we make the rolls we end up with:
  1. Giant giant killer bee
  2. Hyper Bugbear (Hyper variant: boost number encountered!)
  3. Dwarf Elf
  4. Giant Ghoul 
  5. Dwarf Orc
  6. Dwarf small Roc  
  7. Giant giant spider crab  
  8. High Damage Trolls (Hyper variant: boost damages!) 
  9. Giant Wight 
  10. Climbing Wolf (Random characteristic variant: movement type) 
Our final forest island random table: 
d20
  1. Giant Wight 
  2. Boar Wights (tusked wights who search the ground with their big groin) 
  3. High Damage Trolls (ouch!)
  4. Panther Trolls (stealthy four legged trolls)  
  5. Dwarf Elves
  6. Cockatrice Elves (use petrification to craft stuff out of petrified victims) 
  7. Hyper Bugbear (larger No. Enc.) 
  8. Dryad Bugbears (tree linked female bugbears) 
  9. Werewolf Bugbears (bugbears who turn into dire wolves) 
  10. Giant Ghoul  
  11. Green Dragon Ghouls (greedy scaly toxic breath ghouls) 
  12. Dwarf Orc
  13. Hobgoblin Wolfs (weapon using bipedal wolfs) 
  14. Dwarf Small Roc (mounts for the dwarf elves or orcs)   
  15. Giant Giant Spider Crab 
  16. Giant Giant killer bee (they are getting quite big!)
  17. Brigands giant killer bees (killer bees who ambush people to hoard their stuff) 
  18. Unicorn giant killer bees (white bees who produce magical honey for maidens) 
  19. Dire Island Wolves (cosmetic variant Dire wolf) 
  20. Climbing Wolves