Inixon – Against the Dwellers of the Isle of Dread

I returned to university last year and right now it doesn’t look like classes will resume until may at the earliest. So I really can’t pass up on the opportunity to get a new online campaign off the ground.

And this is as good a time as any to finally make use of my old idea to combine I1 Dwellers of the Forbidden City, N1 Against the Cult of the Reptile God, and X1 The Isle of Dread into one big B/X campaign. Combining my three favorite modules is really quite easy. The Forbidden City replaces the ruins in the volcano on the Isle of Dread, and the Reptile God is an emissary of the Dwellers trying to establish a foothold on the mainland.

All of this will be set in my Green Sun setting, which I recently decided to give a little update to make it more interesting and conductive to adventures. I finally overcame my aversion to post-apocalyptic settings and decided to take inspirations from the Bronze Age collapse. The world of Kaendor is now set in the days after a century long period of increasing storms and rainfall, that has caused much of the farmland to become too swampy for local crops and many of the coastal cities to be lost to erosion. There are now only a dozen city states left with most people living scattered in small villages in the forests, where they can get by with hunting, fishing, and foresting.

The old trade networks that enabled the large scale production of bronze have collapsed, but fortunately old bronze can be recycled very easily. When the first cities were abandoned by their people, nobody saw how great the scarcity of bronze would become, and much of it was left behind for being too heavy. Now these forgotten stockpiles of bronze ingots are worth their weight in silver and a draw for many treasure hunters. But buildings that have collapsed in typhoons or landslides also uncovered large numbers of previously hidden vaults and tombs.

In the jungles of the south, the ancient serpentmen are sensing the fall of the younger civilizations, and many of them remember their old dreams of their return to power and reclaiming the lands of Kaendor for themselves. Currently there seems to be little chance of that ever happening again, but that doesn’t stop ambitious snake sorcerers from sending their minions north.

And deep beneath the sea, the primordial aquatic horrors and the fishmen are watching the events in the world above.

And given the source material, I need to have an NPC cook named Zeb. :p

Wounds and Longer Rests

Two changes that I am considering for D&D 5th Ed.:


Thinking of hit points as the ability to shrug of scrapes and bruises until your attention and reflexes are suffering enough for one unlucky hit to slip through your defenses has long seemed to me as the most sensible way to imagine damage in D&D. The spell name cure wounds does imply otherwise, but it’s still the most plausible reasoning for why being down 40 hit points with only 1 hit point left will have no negative impacts and you can be as good as new after a night’s sleep. If you can fight, run, jump, and lift without any penalty, then you’re not really injured.

However, when you do get from 1 hp to 0 hp, you’re in immediate danger of bleeding out within literally seconds. That clearly is a potentially fatal injury. That a bandage and an hour of rest can get you back to full strength just can’t be reasonably explained when you are playing a campaign that puts the “fiction first”. It’s an issue that simply can be ignored completely without causing any problems. But it can’t make sense.

Personally, I quite enjoy it in action and adventure fiction when characters have to adjust or completely change their whole plans because of an injured ally they don’t want to risk dying. It’s a great narrative complication, and one that I think can add a lot to a campaign. My goal here really isn’t to be any more realistic, but to add complications and dramatic tension to the game.

The new rule for wounds is pretty simple. I think that’s actually always an important part of any new house rule. You want the players to have to learn and remember as few new things as possible. Whenever a character drops to 0 hit points, he suffers 1d4 levels of exhaustion. This means a character who already has 2 levels of exhaustion has a 25% chance to die immediately. Since exhaustion is not that common I consider this an acceptible increase of risk. And it does provide a strong incentive for exhausted/wounded characters to avoid combat.

Longer Rests

The DMG suggests an alternative rule for handling rests that increases the time for a short rest to 8 hours and for a long rest to 7 days. On the one hand, I favor adventures that have few fights often separated by days, so I like the idea of the PCs not being at full strength at the start of every day. Giving them only a short rest every night has some appeal. But when you have to rest 7 days for a long rest, then you really need to retreat to the safety of a town (and one that isn’t currently under attack). Effectively, this means that long resta only happen between adventures. And I like adventures that have the characters in the wilderness for a week or two. No long rests during a journey into the wilds seems way too extreme.

The main things that a long rest provides for most characters is the restoration of all hit points, the regaining of Hit Dice, and perhaps most importantly the regaining of spell slots, amd the ability to switch out prepared spells. Hit points can also be regained through spells, so spell slots really is the big problem when you can’t take long rests during adventures. However, both wizards and druids have the class feature of Recovery, which allows them to regain some spell slots during a short rest, once pet lomg rest. I think this makes for a good mechanism to regain some spells for all spellcasters. When you finish a short rest, you recover expended spell slots that have a combined level that is lower or equal to half your level. Unlike the class feature, this ability can be used on every short rest. If you cast very few spells over a couple of days, you can recover all of your spell slots.

I think the biggest uncertainty with this variants are warlocks. With their really heavily limited number of spell slots, this class is perhaps the most dependant on short rests. But on the other hand, this isn’t going to make a huge difference when there are only two or three encounters in a day, as they also have several invocations that don’t require spell slots at all.

One important thing to keep in mind is that this change primarily affects “narrative time”. Whether the GM says that you rested for 8 hours or for 7 days, does not greatly impact the actual “tactical time” of encounters. Not letting the party rest for a week in the wilderness is the same as not letting it rest in a dungeon for 8 hours. It’s just fluffed in a different way. However, a GM would also have to keep this in mind when considering the frequency of random encounters and the scale of the wilderness. It’s not quite the same thing, but I don’t think it will be too drastically different if this is kept in mind.

Silly Stuff with Statistics

Yesterday I did what I always tell people not to bother with. Work out the population numbers and distribution of classed and leveled NPCs for your setting. It’s almost always pointless and often leads to nonsensical results. But I did it anyway, not because the setting and campaign need it, but because I sometimes simply enjoy the fun of working with numbers.

I went into this  with the following premises:

  • The global population of Murya, Fenhail, Yao, Kuri, Kaska, and Sui is 1 million.
  • 1 out of every 100 people has classes and levels.
  • The highest level any mortal can reach is 10th.
  • For every two 1st level NPCs there is one 2nd level NPC, for every two 2nd level NPCs there is one third level NPC, and so on.
  • Half of all leveled NPCs are spellcasters (half of which are Priests).

I first planned on having a global population of 10 million and make 1 out of 1,000 NPCs have levels. But someone pointed out to me that that seems too high if all the population lives on the coast and given the size of my map sketch. There are about 4,000 miles of coast and I estimated civilization being within 10 miles of the sea (on average, there are also some major rivers and highland settlements), which results in a habitable area of only 100,000 km². That’s about the area of Hungary, Portugal, or Cuba. And three quarters of Greece, which is always my default reference point. That’s not a lot of land to live on, even if the continent itself is the size of Europe. With 1 million people, this leads to an average population density of 10 people per km². Which is roughly the estimate for Greece during Roman times, which does include all the uninhabited mountains. Perfect.

I was also curious what results these premises would give me for the amount of NPCs of each level. And those got really quite interesting. For simplicity, I didn’t calculate with 10,000 leveled NPCs but 8,190. When you’re a bit of a math nerd, you know the powers of 2 by heart, which makes continuous halving of numbers very easy. The distribution I got out was this:

  • 4,096 1st level characters
  • 2,048 2nd level characters
  • 1,024 3rd level characters
  • 512 4th level characters
  • 256 5th level characters
  • 128 6th level characters
  • 64 7th level characters
  • 32 8th level characters
  • 16 9th level characters
  • 8 10th level characters
  • (4 11th level immortal sorcerer kings)
  • (2 12th level immortal sorcerer kings)

That’s really not a lot. And actually gets really fascinating when you consider players wanting NPCs to casts spells for them. The number of those gets really low.

  • 4,098 people can cast 1st level spells
  • 1,026 people can cast 2nd level spells
  • 258 people can cast 3rd level spells
  • 66 characters can cast 4th level spells
  • 18 characters can cast 5th level spells
  • (6 characters who can cast 6th level spells)

Only half of those are Priests who have access to the cleric spell list. Getting one of those 9 priests alive who can cast raise dead to resurrect your friend could be quite challenging. However, if you are among the 100 most powerful people in the world, getting access to these guys might not be that far out of reach.

I’ve got no intentions to track the numbers and levels of NPCs that appear in my campaign. That’s too silly and impractical even for me. Instead, I came up with some rules of thumb, when it comes to creating NPCs for the campaign, that do reflect these population numbers of the setting:

  • If the character does not seem important enough to get a name, personality, and motivations, it’s going to be a generic acolyte, bandit, cultist, guard, tribal warrior, or commoner with 2d8 hit points.
  • Leveled NPCs who aren’t important regional individuals are 1st to 3rd level. (There are thousands of them in the world.)
  • NPCs  of 4th to 6th level are among the most powerful individuals of their region and regionally famous. (There are hundreds of them in the world.)
  • NPCs of 7th to 10th level are among the most powerful individuals in the world and famous throughout the continent. (There’s barely more than a hundred of them in the world.)

These numbers all seem amazingly low, but when I looked at them I really started to like the resulting implications. These are distributions for campaigns in which the players play individuals like Conan and Elric, or the various ancient Greek heroes.

And still this is a world where there are CR 7 yuan-ti and CR 10 aboleths around, and CR 6 wyverns and CR 7 stone giants. A 1st level PC is not yet standing out, but when you get to 3rd or 4th level, you’ve already made it big. You are playing in the top league of heroes.

I am really looking forward to this campaign more and more every day.

They look like us, but they are not us

They look like people, and they talk like people. But they don’t think like people, and they don’t feel like people.

They are unable to feel compassion for mortals, and they are selfish beings, rarely thinking of anyone else. They are volatile and erratic, but not easily harmed, and strike out at each other without thought. When they get agitated, things get broken. And they get agitated easily.

They are always dangerous to be around, even when they like you. They are proud and easy to anger, but you must never go with them.

Villains for a treacherous forest world

Almost a year ago, I made up a list of great villains from fiction that I want to use as direct inspirations for my own antagonists. Even though this setting is very different in style and tone, I found that this list is still representing my top picks for great antagonists to emulate. They need to be human in their desires and limitations and failings, but also absolutely dispicable. This is what great enemies look like.

You can get the Tiger out of the Jungle…

Work on the Ancient Lands  setting more or less ended early last year because I just couldn’t get my dreams for a fantastic world fit together with the needs of fantastic adventures. Last winter I tried putting my creative energies somewhere else and started working on the medieval Baltic Sea dark fantasy world Dark World, but I lost interest in that pretty soon. Instead, I went back to making my alternate timeline for Knights of the Old Republic a reality. Which actually went quite well.

But still…

The idea of Bronze Age warriors riding on great reptiles through an endless forest dominated by strange magical beings just never completely faded from my mind.

And how could I? Once you’ve seen perfection, how could you ever be content with less?

The problem was never with the elements I wanted to include in such a setting. The reason things never really worked and came together was that I had painted myself into a corner with what I wanted characters and adventures within that world to be like. Somehow I got that idea in my head that I don’t wannt to run campaigns that are about such banal things like permanently chasing after piles of gold, or seeking glory in killing piles of enemies. Which is a valid aesthetic choice, but it turned out to just not work when you still approach characters and adventures with the mindset of Dungeons & Dragons.

Originally, my idea to make some kind of wilderness warriors campaign started with a fascination for the E6 variant of D&D 3rd Edition that cuts the 20 level progression down to 6 and then has characters gain more low-level abilities instead of becoming increasingly more powerful. Later I moved on to Basic/Expert and from that to Lamentations of the Flame Princess, and finally to Barbarians of Lemuria. with a short detour through Symbaroum. But even though the later two are classless systems with more flexible systems for experience, they still come with very similar assumption about what a fantasy hero is and does.

But this summer, I finally managed to understand Apocalypse World. I had to read the whole book end to end probably five times, but even when I first read it a year before, I immediately became aware that there’s a really fascinating game hidden in the unorganized heap of rambling and unexplained game terms. At some point I had looked into Dungeon World, which is based on the same mechanics adapted for fantasy settings, but it tries to use the mechanics to recreate the style of Dungeons & Dragons. In the process, it loses what makes Apocalpyse World feel different.

Last year, Mick Gordon gave a great presentation at GDC about how he created the soundtrack for the new Doom. His instructions were that he had to create music that nobody had ever heard before, that fit the game perfectly, and that would be instantly loved by fans. Which he actually did, with huge success. And one of the big lessons that came out of that work was “to change the outcome, change the process”. And since I started to really dig into the rules of Apocalypse World and working out how it is meant to be used, I discovered this to be a really significant realization. For several years I had tried to create something that is unlike D&D, while still approaching like creating content for D&D. When put like that, it really doesn’t seem surprising that the whole effort repeatedly bogged down, even though I tried to start over again several times.

To get a different result, you have to use a different approach. And Apocalypse World is indeed a very different approach. Without getting too deeply into the specifics of the rules, one difference that impressed me the most is the approach to the different character types that players can play. Character classes are defined primarily by a set of abilities, very often in combination with a narrow set of equipment. These are all in turn based on tasks. Fighters do the frontline fighting, thieves do the locks, traps, and scouting, clerics do protection and healing spells, and wizards do the artillery spells and various support spells. In Apocalypse World, the various playbooks all have their suits of specific abilities, but for most characters all there’s a free choice from all optional abilities, and pretty much all abilities can be learned by any other characters as well. (Though you’re limited to a total of two abilities from other playbooks in addition to four abilities from yours.) And all characters can use all equipment equally well if they get their hands on it. Instead characters are defined by their role in society. There’s a character who rules over a small settlement or compound. A character who leads a cult, one who leads a gang, and one who runs some kind of bar. One character is an artists with a captivating personality, another has access to abilities that goad players to stir up trouble any time they run into important or dangerous people.

Because of this, you completely avoid the situation of the characters sitting in a bar and waiting for an opportunity to use their swords or spells to appear. Many of the characters come with NPCs who depend on them, who have expectations of them, or who just don’t like their presence. This is a game that just doesn’t do lone wanderers without connections looking for other people’s problem to fix. In Apocalypse World, you’re always a prominent somebody and problems come to you. To make this work, Apocalypse World is designed as being set in a post-apocalyptic wasteland full of dangers, where there’s always a scarcity of somethhing that makes people do stupid and dangerous things. Even if you don’t seek riches or glory, staying put in a quiet place isn’t an option. When you have no food, you have to get some. And when you have it, you have to keep hold of it. This really is not a radically new idea. But it’s a very different one from the D&D adventuring party.

My ideas for an ancient forest world have never been post-apocalyptic. But it has always been about the treacherous wilderness on the frontier, beyond which lies a vast unknown home to strange beings and phenomenons. It is in many ways and environment with a great deal of structural similarities, and I found that all the character types from Apocalypse World translate very well to a fantasy wilderness. You live in an insolated stronghold surrounded by hostile wilderness and it is up to you to take steps to keep the mundane and supernatural dangers that are lurking out there from getting in. I had actually considered something along this line some years ago, but still thinking about adventures in terms of dungeons, monster stats, magic items, and experience point I just couldn’t figure  out how to make this work.

Learning how Apocalypse World approaches campaigns, player characters, and NPCs was a very fascinating and inspiring process. And all the while, I couldn’t help but think how all of it would translate to Bronze Age warriors riding dinosaurs through a vast forest ruled by strange beings. At some point, I had this image in my mind of “Dark Sun, but in a giant forest”. And with the default assumptions of Apocalypse World, this seems like a really good starting point for a redesign of that ancient forest that always keeps calling back to me.

Redirect to: Beneath the Leaves of Kaendor

I started a new website dedicated to my attempts at writing Sword & Sorcery stories set in the world that has come together over the last couple of years.

Beneath the Leaves of Kaendor

Spriggan’s Den has always been primarily a site about RPGs and various often random ideas about worldbuilding. For the Kaendor stories I want to make something that is more focused and tidy, with content directly related to the stories, setting, and general thoughts on writing and storytelling.

Because of this shift of attention, I am probably noy going to keep up my goal of at least one post per week. But as of now, I don’t consider this site to be anywhere near to closed yet. We will see how this all turns out in the long run and I can very well see myself getting deeply invested in RPGs again in the future.

The beautiful worlds of E6

At the very end of the run of Dungeons & Dragons’ 3rd Edition, someone came up with an idea to turn the game from one that covers heroes who start as complete nobodies to become practical demigods into one that emulates a more grounded style of fantas with a single very simple modification. In Epic 6, player characters can only advance up to 6th level, instead of up to 20th level and possibly beyond. Characters can still advance, but instead of getting new levels with everything that includes, they only get further customized through gaining one additional feat in place of additional levels. Numbers remain relatively small and within a range that has proven itself to work really well in practice, and most of the powerful spells remain outside of the players’ hands. It’s about getting characters to the level that is considered to be my many the one where they best represent the common image of a proper fantasy hero and then staying there. No new rules need to be learned and all the existing material of the game that is available to 6th level characters can still be used just as it is. As a rules hack, it is incredibly neat and elegant.

But to me, the really amazing consequence of E6 is not on the side of the players. In my own experience, very few games ever had characters reach 7th level and beyond. The great power of high level characters never became an issue in any of the games I played and ran. The reason I got so fascinated with E6 back when I still played 3rd Edition is the many implications that it has for the world around them. It’s not just that player characters are limited to 6th level, the same limitation also applies to NPCs as well. This means you can’t simply go to a big temple or wizard school and pay someone to cast 4th and 5th level spells for you and you won’t be able to buy scrolls of these spells as well. A considerable portion of magic items also can no longer be crafted by either PCs or NPCs either. Even if magic is as widely available as the game seems to assume by default, the limitations of what spells are available to the wizards and clerics of the setting lead to a rather different “high magic” setting with a lot of low-power magic and an almost lack of high-power magic.

But where it gets really interesting is the fact that these limitations on the powers and abilities on PCs and NPCs don’t apply to monsters, as those don’t normally have levels. Many people seem to prefer to adjust the world of their game accordingly by limiting the monster population to creatures that are considered appropriate challenges for 6th level parties by the rulebooks, but I’ve been much more a fan of keeping all those big critters around as they are. This way you get a world in which even the most powerful mortal heroes are incapable of taking on directly. If an older dragon or greater demon needs to be dealt with the players will have to work out different strategies to face than other than straight up challenging them to a fight in their lair. At the same time, powerful magical creatures are the only source of access to higher level spells which they have as inborn abilities rather than learned through advancing in levels. If you need powerful magic, you need to find a powerful magical creature and convince it to provide it for you. A world in which “high level” PCs stand head and shoulders above the common rabble but are still dwarfed by magical monsters is something I’ve not really seen much in fantasy. Something that I find very fascinating from a worldbuilding perspective. While I like the mechanics of Symbaroum, the way it is written it only makes advanced PCs vulnerable to common soldiers and bandits, but at the same time it also lets them take out the most powerful monsters just as quickly. Limiting the possible strength of monsters the way they are feels somewhat disapointing to me. There is a space for fantasy in which fights can take almost the form of Russian roulette by making engaging a powerful foe a great danger. But setting things up in a way that a head on assault isn’t really a viable option strikes me as much more interesting.

Adventures in the Dark World

This really should have been part of the first post. In the end, a setting is only a framework that supports things happening and gives them a context. Settings build with a specific type of stories in mind are always much stronger in my opinion. And really, who needs another generic Northern European fantasy setting?

At the very heart of the setting is the idea of hardened warriors stalking through dark forests and misty swamps, being on constant watch for savage eldritch beasts and treacherous cutthroat villains. This casts them in the role of monster hunters, mercenaries, or enforcers of the various competing factions. Iron and blood are their business, but they also have to be investigators if they don’t want to become disposable pawns to people smarter and more ruthless than themselves.

The setting is a world in which the important players are the various occult and esoteric societies that are the center of religion and are pulling the strings behind the scenes. There are four things that people are craving for: Political power, eldritch power, spiritual enlightenment, and wealth. And in this world these four things are always going hand in hand. Arcane knowledge and religious revelation are the same thing. An understanding of the nature of the supernatural forces that shape the world and are the source of life. And those who gain insight into it have control over people and wealth. While their motivations may be very different, the means to achieve their goals are always the same for all the different factions. Eldritch knowledge and relics. Like in the adventures of Indiana Jones or countless wuxia plots, everyone is hunting for magic items, the tomes of great sorcerers and witches, and captured spirits that hold the key to greater power.

A lot of this perpetual struggle takes the form of political plotting and diplomatic finesse. But more often than not there will be some need for violence. Which is where the Player Characters come into the picture. They can either be the ones who are doing the dirty work, or the ones hired to protect against it. But in the end, this is not a setting for players to take the moral high ground and be virtuous defenders of peace. All the factions have some shady dealings going on and some tollerance for the more questionable deeds of certain more abitous members as long as they are keeping it out of sight. At the very least, players won’t be able to entirely avoid making deals with people of highly dubious reputation.

There are a couple of adventure frameworks that I see working really well for the setting as I imagine it.

  • Competing factions are fighting over a relic that is in the possession of one of them. The task of the party is to either get the relic for their own faction or to prevent it being stolen by a rival group. This is a good setup for a town based conspiracy adventure. Think The Maltese Falcon.
  • Competing factions are trying to get their hands on a relic before another group does. This is a setup for a classic straightforward trip to a ruin, tomb, or wizard tower and the exploration of its dungeons. But instead of orcs and giant spiders the players will have to deal with rival search parties and hostile guardian spirits.
  • Villages are being threatened by bandits. This is not directly related to the specifics of the settings, but it’s a problem that is thematically very fitting for a setting of this style and honest mercenary work to mix things up a little from time to time.
  • Villages are being threatened by hostile spirits. This is the simple setup of such classics like The 13th Warrior, Beowulf, and Princess Mononoke. How this ends up playing out can differ imensely, even when dealing with this setup multiple times. It can include anything from investigation to big dragon hunts and always includes the big question of why the spirits are tergeting the village in the first place.
  • Spirits are abducting people. This setup is more of an investigation type that can become highly complex and involve the various esoteric factions having their fingers in it somewhere. It will likely lead the party into haunted woods and the lairs of horrific beast or evil witches, but it might also involve complex conspiracies.
  • People are cursed. Another great investigation setup in which the players have to find the source of the curse and the method by which it can be broken, and then have to actually pull it off in the face of possibly very great danger.

Each of these setups can take the form of relatively simple oneshots that are wrapped up in a few hours, or turn out to be huge affairs spanning months. They are also very flexible and can play out completely different depending on the specific circumstances and how the players are approaching things. This should easily provide enough adventure ideas to last for years.