D&D Christmas Carols: O Little Keep on Borderlands

Merry Christmas everyone who celebrates, and a good Wednesday to those who don’t! Once more I come before you to satisfy my seasonal humiliation kink by writing D&D lyrics for some old Christmas standard, and performing it for all to see. At least this year I spared ya’ll from seeing my ugly mug!

I spent six months running B2 – Keep on the Borderlands this year, and it has been very much on my mind. Pretty much as soon as the thought of doing this song appeared in my mind, I was committed to retelling some part of the adventures we had there via the Christmas Carol medium.

If this is your first time seeing me go crazy for the holidays, then you’re in for a rude awakening treat! I’ve done this FIVE TIMES before.

Lyrics

O little keep on borderlands
atop your craggy hill.
The castellan protects these lands
from those with evil will.
Yet in the caves there lurketh
a force of dan'grous might:
both goblin horde, and orcish sword,
and worse lurk in the night!
 A ragged band of wastrel youth
with dreams of looted golds
pack salted pork and sharp pitchforks
to stick in yon kobolds.
A kindly cleric offers
to lend his holy spells.
The prep is done, time for some fun!
Set out through wood and dell!
 Some random battles fought and won.
Here now: the grim ravine!
The Chaos Caves, and foes most grave
surround our derring team.
A choice is made at random.
An ogre’s found inside.
Tolls must be paid, or men be flayed.
They flee with wounded pride.
 The friendly priest assures the band
this next cave will be fine.
It’s quiet here, the coast is clear
in Chaos’ evil shrine.
The light soon fades behind them.
They hear an undead sound.
That priest plays tricks. Pass 3d6
for rerolls all around!

Nick LS Whelan Project Roundup 2

I mentioned in my revision of the Bear in Disguise that I ought to fill you in on all the bookmaking I’m doing. What’s so great that I’m neglecting my poor old blog which has served me well for so many years? In this post all will be revealed! I did something like this once before back in January of 2017, so let’s call it part 2 of a series. Heads up: there is NO interesting game content in this post. If you’re not interested in what I’m spending my time on, this is a very good post to skip. I’ll have another class revision out hopefully before the end of the month, so you can look forward to that.

The most relevant place to start is Deadly Dungeons, and the fact that it didn’t sell very well at all. It’s kinda crushing to spend literal years working on something, only to then discover nobody wants it. Putting a book together is a grueling, miserable process. I do it for love of developing and refining cool ideas, but a big part of what gets me through the rough times is the hope that when I’m done it’ll be just a little easier to pay rent. Instead, the first month of sales for Deadly Dungeons made it a little easier to pay for pizza.

Then, Deadly Dungeons got a bit of unexpected advertising, and the second month’s sales shot through the roof. Not rent money, but definitely “rent will be easier this month” money.

Before now I operated on the naive that if I just made sure to write great books and maintain a kickass blog, that’d be all the advertising I needed. Turns out actual advertising is all the advertising I needed. Most folks who read my work seem to like it. The trick is getting my work in front of them in the first place. It’s something I shoulda known. It’s not like people didn’t tell me. Sometimes I gotta learn lessons the hard way.

The result is that I’m shifting more of my attention towards pushing my extant work in front of people, trying to learn how to hustle. I’ve set up stores on itch.io, DriveThruRPG, and Lulu. I’m working to drive as much traffic there as I can, so if you know anyone who’s interested in THE BEST GAME BOOKS ANYBODY IS WRITING THESE DAYS, they’d probably appreciated it if you shared those links with them. 😉

Writing-Wise my current project is Miscreated Creatures: Volume I. Long time readers will remember this big ol’ monster book, which I’ve been working at off-and-on since 2013. I’ve finally accepted that my original vision just isn’t feasible at my scale. WotC or Paizo might be able to publish a book of 325 monsters, but they’ve got a bajillion people working on those books. So instead I’ve pulled out 20 of my monsters, recruited a team of artists and layout people, and am as of this writing 80% of the way done with a working draft. My aim is to have this available by the first quarter of 2020, and hopefully make enough to fund a Volume II.

Of course the writing will be done much earlier. Within the next 2 weeks I think, at which time I’ll leave the artists to do their work and turn my attention to something short and sweet in the vein of Mice with Legitimate Grievances or The Dachshund Dungeon. The tentatively titled Dungeon of Five Anomalies already has a killer map, and most of the rooms are keyed. It’s something tinkered with whenever I had dead time at my dayjob. I anticipate being able to get that into your hands by early Fall, though Fall is going to be unpredictable for me due to various life circumstances. I can’t make promises about anything during that time.

If you didn’t notice, my ancient release The Bloodsoaked Boudoir of Velkis the Vile recently got some attention. Greyscale art just doesn’t work on covers for me, so I recently commissioned Moreven B. to produce something a little more colorful. While amending the document I took the opportunity to give it an entirely new and improved layout. The book is free, so you should definitely check it out. If you feel like dropping a dollar in my tip jar for it, I’ve got it set up as Pay What you Want.

The On a Red World Alone setting book is in a…weird place. Essentially what happened is that about a week after I started working on it I got approached with two amazing job offers. One of those became Faux Pas, and the other is as yet forthcoming from a certain Finnish publisher. Great projects and I’m glad I worked on them, but taking months off to write them derailed the ORWA project, and I never quite got back on that horse again. It’s still in the pipeline. In fact I’ve been putting a lot of work into a new player-facing document these past weeks, which I’ll eventually share here on P&P. It’s not a full setting book, but it will likely be the basis for one when I eventually get around to it. Given that it will be a large project, I probably won’t give it another serious attempt until my smaller projects start turning a more consistent profit.

Writing and art for The Duchy of the Damned Dancing Duke are done. At over 150 pages of text alone, this is a whole different beast from anything else I’ve ever done, or am even planning to do in the near future. This is not something I can handle fully in-house. I’ve hired an editor who is currently at work on the text, after which I’m going to hire a layout person. Depending on how the text lays out on the page there may need to be a round of supplemental art before the end. Once we’ve got the text assembled the plan is to do a kickstarter to fund an actual for-real print run of the book. The nice thing is that the pdf would already be done, so it could be sent to backers immediately after the campaigns ends.

My card game, As Seen on TV is similarly out of my hands at the moment. I’ve got a fully realized prototype in the hands of a publisher who is interested. Progress is a little sluggish, but that’s just how these things tend to go.

Bubblegum Berzerk is in a slightly more unfortunate limbo right now. The game was completed to my satisfaction about 2 years ago, but has been stuck on production snags which are fully out of my hands. To be honest I’m a little out of the loop myself, but I hope to be able to share it with you all someday.

Of course, everybody loves Blogs on Tape, so it’s unfortunate that it doesn’t get updated more regularly. I’ve learned that the best approach for me is to let BoT cycle naturally. It’s more a hobby of mine than a serious pursuit, which usually means that I’ll get super invested in BoT for a month or so, then get interested in one of my other hobbies and the podcast will go dormant for awhile. It’s a healthy cycle, and will probably continue in that fashion unless the Ko-Fi donations start actually paying for the server costs, and guilt me into putting it on a firm schedule.

That’s about it for projects that are presently ongoing. There’s a lot of other stuff that I’d like to do, or have even said I’m going to do, but which I haven’t yet put in enough work to make them worth talking about. I will say that I’d like to move into doing some fiction in the coming years. It’s always been an ambition of mine, and it would seem wise not to keep all my writing eggs in the RPG basket. I do actually have a lot of work done on a couple stories I think will do well, but both are erotica and not appropriate to share here. Diversity is strength. If I can get some short stories, and novels, and maybe video game writing on my resume I’ll feel much more well rounded and secure.

Since I called this “Project Roundup 2,” I suppose it’s only fitting that I at least touch on everything from the first Project Roundup that didn’t get a mention above:

Dumb Stuff Taken Seriously is long defunct. Tzvi and I hadn’t recorded an episode in about 2 years. When my web server got hacked the DSTS website was actually the hardest hit. I wasn’t able to save anything from there, and we decided not to put in the work involved to restore it. By now the domain has lapsed. It’s doubtful this project will ever be revived. It was never all that good, though we might someday figure out how to make the old episodes available again somewhere.

Dungeon Moon is eternally on my back burner. I met up with Gus of Dungeon of Signs a few weeks ago. We walked around Seattle and he pestered me to publish more Dungeon Moon stuff, which I want to do, but time is a bitch. My hope is that shifting some of my focus towards smaller projects with a higher turnover will give me the opportunity to explore Dungeon Moon again by publishing smaller dungeon bits.

In fact, several projects from that old post will likely be getting a more speedy turnover if I can figure out how. Things like The Boulder Dungeon and The Luncheon are already 80% done, and will likely be on the docket shortly after the 5 Anomalies Dungeon. The Clitoris is the Devil’s Doorbell isn’t anywhere near done at all, but will also probably wind up as one of those quick turnover dungeons if I can get it to work. The Sideways Tower of Slaggoth the Necromancer is also largely done, but it’s also…large. More on the scale of Miscreated Creatures Volume I. Something that will take a few months to get done. The same goes for 1000 Dragons, which will lamentably be re-titled something weird like 284 Dragons or something. I dunno, we will see.

They Came From the Silver Wheel wound up being a blog post, which is probably for the best. The SciFi game wound up becoming Fuck the King of Space, which was pretty deeply flawed. I’d like to revisit it and make a good version at some point in the future.

I think the last time I touched the Serial Killer Board Game was about a year before I wrote that last post. It was still bouncing around in my head at that point, but by now it’s so far on the back burner that it’s not even worth mentioning. Nothing is ever truly abandoned, but the odds of this getting finished are low.

That blog post is probably the last time I even thought about Fallin. That project really is dead, but only because ORWA incorporates so much of its ideas, and is vastly superior. If you take everything in ORWA out of Fallin, all you’re left with is the idea of the Internet being full of AI wizards who control the world’s Nukes and vie with one another for digital territory while mostly ignoring the primitive human survivors. Even that might wind up in the ORWA book if I decide to do a “What Destroyed The Earth” table.

And that is what I’m up to. Thanks for sticking around and reading my dumb little D&D whining. I appreciate you.

Deadly Dungeons is now available in Print & PDF!

Do you remember my old Deadly Dungeons posts? Each entry in the series described a tricky dungeon room for the players to unravel. They were meant to ready to drop into most any dungeon, and novel enough to challenge even a seasoned adventurer. They were the sorts of puzzles that didn’t have a single solution, but rather gave the referee a sense of their workings so the could best interpret the results of their players pokings and proddings.

If that sounds interesting to you, the old posts are still available on the site. Or, if you’d like to read the updated and refined versions of all the original 28 rooms, as well as 12 entirely new rooms, I’ve got a book for you to buy:

Buy Deadly Dungeons in print on LuLu!

Buy Deadly Dungeons as a PDF on DriveThruRPG!

In addition to my writing and cartography, the book contains dozens of pieces of new interior art by my sister Roni Whelan, layout by Moreven B., and an absolutely gorgeous cover by Ian Hagen. For real, look at this thing. It’s way too good for me:

I’d love to have Ian make covers for more of my books in the future, but I’m fairly certain that once this cover gets out there I’ll never be able to afford him again. He’s going to be buried under new commissions. This dude’s talent needs to be recognized.

As is my wont, I created a bunch of goofy image edits to help promote the book on social media. Here’s a gallery of them if you’re a fan of hacky GIMPwork:

D&D Christmas Carols: Here Comes an Owl Bear

Merry Christmas to all who celebrate it! I hope you’ve had a lovely morning because it’s time for my annual humiliation. I think the lyrics came together real well this year. I’m either getting the hang of this, or I’m hitting that first Dunning Kruger peak. You be the judge.

The video is also somewhat competently put together this year. I don’t edit video frequently enough to justify pricey editing software, and in the past I’ve really struggled to figure out even a marginally consistent workflow with free software. This year I started using Lightworks, which is a messy pain in the ass piece of software, but is reasonably usable and consistent compared to every other free video editor I’ve used.

Of course, I still blow the levels on the audio a bit. Also the Nikon D300S that I use for my day job as a professional-ass photographer is remarkably shitty at capturing video. Let’s call it part of the charm. Yeah. My videos have an intentional “bad video” aesthetic. That’s it. If you don’t like it, it’s just because you don’t get it.

ALSO! If you’re interested, I set up a whole playlist for all five of the D&D Christmas Carols I’ve made so far.


Lyrics

Here comes an owl bear, here comes an owl bear
Right down the dungeon lane
Two claw attacks n’ a nasty beak
That’ll leave you feelin’ maimed
Hooting Horrors howl with hunger
It’s a terrible plight
Draw your sword and say your prayers
‘Cause the owl bear wants a bite
Here comes a b’holder, here comes a b’holder
Right down the dungeon lane
Stalks of Eyes with evil surprise
Like an anti magic ray!
Round and floaty greedy tyrant
braggadocios bore
Hurry up and stab that thing
Oops it was a Gas Spore
Here comes a pudding, here comes a pudding
right down the dungeon lane
Goopy, drippy, thick and sticky
Boy they are such a pain
Can’t be chopped or stabbed or kicked
That would only make more
Better wake the wizard up
‘Cause we need a spell or four
Here comes a dragon, here comes a dragon
Right down the dungeon lane
Color-coded treasure hoarder
famously too vain
Make a save vers. dragon’s breath
Hope your dice roll high
Best prep well if you want that gold
and you do not want to die

Magic Words 2

It has always disappointed me that more players don’t pursue creating their own spells. Encouraging them to do so was the impetus for Magic Words, a system I created back in 2015 and have been using ever since. It remains my most notable mechanical contribution to the OSR. In the past 3 years the system has undergone numerous mutations and tweaks, but the premise remains fundamentally the same: players collect words, combine those words to form the names of spells, and between sessions the referee creates that spell’s description.

I’ve had no reason to doubt the efficacy of that fundamental premise until recently. For the past few months I’ve been playing a magic user in a campaign run by noted OSR Man of Mystery, Chris H. Much of the peculiar way he runs Magic Users is kept intentionally obscured from the players, so I cannot describe it in full, only what my experience has been.

I began play with two spells: one that can trap other spells in a bubble, and another which conjures a suit of bubble armor for a friendly target. I didn’t have any input on creating these spells, or in selecting the “bubble” theme they both conform to. They were presented to me with exhaustively written mechanics, like any spell you might find in a book, with the caveat that they only represented the most reliable way to conjure magic my character had thusfar discovered. Chris encouraged me to tinker, and twist, and see what I could get away with. To apply the general principals of how the spells were constructed to achieve different results.

For example, that bubble armor spell? I’ve used it to seal and apply pressure to a gaping wound. I’ve used it to create a semi-reflective helm to give me 360 degree vision, and a bonus to my perception checks. I’ve used it to form a bubble around our camp which would loudly ‘pop’ if anyone were to approach. All of these were done in the moment without any additional prep. I presume there is some means by which my spell alterations might fail, but again those details are obscured from me as a player.

Fundamentally, Chris and I are trying to achieve the same thing. We’re trying to force magic users to be more creatively involved in their spells. Yet while my Magic Words prompt creativity between adventures, Chris’s method prompts creativity during adventures. As fond as I am of Magic Words, I must confess that the creative focus of Chris’s method is more interesting, and a healthier way to construct a game.

I’d like to experiment with pushing the creative focus of Magic Words towards that same point. Given that this is by necessity a fundamental departure from the original premise it seems only fitting to dub it Magic Words 2.

Magic Users begin play knowing 3 magic words, determined randomly from whatever list is handy. Additional words are learned by encountering them through play, though Magic Users are limited in the number of words they may know at one time: never more than their level + 2.

Magic Users may cast spells a number of times per day equal to their level. They do so by arranging some number of their words (one or more) into a spell name, and describing their desired effects for that spell. The referee will reject any spell out of hand if its effects do not relate to the words used to construct it.

After the player describes their spell, the referee will assign it a failure chance between 1-in-6 and 6-in-6, determined by how powerful they judge the spell to be. At this point the player may either attempt their casting by rolling a d6, or they may negotiate for a more favorable failure chance by reducing the proposed efficacy of their spell.

Note that while it is possible for spells to have a 100% failure chance, it is not possible for a spell to have a 100% chance of success. Such fungible magic is necessarily volatile.

If a spell fails, the referee will adjudicate some appropriate backfire. A failed fireball may appear in the wrong location, or it may be at the right location but produce only a few sparks, or it may encase the caster in a pyramid of ice. A failed spell may be devastating, however, it does not consume any of the Magic User’s daily spellcasting. If the MU is able to cast 3 more spells today, and produces a spell failure, they may still cast 3 more spells.

ANALYSIS:

If I want to push myself towards more in-the-moment spell creativity, this is the obvious way to do it. Obviousness isn’t a virtue, but if this doesn’t work then at least I’ve gotten the obvious option out of my head to make room for less obvious ideas.

Players have always chaffed at the fact that Magic Words doesn’t give them a say in what their spell’s description will be. I’ve never wanted to give them a say, because it leads to an inevitable back-and-forth negotiation that I have preferred to avoid for the sake of the referee’s time. The codified negotiation presented above should give players what they’ve always wanted without placing undue burden on the referee. In fact, this system removes a great deal of the work the original method required from the ref.

My worry is that this method will be too free form. It will be difficult for me to walk the line between allowing my players to cast spells which are too powerful, and being too harsh with my failure chances.

The only way I can think of to mitigate this is to introduce some guidelines. As I understand it, the game “Ars Magica” does something like this. I’ve not read the system myself, but it sounds more complicated than I’d want to use for an OSR style game. My goal is always to create mechanics the referee can easily memorize.

I do want to give this idea a fair shake at the table, but my gut says this isn’t the kind of idea I’ll want to play with for very long. We will have to see.

Faux Pas

I have a new book out. It costs a measly $4, and includes a free audio recording of me reading the adventure out loud. You should definitely buy it.

The first symptom is a popping sound from the belly. It can
happen at anytime, and the afflicted never feel it coming.
They’ll be having a friendly chat one moment, then pop, and
now they’re trying to kill people.

Thus begins Faux Pas, the first in a series of adventures from HOCUS publishing. It’s also the first piece of writing I’ve asked anyone to pay for after 7 years of making free tabletop resources.

In addition to my writing, Faux Pas features the art of Anxy P., and layout from no less a figure than Christian Kessler (of Fever Swamp fame). I also got a lot of help throughout the process from Jarrett Crader (editor of numerous LotFP publications), and OSR luminary Evey Lockhart.

What is Faux Pas?

A system neutral adventure. The players discover a town beset by a mysterious illness with symptoms worse than death. It breeds violence, madness, and mutation. It turns people into things that are no longer themselves.

The Inquisitor General has been warned. He’s on his way here. When he arrives he’ll burn every building to the ground and torture everyone living until they confess to the devil worship that obviously brought this evil into the world.

Will the players discover what’s really going on, and how to stop it, before the Inquisitor arrives? Or will they just loot the place and run away?

What’s the deal with this audio recording?

I imagine ya’ll are familiar with Blogs on Tape? It’s a podcast where I record myself reading OSR blog posts, audio-book style. It allows people to engage with the hobby while they’re exercising, cooking, commuting, or vision impaired.

For the release of Faux Pas, I produced a full-on 30+ minute recording of myself reading the module from start to finish. It’s provided to anyone who purchases the module at no extra cost. For real, we decided we were going to sell this thing for $4 before the idea of throwing in a free recording ever occurred to me.

I’m interested to see how people feel about this. I’d like to do it for future HOCUS releases as well. Which brings us to the next point…

What is HOCUS?

To be honest, we’ve spent the last six months arguing about what HOCUS is, and I don’t know if any of us really understand what we’re doing.

We know we want to focus on pushing out small adventures. Stuff that is as pleasurable to read as it is to run. Rules light role playing for everyone. We’re all OSR people looking to move past the limitations of what it means to be “OSR.”

To quote our founder: “Who the fuck is Gary Gygax?”

How many of these images are there?

A lot. It had been awhile since I goofed around with editing images, and I kinda went overboard.

Plus, it always annoys me when I’m scrolling around on Google+ and I see the same post 10 different times spread across multiple communities. I get that spamming communities is just the unfortunate reality of what it takes to get peoples attention when you’re trying to make a few dollars. But, when I did it myself I hoped it would be perceived as less annoying if each post had its own unique image.

What about those of us who backed the Patreon campaign?

As soon as I’m done writing up this post, I’m going to send a free download link to everyone who supported the Patreon campaign; regardless how much or how long they pledged for. I appreciate your support so much, and I’m glad that I’m finally able to give you a little something back, even the campaign is over now.

Have you written a review of Faux Pas?

This is so in my wheelhouse that I doubt Nick Whelan’s existence. This is clearly some form of tulpa who produces exactly what I always wanted: the kind of thing I’d write, but that I didn’t write and so is a complete surprise to me. I would use this to kick off a campaign. I could see this very efficiently ending a campaign. I would use this in a hex crawl or I would use this as a complication for something a player wants to accomplish.

Daniel Dean

Short, pithy and punchy. Straight to the point. There is creepy weird shit happening and its about to get worse. No essays on the last century of local history, politics or religion – just stuff that is instantly interesting and fun.

Michael Raston

Broke: boxed text
Woke: audiobook read by adventure’s writer

Iacopo Maffi

All of this — the font size, the PDF bookmarks, the font styles — comes together to make possibly the most immediately readable RPG product I’ve seen in a long time. A single glance at a page can give you everything you need to run an entire encounter, no page-flipping or ctrl-f’ing required.

-David Shugars

Faux Pas is DOPE AF! I think my favorite niche-within-niche rpg stuff is like “weird art-house but table ready body horror and madness adventure zine” The writing and art provoke that quesy feeling that I fucking love. the addition of an audio track is gold.

NMEAST

The townsfolk are colorful enough that I could picture myself using the village several times through the course of a campaign, and have the events of the module occur during a second or third visit.

Spencer Kelty

Offhand mentions of the practices of the ancient cult and the Creature that Lurks on Mars are the right kind of flavor-that-probably-won’t-come-into-play: short and evocative. Same with God-most-Censorious.

Dan D

Let me know, and I’ll link to it on this post. Same goes for any play reports using the module.

Anyway, that’s all the images I have, so stop reading my super cool blog and go buy my super cool book!

The Duchy of the Damned Dancing Duke – Row F

Hex F-1: Ser Chalres, a knight who served in the court of the Duke’s father. He’s only 4 years older than the duke himself. His serious minded devotion to duty endeared him to the old duke, who regarded him as a better son than the one he had been cursed with. For his part, Ser Chalres was devoted to the old duke, and has struggled to remain loyal to his mentor’s son. The current duke resents Ser Charles, and has sent him on endless mundane “Quests,” which has caused the knight to gradually fall into a deep malaise.

After completing his most recent task (to enumerate the ducks on all the ponds in the duchy), he just…didn’t return to the duke’s court. He carries a ledger on which his final count is completed, and he cares for it dutifully, but rides aimlessly. Afraid to return to the Duke, or to return to his home. Occasionally, when the Duke’s men run into him, they bully him with all the class of a guy wearing a letterman jacket in an ‘80s movie. He insists to them that he’s still working on the count.

Ser Charles is contemplating suicide, but does not want to go to hell. Nor does he want to betray his lord by seeking peace with the papacy.

Hex F-2: Some ruins sit between hills, nestled in a little valley and nearly overgrown with grass. Almost nothing here is left but the foundations. The only thing that is intact is a marble tiled floor, patterned with many colors.

Far beneath this floor is a creature. It would appear bestial to us, but it is an older and wiser creature than all of mankind. A creature in whose mind lives entire worlds of lesser consciousness, all serving the greater whole.

This creature does not hate or love us anymore than we love or hate a bumblebee or a parrot. Once, it amused itself by making itself our god, but we bored it.

One thing it does enjoy is a dance it taught us in times too old to be called ancient. A thing of cosmic humor beyond our understanding. To us it’s just an incredibly complex ritual. If performed properly on this dance floor, the creature will grant a wish. If performed improperly, it will brush us aside in annoyance. Those subject to this must make a save versus Magic. On failure, they are sent flying miles into the sky. When they land, half of their body will have been crushed flat. If they succeed, they fly just high enough and are crushed enough to reduce you to 1 hit point.

Hex F-3: On the hill is a fine manse of noble quality. This was the duke’s country home, but is now surrounded by tangled bushes of razorwire. The duke’s men, with spotlights shining from open mouths,m wander the grounds at night.

Here is where the duchess Maria Josehpine—the Duke’s wife—is held. She & Rodrigo were married X years ago, at the insistence of the previous duke. They never got along well, but as a devout catholic, she submitted to her husband…at least until devotion to her husband would have required her to deny her god. She would not, and so she is here. Kept in a gilded cage, away from her priest, her sacraments. Forced to attend a satanic mass each day.

She is never given the opportunity to be a martyr; she is merely forced into a life that makes her wish for death. Fed the poorest food, housed in the poorest accommodations, treated with nothing but cruelty. Yet always beside these tribulations is the offer of an easier, damning path. Sumptuously prepared human meat is offered alongside her barley gruel. The cold stone cell she sleeps in is within sight of the warm feather bed that could be hers if only she fornicate with the men and women who wait for her there. Always a child is present for her beatings, and all she need do is give the order to have her punishment taken out on the child instead.

Maria holds firm her faith, but no human’s strength is infinite.

Hex F-4: The party comes across a group of 23 men equipped with shovels. They’re standing around a hole & one has a map clutched tightly in his hand. In the hole they’ve uncovered an old Roman treasure cache, including:

  • A statue of Terminus
  • A statue of Antoninus
  • A statue of Hadrian
  • A chest with 5,000 danerii, worth 3,462 modern silver pieces.
  • 10 Gladius
  • 10 Sets of legionary armor.
  • A crate of bronzeworks. Nice cups, jewelry, etc.

Their eyes got a little bigger than their heads, and now that they’re standing around their treasure haul they realize they really don’t know what to do next. How to move it? How to defend it? How do they turn it into cash they can use? They’ve got no wagon, no weapons, nobody to sell it to. They’re amenable to sharing the loot with someone who can help them defend, transport, and fence their discovery. They’re good folk, and will prefer to split 30/70, but can be negotiated down to a 50/50 split.

However, they’re not going to let anyone cheat them. They’ve got daggers and shovels, and they probably have numbers over the party. They will fight to protect this treasure if any foreign vagabonds try to take their hard won loot. (They don’t want to kill people, though).

Hex F-5: A trading port town, currently under naval blockade by a small fleet of Papist ships. There are four boats on the docks which arrived some time ago to drop off their goods, and pick up new ones. Unfortunately they’re unable to leave due to the blockade, and unable to return to shore because by the laws of the devils their business is done.

The folks on the ships are close to death. They’re clinging to their religion, but angry that the papist fleet would leave them to die like this. Each evening the devils lay out large banquets on the docks to tempt the sailors into defecting. It would take only a nudge to make that happen.

Hex F-6: A young man is struggling in the water, and will clearly drown if he is not helped quickly. This is William the bastard, future duke of another Duchy on the coast. He says he passed out on a couch after a night of drinking with his men, and woke (still on the couch) in the middle of the sea, out of sight of the shore. He was planning to wait until sunrise, then try to spot shore and paddle that way with his arms. But his couch was capsized in the current, and he lost sight of it. He’s been trying to tread water and swim towards shore, but it is far, and he grows tired.

On being rescued, he will swear an oath unto god never to set foot in the water again, and will hold to that oath unless the PCs convince him otherwise. He is susceptible to sleights directed towards his honor.

Hex F-7: A man in a small boat, weighed down with a heavier load than it should be carrying. he’s anchored in a precise spot marked by a buoy. He throws buckets of dirt into the water. When his boat is empty, he will return to the land and load it up with more dirt. Each cartload must come from a different acre of the duchy.

The unfortunate man accepted a contract working a farm from a devil. He’s not as skilled at manipulating contracts as the duke, and now he’s got to make the farmland himself by dumping dirt directly into the water. He’s deeply depressed, but there’s not much he can do. It seems the devils are taking particular pleasure in what horrid contracts they can assert, as a sort of displaced vengeance against the Duke.

Closing Note: Thanks for reading this series of weird hex posts. I’m glad to finally have them out in the wild.

These were the first draft for a project that grew wildly out of control until it was a complete friggin’ book. The writing for the book is done, and we’re just waiting on art, editing, and layout before we figure out how to best get the thing into your hands. Look forward to it!

The Duchy of the Damned Dancing Duke – Row E

Hex E-1: This is the highest peak in the area, pretty cold. The players find a cave. The first chamber, shallow, holds a hibernating bear. Beyond the bear, however, is a steep passage covered in ice. It will require a climbing check to descend safely. About 70% of the way down the cavern opens up into a larger chamber. There is no safe place to stand in this chamber, and it is both dark and covered in ice, but if the players take the time to look around they will discover the most beautiful cave paintings on the wall. About 2/3rds of which describe the sort of hunter/gatherer life that we now associate with prehistoric man. The remainder of which show records of war, brutality, and fear of an unknown and unstoppable calamity from above.

As the shaft reaches its bottom, it suddenly opens out, with a final 30’ drop to the frozen ground below. There is no way to climb down this without a secured rope of some kind.

Within this chamber are the Ur-Men. 173 men, women, and children frozen solid. Huddled together for long lost warmth. They are huge, burly, hairy things. They are the men who came before men. Better, in many ways. No less clever than us, they are only less studied than we are. And a great deal more powerful. Even a child of 7 or 10 might have as much as 2 or 4 hit dice. The adults range from 7 to 12 each.

The frost here is deep, and will not melt without interference. If they are thawed, they will be revived fully within only a few days. Their recuperative abilities are well beyond those of humans. It is unlikely that any means of complex communication can be found, but the referee should know: they are the Peoples of the Red Hills. They retreated here to escape what they believe was “The God of Cold, consuming the heavens as he descended with ice and fire.” They are not unnecessarily violent, but they are territorial, and believe in the fundamental truth that might makes right. They will never subject themselves to the tiny, weak modern humans. No matter how impressive their science and magic have made them.

The Ur-Men are also prolific breeders. Their women bear young in litters of 4-8, and all take the work of creating and raising children as a grave duty that must be pursued with vigor. In as little as a generation, these unfrozen peoples could become a small nation, ready to sack the modern world and draw it back into an era of darkness.

Hex E-2: Vedast the mountain man. Roll 1d6: on a 1 the players stumble onto Vedast’s humble home, otherwise they meet him out about the mountain. Perhaps he is cooking a meal, fishing, hunting, wrestling with a bear, chopping down a tree, gathering clay to make some pots, weaving a basket, or whatever else a man of the mountain might do. Vedast is capable, and he does it all.

He’s a large man, nearly 7’, with shoulders broad enough to dwarf two smaller men. He wears the skins and furs of animals he hunted himself, and carries equipment for whatever task he’s currently pursuing—most of which he also made himself. Vedast has lived in the mountains most of his life, and until recently he only came down to make his biannual trips to the nearest church to receive the holy sacraments. Since the devils came, and the practice of the Christian faith was banned, he has remained on his mountain, spending a great deal of time in prayer for his soul, and the souls of his countreymen who have fallen beneath the wretched influence of the Duke.

Vedast is devout in his faith, with the complete sincerity of a saint. He stays away from the devil’s affairs, and suggests that you do as well. Nothing good can come from being among them.

Vedast is an expert in anything within this hex, and both of the contiguous mountain hexes (E1 & D3). He’s been everywhere, and seen everything, even if he won’t tell you all that he knows. He prefers to keep his distance from anything unnatural. He also has a 4-in-6 chance of being aware of anything in the hexes adjacent to his mountains.

Vedast and Jay the Blue are aware of one another, and Jay is quite fond of the gruff, simple, and kindhearted Vedast. Vedast, in turn, holds some affection for Jay in his heart of hearts, but also regards him as a simonist and a sinner. In times past, the two would occasionally share a quiet smoke, or a meal around the campfire. Jay respectfully chooses not to exercise magic of any kind within sight of the mountains, though he does have brief exchanges with birds. (A practice Vedast is not uncomfortable with, as he himself often speaks with the animals. Though for him, they do not speak back).

Unfortunately, since the devils came, Vedast has become hyper-vigilant about the purity of his soul, and has cut all contact with Jay. Something which makes both of them very sad.

Vedast has a trio of dogs named Alexander, Maximus, and Barrigan. He has names for every significant creature on the mountains, and a cordial relationship with each.

Hex E-3: An odd mound of tangled plants, with a glint of dull metal visible through it. If the overgrowth is cleared away, there is a front loading cannon beneath. 9’ long, with a 6” barrel. One of the wooden wheels broken, while the whole rest of the wooden structure has become rotted and brittle. It’ll fly apart dangerously if the weapon is fired in this condition. There are no gunpowder or balls nearby.

If loaded properly, the cannon will deal 3d6 SHP of damage on a successful hit. Attack rolls take a -10 penalty if attempting to target individual people. When attacking structures, each miss grants a cumulative +2 to hit to subsequent shots against the same target, as you’re able to narrow in your shot.

Hex E-4: A desk by the side of an idyllic little pond, where an obese man with a pimply face and unkempt hair juggles scraps of balled up paper next to a writing desk. If he notices someone approach he will drop the balls in embarrassment and busy himself with quill and ink. If the intruders speak to him, he will bluster about how rude they are for interrupting his very busy creative process. He insists he is a writer, but if asked to share his work, he will make excuses. He’s never been able to finish anything, he claims, because of his constant interruptions and the excessive demands on his time. The stacks of paper around him are filled with incomplete To Do lists.

Hex E-5: There is a field of deep, overgrown grass. When a path of movement cuts through the grass, the unusually long and complex roots pulse, and the movement is indicated on a map within the small hut at the center of the field.

The hut has two doors, one to the right, and one to the left. The door on the left is locked. The door on the right leads into the false hut, which appears just as it should. A small wooden space with windows, the map of the surrounding area on a table at the center, a few supplies, and a guard with a key to the left door.

When the left door is opened, it reveals the true interior. A hellchamber of red stone, much larger on the inside than the hut is on the outside. The multi-tiered chamber contains three regiments of devils, all drilling together in preparation for war. Near the back is a large summoning circle where diabolists summon ever more devils to join these ranks.

This place is not hell, nor is it earth. It is a place between the two, placed as closely to earth as can possibly be managed. It is a struggle, moving from one world to another. It takes time and energy. Here, the hard work of summoning an army of devils can be done in advance of any need to deploy them on earth. And when they are needed, all it will require is walking out the door. This is the staging area, the buffer of the diabolic invasion that will come at the earliest opportunity.

Hex E-6: A dank little swamp. Roughly 200’-300’ across at its widest points. Bit of a clearing, bushy plants growing next to murky pools of standing water. A haven for small buzzing things, and the slightly larger slimy things that eat them.

On hot days, when the swamp gas is thick in the air, a feathered beast appears. You and I would recognize it as a dinosaur. Specifically, a Hadrosaur. The creatures corpse rests deep beneath the swamp, and the heat in this region only recently rose high enough for its decomposing vapors to rise to the surface.

The creature is not intelligent as we think of it, but it is aware enough to be angry. Angry that it is alone, and that it is trapped in this swamp. Angry that it has not been able to mate.

If it can mate with a female of your group by merging with her, then 4 months later she will birth an egg, which will hatch into a child of the creature. She may then opt either to pass the spirit on to another, or immediately become pregnant again.

Hex E-7: A large barrel—a Hogshead size—floating in the water. Once fished out, players will notice a mark branded into the top of the barrel. Any well traveled player will at least be able to recognize that it’s a mark of Venetian origins, while players with greater familiarity with the seat trade may be able to track it to a particular merchant house. Regardless of where it came from, it’s here now, without anyone to claim it.

The barrel is full of black pepper. 470 pounds of it, to be exact. At a common rate of roughly 18 silver per pound, this is quite the find! A valuable sell at nearly any port the party may call in at.

A young man named Stiles received 15 lashes for knocking the barrel overboard in the night, and was dismissed from his post without pay at the nearest port. His anger over this injustice has been left to fester, and he’s become obsessed with finding the barrel. He figured it will show up in some port eventually, and so he picked one at random and spends his days watching the docks. Because Stiles is kinda stupid. But lady luck sometimes takes pity on the stupid and the determined, and so there is a fully 1 in 6 chance that Stiles just happens to be waiting in whatever port the players try to unload the pepper into.

The Duchy of the Damned Dancing Duke – Row D

Hex D-1: The party stumbles on a suspicious older gentlemen named Firmin, who is perhaps in his late 50s. He acts nervously, and will try to excuse himself from any social encounters quickly. He is covered in dirt, and carries a shovel. Players who examine him will notice blood mixed with the dirt.

The man lives in a nearby village, and is a serial murderer. Each new moon (when God’s eye is closed), he kills someone. Usually a child. If Firmin is caught, and believes any chance of escape is lost to him, he will reveal that he is proud of what he has done. He will offer to show the players the graves of 53 people. If the players examine the bodies there, they may find that each has a gold coin, worth 50 silver pieces, in their mouth.

Firmin assures you that there are more bodies, and he will tell you how to find 53 more of them, if you leave him unmolested for 2 years. The others (and there truly are many) are clustered in groups of 53 (which is the true number of the beast, Firmin will explain. 666 was a ruse to throw people off the scent.) (This is not true. He’s nuts.)

How he gets all of this gold is unclear, but he never seems to have any unless he’s burying somebody. In truth, he is wearing pants of human skin purchased from Hette the flesh cobbler. A gold coin appears in the scrotum each time he kills an innocent. Maximum of one coin per moon cycle.

Hex D -2: Jay the Blue wanders here. He’s an older man with blue robes, a black & white hat of soft down, large pauldrons of meticulously groomed feathers, and a hanging chestpiece of small black bird beaks, arranged like scale mail.

Jay is a very sane man, often taken for a complete nutter. He is a friend to brids, is always accompanied by some, and calls every bird he encounters by name. He often has extended, complex conversations with them.

In point of fact; any bird which comes within 100’ of him develops distinct, intelligent personalities. They speak a bird language that only Jay speaks. He is open about this reality, but there is no way for anyone to verify that.

Jay’s Pauldrons are magic items that grow out into wings, on which he can fly at will. His beak mail is magic armor which attracts all projectiles. He takes 1d3 damage from them regardless of their potency (assuming they hit him).

High in the air is a massive sparrow, on whose back is an expansive palatial estate on which Jay lives. He flies up and down using his magic pauldrons, but if they are taken from him he can just call his sparrow friend down.

Jay the Blue’s spells are all bird themed, and his spellbook is kept in a nest, protected by an eagle who flies it to him any time he calls for it.

Hex D-3: A tribe of mountain women who wear treated bark armor on their arms and legs resides here. Their large, muscular breasts are never covered. Most also carry a bow, a quiver of arrows, and a flint blade whose length rests somewhere between a long dagger and a short sword. By flexing their mighty tits, they can spray streams of acidic milk with pinpoint accuracy, dealing 2d4 damage. Their acid attack receives a +4 to hit.

The tribe is not very territorial, as they have only the vaguest sense of land being “owned.” They welcome outsiders, but expect outsiders to work. Few outsiders can keep up with their rigorous labors. Men may be invited to participate in “The Work of the Night,” which they refer to as “Searching for a Baby.” These women are always open to pregnancy, which is a shorter and much less painful process for them than for most women. However, even here, only the rarest outsiders will be able to keep up with their vigorous pace. They often expect to spend the whole of the night completing the act a dozen times or more. And no outsiders can really match the physical standards set by these women’s usual partners, the speardick men.

Contrary to what one might think, there is nothing peculiar about the genetics of these women. Their powerful physical characteristics and easy childbearing are the result of their lifestyles and their unique regional diet. Any women living with them for more than a few months would begin to develop these traits.

Hex D-4: A stone bridge of demonic origins, crossing the river. At both ends a person must pass through the gaping mouth of a demon in order to set foot on the bridge, and along both sides are stone railings made to look like licking flames. For every character who crosses the bridge, there is a 1 in 6 chance (repeated each time they cross) that the center of the bridge will open up and drop them into a shallow hellpit, filled with the red-boned arms of diabolic skeletons. The character must make a successful climb check to escape this hole, as the arms will fight against any attempt he makes to escape. Each round they tear away a chunk of the characters soul. Roll 1d6 to determine an ability score, and the character loses 1 point from that score. This continues until the character escapes. If the opening the character fell into is ever examined, the characters will note that it resembles a crude depiction of a vagina.

One week after the character falls in, the hole will open again, giving birth to a creature that looks a little bit like the character who fell in, and a whole lot like a devil. This devil has double the devoured character’s hit dice, and for each ability point that was devoured, the devil has a power that is appropriate to the type of point. For example, if a point of Intelligence was devoured, the devil might have some spells or psionic talents. For a point of Constitition, the devil’s hit dice might be a better die type.

In order to become a whole creature, the devil must find and devour its parent. It will attempt to do this with all cleverness, preferring to stalk its parent and attack while they are alone if possible. If the devil is slain, and if the parent eats their diabolic child, then they will regain their lost ability points. Further, for each ability point regained, there is a 20% chance that the character gets 2 points back instead of just 1.

Note that if a character in the middle of the party’s marching order triggers this trap, and the rest of the party does not want to risk themselves, then the party may find themselves separated by a river. The water here is particularly deep and swift. Carrying any amount of supplies across would be impossible without some cleverness on the player’s part. Finding an easier crossing would require the players to travel quite a ways, and risk a second encounter check.

Hex D-5: A village operating under a confluence of laws which makes gay marriage mandatory. Anyone over 16 entering the village must promptly be either married to someone of the same sex, or put to death. The only exception is if there is no one of the same gender available for them to marry, in which case they are free to remain unwed until such a person becomes available. There is currently one unmarried man and one unmarried womn in the village, they are very much in love with one another.

Hex D-6: Atop a hill are the blackened stones of an abandoned structure. It looks like the fire happened some years ago now, and the scattered arrows you can still find here and there suggest the burning was an intentional act of aggression. However, the weaponry shows none of the improvements made since the coming of the devils. It likely predates their appearance.

The grounds of this old cloister are not lavish. It was a small place for men of god to get away from the world. A chapel, a garden, a dormitory, a dining hall, and a small study. Anything of value has already been carted off. The place is desolate, and the players must explore its empty, burned out chambers one by one if they wish to find the one thing of value here.

It is in the study that the fires were the most intense. There is a pyre here, on which books are piled. Those books are black and charred. Most fall to pieces if you pick them up. There is nothing left here to burn.

Save one.

Deep in the pile is a book that is completely untouched. The binding is a brightly colorful depiction of dancing peoples during festival time.

This is a book of dance. It depicts a floor with multicolored tiles in a taemple. It shows a great beast sleeping beneath. It describes a complex dance. If performed correctly, the beast will grant one wish (and only ever one wish) to the dancer. If performed incorrectly, it will consume them. Learning the dance from this book creates the dance skill. It costs no money to train the dance skill, only time. (same amount of time required by the skill training.)

Hex D-7: In these woods is a clearing where the ground is soft, and the scent is sickly sweet. Pungent with fermentation. A rainbow of appetizing-colored mushrooms sprout all throughout the clearing, and 4’ beneath the surface are 16 children.

16 children. Each 16 seasons old. Each with 16 punctures in their bellies. Each left hanging to drain for 16 days, then buried 16 palms beneath the earth.

1. Sky blue with cloudy white speckles. Makes you so thirsty you could drink a pond dry in a single turn.

2. Violet with a gradient swirl. Grows you 2’ taller.

3. Dull yellow with red speckles. You piss fire. The stream deals 2d6 @ 10’ up to 3 times a day. More if you encumber yourself with enough water to drink constantly. Fire pee burns and is deeply unpleasant.

4. White with a pale blue latticework running through it. Makes your teeth wiggle themselves out of your gums, forming tiny tooth-sized men. They will never return to your mouth, but they will follow you. Each is bound to perform 1 task for you. Once it is complete, they are free, and will be on their way with a polite thank you for giving birth to them.

5. White with gold speckles. Save versus Paralyzation or turn into a statue of fool’s gold.

6. Turns your skin a verdent shade of magenta. You convulse and vomit chunks of iron from your body until you die.

7. Your eyes become a swirling vortex. You have tiny black holes instead of eyes. You see nothing, but once per day can attempt to compress one foe into a singularity. They get a save versus Magic. On a fail, they die, and you gain health equal to their HD.

8. The next time the player uses any profanity, the referee determines the object of their profanity. (“Fuck this!” begs the question, what is “this?”). Once the subject is determined, a fireball goes off centered on that location. 6D6 damage. The player doesn’t get to know about this, and will be in trouble if they make it a habit of saying “fuck me.”

If the children beneath the mushrooms are discovered and given propar burials, they will grant a wish to each of their rescuers who did not eat any mushrooms.
 

The Duchy of the Damned Dancing Duke – Row C

Hex C-1: The ducal hunting grounds. There are many small game trails, and if the party remain here for very long they may find the Duke’s hunting lodge, which is currently locked and unattended. The game in the Duke’s hunting grounds is unnaturally plentiful, plump, and easily killed even by clumsy attacks.

If any of said game is killed by a weapon which does not bear the unique mark of the Duke’s hunting party, then a moment after it falls dead, the animal will rise as an undead creature. With ability it never possessed in life it will begin running with all haste towards the nearest legal official in the Duke’s service, and all the way it will be screaming a physical description of the character who dealt a killing blow to it.

Hunting in the Duke’s forest is a serious crime, punishable by death. Arrest warrants and wanted posters will begin to circulate within a few days, and there will be a significant reward for the perpetrator’s capture. The testimony of undead game is irrefutable under the laws of the duchy, so long as it is able to identify its murderer in court.

Hex C-2: A large Gothic cathedral for which the Duchy was once famous. When the Duke first made contact with Hell, it was offered to the devils as a diabolic embassy, which has been its function for some years now. The Cathedral and its gardens are the sovereign ground of hell, unbound by any of the laws which govern the rest of the duchy. The small village and farmlands surrounding the cathedral have been abandoned. Even the Duke’s most loyal subjects would find it difficult to be within sight of the embassy. To hear the sounds that come from its grounds.

The Cathedral has of course been completely rebranded, with all of its Christian symbols either destroyed or desecrated. Notably in the deepest basements of the building is a massive stone vat—almost a pool. The cathedral’s relics made of precious metals have been embeded into the interior of the vat, and coated in years of diabolic excretions. Papists who fall under the devils powers are often brought here to be drowned. The presence of these precious objects has since been disguised by a foul sludge, but if they were recovered the church would be immensely grateful. (Of course, it would be a great indignity for you to expect payment for returning them. So you may want to find someone else to hand them over to.)

Throughout the interior of the cathedral grows a red, mossy fungus, peppered with black mushrooms. This fungus is alive, and is always listening and watching to everything that goes on within the Cathedral. Intruders are often allowed to think it is merely an inanimate thing, so that a trap can best be set for them wherever they plan to go. The old archbishop’s vestry holds the Fungus’ head, resembling a cow’s skull with crusty yellow eyeballs.

Hex C-3: The party comes upon a large riverboat, about 600 yards from the river. Two weeks ago, during a period of one hour and sixteen minutes when the devils had the legal authority to toll the river, they diverted this ship out of the water, and cursed the crew to experience a shared hallucination that they were all still traveling to their destination. The ship is fully manned by an able crew, and well protected by a number of deck mounted cannons, and a cohort of the Duke’s men. The people on the ship are literally incapable of believing that they are not on the river en route to the port city of Charluir, and they are starting to wonder why it’s taking so long to get there.

What the crew does understand is that for some reason, they are delayed. This is a huge problem, because they’re carrying the pay for the soldiers garrisoning Charluir. In their hold are chests containing 22,530 pieces of silver. The captain will gladly reward anyone who can get them back on course from his own personal funds, as he is worried any delay may cost him his life. However, due to their hallucination, neither he nor his men are willing to leave the ship.

Of course, piracy will be met with all due force.

Hex C-4: The Raison family are small hold subsistence farmers who grow a variety of vegetables on their plot. There are sweet potatoes, green beans, cabbage, carrots, broccoli, and even a pair of peach trees. They usually get on well enough, but the last few harvests have been poor for them. Last season they even needed to beg some alms from the duke’s ministers to make it. This year they were relieved to see their yield coming in strong.

But something isn’t right. Their sweet potatoes have literal eyes, which glare with absolute loathing at the family. The green beans taste like vomit, and if you manage to choke one down, your excretions will become animate and run off in the night. The cabbage leaves are razor sharp, and the carrots are too hot to touch. The peaches are the worst, sprouting toothy, oversiezd mouths. They shout insults and obscenities at anyone near them, and seem to know things that they cannot know.

The Broccoli is unchanged.

If left alone, the green bean poops will come to take the peaches around to all the other vegetables, which they will eat. Once all are eaten, the peach and poop become a monster.

Hex C-5: Goats are the lowest order of Devils. They live among us as informants, subtle temptors, and occasional saboteurs. They chafe under their restrictive existence of living as mere animals among mankind, but laws must be obeyed. At least until you find a loophole. And the rats nest of laws in the duchy has created nothing if not an endlessly exploitable number of loopholes.

So long as they act unanimously in groups of 10 or more, Goats in the duchy are free to speak and act of their own accord. (So, of course, this bunch has elected a leader, and all agree with her without any dissent, lest they lose this opportunity). Votes are frequent, but never is a dissenting voice heard.
Their plan is to win as many souls for the minor devil Xulmaruk as they can. Xulmaruk is among the weakest of the demon lords, but if they can win enough souls for him for him to take notice, then perhaps he will regard them as useful servants and take them into his direct employ, serving in a greater capacity than goats are normally allowed. In this pursuit this herd will do whatever they have to, so long as it does not disrupt the many loopholes they are currently exploiting.

All goats speak with the voice of James Earl Jones.

Hex C-6: A crudely built castle, nestled near the base of a mountain. The residents built this in imitation of the castles they’d seen in the valleys, without any of the expertise that would normally be required. Behind the castle wall is the entrance to a deep cave complex, which served as the original home of the residents. A number of wattle and daub huts have begin to spread outside the castle walls as well, as this population expands.

The residents here are men who wear paint and furs. Their dicks swing down freely between their knees. This might seem unwieldly to some, but it doesn’t bother them any more than a tail bothers a fox. When these men become agitated, they become erect, and their erect phallus is a truly a thing to behold.

It’s an average of six feet long, with the toughness of a sturdy birch shaft. The head of the penis, already unusually angled, becomes dangerously sharp when fully engorged. The speardick men use their tallywhackers as thrusting spears, dealing 1d8 damage on a successful hit. Once battle is ended, they put away their weapons by vigorously fucking the last wound they put into their foe.

The speardick men are disdainful towards sex. They view it as “The joy of battle, without the honor.” But they do recognize it as a necessary evil. Something to be undertaken as a duty, with a proper amount of stoic lamentation before and after. The tribe has a treaty with the Acidtit women which goes back as long as anyone can remember. The speardick men travel to the acidtit women in small groups to mate, and when they leave they take any newborn Speardick boys with them.

The mating of these two groups used to be an annual affair, which frustrated the Acidtit women’s desire to bear ever more children. Through a bit of coordinated bedroom talk they’ve gradually convinced the Speardick men that more frequent meetings will only strengthen both tribes, as their numbers continue to swell.

Hex C-7: The Grove of Anti-Eden. A verdant paradise surrounded by a wrought iron fence that glows red with heat. Only the gate can be touched without harm, and anyone who wishes may pass through the gate freely in either direction.

While within the grove, people lose all concept of good, evil, morality, or good judgement of any kind. It is a den of decadence and sin: indiscriminate orgies, endless feasts, gambling, no work, no worship, no obligations. It is a hedonistic paradise. A devil standing near the gate (in the closet thing to friendly looking human form that a devil can manage) makes sure everyone is fully informed that those who enter will lose their sense of right and wrong in exchange for unfettered access to all the pleasures they can imagine. Most folks don’t care. They convince themselves they’ll leave before they die, but few people can muster the willpower to do so. Think of the grove as a sort of “sell your soul to the devil” area effect.

Players who enter do not control their characters. They must describe their objective, and upon entering they must make a saving throw versus Magic. On failure they will want to spend the rest of their days engaging in the pleasures here and won’t leave of their own volition. If they succeed on their saving throw, then they manage to muster the willpower to leave. However, what they accomplish is determined by rolling a d6.

1. You really just forget about your goal and engage with the sin for awhile. Pick one of the 7 deadly sins that fits, or randomly determine one. You spend 1d8 days doing that before you manage to wander your way back out. Something good comes of it. (You come out with something cool, you’ve got some new friends, etc)

2. You spend 1d4 days wallowing n sin, and you manage to half complete your goal. If you go in again, and manage to escape a second time, you get to roll on this table with a cumulative +1.

3. You spend 1d4 days wallowing in sin, but escape with your goal mostly completed. However, you did forget one little thing. It’s something that’s not really worth going back for, but damn it’s going to be annoying without it.

4. You spend 1d5 days wallowing in sin, but escape with your goal entirely completed. However, something bad happened to you in there. Maybe you lost an item, or took an injury, or just have a really nasty hangover. Determine a 7 deadly sin, and fiat some consequence based on that.

5. You spend 1d12 hours wallowing in sin, but you escape with your goal totally completed.

6. You zip in, zip out, goal complete. No fuss, no muss.

Regardless of the result, the referee is at full liberty to describe the manner in which the PC comported themselves within the grove.