'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Corrupt Cliffs

Corrupt Cliffs
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Monday, January 21, 2019

The Expanse RPG: VTT Assets!

We are hoping to see a full copy of the Expanse RPG this month (January 2019) as per Update 28. Understandably I am excited to see the final products. Not surprisingly my posts are moving towards the Expanse right now as my excitement builds!

My last post brought us a new Extension for use with Fantasy Grounds and the MoreCore ruleset. Today's post will be a list of VTT assets you can grab for a few bucks to use within Fantasy Grounds to help fuel your Belter, MCRN or UN adventures!

Battlemaps

Tokens

Objects and Props


I found that, although there was a fair number of battlemaps available for sci-fi settings, there was a relatively small amount of tokens for sci-fi. Even less if you want more generic harder sci-fi looking tokens. For your personal games you might be better off combing the Internet for images you can use and the passing them through one of the tools below to generate a token.

These tools will allow you to take basic images and make decent looking tokens for your VTT needs.



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Friday, January 18, 2019

Friday's Forgotten Fiends: The Jungle Crawler

Friday is here and that means another fiend from a time immemorial! Today I am going to introduce you to a giant creepy crawly, something that should make at least one of your players dread the fact they ever entered that jungle.

The Jungle Crawler


In the wild places across the world forgotten by man. In places that grow lush with life, deep jungles and dark forests, things grow large. Things that time has turned it's back on and allowed to thrive against natures best judgement. In these places dragons roam. But in these places things creep and crawl with hundreds of legs, dripping poison and death.

Today I introduce you to the Jungle Crawler, a giant centipede. Will it's pincers slice through your players armor, or will it's venomous tail inject it's death into them? Perhaps their incessant chittering drive your players mad as these things invade their camp in the night?

Here is is The Jungle Crawler in a toughened and minion variety, may they strike terror into your players.




I am also include a couple of tokens that you should be able to resize and use in your favorite VTT. Tokens created with Token Tool 2.0!



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Wednesday, January 16, 2019

Conan the Barbarian: Issue #2 (2019) "The Savage Border"

January 16th 2019 and a new Conan is out! YAY! Some people had mixed things to say about the last issue, however *MOST* people seemed to agree with my high rating of the new book. Can #2 keep the pace? Lets find out!



Writer: Jason Aaron
Artist: Mahmud Asrar
Colorist: Matthew Wilson
Letterer: VC's Travis Lanham
Cover Artist: Esar Ribic

Another interesting entry into the world of Conan. This time Jason takes us across the Black River into the realm of the Picts. This tale is solidly set in the Robert E Howard's world, but again tells a new tale of Conan that fits in right against the original tales told his creator. The art by Mahmud Asrar is again solid, with some exceptional panels thrown in for good measure. You can follow him on Instagram to see what else he is up to. The coloring by Matt Wilson is solid and you should of course follow him over on Instagram as well!

The cover is a great image of Conan in combat with the Picts, Esad Ribic does some awesome work on Conan, a quick search on google brings up an awesome array of Conan art

Coming into the book we have a map of the Hyborian Age with a blood splatter over the Pictish Wilderness letting new readers know where in the world of Conan they are. It is a nice touch for new people less familiar with the story.

I liked the first book but I am still cautiously optimistic before reading an issue. I thought this one to have more dialogue than the first, which gives it a slightly more complex story, but at it's heart it is still a Sword and Sorcery tale. It is also one where we see a lot of Conan being not civilized, being a barbarian.

I again liked this issue and felt it was a pretty strong entry into the Conan story, even if I felt it to be a little wordy at times. Don't get me wrong, this issue still has it's share of blood, combat and wine. There are more panels of Conan kickin' ass than Conan talking.

I am going to drop my art rating by 1/2 of a point, which simply reflects my wish to see more of the AWESOME panels. The panels showing wider areas are generally less detailed, which is common in comics, but i'd rather see them as the awesome panels Mahmud draws. In addition I think I am going to raise the story point by 1/2, because it so neatly fits into Howard's world, without rewriting one of his stories. I am going to leave the rest of the ratings where they are giving us a total of 4.4, which we will call 4.5!

Art:

Story:

Cover:

Sword & Sorcery:


4.5 out of 5 Skulls of My Enemies!

Can't wait for #3!

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Tuesday, January 15, 2019

The Expanse RPG

Just a quick note that I have been working on an MoreCore extension for The Expanse RPG coming out from Green Ronin. If you are interested in the RPG check out their quick start rules.

I won't call it 100% yet, but I can happily call it a version 1.

It features updated graphics to hopefully match the theme of the series as well as a custom character sheet. I have left the MoreCore functionality intact as well. It also includes a module to allow you to have a Churn tracking graphic, an idea I took from the Jolly GMs Conan extension.

I am including a screenshot, and you can of course grab the extension and churn module here and MoreCore here.



If you find anything really weird or totally broken, let me know!

**NOTE: I apparently built this on an old version of the MORECORE system, so if you downloaded this BEFORE this was here, I advice RE-DOWNLOADING it, as it will fix a few issues.

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Monday, January 14, 2019

The Weird West of Robert E. Howard: Old Garfield's Heart.

Continuing my look at the Weird West of Robert E. Howard I thought I would look at a few of the stories in depth. The first I have chosen is probably one of my favorites as well as being my introduction to Howard's work in this genre.

Old Garfield's Heart was first published in Weird Tales in December of 1933 and is generally labelled as a "Horror Story". I am not sure if I agree with that assessment, but I understand why it receives it. Either way it takes place shortly after the end of the Wild West, but for me falls squarely into the "Weird West" genre. The story is about an frontiersman, Old Garfield, that has lived as long as anyone can remember. The story is told through the eyes of an unnamed narrator who believe's the tales told by Old Garfield are nothing more than whims of fancy or tall tales. As I mentioned, the story takes place in a time that post-dates the Wild West by a few years, but it's central themes are from the 1870s.

As the story opens the narrator is waiting for the doctor so he can accompany him to check up on Old Garfield, and engaged in conversation with his grandfather. Despite Old Garfield's injuries, the grandfather doesn't believe he will die. We learn that the Grandfather and Old Garfield had been in a few fights together including fights with the Comanche. During one of these Old Garfield is grievously wounded and a medicine man mysteriously shows up and saves him.

The narrator travels with the doctor to check up on the mysterious Old Garfield. They find him injured, as we have been told, but he is delirious and tells us the story of how "Ghost Man" saved him and made him immortal.

After this the narrator ends up crossing paths with a local bully, Jack Kirby, over an argument about a cow that was bought. The narrator ends up nearly killing Jack, and ends up on an assault charge. The charge isn't nearly good enough for Jack. Once he has recovered he sets out to kill the narrator.

The narrator and Jack have their showdown at Old Garfield's place and we finally learn the truth.

Old Garfield's Heart is a fairly short story at about 3500 words, but in that we get action, adventure, mystery and a sprinkling of magic. The world Howard creates, through descriptions and dialogue, is almost tangible. In my opinion the amount of depth and flavor he achieved is amazing, especially given the amount of time he has to create it.

Robert E. Howard wrote a lot of fantastic stories set both in the modern world, the medieval world and worlds time has forgotten. These are all places of his imagination, perhaps well researched, but still not places he knew first hand. Stories like this are a little different, this world he has near first hand experience with. The setting is his own. The stories and tall tales from the old timers he loved to listen to. The narrator in this story could be Howard, a younger man talking to an old timer about the old days of the frontier.

If you are a fan of Howard's other characters, or if you are new to Howard in general, and are looking to try something new this is a great intro to some of his other works.

The story can be found on Gutenberg Australia at Old Garfield's Heart. I encourage you to take 10 minutes, give it a read and let me know what you think!

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Friday, January 11, 2019

Friday's Forgotten Fiends: The Gibbering Darkness

Today I want to revisit a creature I came up awhile ago. The concept of this thing was a creature that would assail PCs in Conan 2d20 and cause a wound to a Character. Why would you do such a thing? Sometimes drama and tension can be increased when the PCs feel threatened and there are times when they simply don't in Conan because of how competent that they can be. A mob of these attacking in the deep ruins will generally use it's point of doom to attack first and most likely injure someone before being vanquished. I wouldn't recommend using something like this all the time, but everything in your toolbox has it's place.

The Gibbering Darkness


In the deep ruins of time immemorial there are places, rifts to some black place, where darkness seeps into our world as formless shapes, seeking the life energy of our existence like a wild predator seeks its prey.

The Gibbering Darkness is darkness made manifest, shifting shadows on the wall. Dark places in the corner of your eye. As easily as the dark is vanquished these creatures can be returned from which they came. Do not forget that like the darkness these hide things that are both physically and mentally deadly.

Many an naive adventurer has been reduced to lifeless husk, or worse a mindless husk, as unsuspecting they walked into a forgotten place and were assaulted by the dark mindless gibbering of these things.


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Monday, January 7, 2019

The Search for Clues: How I approached Investigation in Conan 2d20

Introduction

Whenever I write a new adventure for my players I try and include things that are not simply hack and slash. Ways for members less adept at combat to shine and have a great time. I have worked with placing "Trials" into combat situations so the non-combat characters can contribute in a more meaningful way. I like the idea, but often my party tunnel vision's on monsters and villains and won't do anything else until they are vanquished. Generally what I want the trials to do, don't work in this situation.

In my last adventure I wanted the players to start their adventure arriving at an abandoned Asgard village. They would need to investigate the village and figure out what had likely happened and go forward with the adventure from there. Previously i've had things in the adventure that were available for players to find, maybe some ancient script on the wall that would reveal some deeper meaning to the dungeon they were in, add some more COOL to it. Nothing that really *NEEDED* to be found to progress.

With an investigation you want your players to look around and find clues, and then use those clues to draw conclusions about what they should do. If you make this difficult they might not find those clues and end up with no way to progress. What to do!? Well I, like you, went out to the Internet and read a few articles and watched a few videos on running investigative games. What I came up with is the idea that there should be some clues that are going to be found if the players walk into a place and do a cursory examination. These clues are the most basic information the players need to move forward with the plot. Other clues are there and can be found which will add information or a better path for the players.

The Clues

Since running the adventure I have had time to think about this methodology for investigation and might do a larger adventure with it, but until then I will tell you about how I broke down my clues. I felt each clue should have a few basic elements: where it could be found, what skill was used to uncover it, what difficulty it was, what was the result of finding it and what was the result of not finding it.

Finding & Using the Clues

I later decided that all clues should be found with an observation test, and once found a further test could be used to determine something useful from them. This way a player is always rolling against the same skill without the clue being hinted at. This will also allow the keen eyed character to find tracks and the expert tracker to follow them, allowing more non-combat team work for the party. ie A player makes a D1 Observation test to see the tracks, followed by a second D1 Survival test to learn about them. Of course common sense needs to be used, if the clue is a testimony from a dieing man, you probably don't need to find him.

There are times when you will want players to use a certain skill to gain knowledge about the clue, but what if they don't have that skill? Sometimes a secondary skill can be useful. If they found animal tracks, but don't have survival, you may want to allow them to use a skill like Observation, but probably with a higher difficulty.

Setting up the Clues

With this knowledge let's set up the clues following a set of five basic steps.
  1. Crime Scene: Describe what happened. This will give you a good founding of what went on in the scene and why clues are what and where they are. We see this all the time in detective and police shows, but from the other end, where the main characters have found clues and have pieced back together their version of the events that placed them there.
  2. Key Clues: Identify the key clues the players will need to find to lead them to the next phase of the adventure.
  3. Negative Effect Clues: Pick out things from the description that are key and build clues around them that might have negative consequences if not found.
  4. Informational Clues: Pick out further informational clues that have no real long term effect on the adventure.
  5. Red Herrings: Maybe a few clues scattered about to lead the players astray, and make things more difficult.
Step 1: Crime Scene.
Evening falls, and as most nights recently the village is huddled around their central fire pit for comfort and security. Something has been stalking them. Finally they hear a low growl as a giant cat appears on the edge of the fire light, with terror the villagers panic and run. Only the Shaman stands to stop the beast, striding forward he commands it to stop. He is struck down where he stands, as a giant claws tear through his flesh. The cat stalks the people while small dark humanoids chitter with glee as they pull down and bind villagers, the ones they do not capture escape into the cold night. The cat and the children of the night escape out towards the mountains, with the villagers for sacrifice by their Master on the coming Solstice. A light snow beings to fall..

Step 2: Key clues.
We know we need the players to find evidence that will lead them to the mountain. The easiest one is the tracks the cat and the little people leave behind, but with the commotion I think tracks might be harder to find, especially with the snow that had begun to fall. Instead we will see that the villagers have been stalked for sometime. Our first clue will be notes written by the chieftain about sending a party to the mountains and other similar information to make the players believe the mountain is important. We will place this note in the Chieftain's hut.

Clue
Location
Skill & Difficulty
Found
Not Found
Chieftain's Notes Chief's Hut Observ. D0 Notes describe The Chief's council with the village
shaman about omens in the mountains.
A party of warriors investigated and found
ruins of an ancient fortress inhabited by snow apes.
N/A

Players entering the hut and making a basic cursory look into the place will find this clue. It is possible they don't search all the huts and in the end don't find this clue and end up not knowing what to do. As much as I recognize this to be a possibility, I think players who have not found a plot hook and haven't searched all the huts deserve to be stumped a little bit. In short I think they should have to do something to get the clue, even if once that is done there is no dice rolled.

Step 3: Negative Effect Clues.
Now that we have this basic clue let's work from there. We know the cat and little people and villagers would leave tracks. We can make it more interesting by placing this clue in a few areas, maybe in the village where they are hard to find and outside the village where they are easier to find. If the players find this clue we should reward them, maybe give them a safer, faster way to the mountain fortress.

Clue
Location
Skill & Difficulty
Found
Not Found
Animal Tracks Outside the Village Observ. D1 ->
Survival D3
Observ. D5
Tracks of a large animal lead away.
Players use the easy passage through the ruins.
Players use the dangerous passage through the ruins.
Animal Tracks Inside the Village Observ. D1 ->
Survival D1
Observ. D3
Tracks are obscured by other tracks in the village
Tracks of a large animal lead away
Players use the easy passage through the ruins.
Players use the dangerous passage through the ruins.

We had a couple of other things happen in our description. One was the shaman being struck down. Perhaps he managed to drag himself to his hut and as the beast crashed in to finish the job, he managed to ward it off with some spell or alchemy? We can add clues to handle this as well.

Clue
Location
Skill & Difficulty
Found
Not Found
Blood Entrance to Village Observ. D1
Covered in snow
Blood stains in the snow.
Lead to Shaman's Hut
No effect.
Shaman Shaman's hut Auto find ->
Healing D1
Persuade D2
Tells of the battle with the cat &
solstice sacrifice.
Cat doesn't cause FEAR 1 when
the players encounter it.
+1M Gives the players a talisman
to ward off the cat.
On a failed test:
Shaman croaks a single word, "The Mountain."
and dies.
Star Charts Shaman's hut Observ. D1 ->
Lore D1
Observation D3
Shows how far away the solstice is.
Solstice is one day closer than previously determined.

Now we have three clues associated with the Shaman, one simply leads the players to him, and the others provide information and perhaps a little bit of advantage if the investigation here goes very well. I haven't included basic things such as claw marks on the body or the damage on the hut, but things like this should be improvised pretty easily based on your knowledge of what happened here.

Step 4: Informational Clues.
We also know there was struggles and villagers being bound and taken against their will. Players will probably make this assumption, especially based on other clues, but you can sprinkle a few things around the village to given them a deeper investigation.

Clue
Location
Skill & Difficulty
Found
Not Found
Bindings Next to one of the huts Observ. D1
Covered in snow
Iron shackles with arcane
glyphs.
No Effect
Small footprints Around village Observ. D3 -> Survival D2 One of the Children of the Night
erupts from the snow and attacks.
No Effect

Step 5: Red Herrings.
We know villagers ran off into the night from our look at the crime scene. We know not all were taken by the wizard. What happened to them?
Clue
Location
Skill & Difficulty
Found
Not Found
Blood West of the Village Observ. D1 ->
Observ. D2
Survival D1
Covered in snow
Blood stain leading southwest.
See BEAR ENCOUNTER if followed
No Effect

With a fairly simple crime scene description we are able to come up with 9 clues of varying merit, and at least one that will lead the characters the right direction. Hopefully this will give you some inspiration on ways to add clues and investigation into your own game. If you do I would love to hear how it worked out! Of course if you have other ideas or comments on this methodology please drop me a comment below.


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