Search This Blog

Showing posts with label Locations. Show all posts
Showing posts with label Locations. Show all posts

Saturday, 4 October 2025

Encounter Table for travelling within the old dwarf mines of Mons Argentis.

Encounter check table for Mons Argentis tunnels:

1. Encounter. Roll below.

2. Spoor. Roll below for species.

3. Troeg  (troglodytes) send reinforcements to their nearest position.

4. Ghost Face hobgoblins ambush nearest troeg outpost.

5. Grulock band ambush troeg patrol. 

6. A currently active faction have set a new trap (1: troeg, 2: hobgoblins, 3: grulock)

 

Encounters 

1. d8 Troeg scouts (troglodytes). They carry no light source and sense prey by scent alone. 

2. d8 hunting lizards. Roll again for type:

3. Vermin. Roll again for type, according to system. 

4. Slug watcher keeps vigil on a stretch of the tunnel, alerting its superiors of any who approach. Hard to spot, but will not attack except in self-defense. 

5. Grulock raiding party, approaching the nearrest Troeg outpost. 2d8 warriors and a High Grulock. d4 are Brutes. All wear +d3 armour. 

6. Blue Jar hobgoblin Trade Wagon plus family of 2d4. Peaceful traders seeking modest profit.

7. Ghost Face hobgoblin raiders seek Troglodyte hides. 3d4 warriors led by a chief, in mail armour, with short swords and shields. PCs are not their target but will attract their suspicion.

8. A lone slynth traveller, scouting Troeg movements.  

Friday, 3 October 2025

Cold Goddess Mountains

The Cold Goddess Mountains stretch over 2000 miles north to south, to the west of the most settled areas in my 'known lands' setting. They are characterised by steep mountain slopes and dense, lush forest, as well as bleaker colder landscapes in places of higher elevation. This region is dotted with both recent and ancient dwarf mines, as well as more recent human mines. 

The Cold Goddess moutnains are reputed to be haunted, and are home to a number on non-human peoples.

A small number of dwarves roam the region, the last vestiges of their dwindling population. They sell their skills where they can and try to avoid places they might be enslaved. 

There are elves.  Specifically two warring races, the Sidhe (pronounced 'Shee'), who arrived here with the last wave human migrants and the Manavargr, a northern race who are hostile to humans and Sidhe alike. 

Blue Jar hobgoblin folk trade here, both above and below ground and maintain positive relations with most of their neighbouring nations, though even they struggle with some of them. 

There are occasional incursions from the troeg, troglodytes who live in warrens beneath the mountains and see all their neighbours as food or resources. These are actually the main species in the region, possibly aside from humans. Numbers are unclear on both sides. But the troeg live in great numbers beneath the mountains, in tunnels they cut themselves, when their race were slaves. They raid the surface for slaves themselves, now, and for food and raw materials such as hides and wood and human hair.

Carcajou are present in the region and various attempts have been made to constrain them with treaties, but they are a disparate and diverse folk and while a single group or tribe might be bound by the terms of a treaty, others often don't feel the same way.

Rivers flow east to the sea and south, from the Cold Goddess range. Along these arteries of trade and colonisation travel humans, in boats or on horses along their banks. Those who cannot settle the fertile floodplains of these rivers, either through lack of resources or lack of interest or will, may travel beyond the settled lands and find themselves in the shadow of the Cold Goddess. Here, they often become hunters or trappers, traders to the few and far between settlements and outposts, loggers, or else are lured by the rumours of lost dwarven treasure beneath the cold and unforgiving mountains. Most find the going hard, the climate treacherous, the terrain difficult, and the isolation close to unbearable. No small number find it impossible to bear and succumb, in one form or another, to despair. They might turn to the dark idols said to be found in the high, windswept ruins that dot the region, or else become killers, when hunger overwhelms their humanity. Or else they give in to the dark and silent calling that some claim to hear, echoing from the high valleys and the deep gorges and which some say is the sound of the Cold Goddes herself, weeping they say, at the fragility of humankind. Or, say others, laughing.

For those for whom it is all too much, there is something else, beyond despair. The Calling, as it is known, becomes too much to resist and they give into it, running off into the night to give themselves to chaos. The darkness, it is said, finds a way inside and they are changed by it. Some end up mutilating themselves, others seem to change by no means known to them. They might bear a mark, such as eyes without whites, or overlarge teeth, a taste for human flesh or blood. Such people are known as Goblin Men, though there are women among them, and they gather in the lost and distant places of the forest at the mountains' foot, or on its high, rocky shoulder, or in its pits, and sing to the moon or other less fathomable things, or to the Cold Goddess herself, and wait for a chance to feast on their erstwhile fellows. For only human flesh, it is said, will ever make them feel warm again.


Jackdog Town

The name of Jackdog Town was inspired by this blog, "A Forgotten Monster: The Cruel Jackdog" on Save vs Worm, about a long-lost D&D monster, which I heard about here, on Blogs On Tape. I just like the sound of it.

Jackdog Town is a town within the Cold Goddess mountain range, within a silver-mining region. 

This region is dotted with both recent and ancient dwarf mines, as well as more recent human mines. 

Jackdog Town is really a supply town. It was originally conceived of as that town outside the dungeon, where player characters resupply, replace lost comrades and listen in on other people's conversations to acquire rumours. But now it has taken on a life of its own, largely through watching Deadwood and reading western-themed location modules and then kind of realising they didn't work in the 'very medieval' theme I wanted in my campaign. I'm not saying the result is 'very medieval'. I don't know what it is. It is what it is.

Jackdog Town is also something of a cultural crossroads, as it stands on the edge of 'known lands', adjacent to a region I'm going to call Cold Goddess Mountains, at least for now. There are not a great number of dwarfs in my setting, but a couple run a local supply store. Maybe the odd prospector comes through. There might be an elf, but if there is, it would be unusual - an elf more akin to a sidhe, I think, maybe an outcast, to be slumming it with humans. I'm not sure I'm not too bothered. But importantly, there is a carcajou, which is a race I'm working on and will post about, that are basically anthropomorphic wolverines. And that's a big deal (that there is one in town) because they basically don't do humans, and humans don't generally appreciate them. But I think they'll make good rangers. 

In addition, the town will have some or all of the buildings listed below and I will post on them in groups of three or four. Probably. 


Church or Temple (possibly several, not decided)
Monastery (kind of a satellite Manor - would be at some distance, really, and possibly pre-dates the town and possibly doesn't even exist)
Well, Tithe Barn, for storing the tithes that go to the church, Granary, Cattle Barns, Stables, Market, Taverns, Inn, Almshouse, Great Hall, Houses
Workshops -  Blacksmith, Woodcutter, Mill, Charcoal Maker, Fishery, Bakehouse, Brewery, Furrier, Carpenter, Barber
Arable land - Grain Fields, Vegetable Patch, Orchards
Non-arable Land - Meadows, Pasture, Woodland / Forest, Marsh, Fallow Fields, River and Pond



 

 

Types Of Shoreline (Shoreline 1)

Terrain, its impact on description and its role in campaigns, often gets forgotten. This post is part of a series on how different kinds of shoreline can be used in adventures, encounters and campaigns.  Shorelines are often overlooked as interesting locations for fictional encounters and events. I'll be updating this post a shoreline at a time.

Shorelines can be classified either by their physical features or by the processes that formed them. 

By Physical Characteristic:

Rocky Shores. Large rocks and cliffs where waves hit the hard stuff.

On rocky shores, landing a water craft of any kind would be perilous. Sailing boats are likely to want to steer clear of rocky shores, as even further out to sea, large, submerged rocks are a threat to the hull. Rowing in to shore is more practical, at least in calm seas, but actually getting ashore might still be tricky, as the water could still be fairly deep at the point you can't bring a rowing boat any closer. 

This is the environment in which you are most likel;y to find sea caves, which will be inaccessible from dry land, as will be hidden coves where pirates, smugglers, raiders or explorers might seek refuge from storms hostile eyes. Some might have deep water harbours, too: a boon to sailing ships, and to large predators.

Rocky shores are a favourite place for Wreckers, who set false beacons alight, to guide ships onto the rocks, so that they can salvage the wreckage. This would be a great basis for an Early Modern campaign, a cthulu-inspired campaign or any naval campaign. Its also a great strategy for goblins in a fantasy campaign, as it involved minimum risk and potentially massive payback. 

Cliffs are home to sea birds and other winged predators. 

moving along rocky shores on foot is a slow, preilous, usually wet experience. You cannot possibly move quickly. Once your feet are wet, you slip on moss and seaweed and you can break an ankle or a leg very easily if you try to hurry. Fighting would be awkward and treacherous (but a lot of fun for players!) and have unpredictable outcomes. Bullets richochet off rocks, arrows get caught by gusts of wind and snap when they hit rocks, big, swingy weapons are very difficult to use and people can hide. Especially small people.  

Sandy Shores. Formed from depositied sand. These often include beaches and sand ridges.

Sandy shores provide enormous visibility and also large, convenient landing points for mutiple, shallow-hulled vessels. such as viking longships or the long rowing boats (longboats) of large sailing ships.  Here, it is unlikely you will get ashore in secret unless it is at night, which is exactly what smugglers will do.  Sandy shores with long beaches are great places to set impressive 'visuals' through vivid descripion: the viking-themed orc hordelanding in their longships, the giant eraiding party wading along the shore, the approaching dragon.

Sandy shores often start shallow and steady but suddenly drop off. That's where the sharks get you. 

Running along a sandy shore is much more difficult than on firm terrain. Dry sand is the hardest, but very wet sand brings its own challenges. There is no way you can run at top speed unless you are on the perfect consistency of sand. Also tides come in and go out and litereally change that consistency beneath your feet and you can sometimes discover that the tide has come in around you, laving your feet dry but you cut off from the rest of the shore.  

Shingle Shores. Covered in pebbles and small rocks. No sand.

These shorelines are often adjacent to the rocky shorelines described above but they are very different. Open, often, but also sometimes hidden, they often form in tiers, rather than a steady incline, due to the action of the tides. You can beach a craft with relative ease, but walking across shingle beaches is hard work and slow. Extremely difficult to hurry. 

Muddy Shores. Made of mud. Usually found in sheltered areas, such as estuaries.

Anywhere with a wide, flat expanse of mud can also easily become inundated, and usually quickly. The mud here can be dangerous - deep enough to trap feet while the waters rise, deep enough for strange predatory creatures to submerge, and deep enough for ancient ruins to be mostly submerged, only exposed at low tide, when hidden features become visible. 

Going anywhere quickly on foot, or even at normal walking speed, is usuallu completely impossible, though sometimes a causeway of firmer ground becomes usable at low tide, making access to that island, or forgotten ruin or ancient temple possible. Briefly.

Tidal Marsh. Wetlands that are regularly inundated. Rich in nutrients. 

Similar to the above but with a lot more vegetation. Low troughs between drier ground provide channels for boats, low, flat islands, perhaps with a stand of trees, provide shelter for outlaws or remote chaurches or monasteries or hermitages. These areas are rich in food and foraging is easier here but there are sometimes strange creatures hiding in the dark, still pools, such as trolls. Will O' Wisp can also be found here, as can occultists seeking rare and powerful herbs or other ingredients. Many such sites once held religious significance, in the real world, and drew cultic practices and the construction of rings of wood or stone, or causeways to remote spots where sacrifices were made to unnamed powers.

The tidal marsh should be rich in wildlife and magic and should alter significantly when the tide comes in, with different routes needed to traverse it and different animals encountered.  

 

By Formation Process:

Erosional Shorelines. Shaped by the force of waves and wind.

Fjords. Deep, steep-sided valleys cut by glaciers and filled with seawater later.

Rias. Coastal valleys, flooded by the sea. They get shallower as they go inland. 

Depositional Shorelines. Formed by the accumulation of sediment.

Deltas. Large deposits of sediment at the mouths of rivers.

Barrier Islands. Long, narrow ridges that form parallel to the coast.

Spits and Bars. Sandbanks that build up from the shore due to wave action.

 

Artificial Shorelines. 

Hardened shorelines. Made by humans or other sentient creatures.

Seawalls, Bulkheads and Groins. Walls and structures built to prevent erosion. 


Random Shoreline Table (d12)

1. Rocky

2. Sandy

3. Shingle

4. Muddy

5. Tidal

6. Fjord

7. Ria

8. Delta

9. Barrier island

10. Spits or bars 

11. Reef (not included above)

12. Artificial




Saturday, 23 August 2025

Five Taverns

 

Below are five taverns for use with simple, one-room maps of fantasy taverns, whenever you don't have staff and taverner's names to hand or need a quick subplot. All system agnostic.

THE LAUGHING OGRE

A large tavern, with no guest rooms. 

Decent food in the local style, nothing fancy but always reliable. Beer from all three of The City’s breweries. Standard prices.

Run by Annaloy Taverner, a large, blonde woman with a loud voice. Quick to laugh but also sharp when annoyed. Won't tolerate overt sexism. Popular with regulars and locals. Her man Hunter keeps order with a cudgel. Or with a crossbow if necessary.

Festival days, main bar room becomes a dormitory after hours.

Khyle, Lantice and Comcille work the bar most evenings, all women in their twenties.

Khyle is somewhat argumentative, wears a nose ring and is unremarkable in appearance, with nondescript brown hair.

Lantice is shamelesslt flirtatious and will occasionally sleep with customers for money. This infuriates Khyle and Annaloy would sack her if she knew.

Comcille is very outspoken but homeless at defending her ill-though out points and always loses to Khyle. She is extremely pretty but has obvious scars on her forearms which she doesn't try to hide.

Comcille's brother Grefyth is a member of the Thieves' Guild, knows Thieves' Cant and works with the smuggler's band The Horny Hand.

The cellar is shallow and more like a half-basement, reached via five steps down, to the side of the bar. In fact, the original floor was much lower and was filled in to hide a mysterious doorway.

THE BEDRAGGLED DRAGON

A modest-sized building with 1 twin room and 4 singles, in a higgledy-piggledy layout.

Food is simple but wholesome, beds are clean and comfortable, beer is good and reasonably priced.

Claymore, the tavern owner, is rumoured to be a dwarf but may just be short. Red beard, bald on top and the rest shaven. Forearms 

Came to The City from The Mines, a decade ago, to carve out a life for himself among humans.

Honest. Barely waters his beer. Always charges at least a fair price.

Druma the barkeep is a mute woman of indeterminate age and everybody wonders why Claymore keeps her on.

Keeps a (comparatively) clean establishment.

“I had a shipment of ale due this morning. Didn’t come. Not the first delivery to vanish of a mornin’. Streets ain’t safe n’more.  In the last half dozen weeks, as many places have had their beer stole afore it e’en arrived. Now, I got customers an’ a reputation to think on. I need me beer back.”

I’ll pay you out me own purse, as far as me delivery’s concerned. Fifty gold coin. But the Guild’s of a mind to pay more, if’n the whole shebang can be put a stop to.”

THE REDCAP'S REVENGE

Medium-sized tavern, no guest rooms but tap-room used as a common room. Poor quality, cheap food (turnip pottage, potato peeling soup, 'meat' pie with not enough 'meat', bread with sawdust added to bulk it out - none of this is illegal, just bad...).

Tresis. Short, skinny man with a hard, pinched face. Quick to laugh at the misfortunes of others.  Not trustworthy.

Tresis is a former thief, and still clips coins, sometimes blaming the last tavern the customer was in. Acts as a fence for local thieves and can do so for player characters.

Beer is from Halberdier Brewery: 'Halberd Ale' and 'Victory Beer'. 

Tresis has a steady turnover of staff, most of whom are Guild members who need to lay low or prove themselves. He knows Grefyth, from the Laughing Ogre, but doesn't particularly like him.

Regulars 

Garan, a disillusioned watchman. Lose lipped, so Tressis gives him credit to keep him coming in. Missing an ear. Considers Tresis a like-minded man who he can trust. He has been drinking in the Revenge for years, despite his comrades warning him not to. Regularly defends Tresis. If he ever finds out the man was clipping coins, he may lose his temper. 

Sellit, a rat-catcher and herbalist who has a good idea what goes on in the Revenge and always checks any coins she is given there. She's getting on now, in her sixties, but still quick-witted with fast reflexes.

Petron, a stevedore at the dock. Big and dull and for hire. Addicted to Lotus and so needs to earn more money, doing more dangerous things, if necessary. Balding but otherwise long hair.

THE SPARROWGLASS

Medium-sized inn. Common Room can sleep a dozen people, plus six twin rooms. Food is good to excellent if a little expensive. Half a dozen staff (human). Named for a stained-glass window in the porch, of a small bird in flight.

Run by Kaylum. Elf. Fair hair and bright eyes that are blue in most lights but sometimes look hazel in shadow. Wears autumn reds a lot, except when he wants not to be noticed. Middle-aged for an elf (depends on your setting). Knows a few things. Remembers the Moon Goddess cult and mourns its passing.

Kaylum has lovers across the City but one is Verona, the daughter of a wealthy merchant.

THE STANDING STONE

A small tavern on a street that climbs a hill. Views from the back are nice.

Single bar room. Serves stew and home-baked bread. 

Four staff: Clapham, Treg, Fulnice and Purt.

Run by Dreeslum, quiet man who mainly keeps to himself. Wife Marnie does all the talking, book-keeping and negotiating. Dreeslum took an injury in the head years ago when he was an adventurer and relies on Marnie and the good will of his regulars.

Gets his beer from the Lantern House and Halbardier Breweries.

The Standing Stone is in the back yard and part of the wall.

Whilst Dreeslum did, indeed, take a head injury years ago, that isn't what causes his problems. During the same escapade (a fight with some gnolls in the Forest of Far-flung), he was cursed by one of the enemy. The curse can be detected by certain magic-users, but shouldn't be easy or it would have been detected before now. Gnoll blood or an item of the original curser's should be necessary to get rid of this. The curse makes Dreeslum forget things, makes him hesitant and lose track of what is going on. He is fine when serving customers as this is all deeply ingrained, but anything out of his routine is tricky.




Thursday, 19 June 2025

Shokan's Place

Shokan's Place is a tavern in Jackdog Town.

The building is ramshackle, with a reed thatched roof, though it does not leak or let in drafts. Windows are small and made of pig-hide just thin enough to let in a little light in the daytime, when the door is normally left open. The windows have mismatched shutters. There is no chimney - smoke disappears through the roof. Tables were all built by Shokan, with the largest made of the bed of the wagon he arrived on (the axles of which were used in the roof). 

The bar is five metres long and carved with an intricate abstract design. The wood was stolen from a temple during a raid on an indigenous (elf) settlement and a cartographer can discern a map to the Hidden Valley, on a suitably difficult skill test.

There are seven stools and Shokan always insists one stay empty. He loses his shit if it is used and a spare not provided.

Shokan serves two types of beer: an ale and a dwarf-recipe stout. Also a couple of spirits and an over-sweet liquor he calls 'Tongues' because you can speak any language while drinking it (effect ends when the alcohol wears off).

Also serves cold meats, nuts, dried berries, apples, trail biscuits, candles, flint and steel kits, and other small, useful items.

 Shokan

Level 4 Fighter.

A big but not the biggest, tells stories of his times in the gladiatorial pit and carefully cultivates his reputation and 'aura' (mainly to encourage a peaceful bar). Quick thinker, smarter than many, knows his customers even if he doesn't respect them. Only leaves the bar to sleep, eat and haggle for supplies. 

Modifiers (+1) to Str, Con, Wis. 

Skills include gambling, intimidate, knowledge of the local area, notice, persuade, anything to do with business.

Gear includes a sword, an old vest of armour (scale or something similar), a cudgel,  a dagger, a cloak of concealment and smart clothes. 

Barkeeps

Roll some d6: Afternoon: 1d6; Evening 2d6; Festivals, Holy Days and Weekends, 3d6.

1. Jormykr.  Big northman, overly friendly. dark auburn hair, eyes the blue of a northern sky. A veteran. Left arm badly scarred, doesn't like to talk about it.

2. El. An elf woman. Folk say she was pulled from a burning house by her human foster parents.  They don't say they were the ones that set the fire. 

3. Cyanitis. A huge man with a permanent idiot expression and a living giant reptile-bat embedded in his chest and shoulder, which does all the talking. 

4. Kanuta. A quiet-spoken and serious woman who arrived in town as a slave but everyone has forgotten. Including, it seems, her owner.

5. Face. Stocky male who never takes the sack off that he wears over his head. Funny, its only got one eye-hole. In the middle...

6. Growler.  A wolf hound. left behind by a guest, years ago. 

Regulars  

Roll d6 to see how many are in at any given time.

1. The Mercenary: Krantzia, disinherited noble daughter of a powerful southern house; one arm is inhumanly hairy, the result of a witch's curse.

2. The Outlaw: Sandholm; everyone knows what he is but he is tolerated amongst the town folk (if not by the soldiery of the nearby fort) as he preys only on the wealthy merchants and kills only armed men. Said to be accompanied by a bear when in the woods, but it is never seen in town.

3. The Hunter: Malakius Whitestag, so-called for his obsession with a certain white stag he once was wounded by. The wound festers still, giving him a limp in his left leg. Some say the fortunes of the Jackdog Town depend on him never catching his quarry. Others, of course, say the opposite...

4. The Orc: Duzhgal took everyone by surprise six months ago by riding in on a horse, like any sane person would. No one is quite sure what to make of the newcomer, nor keen to test the orc's mettle with the great sword it wears on its back. (Also, round here, the word 'orc' can mean different things... )

5. The Dwarf Prospector: Tankerance Bluetooth is prospecting for glimquartz, a mineral known to glow faintly in absolute darknes, enough to provide the equivalent of dim light for 5' for a human and which is given as talismans by dwarf parents to their children (it helps them to see where they are).

6. The Whore: A heart of gold and a purseful of dust, Selnia has friendships in many quarters because of her good deeds and caring attitude towards others despite not having much to share.

7. The Madman: Mantic Hardhaven is touched by the gods. Or by something else. His visions often bring him to his knees in the middle of the street. Trouble is, some of the things he sees, are recognised by those who hear his desperate descriptions of them.

8. The Gambler: Lona Dearhart was raised with money and care but never learned to settle down. Somewhere along the way, she learned all manner of games of chance, from knuckles to dice, and from backgammon to dominoes. Everyone says don't play against her when she's wearing green... 

 Folk Of Reknown

Sometimes, well-known or even famous people might be found here. Sometimes, its even a good thing.

1. The Shire Reeve, Duncan of Trie, occassionally visits Shokar's place just to 'slum it' with the locals. He thinks it helps him 'stay in touch' with the common folk. He always comes with an armed guard. Gets drunk and then weeps about some past indiscretion none but (allegedly) Stargadder knows about.

2. The Falcon Of Mirlev (Bard), otherwise known as Leomar the Unmatched. A fine bard, plain and simple, whose coming is always a delight to all. Plays the lute, ridicules dwarfs and emulates elves, seduces men and women alike and always leaves everyone wanting just a bit more. Sincerity, maybe.

3.  The Duellist Of Kelenved, Sadonel the Swift. Said by many to be the fastest blade in Meikos. Not really keen to prove her prowess, as killing haunts her. Makes ballads and poems in her head but only shares them under duress or when drunk. Can sing too, but only sober.

4. The Bishop, Aukinslade of Drimsdale. A holy man, who seeks to contain the duke's most fierce ambitions and give the diverse peoples of the region a chance to meld naturally into one nation, despite all their differences.

5. The Knight, Sir Belicassus of Erstwhere, passes through from time to time on quests, patrols, sorties against 'the enemy' (who he never identifies, but is possibly either orcs, a specific dragon, goblinoids and monsters in general, or just anyone he doesn't like). 

6. The Emissary of the Elves, Irithiel of the Leafy Shade. This role was forced upon Irithiel, as emmissary duty to humans always is, as it is basically punishment duty, though nonetheless undertaken with all sobriety and gravity. Now forced to try and understand the halfwits that are humans and even remain on good terms with some of them.

7. The Captain of the Guard, Captain Stargadder. A big, burly, somewhat brutal man, capable of astonishing violence on those with whom he has conflict. Comes here sometimes to get away from the 'airs and graces' of the castle.  

8. Thurmojid the Brave an ex-soldier from the Duke's army in the south and deadly with blade or axe in any one-to-one fight. Said to be looking for an abandoned dwarf mine that is still full of silver. Has a liking for Lona, but they're not an item.


 

 

 

Look at this first...

Corpse Chatter: Why Necromancy should be dangerous.

 Necromancy ought to be more dangerous. The mood and tone of a game with supernatural elements should be dark, brooding and fearful.  Things...