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This page serves no purpose except to archive my blog posts on the Cult of Undeath in the proper order (as opposed to reverse order, as they appear on the blog.) Later, I'll go through and see about breaking these posts out into a campaign. As you'll see reading it, my enthusiasm for the campaign itself waned and underwent a serious evolution before it finished. Anyway, without further ado:

5-27-2015 The Near Term Prospect of Gaming

After months of inactivity, I poked my old RPG group, and it looks like it's positive for us getting back together again soon. I don't know if our Star Wars game will pick back up, or if it's faltered to the point where it's effectively dead. Personally, I suspect we'll end up coming to the conclusion that the latter is true; I think the enthusiasm for the game is way down, and most importantly, I think the GM's enthusiasm seems to be way down. He's had other things to worry about; just moved, etc., but I think we'll most likely decide that the game has stalled sufficiently that it would be difficult to defib it back to life. Of course, my projection there may be wrong; it may turn out that everyone is really gung-ho to get it moving again, and that it comes back together. But based on my prior experience; I doubt it.

So, that opens up the question: what do we play next, then? I've tossed out there the concept of playing some shorter, old-school retro games; something between a one-shot and a mini-campaign, based on various older modules: B2 Keep on the Borderlands, N1 Against the Cult of the Reptile God or U1 Sinister Secret of Saltmarsh. Possibly, if we're still up to it, to be followed by X1 The Isle of Dread. I might even play using the B/X rules, but probably not, because I don't remember them very well and I'm not very interested in figuring out how to play them again, honestly. We're all very familiar with d20, and it seems to be the group's favorite, so most likely it would be via that system, were we to play this.

On the other hand, that doesn't get us very far, even if that is what we play, and most likely folks will be in the mood to start talking about campaigns again. There was a thought many months ago that a Horror on the Orient Express campaign. Two guys in the group contributed to the kickstarter, and although I haven't heard that it actually delivered or not, it's something that we had at one point all agreed to play, at least.

And finally, if old-fashioned D&D is our goal, I'll offer to run a modified and truncated or redacted version of The Carrion Crown; the early Gothic horror themed adventure path from Paizo. Mostly, I'd want to make the whole thing shorter and eliminate almost everything that looks even remotely like a dungeoncrawl.

In fact, ideally, although I don't know if I can convince the guys to ditch their beloved d20, I'd run an abbreviated Carrion Crown, with the serial numbers filed off, using my own version of m20. There's no reason I couldn't go ahead and use the corner of Golarion that these modules were originally meant to be played in, and there's no reason why I couldn't simply play it using locations and cultures from my own DARK•HERITAGE setting, but I'd actually want to do neither; I'd prefer to take the basics of Ustalav, at least the parts necessary for this series of modules, and rename to file the serial numbers off of them, rearrange them with a new map, etc. Just basically simplify and genericize the modules even more than they already are. And make them shorter, as well--my experience with Paizo adventure paths is that they turn into a Death March long before you're done with them, and I want it to be fast-paced and fun.

I created a new tag, CULT OF UNDEATH in which I'll actually go through the process here on my blog. The end result of all of the posts with the tag will be:

    • A generic mini setting element that I could use anywhere, which is not connected to nor meant to interface with my main setting, but which is meant to be a more generic sword & sorcery vaguely D&D-like setting.
    • A slightly modified version of my m20 rules, but probably without the setting specific races, and with a few more "standard" generic fantasy races added in instead.
    • A framework for each of the modules in the adventure path on how exactly I'd modify, truncate and redact them into an experience that is, at most, half the length of the original.

And because I like to recycle artwork that I find here and there on the internet, I'll tag this post with a picture of Nagash from the recent End Times event in Warhammer, who will stand in for whatever I end up calling my "genericized" version of Tar-Baphon, the Whispering Tyrant. Hey, maybe I'll even borrow Corey's Barsoom version of the same concept and call him the Tyrant's Shade? Or maybe I'll go more classic and call him the Witch-King? I dunno. Plenty of time to figure that kind of stuff out later.

5-29-2015 Cult of Undeath Template, part I

In order to both decide what needs to be included in my bowdlerized version of the Ustalav setting, and how to modify the modules to be what I want them to, I need to go back through them and keep less unwieldy summary handy. For this post SPOILERS ALERT I'm going to summarize the modules, both for my own benefit, so I have a template on which to work, and a guideline for where this campaign will go. It also gives me a guide as to what locations I need to include in my homebrewed up reflection of Ustalav, so I can go on a hunt for names.

Keep in mind SPOILER ALERT that I'm writing this from the perspective of a GM running this thing. If that's not you, and especially if you're possible to play this adventure path, you should avoid this post.

Enough SPOILER ALERTS yet? Don't read if you might play the Carrion Crown.

First, The Haunting of Harrowstone is the module that kicks this whole thing off. It starts off in a small rural town (Ialomita) that is infamous as the site of the worst prison in the entire realm (the Hellstone). However, about fifty years ago, the prison was destroyed in a fire during a prison riot, and the prisoners, warden and many of the guards were all killed. As you can imagine, the place is haunted and no small part of the adventure includes an exploration of the Hellstone and the putting down of five infamous serial killers who are now ghosts. There are no other locations necessary for this adventure, but it makes reference to the larger city with a major Academy that's also in the Realm somewhere (Mittermarkt.) It also introduces, via shadowy hints and clues, that there's a sinister force, the cult of the great Necromancer (Naggazz) also known as the Dweomer Lich, that's running around causing trouble, although at this point, little of their goals or even their presence will be detectable. The PCs show up for the funeral of a friend, which involves them, via a somewhat contrived railroad, to stay in town for a month, and have to deal with the failing of the barriers that keep the ghosts of the prisoners confined to the ruins of the Hellstone. They'll almost certainly also pick up on clues as the nature of the death of the friend--who was murdered by the cult of Naggazz--and they're also obligated as a stipulation of the will, to return some sensitive books to the Academy mentioned above.

So to kick all of this off, I merely need to name two places; the village in which they start, and the city in which the Academy is located. I also need to decide if I'm going to stick with Naggazz as the name of my Great Necromancer, and give some kind of name to his cult (which I think I'll keep simple and just go with the Black Path.) I discovered, or at least guessed, that Nagash is an alternate spelling for Najash or Nahash (or Nachash) is the Hebrew word for snake, and is thus the word used to describe the serpent in the Garden of Eden. It seems most likely to me that the good folks at Games Workshop meant for Nagash to be a subtle reference to the Devil himself. That makes me like the name even more, of course, although I won't necessarily stick with the Naggazz corruption. I also don't want to be obviously doing the exact same thing as Warhammer, though. Melek Taus, the name of the devil to the devil-worshiping Yezidi is another option with a real world origin.

Because I'll be setting the tone for the entire Realm, I'll also need to just establish some minor backstory. I've called it a county already, and the reason for that is that I want to emphasize that it's a small, Ruritanian-style realm. The ruler is an Elector Count, and the character of the country should be like that of the eastern Austro-Hungarian Empire; a combination of rural eastern Europeans (i.e., I'll re-use my Romanian name list) combined with German names as well.

The second module, Trial of the Beast, will require more work on my part. It only takes place in and around the city above with the Academy; Mittermarkt, called Lepidstadt in the original. It's basically Frankenstein's monster who is captured and due to a quirk of someone's idea of justice, rather than simply being put to the torch, it's put on trial. The twist in the plot here is that the beast is innocent--at least of these specific murders for which it's being put on trial--and its secret creator is the real monster, although he's supposed to be sympathetic too, because he's sad about his family or something. Yeah, yeah, yeah--I've read Mary Shelley and I know that's kind of the point (at least to some degree) but the whole thing feels a little too White Wolf: The Impotent Whining to me. I don't want to run a module where the PCs are running around trying to keep a monster from being framed for murders. I mean, I guess I could go all Primal Fear on them and keep it interesting, but I'd rather just rework the entire thing.

From a meta-perspective, the point of the module is that the Black Path has come after the creator of the beast in their standard "collect enough McGuffins" quest, which is where the PCs get their next clue which is meant to lead them into the next module.

For Broken Moon, the PCs, now actually directly trying to track down the cult, find themselves stuck in a wild forest where the assassination (by the Black Path) of the most powerful werewolf in the region has thrown the entire werewolf community into disarray. Here the PCs must negotiate politics between evil demon werewolves and... slightly less evil regular werewolves, or something. Again; lots of fighting of werewolves, but there's a kind of sympathetic ring to at least some of the "misunderstood monsters" that doesn't ring like it belongs in any kind of horror story. This may need some reworking too.

Of course, they also get sent out to an old battlefield where the cultists are digging up bodies to reanimate them to have an army ready for the Dweomer Lich. Here they fight undead/necromancers and get the next clue. For locations, I need a reasonably large, dark Mirkwood-like forest (again; let's keep it simple (the Bitterwood), and a haunted area that was once the site of a great slaughter and which has now been salted and cursed into complete uselessness (the abandoned and deserted village of Dragomiresti.) This one may require some rather significant rework as well.

Next time; the next three modules. This post is longer to write than I expected because I have to skim through all of the modules to summarize them, so I'll split it into two.

6-02-2015 Cult of Undeath template, part II

Wake of the Watcher is part 3 of the Carrion Crown, and I can actually do this particular module more or less as written. Sorta. The concept is that one of the artifacts stolen earlier on in the series (from the poor guy who's funeral brings together the PCs in the first place, actually) isn't one of the McGuffins needed for the ritual to bring to life the Dweomer Lich after all; it's instead a Deep One (of Lovecraftian Innsmouth fame) idol that the Black Path have stolen to trade with the Deep Ones for the actual artifact that they want, which is actually located in the undersea (actually a large inland sea-scale lake rather than the ocean in this case) city of the Deep Ones, here represented by SRD scum. There are actually a fair number of fish-people analogs in D&D; the scum and the kuo-toa are the most similar to Deep Ones. Wizards of the Coast decided to keep kuo-toa "product identity" however, so they are not in the SRD. My own ruleset for m20 does have Deep Ones identified as such, and again--I'm less likely to prefer the proliferation of the same concept into a large variety of different monsters than D&D itself is prone to do.

However, the concept of Wake, as described by the designers, is to be a "reverse Innsmouth." The PCs are meant to discover that the Deep Ones have somehow been discovered by a cabal of mi-go, who have now enslaved them. In attempting to overthrow their new mi-go overlords, some of the scum (or maybe it's human cultists from the city) have attempt to contact Shub-Niggurath and Dark Young are at risk for manifesting (which, if I recall, is actually the climax of the adventure.)

I, again, find the concept of monsters and cultists being presented as sufficiently sympathetic that we're supposed to save them, a difficult concept to swallow, and sadly, its a recurring theme throughout this adventure path. But that's relatively easy to work around; if the PCs need to either find the McGuffin, or stop the bad guys from finding the McGuffin, or at the very least find the clue that leads them to the next adventure--as campy, predictable and railroady as that concept kind of is--then we at least have sufficient motivation to play the adventure out more or less as written, even if they don't want to bother saving the cultists of Illmarsh (Innsburough--let's be plenty clear what we're pastiching here) or the Deep Ones--which seems to me to be perfectly reasonable--they still can explore the area, have the requisite encounters, and whatnot.

I certainly won't include the detailed exploration of the caverns below the city where the Deep Ones live, because again--dungeons. I don't do them. I dislike strongly the blinders that module designers have where they can't help but turn everything into a dungeon.

When we get to the penultimate adventure in the arc, we--again (sigh)--find ourselves meant to ally with the monsters, and save vampires from something worse than vampires or something like that. In the backstory of the campaign, in the waning days of the reign of the Dweomer Lich, many vampires turned away from him, looking instead to capitalize on their parasitic relationship with humanity and therefore foster their continued existence. The Black Path adherents, however, have allied with a coven of witches and made a deal with them in which they brew a potion or elixir which is like a drug to lesser vampires, particularly spawn. Hooking a lesser vampire with this, they've convinced him to betray the vampire hierarchy in the capital city (Grozavest). This guy has been running around murdering vampires secretly and framing a patsy for it. He's also moved quickly up the hierarchy of vampire social status in the meantime.

The PCs are meant to enter this entangled web of deceits and to some degree sort it out. They may well have little or no sympathy with the entrenched vampire hierarchy and may in fact well celebrate the fact that it's being destroyed, but the fact that it's to be replaced (in the mind of the young vampire responsible for the murders) with a younger, more aggressive, less cunning generation of vampires means that it's likely worse for the poor citizens of Grozavest. Also; there are two side effects of the success of this scheme; the Black Path gets the last item that they're looking for in their quest of a string of McGuffins and can go attempt to bring the Dweomer Lich back. This is, of course, the whole deal that the PCs have been chasing after the entire time they've been playing this. However, we introduce another wrinkle; the two witches are trying to reform their hag mother, who has been stuck in a swarm form for years, by gathering all of her bones and assembling them together. That's the stake they have in this whole thing, and what the Black Path has bartered for their help. Stopping this from happening, or better yet, putting the entire trio out of their misery, is a great secondary goal.

In the final chapter of the series, a very prominent nobleman (Seneslau Lechfeld) has been kidnapped; supposedly if the various McGuffins are used on him, the spirit of the Dweomer Lich can possess him and thereby return to the world from its trap in the tower/prison in which it remains today (the Spire of Neb Ankh.) The PCs have to race to the sinister cursed lands surrounding his ancient capital, work their way through various undead haunted areas to confront the head honcho of the Black Path (Grigore Stefanescu) who has by now himself turned into a powerful lich, and stop him from enacting his ritual, save the damsel in distress (who happens to be a man, sorry) and halt the plans for the return of the worst villain the entire campaign setting has ever known.

There's also a gratuitous slam at right-wing type guys because on the way, you're supposed to find a group of crusaders falsely accusing a "witch" of being a witch or something. Blah. I'll absolutely either cut or completely change that one.

While numerous details of this don't appeal to me, and the structure of the entire thing feels way too much like simple slogging from one combat to another without anything more interesting happening, at a rather basic level, I think it works fairly well and I'll probably approach this with a slightly lighter touch than I have some of the previous chapters in this arc.

There's some interesting suggestions at the end for continuing the campaign from there. One is that our damsel in distress, Seneslau Lechfeld, starts having visions after his experience of the seals that hold the Dweomer Lich captive failing. He has reasons to believe that there's something to them, so he contacts his trusted friends and rescuers, the PCs, for help. Another suggests that the hag mentioned in part 5 is reborn. Another is that the vampires from part 5 have an all-out vampire war break out in the capital city. Another is that various former lieutenants of the Dweomer Lich from the time of his undead rule manage to sit up and take notice, etc.

Anyway, we'll see. Clearly, I'll have some work to do to clean this up into something that will resonate for me personally and my tastes, and the slightly bohemian "misunderstood monsters" and "evil intolerant crusaders" vibes will have to be excised as well as the dungeons, and if I can figure out how, the heavy-handed railroading that the modules assume.

6-17-2015 Cult of Undeath, summary of progress

First off; I've had the idea that... maybe I can use some of my Prezov County along with my Tarush Noptii from DARK•HERITAGE and kinda sorta merge them together? I had a number of changes I was going to make to Tarush Noptii anyway, at least in terms of geography and some names. It occurred to me that there's no reason why the two can't essentially be merged, even if I keep separate names for them for the two settings; i.e., treat one as a complete copy of the other simply with different names. It's not like I have a lot of locations for Tarush Noptii established anyway, nor is it like any of the details I have for Tarush Noptii are completely incompatible with Prezov County. With, of course, a few minor exceptions.

    • Prezov County is a county, ruled by an Elector Count, who is (presumably) part of the selection process of a Holy Roman Empire type government. In DARK•HERITAGE there is no such organization, so Tarush Noptii could never be a county and could never have an elector count. Well, OK--that's semantics. Unless I get involved in nation-building politics, who really cares anyway, right?
    • One of the conceits of Tarush Noptii is that it is ruled openly by vampires. One of the conceits of Ustalav, of which Prezov County is a bowdlerization, is that the monsters are just below the surface and it is possible to not believe in them. There are other hybrid models; Karrnath, for instance, from Eberron openly uses some undead (usually mindless undead like zombies and skeletons) as military resources, and is ruled by a vampire king--however, not openly; the vampire king poses as his own mortal grandson, who is actually dead. I need to ask myself the following question, really: does my own bastardization of Ustalav suffer from having an openly vampiric ruling caste, or does that not even matter for the modules that I'm going to adapt. Well, I can also ask myself the next follow-up question: does it matter if those two don't align completely between Prezov County and Tarush Noptii, and does it affect at all my effort to re-use elements of both in a hybrid manner? And if the answer to that is no (and I think it is) then I can just keep that particular detail separate between the two settings. It doesn't really matter, since in the Carrion Crown adventure path--either the original or my likely adaptation of it, it's not like the PCs are going to meet the king or get involved in any kind of dynastic intrigue, etc. The only difference it will likely make, and this may be more cosmetic than anything else, is during the 5th module when the PCs get involved in vampire politics a bit in the capital.
    • Well, now that I've talked myself through the difficulties, I think I've kind of decided that having an openly vampiric aristocracy is actually kind of cool; it establishes way up front the themes of the area and its nature as a fantasy setting that feels more like a horror setting, in many ways. It also gives me the opportunity to work through more details of how I can apply this to Tarush Noptii as I go through my continued revision of DARK•HERITAGE as part of its migration to Google Sites. So Tarush Noptii and Prezov County converge more and more--but I'm going to continue to keep them separate for the time being. I still don't want to forcibly adopt Cult of Undeath into DARK•HERITAGE complete with the regional details of that setting, the races of that setting, etc. so I'll keep the two extremely similar areas of the setting technically separate.

And I do also like the notion from Karrnath (and from Hollowfaust before that) of using some undead as a natural resource for some manual labor or conscript services. I can find some way to use that in Prezov County and Tarush Noptii both.

Here's a summary of the names I came up with in the earlier posts. Nice to have them all listed out, right?

    • Ialomita - small village, location of...
    • Hellstone - a former prison site, now abandoned and ruined after a fire. Also: haunted. Of course.
    • Mittermarkt - larger city, site of the Academy
    • Naggazz - the Dweomer Lich (obviously a variation of Dwimmerlaik) the Great Necromancer. Despite the open nature of undead and necromancy in Prezov County (or Tarush Noptii either one), this guy is still the main Enemy. Dead and locked away.
    • The Black Path - The cult of Naggazz, dedicated to his reanimation and reinstatement
    • Bitterwood - werewolf infested forest. Similar in tone to Mirkwood from The Hobbit.
    • Dragomiresti - site of a former village, now infamous as a massacre site. Abandoned, and... of course... haunted.
    • Innsburough - seaside village of Deep One cultists
    • Grozavest - capital city
    • Seneslau Lechfeld - captured nobleman
    • Spire of Neb Ankh - prison of Naggazz; his former lair/capital
    • Grigore Stefanescu - head honcho of the Black Path.

7-14-2015 Tarush vs. Naggazz

As I was attempting to modify my CULT OF UNDEATH setting of Prezov County somewhat to allow it and my DARK•HERITAGE nation of Tarush Noptii to overlap and to allow development of one to fit seamlessly into the other (in spite of a few minor differences at the macro level, like what races are available for PCs, etc.) In other words, I want to go back to my old idea of making it a modular campaign element; one that can fit in a more "standard" D&D-style fantasy world, and one that with a name change, can fit into my DARK•HERITAGE setting without issue as well.

One thing that became obvious after I starting noodling over the details, though, was that I had overlap I didn't necessarily want.

After making a big deal out of Naggazz, the Dweomer Lich, which is basically a retooled Whispering Tyrant (since the point was to adapt the Carrion Crown adventure path, which features him as an element quite prominently), it occurred to me that of course I already had a big, buried, slumbering Necromancer figure in Tarush Noptii; Tarush himself. While it's true that they're not exactly the same conceptually, is it really all that different to say that there's a buried, slumbering, imprisoned arch-Necromancer slash lich vs. a buried, slumbering, imprisoned Charnel God of vampirism and undead? Especially in a setting where "gods" are somewhat less like deities of mythology and more like glorified super-antagonists; Kina, The Dominator, etc. from the Black Company books are more like what I imagine "gods" to be; combined with powerful demon princes, fallen angels, and powerful nature spirits--not exactly the same thing as, say, Zeus or Thor. But even if it's not exactly the same thing, it's a little hard to see it as really meaningfully different.

So that kind of nixed my more overt homage to Warhammer and Nagash (although I still love the recent artwork of him, and may find a way to use it, if possible)--the Dweomer Lich is going to be Tarush, the Fallen Charnel God. In both versions of the setting--CULT OF UNDEATH and DARK•HERITAGE. Because why make it different?

A few other names harmonization things: For Tarush Noptii, depending on whether you look at the entry here for the blog, or at the map (which is still private--never digitized and hand-drawn on a poster board, for now, the capital city is either Èrdely or Vèzhok, whereas I came up with the name Grozavest for Prezov. All three are from Hungarian and are deliberately meant to recall the Transylvania region to some degree, and to represent the Tarushan language. I like the most recent the best, in part because it avoids diacritics and is therefore easier to type--honestly, I long ago decided that I didn't really like Èrdely anyway, even though it is the Hungarian name for the region of Transylvania. Especially after the scandal of Sabrina Rubin-Erdely, the totally fake journalist for Rolling Stone came out earlier this year. Let's harmonize to Grozavest, and the name of Vèzhok can still be used for another location within Tarush Noptii as necessary.

Anyway, although I've been very busy, having just come back from vacation, needing to catch up at work, I had some friends blow through town from their expat work assignment, and we visited with them--but I still have as a high priority open item to remap and digitize said map, the Tarush Noptii region, to be followed by the rest of the DARK•HERITAGE setting.

7-21-2015 Cult of Undeath updates

I've made a minor executive decision, and I'm going to rename Prezov County; I'm going to use the word Timischburg, which is a combination of the Romanian and German names for an actual city in Transylvania (Timişoara/Temeschburg). I've decided over time that the name Prezov County just didn't really feel right, and in a game that's supposed to evoke the visceralness of the horror genre, how the name feels is important. Prezov still works as a name for a location somewhere within the country, though. I'll log that one away as a useful name I can still recycle.

In any case, I've also made a sketchy map, bulked out in pencil rather fast on a handy piece of printer paper. Eventually, I'll make a nice map, on resume paper and with ink and watercolors, scanned and names and labels with Paint.NET or GIMP or something (I don't have Photoshop, and I'm not paying for a graphics package I'd rarely use.) But the sketchy map is sufficient for now to block out the geography. In fact, I'm somewhat following the guidelines from this article in doing the map in this format. But I love a good, beautiful map, and it's long past time that I really put one together for this world. This isn't it, but it's a map at least, and like I said, it sufficiently blocks out the geography for my needs right now.

The map also, in case that isn't obvious, isn't labeled per se, and it applies equally to Timischburg and to Tarush Noptii, since I'm deliberately making them the same with one main exception: Tarush Noptii is meant to be a region within my DARK•HERITAGE setting, while Timischburg needs to stand alone for the CULT OF UNDEATH setting.

Anyway, let me give a little context to all of the labels.

Haunted Forest - infamous as the redoubt of a group of wildlings who brook no trespassers. Very dangerous to pass through; makes an effective barrier to the world beyond to the north.

Eltdown Fens - actually fens, ings and carrs -- all a former lake that is gradually disappearing into marsh. Rumors have it that the Lost Lake still hides somewhere in the fens, and that as it dries, the ruins of a fabulously ancient benighted city will reveal themselves. Named for the nearby hamlet of Eltdown.

Eltdown - a small, suspicious little hamlet that has been here since before the rise of the modern nation. Infamous for a number of inscribed pottery shards found nearby that, when partially translated, proved to be terrifying works of darkest occult provenance.

Thursewood - another dense forest, infamous for the ferocious thurses, or beastmen, who inhabit it. Even more dangerous than the Haunted Forest.

Mittermarkt - in the shadow of a Lone Mountain, Mittermarkt is most famous for its Academy.

Vetala County - the lands that belong to the Vetala clan of vampires. Mittermarkt is located within.

Strix County - rural, agrarian lands that belong to the Strix clan of vampires. They have no major cities, but the land is dotted with many farming villages and hamlets.

Innsburough - on the shore, technically claimed by the Baron of Strix. This decrepit fishing town is shunned even by the citizens of an already frightening country.

Vyrko County - lands claimed by the Baron of House Vyrko.

Ialomita - a prosperous village not terribly far from Baron Vyrko's castle. Was once the site of the Hellstone Prison, which burned to the ground a number of years ago.

Nosferatu County - lands of House Nosferatu.

Grozavest - belongs to no county, but is the capital of the entire nation. Located along the Black River, its most impressive physical features include the fact that it is always night in city and for many miles around it, an astronomically improbable occurrence to say the least, and the large sealed crater in the center of the city where Tarush the Charnel God is, according to legend, buried after his fall along with the Primogenitor Vampires.

Bitterwood - a large, forested part of Ubyr County where the nobles and well heeled often hunt. Rumored to be frequented by werewolves who remain undiluted from the Ancient Days.

Ubyr County - lands of the Ubyr clan of vampires

Rusalka County - lands of the Rusalka clan of vampires

Dracul County - lands of House Dracul

Orlok County - lands of House Orlok

Veszok - large coastal city in Orlok County

Inganok - relatively large city associated with the onyx mining operations in the nearby chain of volcanic hills and mountains.

Prezov - city that grew around the castle of the Lord of House Dracul, one of the largest in the country and a rival, in many ways, to Grozavest itself.

Dragomiresti - site of a former town which is now abandoned; a terrible massacre during a three-way House War between Dracul, Ubyr and Orlok. The conflict was resolved in the capital, but the site of the former town sits still abandoned.

Sighing Farms - farmland worked by slaves who lived in and around Dragomiresti. For many years, the farms were undermanned due to the House War. This resulted in widespread shortages and even famines across the country, but the Sighing Farms are gradually being reclaimed and reworked. Many of them remain overgrown with weeds and wild beasts.

This list of locations that are charted on the sketchy map is not, of course, meant to be exhaustive. Other cities or towns could easily be worked in all over the place, and hamlets and villages are assumed to be ubiquitous, although largely unshown on this map. Other features such as additional rivers, brooks, streams, creeks, etc., hill lands, cliffs and bluffs, downs, wetlands, woods, are also assumed to exist that are not shown. For the most part, I have only marked, labeled and described areas that either 1) I think are interesting enough to get a mention and I may yet have a desire to use them for something, 2) were identified in my trawl through the Carrion Crown adventure path as locations needed to adapt the adventures, 3) already existed as part of my development of Tarush Noptii, or 4) were so obvious that it seemed silly not to call them out.

7-24-2017 Cult of Undeath Outline

My method of adventure design usually bears little resemblance to the running of a pre-published game like Carrion Crown. Not only do I like to incorporate a pseudo-sandboxish approach where the PCs aren't led by the nose from one encounter to the other, but where they feel like they have some elbow room to wander. This doesn't mean converting adventures into hex-crawls, but it does mean offering a slightly different approach in terms of addressing the adventure.

Usually, I have several "hooks" and the PCs could potentially follow one of several hooks. Each hook, in turn, has a number of "suggested" or likely outcomes, usually spelled out as vaguely defined scenes or encounters. These aren't exact or precise, because depending on which hooks the PCs prefer to follow, and how they resolve the scenes and encounters, the following ones could be very different either in terms of what they actually are, or in terms of what characteristics they have when the PCs get there; i.e., the PCs might have a more or less hostile situation on their hands depending on what they've done previously.

There is a method that works very much like this already, although it's a bit more organized than my more intuitive approach, called the 5x5 model. Strictly speaking, the 5x5 model is meant to be used to develop campaigns rather than adventures, but it's also been adapted into the adventure design approach. Given that I'm actually attempting to adapt the entire Carrion Crown adventure path into a simplified campaign, I can use the 5x5 model to do so, and then use the 5x5 model to adapt each of the adventures as well.

To be honest, the way I've done it in the past is often more like 3x5 or 3x7 or something like that, with many of the permutations down the line not ever really defined. So specifically attempting to use the 5x5 method is very familiar to me, yet also a bit more disciplined and organized than what I normally do. What the 5x5 method doesn't really seem to offer, though, but which I think is important, is a 1x1 introduction and a 1x1 conclusion. The PCs can start driving the adventure from what the options are on the table after they've managed to get a handle on their characters, but I believe in a little bit of "virtuous railroading" at the beginning of the campaign and then I prefer to funnel them back into a conclusion.

Also; check out Dragon Magazine #429 for the most recent (and author's favorite) write-up of the 5x5 method. I'll be posting my 5x5 list/grid as soon as I've finished it up, which with any luck, will be quite shortly.

7-27-2017 Cult of Undeath 5x5

Well, here's the 5x5 matrix. It actually ended up being 6x5 when all was said and done, but I do have to point out that this ended up being a hybrid between the campaign model and the module model. I think it's actually best interpreted or seen a "mega module" rather than a campaign per se. And why not? One of my big complaints about the Pathfinder adventure paths is that they are too long and end up being big sloggish death marches anyway.

In the campaign model, each box would be the equivalent of a "module" whereas here most of them end up being brief shorthand notes for an encounter or series of interlinked encounters at best.

A few other notes. Ideally, there would be a lot of cross pollination between the various boxes, but because I did a rather simple "transcription" of the outlines of the various modules in the adventure path into the matrix, there isn't nearly as much of it as would be ideal. Most of the columns end up being rather discrete "chimneys" that don't interact much with the others, and there is relatively little opportunity to bounce back and forth from one campaign stream (i.e., column) to another. Assuming I'm happy with the CULT OF UNDEATH experience, I might try to do a slightly more radical restructuring of another one of the adventure paths down the line (Legacy of Fire, Serpent's Skull and/or Skull & Shackles stand out as the most likely candidates for me.) But for the time being, each column reads a lot more like a traditional module than like something that can be remixed with other modules to create a more organic feeling campaign.

I'll need to add a few new optional monsters; I realized (somewhat belatedly) that while I have wraiths, I don't have any other kind of ghost or incorporeal monster. Among a few other misses. I honestly don't want a proliferation of ghostly like creatures, but I do want to have an a la carte option of special abilities that can be added or layered on as needed to basically turn the same monster into the equivalent of wraiths, ghosts, spectres, allips, and who knows what other similar standard D&D monsters.

Playing this as an m20 game, I'd figure that a "mega module" is still only a 4-5 levels at the very most, so if I start the game at 1st or 2nd level, I'd only get to 5-6 or so by the end. That means we won't be fighting Orcus at the end, I guess.

To start the campaign off, prior to even embarking on the matrix, keep in mind that the PCs are all going to be called to Ialomita for the funeral of an old friend, a professor. They won't know this yet, but he was murdered by followers of the Black Path, a cult that seeks to resurrect the Charnel God trapped under Grozavest. They're on one of those rather video-gamey quests to assemble a bunch of artifacts, and the professor had at least one of them.

Anyway, the will of the professor gives the PCs some incentive to stay in town for a few weeks to make sure that his heir and daughter lands on her feet, and column #1 happens while they're still in town.

Columns 2, 3 and 6 have an optional block, depending on how the pacing goes and what happens. Pacing can also be modified somewhat, if desired, by throwing in encounters with bandits or the occasional monster or wild animal while traveling, or the proverbial Raymond Chandler advice, modified for the fantasy genre, of course—when in doubt, have a man come through the door with a gun.

After you're done with the matrix the capstone adventure is a simple set of a few encounters, where the PCs go to the Pit of Neb Ankh where Tarush is buried under a gigantic, enchanted and chained pit. They won't go all the way down to find Tarush, of course, which would be a foe well beyond the PCs no matter what level you're currently running at, but the Black Path's cult leader Grigore Stefanescu must be faced along with his inner circle of undead. I thought about making Grigore a lich, but my liches according to the rules I came up are really formidable and are only suitable for really high level opponents to face in combat. So I'll have to make him a unique statblock, I guess. That's OK.

Anyway, what's next? Over the next several weeks, I'll be filling out more details on each of the blocks in the matrix and the steps before and after the matrix, and when I'm done, this will be a complete, ready to run campaign of sorts.

Then, I just need to actually run it!

UPDATE: Have a slightly more detailed version of the matrix in Google Docs, which should be, I believe, made viewable to anyone with the link, which is right here.

1-04-2016 Timischburg Map, updated

The very sketchy map that I hand-drew and scanned has now been replaced by this slightly prettier digital sketch. Basically, I whited out my hand-scrawled labels, reinforced some of my pencil scratches, spent just a bit more time digitally manipulating it (but only a bit; this is still a sketch) and put new labels in with the text tool. Then I sepia-ed the file, added a vignette overlay, and made it look just a bit better, but keep in mind, this is still meant to be nothing more than a sketch.

This then is both my DARK•HERITAGE kingdom of Tarush Noptii and my CULT OF UNDEATH kingdom of Timischburg—which of course is the entirety of the CULT OF UNDEATH setting, as it happens. I didn't label it as either on purpose, so it can be a switch hitter and stand in for either as needed.

Although I didn't think to label the Mezzovian Sea, the big jagged line that runs about a third (or less) of the way up from the bottom is a big coastline. Just in case that wasn't obvious, which on retrospect, it isn't.

1-13-2016 Timischburg—with hexes

I'm thinking of converting my CULT OF UNDEATH compression of the Carrion Crown adventure path by Paizo into, of all things, a hexcrawl. This will, of course, change significantly the way that the game will play and require a bit more work to be doable—but that's OK. In fact, I think it's desirable.

First things first, if I actually do this: I've added a hex overlay to my map. It doesn't have a key yet; but you can, of course, simply count. There are 26 columns across and 17 rows. While the rows don't necessarily line up (because they're hexes, not squares) if you count the columns first, going left to right, and then count down the second number, you'll get to the targeted hex. For example, Grozavest is located in 11:9; 11 hexes over from the left edge, and 9 hexes down from there. I'll probably eventually actually add numbers, but... no rush.

6-23-2016 D&D Mine

One curious artifact of the current DIY OSR and OGL inspired era of gaming is the fact that rather than printing up traditional "Fantasy Heartbreakers" folks are simply making D&D their own. In some cases, these guys will attempt to sell their product; usually as PDF, sometimes via a Kickstarter or GoFundMe or somesuch, but many times, it's just put out there as a free PDF for anyone to use, peruse and pilfer as desired. There may never have been—even in the dawn of the hobby—such a wide proliferation of "what do you want your own personal D&D game to look like?" being answered with substance, with detail, and with customization and personalization. Given that I've been blogging quite a bit lately about various versions of D&D, it's fair to ask what I've actually got going on here. And keep in mind that by "D&D" I mean "any game system that's meant to emulate a D&D-like 'generic' fantasy setting" so Pathfinder is a D&D; Microlite74 is a D&D, Delving Deeper is a D&D, etc. It should also be apparent given my patterns, that my D&D is going to be some derivation of m20. However, most of the m20 games that I've actually tinkered with myself have not been developed to emulate a D&D-like generic fantasy setting. There is, however, one exception: the Cult of Undeath.

I went back and re-read that, made a few minor adjustments to the system, and thought of a few "holes" that probably should be filled. I've decided to create this as an actual system; an actual game; not just a "mostly complete" game that is available as a wiki of sorts specifically designed to work with a small setting. No, it's going to be a "Real Thing™."

What Needs to be Done?The good news is: not much. My system as an emulator of sorts of D&D is well over 90% complete. I need to copy and paste the stuff I already have into a document that I can PDF up, including with a public domain illustration or two to pretty it up (maybe I'll use the image here; I like it a lot already), add a little bit of introductory text and very slightly more robust descriptions of the races, classes, spells, monsters, etc., and I'm good to go. What I should also do, however, is bulk up the monster (and maybe the spell list) a little bit, and then add a couple of appendices.

The first appendix would be designed specifically to discuss a few GMing skills. I would create some wandering monster tables, random tavern and NPC name tables, etc.—useful stuff that isn't really part of the game per se but which is useful to have. Some magical items would be nice too, as my rule-set currently doesn't include any at all, other than various blasphemous tomes. The second appendix would be optional rules. I'd have the race and class builder rules, as articulated in my DARK•HERITAGE m20 rules as well as a few sample completed ones, mostly. And then maybe I'd include a third appendix that's a sample hex map and hex key. For this, I will use my Cult of Undeath material, which will also be nice, because I never really finished putting that together for Cult of Undeath. I can kill two birds with one stone!

And that's it. My roughly 20 pages of game as it stands right now would balloon all the way up to... 35-40 or so pages, I estimate? Most of it based on material that I already have. It will more be a task of organizing rather than actually creating much. Oh, and I guess I need a name. I called it before Cult of Undeath, because that was the campaign that I was proposing to use that system for. Something more generic. I dunno; FANTASY HACK m20, or something.

What makes your "D&D Mine" different from "D&D Someone Else"?

    • It's based on m20, so it's extremely rules-lite, including a drastic reduction of the stats, the skills, and elimination of saving throws. It starts with only four basic classes and 5-6 races. Tons of spells and monsters don't appear. It's a very slim, stripped down version of d20, but it's so slim and stripped down that it doesn't really run anything like d20; it feels more like a smooth, consistent, rational version of OD&D in terms of how it plays. This is, however, common to all m20 games, and is not specific to my m20 game.
    • Magic is not Vancian, it's Lovecraftian. There's no magic-user (or wizard, or sorcerer, or cleric, etc.) class; anyone can learn any spell, providing he finds access to it. There's no fire and forget. Spells damage you to cast, representative of the physically taxing nature of casting magic. They also threaten your sanity, and if you really botch something up, extradimensional predators might come for you (hounds of Tindalos.) That said, it's not meant to be overly punishing to cast magic, although it certainly is a bit more risky. It's just got a very different kind of pulp root than D&D does, and it has a very different feel.
    • The monster list is also skewed towards the Lovecraftian. Although I'll probably go back in and add a few more classic, mythological type monsters and whatnot, I don't have tons of them right now; but I do have things like byakhees, gugs, shoggoths, etc.
    • When you add in the extra, optional rules of what will become Appendix 2, it essentially jettisons completely the notion that you need pre-fab classes or races, because you can build anything you want with them. This may seem anathema to some old school D&Ders who think the archetype protection of the character class is an ironclad requirement, but classes in this game (and races too, for that matter) really only offer a modest benefit; some flavor for role-playing, rather than something that's constrictive and prescriptive.
    • While the game as it stands now doesn't make much in the way of assumptions about what kind of game you'll be running, once the appendices are out, it will better support wilderness exploration and urban gaming much more than dungeoneering. Literally nothing about the rules for the classes, the races, or anything specific about task resolution, or anything else, will assume a dungeon. While the system is certainly flexible enough to be used that way, if you so desire, what it's meant to be good at is fast and loose swashbuckling action story, like a fantasy version of Sabatini or Dumas, or something out of Burroughs, Howard or Leiber.

Anyway, this is a terrible distraction from the AD ASTRA stuff that I was supposed to be working on, but what can I say? Sometimes my muse is fickle and has ADD, and because this is just a fun hobby, I don't intend to apply strict discipline to her. I'm an overly indulgent parent to my muse, I suppose.

12-22-2016 Fantasy Hack: Appendix III

Timischburg is a small part of a sample setting in which a game of FANTASY HACK could be played. The gist of it is that it is a region meant invoke Gothic horror themes and tone into sword & sorcery fantasy gaming. In other words, if Bram Stoker's Dracula and H.P. Lovecraft's Arkham country were brought into a The Lord of the Rings pastiche and then played as if it were Brendan Frasier’s The Mummy, Timischburg would be the result. Timischburg isn't just Transylvania and Dracula, however. Pretty much any kind of Gothic or even many versions of modern horror are welcome here and meant to fit. Vampires are an important element. So are ghosts and hauntings, werewolves, Frankenstein-style monsters, and there's even a city that's obviously meant to be Lovecraft's Innsmouth, complete with Deep Ones at the bottom of a vast inland sea.

The history of the nation is forged in conflict; the world's greatest necromancer is from Timischburg, and he ruled it with an iron fist for generations. Although now defeated many generations ago, the legacy of this brutal occupation by the undead casts an indelible pall over the entire region. The Black Path, a cult that seeks to restore this rule, while deemed both treasonous and heretical, of course, yet seems to flourish in the underworld. Various other threats loom over the benighted land and its long-suffering inhabitants, and it is widely rumored that most of the various named noble clans are headed by vampires who drink from the blood of their peasant vassals to sustain themselves.

Timischburg 1 hex = 5 miles

Haunted Forest - infamous as the redoubt of a group of woses who brook no trespassers. Very dangerous to pass through; makes an effective barrier to the world beyond to the north.

Eltdown Fens - actually fens, ings and carrs—all a former lake that is gradually disappearing into marsh. Rumors have it that the Lost Lake still hides somewhere in the fens, and that as it dries, the ruins of a fabulously ancient benighted city will reveal themselves. Named for the nearby hamlet of Eltdown.

Eltdown - a small, suspicious little hamlet that has been here since before the rise of the modern nation. Infamous for a number of inscribed pottery shards found nearby that, when partially translated, proved to be terrifying works of darkest occult provenance.

Thursewood - another dense forest, infamous for the ferocious thurses, or beastmen, who inhabit it. Even more dangerous than the Haunted Forest.

Mittermarkt - in the shadow of a Lone Mountain, Mittermarkt is most famous for its Academy.

Vetala County - the lands that belong to the Vetala clan. Mittermarkt is located within.

Strix County - rural, agrarian lands that belong to the Strix clan. They have no major cities, but the land is dotted with many farming villages and hamlets.

Innsburough - on the shore, technically claimed by the Baron of Strix. This decrepit fishing town is shunned even by the citizens of an already frightening country.

Vyrko County - lands claimed by the Count of House Vyrko.

Ialomita - a prosperous village not terribly far from Baron d’Vyrko's castle. Was once the site of the Hellvault Prison, which burned to the ground a number of years ago; the ruins are rumored to be haunted.

Nosferatu County - lands of House Nosferatu.

Grozavest - belongs to no county, but is the capital of the entire nation. Located along the Black River, its most impressive physical features include the fact that it is always night in city and for many miles around it, an astronomically improbable occurrence to say the least, and the large sealed crater in the center of the city where Tarush the charnel pagan god is, according to legend, buried after his fall along with the Primogenitor Vampires.

Bitterwood - a large, forested part of Ubyr County where the nobles and well heeled often hunt. Rumored to be frequented by werewolves who remain undiluted from the Ancient Days.

Ubyr County - lands of the Ubyr clan.

Rusalka County - lands of the Rusalka clan.

Dracul County - lands of House Dracul.

Orlok County - lands of House Orlok.

Veszok - large coastal city in Orlok County.

Inganok - relatively large city associated with the onyx mining operations in the nearby chain of volcanic hills and mountains. Has a very high population of Cursed.

Prezov - city that grew around the castle of the Lord of House Dracul, one of the largest in the country and a rival, in many ways, to Grozavest itself.

Dragomiresti - site of a former town which is now abandoned; a terrible massacre during a three-way House War between Dracul, Ubyr and Orlok. The conflict was resolved in the capital, but the site of the former town sits still abandoned.

Sighing Farms - farmland worked by slaves and serfs who lived in and around Dragomiresti. For many years, the farms were undermanned due to the House War. This resulted in widespread shortages and even famines across the country, but the Sighing Farms are gradually being reclaimed and reworked. Many of them remain overgrown with weeds and wild beasts.

This list of locations that are charted on the map is not, of course, meant to be exhaustive. Other cities or towns could easily be worked in all over the place, and hamlets and villages are assumed to be ubiquitous, although largely unshown on this map. Other features such as additional rivers, brooks, streams, creeks, etc., hill lands, cliffs and bluffs, downs, wetlands, woods, are also assumed to exist that are not shown.

This map can also be used in conjunction with the wilderness exploration rules of Appendix I to create a "hexcrawl" type game where players explore the countryside.

8-24-2017 Reworking Cult of Undeath

The final EBERRON REMIXED post can come after I've had some time to review the campaign setting and figure out exactly what I need to include (Dragonmarked Houses, plus tattoos? Some other power groups? Not even sure yet.) In the meantime, I've been looking over my "5x5" for the CULT OF UNDEATH campaign, and am more unhappy with it than ever; so much so that I'm finally motivated to admit that it needs to be tossed out and replaced.

Specifically, two things just don't work for me. 1) Each "adventure" that I'm trying to convert is very chimney-like, and it has been difficult, if not impossible, to interweave them very well—at least not without putting them in a geographically much smaller place. The whole point was to seriously prune the adventure path into being more of a single "mega-module" rather than six discrete yet linked modules. The problem, of course, is that Adventure Paths by their very nature are quite railroady and come with a pre-programmed plot. Somehow I need to divorce myself from this "plot" which means that I'm not going to resemble the AP nearly as much when it's done. But that's OK, and in fact desirable. 2) The run-around looking for several McGuffins that all combine into a single Voltron-like McGuffin is just stupid, over-used, and I just don't really like anything about it anymore. This second point marries well to the first one; it's the plot, and the locomotive that continues to drive it along the rails that creates this problem. Solving both problems becomes the work of a single solution.

But if I'm completely yanking out the plot, and much of the premise of the AP, what in the world am I left with? Well, that's what I need to figure out. I have some scenarios, encounters, etc. that I can figure out what to do with, and make much more open world and hexcrawl-like in design... assuming I can find a way to make them pull together in some way at all. So, let's see how I can rebuild a series of events in such a way that it is just stuff that's happening that the PCs can get involved with, rather than a rather silly "rush all over collecting McGuffins" railroad.

First, let's dispense entirely with Ialomita. This can happen in Mittermarkt, mostly.

    • A well-loved professor, Alpon Lechfeld has died in what appears to be an accident—although there are some suspicious clues that cannot rule out foul play. For the sake of getting the game going, I'm going to tell the PCs that they've all been asked to be pallbearers and are named as (minor) heirs in his will. He'll give them a few things, but most of his fortune is left to his daughter Revecca.
    • Ghosts are appearing in town, threatening (or at least frightening) many residents, that can be traced to a haunted and abandoned ruin of a former prison. Why are they leaving their normal territory? (linked to the murder above.)
    • A rampaging Frankenstein-monster is blamed for some more townsfolk murders. This, and the ghosts, are probably happening at the same time, so nobody knows which is responsible.
    • A mob of townsfolk wants to exhume Lechfeld and "put down his corpse"—of course, it turns out that someone has already exhumed him and dismembered his corpse, as well as apparently eaten some other recently dead in the graveyard. Notably, an amulet that he was buried with is missing. Revecca suggests that this amulet kept the ghosts in check in some way; if it's gone, that explains their extraordinary aggressiveness.
    • The Frankenstein monster was a creation of Lechfeld himself in an extremely foolhardy experiment years ago, and it has come into town looking for him when he stopped visiting. It really is a monster, though, not some misunderstood something or other—he's killed numerous townsfolk viciously.
    • The ghosts have to be put down (salt and burn their remains) in their haunted house.
    • The professor's beautiful and friendly and otherwise hopefully quite sympathetic daughter, is missing. Gigantic wolf-paw prints and other hints of that nature surround the area she was last seen.
    • Her kidnappers are, indeed, werewolves from the Bitterwood, and they've taken her to Innsburough.
    • To follow up, the werewolves may have to be confronted in the Bitterwood, though. They're too good at covering their tracks to be followed to Innsborough.
    • The Black Path has Revecca in their grasp, and want to sacrifice her on the Devil's Reef by Otto von Szell, the manorial lord of the Innsborough territory.
    • Revecca knows enough about her father's amulet to use it as a key to enter the sealed tomb of Grozavest. This ability is related to its ability to suppress undead activity in some way. But Otto von Szell had his own ideas, and wanted to call up some undersea daemon (Typhon?) to destroy his rivals in the Black Path. Namely, Grigore Stefanescu.
    • Stefanescu steals Revecca and her father's amulet, either from the PCs if they've rescued her, or from von Szell if for some reason they don't. Maybe it's a ghoul group that actually carries out the abduction? Ghouls from Dragomiresti seems like a good way to bring that into play.
    • The ghouls take Revecca to Grozavest, where Stefanescu foolishly intends to "rescue" a Primogenitor sealed in with Melek Taus, thinking that by so doing, he will gain a champion capable of dealing with any of the other noble houses.

If you note; these bullet points aren't about what the PC's will do; they're about what various NPC's will do, and situations that arise because of their actions. It's up to the PCs to determine what (if anything) they'll do about any of this. I presume that most PCs will in fact take an interest in these developments and attempt to intervene, or plan their own counter-measures, or something. It's entirely possible that they won't. They may simply take an interest in farming, or hunting werewolves in the Bitterwood, or deciding that they think Lechfeld is a lost cause and his daughter is probably as corrupt as he was, or who knows what. Maybe they get so caught up in rumors of the Nameless City of the Eltdown Fens that they abandon the rest of the country and go see if they can find it. I dunno.

If so, let them do what they like. But keep track of the list of things that are meant to happen. If Revecca is not rescued from von Szell, maybe he does manage to lure a Typhon daemon from the sea, who rampages across the countryside. If they don't put down the ghosts, maybe Mittermarkt becomes so haunted that it is evacuated. Maybe some other group of NPC adventurers show up and start solving problems. Maybe the PCs even fall under suspicion as being involved somehow with all this nastiness.

This isn't meant to be punitive really—although it can seem that way. This is just what happens if the PCs don't do their job and rise to the occasion to save the kingdom.

And that's how you convert Carrion Crown into something that I could run. I've got a setting; adapted from some prior development of mine, it serves reasonably well enough as an ersatz Ustalav—and why wouldn't it; it was developed under very similar design constraints. I've got a system that feels sufficiently D&D-like, while serving my needs as a quick and easy to use swashbuckling system. I've gotten rid of the worst railroad-like elements, I've pruned the AP of all of the (surprisingly, many) instances in which it betrayed the tone that it was meant to evoke. It still feels like a module, but it focuses more on what will happen around the PCs (with the assumption that they'll intervene) rather than a plotline that they must follow. Granted, if the PCs don't bite on the hooks you're dangling, then you've got your work a little bit more cut out for you than if they do, but that's not the purpose of module design to factor into account all of the things that the PCs might do instead. The setting does include a hex map, so they can just ignore all of this and hexcrawl their way over the setting if they'd rather do that.

So, as the final leg of my CULT OF UNDEATH project, I'm going to flesh out the map a bit more, build a real D&D-style hex map (about 20x30 or so) in a very traditional sense, and key it up a bit. That way, I've got all kinds of material available for you to potentially use. Of course, like I said, it's not my intention that the PCs ignore these hooks, and as conditions get worse the more that they do ignore them, they will hopefully be prodded into taking some kind of preventative or mitigating action. If they just don't, though—well, their negligence may indirectly be responsible for "blowing up" the setting. Stefanescu is a fool to think he can control a Primogenitor. I don't have Primogenitor stats, of course, but they'd be really nasty. Not only that, opening up the seal to free one Primogenitor probably leaves an avenue for all of them to escape. Twenty Primogenitors is a disaster on the order of getting hit by a Yellowstone supervolcano style eruption combined with being hit by a Biblical scale flood. It just really sucks for everyone. And to make matters worse; if the Primogenitors are free, why not Melek Taus himself?

While there's some amount of ironic entertainment in thinking that the PCs allowed the Apocalypse to happen, I'm going to assume that such a result would be so statistically unlikely as to be a moot point.

EDIT: Well; I've got two more legs to the project, actually. I want to flesh out that outline above with more of what I need. Stats for antagonists, and whatnot, specifically. Some more detailed location material in the cities and villages through which the game would presumably pass, etc. Random encounter tables. I dunno what else. Anyway, it gives me plenty more CULT OF UNDEATH posts yet to make, I suppose...

8-25-2017 Timischburg Hexmap

So, many months ago—a couple of years ago even by this point—I hand drew a sketchy map of Tarush Noptii, for use with the CULT OF UNDEATH game. At the time, I wasn't even calling it Tarush Noptii necessarily, but I clearly borrowed the geography of that prior creation, added a few new details, and later changed the name and decided that they were, in fact, one and the same (although I do also have the alternate name of Timischburg.) I colorized and labeled the map—again, very quick and dirty and sketchy—and threw a hex grid overlay on it.

But what I always knew that I'd eventually have to do, if I was ever to make a hexcrawl capable map, was to make a honest-to-goodness, old skool D&D hexmap of the place. Which, I have now finally done. This map isn't supposed to be complete-complete—I've deliberately left lots of blankish spaces with only terrain. One is to assume that there are many more villages, hamlets, and other small settlements than are noted (because actually very few are) and even up to reasonably sizable towns can be inserted without too much work or effort in places that are otherwise blank. For instance, most of those cultivated farmlands all along the southeast coast and up near Preszov should be assumed to have small hamlets or even villages in them for the local farmers to gather to market, etc. Most of the hexes through which the rivers run should have similar hamlet and village sized settlements, but only the small town of Ebenbach and the larger town of Mittermarkt are actually noted.

Also; I have put no ruins anywhere on the map, but naturally one can assume that there are some. This is a very old country that's been continuously settled for thousands of years.

Of course, by ruins, I don't necessarily mean D&D-style "dungeons" but that's only because I don't really do dungeons myself. Someone else could certainly assume their presence, if desired. But you've got to decide for yourself where they are, if so. Also; I exported the map, but didn't save it. In this, I made a rather significant mistake; because I forgot to add the coordinates first. (sad face) So, you'll have to use this without coordinates. You'll survive, no doubt. I'll probably have to eventually re-draw it because of this, so look at this map as a "draft" I suppose. Sigh. If I'm going to go to that much trouble, I'll probably double the size of the map and halve the scale, to allow more detail.

So anyway; let me describe the map. If you're not quite familiar with the Hexographer app, then you might not necessarily recognize every one of the terrain tiles, so I'll describe what's what.

Up along the top edge of the map, we have hilly shrubland. The Knifetop Mountains should be obvious; they look like mountains, plus they're labeled. The forests should also be obvious, but you can see that there are three colors, more or less, to them—the darkest is heavy evergreen forest, the medium one is heavy mixed forest, and the lighter one is heavy deciduous forest. The Haunted Forest is thus the "darkest" of the forests, and the Bitterwood, the "greenest"—although in winter, when the leaves have all fallen, that obviously won't be true.

The Eltdown Fens are marshlands, and should therefore be obvious. Below them is a long ridge of forested hills, gradually making their way up to honest to goodness snow-capped mountains by Mittermarkt. South of this ridge is flat shrubland, and south of that is grasslands. On the other side of the river are forested grasslands, followed by prairie.

The cultivated fields and low hills and mountains in Dracul and Ubyr Counties should, hopefully, be obvious. There are some rough canyons and cliffs and badlands in Vyrko County and around Preszov. The other slightly tealish hexes that aren't the marshes of the Eltdown Fens is the marker for moors, and should be seen as "wind-blasted heath"; rolling downs, maybe, often soggy and foggy. Much like the wilder parts of northern England and Scotland—had The Hound of the Baskervilles described a real, supernatural entity roaming the lonely moors, this is the kind of place in which it would have taken place.

That dotted stuff in Orlock County and near Inganok is the symbol for "poor grasslands"; I actually think of them as perhaps not unlike the Warren Sand Dunes or Sleeping Bear Dunes of western Michigan; covered with salty grasses, but unable to be sufficiently fertile to be arable for very much.

The dots out in the ocean near Innsborough is a reef.

Two large lakes are also noted; the Henefelsee, and Eltdown Lake. The latter is for reference; the fens are actually difficult enough to traverse that people don't really go out that way.

You'll also note that the Black River is navigable, and where it connects the towns—especially the very large town of Mittermarkt—to places further south, such as Grozavest, there are no trails or roads. There should be many more smaller (and perhaps unmarked and lacking in signs) trails and roads that connect many more towns, villages and hamlets all throughout the countryside, but since most of those towns, villages and hamlets aren't noted, the roads that lead to or through them aren't either.

And finally, you'll note the dead zone around Grozavest. I've said before that it is the astronomically implausible fact that it is always night in Grozavest. The sun does not rise nor set within this circle.

The Grand Duchy of Karameikos hexmap has one hex = 8 miles. This seems about reasonable for the scale of Tarush Noptii. Before I looked that up, I was thinking about 10 miles per hex, which seems like a rounder number, and therefore one that I'd be more inclinded to remember; but 8 and 10 are close enough that I don't really care. Feel free to do either, to taste, but I'm assuming 10. This means that it is unlikely that travelers will cover more than a couple of hexes a day even in the best scenario. On horseback and on a road, or perhaps in a boat that travels through the night on the river, you can get three hexes done a day. In the rougher country, it's more 1 hex per day average while traveling. And for those who are taking it slow, hunting and gathering their own food as they go, perhaps, or otherwise spending time exploring the hex a little bit there's definitely no way you're getting more than one hex a day of travel done.

UPDATE: I did make a bigger map. The scale here is different; 1 hex = 5 miles. Also, I moved a few things a small amount. This is the "real" hexmap for the setting. In fact, I've replaced the old hexmap that I drew and overlaid a hexgrid on on the FANTASY HACK sample setting page with this one.

(see Appendix III above)

8-27-2017 Running Cult of Undeath, Part I

In the spirit of not reproducing stuff that Paizo has already produced, let me give you the high level summary of what to do with the first few bullet points, as highlighted above. This summary is from my post a day or two ago about how to prune the adventure path and make my notes focus more on what the NPCs are doing, rather than on what I expect the PCs to do. The PCs are on their own to make their own plans, counter-measures, or what-have-you with regards to the NPCs' plans.

So, I'm actually assuming that you have access to the Carrion Crown adventure path books, although I'll try to see what I can do to make that not strictly necessary in case you don't. I'm going to use Mittermarkt as a relatively major large town. It corresponds to Lepidstadt in the Pathfinder sending, and I'm going to use the same map to represent my version of it. Because; why not. Professor Alpon Lechfeld doesn't live in Mittermarkt per se; he lives in a smaller village down the road, Ebenbach. This will be represented by the map for Ravengro, since it's the analog, anyway. According to my map, they're only one hex apart, and there's a nice smooth road connecting them. This means that it still takes several hours to travel from one to the other; you don't walk or ride almost ten miles in just a few minutes without a car. I know that I personally, on foot on a decent dirt road, could cover that in about three to four hours—about half a day—without unduly hurrying (although I admit I'd rather take a whole day and walk more leisurely.) Needless to say, Professor Lechfeld doesn't commute exactly; he lives a life of semi-retirement and only comes "to town" once a week or so, most of the time. He's prosperous enough to have a carriage, I'm sure, and a few horses.

What could the professor have left the PCs, and under what conditions? I think a silver sword that he uncovered during an archaeological expedition, cleaned up and identified as the sword of famous ghost-hunter champion, Azold von Craultou. Some notes on the archaeology of Eltdown, including an incomplete transcription of the Eltdown Shards would be appropriate. Maybe a few gems of moderate value. However, as in the case of the module, to inherit, they need to stay in the house for a couple of weeks and make sure his daughter Revecca is properly attended to, set up, and ready to succeed. She's young, but not a child. She may well have some suitors—maybe even the PCs are given the task to sort through their merits and help her choose one, etc. Or maybe she's legally and financially independent, assuming she is watched over somewhat. Not sure exactly how this one will work out yet. It may well depend on who I play this with.

As ghosts of dead prisoners start to attack people in the town, maybe turn a little bit less to the characters named in the module, and focus more on recognizable urban legends and other cultural touchstones. Bloody Mary, the Hookman and Bloody Bones for instance. The Headless Horseman, maybe. Maybe even Slenderman. The silver (or maybe even +1 magical, if you're feeling really generous) sword that the PCs inherited from Lechfeld could come in awfully handy here. Recall; here's my stats for ghosts:

GHOST: AC: 16 HD: 4d6 (16 hp) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1 S: undead immunities, only hit by magic or silver weapons, arrows do a max 1 HP damage.  Ghosts also have one of the following special attacks.  More powerful versions can be created by giving them two or more:
--drains 1d3 DEX on touch, creatures reduced to -5 DEX are immobile and helpless for coup de grace attack that kills them automatically
--as an action, may cast the spell Withering of the Haunter (level 2 spell)
--forces a Sanity check on all characters that can see the ghost
--under a permanent effect identical to the Blasphemous Piping of Azathoth (level 4 spell)
--can cast all spells up to 3rd level
The spirit of the departed, which for reasons which are unknown, lingers on earth to bring misery and fear to those who remain.  Many, even when defeated, will return after many weeks, months or even years, if their remains are not properly attended to—they usually need to be exhumed, doused in salt, and burned.

These are challenging monsters for 1st level PCs to handle, even in FANTASY HACK or the more constrained (but from a system standpoint, identical) CULT OF UNDEATH system. If you've only got one weapon that can even affect the ghost (likely) then that makes them even more challenging. PCs may have to find some silver that they can use an improvised weapons (silver candlesticks as clubs or maces, melt down coins to form crude knives, etc.) Although the stats above say that ghosts will be defeated for weeks, months or even years, I'd make it much less permanent. "Defeating" a ghost in combat only makes it disappear for that night; it will come back in just another night or two. The PCs have to understand that without infiltrating the ruins of the burned and semi-collapsed prison where these killers died, finding their bones or whatever else is left of their remains, setting them on fire and salting them, they have not permanently defeated them and they will continue to be a threat to the town. Researching how to deal with ghosts, probably from the Professor's literature, should be an element of being successful here; if they PCs think that they can just charge a ghost, shouting "Get her!" they will have a rather bad time.

Eliminate that dungeon-crawl aspect of the prison as presented in the module; but you can certainly (and should) see about adapting the Haunts, or at least a couple of them. Reminder again; the rules for haunts are here. They're too complicated to be an m20 rule element, but you can adapt them easily enough. Keep in mind that there's no "channeling positive energy" in FANTASY HACK, so destroying the haunt is the only way to end it—either that or just suffer its effects and soldier on.

Feel free to also have a rat or bat swarm. The module has a rat swarm, by the way, as well.

So there you have it. This little mini-adventure plus some encounters is the "collapsed" version of the entire first module—a necessary pruning if you want to turn an entire Paizo Adventure Path into something like a module; even a longish module. It will probably take a whole session to resolve; if your players are like mine, it might well take two. The optional events on pages 54-55 of the module can also be worked in as pretty cool little vignettes that help confirm that this is a horror-themed game. The rumors in page 59 in town would also be useful. You can use the key provided in the module with the map I linked to above, but you don't need to. There's lots of opportunities to wander around town, talk to NPCs and get the lay of the land. There's lot of opportunities to explore the surrounding countryside as well, and you should feel free to make that exciting if so; some random encounters, bandits, wild animals, etc. They may need to wander about the countryside exploring reports of hauntings and ghosts, honestly.

Keep in mind that the events of the second module; the next two bullet points (which I'll do in the next post of this series) should actually happen concurrently. The ghosts and the Frankentstein monster are threatening the village of Ebenbach and the larger town of Mittermarkt at the same time. This gives the PCs a chance to move around a bit, too. Explore the area, try and figure out what's going on, etc. It may not be a bad idea to have the ruins fo the prison actually be a mile or two outside of town.

APPENDIX: Ghosts in the haunted house:

SLENDERMAN:  AC: 16 HD: 4d6 (16) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1 S: undead immunities, only hit by silver or magical weapons, arrows do a max of 1 HP damage, forces Sanity check on all who see him, drains 1d3 DEX each round on touch attack. Characters with -5 DEX are helpless and immobile, and will be killed by coup de grace.
 
MOURNING MAIDEN: AC: 16 HD: 4d6 (16) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1 S: undead immunities, only hit by silver or magical weapons, arrows do a max of 1 HP damage, casts Glance of the Gorgon as a 5th level caster once per round.

Haunts in the haunted house: Slamming Doors (at the entrance), Bleeding Walls, Choking Hands.

New haunt: THE PIED PIPER (Notice DC 15 to hear the soft sound of piping before the haunt triggers in full.) The mournful dirge of the Pied Piper is mesmerizing to its targets.  Effect: Everyone in the area of effect must make a DC 20 MND + Subterfuge check to avoid being sucked into the trap; those who fail have their DEX drop temporarily to 0—until the piping stops, or the target is dragged from the area.  Also, all characters visibly age and wither within the area (lose 1d4 hp per round) while the piping plays.  The DEX effect can be avoided by plugging your ears with something sufficient to cause the character to not hear, although the withering will still happen as the Pied Piper sucks the life from the characters.  The haunt can be destroyed with holy water; the Pied Piper was terrified of drowning.

8-30-2017 Cult of Undeath with Fantasy Hack

This may seem like an unusual topic, if you know the history of both (although, of course, I don't presume that anyone pays that much attention.) Let me give a very quick and dirty summary of my system development, though.

    1. I'd been running around house-ruling d20 Modern and D&D 3.5 to be used with my DARK•HERITAGE setting for years. I'd also played with other systems, but never really settled on anything. Until...
    2. In early 2013 I belatedly discovered the Microlite system (amazingly, by then it had already been around for almost 7 years!)
    3. In May of 2013, I created my own adaptation of m20 for use with DARK•HERITAGE. I also took the two existing Star Wars iterations of m20, combined them into a single one, and added my own elements. I think this was a great adaptation of the m20 rules to an existing setting that works well with the premise of an old-fashioned game like m20 anyway. Even if it's just me saying so.
    4. These systems underwent periodic revision and fixing of minor elements for some time. Most of these changes were minor, but they didn't really completely settle down until 2015, at which point both the Star Wars m20 and DARK•HERITAGE m20 were considered complete.
    5. Also in 2015, I was confronted with the possibility of needing to pick up where our group had left off; in a campaign that was faltering. We ended up doing something else (Call of Cthulhu—a campaign that also ended up faltering, as it happens.) I decided to start the CULT OF UNDEATH project; a thorough pruning and adaptation of Paizo's Carrion Crown adventure path. For whatever reason, I decided to adapt m20 to do this. This was the genesis of the m20 CULT OF UNDEATH game; I basically took the DARK•HERITAGE game and replaced the DARK•HERITAGE races with some that more closely resemble standard D&D. I could, of course, simply have used an existing m20 D&D version, including the original 2006 m20, or maybe the Purest Essence. But, for whatever reason, I wanted to do my own thing.
    6. In June of 2016, I decided to expand the CULT OF UNDEATH system into a full-blown "My D&D"—i.e., my own take on what I think the D&D system should look like to best emulate my ideal game of it. This became, of course, FANTASY HACK.

So, the question is weird and unusual; because CULT OF UNDEATH is the seed from which FANTASY HACK grew; mostly by adding the appendices, examples of play text, and bulking up the monster list, rather than by changing anything fundamentally. Of course you can run CULT OF UNDEATH with FANTASY HACK when they are the same game. But what I really mean is, are there elements in FANTASY HACK that maybe shouldn't be used in CULT OF UNDEATH?

I think the expansion of the monster list to include a lot of classical mythological creatures is a moot point to some degree because in running any type of published adventure, you're using the monsters preselected for you. But at the same time, I've included many of them on the random monster tables, and Timischburg is now absolutely fit to be used in a hexcrawly fashion as the PCs travel from one location to another. Also; I've specifically included a Typhon daemon (based on the Greek mythological Typhon—loosely, anyway) as part of the CULT OF UNDEATH summary. Use anything on the monster list as you see fit. It shouldn't be a problem.

Appendix II adds a lot of material, and here's where we need to really get to brass tacks. I think using anything out of the class-builder system in Appendix II would be fine. I think using the black powder firearms would be fine too—maybe even desirable to give the whole thing a kind of Solomon Kane or other vague Witchunter vibe to it.

So the real brass tacks; the real thing where the GM might need to step up and "Just say no", is in the Appendix II races. The race selection for CULT OF UNDEATH was specifically selected not only to feel like classic D&D, but to also work with the implied setting that CULT OF UNDEATH comes with. Sure, sure—I actually created a setting for it; a bowdlerized version of Ustalav, really—but still, the question is begged. Some of the races of FANTASY HACK may not fit all that well. Let's go through them with a bit of discussion, shall we?

    • Goblin. In a place like Timischburg, goblins would struggle to fit. They wouldn't be welcome by the citizens or the militias either one. They'd be constantly mistrusted. Not really appropriate to be used, in my opinion. Don't.
    • Jann. The jann could conceivably come from one of the port cities on the coast, but they'd otherwise be so exotic that that'd be a distraction everywhere that they went. I'd probably say no.
    • Kemlings. No, I don't think so. As exotic as the jann and yet as mistrusted as the goblins if anyone actually knows their provenance. Too much trouble to try and make them fit, I think.
    • Nephilim. These would also be distracting, but they're less obviously weird—I can see them. No doubt about it, nephilim would be so rare anywhere that they go, in any setting that doesn't specifically account for a number of them, that they'd have problems standing out. This would be true in other areas besides Timischburg, if there were any. But that's part of what the race means, I suppose.
    • Woses. My first thought was to say no, since the earliest version of the Haunted Forest was that it was "haunted" by fiercely territorial and angry woses. They'd be seen as enemies; like an orc trying to travel peacefully in Third Age Gondor. It just didn't make any sense. But then, I thought about it and decided that actually there probably are populations of woses in Timischburg, since the Bitterwood is pretty much a werewolf forest. The woses could be the descendants of werewolves that lost the potency of their curse after many generations. They actually fit quite well. This begs the question; what do I really want to do with the Haunted Forest, then? Maybe it shouldn't be haunted by woses after all, it should be "haunted" by something else altogether. It's not a major issue, because the CULT OF UNDEATH doesn't send anyone up to the Haunted Forest, unless of course the PCs just decide to go exploring up there. I'll probably eventually define Timischburg so well that it could be a complete hexcrawl, but for now, let's just assume that the Haunted Forest is more like southern Mirkwood, and the Necromancer of Dol Guldur—serial numbers filed off first, of course—is up there somewhere.
    • Other Races. I used these rules to create a few more races for EBERRON REMIXED, and a few of them would fit. Half-elves, gnomes, warforged, changelings, kalashtar, and hobgoblins. The half-elves and gnomes would—I guess—fit as well as any of the regular D&D races in the main rules would. I wouldn't otherwise allow any race-building, unless it's just mechanical reskinning, with a cosmetic adherence to a more common race.
    • All that said; if goblins and hobgoblins don't fit, why exactly do orcs fit? Just because the core rules allow half-orcs, and I make no mechanical distinction between orcs and half-orcs, really. If you want to disallow orcs, do so with my blessing. If, on the other hand, you want to presume that Timischburg does harbor some small populations of "savage humanoids" and orcs are in, then I suppose you can go ahead and add goblins and hobgoblins as an option too.

Although, of course, I've gotta be full disclosure honest and transparent. The population of Timischburg as I envision it is about: 85% human (Tarushan ethnicity make up most of these; a kind of Eastern European Romanian, but with a pseudo-Austrian Timischer aristocracy super-imposed over the top.) Cursed make up about 7%, especially in the Ubyr and Orlock counties, reaching their highest density at Inganok. Woses make up another 7%, especially in the rural areas between the Bitterwood and the Black River, and south of the Haunted Forest, where they are most common. Only 1% of the population is anything else. So, for "maximum verisimilitude" quite honestly the standard D&D races of elfs, dwarfs and halflings are too exotic to do anything except stand out and be a distraction—they're only included to make this whole thing feel more like the D&D source material from which it's adapted. This is a very humano-centric setting (as are all of the settings I dabble with) and honestly, Cursed and Woses are just humans with a curse on their bloodlines anyway.

Those population numbers don't include monsters, though—including undead. The dirty secret that's not so secret is that some of the Timischer nobility are actually vampires. There are other undead floating around, of course. Plenty of haunted spots and ghost stories that happened to a friend of a friend are more commonly told in Timischburg than anywhere else. And, sadly, all too many of them turn out to be true.

Ghouls haunt the graveyards at night. Byakhees flit around the towers of reclusive rural lords with vile reputations. Dark Young lurk in the depths of the Haunted Forest, and werewolves have famously made the Bitterwood dangerous to pass through. Succubi siphon the life from urban socialites who fool with powers over their heads that they don't understand or respect. The Eltdown Fens crawl with shambling, moss-covered skeletons that rest uneasily in their watery graves. The coastline features mysterious areas that are rumored to be ancient ports destroyed by Ketos. Liches keep lonely towers in the wilderness, surrounded by their rotting servitors. Nightgaunts haunt the peaks of the Knifetop Mountains. Dark rumors of shoggoths lurking in the sewers of Grozavest and Preszov continue to linger. The Thursewood is crawling with thurses (duh.) The hilly ridge that gradually rises to the Mountains of Mittermarkt are topped with lonely, old barrows where wights lurk in the night.

Etc. and so forth. Everyone likes to talk about how during the Middle Ages people rarely traveled more than a few miles from where they were born. With a place like Timischburg, it is painfully obvious why that's actually a great idea.

8-31-2017 After Cult of Undeath

Although I'm not done, of course, I'm nevertheless really quite happy with the CULT OF UNDEATH project and how it's turned out. Much of that was the fact that CULT OF UNDEATH led to FANTASY HACK, so it is the inspiration that I needed to actually create my own version of "D&D" that perfectly meets my D&D needs. And with the crazy summer coming to a close, maybe I'll actually find time to run this thing for someone in the fall. So, the whole thing is rather timely, in spite of the many months in which the project sat without any updates at all.

But CULT OF UNDEATH is coming to a close soon. Oh, sure—I need to do about 5-6 posts where I put some more detail behind the rest of the bullet points in my revised adventure summary. And I'll probably do more setting development of Timischburg to make it more "hexcrawlable", as well as just for its own sake because setting development is fun. But, it's largely done. And it was successful enough for me that I need to think about what I want to do next. Is there another adventure path that I might want to condense into something that resembles what I've done with CULT OF UNDEATH? Yeah, probably.

Strange Aeons is probably the one that's most up my alley (honestly, it would probably have been even more up my alley than Carrion Crown if I'd started CULT OF UNDEATH a year later than I did. Sure; it's got a lot of issues, as near as I can tell, but so did Carrion Crown. It would have been interesting if CULT OF UNDEATH had been all along CULT OF THE KING IN YELLOW or something. But it wasn't. And this is a poor choice as a follow-up to CULT OF UNDEATH for a couple of reasons. Not least of which is that I don't have the Strange Aeons books. Plus, it's got too many thematic similarities to CULT OF UNDEATH, and would presumably take place in Timischburg as well, whereas I'd like to develop something a little different.

I gave some thought to the old Dungeon Magazine adventure paths; Shackled City, Age of Worms, etc.—but if the Paizo adventure paths are too long and involved, these are even worse. They tend to be nearly twice as long as the Paizo ones (although I haven't ever tried to figure out if the page-count of actual adventure in the Paizo modules compares or not) and they also tend to be uber-D&Dish (fighting D&D demon lords and stuff.)

No, the two that are my most likely targets are Legacy of Fire and Serpent's Skull. Because both of them start veering into strange directions that are not really what I'd want to do, significant pruning will probably be required. Heck; maybe either of them can be improved by grafting something else into them as well; either elements of some other AP, or some stand-alone module of some source, or just plain old new ideas.

For instance, although Skull & Shackles isn't really one that I'd be interested in doing anytime soon, I've got to admit that this damsel in distress is a compelling character. Fantasy adventure games could use more scantily clad hot pirate-themed chicks.

8-31-2017 Running Cult of Undeath, Part II

Ideally, this would be interwoven and run concurrently with the ghost business from Part I. The Beast of the Ebenbach Road is more apt to attack travelers on the road between Mittermarkt and Ebenbach than to attack people in either location. It's a ravenous flesh golem, looking for its creator, and obviously not being able to find him, since his creator is Lechfeld himself, and he's dead.

What are flesh golems like in CULT OF UNDEATH (or DARK•HERITAGE for that matter?) For the real low-down, read "Herbert West: Reanimator" by Lovecraft; written as a deliberate parody or pastiche of Frankenstein. That's what we're going for here. (If you haven't ever read that before, you should, even if you don't care what I think about flesh golems. It's a pretty cool story. Funny that Lovecraft himself was never happy with it. He hated that he was required to write it in a serial format with a cliffhanger at the end of each installment, which was not his normal style.) In Mary Shelley, the golem was a sad, pitiable philosopher. In "Herbert West" they're savage monsters who would likely try to eat you if they noticed you.

The golem has attacked a few travelers on the road over the last few days, but now its breaking into homes or barns or something in Mittermarkt. People are dead, and their bodies gnawed on and partially eaten. The mob gets kicked up trying to figure out what's going on—or at least to find someone to blame and lynch.

Here's the golem stats, from the monster list:

GOLEM, FLESH: AC: 16 HD: 4d12 (28 hp) AT: slam +8 (2d6+4) STR: +8, DEX: -2 MND: -3 S: Immune to most forms of magical attack.  Regular weapons do only half damage.  Fire (magical or mundane) does 2x damage. 
The stitched together remains of human(oids) given an evil unlife by foul magic.  Flesh golems are notoriously tough and difficult to kill, although luckily they are very rare, and the research into the creation of one is usually punishable by death in most civilized lands.

The Beast, when put down, has fragments of notes on golem creation in its pockets—in Alpon Lechfeld's own hand, and prominently mentioning his name. And yeah; turns out he had a bit of a reputation as a macabre eccentric, prowling graveyards, and whatnot. While it had been seen as part of his research, he's now universally decried as a necromancer, and the cause of these attacks—both by the ghosts and by the Beast—and the mob wants to exhume him to (at the very least) make sure that he's really, truly dead. Maybe treat him like a vampire; behead him and stuff his mouth with garlic, or burn his body, or something.

There's a major clue when he's unearthed; his body has been dismembered, they find that other graves in the cemetery have also been raided (and partially eaten.) Most importantly, Revecca notes that an amulet that he was insistent in his will be buried with him is missing. Revecca knows something about this amulet, and suggests that it was the key that was holding back the haunts; now that it's missing, that's why they're all going crazy.

Of course, the PCs may insist that the body not be exhumed. They may take no interest in what the villagers do, on the other end of the spectrum. I'm always hesitant to have the next step of the adventure hinge on them finding some clue that they may not find, and may not even be interested in looking for. So, they don't have to. The townsfolk will probably eventually get around the PCs and dig up the body, and then rumors will reach their ears. The next phase is Revecca being kidnapped, and if they don't have any knowledge of the amulet, well they can still move forward without knowing that. They can find out about the amulet some other way. Heck; if the PCs don't do anything heroic, maybe someone else can; I think it'd be funny if a bunch of flat on their asses PCs are dinking about around town and another group of bounty hunters or adventurers show up with the amulet that they rescued from a pack of ghouls leaving town, and they're bringing it back as a gesture of good will.

This is the beauty of adventure planning by focusing on "what will the NPCs do, unless interrupted by the PCs?" It doesn't require the PCs to do anything if they don't really want to. But the world goes on without them doing it, or goes on while they're chasing after red herrings somewhere else, or while they're distracted by some other whatever. If they want to do that, they can. The NPCs just keep putting their plans in motion all the easier.

What are some other potential encounters or avenues that the PCs might chase down? They might try to track the amulet thieves, which as noted, are a pack of ghouls—probably 8-10 of them.

GHOUL: AC: 13 HD: 2d6 (8 hp) AT: claws or bite +2 (1d6) STR: +2, DEX: +0, MND: -1, S: touch paralyzes for 1d4 rounds, humans wounded by ghouls are cursed if they fail a MND + level check (DC 12) and will slowly turn into ghouls themselves.  This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach -5, at which point the conversion is complete.  GM may provide antidote/remedy to counter this curse. 
Formerly humans, who fell prey to daemonic, cannibal rituals, and were transformed via blackest necromancy into feral, subhuman monsters that endure endless hunger for human(oid) flesh.  Their most fearsome ability is their tendency to spread their curse to those who survive their attacks.

Ghouls are nasty opponents for lower level PCs. You might want to have a notion in your back pocket of how the PCs can find some way to deal with the ghoul curse if they follow up with this. Either that, or the survivors will have to ruthlessly put down their former comrades when they turn into ghouls themselves. Harsh.

If they're really harsh, they might end up fighting against the mob of townsfolk, although if they do that, they'll find that they've worn out their welcome very quickly, assuming that they don't get killed. Regular human civilians aren't tough, but when there's thirty of them, maybe a couple of old veterans, and they have big mean dogs too, they can be trouble to a party of low level PCs. And even if they kill and/or chase off the mob, then they'll have to deal with the sheriff and his deputies.

HUMAN, TOWNSFOLK: AC: 11 HD: 1d6 (4 hp) AT: weapon +0 (1d6), STR: +0, DEX: +0, MND: +0 
HUMAN, VETERAN OR DEPUTY: AC: 12 HD: 1d10 (6 hp) AT: weapon +1 (1d6) STR: +2, DEX: +0, MND: +0 
HUMAN, SHERIFF: AC: 14 HD: 3d6 (12 hp) AT: weapon +3 (1d6), STR: +2, DEX: +2, MND: +2 
DOG: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +2, DEX: +1, MND: -3

Anyway, there's also the possibility of some countryside exploration as they're looking around for clues. Like I said earlier, interweave all of these things with the ghost stuff I mentioned in Part I, and this can be a plenty busy few nights of role-playing.

9-01-2017 Running Cult of Undeath, Part II.2

A part II.2—an expansion to Part II. Borrowing some more encounter ideas from the first two modules, here's some other encounters that you could sprinkle here and there in the various areas of Ebenbach and Mittermarkt to add more stuff to the whole experience, just in case you'd rather not rush the plot-line, such as it is, along. I highly recommend picking up at least a couple of these. Not all of these are meant to be combat encounters. In many cases, I refer you to the actual modules for some details on the NPCs.

THE CROOKED KIN. A traveling circus of sorts is met on the road near the crossroads marked on the map between Ebenbach and Mittermarkt (they're on their way to Mittermarkt from the west.) It's probably too late for them to make it to Mittermarkt before the day is over, and one of their performers, Aleece is missing. As noted in The Beast of Lepidstadt, she's been killed by a giant spider after wandering too close to the river. If her body is found, the spider will attack the PCs to preserve it's dinner and possibly add to it, although it won't fight to the death unless cornered.

SPIDER, GIANT: AC: 15 HD: 7d8 (35 hp) AT: bite +6 (1d6+4 plus poison)  STR: +6, DEX: +1, MND: -4, S: successful bite attacks deliver poison.  Target must succeed on STR+Level check DC 14 or take 1d4 STR damage.  One minute later, a second check must be passed or character takes 1d4 DEX damage.

The details about the rest of the carnival performers, if desired, can be taken from the module; they name and describe the entire troupe.

CITY WATCH CAPTAIN. In Mittermarkt, Montagne Daramid is the captain of the city watch. The town is all in an uproar, and rumors are flying fast and furious. He's actually advertising for bounty hunters to help with finding those responsible. The primary problem is, of course, the Beast, a flesh golem looking for its creator, Alpon Lechfeld. Ebenbach is technically under his protection as well, although no watchmen patrol it (he does have two rangers who's assignment is to patrol the countryside around Mittermarkt, including Ebenbach, to a radius of about 15-20 miles, however.) The challenge is, as you'll see below, the Beast is not the only problem Mittermarkt has right now...

THE SWAMPERS OF MORAST. In the hex immediately to the NW of Mittermarkt, the river has soaked the ground for many miles, creating a vast forested marsh. There is a small hamlet named Morast located there, more or less as described in The Beast. Some of these swampers have been murdered, but this is not actually the work of the Beast; it's the work of unscrupulous grave-robbers who found their supply of fresh body parts insufficient for their needs, so they went to go create their own bodies. Curiously, they also can be a clue which points to Lechfeld—they have stolen some of his notes from his office in the Academy (although semi-retired, Lechfeld kept an office that he visited once a week or so, and spent a night or two in.) These murderers are Vorkstag and Grine; two collegues of Lechfeld's at the Academy. I'm borrowing this concept from The Beast, but greatly reducing the complexity—these are just two professors with an interest in the arcane and bizarre who are murderers; there's not a whole little "dungeon" around them.

However, Vorkstag is a changeling, a humanoid who can take on the appearance of another person at will (although not their clothes or gear) which, if used with some cleverness, can make him an interesting antagonist to confront (although he's not a great fighter necessarily; especially compared to a whole party of PCs.)

VORGSTAG: AC: 14 HD: 3d6 (12 hp) AT: broadsword +3 (1d6), STR: +2, DEX: +2, MND: +2 S: Can change form as a single action.

And Grine should use the same stats, except that instead of the special noted above, he has access to 1d4 spells of your choice. In addition, they have done some small prototypes of flesh golems, although they are not at the same level as the Beast, and are less dangerous. One is, in fact, a dog-like creature, and the other is a small humanoid, made up of body parts of children, mostly—including some of the murder victims from Morast.

FLESH HOUND: AC: 14 HD: 2d12 (10 hp) AT: bite +4 (1d6+2) STR: +3, DEX: -2 MND: -3 S: Immune to most forms of magical attack.  Regular weapons do only half damage.  Fire (magical or mundane) does 2x damage. 
CHILD GOLEM: AC: 14 HD: 2d12 (15 hp) AT: slam +5 (2d4+2) STR: +3, DEX: -2 MND: -3 S: Immune to most forms of magical attack.  Regular weapons do only half damage.  Fire (magical or mundane) does 2x damage.

They'll probably be confronted in their locked Academy offices. Their golems stay in a small house buried in the marshy woods not far from Morast. Old Lazne from Morast is still the witness here, and he can also give the clue that specifically connects the Morast murders to Grine; who was wounded by a crocodile (or blood caiman) trap, as described in the module, while trying to murder another victim. Grine still has the bite mark, since the murder attempt was only a few days ago. Lazne also knows of the hidden marsh cottage with the golems, which will also have incriminating evidence in it after the two golems are destroyed, that points to Vorgstag and Grine as the culprits of these particular murders.

HERGSTAG. You can use Hergstag from the module; a small hamlet across the river that's been abandoned the last few weeks. The Beast is actually responsible for these murders here, though—there's little to discover here that Captain Daramid's rangers haven't already. There's no mystery to uncover here, really—although in the wake of the murder, dangerous wild animals may have taken up residence in the remains of the village.

SANCTUARY. This is an asylum located just upriver from Mittermarkt, and easily visible from the walls. As noted in the module, it's been burned and abandoned in the last several weeks; although it wasn't "the Shambling Man" who is responsible; it was the Beast itself, trying to find Lechfeld. The place has been inhabited by a small pack of ghouls since its destruction, though—three of them. Because of their proximity, they will shortly present a real threat to the town if not dealt with.

The ghouls here come from another small town (which I'll need to add to the map) just a hex or two up the road (and river) from Mittermarkt, at the crossroads of the main road, which continues from Mittermarkt into Vetala County, and a small, poorly maintained and infrequently used narrow path that heads towards Eltdown. This small town is named Frouxerr, and if it needs to be detailed, use the map of Carrion Hill from the adventure of the same name.

Meanwhile, in Ebenbach, while the ghosts are wreaking havoc, this is also causing a great deal of turmoil in the small village, including the expression of strange madness and more. The following take place in The vicinity of Ebenbach.

MONUMENT DESECRATION. The possession of Gibs is more or less as detailed in the first module; although there's no Vesorianna holding the ghosts in; it's the professor's stolen amulet that has allowed them to wander freely. But the possession is a nice touch, with its sleepwalking mischief, up to murder.

NURSERY RHYMES. Children around town have started saying a bizarre nursery rhyme. They profess no knowledge of how they learned it, and may even be confused when they are interrupted and asked about it, as if they didn't even know that they were saying it.

Baby, baby, naughty baby,
Hush, you squalling thing, I say.
Peace this moment, peace, or maybe
The Mourning Maid will pass this way.
Baby, baby, she's a vicious crone,
Heart as black as Mittermarkt's steeple,
And she feasts on those not grown
Every day on naughty people.
Baby, baby, if she hears you
As she passes by the house,
Limb from limb at once she'll tear you,
Just as a cat tears a mouse.
And she'll beat you, beat you, beat you,
And she'll beat you into pap,
And she'll eat you, eat you, eat you,
Every morsel snap, snap, snap.

Of course, the Mourning Maiden is a ghost released by the loss of the amulet. Not unlike The Woman in Black, she targets children in particular as victims.

RAT SWARMS. The Pied Piper haunt manifests during the day too, in a minor fashion. Rat swarms appear suddenly from wells, fields, sewers, or other places, and run wild through the village, frightening everyone before disappearing again into the countryside. This can happen several times a day for a few days, until the Pied Piper haunt is destroyed.

RESTLESS DEAD. It's not just ghosts, of course. If you want to step up the scariness, have a handful of bodies actually crawl out of the graveyard here and there at night. No more than one a night, and not every night, but this can be done up to three times before the villagers are panicked about it.

RESTLESS DEAD: AC: 12 HD: 1d6 (4 hp) AT: hand strike +1 (1d6) STR: -1, DEX: -1, MND: -4, S: undead immunities, only takes half damage from arrows or bullets.

All of this starts less than a week after the death of Alpon Lechfeld, and contributes the rumor that spreads like wildfire that he's a necromancer and rests uneasily in his own grave, tormenting the poor people of Mittermarkt and Ebenbach following his death.

9-01-2017 Brief Commentary on Running Cult of Undeath

OK, let's talk just a bit about the whole notion of running CULT OF UNDEATH since I've finished fleshing out everything that I would ever do prior to running what is a module's worth of adventure. (Even though it's pruned and summarized from two modules worth of adventure as published; and published Paizo modules tend to have more side-quests and extraneous crap in them than I'd ever run myself.)

I've said before that I'm not old school, but I am old-fashioned. What do I mean by this? Mostly that I prefer systems that encourage and enable an old-fashioned, rulings-centric style, but I'm not old school in that I'm not a fan of the game played with those rules the way it was originally played. Most long-time players of D&D came into the hobby from one of three vectors, and have—speaking very broadly—three major playstyles (that don't necessarily correspond to the vector that brought them to the hobby.) You could over-split this into more taxonomical classifications, but I'm deliberately keeping it rather broad. The approach vectors to D&D, up to and including through the big "D&D as fad" period in the early 1980s, are the following:

    • Wargamers and other hobbyists. This is the original vector into the hobby, but it was destined by its very nature to remain a niche vector. Gygax and Arneson, of course, were hobby wargamers, and D&D rose out of playing around with solo variations on wargames that they were playing in wargaming hobby stores and whatnot.
    • D&D players who may not have been wargamers, or even particularly interested in wargaming as a hobby (although they may have dabbled a bit here and there) but who were fans of fantasy fiction and wanted the game to resemble that as much as possible. I'm one of these kinds; my wargame experience even today is limited to a handful of games played here and there, and looking over stuff because it was somehow related to D&D (in other words, D&D was an abortive vector into wargaming; the exact opposite as above.) In fact, I presume that a very large majority of gamers came in via this vector, and it makes up by far the largest population within gamerdom.
    • D&D players who joined because it was faddish. Back when the Puritan-descended totalitarians who have been culturally and socially dominant in America since Lincoln's War went through one of their many episodes of paranoia, hysteria and mob/Crusading, D&D was a target. This predictably made lots of people check it out. Most of them didn't really stay, they played D&D when it was faddish and stopped when it wasn't—but some of them did.

While there is some correlation, I believe, between approach vector and later preferred style, it's not a perfect correlation. Or rather, I think the first two are somewhat correlated to two specific playstyles, the third approach vector isn't correlated to anything, and the third playstyle is one that's just common no matter where you came from, because it's an easier way to run the game, and requires less effort and skill, while still giving a relatively decent result for most gamers.

    • Focus on sandboxing. Hexcrawling is very popular with this crowd. Modules that are not hexcrawl-like in nature are not often used. This is what I mean when I say "old school"—there's a high correlation between the approach vector of wargames, the tendency to treat D&D itself more like a game where the characters are more like tactical chess pieces than characters, etc. For whatever reason, this playstyle also tends to attract a lot of really whiny, bitter, resentful caitiffs who are desperate to smugly proclaim their superiority to anyone else who doesn't play the way that they do.
    • Focus on module play. This was unfortunately encouraged early on by the publication of tons of modules, of course, but a side-effect of that is that a lot of GMs don't really know how to run more player-driven games very well, and don't know what to do when players deviate from what's written, so they tend to railroad them back on track using ham-handed DMus ex machina. Better GMs can pull this off, and assuming that the players are somewhat forgiving or willing to be a bit on the passive side here and there in the interest of promoting the game, this is probably by far the most common mode. It's not limited to any particular approach vector, I don't think, although the wargamer approach vector seems to be the most likely to hate anything that even hints at this.
    • There is a third method, of course, which is probably driven by guys who are fans of fantasy stories, novels, movies, and TV shows, and who use techniques found therein to create a experience who's end result bears a passing similarity to those as well—including an emphasis on character and roleplaying to equal the emphasis on combat and exploration. I doubt many people approach gaming with this style who don't come into the hobby via the second approach vector. This is an approach that can go wrong if not done skillfully, although what usually happens to GMs who try this and fail is that their game simply degenerates into something like the second style above, but with home-made modules. Either that, or it degenerates into sitting around talking sessions where nothing exciting happens. The tea party with Lady Moonblade which takes up multiple sessions is the parody of complete devolution. But that's what you get when the style goes wrong, or when you just have an extreme Girl D&D as Jane Austen Wannabe endpoint on the spectrum. When it goes well, it's going to be more like an exciting action movie with likable characters. Fantasy James Bond, maybe, or fantasy The Three Musketeers, etc. Don't get me started on what the other two styles are like when they go wrong, but trust me; they're at least equally obnoxious and irritating. I'm assuming for the sake of argument that when talking about these different playstyles, we're talking about when it's being run by a skilled and talented GM who understands the strengths and weaknesses of his style and does it well.

If you can't tell, I certainly am part of that third group. There's some good advice out there from folks who are good at running games that way, if you can still find it, that used to be published in Dungeon Magazine as a column. The first to get your hands on is Ray Winninger's run on the Dungeoncraft column, and the second is Chris Perkins' gig as the author of the DM Experience column. Sadly, the archives of both are no longer available on the Wizards of the Coast website, which is a bizarre tragedy. Luckily for me, I grabbed the text of all of those columns while it still was and copied and pasted it into a text doc so I could have them available when I wanted to read them—but I know for a fact that you can find most of the content for both at various other archive sites here and there.

Of course, you may be thinking to yourself, "Hey wait, this CULT OF UNDEATH project you've been describing doesn't really sound like the third method, it sounds more like the second method with a handful of nods to the first method sprinkled through it." That's... actually not an unfair thing to note. CULT OF UNDEATH is specifically me trying to find a way to adapt a module series in a way that would be successful for me, but it's not really my style to use published modules at all in the first place. But assuming I were to want to, how would I make it work for me? CULT OF UNDEATH is supposed to answer that. I'm trying to keep it from becoming the worst kind of railroad, while still maintaining the structure of the modules, more or less. (Well, actually I've changed a lot there too. Paizo is a highly SJW-converged company, and its products reflect that same twisted, delusional world-view, so I've had to make some fairly significant structural changes so that their "horror themed adventure path" doesn't actually resemble the "anti-horror, anti-heroic hot mess" that was published.)

It's my intention that if I ever actually ran CULT OF UNDEATH, it would be in one of two ways. The first is the simplest; it's a shorter, mini-campaign with a planned, bounded finish in sight from the get-go. How fast it moves depends to a great degree on the group. But from my most recent experience with my most recent group, I'd say that the whole campaign could be done in 8-12 sessions. The stuff that I've already done could easily consume four sessions. We have long sessions—often over five hours, but we've also known each other a fairly long time and "waste" a lot of time chatting, messing around, eating, and otherwise not really playing. I'd guess we get anywhere between three and four actual hours of play in an evening.

The more intriguing way to use CULT OF UNDEATH would be to have it be only one of probably about three threads going on simultaneously. This means that I'd need to create something like two other CULT OF UNDEATH equivalents, and drop all kinds of hooks and hints about those other two, interweaving them throughout the CULT OF UNDEATH experience. Normally when I play like this, which is normally how I play, of course, I'm not adapting anything in particular. I rarely have so much material planned out; I just have NPCs with vague goals that I've only fleshed out a few sessions at most of at a time. I also wouldn't be adopting some other material without any reference to the PCs that I have, so I'd stuff going on that the players could really sink their teeth into, because it would relate more directly to their characters. It's a much more fast and loose, invent stuff on the fly approach, that's driven by NPC agendas clashing with PC agendas. By "planning" I really mean that I have some NPCs and they have their goals and plans, and I predict what the PCs are likely to do about it in the immediate term only, and then prepare something accordingly. If my prediction isn't right, that's fine; I can usually use what I prepared in some other way,and if I can't, well, I figure something out.

I prefer not to let one thread dominate for too long before the ignored ones start to press in on the campaign by virtue of their neglect; the NPCs with their agendas are doing things while the PCs are otherwise occupied. Anyway, as I said earlier, the best thing to do to understand how to run this method successfully is to read the columns mentioned above. There were about 25 or so columns by Winninger before he briefly (and abortively) started over with another sample campaign. The second example is not only incomplete, but it also just highlights the same methodology, so it can be skipped entirely without missing anything. Chris Perkins' columns, on the other hand, weren't nearly so carefully organized, and he bounced back and forth from one topic to another. It's all good, but you really just kind of have to read it all. There's at least a hundred columns, I'd guess. But they're all relatively short. About midway through his run, he collected all of them in a single 107 page pdf (but each column has gigantic titles, an illustration, and some white space, so it's not as intimidating as it sounds.) And of course, it's only the first half of his columns. I think the actual articles are still available on the WotC site if you do a search for Iomanda. But you'll need a list of the columns if you want to read them in order.

9-05-2017 Surrounding Timischburg

I was thinking on some stuff I said late last week: the fact that running something like the Carrion Crown adventure path—even if compressed and heavily modified into CULT OF UNDEATH—isn't really my style. This is true; what I'd normally do is use the material (maybe) that I've already developed, factored out at a high level the motives and plans of some villainous NPCs, and then that would be all that I'd have done. I'd probably also do the same thing for other villainous NPCs, except no relation whatsoever to the CULT OF UNDEATH plotline. As with CULT OF UNDEATH, though, it'd focus on the Mittermarkt and Ebenbach area—at least to begin with—before expanding out from there.

So, I'll continue the next few phases of CULT OF UNDEATH, because that's what this blogging project is all about. But I will also talk briefly about what else I would add to an actual campaign that I were to run—assuming that I'd run this as an open-ended, meant to last for a while campaign. One of the things that I'll need to do in order to pull this off is talk at a very high level about what's going on outside of Timischburg itself, since some of the threats will have origins outside, and it's likely that the PCs will eventually travel abroad to deal with them. Right now, I don't know for sure what those other plot hooks are, but it will help me figure them out to figure out who else is in the neighborhood around Timischburg. And since I'm fond of calling Timischburg a bowdlerized Ustalav (which is in itself a bowdlerized Unversal Horror version of Transylvania turned into D&D) with just a touch of Karrnath from EBERRON thrown in as well, it makes sense to use a shorthand of some other source first, and then bowdlerize it from there. (I like that word, by the way.) So, I'll pick another nation from another setting (or from history), place it nearby, and then come up with my own new names. At this early point, I doubt I'll spend much time worrying about how I will differ from the prototype, but I'm sure that all of these nations will end up differing from them as much as Timischburg differs from Ustalav before I'm done: it will have the same themes, but otherwise resemble the prototype very little in terms of details.

Directly to the east, and southeast from Timischburg, following the coastline of the Mezzovian Sea, will be the Terrasan Empire (borrowed from the Mark IV version of DARK•HERITAGE) which is a Mediterranean pseudo-Spanish or Aragonese (to be truly pedantic and precise) fantasy country. I'll also presume that the elves live in forested, autonomous "reservation"-like areas either within or on the borders of Terrasa. Halflings can also have communities here and there.

North of Terassa (and therefore northeastward, mostly, to Timischburg) will be the Empire of Warhammer's The Old World; a very Holy Roman Empire Teutonic fantasy country, and probably the original source of the Timischer aristocracy that rules Timischburg. Directly north of Timischburg will be a kind of northern steppe and forest, mostly populated by either various barbarians (Celtic in style, I'd wager) or small settlements of the Empire moving further west. And to the north of that will be more seas, and ersatz Vikings. A mountain range running north-south from here (t-junctioning with the Knifepoint mountains, following a large gap) will be one that's populated by various strongholds of dwarves as well as goblins and hobgoblins. Needless to say, these two populations are often at war with each other, as well as with the settlers and city-states and tribes of humans who live in the lowlands around them. Some hardy, La Tène style "Gauls" live in the mountains too.

The northern coastline dips southward after this, so the country immediately to the northwest and west of Timischburg will be a "classical" country—i.e., a Graeco-Roman Republic at its height, just prior to its conversion to an Empire under Julius and Augustus Caesar. I'll borrow anything from any era of Greek and Roman, from Bronze Age Achaeans to early Middle-ages late Roman Empire and stir it all together. While this is a relatively good "protagonist" country, there are a lot of very dark cults that eat through the social fabric of this empire like worms; daemonic and Lovecraftian type stuff that's become relatively socially and politically powerful, even though it must remain under the surface, technically. Although I think having something like a smaller version of the Worldwound—at least the same concept as the Worldwould—smack in the middle of this country would be interesting.

South of this ersatz Graeco-Rome would be a savage country of orcs; a combination of the Hold of Belkzen from Golarion (although I haven't read the longer book on that area yet, so I don't know how many details it will retain) combined with some Skorne stuff from Iron Kingdoms. Further southwest of that are the city-states of Baal Hamazi and the homeland of the kemlings. It'll be different than the DARK•HERITAGE Mk. IV in some ways, because I'm sticking it on the coast, but I'm not worrying too much about the details of it yet.

In the middle of the Mezzovian Sea, mostly directly east of Baal Hamazi and directly south of "Belkzen", will be an undead country of pirates and slavers; very similar to Cryx from Iron Kingdoms (although probably less necro-steampunk, since that's too Iron Kingdoms to fit exactly in any other setting.) And then there will be another shoreline to the very southeastern part of the map, south of Terrasa but across the Mezzovian Sea, which will be al Qazmir from DARK•HERITAGE Mk. IV and the home of the jann.

(As an aside, it's curious how much of the old MODULAR DND CAMPAIGN SETTING material ended up being just that; modular stuff that I'm reusing again and again. This whole expansion of the Timischburg setting almost feels like it could be a revision of my old PIRATES OF THE MEZZOVIAN MAIN game that I ran a number of years ago, except now with Timischburg bolted in. Lot of "full circling" going on.)

I whipped up a very quick, sketchy "map" that is just ovals representing these countries; more to show their relative location to each other than anything else.

This list also has the following great side-effect: it pretty much creates a nearby homeland for all of the races you could pick. Most of these nations are human nations, of course, but I've got nearby dwarfs, elfs, halflings, and orcs. Cursed are already present in Timischburg itself.

Of the appendix races, it gives me homelands for the kemlings, goblins and jann; the woses are already also present in Timischburg. Everybody's now on the board, including even hobgoblins (I could probably add them to the appendix, taking them from my EBERRON REMIXED work—or maybe I'll just treat this as a different culture than the Belkzen orcs.)

I've got "Dark Lords" not only in Grozavest itself, to some degree, but up in the Haunted Forest and out on the island of Cryx. "Graeco-Rome" has dark cults, and Baal Hamazi is the remnants of a tiefling empire, basically—so it's got plenty of dark lords too. This gives me lots of obvious and iconic fantasy villains, as well as the opportunity for potentially bitter rivalry between human countries whenever I need it.

9-11-2017 More Thoughts and Commentary on Running Cult of Undeath

Now that I've mostly finished the CULT OF UNDEATH project, it makes perfect sense that I'd continue to undermine and second-guess the wisdom of even doing so in the first place. Let's talk briefly about how I'd really run my ideal campaign in Timischburg and what I'd really do if I wanted to create a game that was open-ended and would potentially last for many months if not even possibly years.

I'd have to make a few assumptions, first.

    • 3-5 players is my ideal group size. I'd probably not really enjoy a solo or even duo game, although I could pull it off in a pinch. More than 5 and it starts to get too hairy trying to keep track of everyone in the group. It's just not as much fun for anyone anymore.
    • This would be a potentially rather dark game with PCs that may skirt the line, on occasion, between anti-hero and actual villain. At least, I've seemed to capture that vibe (whether because of something I'm doing, or just because of who I've played with) in the past, and I can run with it. In fact, I rather quite enjoy it. That said; dark is relative. No creepy, pervy stuff. But this is definitely a "hard PG-13" game, I think.
    • Characters may be a bit shady, and if not, they'll certainly have to dip their hands in some pretty shady business. I said long ago, and I borrowed this verbiage more or less from Privateer Press's Five Fingers book, but it applies equally well to anything I run; there are three themes and most campaign-length games will alternate back and forth between them: crime and skulduggery, political intrigue, and horror.
    • As I say in the actual text of FANTASY HACK itself, I make no presumptions of a "balanced party"—in fact, I think assuming that there will be one and penalizing players, either passively or overtly, for not creating one, is a passive aggressive dick move as a GM. Your job is to bring a campaign for the characters you've got. As a corollary, I also make no assumptions that the party works well together. I tend to enjoy the game most when they don't actually; when they're on the verge of screwing each other up royally rather than bringing A-game tactics and playing like a well-oiled machine.

All that said; how would I actually run the game? Well... time for yet another list.

    1. Bring something like Chris Perkins' 3/24/2011 column "Point of Origin" for the characters to latch on to, if they so choose. Along with the character ties rule in chargen, this means that I need players to make characters as the first "half" of the first session, but they'll be nicely tied to both the setting and to each other when we're ready to start.
    2. I'd have a bit of a minor railroad at the start. In my experience, players rarely are capable of intelligently taking initiative for a session or two until they've managed to get their bearings in the game. Give them something obvious to work with right off the bat. This would be directly related to the early CULT OF UNDEATH events.
    3. Create two other plots. I don't mean plot in the sense of novel or screenplay writing; I mean plot in the sense of "major impending problem that will be unable to be ignored. Clues point directly to it, and mitigating actions can be taken, which is where the PCs come in." Or, "NPCs causing big trouble that will collide with the probable course of the PCs." But they provide the solutions; you just provide the problem. For instance: the CULT OF UNDEATH problem is based on the secretive Black Path trying to steal one of old professor Alpon's amulets that can be used, along with human sacrifice (and of course, Alpon's daughter for various reasons is the preferred sacrifice) to open the vault under which Tarush is kept imprisoned under Grozavest. Other ones might be: Jann pirates have grown increasingly bold on the coastal cities, and have razed some completely to the waterline. Far from being a nuisance and mere raiders, they are now migrating to Timischburg, will burn Grozavest itself to the ground, and kill or enslave the inhabitants as they attempt to establish their own nation on the ruins of the one that stands here today. What is prompting them to move en masse from their homelands on the southern shores, anyway? Or, daemonologist heretics from the northwest are gradually loosening the bonds which hold a number of powerful daemons at bay outside of the world as we know it. At first, only small daemons are able to slip through the tiny cracks, creating havoc in the north, but it's gradually going to get worse until a powerful Daemon Prince is able to come, which will bring about apocalyptic levels of devastation and suffering. These are kinda cliche, but that's OK (it ain't broke) so put a twist on them.
    4. These other plots will eventually get more development. Clues to what's happening will start to pop up early on, and by the time we're three or four sessions in, the PCs should have all kinds of dangling hooks from which to choose and bite on.
    5. In addition to this, create a secret mystery or arc related to each character; something that is separate from the big stories, but which is important to the character. Totally cool to work with the players on this; either because they picked an origin that you suggested, or because you're riffing off of an origin that they themselves created. Start throwing clues of this out there too.
    6. Mix, rinse and spin. You don't need a plan beyond this that stretches more than a session or two. As you dangle clues and hints of things related to all of plots out there, the PCs will go whichever way they choose to go, and you are reacting to their actions rather than the other way around. Create stuff that seems logical and predictable based on their actions. Give them some big wins. Give them pyrrhic victories. Have them wallow occasionally in the agony of defeat. Always make sure that stuff gets complicated, though. Even the big wins will tend to have side effects, and even the worst defeat has a silver lining that can be taken advantage of to claw their way back into... something entertaining.

Anyway, that's the way I'd run this if I were actually running. Which maybe I'll try to do. Like I said recently, my old gaming group is too fragmented, too busy, too far apart—I don't think that's viable anymore. But I've got a store not far that I can trawl for new players, and I can maybe come up with other alternatives too. First I just have to make sure that I'm not too busy to do it...

9-28-2017 Cult of Undeath Review

Here's a direct quote from a sidebar from the third Carrion Crown adventure path module, and a great example of why I struggle so much to figure out how to do anything useful with this Paizo material, which is fundamentally unsuited to gaming, quite frankly.

Running on the Rails The sequence of events in this section places this portion of the adventure on a "railroad." You should attempt to keep the PCs "on the rails," but without obviously strong-arming them or manipulating their actions. You can use Duristan, Graydon, and other potential NPC allies to guide and support the PCs’ actions, while still leaving them free to make their own choices regarding their investigations. Should the PCs take some sort of drastic action that threatens to derail the adventure, these wealthy nobles can step in and play the voice of reason. If necessary, they can even offer the PCs a reward or bribe to keep them focused, in the form of money, a minor magic item, or even property or another type of holding (likely worth no more than 3,000 gp), to be presented once the PCs properly finish their business in Ascanor. Regardless of whom the PCs side with, none of the nobles at Ascanor desire to see the lodge destroyed or overrun by an outside agency that would threaten to destroy the sanctity and privacy of their exclusive retreat.

Ridiculous. As much as everyone knows that railroading is bad adventure design and even worse GMing advice, Paizo still writes what they clearly admit is a railroad—and their excuse is that you can mitigate this by merely not being obvious about it!

Even so, what I find much harder to adapt is the repeated insinuation that the monsters are merely misunderstood and the real villains are transparent proxies for white, male, conservative, Christians most of the time.

It's made it very difficult to figure out what to do with a setting and premises that I actually quite like, because Paizo simply cannot stop crapping in their own bed. It's been a fair while now since I've routinely bought very much of what they're selling, and I've found completing this CULT OF UNDEATH project was actually harder than I anticipated because so much of it is simply unusable to a normal, healthy, psychologically functional gamer. This is why it continues to lapse as I get tired of trying to fight the material into being something worthwhile.

But, I committed to doing it, and I'm going to see it through! I'm reviewing modules three and four for what I want to pull out of them, and I'll have them converted into a bullet point outline of the type that I actually would use to run the game. Sometime soon. I am working on it. I promise.

In the meantime, since I'm lagging so far behind where I hoped to be, here's an image or two from Adrian Smith just for the heck of it, a great fantasy artist who got his name doing Warhammer stuff, and who did a lot of great work for Monolith Games' Conan. I'm going to use some of this stuff to represent Nizrekh, an island kingdom in the sea south-southwest of Timischburg that represents a different tone of undeath. While Timischburg has the classic Dracula vibe, set in pseudo-Medieval fantasy—where vampire overlords and tyrants are under the surface of what could otherwise perhaps be mistaken for merely a disquieting normal environment, Nizrekh is much more blatant and overt; it's Warhammer's Nehekhara (host of the now defunct Tomb Kings army; a skeletonized ancient Egypt, basically) combined with the Iron Kingdoms' Cryx—a steampunk undead pirate nation.

A Nizrekh Immortal soldier (a mummy, stat-wise)

Another Nizrekh Immortal, with poisoned claws

One of the Nizrekh Necromancers (and possibly a ghoul)

Nizrekh royalty (think of The Lady from The Black Company)

I'd actually have to hybridize the stats of a lich and a vampire to create the Nizrekh royalty. Here:

NIZREKH ROYAL HERESIARCH: AC: 17 HD: 10d6 (40 hp) AT: touch +5 (1d6) STR: +4, DEX: +2, MND: +3, S: undead immunities, only takes half damage from non-silver weapons, regenerate 3 hp per round, on a successful hit (MND + level to resist, DC 19) does 1d4 STR damage, can hypnotize (MND + level check, DC 19), avoids garlic and mirrors, immobilized and apparently dead if a stake is driven through its heart, drowns underwater in one round, cause fear in creatures under 4th level/HD, can cast spells up to 5th level 
While the vampires of Timischburg have a powerful undead grip on immortality (of a sort) they are pale shadows of the true masters of undeath, the Royal Nizrekh Heresiarchs.  There are only a handful such that exist, but all are powerful scions of undeath and thaumaturgy, and attack with powerful physical as well as magical abilities when they are spurred to combat.  They rather spend their time in Machiavellian manipulation against each other and other rivals, however—if they are reduced to fighting for their lives, usually something has gone really wrong for them.
 
Like Liches, Heresiarchs have horcruxes that make their total destruction extremely difficult, and many enemies that think that they have destroyed one find to their fatal chagrin that they just keep coming back. 
The best literary comparison to the Heresiarchs is the Ten Who Were Taken from Glen Cook's The Black Company.  

9-29-2017 Cult of Undeath—Next parts

I'm thinking about what to do with the next part of CULT OF UNDEATH. Because the structure of the modules are so railroady, I'm struggling to modify them in such a way that they're not—there's literally nothing left if I do that. I still need to give this one more thought. My first thought was that Revecca Lechfeld was kidnapped and whisked off to the south, hopefully prompting the PCs to go rescue her. This better serves the goal of thrifting the modules down to a manageable size than it does eliminating the worst structural aspects of them, however, so I'm trying to think of something else here. Even the idea of simply Revecca telling them that there's treasure to be found in the woods or something is better than a rush to chase after her kidnappers, where I have to try and entertain them with stuff going on, while somehow convince them that the time that they're taking isn't a problem. Plus, the whole hunting lodge business is supposed to be a kind of whodunit style mystery (which I may or may not do). But, at least, let me spell out the encounters and whatnot that they expect you to be able to use, and having them disassociated from some pre-planned plot will hopefully help me to see if they look like they'll be useful at all or not.

The gist of this part three is that the PCs go into the Bitterwood, a deep, thick wood that's heavily infested by werewolves, and then emerge eventually on the other wide to find an abandoned town that was the victim of a massacre in some kind of border war or other, but three coalitions are there now; necromancers digging up bodies and reanimating them, and two tribes of werewolves that both want to take something from the necromancers. My own earlier summary cuts this last part out completely, and only has vague rationale for why the PCs would be passing through the Bitterwood or having anything whatsoever to do with the werewolves anyway. So that'll need some help—but I actually think that maybe it's best deferred, honestly. They'll find reasons in play why going that way is a good idea. Why lock myself into something now?

ETTERCAPS IN THE WOODS Plus, a weaverworm "boss." This is just color. It feels an awful lot like it was literally borrowed from Bilbo's experiences in Mirkwood with the spiders. Eminently axable. But, if I wanted to have a giant forest spider-encounter, I'll take the wyvern stats, and make them unable to fly, and treat them as a giant spider. If I want more of a swarmy type enemy (more like the spiders of The Hobbit than Shelob) then I can take ape or baboon stats, give them some vaguely defined web ability (that honestly, wouldn't be used in combat anyway) and just describe them differently. I actually quite like the idea of eight-eyed and six-armed spider-baboons that swarm out of the trees. The wyvern's poison would be a good addition to them, too.

SPIDER-BABOON: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +1, DEX: +3, MND: -4, S: Acrobatics affinity, successful bite attacks deliver poison.  Target must succeed on STR+Level check DC 14 or take 1d4 STR damage.  One minute later, a second check must be passed or character takes 1d4 DEX damage.

WEREWOLF TRAP This is merely meant to be a vicious trap that the PCs come across while traipsing through the woods. It's been set by a spoiled nobleman staying at the hunting lodge to catch werewolves—he's a guy who is meant to be a colorful character with whom the PCs can interact over the course of quite some time, although he's also meant to turn into a werewolf himself before all is said and done, and the PCs will most likely put him down. I dislike the idea of creating NPCs with such a defined story arc already pre-planned, and I also dislike forcing NPCs on the players, while I prefer to organically interact with those that they end up being interested in on their own. I also don't really like doing traps. I'd probably skip this altogether.

INGOMER'S LODGE More like a small stronghold located deep in the woods, this is a place where small numbers of nobility and their retainers hang out, ostensibly to hunt. Why anyone would come to a forest known to be crawling with werewolves to hunt (unless they're hunting werewolves, which few will be prepared to do) makes little sense to me, so I'll treat it more like an actual stronghold; a small barony, or something. The werewolves ignore the road that leads to it, mostly. In fact, in my version of Timischburg (as opposed to Paizo's Ustalav) most people aren't sure that real werewolves still exist (although their descendants, the woses, certainly do.) There are werewolves in the Bitterwood, as it happens. But they aren't going to be having some kind of succession crisis, as in the module. There's only a handful of them.

Rather, the Lodge can be an NPC interaction station, a place of research, and maybe even a temporary localized homebase for the PCs to strike out within the Bitterwood looking for other things. I didn't list the NPCs from the module in my summary here, although you can if you like.

WEREWOLF ENCOUNTERS I've condensed all of this werewolf action down to this listing. If the PCs strike off of the road, they are at risk for werewolf encounters. I'm not messing with different tribes like the Primals or the Demon Wolves or the Silverhides or whatever, because there aren't any good werewolves in any setting I'd ever develop—monsters are monsters, and the only reason you'd ever not fight them is because you can't defeat them. You don't make common cause with them because they're just misunderstood all-around good folk. The thing with werewolves is, of course, that you need silver to handle them (the same is true for demons) and rumor has it (or perhaps research from Alpon's notes and library) that there is a huge stash of it in the Bitterwood and an abandoned churchyard a few miles away from the baron's castle, but who's exact location has been either lost or deliberately obfuscated in just the last few years. There you have it; a stash of silver treasure, including weapons that the PCs may well need in the future, and you've got an excuse to go chasing after this stuff. The werewolves, of course, don't want people finding the churchyard, which they are reluctant to enter themselves, because as cursed creatures, they still have an aversion to hallowed ground, even neglected hallowed ground, but they'll try to keep anyone else away.

THE BARON'S PARANOIA (I'm obviously replacing the Lodgemaster with a minor baron, Stefan Turcitul. But otherwise, he's very similar to as presented in the module.) The baron knows all about the church, but he's made a deal with the werewolves, because he is himself a warlock, and he's searching the church when he can get away from his retainers without arousing suspicion, for clues to help him on his quest for necromantic eternal life—such forbidden tomes are reportedly still lingering in the libraries below the church. Baron Turcitul hasn't found what he's looking for yet, but there's a lot of material to go through. If the PCs start getting too close, he'll get anxious that they'll either 1) steal the secrets themselves, or 2) report him to the inquisition, which will result in his burning at the stake. He starts trying to head them off.

THE GHOST WOLF I'm not 100% sure that I like this concept, but the concept from Monster Hunter: Alpha is more my speed. The ghost wolf isn't the ghost of some poor werewolf schmuck, I'd rather have werewolves being a curse of those who come across the master of the Wild Hunt, which occasionally touches down in the Bitterwood from back when it was Murkwood, the primal forest that covered all of Timischburg in prehistoric times. He has the spirit of the wolf, a primordial avatar of the Master, who created the first werewolves during the Stone Age. But this is backstory—I'm not sure that I want to involve the Wild Hunt already at this stage, or primordial, Ice Age wolf spirits that corrupt humans unfortunate enough to cross them. I'll probably ax this part, but I'm not 100% sure that that's what I want to do. I reserve the right to keep this in my back pocket for... something.

THE STAIR OF THE MOON In the original module, this is the place where the competing werewolf tribes come to meet. In my version, it'll be the abandoned churchyard where Stefan Turcitul does his research, and a massive armory of silver weapons used by the Old Inquisition was stored in underground vaults (don't get excited. This isn't a dungeon, just a locked cellar.) Finding the place almost certainly means fighting werewolves in the woods (and maybe evil woses who are their hangers-on), it might mean fighting the baron and some of his men-at-arms at the church itself. And the baron is no slouch when it comes to foul warlockry—although he hasn't unlocked the secret of becoming a lich, as he hopes to find, he's managed to learn how to summoning some nasty critters; there will probably be skeletons around as well (from the bodies of ancient clergymen buried in the graveyard outside), servitor daemons, and he probably has an imp daemon familiar and maybe a succubus daemon advisor/temptress. (Although the webguide doesn't have imps listed a subclass of daemon, I did make that change in my master file.)

Not only the werewolves, but the daemons all are much more vulnerable to silver weapons, which the players may not really have until they find the stash of silver (and magical) weapons blessed by the Old Inquisition—but I don't want to give the PCs something useful after it's useful. We'll see if they find a way to get to the vaults before fighting everything that the weapons will actually help with.

I'm cutting THE HANGING TREE and FELDGRAU completely. They have no role in my revised version of the adventure. With this list, I've got a lot of potential little adventure material, but the whole thing carries with it the vibe of a side trip. This is usually considered a bad thing in the world of scripted entertainment—books, TV shows, movies, etc.—but it probably is exactly what this needs as a game to give the PCs something to do that isn't intimately tied to their bigger Black Path conflict. And actually, the church's old library is a target of the Black Path too. I think it's important that the PCs eventually find out that Stefan Turcitul traded one of the forbidden books from the church's library to the Black Path in return for... something. I don't know exactly what yet. The PCs should be able to discover easily enough that the two were in cahoots in some way or another, even if they can't determine exactly what the Black Path is up to, even if they somehow manage to get Turcitul to confess to everything that he personally was involved in.

10-02-2017 Cult of Undeath Next Steps

In reviewing my outline and next steps, I see that I've got a few choices to make and a bit more thinking to do. I think I've figured out what to do with Broken Moon, and I'll probably do something more or less similar with Wake of the Watcher—pull out the encounters, convert them, and hang them to a much less railroady structure. That said, I've noticed that I've got two minor arcs in a row that basically rely on Revecca being kidnapped for sacrifice, and the PCs being motivated to rescue her. While I'm a fan of bringing back the lost art of saving a damsel in distress, which has been vilified now for many years, it's clear even to me that... this is a bit much.

As with Broken Moon, the 3rd module in the adventure path, I'll be more or less converting this into a side quest that has little to do with the main thrust of thwarting the designs of the Black Path, other than offer up some clues that bring it back again. But the gist of doing something that sounds even a little bit like Carrion Crown, I have to have a "Shadow Over Innsmouth" like adventure of some kind, followed by a trip to the capital city, a bunch of vampire stuff. Because my outline doesn't require the last part (the climax takes place right in Grozavest, and the last adventure is just "quest and dungeon to kill boss" I eliminated almost all of it except for the concept of killing the boss—who, as in Carrion Crown isn't the real boss; he's a guy trying to resurrect the real boss. In both cases, a threat beyond the ken of the PCs.)

As you can probably see if you've been reading this CULT OF UNDEATH project, what I started out in fairly high spirits about eventually disenchanted me, both because the modules themselves weren't very good—they're full of lots of really bad idea cliches, and avoid the good idea cliches, but also because they require running the game in a fairly heavy-handed fashion that isn't really my style. I knew this before I started, but I thought it would be easier to work around than it actually has ended up being. And even if I do do it, I'll still be stuck with a "story framework" that is riddled with fairly dull ideas. The only thing that really becomes salvageable are the very specific encounters. Sometimes.

What I've done is try to reshuffle and restructure the adventures, mostly so they're shorter and less grueling, tedious death-march-like in nature, but I haven't substantially changed the structure otherwise, because that would defeat the purpose of converting Carrion Crown into CULT OF UNDEATH. But what I'm finding is that I kind of wish that I had been more radical in my restructuring after all. My satisfaction with the result the way it is has diminished as I've done more work digging into the details. If I end up doing another one of these—a conversion of Legacy of Fire or Serpent's Skull, I'm going to do it quite differently. I'll go through all of the modules, listing them as encounters; and then find some totally different structure to hang them on. Or, I dunno. Maybe I'll use the structure of the modules, or at least some of it. But what I've done with CULT OF UNDEATH was start with the de facto assumption that I'm using most of the structure, whereas if I do this again, I'll take them completely apart like all of the component pieces of a Lego set and rebuild them without reference to the instructions.

I suspect that by doing so, I'll be happier with the result. Professional Lego set designers are really good, and back when I had the hobby of messing around with Legos, I couldn't hold a candle to their design expertise. I find that I don't feel that same gap of expertise in turning encounters ideas into an RPG campaign.

And honestly, I'd like to restructure the encounters to mimic Chris Perkins' three act encounter structure.

10-03-2017 Wake of the Watcher Deconstructed

The module as written has the PCs chasing a mysterious "Dark Rider" (and never catching him) to Illmarsh, Ustalav's version of Innsborough, only to find a clue there that sends them back to the capital. Both are, of course, a riff on Lovecraft's Innsmouth, but what the module suggests is that the Deep Ones and in-bred villagers' deal is on the ropes, because mi-go have invaded the Deep Ones home under the water and enslaved them. Both have brought all kinds of Lovecraftian monsters to bear to try and gain advantage over the other, leading to a somewhat embarrassing collection of fan service where you see just about every Lovecraftian monster that you can think of sitting around in some room somewhere waiting for the PCs to stumble across it. Anyway, here's the vignettes in order. Some of them will be useful to deal with the very reduced version of the module that I have, but many of them will be not only superfluous, but embarrassingly so. Remember, that I may well use names interchangeably; in Timischburg, the ersatz Innsmouth is Innsborough; in Ustalav, it's Illmarsh. The Whispering Way becomes The Black Path, etc.

THRUSHMOOR This is completely unnecessary in my version of the module, except for one thing that might be desirable. It's a reasonably largish town that the PCs have to pass through, where they can get all kinds of rumors about Innsborough, foreshadowing how weird and disturbing it's going to be. If you re-read "The Shadow Over Innsmouth" you'll see that Lovecraft himself uses a similar structure for the same reason; in fact, the protagonist of that story wasn't even going to go to Innsmouth, and hadn't even heard of it before, until he started getting these rumors.

AMBUSH To keep Thrushmoor from being too talky and boring, they suggest that a cultist ambushes the PCs at the livery as they're asking about clues about the "Dark Riders"—a undeath cult assassin with a few ghouls hiding in a hay-wain that's lost a wheel. When they ask the PCs for help, they wait until they're in an uncomfortable, flat-footed position and burst out of the hay. Well, as Raymond Chandler said (paraphrased), when in doubt, have some thugs with a gun show up. Barring guns, some undead thugs sound workable.

SHIPWRECK AND MORE TALKING On the way from Thrushmoor to Illmarsh, the PCs see a ship struggling at some lonely and abandoned quay. The guy on it is a curious inventor type who's come up with submersibles, but for now the PCs are merely meant to meet him so that they can conveniently go to him and recruit him to help them dive later. Since I have little interest in exploring the Deep Ones' lair underwater, I see no reason to include this.

THE MAYOR AND MORE TALKING The Mayor of Illmarsh recruits the PCs (by force, if need be, it says. Seriously) to help him investigate missing people, but what he really wants to do is take control of the Church, and be even more powerful and influential in town, without a major rival. I don't have a mayor, I've got an isolated and disquieting manorial country gentleman, Otto von Szell. Also, since there's no war between Deep Ones and mi-go in my version of this, there probably aren't missing townspeople. Rather, much as in the Lovecraft original, the PCs are prime suspects to become the next missing people to have passed through town. And then, in what sounds suspiciously like a joke, the mayor suggests that the Watcher in the Water (sorry, Tolkien, excuse me, Watcher in the Bay) is just a myth, and then as soon as the PCs wander near the docks they get attacked by one, which is a semi-mundane giant octopus, lacking all of the suspense and terror of the attack on the Fellowship by the Watcher in the Water by Tolkien; although a good GM could make something of it, I suppose.

THE CHURCH Churches in Timischburg are Christian churches, but here, it's a church to some sea or nature god or other of the Paizo pantheon. Of course, in either (as in the Lovecraft prototype) it's not-so secretly a church to Dagon. Paizo calls it the Recondite Order of the Indomitable Sea, because I guess after everything else, they couldn't just use the Esoteric Order of Dagon. This is probably one of those scenes that you want to include somehow, but going into the church and starting to just kill cultists as soon as you walk in seems a little... I dunno, way too caricaturishly D&D, maybe. Presuming that you find the secret doors at the rear of the church, you also end up finding 1) some of the missing townspeople's bodies, with their heads exploded, and 2) "the scion of the sea" a weird lobstery monster (some kind of extra-special modified chuul, to be exact.) And then, 3) the "slug spawn" who look kind of like the ear worms from The Wrath of Khan but who actually cause their victims heads to explode after a few days, kind of like the chestburster from Alien turned up to 11, I guess. There's this whole thing where the slug spawns protect you from mi-go mental manipulation, but the sad side effect, of course, is that your head will explode.

I actually kind of like the head exploding idea, but I don't think this is the place for me to use it. I'll save it for something else, probably. Anyway, after getting this far, the PCs probably suspect the Deep Ones infiltration of town life (especially if they've read "The Shadow Over Innsmouth") but don't know what to make of the slug spawn, and don't know anything about the mi-go thing.

BARON'S HOUSE I actually have a current, present manorial gentleman who's the de facto authority in town, but in the Paizo version, this baronial authority has been MIA (KIA, I should say) for decades, and his manor is abandoned. Lacking anything else to do or anywhere else to explore, eventually they're supposed to make their way there where they discover the full details of the Deep Ones nonsense, as well as figuring out that something is seriously wrong with deal between the townsfolk and the Deep Ones, and that there's some greater threat going on under the water still. There's a ton of encounters here in what is essentially a Lovecraftian dungeon, but few of them, in my opinion, have adequate explanation for why they would exist other than as a guided tour of Arkham Country, with Lovecraftian monsters as attractions in an amusement park. I could potentially use... some of these, I guess, but nowhere near most of them, because they make little to no sense. Anyway, here's a (more or less) complete list of stuff you find here.

    • Poor victims of the Deep Ones breeding program, who are now also victims of something else (see below)
    • A swampy giant of some kind (not sure why? Bodyguard of the vizier, or something?)
    • lots of cultists
    • the cult leader, who's head explodes and he turns into a pseudo-Dark Young of Shug-Niggurath on being defeated in combat (not kidding)
    • spectres, who are the ghosts of some old tax collectors killed by the insular townsfolk years ago.
    • yellow mold (ok, that's not necessarily Lovecraftian)
    • hounds of Tindalos, who are lurking around waiting to ambush the PCs in some room for some reason.
    • a shantak (yeah, flying around near the balcony hoping someone will walk out so he can attack them. Sometimes I hate D&D, at least as it's poorly played and conceived.)
    • a moldy plant thing—a variant shambling mound is what they use for stats, but it somehow manages to feel very Lovecraftian in a pseudo-original way, actually.
    • plenty of Deep Ones (they call them scum in Pathfinder, based on the D&D monster of the same name. It's kind of absurd that there are several riffs of the Deep Ones in D&D—sahuagin, scum, locathah, kuo-toa, etc. Anyway, scum is what we get here. FANTASY HACK goes straight to the source and just has Deep Ones. They're public domain, anyway.
    • A colour out of space, complete with a well of sorts for it to hang out in.

SUBMARINE DESCENT I don't envision that my PCs will ever take a submersible down to the Deep Ones lair (or even ever conceive of something like a submersible, for that matter) Besides, Deep Ones don't live in "lairs", they live in cities like many-columned Y'ha-nthlei. In any case, this is chock-full of superfluous encounters as well, most of which I wouldn't even use even if I were to do anything with this segment, which I won't.

    • a "devilfish" attack (a kind of mini-kraken)
    • plenty of Deep Ones (ok, these aren't superfluous, at least)
    • dimensional shamblers
    • some kind of weird "fungus oracle"—it's just a big fungus mouth with tentacles and short stubby legs. I guess the Paizo folks decided that a Zuggtmoy vibe was really Lovecraftian—which certainly isn't untrue, but I'm not sure specifically why they're supposed to be associated with the Deep Ones or the mi-go either one, except for "the fungi from Yuggoth" which I don't think is meant to be taken too literally.
    • mi-go, by the way. You'll fight a few.
    • a gug (yeah, I dunno. The flimsy excuse is that the mi-go are doing all kinds of weird experiments in here)
    • loads of brain cylinders
    • and finally, it ends with a fight against a Dark Young. Then, while they're on their way back to the surface, the mi-go laboratory that covers the Deep Ones lair collapses.
    • as an aside, they propose that the Deep Ones will eventually return and things will return to normal before too long. Assuming that the PCs don't massacre everyone in town for being a vile cultist, of course.

10-24-2017 Deconstructing Ashes At Dawn

My summary for CULT OF UNDEATH has the PCs presumably attempting to rescue Revecca and stop the unsealing of a Primogenitor vampire at Grozavest, because the unleashing of such a monster would be catastrophic. Plus, presumably they like Revecca enough to not let her get killed. This is really more like the last chapter of the adventure path as written, and I don't have anything in my summary that follows very well what the fifth chapter, Ashes At Dawn has. In fact, I really don't like this one even more than I don't like the other chapters of this adventure path. Much of this can be seen quite clearly in the Introduction to the adventure, written by dysfunctional r-strategist and professional SJW F. Wesley Schneider. Let me quote parts of it, briefly:

We’d been talking vaguely about Carrion Crown since PaizoCon 2010, when someone on the messageboards eventually hit us with what seemed to me to be a very obvious question: “Why would I help the vampires?” I understand this sort of question when all the details about a campaign’s plot are unreleased, abbreviated, or still forming. But as we weren’t ready or even able to release a lot of details yet, my only answer was essentially, “They have something the PCs want, putting characters into a ‘You scratch our backs and we’ll scratch yours’ situation.” 
For a certain subset of those in the discussion, this was not an acceptable answer.
“But vampires are evil!” “My party won’t work for the undead!” “I’m a paladin!” Wah, wah, wah! 
The world’s a hard place, and even harder when there’re fireballs and zombies! Toughen up! 
I wrote and deleted responses running the gamut of diplomatic shades, but I never posted anything with quite that tone. Most frustratingly, after considering and discussing the concern for a few days, I was forced to admit there was some validity to it. So I told folks we had top men on the job—I was planning to write it myself, after all—and assured them that, come volume #47, they’d be pleased with the outcome. 
Well, you’re holding the outcome in your hands. 
You don’t have to dig deep through Paizo’s backlist to catch the drift of my tastes. In short, I also always rooted for Skeletor over He-Man and the Joker over Batman. So obviously, like many GMs, I like the bad guys, I like overwhelming odds, and I like shades of gray and seeing the heroes forced beyond their comfort zones.

So... if you don't want self-righteous, ham-handed preaching during your gaming about nihilistic values where there's no such thing as a hero, or good and evil, then Schneider doesn't have time for you and only his reluctant professional duty keeps him from openly mocking you—although he'll still throw in some passive-aggressive BS anyway, like pretending that you're crying. What a douche. This is the guy who wrote the absurd fantasy Burning Man bohemian city of Kaer Maga, by the way. Not surprising that the whole "save the monsters, because actually people are the real monsters, especially if they look kinda white and Christian and male, LOL" vibe is one that he's pushed heavily into the adventure path, and which has effectively ruined it. That said, as I've done in the past with the other modules, I've kind of reworked the framework, i.e. "plot" and then go through each module to strip-mine them of any encounters and details of value that can be rehung on this new framework. So, let's get to it. I suspect that I may end up using less of this module than of most of the rest I've reviewed, but we'll see after I go through it in detail at the end of this post if that presumption ends up being true or not.

The gist of the adventure is that someone has started infiltrating the younger generation of vampires at Caliphas, the capital of Ustalav (so my Grozavest, in the TIMISCHBURG setting). These younger punks are spurred into violent revolution, and begin by starting to murder their elders who stand in the way of their own political ambitions, but of course, these younger vampires are being manipulated by the Whispering Way cult, so they're chumps. The PCs are expected to help the vampire elders, who at least make the trains run on time in Caliphas... I'm sorry, they at least recognize that parasites can't literally destroy the entirety of their host, so they oppose the Whispering Way which wants to turn the entire world into an undead one. Given the rules for vampires and their spawn in D&D and Pathfinder, there's an elixir or some-such developed to give spawn free agency, made by hags, and they have their own agenda too. The PCs are supposed to work with the leader of the vampires to solve the mystery of who's murdering the vampires and stopping them so that he will help them track down the Whispering Way and stop their funny business. Again; I don't know how much of this I'll use, but the key elements can be used somehow other than they were originally written, if needs be, so let's have a look at them.

THE HEADLESS HORSEMAN A Whispering Way adherent that the PCs have been following for some time has been turned into a Headless horseman, and is tasked with slowing or stopping the PCs. They fight him on the road, where he's been tracking them, before they arrive in town. He's got dire ghoul wolves with him, and rides on a nightmare.

HEADLESS HORSEMAN: AC: 16 HD: 4d6 (16 hp) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1 S: undead immunities, only hit by magic or silver weapons, arrows do a max 1 HP damage.  Ghosts also have one of the following special attacks.  Also: drains 1d3 DEX on touch, creatures reduced to -5 DEX are immobile and helpless for coup de grace attack that kills them automatically, forces a Sanity check on all characters that can see the horseman. 
MOUNT: AC: 15 HD: 5d6 (20 hp) AT: bite +5 (1d6) STR: +3, DEX: -1, MND: -3, S: breathe fire (1d10 HP damage—DEX + Athletics check DC 14 will halve damage.) 
GHOUL-HOUNDS: AC: 13 HD: 2d6 (8 hp) AT:  bite +2 (1d6) STR: +2, DEX: +0, MND: -1, S: touch paralyzes for 1d4 rounds, humans wounded by ghoul-houndss are cursed if they fail a MND + level check (DC 12) and will slowly turn into ghouls themselves.  This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach -5, at which point the conversion is complete.  GM may provide antidote/remedy to counter this curse.

The ghoul-hounds should arrive as reinforcements after the combat has already started, which for best results, should be an ambush at night on a covered bridge. (Keep in mind that I'm treating the headless horseman as a ghost story, which is more in keeping with the whole Sleepy Hollow tradition. Irish folklore has the dullahan, which is a headless horseman of sorts too that carries around its own head. This is an Unseelie Fae, not a ghost. I don't know that it really matters, but I like the Sleepy Hollow ghost tradition better. Plus, I'm not at all Irish, and in fact have a fair bit of Scots-Irish blood, so screw you, Paddy!)

VAMPIRE BODY INVESTIGATION Vampire bodies and gossip in the morning as the PCs wake up in their inn. If you're not going to do anything with the vampire murder subplot (I am not) then this probably has no place in adventure. Besides, it's not an "encounter"—it's where the PCs get a clue shoved in their face.

A NIGHT AT THE OPERA How typically Vampire: the Masquerade-ish. After going to a fancy party, the PCs are supposed to convince someone to let them browse the archives for clues. In a pinch, they can break in later if they have no charisma or charm. They find clues and probably set off a trap which summons four bone devils. I wonder; I don't have anything quite like bone devils in the FANTASY HACK monster section, but they can easily be replaced with something else. On the other hand; what would I have the CULT OF UNDEATH PC's researching exactly? I don't really need them for anything.

Then a dhampyr NPC shows up and tells the PCs where to go next. Sigh. He offers to introduce them into vampire society so they can rub shoulders with the bloodsuckers and find more clues about who's killing them.

INTERVIEW WITH THE VAMPIRES That's actually what they call this section. Now that they've offered about the fourth side-bar about trying to force PCs to not kill the vampires but work with them, they finally seem to assume now that they just will. It starts out with the statement that you as GM will have eliminated any other option for them, giving them no choice but to seek out the vampires. Sigh again. The entrance to Vamp Undercity is through the Glass House, a bit greenhouse and park, guarded by a strange topiary-loving vampire who wears vines instead of clothes (oooh, sexy! Or something.) There's also stuff like Venus people-traps, enslaved vampire spawn guards, magical traps and loads of vampire nobles to talk to (or kill; they go out of their way to discourage and yet say that we can't stop you in the text) including a Nosferatu-themed guy, who even wears the same clothes as Max Schrenk, of course. They are meant to discover the murderer and lay an ambush for him, or seek out him out his "lair"; a fancy haberdashery, since the vampire murderer is also a tailor. Inside, there are demons, vampires, ghouls, and the vampire murderer himself. At the end of this episode of "we promise, this is still D&D, not one of those White Wolf pussy games" the PCs are meant to know something about the witches, and go chase after them next.

There's not really anything in here that I need. I don't have a whole bunch of individualized vampire stats. Unless I need them (and I don't) a vampire in FANTASY HACK is a vampire is a vampire.

THE BELLS OF SAINT PAGAN SOMETHING OR OTHER I've gotta be honest; the attempt at "cute" subtitles that mimic well-known movies and/or books isn't something that I'm immune to, but it also kinda ticks me off after a while. The witches are, of course, hanging out in an abandoned abbey. The story is that they are a coven of three, but one of them is "stuck" in spider swarm form because her body was destroyed and dismembered years ago. Their motivation is that they're trying to get her skull back so they can finish reassembling the skeleton and revive her as a humanoid witch, rather than as a whole bunch of spiders crawling all over the place. They've got a summoned demon and some charmed guards, a falling bell trap, invisible stalkers and a few other things kicking around, and then of course, the two witches themselves, plus the third in the form of a bunch of spiders that hold together in humanoid shape. You find a fallen paladin, a weird "blood knight", a kind of animated armor dripping in blood, possessed by the spirit of a dead warrior. And, of course, you find the two witches, who are illustrated to look like ratchet Renaissance Fair girls; pretty much exactly what you'd expect a nerdy D&D player to jerk off to, I suppose. Shudder. And then at the end, you get confronted by nagas. The witches supposedly have a "get away from being killed by the PCs for free" card.

Although the adventure itself is... not my cup of tea, mostly because it is more like having a cup of tea with the duchess than it is an adventure, the section which follows the adventure proper and shows us the city of Caliphas is really quite nice as a city brief. It's too brief to really be a good sourcebook, but it's a nice map, and I could easily use it for a decent-sized city. I don't know that I want to use it to represent Grozavest itself, as I need a big, sealed prison in it (maybe one of the half a dozen or so castles in the city can double for this, though.)

I also like popping to the back and seeing what they've got going on in the bestiary, in case I want to convert up something using the same concept. They don't this time, but they do curiously have their own versions of nosoi, a word that I also use as a type of daemon. In Greek mythology, the Nosoi were spirits of pestilence and disease that escaped from Pandora's box when she opened it. Because of this, I basically gave the name Nosoi daemon to a big, ugly plague-daemon loosely based on a Warhammer Nurgle miniature of the pox maggoths, so it wouldn't exactly fit in a box, I don't think. That's OK. Paizo have decided that they're little bird-like psychopomps, so they're even farther removed from the Greek original. Mine at least are purported to have grown from tiny fly-like versions of themselves that crept out of the box many millennia ago. There you have it.

One more of these, and then I'll decide what (if anything) still needs to be labeled CULT OF UNDEATH, or if it's ready to just transition completely into the new TIMISCHBURG tag that explores the setting.

10-26-2017 Deconstructing Shadows of Gallowspire

Finally, in the 6th and final chapter of Carrion Crown, Paizo lets us know who the BBEG (a common reference in D&Diana, which I think comes from the old Buffy show; it means the Big Bad Evil Guy.) they've been chasing all this time is (poorly done; I'm currently reading Sax Rohmer's The Insidious Dr. Fu Manchu, and fer cryin' out loud, the villain's name is in the title!) The adventure summary is that the PCs have to go rescue some old guy who's the "damsel in distress" (Paizo is way too politically correct to actually put damsel's in distress; unlikable, foolish old men is about right for them.) And then, at the very end, they go fight the BBEG, who's liched himself out, and they hear of him, go meet him and kill him all in one go. Sigh.

It's somewhat poorly structured, but my own finale isn't so different from this that I can't borrow some of the same notions. Let me go through it, as I have the others, and see what I want to use.

The first section of the adventure has the PC's traveling through the Ustalavic version of Mordor, so it's overland travel with horror-themed encounters and hazards.

WITCHGATE GROVES This is presuming that the PCs attempt to teleport to their destination; they are drawn by lodestone like witchgates, so they can't arrive where they want to. Ancient groves of trees surround these witchgates, but they've been corrupted, so they have 6 hangman trees in them, which are basically the Pathfinder equivalent of Old Man Willow from The Fellowship of the Ring. I'd treat them as a trap or even a haunt if I were to use them, and why not? Sinister dark forests are a cool idea for any fantasy game and have been ever since sinister dark forests became a meme in Western Civilization folklore, which dates back to the beginning of written records, pretty much.

HAUNTED GROVE: Subterfuge + Mind (Notice) DC 20 to smell the scent of decay one round before the haunted grove strikes.  Thin, prehensile branches snake down from the trees and wrap around the necks of the targets, pulling them off their feet, where they will die as if they were hanged.  Each round, the PCs can attempt to break or cut free of the branches (STR + Athletics DC 23, or attack with an edged weapon, to hit AC 25, doing 15 total points of damage) but they are still susceptible to additional attack.  Now that they are aware, they can attempt to dodge out of the area which can be reached by the tree (a DEX + Athletics check, DC 15) but if the trees are in a grove, they probably cannot leave the area of one tree's attacks without stumbling into another one.

Note: this is a relatively difficult haunt, with high DCs to escape from.

WYRMWAY SMEAR Although this is just really a bit of color, Hagmouth is a festering dragon with a tail wound that doesn't heal and therefore is rotted and disgusting. He lives in a cave by one of the witchgates and has an unstable and untrustworthy relationship of sorts with the Whispering Way. At the end of the day, it's just a dragon, though.

KNIGHTS OF OZEM The transparently Christian Knights of Ozem have cornered the transparently innocent Wiccan and want to execute her for being a witch or some such. In fact, she is actually possessed, but she allowed the possession to protect her family from some greater evil. This whole encounter is as stupid as it is insulting. This is a demon. Anyone foolish enough to make a deal with one, even if it is supposedly good-intentioned (but they aren't, because demons don't make deals with the innocent) has been thoroughly corrupted. This is just an excuse for some preachiness. Not on my watch; not in my campaign.

WITHERLEAF BARROWS The demon didn't fulfill its end of the bargain after all; the lady's stupid family was captured by an undead dragon, who keeps them for a while, I guess, and then absorbs their life force like some kind of vampire or something. However, the wagon train where her family was is now the ambush site for some hags, who hoped somebody would stumble back across them. They've also animated the remains in the barrows, which curiously are just zombies, not barrow-wights. Oh, well.

RENCHURCH ABBEY The headquarters of the Black Path (or Whispering Way, as they call it here), but it's just a haunted house slash dungeon encounter bucket. I don't really have much use for it, but let me make some quick notes about what it has in it. There's way too many of them, making this a major dungeoncrawl episode, but some of the below would at least be welcome.

    • A banshee (in FANTASY HACK, a variant ghost) a haunt that casts a fireball spell, basically
    • bog mummies that climb out of a stagnant pond
    • a minor haunt based on shady asylum doctor habits, that cause weakness in the PCs
    • skeletal demon horses (nightmares) in a stable
    • a graveyard haunt where graves open up and attempt to swallow the PCs
    • a whispering haunt with variable minor effects
    • a bladed door trap—reminds me of some Indiana Jones business
    • a freaky giant with an extra withered arm called an athach
    • a ghostly bell
    • a barbed devil
    • some really fat ghouls (I like the imagery, I suppose)
    • some kind of famine demon
    • a weird haunt where all kinds of animal heads on the wall suck the air out of the room
    • a vampire and some spectres
    • failed liches (hungry ghosts) (there is some really cool art for these gals, though.)
    • invisible stalkers
    • mummies
    • an undead werewolf
    • mohrgs (a stupid, D&D undead)
    • golems
    • a lich
    • another demon waiting in ambush where the PCs have to cross a slippery, narrow rim around a pond underground. Not a bad set-up for an encounter, actually.
    • a drowning haunt
    • a flying sword haunt
    • more liches and cultists
    • more zombies and variant undead
    • stone golems
    • shadows
    • more demons
    • necromancers
    • a flaming iron golem shaped like a fly
    • a "worm that walks"
    • a sub-boss who's an undead cleric of some kind or another called The Gray Friar

Presumably at this point, you've rescued the "damsel" in distress, and the only thing left to do is go kill the BBEG that you've never met and only just recently heard of for the first time. Now you go to the Ustalavic reflection of Minas Morgul, where you face another dungeoncrawl full of haunts and undead and demonic spiders. But you fight an undead dragon (a fellghast in FANTASY HACK) and the BBEG, a nasty, advanced and customized lich.

WHAT NEXT? There's actually some interesting ideas on what do to after the adventure is over as a kind of denouement, or even post-denouement. These are all about a paragraph long, and the entire section is less than a page, so I'm going to copy and paste the text as a quote. Some of these are merely side quests with a similar theme and geographical setting.

Blood of Bastardhall: Once every 100 years, the spectral bridge leading to Castle Arudora appears and a coach driven by a headless rider storms across, scouring the countryside and claiming victims with mysterious deliberateness. Yet this century the bridge to the ruin known as Bastardhall has appeared early, not long after a mysterious figure calling himself Caydserris Arudora passed through Cesca headed for the castle. Who is the mysterious new master of Bastardhall? What has changed the balance of power within its haunted halls? And what lies imprisoned within its catacombs that even angels would kill to keep secure? 
The Doom That Came to Thrushmoor: With all the tampering with the forces of reality and sanity occurring on the banks of Avalon Bay—already considered a weak point between worlds—the fundamental barriers that guard reality are beginning to unravel. This becomes most apparent in Thrushmoor, where the town’s Star Stelae become the source of strange piping songs audible throughout the community. But the otherworldly music seems incomplete, as one of the Star Stelae went missing long ago, and gradually the discordant harmonies cause sensitive townsfolk to regress into primitive monsters. Things become stranger when one of the black ships of the denizens of Leng sails into port. Can the PCs recover the missing Star Stelae and repair the borders of reality, or is Thrushmoor doomed to become a realm of madness? 
The Haunted Count: Several weeks after Count Galdana’s return to his home, Willowmourn, he begins experiencing terrifying dreams of unliving creatures and ominous arcane seals. The research he conducts in his family library leads him to believe his dreams are in fact visions of the ancient wards scattered across Golarion that ensure the Whispering Tyrant stays locked away, the knowledge of their locations imparted to him by a combination of his recent trauma and secrets locked away in his tainted blood. Not trusting anyone else in the nation with knowledge of his foul ancestry, he contacts the PCs, seeking their aid and revealing the mysteries of his visions. With their help, the count becomes convinced that his dreams aren’t merely memories, but warnings that one or more of these ancient seals is soon to be breached. 
Heirs to the Tyrant: Gallowspire is not the only profane edifice haunted by the taint of the Whispering Tyrant. Several of the archlich’s minions still survive across Golarion, and the PCs’ conflict atop Gallowspire garners their attention. Several of these former generals of Tar-Baphon and their reactions to his near return are detailed [below]. 
The Impossible Cure: Count Galdana makes no secret of the PCs’ involvement in his rescue, and soon they are heralded as heroes in Ustalav’s capital and beyond. Yet Galdana is not the only one of the nation’s rulers who might have use of these newly recognized heroes. Depending on their actions in Caliphas and based on the report of his agent, Ramoska Arkminos, Conte Ristomaur Tiriac invites the PCs to his home at Corvischior, enlisting them in his search for a cure for vampirism. Can Tiriac be trusted? And will the PCs ally themselves with the vampire count, even if doing so might put an end to the curse of vampirism across Golarion? 
Vampire War: Caliphas’s vampiric lord, Luvick Siervage, likely had a role in aiding the PCs in their struggle against the Whispering Way. Soon after Adivion Adrissant’s defeat, the vampire general Malyas wakes from his slumber and learns of the role of his ancient rival—Siervage—in thwarting the Tyrant’s rebirth. The merciless warlord rouses his armies to strike at the traitorous vampires of Caliphas, careless of the petty human capital that covers their rat’s den. See [below] for more details on the contenders in this immortal rivalry. 
Wrath of Shadows: The umbral dragon Sicnavier has tormented the people of western Ustalav throughout the nation’s history. In truth, numerous dragons have held the name Sicnavier, murdering their predecessors and ruling from an ancient and ever-expanding lair that drills deep into the depths of the Hungry Mountains. After centuries of depravities and murders, the dark pit known as Sicnavier’s Lair has become a haunted abyss where draconic spirits and stranger things lurk in the dark, seeking to drive the pit’s living draconic inhabitant mad. Recently, they succeeded, unleashing a forgotten terror upon the world.

As mentioned in Heirs to the Tyrant and Vampire War, there are some other suggestions for follow-ups. I thought about posting them too, but it's several pages worth, so you're better off just reading it in the module itself. But there's some decent ideas there. Especially if you're going to do something a bit less like Carrion Crown and more like CULT OF UNDEATH, which is abbreviated and faster than the prototype on which it is based. I do dislike over-long campaigns with ever-more powerful characters, though. Maybe these sequels would be best served as a kind of informal follow-up with new characters starting all over again from scratch.

01-03-2018 Reconstructing The Carrion Crown as Cult of Undeath

It's past time, honestly, that I get on with finishing up the CULT OF UNDEATH project. However—how exactly do I do that? I came up with a framework to hang the game on that's significantly truncated compared to the original, but which more or less matches it in general form. By the time I finished, I was deconstructing the modules the way I've done with my more recent ISLES OF TERROR game, but keep in mind that I already have a framework to hang it all together, so I don't need to create one after the fact. I merely have to decide which specific elements I'll go ahead and utilize. And rather than pre-write it, I'd be much more likely to desire to keep my options open as I'm running and do it kind of on the fly. But, for the sake of finalizing the whole project, let's talk briefly about how I'd do that with a bit more detail. First, let me reiterate for a final time the outline that I came up with early on in the project.

  • A well-loved professor, Alpon Lechfeld has died in what appears to be an accident—although there are some suspicious clues that cannot rule out foul play. For the sake of getting the game going, I'm going to tell the PCs that they've all been asked to be pallbearers and are named as (minor) heirs in his will. He'll give them a few things, but most of his fortune is left to his daughter Revecca.
  • Ghosts are appearing in town, threatening (or at least frightening) many residents, that can be traced to a haunted and abandoned ruin of a former prison. Why are they leaving their normal territory? (linked to the murder above.)
  • A rampaging Frankenstein-monster is blamed for some more townsfolk murders. This, and the ghosts, are probably happening at the same time, so nobody knows which is responsible.
  • A mob of townsfolk wants to exhume Lechfeld and "put down his corpse"—of course, it turns out that someone has already exhumed him and dismembered his corpse, as well as apparently eaten some other recently dead in the graveyard. Notably, an amulet that he was buried with is missing. Revecca suggests that this amulet kept the ghosts in check in some way; if it's gone, that explains their extraordinary aggressiveness.
  • The Frankenstein monster was a creation of Lechfeld himself in an extremely foolhardy experiment years ago, and it has come into town looking for him when he stopped visiting. It really is a monster, though, not some misunderstood something or other—he's killed numerous townsfolk viciously.
  • The ghosts have to be put down (salt and burn their remains) in their haunted house.
  • The professor's beautiful and friendly and otherwise hopefully quite sympathetic daughter, is missing. Gigantic wolf-paw prints and other hints of that nature surround the area she was last seen.
  • Her kidnappers are, indeed, werewolves from the Bitterwood, and they've taken her to Innsburough.
  • To follow up, the werewolves may have to be confronted in the Bitterwood, though. They're too good at covering their tracks to be followed to Innsborough.
  • The Black Path has Revecca in their grasp, and want to sacrifice her on the Devil's Reef by Otto von Szell, the manorial lord of the Innsborough territory.
  • Revecca knows enough about her father's amulet to use it as a key to enter the sealed tomb of Grozavest. This ability is related to its ability to suppress undead activity in some way. But Otto von Szell had his own ideas, and wanted to call up some undersea daemon (Typhon?) to destroy his rivals in the Black Path. Namely, Grigore Stefanescu.
  • Stefanescu steals Revecca and her father's amulet, either from the PCs if they've rescued her, or from von Szell if for some reason they don't. Maybe it's a ghoul group that actually carries out the abduction? Ghouls from Dragomiresti seems like a good way to bring that into play.
  • The ghouls take Revecca to Grozavest, where Stefanescu foolishly intends to "rescue" a Primogenitor sealed in with Melek Taus, thinking that by so doing, he will gain a champion capable of dealing with any of the other noble houses.

So, when I say that I'd be a little more fast and loose, what I really mean is that this outline becomes only a vague expectation, subject to modification (maybe even quite dramatic modification) as the game develops. What I prefer to do normally when running a campaign is to have two or three campaign antagonists all with their own agendas, and as their agendas start rolling, the PCs inevitably become aware of them and (presumably) step up to counter them. If they chose to focus on one vs. the others, what eventually happens is that the antagonists that they ignore will develop into a much larger problem than it otherwise might; or rather, bad consequences will not have been prevented, and the setting will change (at least locally) as a result. Layer in the complexity of some character specific nemeses, and you've got material to keep you going for a long time, and it all kind of runs on it's own, based on the agenda of the NPCs and modified by the actions of the characters. I normally prefer not to plan much beyond what I need for the next session or two, because too much can change.

This outline can be adapted to a structure not too unlike that, however. Otto von Szell and Grigore Stefanescu are two rivals with their own agendas, and the order in which those agendas culminate can be reversed if needed. The fallout of the ghosts and golem threatening the village have to do with their earlier murder of Alpon Lechfeld, and can kind of be seen as a third leg there, even though there isn't a BBEG at the end of that one exactly.

The only problem I have is that with both of the rivals attempting to do the same thing (capture Revecca Lechfeld and her father's amulet of undead control) we get into some bizarre territory with perhaps a little too much of the same thing going on. But maybe something can be adapted from here and twisted into the storyline to give it a bit more spice. None of them are really going to be a full thread; they're more like single encounters, but there's some really interesting things in there.

On the other hand, the very first one is quite similar in most respects to the whole plan of Stefanescu, so any of these could be relatively easily filled out to make a complete thread in the campaign. The ones that I particular like include 3, 11 (a similar concept), the oddly fascinating banality of 20, 30, 32, something can be done with 53, 55, 61, 68, 69, 73, and 84 could be a campaign topping secret. Something can be done with 95 too.

Anyway, I'll leave the specific details up in the air for the time being. Knowing that I have options when I need them is sufficient. And with that, I could start running CULT OF UNDEATH... literally this evening, if I needed to.

Too bad that I don't.

But that being said, unless and until I do run it, I've finished the CULT OF UNDEATH project, and have no more that I need to do to add to it. Finis.