d100 | Name | Desciption |
---|---|---|
1 | Bottlejaw’s Barbershop (and Dentistry) | The spinning helix of the barber pole atop the shingle of criss-crossing razors and shears placemarks Bottlejaws Barbershop. Edmund Bottlejaw, an always-smiling halfling whose pleasant demeanor might be a professional front has a ramshackle building with very expensive touches. Perhaps the centerpiece is a shiny leather-upholstered hydraulic chair that adjusts not just for the variety of heights of his customers, but also comes with restraints when his work involves the occasional tooth extraction. Busts of humanoids showcase different styling and services, including a dwarf sporting beard-wigs intricately plaited and an orc with a hairpiece dramatically adorned and dyed. He is assisted by a silent and brooding young aasimar, Rajar, who mainly sweeps and appears to be able to provide the muscle. |
2 | Erastil’s Blessings: Seed bank and lending Library | An elderly human and a baby-nursing half-elf woman came into town on an elk-drawn tarp-covered carriage. Most of their belongings were stacks and stacks of practical books, almanacs, manuals, plants guides and many copies of Parables of Erastil, the holy text of the elder god for a traditional way of life. Molthuse and Nirmal are a fount of practical knowledge. They set up quiet places to read and reference their library in a simple wooden structure, allowing visitors to copy information on paper available for purchase. Nirmal is also in charge of a thriving garden, often pressing cuttings and seedling to visitors. Near the entrance of the library, stands pots of seedballs for sale, seeds of useful plantlife and nutrient packed in mud. |
3 | The Central Prospect | A small shed with a stable door, operated by Able, an elderly dwarven fellow with a bald head and long grey scraggley beard. The "store" provides basic tools for prospecting, crow bars, shovels, pick axes, gold pans, etc. Able also has well documented maps of the area showing points of interest. |
4 | Riverbottom Candleshop | Wendy Riverbottom was one of the first inhabitants of area, in fact only the oldest explorers can even remember her moving in. One question always comes up when they see her shop, “Why a Chandler in the middle of nowhere?” to which she gleefully replies that everyone enjoys the light aroma of a candle or a well-crafted bar of soap. She’s open to share her history about the world but strictly adamant against anyone going downstairs to the workshop and seeing the crafting process. |
5 | The Loose Stool | A tavern run by a dwarf named Kirgan. The interior looks nearly as rundown as the exterior of the building. Creaky floors, tables with uneven legs, and to top it off, the bar top is only 3 feet high to cater to Kirgan's shortness. He is old, even for a dwarf, sporting long gray unkempt hair. He is rather grumpy, always having something to complain about. Don't you dare ask him about the scar on the side of his face or you'll regret it. All that aside he sells great ale by the barrel to travelers interested in taking the party to go |
6 | Aegert’s Breads | The small cart parked in the center of the settlement has become a familiar sight to the residents. The cart serves as the shop for Joarr Aegert, the resident half-orc baker, to sell his breads. While his rolls and loaves are nothing fancy, they are tasty and filling. Joarr is saving up to buy a small home so that his wife and children can come join him. He misses them dearly, and they him. |
7 | Illia's Rug Shack | The hunch-backed, plump-faced woman who runs this decrepit store out of what was once a large tool shed doesn't have a set price on a single one out of the dozens of crude rugs she sells out of the dusty shack, but despite her condescending demeanor she is usually willing to let potential customers haggle for them. Illia is almost never seen outside of her store and nobody is quite sure how she gets her rugs. Secretly, Illia is a hag who uses the store as a front for her child peddling business. If you go to the back door at night and knock in a specific pattern, then mention her secret passcode: "worm food," she will sell you any of the children she keeps locked in the back bound and gagged, for the right price. Illia has an orc bodyguard who can usually be seen standing outside the front of the store smoking a pipe. |
8 | Pete’s Pelts | Pete mostly mumbles, but he is an excellent hunter. Pete sells pelts and dried animal meat. He also sells assorted hunting supplies. He has a small shack he lives in. His furs and other wears are hanging in a barn just outside guarded by his old dog, Grungy . Pete is also a master fletcher and will build specialty arrows for you for the right price. |
9 | Mat’s Maps | A man named Mathew who sells maps next to his twin brother. |
10 | Map’s Mats | A man named Mapthew who sells mats and rugs next to his twin brother. |
11 | Coinz4Shineez | A small stall operated by a group of Goblins. They exchange gems, gold, anything of value for coins. They offer a favourable rate, but will not haggle. Loot is placed on a set of scales, and the appropriate coins appear in a small chest. The loot then goes in the chest and disappears. They are underwritten by a noble wizard in the capital. |
12 | B'Rody's General Store | This recently widowed Dragonborn has packed up her wagon caravan in the South and set up shop in the North where her remaining family can be found. She's made her fortune dealing in exotic goods and just wants a bit of peace and quiet. Caution: She is known to breath fire at shoplifters. (pro. Bah' Rudy) |
13 | M'uhctek's Market | Ash M'uhctek, a half-elf moon druid and initiate wizard that leans heavily towards the teachings of Solonor Thelandira, owns the largest produce stall in town. Carries a bit of everything in his wagon and loves to trade. He struck a deal with the local council for a farm and the large swath of forest behind it to remain untouched. In return he uses Plant Growth to bolster harvests in the province. Oddly enough he does this in every town he visits and has set up quite a few franchises and private wildlife preserves. |
14 | Black Books: | Bernard Black is the owner of this small, dusty and very disorganized book shop. He is a disheveled misanthrope, cynical alcoholic, and a proud chain smoker. He has a strong disdain for people and avoids interaction with his few customers as much as possible. On occasions where he is forced into interaction with customers his response is snarky and mocking. The shop has an incredible collection of books, but almost all of them are in terrible condition — Bernard has read them all. |
15 | Laif and Kheem's Frontier Furnishing | Laif is a viking as he is pictured in books and on the embossments of viking shields. His majestic beard is always waxed and his posture is proud and loyal to the gods of order and justice. Kheem is a mounted archer as is portrayed by legends and frightened battle reports of the tribes of the tundra. His beard is like that of a mighty dragon and his shoulders are guarded by the heads of beasts whom he hath' slain.The two are united only by honor and their great adventure, of which they are the only survivors. Having done their share, they traded in the one or other limb for experience and settled to construct the settlements of your oncoming NPCs. (They are actually still pretty badass, but Laif can't speak common!) |
16 | Ar-Og's very good tools | Ar-Og is a troll or possibly orc, or a half-breed of some sort. We don't know. His temper is as slow as dripping tar, and nothing seems to get him into anything related to the bloodrush of those whom he possibly is related to. Except if you question the quality of his tools. Which, as he proclaims, are very good.If you need a hammer, or perhaps a bizarre axe to chop trees which grow in nooks of some stone canyon, just barely out of reach from a regular axe, he is your man! Or possibly troll. |
17 | Questionable Ehrnard's Questionable Products! | Look, there's nobody for miles - the last shepherd you saw was literally just an unsupervised dog. Really, that there's any store at all is a small miracle. Thinking anything about the economics of running this store would have clued you in on the questionable nature of its owner and products. But what you see is what you get and some of the products don't seem terrible. Plus, it's not like you can be picky, just watch your pack while you're inside. |
18 | Infernal Delights Diner | This seemingly quaint diner has a charming and flirty red teifling cook by the name of Pot and a demure and empathetic server aasimar by the name of Cake. These two are always playfully arguing with one another and always seem to know just a bit more than they should about their customers. They are in fact an angel and a devil who have abandoned their posts and now reward or punish customers in mysteriously karmic ways. Locals don't know exactly what goes on in the dinner but they know its a good way to test whether visitors are trouble makers or future friends so often will send any new visitors to the dinner. |
19 | Gregarious Gnome Gebby's Quality Used Golems! | Gebby is a fast talking, slick haired, and sharply dressed salesman with a bevy of used golems of all types. He provides them to rent or own but if you to fail return the golem in time he will charge a generous interest rate and if it comes back too damaged? Well you break it you buy it! The golems are useful for protecting the town and building houses and Gebby makes a good deal of coin providing their services but he might be willing to give a discount if you can help repair some of his damaged golems or help retrieve a late payment or two. |
20 | Keara's Bar & Barbershop | Keara Blackblade is a retired dwarf soldier who has opened up her dream business. She serves fine drink and will trim your hair and beard into fine styles. She loves her job and she assures you she cuts hair best when drunk. Her husband Nug Blackblade a cigar chomping grump runs the bar while she cuts hair and is less pleased about the work than his wife if only because his supply of drink is constantly running low. |
21 | The Spit | A tavern housed in a small two storey building. The tables are placed around the walls, and a staircase rises to the next floor at the back of the room. In the centre of the room is a fire pit, with meat of unknown varieties cooking on spits over the flames. The proprieter is a friendly Orc-ish fellow (he's part Orc, so he's Orc-ish) by the name of Grub. The upper floor is a mezzanine that circles the inside of the building. There is a hole in the centre of the roof that the smoke billows from. In bad weather, Grub will hoist a canvas sheet over the outside of the hole, filling the building with smoke. |
22 | Watery Fowls | A tavern on the main trade road with a short-tempered and incompetent Elven owner Basil, his wife Sybil, a Dwarven chef called Munnuel, and an Aasimar receptionist called Polly. Basil is spectacularly racist, and tries to micromanage everything, to hilarious consequence. |
23 | Poe and Shaun's Potion Shop | There they were, two Halflings with a dream. They wanted a store where they could test their experimental potions and make a little money on the side. Their potion shop is covered in bottles, hanging down so people must brush them aside to even make their way to the counter. A constant bubbling and hissing from mixtures can be heard throughout. Poe handles the social interactions while Shaun can be found in the back, wearing thick goggles and testing out their experiments. Sure they have some of the boring regular potions one might find at any store, but where's the fun in that when you could have a gander at Potion Experiment #626? |
24 | Prickly's Fortunes | Within a large cactus resides an equally prickly dryad. This sarcastic and snarky dryad is willing to trade fortunes and, for major deeds, resurrections in exchange for environmental activities. She is tuned to the frontier and can sense any potential threat to the wilderness of these lands and request a task capable of her visitors, so a farmer will get their fortunes told by planting some bushes but an adventurer? Well, she will likely expect more. |
25 | Hunters and Slayers | Triplet Catfolk Rangers running a beast and monster slaying company. Prrrr favors monstrosities, Grrrr favors beasts, and Hsss favors staying at the office selling the hides, meat, teeth, and other goods his siblings harvest from their hunts. They are always willing to share the profits for an especially dangerous hunt. |
26 | Grilled Bears | A wilderness survival store with a focus on the essentials like rope, knives, tinderboxes, etc. They sell a proprietary magical canteen that refills to full whenever it is emptied. Sadly, the contents only refills with water, and it always tastes like urine. The owner, known as BG, has a habit of overstating his knowledge and lies constantly about his past in the elite guard. |
27 | Meer Ray | A kind Tabaxi fellow offering lessons in surviving the wilderness. Starting with the basics of building a fire and making camp, patrons can progress to more advanced skills like tracking, hunting and herbalism. Ray also has a selection of survival tools available, but they tend to be more advanced than his competitor GB's wares. |
28 | Rocky Rambler's Rolling Canyons! | "Hi, I'm Rocky Rambler! Have you recently moved onto a new property in a sparse frontier and need to remodel your landscape? Then boy, do I have the product for you! Get new Landscape Rolls TM! Ever bought rolls of sod? The cheap dead grass rolled up in bundles? Well now you can buy rolls of just about anything! Want a green meadow filled with blooming wildflowers? Slap it down, roll it out! Want bumpy landscape with rocks and cactus? Unroll it like a rug! Or even a babbling brook for relaxing white noise? They may leak, but they're loaded with fish! You want a heavenly cloudscape? Well, it'll likely float off once you lay it down, but we've got 7 left over from a refunded order! For the next week and a half, buy any two landscapes and get a roll of Clouds absolutely FREE (with purchase of any two outdoor landscapes, offer invalid with wooden floor rolls and interiors, limit one cloud roll per person per day, offer not valid on Thursdays, taxes and fees may apply, offer not valid to Cloud Giants, Cloud Dragons, or Air Elementals. No Refunds, all sales are final). So Come on down to Rocky Rambler's Rolling Canyons! Located adjacent to Rocky Rambler's Animal in a Bottle Warehouse and Enchanted Boot Emporium!" |
29 | Cold River Shipping Company | Running up in the northern frontier near the Frozen Pines, the Company consists of a fleet of canoes, rafts, and barges along the rivers. Mainly shipping smaller goods or individuals across the rivers and streams, it is a loose outfit put together by four half-orc brothers with native help. They plan to gather enough funds to buy a ship good for breaking ice flows and make their business legitimate. |
30 | The Silver Sledge | This mining corporation was formed earlier on during the beginning of the frontier by a prominent dwarf miner, Fuaser Robishau. Earning his fortune early on through a large silver payload, which he and his family defended savagely, he has now sponsored several other mines under his new corporation. He mainly favors fellow dwarves who come to work for him, setting them up as work crew bosses and foremen. He does not mind the cheating of common workers, but any who undercut him, even fellow dwarves, are often found outside of town with a pickaxe lodged in their skull. |
31 | Hedge Mage Headquarters | The frontier proved a great opportunity for up and coming wizards wishing to establish a name for themselves after completing their apprenticeships. Founded by the gnome Fullbery "School Marm" Washup, the headquarters functions as a secondary academy, lodging, and work area, but also as contact for services requiring magic. While the work is not nearly as precise or as epic as from master wizards, it provides affordable and regular services. |
32 | The Stoor | "Come on up, don't be shy. Sure it's not much but—oh pardon me, let me pull that carpet back down o'er the box, er, shop here. But we got just what you need this far out. What things? Oh you know, lots of things. Many things. I keep them tucked behind this box for safety is all. It's one of them bags o' holdin'... but a box. Oh these? These rocks? Oh these are, uh, rocks... the finest rocks in the land. No better rocks out there, I got 'em all righ' here. And I spent a fair bit o' time searching for them, no need to thank me. Now are you buyin' a rock or not?" |
33 | Graves Lost & Found | An unusual partnership with an greedy female Ratfolk Ranger named Rugel and a noble female Centaur Cleric name Clover. The two seek out the frontier for unmarked graves of fallen travelers. Clover performs rights upon the corpse, speak with dead to find out who they are, burns the body, and recovers the ashes. Rugel tracks the bodies down, steals anything of value off the body, investigates for any clues regarding the identity of the person, and gets info when Clover speaks with dead about any other treasures the dead may know of. They are hired to find the graves of lost travelers and return the ashes or they will try to return the ashes if they get the name of the family of the perished traveler. They also have a shed of unidentified ashes they hold on to. The information they get from the dead can also be purchased from this odd pair. |
34 | Belix's Obelisks and Menhir Workshop and Delivery | Belix appears to be human in most respects, if one of prodigious dimensions. What might give an observer pause is his incredible strength, evident as he works his trade, literally carving out a natural wall-face to produce oblong menhirs that tower over most people and easily hefting the pure rock sculptures as if it were no heavier than a sack of feathers. It is rumored that the menhirs might be the source of his strength, but none of his customers appear any more vital. However no one can deny the charm of his simple but impressive handiwork, the Founders Stone a simple giant obelisk that towers in the town square, being an excellent example. He is always working on a few extra obelisks and menhirs just in case despite the limited market, but in his many hours of downtime he hunts boars, with one or two always on a spit roast at his quarry. He’ll accept coin, but some have discovered he will barter nearly any task or item for a potion, any potion. He appears to be looking a particular potion, but he’s willing to try any in his maniacal quest. |
35 | The Outlook | A small tavern with a few spare rooms for any travelers making their way through. It's a nice place to stop at if you need to rest up and take stock before heading out. The main draw though are the scouts that like to hang around and guide any newcomers. There's a bit of competition among the scouts as business isn't exactly thriving this far out. The unspoken agreement among them is they each have a specialized area of what they know and they stick with it. Know ahead of time where you're going if you want a guide from here or else there's sure to be a bar fight among the guides. As troublesome as it sounds, these guides are certainly experts of their area. |
36 | Eastwood's Stables | This gruff cowboy is a literal cow-boy. A Minotaur that gave up the life of a bounty hunter to raise and sell horses to those in need. A loner who prefers the company of horses he known to be fair if rude. One would be wise not to cross Eastwood, he is as dangerous as he looks. |
37 | Ranch and Menagerie Grove | This Druid Grove is home to a Druid Collective that both protects and sells the creatures kept within the grove. They provide some of the animals within the grove for hunting or labor, for a price, as long as excessive damage is not done to the frontier. They have also been know to go out to hunt down poachers that threaten the wildlife of the frontier. They are willing to provide services if one brings them rare beasts of the frontier to be protected within the grove. |
38 | Big Dog's Casino | Run by Big Dog, an awakened bulldog, this high-end casino is where those who have earned their riches in the frontier can socialize and gamble in safety and fun. Big Dog is a mysterious dog seeming to have lived through several major events in history and is far more clever than he appears at first glance. He has somehow convinced a cyclops, Snake Eye, to man the door and a pair of bugbear brothers, Blackjack and Roulette, acting as muscle within the casino itself. His employees are remarkably loyal and protective of Big Dog, which is good because he has far more enemies than any dog should. |
39 | The Holy Church | An aged Cleric Elf runs a church of the town known only as Father and rumored to have come from the Fey realm. A child that was possessed by a demon was visited by the Father and it is said that when he walked into the room the Demon-possessed child went silent, then screamed, and the demon banished itself. The grounds of the church is truly hollowed ground as one can feel the divine energy radiating from it to the point that it glows ever so slightly at night. |
40 | The Public Library | Run by a Kitsune Bard Loremaster, named Shu, and her adopted daughter, a Changeling, named Frell. These two shapshifters gather knowledge from the frontier and record them into the books of the library, making magical copies to send to other libraries around the world. They are willing to pay for any unique knowledge you may offer and the library is free to use for anybody though there is a donation box. Usually only one will be in the library as the other would be searching the frontier for unique plants, creatures, or lore to add to their books. |
41 | Normal Carpentry | This place is completely normal. It does carpentry. There is no sinister basement. There is no evil cult. Its just a normal carpentry shop. We are not aberrations. |
42 | Under Well Shop | A well has appeared though its waters seem toxic and its seems a shop is attached to it underground. It's keeper, a cloaked in Drow, possess goods only found within the underdark. The shop owner will tell you a creature is within the waters of the well polluting it and it needs to be slain to purify the water. |
43 | Lake Town | A nearby lake has had a settlement of aquatic races move in. A gillman named Ted runs the trading post between the town and the lake. He holds a bevy of goods created and harvested by the citizens of the lake. |
44 | Tim Tim Tom's Cobbler Store | Tim Tim Tom is a true master cobbler. A halfling who makes the highest quality shoes in the frontier, perhaps the world. His shoes are incredibly comfortable and near indestructible as his skill is so polished it seems divinely touched. Nearly everybody in town has a custom pair make for them despite the incredible prices he charges as he is willing to take payments over the course of years for permanent residents. But if adventures want a pair of his shoes you will need to gather some of his rare material. |
45 | Jackdaw's Discount Weapons | Jackdaw is a weaponsmith who gets about half of his stock from adventurers passing through with weapons they looted off of fallen foes. As a result, much of his loot is eclectic and unique in its style and material. |
46 | Fangjaw's Proteccy Clothez | A lizardfolk armorer who doesn't speak great common, but makes damn good armor, whether it be metal or hide. He moved out here because in the bigger cities, his accent proved more of a deterrent than out here. |
47 | Athena's Aegis | A female former gladiator who specializes in making magical protective shields. Especially those that can be thrown into the enemies' faces. (Captain America style) |
48 | Lone Star Courier | A courier service that gives zero regard for the safety of their deliverymen and as a result, will rarely refuse a contract. However, they are also always looking for new couriers. |
49 | Goldie's Bank and Storage Services: | This bank (one of many) is run by gold tinted Kobolds serving a particularly organized and neurotic Gold Dragon, Goldie, who uses the holdings as their hoard. The bank holds onto goods and money allowing it to accrue interest as long as the holder checks in once a year. If the holder does not show during a year the treasure is held but no interest is gained. Treasure can be retrieved if proof of ownership or holder returns and a holding fee is paid. If the holder is found dead and the initial insurance is not paid the treasure becomes the property of the bank. The bank will often set up bounties to determine if the holders are alive or dead and request proof of either. Killing a holder during a bounty mission has serious consequences and those who kill holders or those who have not paid off their loans have especially high bounties put up by the bank. |
50 | Gible Gom's Circus | A strange circus that seems to pop in and out of existence within the town. Run primarily by Goblins and Hobgoblins they put on exciting acrobatic and athletic feats, enchanting performances, and spectacular magical tricks. The people are a bit wary but those who go seem to truly enjoy the show and miraculously the only money lost is that willingly spent. Some very angry looking elves from the Fey have been seen staring at the circus but they vanish before anybody gets close. Gible, the circus master Hobgoblin, seems nervous and is seeking help regarding the elves. |
51 | Helding’s Hardware | Helding's Hardware is a small tool shop run by the owner and sole employee Javis Helding. The store is a small but well-kept building situated between two larger buildings on either side, making the clay brick shop appear even smaller. Multiple racks line the walls and form aisles in an orderly fashion, each one holding his collection of a certain tool. Hammers, shovels, saws. Javis almost always has something that fits the bill, and if he doesn’t, he’ll make sure the blacksmith starts working on something that does. Javis himself is a burly halfling, an uncommon combination of words that nonetheless describes the 4-foot high bundle of good humor and masculinity. Nothing matters more to him than his tiny shop and the people he meets there. Those that know him know that when they walk through his door, they will get the best help he can provide. |
52 | Fettlepox's Studio | Mauxi Fettlepox is a lanky figure who while known to be temperamental exercises the best manners. His business is not so much a storefront as a narrow alcove where he stacks the canvases he paints. On the sidewalk he places a few easels displaying of his most recent work—typically a maelstrom of frenzied brushstrokes that coalesce to an enthralling simulacrum of his subject. When the easels change, it is a minor event, with even critics pausing to update their opinions. It has become a habit to drop a coin in a tin bowl beneath the work, the clinking announcing each viewer. There’s often an unsettling quality to the work even as they are undeniably captivating, much like the man himself. His ethnicity, heck, even his race, is difficult to place—human might be the best guess going by his ears and dun pigmentation. But there’s something other about him. There’s some talk that he might seal a part of his subject’s soul in his paintings—that’s surely hogwash… But why can’t he never be found in his room at the tavern he rents out? And how does outdrink the stoutest dwarf with none the worse for wear? |
53 | Cold Justice Law House | Judge Jaws, a lizardfolk Inquisitor, judges the criminal of the frontier with his lawmen. Deputy Chill a Water Suli and Sheriff Scorch a Fire Suli. Chill is a Ranger and Scorch is a Monk. Chill finds and Scorch runs down and beats them senseless. Recently they found a bandit camp and need some help taking them down. |
54 | Frenti Chartered Architect & Assoc. | In a display of her skills, the entrance to Aleski Frenti’s offices are accessible via a mechanical contraption she calls “the elevator.” A balcony encircles her office allowing visitors to circumambulate and observe the vista of the growing outpost. The office itself is busy with workspaces covered with blueprints and designs. Tableaus with maps and plans can be wheeled around the space; a number of draftstables have active building designs underway; and a giant table allows for papers to be spread widely with many half-drunk cups of a some brown syrupy liquid scatter upon it, sometimes apparently serving as paperweights. A narrow winding staircase apparently leads to Aleski’s quarters. She is often found bent over a blueprint, scribbling notes with her sleeves folded to her elbows. Her assistant, a young gnome, Jerfery often follows behind her collecting the scraps of paper in her wake. While she is retained by the Council, she can be hired by private individuals either to design or consult. |
55 | Cool Winds' ButcheAnita's Fight Club | An androgynous undine named Jacky (isn’t too hung up on pronouns) and a half-orc who goes by Anita run the cold store and butchery. Jacky is undoubtedly the face of the establishment, and apparently responsible for the cool temperature generally and the arctic chill in the meat room. Jacky does the more traditional butchery, trapping game, quartering and dressing carcasses, and preparing and preserving meats. They have become a regular supplier to a few homes and businesses but they will handle meats on request. Anita is reticent and gruff. However, she hosts a “secret” fight club after hours once a week in the meat room with Jacky’s reluctant consent. Victors, and scrappy losers, even, can expect eye contact, discounts and even a smile from Anita. The fraternity of brawlers is becoming a real thing in the outpost. |
56 | Sir Calleb Dallas's Home for Orphans and Wayward Children | Sir Calleb Dallas, a human, was from a high ranking noble family who tried to become more selfless and charitable by opening an Orphanage in the frontier. Unfortunately his noble upbringing has left him ill-suited to frontier life and dealing with rambunctious children. To make matters worse his family has cut off funding to his orphanage! This desperate situation has caused the eldest and most dedicated orphan, Red an 60 year old Elf (technically still a child), to run off into the frontier for some treasure to save the orphanage. If you can go find and rescue Red, Calleb is willing to give up a treasured family heirloom as a reward. |
57 | Expose Inc. | Expose Inc. is a trio of mystery-solving reporters. The blond male trap master Aasimar named Ascot is the leader of the group. The clumsy attractive redhead half-elf sorceress in purple robes is named Dnger Pronee is the interviewer, and the female bespectacled gnome loremaster, Jinkies, is the head researcher and writer. A monster is scaring off the new owners of the Belfast Manor, will you help them capture the creature and get the story? |
58 | Fey Pharmaceutical Delights | A skinny cowardly Drow Fey Druid in a green shirt wearing a brown mushroom hat, named Norville, runs a shop with drugs of various effects from both the Fey realm and the Underdark. His best friend is an awoken equally cowardly talking dog, named Dooby. Both act as if effected by their product but they are in truth just silly and simple. Will trade product for delicious food. They will give the very best of their product if you get the legendary God Dog Biscuits for them to snack on. |
59 | Markus the Canoe-Maker | Markus… he doesn’t make canoes. It’s a just a moniker that stuck for the meticulous way he hollows out the corpses of the departed that no one claims, making careful anatomist sketches and inks. Otherwise, he provides sombre, brief, professional funeral services, minus the homilies, demonstrating a savant-level knowledge of faiths and cultures. Those services go a long way to balance out the gaunt, sallow wizard’s macabre pursuits—that and his restraint in raising the dead. In fact, he’s probably the best person around for an exorcism or discreet consultation about the ol’ family ghost. Perhaps unsurprisingly he’s quite the expert in pathology, either coming to unerring conclusions or withholding his judgment. When in doubt, he will simply cast speak to the dead, a task that the local law have been known to require. |
60 | Quality Custom Magic Jewelry | This ant colony is a hive mind that burst out of the ground and created a house sized ant hill. No one is sure how they came to be or where they come from but they seem friendly enough. To create the jewelry a person must sacrifice an item of great sentimental importance to the customer, high quality gems, precious metals or rare bones, a cup of the customer's tears, a pint of customer's blood, and 25 pounds of sugar and/or sweets. The ants will take the items and work for 2 weeks to create unique magical jewelry usable only by the customer or their heirs with abilities that match the customer's personality. They can only make one such item for each person though they can still make high quality normal jewelry if the raw material and 10 pounds of sugar and/or sweets is provided. If the ants see you as receptive they may ask for help in stopping their former master from finding and enslaving it. Their former master is a wizard that has changed himself permanently into an ant monster that can control ants psychically. |
61 | Lydia’s Arbor | The dryad Lydia welcomes all visitors to her small arbor, maintaining a staff of workers to harvest the fruit trees she nurtures. Parents have learned that they can safely keep their children in her care. Adventurers short on coin might spend a night under the canopy of her orchards. In exchange of a favor, she might even woodshape an enchanted object. She is well-versed in the medicinal properties of her plants. That a dryad would choose to make a home in a frontier town would rightly surprise a visitor. Much like others of her kind, Lydia began her life with an aversion to civilization. It was only when her grove was met with destruction, not by the woodmen that were pushing back the forest, but by an enormous wildfire that her destiny was altered. Lydia melded herself to her oak tree, resigned to her fate when a druid compelled her to withdraw. The human druid took her back to a hamlet and kept her alive. Though weak, she wandered the hamlet drawn to its oldest tree, amazed at the care the inhabitants took to that tree in particular. She swallowed her bitterness at how this tree could survive amidst humanity who destroyed so much of nature and communed with the elder tree. That experience changed her. The druid led her back to the tree that she had bonded with. There a sapling had sprung where the giant oak once stood. She carefully uprooted the sapling and set out to find another frontier town where she could set her roots, and possibly proselytize a green way forward. |
62 | Fritz's Magic School Wagon | This small yellow wagon is larger on the inside and can house an entire class of students. It can also transform, shrink, grow, and travel between the planes. The teacher is a powerful human fey sorceress. With her iguana familiar and class in tow they take the wagon on magical educational trips. She is looking for some chaperones to help her on her next grand trip to hell! |
63 | The Doll Maker | This quaint little shop is surprisingly dark. Inside are countless dolls and stuffed animals of very high quality though some look off-putting and creepy. The shop owner is a vampire named Dex who who drinks from a heart of never ending blood. He really loves his dolls. Dex has a private collection of old, possibly haunted, dolls. If you promise to care for them, Dex will give you one of his special custom-made dolls or stuffed animals. They are very special dolls. |
64 | ||
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Hey folks. I’m pretty new to reddit and I haven’t seen a post like this on this subreddit yet, so I hope I’m not violating any unspoken norms, but here goes. A little while back, I ran a FATE Core game based on the premise of the Kingdom Hearts video game series. It ran weekly for about a year, a total of around 40 sessions around 3 hours apiece. I’m feeling an urge to talk about it, so I thought I’d post a debrief-style summary of the game here. I’ll start with a quick rundown of the way the game was constructed, then a (admittedly probably pretty long) summary of the game itself, and then finish up with what I learned from the experience and hope to apply in the future. I’m presenting this for a moment’s entertainment, inspiration, constructive criticism and suggestions. And of course, for vanity. Always vanity. submitted by gscrap to FATErpg [link] [comments] This post is going to be a monster… it has taken about five hours to write and is sitting at around 12 pages on the google doc that I wrote it in, and I can’t find an option for collapsible spoiler blocks. So… sorry about that? TL;DR: It’s okay if you don’t want to read it all. We’re cool. I may also crosspost it on other sites, because it was a lot of work. Haven't decided yet. Constructing the Game For a bit of background, this was a game I ran offline for three friends. It was our third game as a group, our second with me as the GM. I’ve been running games for a long time, mostly D&D but some White Wolf as well. I had never used FATE or really anything like it before, either as a player or GM, so it was pretty much all new to me. I chose FATE for this game because I wanted a generic roleplaying system that could encompass fantasy, sci-fi and realism-esque scenarios without too much modification. I was also looking for a rules-light system because my experiments with more complicated generic systems like GURPS and BESM had showed me that it was hard to maintain any kind of balance when players have different levels of experience and optimization ability. The Kingdom Hearts video game franchise by Square Enix and Disney was, as I mentioned, the basic source for this game. If you’re not familiar with it, this post might not be of much interest to you, but I’ll give you a quick summary of the series anyway. The main characters travel between different worlds (most of which are based on Disney films like Aladdin and The Nightmare Before Christmas), meeting the characters of those worlds, exploring the settings, and battling an invading force of darkness (called the Heartless) while trying to find their friends and solve the mystery of the Heartless. Obviously there’s more to it than that, but that’s the basic premise. The player characters in this game were meant to be the last survivors of worlds that had already been invaded and destroyed by the Heartless. The players were given the instruction to create an original character from an existing fictional or fictionalized world. I told them to imagine a certain level of power (think more Spider-Man and less Superman), but counted on the game system to keep all the characters balanced regardless of what their supposed power level might be. The game proper was to begin with their first meeting, after the destruction of their home worlds. (As an aside, a world in this concept is essentially an entire separate universe with its own physics, technology and magic, but it’s really only as expansive as the story that gets told in it. So a world may be as large as a galaxy or as small as a building.) As you might be able to tell from the setup, I was abandoning some of the central devices used in FATE and creating FATE characters. Since the characters had lost their home worlds and were going to be travelling between worlds, skills like Contacts and Resources didn’t really apply. Likewise, since they were meeting for the first time and all came from separate worlds, using tools like the Phase Trio to come with aspects also felt like a poor fit. So I made some modifications to the base system. These are presented as they actually happened, both ideas that worked out well and the ones that worked out poorly. So take them with a grain of salt. For the player characters (as well as major helpful NPCs they met along the way), I set aside the usual ways of devising aspects and set the up like this. In addition to the High Concept, one aspect was devoted to the character’s World of Origin. This seemed like a good idea, because it could be invoked or compelled when a character was in or out of their element (so a character from a low fantasy world could invoke it when they were in a low-fantasy world to be familiar with the tropes of that genre, but it could be used against them if they’re in a futuristic space opera surrounded by technology they know nothing about). Instead of a Trouble, each character had a Darkness and a Light. This was a reference to one of the themes of the Kingdom Hearts franchise, the idea that every Heart has both light and darkness, and we are defined by what we choose to follow. In practice, these looked a lot like the World of Darkness’ Virtue and Vice traits: the best and worst aspects of the character’s nature. Because the first four aspects were pretty narrowly defined, the fifth aspect was left open for the player to use as they liked. For Skills, I dropped Resources and Contacts for the reasons I mentioned above, and made a couple other alterations to suit a game that hops among vastly different universes. I changed Crafts to Tech (a more-or-less purely aesthetic change) and split Lore into Magic and Science. I think I also added Expression, as the skill of creating art. These weren’t really great moves-- Science (as distinct from Tech) and Expression were pretty much wastes of space as no one ever really used them. The Magic skill on its own would allow characters to understand and use magic that they encountered in their travels, and specific effects (i.e., casting spells) required stunts. I also renamed Fate Points to Heart Points, a purely cosmetic change that brought the game a little closer to its Kingdom Hearts inspiration. One of the other fundamental premises of FATE was also dropped: player collaboration in the creation of the world. I’m not a monster, and of course when players had suggestions about things they wanted, I would do my best to make them happen, but ultimately I was making all of the decisions about where they were going and what they were doing. Realistically, this was a pretty railroady game, but it was fun so I don’t think the players minded much. One of the centerpieces of the game was a set of modular equipment that the player characters obtained around the end of the second session: the Keyblade that is emblematic of the Kingdom Hearts series, as well as a Magic Shield and Magic Staff. Each of these granted one stunt and one aspect (for example, the Keyblade could unlock things at the cost of a Heart Point, and had the aspect “A Sword of Terrible Destruction”). In addition, each of these items could be modified by attaching a Keychain, which altered its name and in-game appearance and granted either an additional aspect or (more often) an additional stunt. Each player started with a single Keychain representing their world of origin, and additional keychains were earned as story rewards, a new one each time the players defeated a boss and completed a world. In practice, this was represented by three envelopes with holes cut into them in different places so that different parts of an index card showed through depending on which envelope they went into. Basically this. I definitely made some alterations to the Kingdom Hearts premise as well. The Keyblade wielder was not automatically the central character of the story; all three characters got to share equally in the glory. I dropped Gummi Ship travel and Summoning, and most of the way magic worked. I also expanded the range of world options well beyond Disney films, as you’ll see in the summary. I retained a lot of series’ premises and conceits as well, like meeting an ally and teaming up with a native of each world. Some of the retentions were really poor choices in hindsight (notably, to the irritation of all you true FATE afficionados, I retained the combat focus of the video games, getting the player characters into Win-or-Die combats almost every session) but more on that in the “what I learned” section at the end. The premise of the game, hopping around among different fictional worlds, allowed me a lot of opportunity to have fun with players. Sometimes they got to explore worlds they were familiar with and sometimes I got to introduce them to a new property they had never encountered before. I got to build in little jokes, in the names of aspects and stunts for NPCs, and use lots of media like music and pictures to set the appropriate tone (at one point, I even got to use a short excerpt of an audiobook). I even got to use my fairly meagre photo-editing skills to create some fun images (usually, transforming familiar villains into Heartless). I’ll include one of the cooler images in the summary below. Also I got to do impressions. A lot of impressions. Game Summary For this summary, I’ll cite the many sources that I drew on in parentheses and italics. To begin with, the characters that my players came up with were, in no special order: Meky, an Ork Mekboy from the world The Grim, Dark Future (Warhammer 40,000). Meky’s backstory included that he had been created in an Eldar Lab with some sort of cognitive enhancement, such that he was moderately less of a mindless killing machine than most of his Ork brethren. Imara, a guardian angel from the world of Innistrad (Magic: The Gathering); and Rhiannon Blackwell, a young Ravenclaw student witch from the world of Hogwarts (Harry Potter series). World 0: The Ocean Beyond Space and Time (Marvel’s Exiles comics) After the destruction of their individual worlds, the characters fell through the space between worlds for an indefinite time, before suddenly appearing over an infinite ocean and landing in a little yellow life raft. After getting their bearings, discovering the mysterious Keychains they are each holding for some reason, and meeting each other, they spot a kitchen floating on surface of the water. Traveling to it, they meet the enigmatic Timebroker who explains that each of their worlds was destroyed when the Heartless consumed its heart, but they were saved from destruction because of their strong hearts, and he brought them to this Ocean outside of time and space to send them on their important mission. Before they can begin, however, they need to retrieve the treasures of this realm from another whose strong heart brought him to the Ocean after his world was destroyed, the pirate king Captain Bloth (The Pirates of Dark Water). He also gives them the Tallus Card, an artifact that will help him to guide their travels. The PCs infiltrate Bloth’s pirate ship, fight the monstrous Constrictus in the hold, and ultimately kill Bloth and retrieve the treasures: a Key, a Rod and a Disc made of green crystal. By attaching their Keychains, they transform the treasures into the Keyblade (Meky), the Magic Staff (Rhiannon) and the Magic Shield (Imara). Meky also claims the gigantic pirate ship as his own, but he doesn’t have any time to enjoy it because the Timebroker’s magic whisks the group away to their first real world. World 1: Monstropolis (Monsters Inc.) The team appears in a bathroom stall. They encounter a furry blue monster, Sully, who is trying to find the creature he accidentally let into his workplace while working late. He is doubly freaked out when he sees Rhiannon, since she’s a child and children are toxic to monsters. After sorting out that mess, they search the building together and find the creature: one of the Heartless! They dispatch it, then retreat to Sully’s apartment to plan. They learn that the monsters of Monsters Inc. use special doors to travel to the human world to harvest the screams of children to power their city. Imara is not at all comfortable with this, but Rhiannon, who is used to magic working in strange and macabre ways, is weirdly OK with it. Along with Sully’s roommate Mike, they infiltrate Monsters Inc. in disguise to look for a “special door” that will take them to another world. On the “scare floor” they battle a group of the Heartless along with the invisible evil monster Randall Boggs, which causes the rest of the monsters to flee and quarantine the floor. Using the Tallus Card, they make contact with the Timebroker who calls up two doors to other worlds, instructing them to travel to each world, defeat the Heartless there, and use the Keyblade to open the path back to this world. Mike and Sully stand guard as the PCs enter the first door. World 2: Frank (Osmosis Jones) The team arrives in what they quickly determine to be a colossal human mouth. They meet Osmosis Jones, a white blood cell charged with serving and protecting the world of Frank. Realizing that the Heartless are probably looking for the heart of Frank, they travel to his actual heart. There, in what is essentially a giant highway interchange, they do encounter the Heartless in the form of three viruses: Fever, Chill and Weird (Dr. Mario). They defeat the Heartless, but in the process do significant damage to the structure, getting all the PCs and Jones in trouble with the Mayor of Frank. They pretty promptly get out of trouble when the Heartless attack City Hall (a clever move by a player invoking one of the game aspects: “The Heartless are invading!”). The PCs finally find the Heartless leader, an original creation of mine called Opprobrius, guarding the world’s exit in the filthiest slum of Frank, the rectum. The combat is appropriately hilarious and gross, but the PCs prevail and destroy Opprobrius, opening the way to leave and try the second door. World 3: Jurassic Park (Jurassic Park, duh.) They players arrive in a jungle. Searching around they find a triceratops being set upon by tiny Heartless dinosaurs. In the midst of battle, they have a tense encounter with a velociraptor, but ultimately it helps them to defeat the Dark Compsognathi. They carefully befriend the velociraptor, whom Meky names Red Shredda. Along with Red Shredda, they explore the island, avoiding most of the big dinosaurs, and finding the remains of human structures but no evidence of people. They locate food and get the computers and security cameras up and running, and locate where the Heartless are thickest. Meky takes the time to soup up a gas-powered jeep and they charge into battle, Meky at the wheel of his jeep, Rhiannon riding on Red Shredda and Imara flying above. They defeat the leader of the Heartless, another creation of mine called the Idolasaurus Rex, and move on again. World 3.5: Back to Monstropolis Back in Monstropolis, they meet Roz, a high-ranking government official. She informs them that the owner of Monsters Inc., Mr. Waternoose, is in league with the Heartless and has barricaded himself in another scare floor. The PCs agree to take out Waternoose in exchange for some supplies and unlimited use of the scare floor. They break into the backup scare floor and encounter Waternoose, empowered by the Heartless and backed by a couple of flying Heartless called Screamers. It’s a tough battle, but they triumph, earning the right to continue using the scare floor as long as they need it. Obligingly, the Timebroker retrieves two more special doors for them to use to access other worlds. World 4: Hyrule (The Legend of Zelda: The Ocarina of Time) The PCs arrive in a dark, spooky subterranean temple. They work their way through some puzzles, face some monsters, and learn that they are in the Shadow Temple (whatever that is). They encounter Navi, the fairy, who informs them that she was here with her ally Link, the Hero of Time, but that he was snatched up by a powerful Wallmaster (floating grabby hand). As they proceed through the Temple, Rhiannon also gets snatched up by a Wallmaster and finds Link trapped in a hidden chamber. Together they defeat the Wallmaster and work their way back to the others. More puzzles (basically, they just played through the Shadow Temple as in the video game, with a few of the less interesting puzzles removed), and face Bongo Bongo, a malevolent ghost that has been powered up by the Heartless. Defeating him, they unlock the path out. Rhiannon develops a teensy crush on Link, which Imara blows way out of proportion and never lets her forget about. World 5: Royale-les-Eaux (Casino Royale) The team comes upon a scene of destruction after a bomb has gone off in a French resort town. They battle the Heartless and rescue one of the bombing’s victims, a suave Englishman who introduces himself as Bond. James Bond. (This included one of my favorite moments in the game, when after the combat James approaches the angel Imara saying “My God, were you hurt? No, I don’t mean in the fight… I mean when you fell from Heaven.”) I suppose it’s worth mentioning that another convention that I kept from the Kingdom Hearts series is that folks are pretty flexible about the weird strangers showing up in their midst.. Like, in the original games, no one seems particularly distressed by a giant anthropomorphic duck suddenly being a thing in their world. In this world, which is so like our own real world, no one was really troubled by the giant slavering green ork… they just figured he was “probably American.” Anyway, the PCs team up with James Bond to take down his foe, the evil Le Chiffre. They learn to play baccarat, don appropriate evening wear (Meky modified his tuxedo to shoot a smokescreen when required), and take on Le Chiffre in a game of Chemin de Fer baccarat. They lose badly, partly because none of the players really understand baccarat yet, partly due to bad luck, and partly because Le Chiffre cheated with the help of the Heartless. On the way home from the humiliating defeat, they encounter two more Heartless foes in the form of the White Spy and Black Spy (Spy vs. Spy comics created by Antonio Prohias). They defeat the Heartless (or rather, trick them into defeating each other) and regroup. CIA operative Felix Leiter fronts them the money for another go at Le Chiffre (“It’s the least I could do, for a fellow American.”) Thanks to some good luck and slightly less cheating on my part, the group manages to bankrupt Le Chiffre. At that point, a blonde woman in a pink dress offers to empower Le Chiffre with the power of the Heartless, and then disappears while Bond and the player characters take on the powered up gambler. They win, unseal the path, etc. etc. World 7: Red Dwarf (Red Dwarf) Back in Monstropolis, the Timebroker provides them with only one door and insists they must hurry as he senses the next world is on the brink. Arriving in a spaceship corridor amid an inky black haze, the PCs encounter first an Eldar warrior, then a Planeswalker and finally the great Harry Potter himself. The three inform the team that the Timebroker had made a mistake and they were never supposed to have been sent on this mission. To punctuate the point, they magically steal the characters’ magic weapons and abandon them in this empty world where they will be “safe.” The PCs explore the world, finding that it is a vast, empty spaceship with nothing to do, nothing in the vending machines but sprout soup, sprout salad and sprout surprise, and no company but a senile computer. Gradually they are able to put together that they are being affected by a hallucinogenic toxin and find a way to counteract it. Together they rouse the other occupants of the ship and lead them into battle against the Heartless Despair Squid in the ship’s water supply. Another victory! Back in Monstropolis, the Timebroker provides them with two more doors, but cautions that in these worlds, the Heartless have been at work for some time and are rather entrenched. World 8: Etheria (She-Ra, Princess of Power) (For what it’s worth, this game ran before the She-Ra reboot was even announced. I was drawing inspiration entirely from the classic 80s Filmation series.) The characters find themselves in a fantasy world that has been occupied by a Heartless army called the Horde. They take on a squad of troopers with the help of a princess called Adora who is a leader of the rebellion against the Horde. Together with Adora and another surprise ally, She-Ra (who is weirdly never seen at the same time as Adora. Weird.) they raid the fortress of the evil witch Shadow Weaver and her Heartless allies to rescue the rest of the rebellion. Then they lead the rebellion in a raid on the Horde’s headquarters in the Fright Zone, and clear another world of the Heartless menace. (I know it reads fairly quickly, but this world took at least five or six sessions of game time as the players explored, roleplayed interesting encounters, built and repaired equipment and strategized their battle plans.) World 9: Beach City (Steven Universe) This time, the PCs arrive in a quiet beach town which is largely abandoned because it’s been under siege by the Heartless for some time. The usual defenders of the town, the alien Crystal Gems, are nowhere to be seen. The team meets young Steven Universe, a ward of the Gems, who explains that the Gems disappeared into their temple weeks ago and have not been seen since. Together, Steven and the PCs navigate the temple and find the Gems generating a shield to protect the heart of the temple (which is also the heart of the world) from Heartless attackers, led by the blonde in pink that they saw in Royale-les-Eaux (who has switched her dress for a bodysuit). The PCs square off two original creations I called Onyx and Obsidian. Just when victory seemed assured, Onyx and Obsidian fused together into Black Diamond, and the fight started over (this was my first use of the multi-stage bad guy trope (THIS ISN’T EVEN MY FINAL FORM)). Anyway, tough as Black Diamond was, the good guys won, although once again the woman in pink slipped away. Instead of earning a Keychain with this victory, the heart of the world expressed itself in a different way: Each PC was embedded with a gemstone that allowed them to fuse together. This was a combination of the fusion used in the Steven Universe series and the Drive Formes from Kingdom Hearts II. Basically, how it worked was that any two PCs could spend a Heart Point each and combine together into one body. Each new form (every possible pairing of the three characters) had its own character sheet with a description, new aspects and better skills, and all of the two characters’ stunts plus a special superstunt. For example, Meky and Rhiannon combined into the Curiosity Forme, a four-armed giant who can use magic and technology interchangeably thanks to a stunt called “Clarke’s Third Law.” The major drawback is that the players both have control of the combined Forme and need to stay in synch: if they disagree too much, or if one player takes too much control, they automatically break apart. This was a fun mechanic to play with. World 9.5: Back to Hyrule Upon returning to Monsters Inc., the PCs learn that their ally Link is about to raid the fortress of the leader of the Heartless in Hyrule: the Great King of Evil, Ganondorf! This one played a little like the Shadow Temple, only the heroes had to navigate six chambers with different kinds of challenges before facing Ganondorf. There were riddles, a platforming challenge (being chased by a wall of fire!), and that sort of thing. They also faced off against not only a Heartless Shadow Link, but Shadow versions of Imara, Rhiannon and Meky as well. As those who have played Ocarina of Time might well imagine, Ganondorf was also a two-stage boss, first facing the Great King of Evil then the Heartless-empowered Ganon. At the end of this fight, having already gained the Keychain of this world the last time they were here, they got a power-up from the Triforce itself, earning the ability to fuse all three together into the completely badass Master Forme. World 10: Dead Manhattan (Marvel Zombies) They find themselves in a city that has been torn apart, with apparently no one left alive. The PCs are attacked by cannibalistic zombie versions of Angel and Beast of the X-Men, realizing to their horror that these creatures aren’t being influenced by the Heartless, they’re just the awful inhabitants of this world. They destroy Angel and decapitate Beast, keeping the helpless but still animate head of Hank McCoy as a fun prop for the rest of this world. Proceeding through the city, they meet the Black Panther, protector of a small handful of human survivors hiding out beneath the city (again, for what it’s worth, this campaign was run before the global phenomenon that was the Black Panther movie. I chose the character because he featured in the Marvel Zombies comics, and because he’s the best Marvel hero (Fight Me)). Getting back to the survivors, the PCs meet the mutant Forge, but also realize that they have led Zombie Spider-Man and a gang of Zombie Heartless right to the survivors. There follows a brief and bloody battle, and then the team heads off to raid Avengers Tower. There, with help from Forge and Black Panther, Meky modifies one of Spider-Man’s tracer beacons to work between worlds. Afterward, on the top floor, they encounter the woman in pink. She’s weirdly calm and gracious as she introduces herself as Dr. Blight (Captain Planet and the Planeteers) and tells them that she has been working as an agent for the Heartless ever since they helped her destroy her own planet. The reason she’s so chill now is that on this world she has created her ultimate weapon, and after it’s gone she’ll just keep moving it from world to world consuming as she goes. She leaves, but not before they plant the interdimensional tracer on her, and not before she sees the arrival of the ultimate consumer of worlds… a Heartless Zombie Galactus. Modified from an image I found on google. Unfortunately I can't find an artist to credit. Anyone know who did the original? The players have to scramble to create some kind of weapon capable of neutralizing Galactus, but after an epic battle with the help of Black Panther and some surprise help from Zombie Hulk, they bring him down. And then they get the heck out of that blighted and terrible world. Back in Monstropolis, the Timebroker informs them that the tracer has worked and he knows where Dr. Blight is based a world called The Universal Library. Trouble is, like the Ocean Beyond Space and Time, it’s “not a real world,” and they can’t travel to it by means of the doors. They finally come up with a plan so crazy it might work, to travel to a world that is on the brink of destruction, and then let it fall so they can travel to the Library through the space between worlds. The trouble is, they would have no way of getting back to Monstropolis. Hmmm. World 11: Fantasia (The Neverending Story) This world is presented as one where the Heartless have already succeeded in consuming its heart, and it exists now only as a few stones spinning through space until they finally disappear. The PCs spot a gleaming white tower and make their way to it, and they meet the last survivor of this world, the Childlike Empress. She explains that she can give them a tiny fragment of the heart of her world, and that it is the seed from which the world can be made again. She extracts a promise that they will find a way to make her world anew, then gives them the seed which transforms into a Keychain. This is, incidentally, a big step toward resolving some of the lingering mysteries of the game-- the Keychains are a piece of the world’s heart, and any piece of the world’s heart can be used to make the world anew. So the characters have been carrying around the means to rebuild their worlds from the very beginning. Pathos! Then the last of Fantasia disappears and the characters spend a little time floating melancholically in space. Then, Meky’s pirate ship from the beginning of the game sweeps in to conduct them to their final challenge. (Soundtrack: https://youtu.be/uaadF_VSvIE?t=137) World 12: The Universal Library (original-ish) So, after breaking through the Heartless defenses around the Universal Library, the characters navigate a maze of bookshelves and have some book-related encounters (Rhiannon finds a copy of the Monster Book of Monsters from her own world, then they fight a Heartless version of the Library Ghost from Ghostbusters). They first take on Dr. Blight and her evil computer M.A.L., then press past her chamber to find the real mastermind behind it all. He introduces himself as Gehn (Myst series) and explains that using his power he created all of the worlds the characters visited by writing them into his special linking books. Determining that he is evil and insane, the team takes on Gehn. To achieve his second stage, Gehn draws on the power of the books he has written and combines himself with bosses that the characters already faced, the Idolasaurus Rex, the Despair Squid and the evil gems Onyx and Obsidian, to become Giga Gehn. He was an impressively powerful baddie, but the PCs pulled out all the stops and combined into Master Forme with carefully selected Keychains on all their weapons, and basically thrashed him easily. After the defeat of Gehn, the characters encounter the true master of the Universal Library, the old wizard The Pagemaster (The Pagemaster). He explains that the books can be used to travel among worlds as easily as the doors (“For what is a book, besides a doorway to another world?”), and then explains that the process of restoring a world from a Keychain-seed is different for every world. He helps them to restore Fantasia by giving the Childlike Empress a new name (to my eternal shame, I didn’t write down what name the players chose, and I cannot remember it), and helps Rhiannon to restore her own world. He tells her that she can return to her world now and give up the quest, but she decides she can’t go home until she’s helped Meky and Imara restore their worlds as well. Thus endeth the game. Secret World 13: Who-Ville (How the Grinch Stole Christmas) The Christmas season after the game ended, my players and I got together with our partners for a Christmas party. Had a nice dinner, played some board games. Y’know, the stuff mature adult nerds do. As a special treat for the players, I read out a poem I wrote for them featuring their characters battling the Heartless in the Seussian world of the Grinch. It was mostly for laughs, making good use of the in-jokes we developed over the year, but it deserves a mention here because I declared it canon and gave them a Keychain at the end. Basically, they harass the Grinch and then fight a giant Heartless using the power of Christmas. If you’re curious, I have the whole thing in a google doc. What I Learned, and Will Hopefully Apply If I Run It Again or Run a Sequel Game So, yeah, that was the game. The door has been left intentionally open for a sequel, but there are some bugs I need to work out first. The game was tremendously fun, don’t get me wrong, but there were some issues of ill-fit between the system and the way I was trying to use it that became annoyances and I’m hoping to address those before I venture back in. I don’t mind that I abandoned the collaborative world-building elements that are typical for FATE. Taking charge of what worlds they were entering allowed me to surprise and delight my players and challenge them to think creatively in ways that I think would be more difficult if they had more input into where things were going. Moving forward, I would like things to be a little more open-world(s) where they’re not just following rails through the story, but I’m still putting thought into how to achieve that. The biggest issue I could perceive in the game was the issue of frequent combat. This is largely my own fault for basing it on a game where combat is the main gameplay element, and in which the collective enemy is explicitly a force bent on the mindless destruction of everything that exists. That made it really hard to escape from Win-or-Die combats occurring at almost much every major plot event. Add to that that the most interesting feature of this game is modular weapons, and deathmatches felt pretty inescapable. Although probably the right answer is modifying the premises of the game and universe such that combat is a less central feature, most of the thinking I’ve been doing around it has been how to keep the combat and fix the other issues. As far as I have been able to tell, the most fundamental problem with frequent Win-or-Die combat is that it gets boring. Although the way conflicts are run in FATE makes for combats that are narrative and cinematic, tactically there seems to be very little difference from one to the next. I did my best, especially later in the game, to provide settings and bad guys that required the players to think laterally rather than just charge in swinging (several of the later bosses like Ganondorf and Galactus were technically invincible, so the players had to find ways to bend the rules in order to win), but the mechanics of the game are so simple that this is hard to achieve mechanically. I like the idea of incorporating sets of rules for more tactical combat, so I’m interested in suggestions around this. I’m also thinking about ways to engage in conflicts beyond the physical and mental, like having to take someone down in a financial conflict in a world like Royale-les-Eaux, or a music-based world where the enemy is defeated with the Power of Rock. Relatively early on, we stopped using Boosts in conflicts. I like the idea of them, but when combat takes up a significant percentage of your play time and you have to come up with ideas for a dozen boosts every session, it gets either very repetitive or very frustrating, or both. Instead, I just introduced the idea of Momentum where, if you would gain a boost instead you gained Momentum which gave you +2 on your next roll. You can’t stockpile Momentum, you use it on the next roll whether you need it or not. It’s simple, it’s straightforward, it’s way less creative but quicker and easier. Another issue that came up from the combination of frequent combat and regular worldhopping is this: the only real consequences that the players had to deal with long-term were the ones that they carried with them. An injury travels from world to world, but if you mess up something in the world, you can just move onto the next and forget about it. As a result, my players hoarded their Heart Points for more or less exclusive use in combat. The best I’ve been able to come up with to address this issue is to have separate pools of points for battle and non-battle purposes, although now that I think of it, it would probably also be a good idea to move away from the trope of hitting each world once. If the characters actually have to revisit worlds they’ve already messed up, they might have more investment in making sure things go smoothly outside of combat too. I also would probably switch to a model where refresh happens at story points rather than at the start of each session. At least once (maybe more than once?) I can recall the players saying “Let’s stop here for tonight. I want to refresh my Heart Points before the next scene.” And I’d rather avoid that being a thing. A final issue that I noticed with the frequency of conflicts (and also exacerbated by worldhopping lack of consequences, I guess) is the fact that certain skills wound up being a LOT more useful than others. Meky and Imara had nearly identical skill pyramids by the end of the game, and the only real difference for Rhiannon was emphasizing Magic instead of Fight. If I stick with frequent combat in future iterations of this idea, I’ll probably want to subdivide some of the more combat-relevant skills so that at least each one is less obviously more important than the non-combat skills. Coming up with combat uses for non-combat skills is also on my drawing board, probably as one piece of introducing more tactical rules. Another thing that I noticed in running this game was that aspects weren’t working quite the way I expect them to. There was very little compelling of aspects-- it came up maybe ten times over the span of the whole campaign. I think partly this was the lack of investment in any given world, but also I probably wasn’t encouraging the players to generate aspects that were sufficiently double-edged. I certainly wasn’t giving the NPC’s interesting enough aspects… to be honest, I mostly used their aspects as a chance for wordplay and referential jokes. The players didn’t really invoke aspects outside of combat either (see above re: hoarding points), which led them to go for mostly combat-relevant aspects. I suppose using separate pools would be one solution to this, but I’m open to ideas for others. So, that’s the story. If you actually read the whole thing, I am both grateful and impressed. I warmly welcome any questions and constructive comments. Destructive comments I will welcome less warmly, but I’m pretty easy-going so feel free to rip me a new one if that would bring you joy. |
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