Chris has sent a plague of fowls to bedevil your games.
But whimper not! I shall drive them back with my own motley array of avian weirdos.
1. Rubber Duck - A small, greasy waterfowl that can produce a flexible, waterproof substance when rendered, boiled, and distilled.
2. Crosserton Hen - A speckled hen traditionally used by the urban planner's guild. The bird would be left to wander the town, and a new road would be built based on its travels.
3. Capoewary - A enormous, shaggy bird. It kills hundreds of people every year by chasing them down, kicking them in the head, and then dancing over the corpse. It is known that this is part of their courtship rituals, with mating usually taking place immediately.
4. Saffertine Pigeon - A fat yellow-and-brown pigeon. It is famous for knowing how to count, and has distinct "words" for all numbers up to eleven. It is known that this bird taught humans to count, since the sounds are identical. (We didn't adopt the saffertine word for eleven, "eefo", because it sounds dumb.) They are sometimes purchased to teach children to count (although the bird is more likely to teach children how to build a nest from their own hair.)
5. Alaveult - After the Veultish duck lays its eggs, the bird separates into two separate animals following a brief period of passivation. The majority of the animal remains on the ground to care for the eggs, while the wings (along with one eye and a bit of brainstem) protect the nest.
6. Rail Hawk - A reddish black raptor, the rail hawk possesses a second pair of wings. When the second pair of wings are opened, the rail hawk accelerates to ludicrous speeds, exploding predators and demolishing buildings that it crashes into. This experience is usually fatal for the hawk, whose feathers (and skin) are often stripped from the extreme speed. It does not unfurl these wings except in the defense of a mate or a nest.
7. Greater Ultross - These black birds are only ever seen flying west-to-east, and are never known to land. It is known that they perpetually fly eastward. The females lay their eggs on the males back, and they drink they water by flying through clouds. If their wings are restrained, they cannot breathe, and quickly suffocate. They have no feet.
8. Gooseface Barnacle - A species of barnacle that turns into a goose when the weather becomes too cold. By all accounts, the gooseface goose is an entirely ordinary bird, and tastes excellent with lemon and butter.
9. Pekornino - An odious, smelly bird that haunts the bogs of the Madlands. It attacks travelers by flying above them while squeezing out an egg-bomb, which then explodes. They give birth to live young through the mouth.
10. Contrary Chicken - A peculiar species of chicken once bred by to grace the tables of the holy emperors. At the end of its life, the chicken will lose all of its feathers and curl up into a ball. The other hens will then weave an egg around the ancient chicken. Inside the egg, the chicken will revert into a strange form, like an embryo with with several major differences. The egg is then cooked. The Second Egg (as it is called) is reported to be delicious.
11. Mime Bird - A black-and-white banded species of crake, this bird imitates actions as well as sounds. It uses this ability to scare away predators (so convincing is its pantomime of a hyena). They are common at the parties of nobility.
12. Antiparrot - A bird that compels people to imitate its warbling cry. No one is sure how this works, but scientists say it helps the antiparrot get laid somehow.
13. Underworld Mockingbird - A tremendously dangerous bird, although it is only medium-sized and slate blue. First it learns your speech. Then it learns your best jokes, and uses them to impress your friends. Then it wins over your allies through gifts of seeds and gems. By the time it kills you and begins wearing your hats, no one notices, nor would they care if they did.
14. Worst Bird - Named by unhappy birdwatchers, this camouflaged dope imitates other bird calls with near perfect accuracy.
15. Astral Peacock - A bird declared to be a Peril to Salvation by the Church, the feathers of the Astral Peacock's tail do not depict anything that can be described with words. Exposure to the astral peacock's tailfan causes the ejection of the soul from the body, with all the concomitant risk such an action entails.
16. Goblin Peacock - A regular peacock, occasionally sold as a novelty. Those looking at its tailfeathers are instantly nauseated. Many viewers immediately vomit on the bird, which happily consumes the meal. This is the purpose of its tailfan.
17. Century Peacock - A magnificent bird, the century peacock is clad in reds and yellows rather than the cooler pavonine colors. The century peacock is the largest of its family, and their tail can reach as long as 20'. The century peacock only spreads its tail once in its life, at which point the bird begins singing its Life Song (also only ever sung once) before bursting into beautiful rainbow flames and dying. The peahens who were impressed by this display will fight over the corpse. By ingesting the peacocks meat, they receive his seed, and thus gestate the fallen prince's eggs.
18. Sanjavino - A extremely accelerated hummingbird. They spend years in their eggs, forgotten among the reeds. When they hatch, they fly around at sixty miles an hour, slurping up nectar at an accelerated pace, mating, and laying their eggs. They live for a single day and a night. It is believed that they somehow map out the local flowers while they are still in their eggs; what else could explain their incredibly efficiency?
19. Threnody Bird - These black-and-yellow birds resemble hummingbirds. They are scavengers, but they are most famous for feeding on gravewax, which they sup from the nostrils and ears of the deceased. It is said that after feeding, they will learn a song that the dead person knew in life. These birds are also called "ghoul birds" and are usually killed on sight, although they are known to be harmless.
20. Surgeonbirds. The bloodthirsty cousin to the hummingbird, these birds use their tears to anesthetize their prey before drinking their blood like a mosquito. In times of famine they will abandon their usual discretion in order to attack in vast swarms.
21. Fortress Birds. The brothers live in enormous bird-castles. Each one can be as tall as fifty feet, made of woven reeds and stolen buttons. The birds spend generations on these structures, living and dying within them. The females leave the nest-castle when they mature, and seek out the most impressive structure they can find. They have rich lives, have kings, conquer neighboring castles, and have "bards" that develop new songs for the colony. They are nearly extinct, because smirches keep burning down their nests.
22. Helican. Enormous, murderous pelicans. HD 4 Def leather Bite 1d8+swallow. Toloba the Unheard famously spent 9 years living inside the pouch of a helican name Little Kit.
23. Daysingale. A bird of impossibly beautiful song. When a mated pair sings, all those who hear it are enraptured. Those who are charmed by the bird will live in the woods, becoming the protectors of those beautiful songs, while abandoning all other loyalties. After a decade of mighty feats and peerless conquests Sir Odringer famously abandoned the Quest for the Cloak after hearing the dulcet tones of a Daysingale, much to the disgust of his peers.
24. Grackleboom. A nocturnal bird, a bit like a crow shaped like a pheasant. It's booming calls are so odious that it drives all predators away. (No one can sleep in a hex where a grackleboom is nesting. You're probably safe from mundane predators, though, since they are similarly driven away.)
25. Smirches. A large and filthy crow, smirches can weigh up to 15 lbs and can have an 8' wingspan. They are famous for their stench, their cleverness, and their familiar "HAW HAW CAW CAW" call. Although they have no language, they understand the concept of money, and will steal coins in order to buy things, even shopping around to see who will give them the best deal.
They become aggressive when they are hungry, and will form mobs, robbing fishermen of their catch. They lurk in alleyways to steal lunch from children. They have been known to steal cats and hold them for ransom.
They have nimble claws, and there have been multiple cases when a smirch has found a knife and stabbed someone to death. They are frequently described as the smartest creatures on Centerra (usually by witches).
They would have been hunted to extinction long ago, were they not capable of explosive defection during their retreats.
DM Note: There is no game that doesn't benefit from the addition of a smirch. They will follow parties while waiting for an opportunity for mischief or murder. They will stay outside of easy bowshot, and will keep an eye on anyone with a bow. They are so terribly, terribly clever.
Sunday, May 3, 2020
Thursday, April 23, 2020
Lair of the Lamb: Final
EDIT: PDF updated on 24Apr2020.
EDIT: Ben was kind enough to supply some excellent maps for those of you using Roll20 (or similar). https://imgur.com/a/AzBagSq
So here's a 51 page PDF that contains:
- An abbreviated version of the GLOG as I currently run it.
- A full-size dungeon and level 0 funnel.
![]() |
| click the skull |
First, a lot of the credit for this goes to my patrons. I've asked them what type of content they would like to see, and a majority of the responses revolved around either (a) compiling my GLOG in a single place, and (b) a finished dungeon.
Thank you so much for all the support. And also thank you a little bit for yelling at me. It all helps.
The third group, who answered (c) more Centerra lore, will have to be satisfied with the updated map at the end of this post that shows the location of Lon Barago, where this adventure takes place.
Second, this is not the end of this document. I'm working with some friends and artists to create a deluxe version of the Lair of the Lamb. It will be a proper PDF, with proper layout. It will be available in printed format (somehow). It might get Kickstarted. Who knows? Literally anything can happen in 2020.
Third, this might look like a free adventure, but it is not free. The cost of downloading this PDF is that you must let me know how it goes when you run it at your table. I'm especially interested in:
- What path people take through the dungeon?
- How many secrets did they find?
- Is the Lamb too threatening? Not threatening enough? Did they kill it?
- Were the ghouls killed, avoided, or befriended? Did you have enough guidance to roleplay the ghouls well?
- How much pressure was there for light sources?
- How much pressure was there for ropes and weapons?
Happy crawling!
drawn by chocolatedessert
Monday, April 20, 2020
Dungeoncrawling: Languages
The Problem With Languages
Here's how a lot games use languages.
Choose a language at random from this list of languages. You don't know which ones will be useful. If that language crops up in a game, then you get some bonus information.
That's a pretty shitty implementation.
1st Problem: Choosing languages is usually a blind choice. You might try to predict what languages will be most useful, but if you're choosing it at character creation, you don't have enough information to make an informed choice.
2nd Problem: Groups will arbitrarily have different experiences in dungeons. Due to random chance, one group of players will be able to talk to the kobolds in the dungeon, while another group will never have that option.
(Not that I'm against different groups having different experiences, but they should be the result of players choosing to not talk to the kobolds, not being excluded from the possibility. And the dungeon designer should have a clear answer to this question "is this dungeon better or worse if we can talk to the kobolds?" and then design a dungeon that supports that answer.)
3rd Problem: Information is one of the resources a smart party stockpiles. It is fuel for their schemes. It is salvation when they are on their last legs.
Locking information behind an arbitrary language barrier is counter-productive. The players never have a chance to earn the information--it's either available or it isn't. Without the chance to earn the information, it turns into a coin flip. Either the module is better with the information or it isn't. Pick one. (Hint: usually, the answer is just to give them the info.)
If the information makes the game better, give it to them in Common.
If not, don't.
2nd Problem: Groups will arbitrarily have different experiences in dungeons. Due to random chance, one group of players will be able to talk to the kobolds in the dungeon, while another group will never have that option.
(Not that I'm against different groups having different experiences, but they should be the result of players choosing to not talk to the kobolds, not being excluded from the possibility. And the dungeon designer should have a clear answer to this question "is this dungeon better or worse if we can talk to the kobolds?" and then design a dungeon that supports that answer.)
3rd Problem: Information is one of the resources a smart party stockpiles. It is fuel for their schemes. It is salvation when they are on their last legs.
Locking information behind an arbitrary language barrier is counter-productive. The players never have a chance to earn the information--it's either available or it isn't. Without the chance to earn the information, it turns into a coin flip. Either the module is better with the information or it isn't. Pick one. (Hint: usually, the answer is just to give them the info.)
If the information makes the game better, give it to them in Common.
If not, don't.
Languages in the GLOG
Everyone speaks Common. No one speaks any other language.
Languages are treated like a Skill, and take up a Skill Slot. The only difference is that they improve twice as fast (gaining +2 per improvement instead of +1).
There are three implementations of languages.
1. The information is available in Common, and is accessible to everyone. (Good default choice.)
Before you leave the lighted realms of free info, think about what you gain by locking the information away behind a foreign language. Is the game improved by this sequestration?
Before you leave the lighted realms of free info, think about what you gain by locking the information away behind a foreign language. Is the game improved by this sequestration?
2. The language communicates occasional, optional bits of information, and the PCs have time to learn it if they wish.
Learning a language my allow access to a few foreign NPCs, it might allow you to speak to the goblins without an untrustworthy interpreter, or it might allow you to read the dungeon graffiti. This only works if:
Learning a language my allow access to a few foreign NPCs, it might allow you to speak to the goblins without an untrustworthy interpreter, or it might allow you to read the dungeon graffiti. This only works if:
- The foreign language isn't used to communicate anything essential, and there is a minimal penalty for not knowing the language.
- The PCs have the opportunity to learn the language.
- The PCs spend enough time here to learn the language over multiple sessions
Note the third point. If the party doesn't have opportunities to learn the language, it doesn't matter that the language is learnable.
3. The information is inaccessible and there are no opportunities to learn this language prior to encountering it. The party will have to (a) go to a Library to research it, (b) hire a linguist, or (c) use magic to decipher it.
I'm less and less a fan of #3 these days.
Not that it isn't fun to drag a complaining linguist through a dungeon, but there's an opportunity cost to be considered. It takes a lot of time, words, and attention to find a linguist, negotiate the cost, keep the linguist alive in the dungeon, and extinguish the linguist when they catch on fire from reading the forbidden words. It's not bad, it's just. . . are there better uses for your group's time and attention?
Secondly, what information would be better delivered in town, than in the dungeon? Because delivery information in the dungeon (point-of-use) is probably preferred.
Maybe for dramatic pacing ("My god! Do you know whose tomb we were in?")
Maybe for introducing quests ("According to this book, Zharkhoon was buried on his golden barge with his jeweled monkey sewn inside his chest.")
But even then, it's usually more satisfying to let hit points, torches, and spells be the reason that the party returns to town, not an inability to translate an inscription.
Secondly, what information would be better delivered in town, than in the dungeon? Because delivery information in the dungeon (point-of-use) is probably preferred.
Maybe for dramatic pacing ("My god! Do you know whose tomb we were in?")
Maybe for introducing quests ("According to this book, Zharkhoon was buried on his golden barge with his jeweled monkey sewn inside his chest.")
But even then, it's usually more satisfying to let hit points, torches, and spells be the reason that the party returns to town, not an inability to translate an inscription.
A library is a decent compromise, though. It can be a good way to give them dungeon-related things to do while they are in town. For example: "I need 10s up front. I won't have time to translate it until tonight. Come back tomorrow morning."
And of course, magic is always a limited-used resource. If a party wants to use magic to gain an advantage, that's always acceptable. (If it wasn't, the DM should never have given them the magic in the first place.)
Sunday, April 19, 2020
Dungeoncrawling: Hirelings
I'm working on Part 2 of Lair of the Lamb right now, and its turning into something different. I think I want it to be an introduction to dungeoncrawling (and possibly the GLOG) with all of my scattered rulesets baked into it.
So, part of that means typing up those scattered rulesets.
Anyway, there are only two types of hirelings: henchmen and mercenaries.
Henchmen
Henchmen will work for half a share of the money, or for 1 silver per day (whichever is more).
Henchmen will not participate in combat, but they have 10 inventory slots at your disposal. Their preferred position is wherever is safest. They will refuse to do anything overtly risky, but can be coaxed to do moderately risky things with a Loyalty check.
Overtly risky tasks: being the first one down a hallway, pulling an unmarked lever.
Moderately risky tasks: standing watch in the hall while the party is in a room.
Mercenaries
Mercenaries will work for a share of the money, or for 10s per day (whichever is more).
Each mercenary will do their best to stay close to the person they are attached to. They give that person +2 Atk and +2 Damage in combat, but do not take combat turns by themselves. If you would take damage that would give you lethal damage, there is a 50% chance that your mercenary is killed instead.
Mercenaries prefer to stand in the background whenever possible, but they will not shirk from combat. They will take as many risks as the rest of the PCs. If they notice that they are being asked to take more risks that the PCs (they are always forced to pull the lever), they will become as unwilling to take risks as henchmen.
Turning a mercenary into a +2/+2 buff is just done to speed things along. If that simplification seems odious, or if it seems unreasonable within the fiction, feel free to detach them from the PC and treat them like a level 1 fighter.
All mercenaries that you'll hire at the local tavern are level 1 fighters by default, but you can encounter (and hire) other mercenaries as one of the many perks of adventuring.
A Level 2 Fighter gives you +3 Attack and +3 Damage, and can take two hits for you before dying.
A Level 1 Thief gives you +1 Attack and +1 Damage, but can be coaxed into picking locks and scouting rooms.
Loyalty Checks
Asking a hireling to take more risks than the rest of the party causes them to lose 1 Loyalty, regardless of whether or not they accept or refuse.
Good treatment causes their loyalty to go up by 1 or 2 points (to a maximum of 19). Poor treatment causes their loyalty to go down by 1, 1d4, or 1d6 points.
Hireling Events
A possibility on the Random Encounter Table.
1. Two NPCs are fighting. Describe the fight. If you allow them both to fight, they both lose 1 Loyalty. If the rest of the party supports one NPCs but not the other, the NPC that was supported gains 1 Loyalty and the other loses 1d4 Loyalty.
2. An NPC becomes demanding. They want something from the party (more pay / more control over decisions such as where to go / a magic item). If they do not get it, they lose 2 Loyalty.
3. Two NPCs have become best friends. They now share a loyalty stat, and forcing them to separate may require a Loyalty check.
4. An NPC has decided that they want to be friends with one of the PCs. They gain 1 Loyalty and will attempt to do something nice for you. (A gift / information / a favor).
5. An NPC spends 10 minutes refusing to move. It may be due to fear, a twisted ankle, a sudden nosebleed, or a bad feeling.
6. A random character (NPC or PC) must make a Wisdom check. If they fail, they lose a random item (that makes sense). It is in one of the previous 6 rooms.
So, part of that means typing up those scattered rulesets.
Anyway, there are only two types of hirelings: henchmen and mercenaries.
![]() |
| Wallmaster from 3's Original Zelda Guide |
Henchmen will work for half a share of the money, or for 1 silver per day (whichever is more).
Henchmen will not participate in combat, but they have 10 inventory slots at your disposal. Their preferred position is wherever is safest. They will refuse to do anything overtly risky, but can be coaxed to do moderately risky things with a Loyalty check.
Overtly risky tasks: being the first one down a hallway, pulling an unmarked lever.
Moderately risky tasks: standing watch in the hall while the party is in a room.
Mercenaries
Mercenaries will work for a share of the money, or for 10s per day (whichever is more).
Each mercenary will do their best to stay close to the person they are attached to. They give that person +2 Atk and +2 Damage in combat, but do not take combat turns by themselves. If you would take damage that would give you lethal damage, there is a 50% chance that your mercenary is killed instead.
Mercenaries prefer to stand in the background whenever possible, but they will not shirk from combat. They will take as many risks as the rest of the PCs. If they notice that they are being asked to take more risks that the PCs (they are always forced to pull the lever), they will become as unwilling to take risks as henchmen.
Turning a mercenary into a +2/+2 buff is just done to speed things along. If that simplification seems odious, or if it seems unreasonable within the fiction, feel free to detach them from the PC and treat them like a level 1 fighter.
All mercenaries that you'll hire at the local tavern are level 1 fighters by default, but you can encounter (and hire) other mercenaries as one of the many perks of adventuring.
A Level 2 Fighter gives you +3 Attack and +3 Damage, and can take two hits for you before dying.
A Level 1 Thief gives you +1 Attack and +1 Damage, but can be coaxed into picking locks and scouting rooms.
Loyalty Checks
Asking a hireling to take more risks than the rest of the party causes them to lose 1 Loyalty, regardless of whether or not they accept or refuse.
Good treatment causes their loyalty to go up by 1 or 2 points (to a maximum of 19). Poor treatment causes their loyalty to go down by 1, 1d4, or 1d6 points.
Hireling Events
A possibility on the Random Encounter Table.
1. Two NPCs are fighting. Describe the fight. If you allow them both to fight, they both lose 1 Loyalty. If the rest of the party supports one NPCs but not the other, the NPC that was supported gains 1 Loyalty and the other loses 1d4 Loyalty.
2. An NPC becomes demanding. They want something from the party (more pay / more control over decisions such as where to go / a magic item). If they do not get it, they lose 2 Loyalty.
3. Two NPCs have become best friends. They now share a loyalty stat, and forcing them to separate may require a Loyalty check.
4. An NPC has decided that they want to be friends with one of the PCs. They gain 1 Loyalty and will attempt to do something nice for you. (A gift / information / a favor).
5. An NPC spends 10 minutes refusing to move. It may be due to fear, a twisted ankle, a sudden nosebleed, or a bad feeling.
6. A random character (NPC or PC) must make a Wisdom check. If they fail, they lose a random item (that makes sense). It is in one of the previous 6 rooms.
Thursday, April 16, 2020
Galleries of the Ghouls
Working on part 2 of Lair of the Lamb. The map is done-ish and the room notes are finally coherent. I think the 6 pink rooms are going to get cut, because this dungeon doesn't need a golem.
It looks like this.
It looks like this.
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