Saturday, January 4, 2020

1d100 Reasons to Adventure

The Not-so-Mighty Adventurer by Diane Ă–ZDAMAR

I bet a lot of people have done these! Here is another one!

Roll
Reason
1
I want to get rich!
2
I want to get laid!
3
I want to prove myself!
4
I want to adventure!
5
I want to meet exotic people!
6
I want to go to exotic places!
7
I want the freedom to be myself!
8
I want to enforce the rule of law!
9
I want to spread the reach of civilization!
10
I want to spread anarchy!
11
I want to kill things!
12
I want to spread the word of my deity!
13
I need to pay off a terrible debt!
14
I am rebelling against my parents!
15
I seek vengeance!
16
I want spread charity!
17
I want to apply what my master taught me!
18
I was shanghaied while drunk!
19
I'm escaping my past!
20
I'm escaping the law!
21
I'm escaping my religion!
22
I want my deeds immortalized in song!
23
I seek actual immortality!
24
I seek to enter the service of a powerful patron!
25
I want to experience strange and exotic pleasures!
26
I'm the Chosen One! 
27
I must stop the Chosen One!
28
I'm looking for material for my book!
29
I'm on a mission to fill in the missing parts of the map!
30
I am a Knight-Errant! Adventure is what we do!
31
I was defeated at the bridge I once guarded and seek to restore my honor!
32
I was the last survivor of a terrible battle and I fear being discovered.
33
I was a leper now made whole and I seek the one who healed me.
34
My parents were adventurers and I want to be like them!
35
My parents are adventurers who orphaned me, I want to give them a piece of my mind!
36
I was run out of my village for the Mark I carry!
37
A wizard turned my loved one into a newt and I seek to restore them!
38
I was a newt and a wizard turned me into a human, I am so confused!
39
I'm running away from newts and people who were newts!
40
The Glass Man who lives in my brain stem told me to!
41
I dug my way out of a shallow grave and I don't know who I am!
42
I've come from the future to stop a terrible event!
43
I come from the past and all of these modern things scare me!
44
I was once a great Dark Lord but I've been stripped of all my power and I need to eat.
45
I was a big fish in a little pond, now I see I'm in an ocean with sharks.
46
I'm escaping a pre-arranged marriage!
47
I need to provide for my family the only way I know how!
48
I am under Geas to perform 99 heroic deeds!
49
I just really really hate goblins!
50
I'm seeking to break an Infernal Contract with Buer before I die!
51
I'm seeking a cure to a terrible disease! 
52
I seek to be knighted!
53
I'm seeking the Truth!
54
I am compelled by a terrible hunger!
55
I am cursed to eternally wander!
56
I was sent out to sell my cow and got caught up in this madness!
57
I was just born from an alchemist's lab and I don't know any better!
58
I was kicked out by the high priest!
59
I only have 1d6 years left to live and a big bucket list to complete!
60
I'm a hopeless adrenaline junkie! 
61
I'm looking for my lost sibling, parent, or loved one!
62
I'm on pilgrimage!
63
I want to summon a plague of 1. Rats 2. Snakes 3. Locusts 4. Crabs 5. Frogs 6. Bagpipers 
64
I hate my home town!
65
I was just cosplaying and someone thought I was a real wizard!
66
I want to discover the magic of friendship!
67
I told a really bad joke at the pub, the pitchforks and torches came out quick!
68
I want to discover the perfect moment!
69
A professor handed me this small monster and told me to go find 149 more! 
70
I am a fictional character acting out the whims of an unknowable puppeteer.
71
I'm seeking a cure to my baldness!
72
I was dropped here from another world and I seek a way home!
73
I have to get in my steps! 
74
I traded my life savings for this map!
75
I've been tasked with 3 Impossible Quests!
76
I just wanna find out what makes me me, man!
77
I'm on a gap year before going to Wizard College!
78
I need to find a way to pay off my Wizard College loans!
79
I'm a deserter from the army!
80
DRUGS DRUGS DRUGS!
81
I lost a bet!
82
I'm an aristocrat slumming it among the serfs! 
83
I'm looking for love in all the wrong places!
84
I'm really lost! Like so lost, please help!
85
I'm a courier with an important message to deliver! 
86
I escaped from 1. Prison 2. Asylum 3. A murderer's basement 4. A zoo 5. An awkward party 6. A cult
87
I was "rescued" from a tower and I want to get back!
88
I heard it in the wind, I felt it in my bones, I started walking ten days ago and I've not stopped. 
89
I'm promoting my brand!
90
I'm writing an encyclopedia! 
91
I want to slay a dragon! 
92
I want to marry a dragon!
93
I was going to be a virgin sacrifice! 
94
I want to make use of my goblin language credits I took in Wizard College!
95
I'm an intern! 
96
I'm old and I need to get into Valhalla somehow!
97
Bees?
98
I was bored!
99
I literally have no other choice. 
100
Roll twice, shake well, and come up with something yourself

Monday, December 30, 2019

Necromancer for a Goat

There is a goat wants a Necromancer and I'm going to give him a goddamn Necromacer, y'hear? And I know there are other necromancers out there in GLOGland that do all kinds of things in their own exceptional way. Skerple's Necromancer does an excellent job being a GLOG Wizard school and doing the things a Necromancer should do. But this goat and I, we share something, a bond between men forged in the blood of demons and cows. That's right we were raised on Diablo II's teeth chucking debuff slinging mass skeleton raising Rathman Necromancer. So that, my bosom buddies, is what I am going to give all of you.




Rathman Necromancer 

Class: Rathman Necromancer
Starting Equipment: Bone Dagger, Bone Breastplate (as Leather)
Starting Skill: 1. Religion 2. Anatomy 3. Toxicology

A: Path of the Summoner, Path of the Boneturner, Path of the Hexcrafter, Apprentice Path
B: Journeyman Paths, Investment +1
C: Advanced Paths, Investment +1
D: Master Paths, Investment +1

Paths- As a Necromancer progresses through their development they may choose to specialize or diversify their skillset. There are three paths that they may progress in or choose the Apprentice Path in each level. 

Investment: Each template, the Rathman Necromancer gains +1 Investment point representing the focusing of their studies. You may only Invest in paths you have at least the Apprentice rank in. Each path notes in their description below what the Investment does. 




Path of the Summoner


A Necromancer's first and foremost dedication is to the Great Cycle of Being and part of that is realizing that Death is merely part of that cycle. An adherent of the Path of Summoning learns to to call upon the energy that flows in this cycle and invest this energy into creating a semblance of life. 

The Summoner at Template A can call upon a single Skeleton from any corpse that would leave a skeleton. This skeleton has 1 HD, armor as leather, and has a 1d6 Claw attack. Any time the Summoner creates a new Skeleton, the previous one crumbles into ash. Skeletons are incapable of following any command more complex than Stand, Follow, and Attack. 

The Summoner at Template B can call upon up to two Skeletons or a Golem (Clay). 

The Clay Golem is 2 HD, Strength equal to your Con+2, armor as chain, and a 1d6+2 Slam attack. The Clay Golem is about the size of an ogre and can follow simple single syllable instructions up to 3 words such as "Guard this door" or "Lift this rock" etc.

The Summoner at Template C can call upon up to four skeletons or two Mage Skeletons and a Golem (Clay or Blood). 

Wizard's teeth are full of magic, so skeletons raised from Wizards retain a certain amount of that magical energy. Mage Skeletons have 1 HD, no armor, a 1d6 claw attack and can sling a bolt of entropic magic  with a 60' range for 1d6 damage. 


The Blood Golem is spawned directly from the life essence of the Necromacer. While summoned, the Necromancer and the Blood Golem share an HP pool and any damage to either affects this shared pool. Any damage the Blood Golem deals, however, heals this shared pool for half the damage dealt. The Blood Golem is otherwise stated as the Clay.

The Summoner at Template D can call upon up to eight skeletons, 4 Mage Skeletons, a Golem (2 Clay/Blood/Iron), and a Revenant. 

An Iron Golem is created through the sacrifice of an item made primary from Iron. The quality of the item effects the Golem's power, it possesses 1+1 HD for every 50 GP the item is worth, minimum 1HD. Furthermore it possess abilities relevant to the item sacrificed. A sword becomes a Golem with sword arms dealing damage as that sword. A hunk of rusted scrap produces a fragile Golem. A magic fire sword results in a super-heated Golem that deals additional fire damage etc. The baseline Iron Golem is as the Clay with Plate armor. 


A Revenant, as opposed to a Zombie, is a risen corpse that retains the skills and abilities that it had in life. A Necromancer may raise Revenants a up to 4 1 HD Revenants or may pool the power to create fewer, stronger Revenants (two 2 HD, one 3HD/one 1HD, one 4HD). Other Necromancer summons last until dismissed or destroyed, but Revenant's require so much energy that they only last 3 minutes before crumbling to useless ash. 

At +1 Investment, the Summoner may call an additional skeleton. At +2 Investment, the Summoner may call 2 additional Skeletons or increase the HD of their Golem by 1. At +3 Investment, the Summoner may call 4 additional Skeletons, 2 additional Mage Skeletons, increase the HD of their Golem by 2, or increase their Revenant HD cap by 2. 





Path of the Hexcrafter 

Hexcrafters seek to disrupt the flow of energy in living beings instead of manipulating that flow to control the dead. The first template plus every Investment Point gains 1MD as a Wizard for the purposes of casting spells.

The Hexcrafter at Template A is capable of manipulating target's perception and sense of pain.  

Dim Vision

R: 30' T: [sum] HD Creature D: [sum] rounds
The targeted creature's vision is dimmed but they are not blinded, they simply don't notice any changes to what they see until after the duration is over. A creature being pursued by the target will still be seen by the target until something blocks that line of sight. 

Amplify Damage

R: 30' T: [sum] HD Creature D: [dice] Rounds
The targeted creature is wounded more grievously by attacks. The next physical attack within [dice] round to hit the creature automatically does double damage.

The Hexcrafter at Template B learns to manipulate target's mental and physical suffering. 

Terror

R: 60' Cone T: [sum] HD Creatures D: [dice] Rounds
Targeted creatures must make a morale check or flee in fear from the caster. There is a 50% chance that the targets drop whatever they are holding while in a blind panic.

Iron Maiden

R: 30' T: [sum] HD Creature D: [dice] Rounds
Target creature is cursed to have all physical melee damage it deals reflected upon it two fold. This does not affect ranged or purely magical attacks. 

The Hexcrafter at Template C learns to further muddle their target's minds and to leech away their lifeforce.

Confuse

R: 30' T: [sum] HD Creature D: [dice] Rounds
Target creature's thoughts are invaded by a multitude of malevolent voices, urging them to acts of violence to all those around them. The target automatically attacks the closest creature to the best of their ability each round. If the target of their attack would be an ally, they may make a Save (vs. Charm or Wisdom or something) to resist attacking the ally and instead attack themselves.

Life Tap
R: 30' T: [sum] HD Creature D: 2*[dice] Rounds
Target creature is cursed to that all damage dealt by the Necromancer to target for the duration of the spell heals the Necromancer for an equal amount. 

The Hexcrafter at Template D learns to cause their targets to become loathsome pitiful shadows of themselves.

Attract

R: 30' T: 1 Creature D: [Sum]/2 Rounds
A curse placed upon a single creature makes them appear as a universally loathed being. Any creature including former allies who see the target must Save (vs. Magic or Wisdom etc.) or be convinced that the target is their worst enemy. Creatures failing this Save are compelled to attack, harass, or otherwise antagonize that target to the best of their ability. 

Decryptify

R: Touch T: [sum] HD Creature or Object D: 1d6 Rounds/Permanent
Save (vs. Death or Con) Negates. The creature appears to age at your touch, becoming wizened and arthritic. The target loses half of its HP and For the duration of the spell, the target's Strength and Movement are also halved. If 3 or more [dice] are invested the penalties are permanent. This spell may affect immortal creatures or creatures that get stronger with age (e.g. Dragons) differently. An object touched by this spell is aged [sum] years, which may cause it to warp, rot, or become otherwise brittle.



Path of Boneturner 

Some Necromancers take a more directly offensive path, seeking to punish those who would disrupt the Great Cycle of Being. The first template plus every Investment Point gains 1MD as a Wizard for the purposes of casting spells

The Boneturner at Template A gains their first taste of power from the Trang'Oul, the Dragon of Balance that founded their order.

Bone Armor

R: Personal T: Self D: 1 hour per [dice]
You must have at least a full human sized skeleton available to cast this spell, be it from a cemetery or a recently felled foe. At your command, the skeleton breaks down into its component parts and becomes a spiraling barrier orbiting around you. The Armor has [sum] HP and every physical attack that would hit the necromancer hits the Armor instead. 

Teeth

R: 200 T: 30' cone D: 0
The necromancer calls forth the teeth of Trang'Oul, the dragon upon whose back the world sits.The teeth fly forth and take a jab into the targets. The spell calls for [sum]+[dice] teeth that fire off in a 30' cone spread, each tooth dealing 1 damage. Any targets within the cone Save vs. Dex or take damage spread out by the Necromancer. E.x. Necromancer rolls 1 [dice] for a [sum] of 6, 3 targets are in the cone. Necromancer may focus all 7 damage on one target or spread it amongst the three. 


The Boneturner at Template B learns to manipulate the deadly miasmas of death to explosive and deadly effects.

Explode Corpse (taken wholesale from Skerple's Necromancer)

R: 50' T: corpse D: 0
Target corpse explodes, dealing damage in a [dice]x5' radius, Save vs Dexterity for half. The maximum damage dealt is dependent on the creature's size:
Rat: 1
Dog: 1d6
Human: 2d6
Cow: 3d6
Elephant: 6d6
Whale: 8d6


This spell cannot target undead creatures unless you control them.


Poison Dagger

R: Touch T: Dagger D: 1 Day or until used
You infuse a dagger with a necrotic poison. The next creature to take damage from the dagger must Save vs. Poison or take [dice]d6 additional damage. If strike a poisonous creature, you may choose to instead coat your dagger in their poison instead.

The Boneturner at Template C are further blessed by the power of Tran'Oul, learning to call forth further projects of their patron's body.

Bone Spear
R: 200' T: 200' Line D: 0
The Necromancer calls forth the Talon of Trang'Oul, a single long spear of sharpened bone. The spear fires forward dealing [sum] damage to any target in its path. If a target is killed and there is remaining damage, the spear continues forward to the next target in the line. The spear can move through [dice] targets in this way. 

Bone Wall
R: 20’ T: Wall D: permanent
You summon forth huge jutting ribs to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall has Defense as Leather and [dice] HD. If it is horizontal, the wall must be anchored on at least 2 sides. Creatures attempting to climb over this wall must Save (Vs. Dex or something) or take 1d6 damage from the many sharpened bones. 

The Boneturner at Template D learns to call forth the very manifestations of death and decay to plague their enemies.

Bone Spirit
R: 50' radius T: 1 Creature D: 0
The Necromancer calls forth a Wraith from the spirit world. Unlike the summoning abilities of the Summoner path Necromancer, the Wraith called by this spell is not under the strict control of the caster. The caster may designate [dice] creatures to be protected from the Wraith, including the caster. The Wraith targets 1 random valid target and rushes in to tear a piece of their soul away, dealing [sum] damage that cannot be healed by non-magical means. 


Poison Nova
R: 50' Radius T: Living, Breathing Creatures D: [Sum] rounds
The Necromancer transmutates the very air around them into a poisonous miasma. Targets within the field of effect must Save vs. Poison or [sum]/2 damage and begin to suffocate. Most creatures can hold their breath for CON rounds or half CON if unprepared. If the Necromancer has a dose of a poison on hand, they may substitute the spell's normal effect for the effects of that poison per GM approval. 

Saturday, December 7, 2019

Coming Attractions

The Holidays are a mess and a half so I've not been great at doing things here. Here are some of my drafts that are getting attention in little bits and projects underway where I can spare a moment. This is mostly to show y'all I'm not dead in the water here....

Blog Posts


Rathman Necromancer- I might not make any classes after this one. I still owe it to Chuffs so I'm going to make sure this thing is completed in a satisfactory manner one way or another. DONE 12/30/19 MERRY NARBLESNARD

Metalocales- I really liked my metaphigures post, I'm going to post up a bunch of Metaphoric Locations.

d100 Reasons to Adventure- Because I like making d100 tables, probably done before but its been helping me idle away my lunch half-hours.

Strange Diseases Picked Up While Adventuring- I'm actually excited about this one, weird class inspired diseases. Has the vibe somewhere between my Huffing Stuff drugs post and THE BOOK OF GAUB.

Elemental Knights- I want to do a d100 table of the Knights of the Periodic Table. I have a driving need to do this for some completely inane reasons.

72+28 Demons- Another d100 table, might be a list of summons, or enemies, or patrons, or some combination thereof.

OSR Lessons from Children's Programming- Thoughts gleaned from watching my child watch PBS and such.

6 More NPCs from my Childhood- Because I accidentally did just guys in my first post.

House of Hours Play Report- I've finally got a couple of madbois on-board to let me run them through Arnold's fun/sad/madhouse.

BIGGER PROJECTS


Lowcountry Crawl 2- Of course I"m doing a second one! Blame David for giving me the Zine bug.

Vile Vittles Vendors The Zine- Yup! I've got plans in the works to bring crazy street food to a campaign near you!

Friday, November 8, 2019

6 NPCs from my Lowcountry Childhood

I always say the best inspirations come from real life, so here are some (only mildly exaggerated) folk from my youth that I think make for great NPCs. Down South, we call them Characters.

Note: These NPCs go well with my new Lowcountry Crawl Zine!

The Captain as envisioned by wr3cking8all

The Captain

Though his name is known, the man himself is always called Captain. Though a relatively small man, The Captain is made of thick corded muscle, calluses, and gristle. Having spent much of his life on the high seas and across the known world, The Captain is a man full of stories and there is never a situation where he doesn't have an applicable experience. This is the man whom young boys gather at the feet of to hear of adventure and learn how to curse. He's uncouth and rowdy, a cigarette always on his lips and a loaded pistol on his hip. There is ten gallon pot of black eyed peas on his stove and a fresh haul of blue crabs in his ice box. He's a friendly misanthrope, he hates us all equally so he never actually puts for the effort to be actively hateful. Don't ask him about the ferret.

I was going to stick with the above until I was browsing through some texts and found this bit from when I was describing the real Captain to a friend. I feel this captures him pretty well:

"I had a friend growing up. We looked upon his father as our own personal monster. A safe, disturbing ogre of corrosive profanity and sinister mustaches. He was ours and mighty and we grew great by association with him. He was a terrible fucking person and we called him Captain.

He could spout the most vile string of profanity that I would not doubt he spat blue smoke and caused ears to bleed. He was in a K-9 unit back in the military and spent most of his life after as a crab boat captain and some time as the captain of a sailfishing boat.

He was somewhere between an incredibly angry gnome and a really pissed off goblin.

The Captain hated most everything so intensely that it pierced through the fabric of reality and came out the other end. Which is despite being a foul mouthed, hate-filled fuck, pretty much all of us who spent time with him as children are now extremely liberal and kind hearted. But he entertained us with bawdy stories, taught us to curse, and provided free crab claws and black eyed peas. Now that he has passed, we are pretty certain he's reincarnated as a giant crab waiting for his chance to terrorize the coast once more."

Let me tell you about
The time I was
And ___ was there
And I
before
1
On the boat
Your father
Threw a burning mattress
Fighting three men barehanded
2
In the war
Your mother
Bit off a man’s ear
yelling at some monks
3
A young’n
Your grandpa/ma
Spiked the coffee
inventing a new blasphemy 
4
In the marsh
Major NPC
Shot someone
throwing someone through a window
5
Across the seas
Famous Local
was very high
being thrown through a window
6
At the bar
Random Name
 told so-and-so off
punching a shark

The General (and The Secretary)

We never meet the General, the General is a shadowy figure that we find in scant images and articles but nothing more about. We know the General through his secretary, whom cycles out every couple years. The Secretary has always been a woman, very prim and very precise. She delivers the General's requests and she picks up the General's packages. He lives on a private island, you see, so everything he might want must be brought in. He has a special love of rare volumes. Mr. Gala is the General's primary provider of these rare books. It is not uncommon to see The Secretary dropping off neatly handwritten lists to Gala's Book Shoppe and return in some weeks to retrieve a stack of leather bound first editions. He donates occasionally to charity, but never money. He donates items of worth that are auctioned over, antique arquebuses from before his retirement or artifacts from across the sea. There are things that he wants that Mr. Gala may not be able to provide, and it is up to The Secretary to find the right people for the job.

Secretary 
Hair
Eyes
Age
Feature
1
Brown
Brown
21-25
Spectacles
2
Blond
Green
26-30
Extremely Chipper
3
Black
Blue
31-35
Dour
4
Auburn
Black
36-40
Foreign Accent
5
Red
Hazel 
41-45
Distinctive Scar/Mole
6
White
Grey
46+
Military



Abby Bookstore by Jacob Claussen

Mr. Gala The Antiquarian 

Mr. Gala is a stand up member of the community and purveyor of books. His little store sits in a shaded market overlooking the river, its shelves packed so thick and high that there is barely any wood to see for all the paper. Walking into Gala's Book Shoppe, one is hit with the scent of leather, dust and paper, the additional scent of salt, cream and vanilla wafting from the ice creamery across the lane. The humid air is suddenly replaced by a dry stillness, for Mr. Gala works hard to keep his books from the constant threat of mildew. He speaks with a long slow draw and keeps an old hound dog that looks very much like him. His brothers also keep dogs, different breeds, that also look very much like them. His store has a feel of organized chaos, a sort of cluttered logic. Closer to its entrance and exit are newer books, all of the best sellers and popular novels. The further back one proceeds, the older and more niche the books become until one comes to a series of glass encased shelves. This is Mr. Gala's private stock, the books whose prices look more like a man's yearly wage. You need a key to open the cabinet, gloves to handle the books, and a fortune to purchase them. Because he is a dealer rather than a collector, these rare volumes are regularly exchanged and he is always seeking the next find.

Roll
Rare Book
1
The Diamond of the Sea by S.E. Knotts
2
Thaumaturgical Aphorisms by Prilaxiom U. C. Vallance
3
Grand Goliad's Illustrated Folio 
4
The Goats Who Stare For Men by R.B. Litte, Signed First Edition 
5
Star Speckled Rabbit And Other Tales by "Alice" 
6
Once Betrayed, Twice Loved by Avaline, Unabridged Uncensored 

The Real Bert's Market

Bert the Grocer

Bert is the Lowcountry's ultimate merchant. He's the equivalent of those video game merchants that somehow show up right before the final boss in a dungeon, having gotten there so long before the party that they've literally set up a stall and have, in their words, "been waiting for you." The man himself is a weather beaten, deeply tanned fellow sporting a bushy frayed beard down to his navel. His eyes surrounded by crow's feet and his mouth is a broad expanse of laugh lines, Bert makes one and all feel at home regardless of the circumstances. This is further exemplified by his motto, "We may doze, but we never close." Be it day or night, summer or winter, beautiful blue day or the height of a catastrophic hurricane, Bert will be there with wares. While his merchandise isn't necessarily magical, he has an apparently magical breadth of mundane goods. In addition to having essentially any gear you might need, Bert is known for delicious provisions including his homemade chili and more beer than you could drink in a life time. His propensity towards red bandannas and his hooked hand leads some to think he was formally a pirate who has settled into a life of peace and ease, but even if these rumors are true, few are interested in troubling this friendly grocer.

Roll
Special Stock
1
High Quality Cigars- Save vs. Con, success immune to sleep effects for 12 hours
2
Specialty Lures- To attract just about any creature
3
Pluff Mud Cake- super dense chocolate cake, counts as 6 rations, Save to eat only 1 
4
"Brownies"- Made with "love", Save vs. Wis, Hallucinations on Failure, 5% Bad Trip
5
Board Wax- Increases grip on surfboards, when applied to shields missed attacks stick
6
Hot Sandwich- Stays warm against all odds, bursts into flame if not eaten in 24 hours

Tutti-Frutti

This is a man that I need not turn to fantasy to make into an interesting and inspired character.

A strange moniker for beloved individual, Tutti-Fruitti or Mr. Fruit is one of a kind. Born with physical and mental impairments, this has not stopped Mr. Fruit from doing all in his power to leave a positive mark on the world. From sweeping streets to directing traffic with his official whistle, to helping children find their way and fighting hate with pure unrefined love, Tutti-Fruitti brings kindness and joy everywhere he goes. He is especially remembered for fighting segregation through literally going anywhere he pleased and acting like he belonged there. Regardless of what the law might have said, Tutti knew that the only right way to treat folks was to treat them with equal kindness and respect. There isn't a man alive that doesn't know the streets and the people better than Tutti and he doesn't ask for a lick of payment for his assistance. The occasional new pair of shoes, some coffee and conversation, and the warm smile of his fellows are all he every wants.

Roll
What’s Tutti Doing?
1
Sweeping the street and whistling a happy tune
2
Drinking coffee and chatting with the mayor
3
Stopping traffic for children crossing the road
4
Leading a parade
5
On his way to Church 
6
Fishing from the pier 

Tuesday, October 29, 2019

Low Country Crawl: The Zine! IS OUT NOW!

Hello again everyone!

I am happy to announce that Low Country Crawl made is debut yesterday evening and it has gone better than I could have ever hoped for! If you don't know what Low Country Crawl is, it is my systems-agnostic game supplement for adding Southern Gothic and Marshlands flavor to your games.

To get your copy follow this link to Technical Grimoire!

I'd like to thank David Schirduan for his expertise in layout, map design, and publication, Charles Ferguson-Avery for his art work, Akelah Adams for her work as a sensitivity reader, my fabulous anonymous editor for her editing and beta reading assistance. I'd also like to thank the likes of Skerples, Arnold Kemp and Dan D for inspiring me to take to RPG blogging in the first place.

A special thank you to Natalie and Ron Daise, The Penn Center, and the whole of the Lowcountry itself for providing an atmosphere of history and adventure that has inspired me and countless others. I can only hope that this Zine inspires you to learn more about the Gullah-Geechee culture, the strange and wonderful lore of the South, and maybe inspire you to learn new and amazing things about your own hometown.




While I'm at it for thanking people, let me thank Zoey McCullough for being my first Dungeon Master and teaching of the ways and wonders of RPGs. See her Sound Cloud for an excellent musical experience.