Tuesday, May 31, 2022

Creating a TTRPG: ACC Classes - The Convict

  

You are one of the poor souls caught up in a life of crime. A good for nothing thug captured for cracking heads. A quick witted con man pinched for selling snake oil. A slippery poacher caught with a hand in a pocket. For your villainous acts you have been sentenced to live your life in chains.

Hit points: A convict gains 1D7 hit points at each level

Weapon training: A convict is trained in these weapons: Blackjack, Brass Knuckles, Club, Dagger, Garrotte, Sabre and Staff. Convicts tend to use lighter armour, as it can affect their skills.

Alignment: Existing to prey upon others misfortune, the convict is purely chaotic in nature.

Convict Skills: The convict is able to use all of the same skills as a chaotic thief albeit at a -1 on the associated table.

To use a Convict skill, the player rolls d20 and adds his modifier. He must beat a DC assigned to the task at hand. An easy task is DC 5, while an extremely difficult task is DC 20.

Unlucky and suspicious: Always caught with a hand in the jar, convicts seem to be a magnet for ill luck. Some convicts seem to have found a way to transfer this ill fortune onto others. A convict gains additional bonuses when expending Luck, they are -

First, a luck die is rolled when luck is expended. The indicated die can be found on the following table. For each point of luck expended, the convict rolls the die and applies the modifier as a negative to an enemies roll. 

Second, a convicts ill luck will return nightly, restored by a number of points equal to their level.

A convict can still burn a point luck to give themselves a bonus.

Action Die: A convict can use their action dice for any normal activity, including attacks and skill checks.

Level Attack Crit Die/Table Action Die Luck Ref Fort Will
1 +1 1d10/II 1d20 d2 +1 +1 +0
2 +2 1d12/II 1d20 d2 +1 +1 +0
3 +2 1d14/II 1d20 d3 +1 +2 +1
4 +3 1d16/II 1d20 d4 +2 +2 +1
5 +4 1d20/II 1d20+1d10 d5 +2 +3 +1
6 +5 1d24/III 1d20+1d12 d6 +2 +3 +2
7 +5 1d24/III 1d20+1d14 d7 +2 +4 +2
8 +6 1d30/III 1d20+1d18 d8 +3 +4 +2
9 +7 1d30/III 1d20+1d20 d10 +3 +5 +2
10 +8 1d30/IV 1d20+1d20 d12 +4 +5 +3

Monday, May 30, 2022

Gygax 75# Port Mullen NPC's - Finishing touches for the campaign.

 

 

 Faction Leaders

Imperial forces - Lord Kov - The current leader of the Imperial expedition forces. Mid 50's/salt and pepper hair/stern/Crooked nose/Needs to bring One Eyed Dan to justice/Longs for home.

Convicts - One Eyed Dan - Current gang leader of the convicts/Early 30's/Large bushy beard/Large scar across face/Wants to get revenge on Lord Kov/Is in communication with members of The Coal Consortium back home.

Indigenous peoples - He Who Walks - Leader of the indigenous peoples/unknown age/young appearance but ancient eyes/Wants to push out the imperials forces/Is cursed.

The Monarchy - King Hawkin II - King of the Imperial nation/Unknown age/Unknown appearance for the moment.

Mercantile Guild - The Coal Consortium - Current representative unknown/has spies in both imperial and convict factions.

Holy Order - Father Da'em - Current Bishop of the Holy Order/elderly male in late 70's/balding/nearly blind/Wants to further the Orders influence/criminal history has been buried.

-

Town NPC's

Screaming Gull - Salt "O" Pete - The owner of the Screaming Gull/mid 40's/velvet eye patch that seems to switch eye daily/Looking to increase influence within Port Mullen/Has a smugglers cove hidden away.

The Ruby Lady - Madame Marie - Owner of The Ruby Lady/mid 40's/fire red hair/false teeth/Looking to increase influence within Port Mullen/Currently blackmailing Salt "O" Pete about said smugglers cove.

The Blue Crown - Edmund Barclay - Current owner of The Blue Crown/Late 30's/short hair/large mutton chops/Wanting to create a brewery within Port Mullen/Former pirate along side Bancroft.

The Butchers Arms - Afton Bancroft - Current owner of The Butchers Arms/early 40's/Large man/Missing front teeth/Wants to increase piracy within the port/Killed his former captain in cold blood Barclay doesn't know.

Saint Josef's Abbey -  Abbess Abigail - Current Abbess of Saint Josef's Abbey/Late 70's/Face like shriveled apple/missing several fingers/has several scars/Wants to strengthen Saint Josef's defences/Used to be a famous adventurer.

The inventory -  Stockman "Stock" Conor - "Owner" of "The Inventory"/Early 20's/pockmarked diseased face/Wants to save as much money as possible/massive debt to the Coal Consortium.

Finn's Blacksmith - Finn Conor - Runs Finn's Blacksmith/Early 30's/Lost leg in fleet journey over/Wants to train apprentices to help him/Crippling addiction to lotus root to help with lost leg.

Dock Master - Derrick Fischer - The current Dock Master of Port Mullen/early 40's/slimy appearance/reeks of salt and fish/missing teeth/Halitosis/easily bribed/knows of a murder that took place at the docks.

Guard Captain - Alger Konig - Guard Captain of Port Mullen/Late 30's/close cropped beard/weathered face/Wants to squash the seedier side of the port/distantly related to King Hawkin II.

 -

With the list of NPC's completed I have finished the Gygax 75# challenge! While it only took me three weeks instead of the allotted five I can still say I struggled to finish while juggling work. At time I really had to push myself to get another section checked off. 

The next part will be actually running the game! I will be updating the blog with a journal of what the adventuring party gets up to!

 




Sunday, May 29, 2022

Gygax 75# Creating the starting town: Port Mullen

 


The next step in my ongoing Gygax 75# challenge is to create a town that can be used as a base of operations for my players. After brainstorming I came up with the idea of Port Mullen, a landing point for the imperial fleet and the start of a penal colony.

  • A political faction and its rival - With this campaign I wanted multiple factions present. I have the imperial forces led by Lord Kov, the convicts led by One eyed Dan, the indigenous peoples led be "It that walks", the monarchy led by "King Hawkin II, the mercantile guilds led by the Coal Consortium and the holy order led by Father Da'em. 
  • The place where the characters could lose all their money - The seedier side of town has the  Screaming Gull gambling den, The Ruby Lady whore houses and an illegal fighting pit.
  • A place where people gather to hear news or speak their minds - The town square would be the place for merchants to sell wares, guild masters to acquire men to work, the town crier to shout the latest news from the motherland. Players will be able to buy information, people and equipment at the town center.
  •  A secretive guild hall and its reputation - The Imperial forces setting up Port Mullen to be a penal colony and adventuring point isn't the only reason for the fleets journey. Back in the mainland masked men exchange coins behind close doors, secret hand gestures and phrases are spoken at shadowy meetings and artifacts are collected, sorted and locked away. Who is the mystery group working alongside the mercantile group, why did they help fund the expedition and was the penal colony all a farce?
  •  The best place to obtain a hot meal and clean bed (or a crappy meal and a flea-infested pallet) - Being a newly established port I figure it would have constant streams of activity. Carpenters, merchants, soldiers, explorers and adventurers coming and going. I would have two main taverns within the port, The Blue Crown being more civil but having an old England feel for the imperialists. The second being the Butchers Arms a more salt of the earth, scummy, rougher reputation as the general hangout for the convicts.
  •  A religious center and the god(s) to which it is devoted - A small abbey dedicated to saint Josef has been built within Port Mullen's town square. Every seventh day morning is spent at the abbey. The congregation gather to sing hymns, receive blessings and give donations.
  •  A feature unique to this town (view of a natural wonder, a strange clock, a healing spring, etc.) - When the fleet landed they encountered resistance with a group of deformed humans, odd men and women with pale skin, fish like gills, and large bulbous eyes. The beings had gathered around a titanic stone monolith. Any attempt to move or destroy the standing colossus were in vain. It still stands just beyond the town square, looming over the town, casting a long, dark shadow. 

With the town in place, the dungeon ready, the game system good to go and the concept finished all I need is to populate the town with a handfull of NPC's and I'm about ready to play!

Saturday, May 28, 2022

TTRPG Judge advice: Tapping into childlike wonder.


A sense of childlike wonder is a powerful tool in the Judges kit. What exactly do I mean when I use the term "childlike wonder" though?

Think back to your earlier years. Playing outside, reading books, running around with friends until the street lights flicked on and you were called home for dinner. 

Remember the games you created with friends? They barely had any solid rulings (if any at all), most of it was made up in the moment (Calvinball from Bill Watersons "Calvin and Hobbes" is a brilliant example).

We never stopped play to discuss the rules and how it would affect the overall game. We just made something up on the fly and went on with the game. We made quick rulings over rules. 

Aim to play your trrpg games like you would your childhood games. Don't get bogged down in the rules, stopping play to open the rules book and flipping pages back and forth until you finally find that one rule.

Embrace randomness and chaos within combat, have your players and yourself push your improvement skills to the test.

Skip the book, make up a ruling and run with it. Try to run games that your childhood self would want to play!


Thursday, May 26, 2022

Gygax 75# An ACC roadmap


For a while I've been tinkering with my own system ACC ("Aussie Crawl Classics" a take on Goodman Games popular title "Dungeon Crawl Classics").

I think the best time to test the game is within the Gygax challenge. I plan on creating seven new classes for the players to choose from, a full patron system based on both colonial and indigenous Australian history and game play unique to the game.

Based on the time period the six classes will be bush ranger, medicine man, convict and settler. Demi humans as Yowies, ancient aliens and bird men (google bin chicken).

All six classes are unique to Australia and allow for the countries native history to be explored further.

Patrons would be an even split between the two groups. The colonials would have a patron of the sea, thievery or luck, harvest (looking at beer) and a creator.

The indigenous patrons won't follow traditional Australian indigenous beliefs but would be in the same ball park.

Also with the continents history being so old it gives me a good excuse to dip into outer God territory. Ancient beings demanding sacrifice, still dust covered monoliths lost to time.

While Dungeon Crawl Classics has spell burn and Mutant Crawl Classics has Radburn, ACC needs a unique game feature as well.

After wrapping my head I thought of a certain terror in Australia that plagues the nation.

Our summers are brutal down under resulting in terrible heat, broken air conditioners and even people dressed as Santa collapsing.

ACC will have Sun burn, a unique system which will act much like spell and rad burn.

I'll have constant updates, testing and works in progress which I'll add to this blog, keep an eye out!




Gygax 75# The feral Yowie


Long of claw and fang the Yowie is a dread Australian cryptid. Towering at a height between seven to twelve feet tall these hairy humanoids could easily blend with the surrounding brush and scrub until pouncing on prey.

The term Yowie was used in 1875 by the Kamilaroi people meaning "a spirit that roams over the earth at night". Other tales tell of entire tribes of Yowies living together, These tribes being the original inhabitants of the continent.


HD - 3
AC - 13
Movement - 120' (40')
AL - N
Morale - 7
Att - 2 (1d4)
SV - As of great apes

(Should be played as an ambusher preferring hit and run style or high burst damage) 



Sunday, May 22, 2022

Gygax 75# The Woomera


An Australian indigenous multitool that was primarily used as a spear thrower. Two to three feet in length with a hooked bill on one end, a spear was placed within the hook and then launched.

Many Woomeras were customised with additional features such as sharpened stones on and end, different paints designs and certain cuts that would allow them to be used as shields.

When thrown the spear has the calculated energy of four times that of a compound bow.

Creating stats for this weapon was actually a fair challenge as I didn't want to make spears overpowered with a higher damage die. I also wanted to incorporate the use of woomeras being a shield and extending the range of thrown spears. 

Woomera

AC bonus - +1 (when used as a shield)
Damage - +2
Weight - 1 pound.
Rate of fire - 1/2.
Range - doubles that of the spear. 20 > 40.
Cost - 10 gp (woomeras should have a higher rarity).


Saturday, May 21, 2022

Gygax 75# Building a political powerder keg using the Dune method.

 


In the OSR Zine Knock 2# Jack Shear's article "Making a powder key the Dune way" is a brilliant example of creating several political factions that are a second away from exploding. The premise is having the following groups within your game:

  • Two rival houses
  • An all powerful ruler looking over all from afar
  • A mercantile group looking for power
  • A religious group hiding behind said religion to expand power
  • The indigenous group to said land. 

Plonking these down within your game will allow the PC's to interact with the environment in new and interesting ways.

Australia also had several of these groups during the first fleet arriving. 

  • The military faction sailing to a new land,
  •  the convicts that were being transported,
  •  the British nobility awaiting word from a new colony,
  •  merchants awaiting news on a new land to sell and acquire good,
  •  the christian groups looking to aquire new members in the indigenous Australian population
  •  and said indigenous Australians looking at these groups invading the continent.

Representing all of these groups within the game allows your PC's to choose from multiple options with a multitude of different consequences depending on who they decide to work with, betray or destroy. Even if the PC's decide not to work with these groups (judges remember not to railroad your PC's) having them within your world will show your players that you are invested, which in turn will have them invested. Create a world, put in a multitude of factions and have them casts hooks with bait, you will get a bite.

Gygax 75# Using Barrowmaze within your campaign setting.

 


 

For my campaign setting I'm looking at using the Barrowmaze megadungeon as the primary dungeon. I've played a decent amount of said megadungeon albeit a heavily modified Dungeon Crawl Classics version. 

Using a premade dungeon makes it easier to set up and plan, especially for judges who work full time. I will need to modify the enemies within the megadungeon itself but not by much. Pulling the spotlight off the undead and onto more cosmic horrors, cultists and bandits will add for a touch of variety. Undead will still play a part just lessened to a degree.

 Barrowmaze itself is an amazing setting and megadungeon, with ease of access a judge can plonk it down on any map for players to explore. Discovering it isn't hard either from local town rumours, adventuring parties, lost explorers, bandits using it as a campsite and cultists coming or going from the dungeon it really is simple to add it. 

I plan using the Barrowmaze for:

  • Native tribes using it as a place to bury the dead.
  • A cosmic cults place of power.
  • Several bandit or convict groups hideout.
  • Adventurers using it as a means of quest/reward.
  • The local political groups using it for a currency of sorts. (Possible substance only found within, mushrooms or minerals possibly?

With just a small bit of tweaking this dungeon can be easily inserted into your game.



Friday, May 20, 2022

Gygax 75# Sources of inspiration for your TTRPG campaign

 

 

I often create a list of inspirations while creating or writing as it helps to keep me grounded and focused on the task at hand should my mind wander. My early childhood was filled with sci fi and fantasy novels and outdoor adventures. 

The elenium, David Eddings, 1989. - A brilliant series of fantasy novels that captures swords, sorcery and adventure. The novels world is a deep multilayered beast and I hope to incorporate the same sense into my campaign world.

The saga of the exiles, Julian May, 1981. - My favourite series of books, following a group of time traveling humans to earths Pliocene era. I wish to capture the sense of an alien yet familiar world that this series conveys so expertly. 

Gotrek and Felix, William King, 1999. - A brilliant collection from the grim dark library, a part of the series that always sticks in my head is when the iconic duo head deep into the forgotten parts of the world. Wretches sewers, defaced dwarven crypts and long lost holds.

The colour out of space, HP Lovecraft, 1927. - Reading Lovecraft should be a must for any DM creating a campaign that uses even a smidge of cosmic or body horror. The colour out of space is brilliant at creating an atmosphere that is dual alien and familiar.

The Thing, John Carpenter, 1982. - An extreme in the genre of body horror, John Carpenter's The Thing is a must watch to help the DM in pushing the boundaries. Not all monsters in the game need be non human, this film is proof that only the human body is needed to create true terror.

The descent, Neil Marshall, 2005. - For a tale of fear, isolation and deep despair I look no further than Neil Marshall's The Descent. I often try to create dungeons and cave system that feel like the ones found in this movie. The parties torches aren't illuminating the surrounding cave walls it's the darkness that is aggressively pushing in at all times. 

Veins of the Earth, Patrick Stuart and Scrap princess, 2017. - A magnificent piece of work within the OSR and TTRPG community. I would love to create an underworld like this within my campaign, this tar black bottomless pit that beckons for the courageous and insane to explore it. If you have ever wanted to play a game set within the the deepest, darkest and heaviest places then pick this up in PDF form. 

These are a small handful of the media that has inspired the campaign, I will continue to update this entry to the blog. I encourage you to read and watch these entries.

Thursday, May 19, 2022

Gygax 75# The campaign pitch.

 


For the first week of the Gygax 75# I had to develop a pitch for my campaign. I found it easier to write quick and easy dot points with a max of a couple of sentences each.

  • Large emphasis on dungeon delving and exploration.
  • High variety of monsters but mostly uncommon to rare. (using the Random Esoteric Creature Generator by James Raggi makes this an easy task).
  • High amounts of both cosmic and body horror. (using the Dungeon Crawl Classics corruption tables should help with some ideas).
  • Iron is hard to find so a high emphasis on PC's using whatever they can to fashion tools and weapons.
  • PC's kept to human only.
  • Magic much like the monsters is rare but powerful when found.

I wish to recreate a setting much like when the English first hit the shores. A sense of wonder, of an alien landscape so freakishly different from home. Having to scavenge for every small scrap, making small amounts of progress bit by bit.

Dungeon delving, exploring an ancient untouched land, high levels of natural and unnatural wonder, using everything around them to gain a slight advantage. 

 

 
Just look at this and tell me it doesn't give off cosmic horror vibes.


Wednesday, May 18, 2022

Gygax 75# The Blunderbuss

 

Of all the weapons brought to the shores of Australia nothing was as brutal as the blunderbuss.

A black smoke belching, flared muzzle nightmare, the blunderbuss was used at close range to cut targets down.

Lead ball bearings were the primary ammunition but rocks, nails, glass and metal rods were used in a pinch.

To the indigenous Australians this weapon would have been horrifying to behold.

Blunderbuss

Damage - 2d4
Melee damage - 1d4
Weight - 20 pound
Rate of fire - 1 
Range - 20ft
Cost - 50 gp
Can be used as both a melee and missle weapon.


Tuesday, May 17, 2022

Gygax 75# The Boomerang


A tool used within indigenous Australian tribes, the boomerang was a multitool that has several uses. From instrumental, recreational and hunting the boomerang saw heavy use within tribal life.

These days most boomerangs are of the returning variety, but in tribal life the flat flying boomerang was used for the hunt. 

With a range up to a hundred feet the boomerangs could bring down native wildlife with relative ease. In addition to this the weapon could also be used as a club.

Boomerang
Damage - 1d6
Melee damage - 1d4
Weight - 5 pound
Rate of fire - 1 
Range - 50ft
Cost - 2 gp
Can be used as both a melee and missle weapon.

Gygax 75# A bestiary of Australian themed monsters.

 

With the time frame set and the system in place we can plumb the depths of Australians history to create  a bestiary of themed monsters. The usual cryptid suspects would make an appearance:

  •  Drop bear - The drop bear is a deadly predator found all throughout Australia, waiting for unsuspecting prey to approach underneath before dropping from a hiding spot and attack with fang and claw.

  •  Hoop snake - A cold blooded stalker that uses self mutilation as a propulsion system. By biting onto its tail the hoop snake can form itself into a wheel to run down prey.
  •  Yowie - An aggressive spirit or ape-like creature that stand between seven and twelve feet. With long arms, large feet and a shaggy appearance this creature would be a perfect fit in an australian based campaign.
  • Bunyip - A creek or river dwelling spirit to the indigenous people of Australia, the bunyip varies in appearance from story to story. Some tales have it as an enormous starfish, others a giant seal or swimming dog. A common theme within all stories is that the Bunyip is a bloodthirsty man eater searching river banks for the next victim.
  • Megalania - A giant 30 foot monitor lizard that inhabited parts of Australia as early as twelve thousand years ago. Early aboriginal settlers of Australia would have come into contact with this giant reptilian beast, with cave paintings depicting a monstrous lizard raining fire and destruction down upon them.
  • Yara Ma Yha Who - Much like the drop bear the Yara Ma Yha Who will use the tree tops to ambush unsuspecting prey. Commonalities end here between the two, the Yara in appearance is a blood red, squat toadlike humanoid which will drink the blood over the victim before swallowing them whole. The horror doesn't end for the victim as the Yara will regurgitate said victim and repeat the cycle, each time turning the prey slowly into a fellow Yara.
  • Burrunjor - A dinosaur closely reassembling the tyrannosaurus rex. Twenty to twenty five feet in length this brutal biped would quickly chase down and devour prey.

So far we have some pretty unique monsters to use, adding these into the already deadly mix that is the native Australian wildlife we have a good start to the bestiary.

 

Monday, May 16, 2022

Gygax 75# Challenge: A time in Australias history.

 


The next step in my Gygax 75# challenge is choosing a time within Australia's past to base my campaign on. Australia has a rich cultural history that unfortunately seems overlooked by TTRPG companies (Sandy Petersen's Call of Cthulu module Terror Australis being one of the only major publications to date.)

The continent has deep veins that are ready to be mined. The first recorded traditions of the indigenous people spans as far back as 65,000 years ago (most of which are among the longest surviving traditions in human history). From the rainforests found within the northen tips, brutal dry deserts within the centre and the sub antartic islands and coast of the south, Australia truly is a perfect place to base a campaign world within.



I think we have a perfect time in history with the first fleet arriving in 1788 to establish a penal colony at Botany bay. We have an uncharted continent with tens of thousands of years of history, two rival factions (being the English settlers and the convicts), a far off distant governing body overlooking the operation, mercantile groups linked with said governing body, the native indigenous people and members of the christian faith.

All of these elements mixed in with an alien landscape give us a platform pregnant with ideas and inspiration.

Sunday, May 15, 2022

The Dungeon Crawl Classics system: An acid trip in TTRPG form.

Published in 2012 by Goodman Games, Dungeon Crawl Classics is a mishmash love letter to all things pulpy or gonzo. The names of Robert E Howard, H.P. Lovecraft, Fritz Leiber and Jack Vance were probably chanted over a bubbling cauldron in the middle of a summoning circle as this game was being concocted. 

 

Weighing in at a chunky 504 pages this heavy tome covers character creation, skills, equipment, combat, magic, spells, (both taking up a sizeable portion of the book) a section for judges and a solid monster list. 

It plays as an amalgamation of old and new, every session will leave the group with memorable story after story. Rather than go further into the book (because honestly other writers have done so already at greater and far better lengths) I'm going to share some of my tables stories with you.

The last villager alive using his body and soul to fuel a fireball spell cast from an ancient ring to destroy the chaos lord terrorizing the town. The spell erupting from his now withered husk of a hand and diving into the lord's single eye. The ensuing explosion engulfing the golden ziggurat on which they both stood.

The two villagers (Hork and Buk) desperately pushing the sword blade down on the neck of the great ape Uth'loxx the many armed. Uth'loxx using one of said arms to whip Hork across the room before another villager would run up to jump down on the blade ending the ape once and for all.

The party stooping and entering into the glimmering red crystal cave. Vermillion shades bouncing off nooks and crannies as the party investigate the mummified remains of a cross legged monk holding what seems to be a blood red wand.

Two wizards making complex hand gestures locked in a mental fight as a brutal melee erupts around them. Beams and streams of pure arcane and chaos melting the surrounding environment, magical molten slag sizzling on the ground. In and instant both wizards are teleported into a giant nostril for a fraction of a second before one erupts into a multicolored spray.

These stories were in the first couple of games I ran and my party still talks about them to this day. The system is rules light and easy to use, the artwork alone is worthy of being a coffee table book. 

 

Buy this game system it is worth every single dollar. 




Gygax 75# Challenge: Choosing the right TTRPG system.

So the first task on the check list is choosing a TTRPG to use for my OSR Australian Campaign. I've had a small amount of experience with many of the more popular OSR system and have trimmed the list to three choices. 

  • OSE (Old School Essentials)
  • Swords and Wizardry
  • DCC (Dungeon Crawl Classic)

I've had the most experience with DCC having judged a handful of 0 level funnels and running some of the first level adventures. I haven't been able to run a OSE or Swords and Wizardry game yet but have always had the itch.

As I'll be using the Barrowmaze megadungeon within the campaign I'm looking to run something that requires little to no conversion. While converting the LL (Labyrinth Lord) rules found with Barrowmaze to DCC isn't hard I'm trying to cut down on time as much as possible.

DCC is brilliant for it's gonzo, off the walls style of play. The game feels like every crazy story that has happened at a table blended with a pint of peyote. It's for this reason that while I love it I don't think it will fit in well with the type of campaign I look to run.

With DCC out of the draw it comes down to OSE and S&W. Honestly I'm stumped, both systems could fit well with the campaign I want to build, it's a 50/50 split. Only one way to solve this.

We have a winner!


Creating an Australian DnD campaign using the Gygax 75# Challenge.

Recently I stumbled upon the Garry Gygax challenge over at the Questing Beast's channel and decided to try my hand at an Aussie themed campaign. On top of the pre-existing steps within the challenge I had a bit of background work to do as well. I created this blog to document not just the process but my thoughts and ideas about the current TTRPG and OSR universe.

Currently the to do list looks something like this.

  • Choose a system to use.
  • Choose a particular time in Australia's history.
  • Create a bestiary of Australian themed monsters.
  • Create a relevant weapon and equipment list.
  • Research both Colonial Australian and indigenous Australian history.

I'll be documenting and creating this campaign while I run it and keeping this blog updated with the weekly session progression.

TTRPG creations: 366/730: Mok'Pok

Pink and purple skin pulsates in patterns. Large eyes leer in loops, full figure eights. Unblinking eye contact draws the victim in. A timid...