This Blog 2019, Goals and Grommets

Inspired by the 2019 goals post over at Charles's Dragons Never Forget Blog, I figured I would do the same thing. 2018 right around ...

Saturday, April 25, 2020

Being a system nerd has become a waste of time.

Through out this post I am speaking only about myself and my views. This is not directed at anyone in particular. Yes I recognze there are always exceptions to blanket statements. If  the reader finds the ideas put fourth below somehow offensive, I don’t necessarily care. Leave a comment, just remeber I'm never going to see it.

I'ts 2020.
There is a new generation of RPG players out there and they  have the buying power in the RPG industy. 
  • Ones that have absolutely no connection to the  war gaming history of the hobby. 
  • Players who really only want to see their  tiefling sorcerer steal a kiss from the barbarian the evening before setting off to face the big bad. 
  • Players who don't want a scribe, a mapper, or a caller.
  • Players who want to watch RPG's on youube and Twitch, the way we used to watch Conan and Krull.
  • ones who want to hear how the  light plays off the gems on the gypsie's hem. 
  • Players who don't mind if the game they’re watching is not a group of friends creating an emergent story. Rather a group of actors brought together via casting call, and running through a GM's vision of the game.
  • Players who don't particularity care "Miniatures move and fight using a ratio of either 1:20 (one miniature representing 20 troops) or 1:10 "

This is why D&D 5thE has done so well. It is not a system nerds game. It is a game tht allows players to make characters with clearly defined roles who progress quickly and can do epic things pretty much right out of the box.
Here’s the twist though, it's not about D&D it could have been any system. The system might as well be flip a coin, heads succeed tails fail. The  experience today is no longer about the games. It is about personality, story, and aesthetics. Mostly aesthetics.

Everyday there are more new fans and players and less second generation (started in the 80's) Players. So pack up any fancy system ideas and discussions about game theory. It mattered when I started. Then The Big model mattered, Then The OSR mattered (before it ate it’s self), narrative gaming always mattered. However, like all things do the RPG landscape has changed. What much of the next generation thinks of as RPG gaming and entertainment is an evolution of what I enjoyed about the RPG hobby. 

I’ll still enjoy trying to think of clever mechanics to emulate genre or generate a desired tone of play. I'll think about those things for my enjoyment, but I understand that it’s a compete waste of time. The RPG community at large has past me by. It belongs to the young, as it should. The idea of what makes an RPG experience has evolved.

Saturday, April 18, 2020

I have backed off plugging my RPG games on the internet. (Cancel This)

Any time I post it just might be my last post so...
I’m going to write a dead topic post, on a dead blog. If any actual humans read it thank you.

*As the culture surounding RPG's seems to become much more apt to pick any content apart looking to be offended, I don't have the energy or time to make sure my own work wouldn't end up being"Canceled" So I'm going to remove myself from that fray.*

Cancel this:

So I have just been thinking about the RPG industry. Thoughts from the perspective of a way, way, never-ran outsider.

There was a point (Back in 2013.) When I wanted to be part o the R.P.G. community. I wanted to write games. I wanted to talk games with everyone I could. I wanted to talk game theory, design moving parts, and put my own spin on those concepts. I have always loved this stuff since the mid 80’s and just wanted to put my generally positive vibes out there. I honestly wanted to put my ideas out into the world. That’s not saying my ideas are special or even good, but I wanted to share.

That was 7 yeas ago. Times change.

Right now, The reader could not pay me enough to join in the RPG community, or to officially publish anything. This is not an attack on anyone or anything. It’s not the world, it’s my perspective of the world that brings me to this statement.

A couple weeks ago I watched Adam Kobel get destroyed on social media. Then I watched Roll 20 distance them selves from him. I watched a few Adam adjacent twitch shows end. I’m not an Adam K, supporter. I don’t know the guy. I don’t play Dungeon world. Have no skin in the game. The end result of that controversy, just like all the other ones before, it will mean nothing in my day to day or even my gaming life.

What did strike me is that Mr. Kobel from my limited exposure seemed like the guy the current climate would love. Runs tables with good representation, runs narrative heavy games, seemingly a supporter and ally to under represented communities in games. He checked all the boxes.

Then he done fucked up. He ran a scene that he thought was funny. It wasn’t. His players didn’t think it was funny. They hit the web with statements, and Adam is at least partially done. Canceled. History be damned. Is he a Bad person? I don’t know. I don’t know the guy. What I do know is from my limited exposure, everything he has done up to the point he ran an unsolicited-creepy-robot-toy-sex scene (yeah thats a decent description) didn't matter for shit.

So, the reader might ask again, what’s that have to do with you?
Nothing. I’m so far away from that level of popularity and exposure I can’t even smell it.

The change is I don’t want to share ideas anymore. 
2013 me is dead and gone. The present climate killed that guy. The idea of slef publishing games not even on my radar anymore.

I know that if I put things out into the world, I will offend someone. 
On this blog I have dozens of posts about dozens of stupid things. I am sure in that pile of words someone could find a reason that I’m a bad person who disrespects some culture and has shown insensitivity to the plight of X or Y. It would not be true. In real life I’m a person who is deeply respectful even if I do have a vivid blue sense of humor.. no matter, the truth is irrelevant.

Worse I find my self stiffed by our current online culture.

Example 1:
I wrote AAIE in space. In that game there are space station add-ons which the players attract over time. One of them is “Space Brothel” which is defined as “a great place for players to gather rumors and potential jobs.”
If the reader only knew how I waffled on that, even put an end note in the game saying, “if you don’t like the idea of space prostitutes use sometime else.”
Forget that Star Trek had space prostitutes, forget that hundreds of pulp sci-fi novels (on which the game is heavily based) have included similar tropes. Forget real world history in which “brothels” have been around as long throughout history and that I see no reason why space travel would change that.

I was honestly worried If I left in that one element that someone would pick it apart and claim I support human trafficking or some other crazy idea. Now add to that the fact the game is built around random charts for all kinds of things and, holy crap the chances to offend some one go up exponentially!

I’m not afraid of feedback, or unable to defend my design choices. Still I have a real world Job, I can’t be bothered with that RPG community shit. I don’t even want to share that game anymore. I took it off lulu, it’s gone.

Example 2:
I recently started working on a “Fantasy, Western” Mash up game. I thought at first about doing a straight two fisted pulp western setting, but decided not to. (plus Aces and Eights has that shit locked down, buy that game.)

Why? I had no way of sensitively approaching Native American cultures.
Why? I have zero expertise with the subject. I don’t have any way of hiring anyone with any true knowledge to help me. Finally the actual subject matter the game would be based on (Pulp Westerns) did an absolute SHIT job of depicting Native American Cultures to begin with.
I know the moment I put pen to paper and start out on the subject… the project would be dead, Canceled.

I can only imagine my friend the reader is eager for me to get to the point.

The current culture surrounding RPG’s does not foster growth or creativity.

For me it has the exact opposite effect. When there is always a voice in my head saying how is this going to go over? Who will it offend? It makes me not want to share my ideas in a public space.

I’ll stick with my 20 year plus gaming group, whose limits and boundaries I know as well as I know my own. I’ll write games for them. I’ll talk about games with the one or two people I have gotten to know well from the net. I will not share my work widely. I don’t have the bandwidth to worry about it or defend it.

Is this a tragedy? No.
As stated above my work and my ideas are pedestrian and average at best.
However, is there some out there who sees the present RPG community climate in a similar fashion to the point of view expressed above? Is there another person who thinks the whole “Cancel Culture” thing is out of hand?

What if even one person out there has great, inspiring, ground breaking ideas, and just sits on them because they are worried about stepping on the wrong toes?

We’ll never know.
That’s the problem.

Thanks for readng.

Don't bother commmenting. NNow that G+is gone I'll probably never see it. If you do place comments in the  moldy shoe box bellow.


Monday, August 5, 2019

Dungeons and Dragons 5th ed magic item "Seraph’s Boxes of Mysteries"

Seraph’s Boxes of Mysteries.

The good wizard Seraph wanted to create a box. A box containing a perfectly warm, safe place for his pets to travel with him when he was on the road. He tried many times, but each time another failure. These items represent his best attempts. Four identical boxes one he kept, and one gifted to his son in law as part of the dowry, and two gifted to local lords / patrons as thanks for their tireless support.

Physical Description:
Each box is exactly two cubic feet, made of a fine hardwood stained deepest black. All of the panels edges are reinforced with thin strips of iron.Each box has a well crafted lock (DC 20 to pick) and latch on it’s lid. This latch allows the whole top panel to be removed. The interior of the box is lined with purple velvet, the interior surface opposite the lid is a endlessly ebbing and flowing pool of darkness.

In play:
  • Any item that can fit into the boxes opening can be placed in the box.
  • The box can hold up to 20 items. There are no size limits except the following
    • Small items weighing less than 2 pounds must be put into a bag or other container in such volume that they weigh 2 a total pounds or more. 
    • Small single items or loose liquids (Liquids less than 2 cubic feet in volume) that are tossed in the box regardless of their numbers, are simply swallowed and are lost.
  • The player should keep a list from 1 to 20 of the items placed in the box.
  • Fill the list in starting at 20 and working back to 1.
    • Only the four most recent items placed into the box (top of the list) are visible bobbing around in the darkness when the box is opened.
    • These items may be removed form the box (1 action)
  • If the player wants a different time them must shove one visible item into the dark (1 action) and it will trade places lower down on the list with another item which had been placed int the box. (roll 1d20 to determine what slot on the list the item swaps with) If an empty space is rolled nothing rises back to the surface.
  • Theoretically if there weren’t many items in the box a player could push everything into the darkness and have nothing visible at the surface and this situation would persist until more items were placed in the box and used to bump the old items back into reach.
  • Living creatures placed in the box will survive but will not have anything to eat unless they have it on their person.
    •  Creatures can not get them selves out of the box, unless it is functioning strangely (see below) 
    • Only small creatures can have any chance of getting in the box, most humanoids shoulders are just too broad.
  • Placing a portable hole or other dimensional object in to the box has no adverse effect on either item.
  • The box can not be tipped out or spilled.
  • The box is magical and can not be destroyed by any normal means except fire. 
    •  The box saves at +10 vs normal or magical fire.
    •  After 20 points of fire damage it burns up, randomly scattering any items placed in the box crossed a 100 mile radius.

The box is not 100% predictable.
Whenever the box is opened roll 1d12
  1. The box looks empty! Give it a good shake (1 action) and 4 random items stored within the box will bubble up to the surface.
  2. A cat jumps out, its friendly and loving, roll 1d6 1-3 it’s a calico 4-6 it’s a tuxedo.
  3. 1d12 toads issue forth.
  4. Nothing happens normal operation.
  5. It makes the resonant sound of a large church bell ringing, just once. Each creature in a 10-foot cube originating from the box must make a Constitution saving throw Vs DC 12. On a failed save, a creature takes 1d8 thunder damage.
  6. Smoke billows out of the box granting anything in the smoke half cover.
  7. Every item in the box is visible and available!
  8. Nothing happens normal operation.
  9. The box shines lights as per the evocation cantrip “Light” for the whole time it’s lid is removed.
  10. A great cloud of butterflies issues forth.
  11. A random item you never put in the box floats to the surface. This item is from one of the other three boxes. (DM Decides the item)
  12. It disgorges any items stored within all at once.

Saturday, February 16, 2019

Map 6

Here's another map for your enjoyment.
This  scan is not great. the paper is just a hair too big from my scanner deck. Eventually I'll cut it down and do a better scan.
Pen on Cheap 140lb paper. Scan in grey-scale 300-dpi.

Sunday, January 27, 2019

GURPS Games 1 and 2.... "Apocalypses - Now & Again"

Preparation.... Recuperation... Preparation...

we play on roll 20 on Friday nights, starting around 7 or 8 pm then we go until about 11 pm . That's not a ton of time. It's also at the end of the work week and nobody has a ton of bandwidth left.
So far we have had two "lets get comfortable with the system games" GURPS has a reputation for being  complicated. Honestly I bought into that having only read second edition GURPS. I feel that game feel was a bit of a mess, and left a bad taste in my mouth. The fourth edition is much more straight forward and even more importantly laid out in a much more user friendly fashion.

Mistakes so far:
  • In character generation I played it too fast and loose with the  equipment. I said "The highest tech level available in the setting is  7" The players did what players do and bought the best tech level 7 stuff they could get their hands on. I should have been more diligent and thoughtful. As in I should have told the players what they were starting with. The result is  three people in the world that are far better equipped than they should be for a post apocalyptic setting. We're going to counter this by having ammo a  rare resource. Lesson learned.
  • Preparation ... I need to  buckle down and dedicate night to prep. Wednesday or Thursday and dedicate it to building the  game and  laying the world a bit. I enjoy and I think am known for running  games with many moving pieces and plots all going on at the same time. So far with this the players have done a fetch quest, and had a bit of a gun fight protecting their camp and that's about it. It was enough to learn the  rules. A chance for everyone to see that getting stabbed once in the torso with a broadsword, without armor, is going to out right kill a dude.
    It's time I did more. I need to start creating the movers and shakers of the post-apocalyptic Duchess county New York. Get the players to a decent sized town and get them mixed up in things. All of that takes prep and I need to  dedicate the energy after work to do that. It used to be easy, but as time goes on it gets more difficult.
  • A simple one which I think I have fixed. Sometimes I forget to have enemies dodge or parry. Just an artifact from playing games that don't include a defense roll. I think I'm over it.

Other than those things the game has been  running fine. A bit of confusion the  first time a shot gun came into play, nothing that a quick look up didn't solve.
GURPS as a system is incredibly simple. Find the  skill level roll under it on 3D6 for success. That's basically it. Any thing that stumps a new GM can default back to that in a pinch.
The complexity comes from the  layers of skills perks and what not the game uses to take into account just about everything. IN the end however that all jsut modifying the skill so it's still not really that complicated. Just modifiers based on situation .. bingo ... no big deal.

What GURPS 4th feels like to me is if Tom Moldvay's Basic D&D had never been replaced. That it had gone through 36 odd years of expansion, revision, and honing. I know it's not he same but that's how I see it.A very old style game that has been sharpened, tumbled, buffed, tested, edited, and  revised until it's about as refined as it's form allows.

Here is a clip of our current roll 20 set up and game map.

I made a set of 9 graphical "stamps" that can be placed on the map as Tokens. With them we can keep journal entries at locations. Later we can go back an reference what happened, and who we might have met at each "stamped" location.
one stamp is a blue GPS like marker. It's used at the end of each game to mark where the characters were heading when we left off.

The actual map is from the USGS survey. There're stitched together collections of the USGS topographic maps arranged by county and state as gathered by Cornell University.
The maps are amazing, a GREAT public resource and deeply interesting on their own merits. Moreover the maps work for my needs. The only issue is that the whole maps are too large for Roll 20. I have to chop them up into the areas I need. It's not that big a deal. I have learned quickly that scaling them correctly is difficult and time consuming. After this first map, that hex grid is likely going away.
Stamp made with inkscape

The players have already plotted travel on roads or thorough flat open ground when they need to be fast. Have had to ford a flooded creek with a washed out bridge, and have enjoyed getting muddy in a swampy area. The maps are sweet, and add much to the feel of the game.

The card decks you see on the  right of the map are decks made of the GURPS combat cards. I cut them up using gimp and  made a roll 20 card out of each one. 
I gave each player a deck so that during combat they can look over the cards as reminders of what their action options are, and the rules attached to those actions.
So far it has been handy but not often used. I think in the middle of play we kind of forget the cards are there.

So that's where we are at with  GURPS. Perhaps next week I'll have a post about the in game story. I think the next game will be the  one where the players are going to finally get involved in some deeper story-line style things.

As long as I can get motivated to set it up.
That's the crust of it all.

Thanks for reading 

Sunday, January 6, 2019

This Blog 2019, Goals and Grommets

Inspired by the 2019 goals post over at Charles's Dragons Never Forget Blog, I figured I would do the same thing.

2018 right around new years I shuttered the Blog. I needed a break. Frankly this blog had been a failed enterprise by all the measures I could come up with. I took that break. I posted a few things that had been  hanging around the hard drive for in some cases years. Beyond those few (9?) posts I didn't do anything here for 12 moths.

Lets see what 2019 has in store for the old Dustpan Blog.

Goals or 2019:

  • Primary Goal: Run more games for and Play in more games with and for my home group.
    Those guys are my ride or die group that have been around for  years and years. Willing to put up with all my shit and still roll dice. I want to game with them more. At the table even.
    • NEAL! Where for art thou!
  • I want to post here once a week.
    • 52 posts, at least.
    • Goals, make them reachable....
  • Perhaps go to one actual Con? I'm not sure I'm not much on crowds.
  • I want to use this space to share my experiences running GURPS 4thE for the first time. 
    • GURPS is a system I read once (2nd edition) and decided to shit on for the better part of 20 years. Now I own the 4th edition basic set and want to run a post apocalyptic game on roll 20 with it. 
    • Will it work? Will I be able to get used to it? Will the players learn that there is no fucking way they soak a shot gun blast at close range? I'll let you all know here.
  • I want to post pics from my attempts to modify Matchbox an Hot Wheels cars for use with Gaslands 
    • We're going to play Gaslands. It will be an awesome at the table game. However the real fun (for me) will be making cars. If there's anyone who is going to put a drill right through their thumb, it's this guy. (THE CROWD WANTS BLOOD!)
      • For the record I already screwed up one car by using the wrong drill bit. So yeah, off to a good start.  
      • Classic Car Wars is still my bae. It always will be.
  • I want to finish AAIE and offer it up on Drive through. 
    • I had a very down on myself year last year. If I'm going to be 100% honest with myself, I was A bit depressed for the  better part of 6 months. I let most of my creative projects slip. I want to do this, this year, somehow.
    • On a side-note I want to add some stuff to drive through for Phase abandon as well.
  • I want to finish, use, and share my "Explorers" game. Which is turning into a a st of DM tools for creating  crazy  environments one hex at a time.
    • I may rip my "system" out of Explorers and make it a  generic set of tools. I haven't decided yet. 
    • I may not.
  • I want to play more games online with people I may or may not know:
    • I want to play more games with Jens D.
    • I want to play a game or two with Charles A.
    • These guys are awesome have great Blogs, make great games, do cool things.I want to play in their games.
  • I have had a good time trying games I may or may not have gotten to try  by playing online with folks from Twitter. 
    • Including but not limited to: The Worst DM, RPG Rambler, Crafty, @Kirbystar, @GamersPlane, and perhaps others whose handles are  momentarily escaping me. (if so I apologize.)
    • I played FATE
    • I Played some Savage Worlds..
    • I played some 2nd Ed. Numenera.
    • I may have not gotten to try any of those games had I not gotten to play with the twitter group, and appreciate the opportunity.
    • Made some friends along the way, which is more important to me.
So that's it . Those are my hobby goals for 2019.
I hope to meet at least some of them.


Sunday, December 9, 2018

Testing my explorers game..

The following took me an hour and a half to generate..
I still have a ton of work to do, but I think I have a good start.
So what did I learn?

  • Keeping track of hours is not easy when you are running and playing alone. 
    • The game taking 2 points of food per company member per day is just easier than saying eat every  12 hours. 
    • on the other side one hour per action taken by  company members is easy to track and works for me. (AkA examining the statues or hunting voices in the swamp.)
  • Setting up a company takes about 5 minutes. This is good ....but......
    • The wagon needs more options
    • Characters need more skill options.
    • I have not written weapons or armor at all yet.
  • I need to raise the travel times.
  • With out a Gm there is not much to dig into. I had little reason to stop ad make exploration rolls other than trying to find the source of the noises in the swamp, and  examining the  statues. With a Gm there would be more to do.
  • The party found a big horn sheep , I never bothered to roll it's stats Because I never engaged it.
    • that saves a roll and is an argument for the two roll encounter system.
  • Weather isn't perfect but it works.
  • I need MORE of pretty much everything.
    • I haven't even tacked unnatural features .. or intelligent encounters yet and those are huge. (yes I winged the statues)
  • the die mechanic is simple but weak... I may need to revisit the whole thing. It wouldn't be hard to rewrite but I want all the other tools to be done first.
  • I want the GM to be able to spend the  danger rank in a hex like points to put things on the  company. this system is not written yet. and while it's simple it will totally change the Gm'ed game vs the non-Gm'ed experience. (A good thing IMHO)
  • It's pretty obvious to me the  company has an ancient society in ruins on their hands...the statues the old road, if I were the GM I would push that.
  • Again I need to write so much MORE of everything..

The first level company:
resolve 15 / Wounds 3
Survival: 4
Combat: 6
Exploration: 4
knowledge: 4

resolve 13 / Wounds 3
Survival: 6
Combat: 4
Exploration: 4
knowledge: 4

resolve 15 / Wounds 3
Survival: 4
Combat: 4
Exploration: 4
knowledge: 6

resolve 16 / Wounds 3
Survival: 4
Combat: 6
Exploration: 4
knowledge: 4

resolve 15 / Wounds 3
Survival: 4
Combat: 6
Exploration: 6
knowledge: 4

The starting wagon: 2 mules.
Food  started with 55. /  25 remaining.
Wagon repair kit x2
First aid kits  x10
water proof clothing
A canoe
Machetes 3 uses / 2

The journey so far.

map so far.
  • Hex 001
  • Woods
  • Elevation: 2
  • Complexity: 4
  • Danger: 4

  • Hex 002
  • Swamp
  • Elevation: 0
  • Complexity: 5 /4 with the cutting tools at hour 19
  • Danger: 4

  • Hex 003
  • Scrub
  • elevation 1
  • complexity 3
  • Danger 5

  • Hex 004
  • Scrub
  • Elevation 2
  • complexity 4
  • Danger 4

Journey log:

Day one:
We embarked with our wagon, plenty of food and equipment.
The lands around us are an intimidatingly dense forest with hills covered in deep brush.
The weather is fair and dry, hardly a cloud in the sky.
The beginning of our travels are uneventful, moving through the forest being slow going with our mules and wagon.

On the 7th hour we could feel the ground getting wet, and sodden. The land around us descended into a tangled swamp.

On the 8th hour of travel. We detected the sounds of a nearby camp. Voices in the near distance.
Sven ventured out to find the source of the voices, but the thick swamp stymied him at every turn. He could get no closer and soon the noises moved away. We can only assume this was a smaller company of scouts from our own troop.

Hour nine we made camp, and slept.

6 hours latter we pulled up camp and embarked on tackling the thick swamp before us.
The search for the voices cost us some time, so we decided to break out the machetes in an effort to hack our way through the thick undergrowth.

On the 21’s hour we encountered a bighorn sheep bedded down on a dry hump in the swamp. We surprised the best which just sat and snorted at us angrily. We still have plenty of food so there is no need to hunt such a beast as of yet. It's comforting to know large game of this type exists in the area.

Day 2:
Still in the swamp.
We stopped to eat, and chat over the past day. Were all a bit tired of this swamp but we must take time to eat.
It has turned overcast and moving on might be wise, a storm in a swamp is nothing we want to deal with.

Hour 4. We finally have climbed out of the swamp and into a rather open scrub area.
Hour 8: We have encountered several tall faceless statues erected in the middle of this open scrub. They are heavily weathered and my or may not have been human.

Hour 9: Peter takes an hour to examine the statues. He determines that these statues were once depicted holding weapons though weathering has long ago scoured away most of the details. He seems to think that they may have been some kind of warning or border marker.

As it is it’s beginning to get dark we take 2 hours to make camp and eat. Then 6 hours of talk and rest in the shadows of the mysterious statues.

Day 2: Hour 17 we begin moving again. The day is staying overcast and calm. Our thinly wooded scrub has become covered in an ever thickening blanket of thick thorny bushes and brambles.

Hour 19 of day 2, A heavy rain beings to fall. The whole company is glad we brought along the water-proof gear.

Hour 20 we stop to eat, in the rain…

Hour 24 We have stumbled a crossed an old road bed, the ancient flag stones cracked and damaged.
Narin took an hour to search the old road for tracks, but the rain had washed any signs away.

Day 3

Hour 2 the infernal rain finally dies.

Sunday, December 2, 2018

Death of G+, A year in the life: Why come back to this?

I took a year (11 months) off from blogging. Anything I posted in 2018 were just unfinished articles I found floating around on my hard drive.

Great. I think I needed the break. I was getting pretty disillusioned with the whole online R.P.G. scene. Google had, and has changed their algorithms so that even the more successful blogs were having some trouble drawing traffic like they had in the past. My actual human viewer count went from small to nonexistent overnight. Which was a bit of a gut punch. Secondly our live gaming group just had a straight up busy year, so there was less gaming going on at the table. I'm one of those people who is far more creative when I can share or use what I'm working on. Otherwise I loose interest.

So, How do I find my self typing on the old blog?

Google announced that they are finally killing G+. Apparently by August 2019 the service will be, as they say"sunseted." Sunseted being a made up nice way of saying "slowly killed." I guess announcing that G+ will be asphyxiated by August 2019 wouldn't be as politically correct.

What the G+ situation has to do with this blog, (haphazardly enough also hosted for free on a google service.)

My relationship with G+ has gotten complicated.
The recent arguments on the OSR pages are a great example of why I started giving  less than a shit about what goes on there. For what it's worth I have never called my self an "OSR" blogger, and no one has ever told me I was doing the things that would make me one. I am happy to sit on the side lines, eat popcorn and watch the folks on both sides of their many arguments tear their tiny kingdom apart before G+ goes dark. I like playing old RPG's, not arguing over who owns / controls the social landscape around them. That's all I'll write on that subject.

Still even as I distanced myself from social media via un-following many pages and people (including twitter peeps I  brutally  un-followed.) during 2018 G+ was still my main outlet to read about other people's and announce my own game projects. Without it I'm not sure how I will connect to other bloggers, or get the word about anything I'm working on.
Right now I'm listening to a live chat on discord, (Tenkar's Tavern Sunday RPG Breakfast Club, Nov 25th 2018) and the hosts are talking about getting the word out about things they are selling / working on. I have know for a long time that I'm never going to have any real reach or any actual "success" as it is normally measured. I'm not going to make money at writing games or anything like that. I don't have it in me to go to tons of cons or run around to stores selling my wares. It's just not me. I'm intrinsically a lazy ass homebody. Professional level products, profit, and exposure  is forever beyond my reach. That's not how I measure success for myself.

My only measure of success it the ability to share ideas with friends and have some fun talking about them. A two hour conversation with Jens about die mechanics is more rewarding to me than making a few bucks.

My only thought is to start up the blog again, and network with as many bloggers as I can. In that vein I plan on working on my projects here as I always have, and also trying to  link up with as many other bloggers as I can. Understand because this is me, I'm not on hundred percent sure how this is going to happen or how well it will work out.

Perhaps.... Just possibly ... the death of G+ will bring us back to the original promise of RPG blogging.  Bloggers might be able to concentrate on our content rather than the latest arguments. Exchange ideas based on what other bloggers can be seen writing. I'm not sure. I just know the weight of G+'s various accretions being lifted might be as much of a blessing as a curse. At the very least it has reinvigorated me. Turning a negative into a positive as they say.

So I have a pretty extensive slush file of things I have been  (and honestly haven't been) working on:

I mean there's more in those sub-folders...I need help... send help!

As the reader can see. I have things to talk about. I have stuff I'm working on.. I might as well talk about it. I might as well work on it. (what ever "it" is this  week)

I have had some changes in my work life. Which means among other things I have to maintain hobbies in my outside life which are completely distracting and completely non-work related. That sounds like a no brainer to most people but for me I'm a bit obsessive. I'll think about  work all fucking night and day if I don't distract myself.  Right now having an active hobby life is going to be a positive mental health factor as much as a creative outlet.

That's it for today.

Take away these links as a happy Thanks-Giving-Christmas-blogging gift.

Disoriented Ranger's Blogg Jens writes longer and better than I do on every RPG related subject....
My link on Mewe My new social media. I'm not overly impressed with it so far, but hey whatever. I like the chat function.
Phase Abandon on  Drive through RPG. It's free .. I want to add to it.... Argh.
Inoreader is how I've been following blogs. My opinion about it is still up in the air, but I like it so far.

Ty for reading.

Sunday, September 2, 2018

Monster 1: Mosstaro

The Mosstaro:

Size Small: Less than 4.5 feet tall, usually very broad shouldered. The do not have necks and can not turn their heads.
Coloration: molted greens and browns.
Skin is leathery with leaf like flaps which vary in color from dark black to bright green.
Eyes range from dark black to deep red with have two retinas each.
Thick arms end in broad hands each with two thick digits.
Trunk like legs end in flat three toed feat.
Speed: 30 feet per round walking, They may sprint at 50 feet per round but only in bursts of a single round with a "rest round" in between. They may climb vegetation at 30 feet per round vertically or horizontally.
They are simply not slowed or effected by difficult woodland terrain. The move very natural through forests.
Hit points / Health: Depending on your system of choice. Use the hit point statistics given for  Dwarves, or their nearest analog.
Difficulty to hit: Again depends highly on your system, again use armor statistics for dwarves or their nearest analog.

Sight: They can see both  normal light and heat.
Thier vision is good out to about 30 feet. From 30 to  90 feet they can only see movement
They have infravison at a range of 60 feet in front of them.
The also see roughly twice as many colors as a human, making  normal modes of camouflage in forest environments less effective against them. (in fifth ed use advantage on perception checks in wooded environments, in other games use a +5 bonus to see camouflaged targets)
Wind sense: they have sensory organs above their eyes which look like  curled eye brows, theses organs are very sensitive to changes in the  direction and  force of the air. This makes the creatures difficult to surprise. This gives them an odd sort of "hearing" where in they can sense noise from  air vibrations out to  20 feet in a  cone shaped area emanating directly in their front.
Hearing: their hearing is extremely limited to only subsonic sounds. The can senses the notice of heavy  animals or other disturbances in the forest, often before a creature with ore human type hearing can. Mosstaro will often put their mouth organs to the ground and make very deep bellowing calls that other Mosstaro can  "hear" from miles away.
When a mosstaro dies it's body leaves behind several 1d6 golf ball sized spores. These spores grow in the decomposing litter of the recently passed  Mosstaro, budding into small Mosstaro "sporlings". These small creatures will  feed off moss and lichen. For this reason  when a Mosstaro feels its health waning it will oftne find a dark , damp , mossy place to  die in order to best support it's next generation. Once large enough (about 6 months)  to respond to calls from nearby adult mostarro tribes. The young Mosstaro will move towards which ever adult calls they hear first and will join that tribe upon finding an adult mosstaro. An adult which  finds a sporling  will become its mentor and protector. Many Mosstaro young fall prey to predication  during this  early period. If an adult mosstaro finds spores in the forest they will make camp where they are found and protect them  doggedly until the sporlings grow large enough to travel. These "protection camps" are the  only semi-permanent Mosstaro camps.

Mental / Social:
Mosstaro are nocturnal, and often found alone.
They live in tribal societies made up of up to  20 individuals per tribe. Due to their subsonic methods of communication their "tribes" might spend many weeks at a time living fair distances apart. Each tribe develops their own individual calls and  bellows which other tribes respect and do not duplicate. Due to the wide dispersion of individual tribe members it is not uncommon for  tribe territories to over lap. Mosstaro have an intricate set of  rules and treaties among their tribes which determine exactly which tribe has rights to which resources in any given area. These treaties can be centuries old and almost innate knowledge to the mosstaro. A human let in on the rules would find them unnecessarily intricate, obtuse, and  cumbersome.
The rank of individuals can be told by the  overall brightness of their "foliage" like skin. It can be assumed that the more color sensitive vision of Mosstaro can pick out even more information for the markings of another  individual, though that is impossible for us to know.
ON rare occasions whole tribes or even multiple tribes will gather in particularly resource rich areas and discuss the  needs of their tribes and set out even more treaties and rules.  Thees meetings are rare but are also the best time a human party  might have of  brokering any kind of assistance from the mosstaro.
Communicating with Mosstarow:
Tribal leaders sometimes know an equivalent of the "know language" about a 1 in 6 chance. These leaders will always be used and  envoys to other races and will often be adorned with  intricate stone and  feather necklaces.
Otherwise communication  may  be achieved through pictographs drawn in dirt or with charcoal or  through barter. Some simple hand signals may also  be  effective though air movements caused by hand signals might confuse a Mosstaro. Verbal communication will be beyond human sensory range, and the air sensing communication of Mosstaro is completely beyond normal human abilities.

Mosstarow are highly intelligent in a highly  non-human way. They communicate complex ideas with  waves of their hands, and  deep subsonic rumbles. The innately know the forest and it's rules far better than any human, often doing  complex survival and or animal handling actions with a practiced ease which  rivals the finest human efforts. They are deeply wise and often consider the possible consequences of actions several level more deeply than other creatures. If a deal can be brokered with the  mosstaro they will follow it t the letter, leaving no room for obtuse interpretations. For example "Show us to the  water fall" might end up with your guide taking a route that charters would have a very difficult time following. While "show us a route we can use to get to the water fall" might yield better results. As guides they are unrivaled often cutting travel times by half or more, however they move through the forest with such ease that human parties will often have difficulty keeping up in difficult terrain.

Many  high ranking mosstaro individuals have access to spells from the druid sphere up to level 3. These spells vary widely among individuals, and can be seen  as innate "spell like" abilities not memorized spells. It seems that they may cast up to thee level of druid spells per day, meaning one third level spell, three first level spells for  any other combination of one second level spell and one first level spell.

They are extremely slow to violence , and will disappear into the forest if provoked. Knowing fighting is often far more destructive  than productive for their race. They use their knowledge of the forests and their natural camouflage to best effect. These features make them extremely difficult to chase or track, and they will often lead a pursuer into the  deepest most dangerous areas of a forest, then let nature do the fighting for them. A party might be tracking a Mosstaro only to find them selves face to face with a cave bear wile standing in swampy terrain.
If forced to fight they may attack twice per round. using their very strong fore limbs, for moderate damage. Rarely they will employ blow guns with exceptional accuracy, adding sleep inducing poison for effect.  Another favorite tactic is to use spore filled mushrooms like grenades. The spores can have several effects from vertigo, rash inducing, or simply to obscure a targets vision.  Mosstaro do not fight to kill rather they fight for the opportunity to  retreat.

They are extremely slow to violence , and will disappear into the forest if provoked. Knowing fighting is often far more destructive  than productive for their race. They use their knowledge of the forests and their natural camouflage to best effect. These features make them extremely difficult to chase or track, and they will often lead a pursuer into the  deepest most dangerous areas of a forest, then let nature do the fighting for them. A party might be tracking a Mosstaro only to find them selves face to face with a cave bear wile standing in extremely swampy terrain.

Rumors about the Mosstaro.
(these may or may not be true)

  1. Rangers in the  area say that the Mosstaro all worship one great mushroom grove, and that water from the grove has healing and growth  powers.
  2. It has been written that mosstaro are actuality a long lost race of dwarves that were once stranded in the forest centuries ago.  Their ancient horde laying moldering somewhere in the forest.
  3. It may be true that the blood of a Mosstarow acts as a plant growth potion.
  4. Once said: At their tribal meetings Mosstaro can be bargained into doing  some tasks using bushels of  mushrooms.
  5. A Druid once told of a far more aggressive breed of Mosstaro who live in  the fungal caves deep in the forest.
  6. The touch of a Mosstaro can remove the effects of any poison.
  7. There is a legend that says if you kill a Mosstaro and gather it's spores the resulting sporling will bond to you and be a companion forever. 
  8. The same legend tats if you kill a Mosstaro the resulting  smell left behind will mark you as an enemy to the race forever.
  9. Some Mosstaro are known to raise all manner of forest creatures. While they never ride the beasts,  animals raised by Mosstaro make excellent mounts.
  10. A well traveled scamp once told me Mosstaro love simple games of chance such as dice.
  11. There is a legend that if two  tribes of Mosstaro conflict with each other they will settle their differences by having their tribal leaders debate. These debates can take days. During this time all activity in the tribes stops. If  you have a Mosstaro guide during one of these debates expect it to stop what it's doing and just wait.
  12. Many say that certain Mosstaro can control the  animals around them. If you  start a fight with a Mosstaro you may quickly find your self fighting the  whole forest.

Thank you  for reading:

Sunday, March 18, 2018

Dirty Boxing D&D 5th edition Monk Tradition

Yes, this is a dead blog and i'm not writing new material, but occasionally I will find something on my hard drive I think is worth cleaning up and throwing on here. In fact I wrote this months ago and never finished it. I think I stopped because I found better options. I don't remember.
This material is presented unfinished, unbalanced,and untested. I'm hoping it may give someone a tingle of inspiration. 

Disclaimer: because the internet is full of martial arts experts: This work is not meant as an accurate representation or simulation of the  Filipino martial art Panantukan /Suntukan which is sometimes called "Dirty Boxing". I did some reading about them, but I don't know enough about them to claim any level of expertise. Don't correct my usage of the  term "dirty boxing" in the comments I just thought the term sounded better than "Huggy Fighty"
Again it's a dead one is reading the comments anyway.

For the record, There is nothing presented in this monk tradition that can't be done more efficiently using Dungeon Grappling: by Gaming Ballistic
(Also: I never did affiliate links, I just post products I think are cool... go to another blog then go to drive through too give an active blogger a few pennies.)

Dirty Boxing Monk Tradition:

Who would Enjoy this School?
Some one who enjoys taking down humanoid opponents regardless of their arms and armament. Monks who want to be brawlers, more Bolo Yeung and less Jet li. If the idea of stacking effects on a single target appeals to you.

This will not appeal to:
Those who don’t want to keep track of conditions. A player who wants to take down multiple targets each round. A player whose vision is more Wuxia or wire-fu based. A player who wants to do mystical monk effects at higher levels.

Dirty Boxing: 
Starting when you choose this tradition at 3rd level, you like to get in very close to your opponent hindering their ability to attack with weapons and creating opportunities to take them to the ground.

Step in:
If you are already in melee rage with an opponent you may choose to step in even closer.
Immediately after taking the Attack action on your turn, you may spend 1 Ki point "to step in."
You can impose one of the following effects on that target:

TAKE DOWN: It [the target] must succeed on a Dexterity saving throw Vs your Ki save DC, or be knocked prone.

CROWD: The target has disadvantage on any armed melee attacks against you. If the targets weapon is 2 handed or has the "reach" quality it may not attack you without first Making a STRENGTH saving throw vs your Ki save DC to push you back into normal melee range.

To break your “closer” stance a target must make a STRENGTH saving throw vs your Ki save DC to push you back into normal melee range, use a disengage action, or attempt to grapple you.

Step in can only be used against targets the same or one size class smaller or larger than you. Furthermore targets that have a morphology that is not at least loosely humanoid are not effected by step in. (AKA gelatinous cubes, Manticores, dragons, puddings, and so fourth. GM’s discretion and common sense should rule here)

At 6th level:
You may only mount a target one size class larger or less than your own.
If the target is prone at the start of your turn you may make use your attack action to make an opposed strength check (as per the normal grapple rules)to enter a special form of grapple called a Mount:
Effect of mount:
Your target suffers all the normal effects of being grappled except you may not freely move your mounted opponent.
The target must make a successful opposed strength check to break the mount. (As per normal grapple rules)

While in mount:
You may add your monk level /2 to to the damage caused by any successful melee attacks while in mount.
As an attack action You may attempt an opposed strength check (as per grapple rules) to inflict the "restrained" condition on your target, but not on yourself.

Damaging grapple:
Beginning at 11th level:
You may automatically inflict your melee damage rate vs any target you currently have grappled or mounted. This is achieved through either a joint lock or another form of hold. It is a free action.
Or: (pick one)
Devastating throw:
You may spend 3 Ki points to throw a grappled opponent in a manner meant to inflict as much damage as possible.
This is an attack action.
Your opponent must be grappled.
Your opponent takes 5d6+strength damage.
The opponent may make a Dexterity / Acrobatics check vs your Ki DC to reduce the damage by half.
This ends the grapple condition.

Pin point strikes:
At 17th level:
You gain the ability to pick apart your opponent while in tight quarters.
If you have the “Step in” feature active, the critical range of your unarmed strikes is increased by the total of your wisdom modifier.
If a natural 20 is rolled on any physical attack durrign step in , grapple, or mount the target must make a CON save vs your Ki save DC or be rendered unconscious. (given the “unconscious” condition)

For reference:
Ki save DC= 8 + your proficiency bonus + your Wisdom modifier.

Key statistics:
strength (for grappling) and Wisdom (for the Ki save DC.)

Suggested Feats: (reprinted from various 5th ed sources)

prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters Grappling. You gain the following benefits:

You have advantage on Attack rolls against a creature you are Grappling.
You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.

Tavern brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Monday, February 12, 2018

Saturday, January 27, 2018

Monday, January 1, 2018

New Years Day 2018, fin.

Everything has a course
For me this Blog has run it's course.
It's time to close the door.
I have a few thoughts about why  now is the right time to shutter this blog but to write a 5000 word eulogy about why I'm not going to blog anymore seems a bit strange.
It's not important anyway.
Not blogging doesn't equal not  playing, talking about, or writing games.

Thanks you to everyone who read, commented on, or shared the things I posted over the past 4 and a half years.

Of course special thanks to the two actual friends I have gained from the blogging experience. Charles Akins and Jens D. They have been constantly supportive of this blog. I appreciate that. I would gladly share a drink with either of them given the opportunity.

I have to also thank Neal Tanner who has done more for my games than I have, and  honestly believes my designs are better than I think they are. We will continue to work together to finish projects and put material on the website and to distribute said projects through  Drive through.

And thank you to  Russ, Jay, Otto, and Chris who have played in the games I have run over the years. Your infinite patients and enthusiasm have been  greatly appreciated.

The blog will remain here for as long as here is a thing. I will still use it for and update the blogroll and links. I will still answer questions and comments when I see them. I will update this blog if something new for Dustpan games appears on Drive through RPG.

You can find further / future Dustpan games material on the  Dustpan web page.
And on Drive through RPG.
Want to talk RPG's ?
Find me as Mark Van Vlack on G+
Find me as Mark Van Vlack on Twitter.

The pages at the top of the  blog provide internal links to the best parts of this blog.

Hope you enjoy your day.
Thanks for reading,

Here's a rabbit for your troubles.


2017 stats:
57 Posts.
About 11 more than last year.

Saturday, December 30, 2017

(Of Villages and Names) A random chart of Village names (D30) and some rumors about each town.(D6)

Of villages and Names:
Roll 1d30 for the name of the  town then 1d6 for why the town is named in such a manner, or some other  tidbit about the place.
  1. Black Wash
    1. A silty flood brings black soil to the area every  year. They grow excellent crops.
    2. All of the houses are stained a chalky black each spring with a mixture of  melted snow and the winter's ashes,
    3. The river runs black once a year and that is the only time a certain breed of  immature eel can be harvested.
    4. This  town is known for it's fine ink produced as a bi-product of the ell harvest mentioned in entry 3.
    5. There is a legend that this town is where a raven first bathed the darkness out of it's feathers to become a dove. There is still a ceremony held on the spring solstice in which  a raven is caged overnight and when the sun come up the  next day  the village children emerge from their homes to find a white dove in it's place. Gifts are then exchanged. 
    6. It is said that a demon was once slain in the northern most fields of this town. It's black blood left a scar of black stone (soap stone) in the field that can still be seen to this day.
  2. Shades Run
    1. A massive stone outcropping near the town casts a shadow which plunges the  town into  twilight like darkness every day from 2 pm until 3:15 pm.
    2. It is said the old mounds near the  town are a path which  the  shades of ancient kings use to travel between this world and the next.
    3. The people who live here have a strange skin tone, not any shade of brown, pink, or tan but rather a deep grey that can be quite disconcerting to outsiders, they say it is from the  water which flows from a cave to the north of town. 
    4. This area lies in the  shadow of a large mountain, in fact its northern most buildings never see the light of day and are held constantly in a state of  gloom. Due to this strange natural phenomena it makes the perfect annual meeting place for a council of vampire elders.
    5. It is said that a well known thief called the Shade was once apprehended in this town. Rumor has it he stashed a treasure map somewhere near town.
    6. On the winter solstice every one in this town dresses in long black robes and parade around the  town after dark. It is said one person from the village must always die that night, whether by natural or unnatural causes to insure a good harvest in the next year.
  3. Mouldy Hollow
    1. Deep in a  valley with a micro climate all to itself this  town is known to grow and harvest moulds of all kinds. Most residents wear mouth and nose covering  masks whenever they are outside and have a strange discolorations on the skin from constant exposure to  strange spores. An apothecary's dream.
    2. This area is known for it's large tree bound fungus patches. The  huge disk shaped fungi are a delicacy and a major  export for the area. As such the groves of trees on which the mushrooms grow are heavily guarded.
    3. There is a great library in this town which has been all but forgotten. It is in disrepair, and the books are falling apart. It may still hold secrets but to the towns folk it's just an eyesore. The only  reason they don't just burn the books for fuel is that they are convinced the building is guarded by an ancient spirit.
    4. nestled deep in a valley this  town  sits atop a grotto formed originally by a natural spring and fashioned into a larger cave by the inhabitants. Once a year the  youths of the village are sent into the  grotto to harvest fibers from silk weed plants that occur naturally within the damp grotto. Sometimes one or two don't make it back.
    5. There is a large pod In the  center of town which smells strongly of mushrooms. It has been there for a as long as anyone can remember. No One knows what it is or where ti came from. It used to  be thought of as a lucky talisman, but lately it has been rumbling and shaking. Now the townspeople are afraid to go near it.
    6. Traditionally the people of the town wear their hair in high buns which they keep damp and tight under this cowls. This causes a particular fungus to take root in the hair which is considered highly valuable to the  towns shaman. The shaman can supposedly read a person's fate based on the types of fungus they carry. The shaman uses this knowledge to arrange marriages and  treat disease. Outsiders who do not grow fungus in their hair are known as "Faceless" by the  people of the town and are never fully trusted.
  4. Bog-A-Duck
    1. This town rests in the middle of a vast bog, legend has it the  bog  only became wet when a large stone fell from the  sky and pierced the land  causing water to well up from below.
    2. This town  lies near a brackish inlet, where the ground is sandy and always soft. The people net fish from the shore but have to always be on the lookout for signs of giant geoduck like clams that can be dangerous if disturbed. (good eating though)
    3. The local swamp is the home to a very rare breed of Duck. These duck's feathers are used to make quills that can then be used to write spell scrolls. The quills are only  effective while the duck is still alive and free.
    4. I the nearby forest there is a huge weathered stone carved into the  form of a water foul. Legend says it is the  grave marker of a long forgotten king.
    5. The bogs surrounding this town are known for their excellent hunting. Unfortunately they are also held as sacred by a local  group of dryads.
    6. This boggy area was once attached by a narrow inlet to the sea. It is said that many years ago a pirate had the inlet blocked and caused this area to turn into a brackish bog. Many stories relate how the pirate hid a great deal of wealth deep in the bog. This town has sprung up to supply people venturing into the bog to look for that treasure.
  5. Green Glade
    1. There is a field in this town that never dies, never grows fallow, even in the dead of winter it is always green. There could be many reasons for this strange phenomenon, but the townsfolk do not want the  area disturbed.
    2. In one of those instances where a place is given a name that does not  directly relate to it's appearance "Green Glade" is actually a terrible place to grow crops. The town is built on a large salt deposit that has been mined for  hundreds of years. The  salt has brought the town great wealth but also great conflict, as rival interests fight for control of the resource.
    3. The town is  situated in an idyllic forest, wiht a small brook running throgh the center of town, and  good land in the surrounding hills. It would be a perfect if not a bit common  small agricultural town. It would be if it weren't for the recent sightings of strange tall  man like creatures in the  surrounding woods, and the sudden loss of several head of cattle.
    4. The people of Green Glade are paranoid about the forest. They don't enter the forest, they don't hunt in the forest, they don't even talk about the forest. The town is  built in a one square mile open glade with  just a few buildings and a couple of homesteads.
    5. Legend has it that the bustling town of Green glade was founded when a warrior named Halrth felled a flying green dragon directly above the current sight of the town. When the dragon fell it killed both  itself and Halrth on impact, carving the glade out of the forest, and collapsing a mountain down on itself. Te resulting plume of dust and dirt was said to blot out the sun for miles and  cause an early winter that year.
      Halrath died wearing his  ancestral armor and his mighty sword Golo-gin was lodged in the beast's heart. Treasure seekers have been looking for these artifacts in the caves under and around Green Glade ever since.
    6. One of the finest Apothecaries in the  realm lives here in green glade. It is said she will mix potions to close any wound, cure the strongest of poisons and even reverse death itself. It is also said she asks a great deal from  those for whom she would work.
  6. Hroum's Circle
    1. In the surrounding woods there are five stone circles. No one knows who built them or why they were built. Each one is  six feet across and  each stone is as tall as a man's knee.
    2. Hroum was a carnival man. He  toured the known world with his  caravan of oddities and amusements. Hroum's circle was his home base. It was here that Hroum put together this show and here is where is traveling  group lived in the cold months. Unfortunately all that came to an end when Hroum was tragically killed and eaten in front of an audience by  Olli the trained Owlbear. The town and the people who worked the shows still remain here at Hroum circle. The group is seemingly adrift without a organizational mastermind to lead them.
    3. This town is home to the  church of saint Hroum. The church holds one relic that being the top of the  saints sacred skull. It is said that anyone who places the top of the skull on their own head will have a vision of their immediate past and how a decision they made will possibly affect their future.
    4. Once a year this  town is visited by a strange halo of light. The locals call it Hroum's circle and claim the shade of the light tells them what kind of luck the town will have in the coming year. Shades of blue denote bad luck , shades of  yellow or white denote good luck. Scholars think the  halo may be some kind of residual spell effect left over from a powerful casting performed many years ago, but no one knows for sure.
    5. This is a quickly growing blacksmithing town located on an intersection of three important trade routes. The  town is dominated by  three competing  Blacksmithing  groups all of which have their main shops located around a circular village green in the center of town. The area is rife with intrigue centered on the theft and exchange of blacksmithing secrets.
    6. The town in built on a  pond.  The pond is 100 meters across, perfectly round and, unknowably deep.  It was once the  sport of royalty to see what kind of strange fish could be brought up from its dark cold depths. But that was a generation ago and the town is once again out of favor and rural. Though the  pond still remains, a perfect dark blue circle.
  7. Holy Whitlocks
    1. This town is made up of families who have lived and farmed this land for generations. Oddly they are almost exclusively fair haired, and pale of complexion. When a dark haired child is born it is considered a good omen and they are groomed for a position as a town leader from an early age. This often causes jealousy among local families.
    2. This town lies on the sight of a holy  grove of rare white  Whitlock  trees. The area is protected by a coven of  female earth priestess. These priestesses claim to have great power of healing, though the extent of their abilities is unknown. What is known is that the bark of the whitlock trees has a strong analgesic effect. A quest must always be completed before the priestesses will provide the bark to any outsider.
    3. This town has been  ground zero for a kind of art renaissance. There are two competing painters living in the town. Rezaldn a master of  still life and Portraits. His works depicting the  local lords and ladies has earned him a solid living and a following among the elite. Kalan a fine landscape artist, religious painter and sculptor has also earned quite the following. His frescoes in the river temple have been trumpeted as a "raising of the bar" where spiritual  depictions are concerned.
      Naturally the two men dislike each other, and they compete on every level. They compete with growing schools of students and under studies. They compete for public contracts and the fickle attention of rich patrons. All of this has led to a boom in the art business around Holy Whitlocks. Pigment salesmen come from all around the far flung lands showing their wares. A paper mill has been built, and a bronze foundry to satisfy the needs a of a growing sculptural community. Art vendors, collectors and, admirers have been swarming the town during the warm months. All the while the  town grows in beauty,  renown and, wealth. who knows where such an outpouring of creativity may leed.
    4. Whitlock was the  last name of a monk that founded the town several centuries ago. His body lies under the town in a crypt. It did any way. Recently the body of this  saint has been stolen, or otherwise removed. Locally there is a cottage business selling Whitlock relics. The most common of these are shards of bone from  "Whitlock's Fingers." Allegedly taken from the  hand with which he first sowed a seed in the glade that would become Holy Whitlock's shared farm plots. These relics are universally fakes, but many people earnestly believe the fingers or hand of the saint has very real magical power.
    5. This town is host to a fairly popular festival each year. The festival which sprung up around the  blooming of  the whitlock trees. The Festival used to be about fertility and good harvest. Drinking grain alcohol spiked with a slightly hallucinogenic extract from the whitlocks blooms has always been part of the  celebrations. In the  past decade however, the festival has changed from one of  calm celebration to one of chaotic public drunkenness and bacchanalian revelry.
    6. Whitlocks is a name, and Holy is the traditional name of the first born daughters in the Whitllocks family. In this town  governorship passes from first born daughter to  the next first born daughter in the whitlocks family. However this generation there is no first born daughter, the current Holy Whitlocks had a son. Cleverly the current governor has decided to raise her first son as a daughter.
      The nurse who attended the  birth  was struck down with  a sudden illness and died. The child is rarely seen without the mother. The father has moved away, sent off on business by the governor. There have been none of the normal celebratory dances or dinners in the  child's 6 years of life. The people of the town are starting to sense things are a bit odd. 
  8. Knights Fissure
    1. The land here is scarred by a particularly large and violent battle that took place twenty years ago. The town has grown up on the outskirts of the battle field mostly due to the  prevalence of  people coming to pick the corpses that still turn up after heavy rains.
    2. The  fissure that runs directly through the center of this town was supposedly made by  the  lance of Horgor, a god like knight worshiped in the area. Wood splinters fished out of the  fissure are highly sought after for placement in the  handles of  lances and the  pommels of swords. Over the years all of the  wood fragments that are easy to reach have been used up leading to young men being lowered on ropes deeper and deeper into the fissure to find relics. There are many counterfeit splinters of  Horgor's have been  produced.
    3. Most of the men here are born with an odd birth defect. Thier thumbs are born fused to their index fingers on their right hand. It is a simple act to take a heated blade and cut the  skin fusing the two digits together, but it leaves a nasty scar. This scar has become a symbol of the town and is known as the Knight's Fissure.
    4. This small walled village was once pillaged by raiders from the nearby hills. A wide V shaped scar can still be seen where the  ball was breached the latter repaired. The town gets it's name from this event wherein one lone knight gave his life defending the town slaying many  raiders as they poured through the fissure.
    5. There is a fissure running through the center of the town. It's 150 feet long, 30 feet wide at it's center, full of water, and  extremely deep. The  towns folk fish  in it, and have been know to pull up some very  odd fish from time to time. Boats have been rowed to the center of the  fissure and  weights lowered but the  true bottom has never been recorded. Each year they have a contest to see if anyone can jump over the  fissure at it's widest point unassisted. No one ever has.
    6. The patron saint of the town is a knight known as Lareh. Lareth was once renowned as the greatest  warrior in the  land. She had the ability to both  make war with great skill at arms, and also to heal the sick or wounded by laying on hands. She was killed while still in her youth by a marauding ice giant. The  giant was mortally wounded but managed a blow that sundered Lareth's shield and caved in her breastplate, killing her instantly. To this day her body is held in the local church. Still in her shattered armor she shows no sign of age or decay. It is said her presence can still sometimes heal the sick, and that visions of Lareh are not uncommon.
  9. Center Point
    1. This town is named because it was built at the exact center of the king's holdings. However that was many years ago, the  town is no longer in the center of any existing kingdom, the name has just stuck. the town can often be found at the center of old maps.
    2. This hill fort and adjoining walled village is the centerpiece of a defensive line of such forts that stretches along the  northern most border of these land holdings. It is famous for producing seasoned warriors and for being the most attacked hill fort in the  frontier.
    3. Center point is a town with an issue. People are getting old. It seems that Center point being so close to nearby larger towns has lost most of it's young people to  better opportunities in city centers. So the town is slowly dying. The one good part of this is that there are several land plots and  homes for sale by the village council, cheap.
    4. This high walled village built on a bluff overlooking a river has been used for many years as a seat of local power. Often the current baron will use siege equipment to threaten  and extort river traffic.
    5. Center point is a large walled military academy run by  local  barron's. The finest men at arms train here to learn military tactics and the latest in military technology. The town does not fall under any  particular jurisdiction as it is  shared amongst several allied houses for the betterment of their mutual defense. There have been rumors lately however that the  instructors and the men of the point have become too powerful a group in the own right and may have machinations of their own.
    6. Luscious point a trade and  carnival operator  founded this town as a business center and  trading post nearly  50 years ago. He positioned it  along a busy river and  built several garishly designed and brightly painted  buildings all along the  riverfront. For a while it was a success. Mr Point  grew rich as he watched his town become a trade center in the region. As these things go however Point grew old, and the money  flowing into the point attracted a criminal element. Not wanting to deal with the extortion and organised crime creeping into  his little town, Point packed up and moved to a nearby city , living out his days in comfort. Center Point however fell into  disrepair, a shell of it's self, the  town was turned over to  beggars, prostitutes and  criminals. The market the casino, the bars are all still open , but it is far form the center of trade Mr point originally  envisioned.
  10. Whisper Trees
    1. It is said that if  a person sits quietly and listens carefully to the wind blowing through the  towns orchards one can learn all of the townspeople's secrets.
    2. The  mayor of this town is the descendant of a human male and the dryad who fell in love. This mixed fey / human lineage has granted the mayor extremely long life, and the ability to speak with fey creatures. He has run the  town peacefully for a century and no one has ever tried to unseat him. He is now quite old however and recently has made some questionable decisions.
    3. This ancient town grew up around a  druid's grove. The  grove still stands an island of peace in the center of a bustling village. The druids are long gone, but the massive oaks that stand in the grove are said to have voices of their own. The space would be very valuable to the town , but so far no one has has been willing to or breave enough to defile the old grove.
    4. The town's council holds a raucous meeting once a month where townsfolk air grievances and council members  argue their opinions. With all the  yelling and insulting going on, nothing ever gets done. The town, (which is  actually named "Pinefalls") gets it's nickname from all of the hunting trips council members take on weekends, where in deals actually get made among the "whispering trees."
    5. This area is boggy, and attracts a large number of will-o-wisps. Those native to the  small village seem absolutely immune to the wisps, walking past them as if they were street lights. Travelers however must be  wary or get lured into the bog.
    6. This village is nestled deep in the  forest. It's only claims to fame are its well preserved bear skins that local  hunters provide the market yearly, and that it is the closest town to where the ents hold their solstice entmoot. When the moot is in session the whole town vibrates with a low "whispering noise."
  11. Murder
    1. Every time a caravan showed up at this town the caravan master would turn up dead. Eventually the traders who ran caravans gave the town the name "Murder" and stopped going there altogether.
    2. The town was founded as a penal colony many generations ago. It is said most of the  towns folk are descendants of prisoners and as such are not to be trusted. One thing is for sure the  town the home to a rough bunch.
    3. This town is known as a dueling ground, with no laws against the killing of another man within it's border. The town draws people from all over who have scores to settle. It is  naturally a very dangerous place.
    4. The town was settled by a group of farmers who wanted nothing to do with the outside world. They wanted a life tending the land, far removed from the burdens of magic, wealth, or technology. To keep people away when ever asked they  told outsiders they were "from a place called Murder." Strangely this only served to attract the wrong element to the town.
    5. This town was the birthplace of  famous mass murderer Harold "Fingerless" Grennald. Grennald was said to have killed 25 people  in the  town  over the course of one hard winter.
    6. This town attracts and holds a large number of crows. The town is well known for it  and the people of the  town embrace the birds as good luck charms. Many a city thief has traveled to Murder just to purchase one of the currently highly fashionable trained crows.
  12. Red Chute
    1. This area was once known for its iron mines. All of the soil here is tinted red by traces of iron and generally a rich clay in consistency. There are many old mines here ready to be explored.
    2. This  creek side town often floods in the spring. Owing to this the local buildings are built on  tall stone pillars. During the  floods a certain  breed of  mollusk will attach itself to these pillars. Once the waters recede the mollusk shells bake in the sun and turn a deep red. These shells are then used by the locals to grind for dye and polish for jewelry. The deep red powder can also be mixed with  a small amount of water to make very believable  fake blood.
    3. This small valley town was founded during a border skirmish when the local lord needed expand his defensive opportunities within his mountains. The lord wanted to be able to flank any approaching troops using the  broader pass to the west from this small valley. To make this possible the lord sent his army (known as red capes due to their  uniforms) to construct a earthworks ramp and causeway  bridging the valley to the pass below. the monumental work was completed but the invasion never came, leaving the  town and the structures nearly abandoned. 
    4. Native People who lived in these forests long before any of the current settlers would use this narrow valley to funnel  game  towards their hunters. The name "Red Chute" comes from the number of and blood spilled by the elk and other large game that could be felled at the valleys narrowest point.
    5. This whole valley carpeted with red ferns. The ferns are plentiful  here, but it is the  only known place they grow. Legend has it the spores of this fern have both magical and medicinal properties.
    6. A fast running brook  runs along the  northern  border of the  village. About  500 yards from the village proper the brook plunges over a narrow fall. A the edge of this fall is a bright red perfectly round red stone, some  three feet in diameter. The locals call it the "gnomes Cap" or the "elf stone". No one knows exactly where it came from , but it is definitely particular.
  13. Rune hills
    1. This town is surrounded by tall rocky hills. These hills hold shallow caves and outcroppings which are covered with ancient dwarf runes. These runes are both carved and  drawn with  ocher taken out of local stream beds. No one knows what the runes mean. Treasure hunters have scoured the hills for decades with no success.
    2. This town is built on top of a hill which is also a huge man made tomb complex. The hill is in the shape of the elven rune for "life" and is well over 20 meters tall in some locations. The small town perched on top of the Rune Hill is completely devoted to the exploration, or exploitation of the  tombs below. There are scholars,  archaeologists, adventurers, tomb robbers just to name a few.  
    3. Just outside of town is a cluster of hills. These hills are chalky in consistency with only a thin layer of sod covering the white earth below. In this sod a large rune of warning has been carved making it visible for miles around. The rune is especially visible from the  town in early dawn. The  rune is the calling card of a small, and last local tribe of hill giants that call the hills their home. It is basically a huge "posted Keep out" sign. So far the town has lived in the shadow of the hills peacefully. A recent drought has been hard on livestock, making the town's folk nervous that the hill giants might be having a similar issue and come looking for food.
    4. The surrounding  hills are home to a specific variety of  olive tree. The trees grow slowly and are known for their bent, gnarled branches. Soothsayers form the  town  leed people into the woods, pick out a tree and use it as an oracle to the clients future. They say  a person's future can be seen in the bends of the branches and  the placement of the  olives.
    5. This town is overrun by angry imps. The population has been run out, the imps control the  whole area. They have no leadership, they have no agenda, they simply want to cause chaos. Where did they come from ? D100 imps, nasty little buggers to.
    6. To the north of the village is a flat topped hill which offers a commanding view of the  surrounding  area. On the hill's top there are old foundations and a few large cut stones which have strange symbols carved into their  surfaces. The stones are obviously old, but not much else is known about them. The hilltop is  more a local curiosity than anything else. The perfect subject for many a bar stool debate.
  14. Calling Falls
    1. The town was once the center of a sport known as "pig calling." The local woods and nearby fields are home to a breed of rodent known as "whistle Pigs*." These medium sized rodents will stand on their hind quarter and produce a shrill warning cry whenever they hear a whistle. A local would blow a whistle and when the little suckers would stand up, another local would shoot it with a bow. Simple fun sport that kept the "pig" population down. That was until a local duchess decided she thought the  pigs are "cute" and made them the symbol of her land holdings and illegal to hunt. Now the town is overrun, the animals extensive burrows are undercutting the buildings, the crops are chewed to the ground, and no one can keep any thing made of glass in one piece due to the packs of pigs whistling all the time. Seems a crappy place to live.
    2. At some point in history the stones below this town's mill have taken on  mythical  relevance to the townspeople. Each year the stones turn and roll slightly  due to the action of the water coming over the mills dam. the  towns people read the markings on the stones and the patterns of moss around the  stones. From this information they  claim to be able to glean such information as fertility of the people in the town, weather patterns for the upcoming year, and the quality of harvest to expect.
    3. This border town town has routed a small stream in such a way that it tumbles into a deep gully just west of the town's center. Under these falls the townspeople built a large flue and horn system. In times of emergency the flue can be opened so that water from the falls rushes through it. The falling water pushes air through the horn section of the  apparatus and creates a deep bellowing call that can be heard echoing out of the gully for miles.
    4. The town is under an escarpment. A dry riverbed flows over the escarpment and cuts a deep trough through the center of town. Here there were once mighty falls but now all that is left is  scree rubble and deep indentations. Men have gotten rich searching the vast rubble pile for things washed over the falls in days past.
    5. This town is quite industrial  due to a series of twelve water wheels built along a cascading fall that flows through the town. Millars, metalsmiths using water hammers, brewers, and saw mills all flourish here.
    6. This town is small and very secluded. It's built one hundred feet up the side of long cliff face in a great cave behind a wide and vigorous waterfall.
  15. Delvers Reach
    1. Placed between the  upper and lower bend of the Hillsvalk river this town is known for  it's delicious river crabs. Giant Crabs and mutants are not uncommon.
    2. This town  is the home of a young woman who lives in a two room stone building near the center of town. She is said to be a talented oracle. The whole town provide for and protects her. She will scry the future only for those she deems worthwhile.
    3. This town is home to a cave the locals refer to as Delvers Reach. It is said to be the  deepest cave in all the land. The towns folk keep it covered with a heavy plate of iron so that nothing can come out of the cave. Each year they issue a strictly limited number of permits for groups to go into the cave "At their own risk." each year some don't come back.
    4. Founded by Samiius Delikver this town was once the farthest flung outpost of civilisation. No one knows why Samiius chose this spot way off in the woods to  settle with his family and  small group of followers. 
    5. There is a large oak sign placed at both the  east and northwest approaches to the town. It reads "Ruin Delvers Wanted, Ask for Bezilnaz!"
    6. This was once a bustling area for  silver mining. The town sprung up overnight then slowly declined as most of the silver veins ran dry. There are still a few old prospectors, a bar, some folks too poor or tired to move away and enough empty buildings to hide a small army. There could still be silver out there in the  mountains. Rumors of lost mines and  hidden fortunes abound.
  16. Pan Delver
    1. Was once under the control of a petty wizard and some bad actors he had hired. Now freed from this despot, the town is in its first stages of rebuilding.
    2. The nearby  river was once known for it's rich gold panning industry. Drought in the past several years has dropped the  rivers levels to a mere trickle. Some of the elders say, that  damming further up the river might be to blame for the historically low water levels.
    3. This village was once much larger and more prosperous. Sixty years ago the town was leveled during a battle between two rival lords and their armies. The people who now live in this small village are one generation removed from those who survived and refused to leave. All of their interactions are colored by this background.
    4. This town's ground is  a thin crust of  stone and a bit of topsoil. Underneath is a vast dome shaped cave. The villagers know this, only farm on the outskirts of the village, don't dig basements, and quickly remove trees that begin growing in the confines of the village.  Any visitor will notice there are no waggons allowed on the town's streets. Sometimes a hollow booming noise can be heard that seems to come from everywhere.
    5. Everyone in this town wears a shade of red all of the time. They say it is bad luck not to, those who wear other colors tend to disappear.
    6. A once mighty, now very old and grumpy warrior named Orin lives here. He is hard to talk to but  people still try get him to say where he stashed his girdle of giant strength. So far he just tells them to get off his lawn.
  17. Barrows Gate
    1. The people of this town worship a totem that was built by a local wizard to keep away  evil spirits. The gift the totem with valuables and food during the yearly harvest ceremony.  Truth is once a year after the wizard has collected the tributes, he draws lots each  inscribed with a towns person's name. Whichever towns person's name he pulls he sends an invisible stalker to kill that unfortunate sole. In this way he can tell the rest of the town's people that that person had not given enough and  the  spirits were angered. The pact with the  invisible stalker is that it may take any gems donated and the victim must be random. In a twist this year the wizard draw the name of a woman he has been pursuing romanticly for  well over a year. The wizard is willing to  hire adventures to banish the stalker and destroy the idle just to save his love. Naturally he would want utmost discretion.
    2. Just outside of the town lies the burial mound of some long forgotten kings. Every year there is a festival held called the  festival of lights, where in  lanterns are lit on each mound to show respect to those with in. This year a group of strangers arrived just before the festival claiming to be the  descendants of those under the mounds.
    3. The king constructed this town solely to house the  workers who are crafting his tomb. They are building a large barrow mound in a nearby plain. Rumors persist that the builders are hiding the king's vast wealth underground then killing the workers.
    4. This small village is built  among ancient burial sites. The  peasants who live here leave offering of raw meat on their door steps every 7th night which the undead greedily devour.
    5. The main portion of this village is built underground in a huge man made warnen like structure which from a distance appears as a tall round hill.
    6. ONce a year smoke rises mysteriously form the low hills surrounding this town.
  18. Foxcroft
    1. Annually the local gentry hold their fox hunt in this village. It is a great economic boon to the area and  is a great time to get close to the local lords and ladies.
    2. The Foxcroft family own and run much of the town in a feudal system of indentured servitude. It is said that the  oldest member of the family  can even change into the form of a large Fox to move unnoticed through the  fields and spy on the peasants. This rumor is supported by a ban on small game trapping  in the  area enforced by the Foxcrofts, and that the Lord of Foxcroft manor always seems to know about trouble brewing among the locals before it happens.
    3. This town was once just a collection of small rented farms. The renting families worked the land until a few years ago when they banded together to buy the land from their masters. The farm families came up with an inordinate amount of gold to make the purchase which has lead to talk that there may have been a horde or a mine found somewhere among the communal properties.
    4. The  founder of this  town was said to be a tiefling. The dark stain of  his demonic heritage is everywhere.
    5. Lord Anthonin Foxcroft ruled this land for  many years. His death at the age of  85 left a void in the lives of his tenants and the local gentry. Unfortunately  he died while leaving no heir and  having written no will. His holdings included the  fine village, a mill, a manor, and several families of  productive tenants. This hold extends to the  river on in the west and to the town line of  Bull Trace. These fin holdings are up for bid, come one come all.
    6. This village is built completely under a large dome shaped pete mound. The only  thing that would tell a passerby that there is a village in this location are  several dozen clay chimneys sticking out of a large hill , occasionally puffing smoke.
  19. Dragons Heel
    1. The church in this town has an alter fashioned from one large slab of bone. The altar is known as the dragos heel, and it is said that a baby baptised on the  dragons heel will have a charmed life.
    2. This village is built wholly in a large crater that is said to be  part of a footprint left by the celestial dragon. The  town has built this mythology  up so completely over the years that every part of the residents life revolves around dragon rituals and  celestial worship.
    3. No one knows why the town is named dragons heel. If asked villagers will shrug and just say "that's how it is." A traditional  desert in the county is a sweet bread with one end shaped to resemble a rough dragon's head. Known as the "dragon Heel." It is thought to be a not so clever play on words regarding the  town's name, but the recipe and preparation is  ancient and might bespeak things left forgotten.
    4. This town is built at the base of  a massive cave riddled spire of stone. Once every  75 years young dragons congregate at these caves for reasons known only to themselves. This is known locally as the  "Dragons Heel."  Last time the dragon's came there was a record number of them, people edgy about what the next heel might bring.
    5. Every house in this village has a "dragon roost" built in to front yard. These are essentially  large ornate dog houses that the  villagers believe bring good luck to the family  by  providing  young dragons a place to shelter during bad weather.
    6. This village is home to the  Dragon Heel Tavern, "where every drink comes with a punch  to the face." It is a lawless filthy  hole, where an adventurer can find trouble, opportunity or both. 
  20. Thunder Bed
    1. This town is built on the back of a huge tortious. The  town people keep it feed by growing  large quantities of cabban, a beach ball sized green leafy vegetable which is  too coarse for human consumption but nothing to a massive  tortoise. The creature is peace full, does to seem to even notice the  town and  rests for so long in one place that it becomes covered in moss, dirt, and  bushes. Once every decade it sirs and the  whole town moves to a new location.
      The townspeople try to build wooden barriers near the creature's head which will direct it away from other towns and out of harm's way. Each time the tortoise moves a new priest is named who can (by burning and ingesting the thick wax that forms near the animal's eyes,) commune with the ageless, unknowably wise creature and keep it out of harms way. 
    2. Directly south of this town is the lagoon into which pours the tallest and most massive waterfall in the  known lands. Due to the towns proximity to the falls the town vibrates, is surrounded by a low pitched rumble at all times and, is constantly shrouded in damp mists and fog that rolls through  the wilderness for miles around. No one knows what lies behind the  falls, or how deep the lagoon could be. The area is thought of as a place of great natural /spiritual power.
    3. The Lore of the land tells: The thunder god battled the first Gorgon. The god had blindfolded himself while they fought and rode upon his cloud chariot. The  Gorgon earth bound hurled snakes full of venom from her sling. It was at this location that the  chariot crashed, a thorn bush  ripping the blindfold from the  god and exposing him to the gorgon's gaze. The cloud chariot now turned to stone can still be seen in the massive bulbous rock formation in the center of town.  Thorn Bushes and venomous snakes are also exceedingly common in the area. Thunderstorms exceedingly uncommon.
    4. A local craftsman  builds and sells fine beds. These beds are said to be of such fine craftsmanship that they can produce spell like effects. Everything from sleep spells, dancing lights and seduction effects have been reported. The  Craftsman , one Glenn Ulrichter claims no magical ability saying only, "I build em what you do in em is yer own business."
    5. This town is built on a long ago evaporated lake bed. The area is rife with seismic activity, so much so that small tremors can be felt hourly and a sizeable quake occurs at least once a month. Because of the  constant shaking the  houses here are built of a light bamboo like  material and on long flexible stilts some times upwards of eight foot in the  air. Because of this construction technique the  buildings sway with the  quakes and rarely fall over. the constantly vibrating sands  will often issue forth minerals and gems of great quality. the  economy of the town is dedicated to the constant panning,  sifting and screening of the sands in an effort to gather these treasures.
    6. This  town is embedded on a mountain top which is constantly  thrashed by violent thunderstorms. The town consists of a few dozen devout monks who worship the storm in silence. At the foot of the mountain a party is hired monthly to bring supplies up to the monks, it is an exceptionally difficult journey which pays well.
  21. Shells Dale
    1. This whole  town is built on a massive pile of discarded shells left over from a once booming and now forgotten industry of  dye making. Two huge rusted iron vats still rest in a field just outside of town their real use long lost to the people of the village.
    2. Town is home to a grotto covered in shell mosaics. A well known and highly regarded oracle lives here.
    3. The  town is named after Annmarie Shell. She was the wife of a copper magnate who founded the mine which economically provided for the  town. Annmarie was visiting her husband at the mine when an accident took her life. Her grief stricken husband sold the mine soon after. The new owners had nothing but  misfortune with the mine and it was soon shuttered. As a result the town went into a depression. A new investor has taken an interest in the mine and may have need of  hearty types to  explore it's depths and make sure recommencing operations would be safe. 
    4. The town lies at the oceans edge. The  white beaches and rolling  dunes nearby are known for their beautiful sea shells. People come from all around to gather them and a brisk trade in polished shells has grown up around the town. 
    5. The  houses in this tiny sea side village are made from absolutely massive crab shells.. Where the hell did they come from? Ah forget it, lets go check the beach.
    6. This town is home to a large naval instillation. It is very secretive , walled off from the rest of the town and strictly off limits to  towns folk. The people in town will all say they see strange lights and hear noises like thunder coming from the base at night , but during the day it is always deathly silent. The  ruling government has banned fishing on this stretch of coast because of this the town is slowly dying as people move away.
  22. Bull town
    1. Twice year a massive cattle drive goes through town bringing news from the north, and trade items from the south. The drive is the biggest event in the  year for the  town, all the  locals turn out to greet and sell goods to the trail worn cattlemen.
    2. The  town s known for the  size and quality of their cattle. The are also known to hire  adventurers to  guard their prize bulls which are often the targets of thieves and poachers.
    3. Annually this  town hosts a running of the  bulls much like the real world running at Pamplona. In this festival a single bull is set loose at the  top of a hill in town and allowed to  run to the  bottom. Any males whose sixteenth birthday  was in the previous year are set to run ahead of the  bull. There is not much room to  get out of the way and the boys are essentially running for the lives. The race ends at a town square where the  bull is generality slaughtered and  roasted for a feast the following day. Many spectators come to cheer the boys on and take part in the  feast. 
    4. This isolated town is inhabited by a race of Minotaur.
    5. This town was the  sight of a battle during a war between rival land barons nearly 2 centuries ago. The  town square still features several trenches that were dug by defending warriors.  The town gets it's name from legendary  group of warriors who supposedly  rode trained bulls into battle which  beat back several charges from opposing  horse carvery. These legends sound like tall tales, but the towns name has stuck.  
    6. There is a massive copper bull statue in the center of town a gift granted by near by city  to this town for it's contributions to the  cities recent war efforts. The statue is ugly and the  towns people would like nothing better that for it to disappear.
  23. Bomere Bank
    1. Nothing more than a hill fort, this town is named for the  steep earthwork  embankment that precedes its north wall. The  earth work is mysterious as it is said to predate the modern town by centuries.
    2. The first ever bank was founded here over a hundred years ago. It has been destroyed by earthquakes, robbed, burnt down and rebuilt many times. It now stands like a large granite tomb in the center of town. It's owners having sealed the vaults and shuttered the doors before leaving the banking businesses once and for all.
    3. Named for the large off shore sand bank that created an nearly perfect crystal clear natural harbor just off shore. The town has grown up around ocean trade and has become rich in the  past century. Rich lords and ladies from all over come here to mingle and vacation, often boating in from far way lands. A wealthy melting pot rife whit  intrigue and socialite plotting.  
    4. This large town is the epicenter of rebellion and plotting against the kings government. As such it is difficult to tell if you are speaking with an actual revolutionary, a spy for the  crown, or a confused bystander. Everyone has a plot or an opinion.
    5. Located deep in a valley this small farming village is the home to vast stretches moors and a shallow lake. For  hundreds of years the locals have been  chopping out the peat and finding  the mummified remains of  strange humanoids and  the bones of large creatures. This all went unnoticed and unreported until recently when a large stone slab covered with  strange writing was unearthed deep in the moors.  
    6. This  town lies along a deep fast flowing river. It is known as a place where the giant Bomere river eels are hunted. Many warriors have come and tried their luck versus the massive beasts in the past.
  24. Stag Ride
    1. The Village founder located a spring on the sight of the village while hunting. He had shot a Stag with his bow and had to track the  wounded beast for some time before it finally fell. When he approaches a place were the  giant ed the fallen animal, it jummped to it's feet and dragged the  man to the location of the future village before running off into the woods. The stag has become the symbol of the town and a legendary creature in the area.
    2. This area is home to many large stags. It has become the  hunting grounds of dukes and kings, bringing a great deal of wealth and intrigue to the area. Just last season a duke was accidentally shot with a bow, though not fatally. Another lord's footman went missing.
    3. This village is known for raising and  training  stags as mounts for  it's people. The winters are harsh in this area and the  hardy stags are better adapted to travel in the  mountains than horses.
    4. On of the village farmers unearthed several  marble carved statues of Staggs from a field near town. The consensus is that they were once part of an ancient temple, the rest is a mystery.
    5. The  town is home to an organization of mounted warriors known as "the Stagg's ride." For a price these well trained and well equipped warriors will escort clients through the difficult terrain surrounding the town, hold deposits of valuables, grant loans, and transport goods. All for a small fee of course.
    6. The river which runs through these lands is very shallow just to the west of the town. This  section of  wide shallow water is often used as a crossing by game and travelers. While It would seem a boon to  have such a convenient crossing and  ample hunting opportunity  right next door the  townspeople don't see it that way. They have outlawed killing any game near or in the river. Their logic for better or worse is that if the  people over hunt the  river banks the  game will go elsewhere and  the lowlands will have too little game to hunt as the winter's approach. Over the years this logic has served them well. Each  year near the end of summer a large quantity of Deer, Elk, and moose travel across the river and on into the lowlands where they are hunted for food in the fall. The Stagg Ride crossing has become a sacred event and a guarded resource among the folks in the town.
      Recently  hunters from other nearby holdings have started to hear rumors about easy picking  in the late summer near the river crossing and poaching is on the  rise forcing the town to become even more guarded and militant.
  25. Beholders Lash
    1. The Apothecary in this town has a collection of 20 very rare Beholder eyelashes. She will not part with them, and will not tell where she got them, but they are the only known specimens of their type. She sometimes hire adventurer types to guard her store when she is away, as the lashes have been the target of thieves in the past.
    2. The people of this town are the descendants of slaves that escaped from the tyranny of  a beholder clan. The town keeps the name so that the memory of their suffering is not lost on future generations.
    3. The founder of this town was a cleric who  suffered greatly in his life from visions. While traveling  with her followers she had to be physically lashed down to her waggon  due to her uncontrollable spasms. at the location of this town he fell quiet and told those whither her that she had beheld that this was the holiest of ground and that a church should be built here. She never again had an episode of violent visions and lived out her life in the town she founded. 
    4. A great scar in the  earth  runs for several thousand feet through this towns farm lands. Plants do not grow on the dead land and no one even bothers to till it anymore. The local farmers tell a story generations old of a battle between a knight and a beholder. They say the scar is from the beholders central eye beam. 
    5. The inn at the center of this town is called Beholders lash. In the  bar area is  a sizable stuffed beholder. The bartender says he will give the inn to anyone who can kill and bring back a larger specimen. No one has taken him up on the challenge.
    6. This is a small town built on a river from barges lashed together. 
  26. Red Hook
    1. Whalers bring their catch from the sea and up the river that flows past this town. This town has become known as a place where the captured whales are processed. The name comes from the hooks on whalers harpoons. The whaling ships travel far and wide which makes them great sources of rumors, eclectic hirelings and exotic goods.
    2. This town houses and supports a full legion of troops connected to the  ruling empire. The legion made up mostly of pikemen along with their associated auxiliaries 4 cohorts strong, two full cohorts of calvary, supporting footmen two cohorts, archers two cohorts, and staff. The legion is known as the Red Hooks and the town is called by the same name. With the  availability of  this kind of  armed and trained man power this large town is a symbol of imperial strength within the surrounding area.
    3. This is a small sleepy town consisting of a cross roads with an economy driven by  several bustling antiques markets.
    4. This  towns history is shrouded in mystery. There was a great fire that destroyed the  vast majority of the original town. Most of the  populous was either killed or moved away. Only recently has the town began rebound. The only thing that remains from the original town are several brunt out foundations and six massive iron anchors piled up in the counter of town. The have taken on an orange red patina of  rust over the years giving the  town it's current name.
    5. A great crater lies in the center of town. Recently something fell from the  heavens. The people of the town say they saw a man climb from the smoking crater and stagger to the south, but none dared follow.
    6. The town is named for the  Hook of land that juts into a nearby river. During the  summer this hook is used as a land mark by  river sailors as it is almost entirely covered with bright red sumac and stands out well against the grey river waters. The town  hosts a dock and a very active river trade, a good place to stop, resupply and  gather information about whats going on in the local region.
  27. Giant Foot
    1. The village is built inside the vast footprint of a giant. Where did the giant go the left the print? was it a titan? I mean this is a seriously large footprint.
    2. During an upgrade to the town roads several skeletons of  giant humanoids were unearthed. The town (Once Called Noelburg) was quickly re-named and registered with the local authorities. Experts were invited to the town to excavate the sight and a museum / attraction is being built. Living giants are not unknown in the distant northern mountains, but are not common in the lowlands near the town. Nobody's sure where the skeletons came from or how old they are. As the town governor says, "What harm as ever comes of making a bit-er money off er few moldy old skeletons?"
    3. All of the  buildings in the center of this town are carved from the  hollowed out phalanges, tarsals, and metatarsals left over from a massive fallen titan. The  main hall is carved from the  remains of the massive calcaneus.
    4. This town  is the  location of the  empires department of weights and measures. Here the old sage Sharilous maintains the standards of all imperial measurements.
    5. The  town is built upon a huge sheer walled mesa known as the Giants foot. The  only way to the top is by a  harrowing series of  wooden  ramps built into he  sides of the cliff. It is a peaceful town, but it is clear that if those ramps were removed the top of the mesa would be nearly impossible to attack.
    6. One tin five people born of this isolated town all have the ability to  gown to 15 feet tall at will once per day. This growth gives them the statistics of stone giants. The  people see this as a holy blessing but still keep the ability to themselves when possible. However any one causing trouble in the town could find them selves run off by several angry giants.
  28. Horned Bush 
    1. The  area around this town is home to a species of plant which  grows bone like spurs. These spurs are a sought after component for  arrow heads as they are very sharp and  ooze an anticoagulant when fresh. The are harvested and sold by the locals.
    2. The whole village is built within the woven bows of an absolutely massive and ancient brier bush. The  village it's self is run by a council of druid like priests who care for and  maintain the ancient bush.
    3. There is absolutely nothing special about this town. 180 entries and you rolled this?
    4. This towns the  home of the Horned racing toads. A very special type of giant toad which is used as a mount by the natives of this town and are raced like other societies race horses. A skilled rider can fight from toad back, and are quite fearsome in battle.
    5. The  apothecary  in this town was known to have  created a potion that restores youth to the one who drinks it. Unfortunately  she was killed and her book of formulas stolen. The  village elder who happens to have the only remaining youth potion says he will pay any price to get the book of formulas back.
    6. This  village got it's name as from its singular business of creating torture devises for  the  empires inquisitors. Being in this kind of business has taken it's tole as angry spirits of those tortured to death in the  dungeons of the  empire have started to congregate in the town and seek revenge. 
  29. Shuttered Valley
    1. The  town lies at the  end of a  deep  dead end gully. At the far end of the gully are a set of massive stone doors. The doors stand open, the  huge gears that can close them log since fallen into disrepair. The towns mayor is looking for  crafts people killed and ambitious enough to repair the ancient mechanisms
    2. This town has a population of only 700 all of which live in a  warren of small cave homes carved high up the side of a lime stone cliff. The ruling order of priests are said to be knowledgeable in the  ways of  resurrection.
    3. the  people here have a strong  belief in a soul snatching spirit named the Yahghili. This  spirit is said to ride on the  wind ant night  so the  whole town  is always inside by  sundown and all of the  houses have heavy  wooden shutters painted bright yellow, on all of their  doors and windows. The root and the truth behind the town folk's belief is  unknown. 
    4. This town is known far and wide for the quality of it's smoked meats. I mean this stuff is good, and  people come from far and wide then pay a hefty price to get it.
    5. The town is uninhabited. Every home shuttered closed, left as if every one just got up and walked away in the middle of a normal day. Food sitting on tables. Clothing on  drying lines and son on. People form nearby villages say that it has stood this way as long as any one can remember. Further more they say if you take something from the  town it will simply disappear when you are not looking and be back in it's place in town the next day.
    6. This  Vale is home to  towering  trees which are draped in sheets of hanging  vines that the locals call "the shutters." Most of the  village is built with in the  trees the locals breed and  ride a large variety of tree sloth. While not fast the animals are strong and  hardy able to work for long periods whitout tiring.
  30. Cairn Circle
    1. This town is surrounded by a ring of ancient standing stones. It is is said that whomever can unlock their riddle will be made rich beyond knowing.
    2. This town is built over the  burial  chambers left behind after a massive battle. The town it's self grew up around the battle field with an economy based around  finding the dead, caring for and placing the remains. So vast was the scope of the  battle there are still bones routinely found by locals to this day.
    3. This village only consists of around  200 individuals from several small families, what makes this village stand out is that the  whole populations live in one huge round multi story  building. This massive structure is hundreds of years old and has hosted a constant rotating group of  families. The  building surrounds a large courtyard where crops are grown and  where the well is located. The population is very insular and strangers may not be welcome.
    4. Built on hill top this  tiny village is dedicated to  the maintenance of  markers denoting the  resting places of long dead and forgotten kings.
    5. The people of this  town hold the tradition of building cairns as symbols  of wealth and prestige. Because of this the whole town is covered in   every growing piles of  stone. It seems every spare moment is spent gathering shaping and stacking stones higher and higher. Over time the town has become a labyrinth of narrow spaces between  soaring stone mounds.
    6. This town is  built on the  outer edge of a field dominated by several monolithic dolmen. Everyone has an opinion as to what the  ancient tombs represent and who built them. What is known is that they each lie on top of vertical shafts from which  issue cool winds. During the  summer people will  go near the dolmen to take relief from the  heat but no on has ever been brave enough to explore their depths.
Thank you for reading