Showing posts with label Medieval Fantasy. Show all posts
Showing posts with label Medieval Fantasy. Show all posts

Friday, July 31, 2026

Journey of A Fallen Star

With Exploration Driven campaigns on my mind and inspired by a comment I received from Timothy Brannan, I thought I'd share my memories of a favorite game I ran that very much fit this theme.

Starting out as a One-on-One campaign with my childhood best friend Joe and expanding to include a small group of additional players, this game is one of my first full-on open world Exploration outings. 

Journey of a Fallen Star

The campaign began with a falling star blazing through the sky and crash landing in a mountainous region in the North East hemisphere called. It exploded upon impact and the flash and billowing smoke could be viewed for several miles, if indeed there had been anyone to see it. 

As it turned out, there was. A Dwarf Rogue, cast out by his kin and searching for Starmetal to get back into their good graces, just happened to see the meteor strike. 'STARMETAL!', he thought aloud and rushed to see what he could find. 

When the Dwarf arrived the impact crater was fairly large, likely deep, and a bright light glowed from within it. He found himself walking closer and closer, even though his inner voice told him to run. As the smoke cleared and the glow dimmed, he saw a...a figure...a person? Yes, someone was standing amidst the flecks of burning metal and rock! 

Eserwun Starfall / SR-1


It was an Elf (he assumed), clad in some kind of fancy magical armor. He stood completely motionless, as if frozen in time. Then...suddenly...the helmeted head turned towards the Dwarf.

The Elven Knight in enchanted armor spoke a language the Dwarf did not understand, his voice powerful and hollow...eerie. "See here Sir Knight! I do not understand you. Do you not speak the Common tongue?", the Dwarf shouted.

Strange quiet noises, like cricket chirps and flute playing, came from within the Knight's visor. "I do. Where am I? Who are you?", the Elf asked in that same disconcerting voice.

"You are in the Crystalrock Mountains. South of the Dwarven Halls of Crystalright. I am Enut Deepshadow, a...prospector of these parts. Who are you?", Enut said, feigning as much confidence as he could muster.

"I am...S...I am...", the Elf began, seemingly having trouble recalling his own name. "I am SR-1 of the Third Interstellar Legion. I...may be damaged."


Enut Deepshadow


The Dwarf moved closer, his demeanor friendly. He reached his hand out, though he still stood some distance away from the Elf. "Eserwun you say? Well, I'm not surprised you're injured. Falling from the sky will do that", Deepshadow said with a chuckle. The Elf did not laugh. He did walk to meet the Dwarf however and reached out to shake his hand. 

So began the travels of 'Eserwun Starfal'l and Enut the Dwarf. The former searching for his missing memories, some lost weapons and gear, and out to slay the Six Demons of The Void. The latter serving as Eserwun's guide, his squire, and before long, his friend. 

Joe, playing Eserwun Starfall, would look at the map I drew and if anything interested him he would point it out and ask , "What do you know of this place?" I would give him the knowledge the Dwarf had on the location and he would decide to go there or not.

Yellow Dots indicate places visited by Eserwun Starfall during the campaign. 

 
Sometimes he would stop random merchants or pilgrims on the roads and simply ask them, "Greetings and well met! Have you heard any strange tales recently? Any mention of swords with blades of blue light or monsters you've not heard of before?" All in hopes of getting a lead on any of his goals. 

My favorite instance of this was when the two adventurers came upon highwaymen waylaying a trader and his family. They beat the brigands senseless! Afterwards, Eserwun held one over a cliff ledge and said, "Speak the truth and I will not drop you. Have you heard anything about 'Demons of The Void'?" The thug said there was someone calling themselves that in such-and-such city and gathering a small army of sellswords. Eserwun picked him up off the ground, thanked him, and let him run away. 

Eventually word of the campaign spread and friends of ours wanted in. I used this as an opportunity to expand the map. Eserwun and would travel to a new place that wasn't familiar with and the pair would ally with or hire a local (i.e. a new PC) to guide them through the area.

 The 'Known World' of Ranul.


One time the heroes had heard a rumor of a terrible monster living in a nearby swamp [between Zollner and Vogel] whose description sparked Eserwun's memory - one of the Six Demons of the Void! They get there and meet a Human Warrior (a newly joining PC) who, it turned out, was also after the monster. The character had a Magic Sword that Eserwun claimed was his! It had fallen away from him as he descended to Ranul (the name of the campaign world). 

The two characters almost came to blows but they put aside their differences to track down and defeat the 'Void Demon'. As it turned out, the villain had a nearly identical sword which shimmered red instead of blue. The Warrior gave Eserwun back his sword and took the red one as a trophy. 

In addition to exploring to locate narrative related elements, sometimes the players just looked at the map and said 'what's over here'? Often it was, 'Let's pass through this area on our way to thing we need or want to do.'

They would also explore to find resources like food, water, or shelter. A player would look at the map and point to a body of water ahead and say, 'there's good fishing here' or to a nearby town and say 'if I recall correctly, this place has an excellent market for us to get provisions.' I would nod in agreement and say something like, "Well you're from here so you know best."

By the end the campaign ran for about a year or so (1980-81), playing roughly every other weekend. Sometimes we'd get an extra session in here and there or miss one because of holidays and family stuff. I remember we got to play a few times during the week because of school assembly or the like. Sessions were usually 6-8 hours. Joe was joined by two or three other regulars and two or three players that would pop in and out. 

The idea for the campaign came from Joe, who wondered what would happen if a Futuristic, Sci-Fi Robot landed in Medieval Europe and started hunting Demons and Monster (in truth Alien Criminals). A major source of inspiration was the Marvel Comic Book 'ROM, The Spaceknight'. Looking back on it from 2026 and its a little like the upcoming RPG 'MedivAliens'. 

Oh, in case you haven't caught on by now...

SR-1 was a Robot Soldier from some never specified starfaring society. He was rolled up and created as if he were an Elf Fighter/Magic-User (Advanced Dungeons and Dragons 1st Edition). His spells were made of 'Sci-Fi Energy' and the visual effects were always bright blue light (like his sword). When he would 'learn' new spells we framed it as if he was gaining access to more of his memories, programs, and capabilities.

While he didn't need to eat, SR-1 did sleep in order to recharge and self-repair. He could do both more rapidly by receiving an electrical discharge. This meant being struck by Lightning or hit by a Lightning Bolt Spell worked like a Cure Wounds Spell. :D

Several female NPCs made advances towards him but he would always raise his hand and calmly say, "I am sorry but I can not", which many took to be some sort of oath of celibacy but it was because he was a robot and not one designed for romance or intimacy. 

Like the Mandalorian Din Djarin, Eserwun would never remove his helmet, even in front of his closest friend. This was on account of having no head or face beyond the visage of the helmet. 

The other Player Characters were all native to Ranul but had often had a weapon, armor, or a piece of gear that had come to the planet from Outer Space. The Human Warrior had the Red Bladed Starsword and our Gnome Illusionist had an Energy Crystal on top of his staff, for example.



Enut our Dwarf NPC was a Thief. Bruce played the Human Fighter. Chris played a Gnome Illusionist and Wanda was a Female Half-Elf Druid. These were the regulars.

Not all of these items fell off of SR-1 during his drop. Some were from the Void Demons as mentioned above, while others had been on Ranul for hundreds of years. 

Ranul itself is our own moon, terraformed and rotating. The Great Moon of Ranul was a dead Earth. In my mind this was set in the far distant future of Gamma World. Elves, Dwarfs, and other such species were the descendants of Humans genetically engineered to survive this world. Goblins, Trolls, and other Humanoids were likely descended from Human hybrid experiments, their DNA spliced with animals or even non-sentient alien creatures. Monsters were Gamma World Mutants, Mutant Animals, Aliens, and even Mutated Aliens. 


Some of the weaponry, gear, and creatures were made by adapting Gamma World material to Advanced Dungeons and Dragons 1st Edition. Some were homebrew whole cloth.

The ' Six Demons of The Void' were Alien Villains ranging from a Cyborg 'Ogre', to an Organic Armored Lizard Man, to an intelligent Manticore-like creature. Their weaponry and powers were a mix of Monster Manual abilities and Gamma World Mutations.It was never clear (I never decided) if they had anything to do with SR-1's crash on to Ranul, though he did determine hunting them down was his original mission. 



During the course of the campaign we only encountered three of the Six Demons. All were slain but we faced one twice; the Cyborg Ogre was the one with the red sword. The Red Manticore escaped the first time and the PCs eventually tracked it down again and took care of business.. 

So there you have it, a heavily Exploration Driven campaign with a good deal of Narrative incorporated, and Missions created by the PCs themselves. 

That's it for now. Tomorrow we begin the RPGaDay Challenge. 

See you there,

AD
Barking Alien





Sunday, July 26, 2026

The Smurfs and The Whispering Stones

Oh The Smurfs RPG, I do smurf you so!




With two of our Wednesday night regulars out for various reasons, I had the opportunity to run The Smurfs once again this past week and obviously I smurfed at the chance!

In addition to returning characters like Sir Smurfsalot - The Questing Smurf and Spelly Smurf, we had Will trying out a new character in the form of Smurfevergreen of Smurfy Grove. 

The adventure, which I titled The Smurfs and The Whispering Stones, was inspired by some interesting folklore I came across recently pertaining to the beliefs and practices of the Gauls in Northwestern France.

The Smurfs of both Smurf Village and Smurfy Grove are all kept up one evening by whispered voices heard on the wind. No one can make out what they are saying but neither can anyone ignore them and get back to sleep. Well...all except Spelly, who cast a QUIET Spell as he does every evening to help him rest comfortably. 

In Smurf Village, Papa Smurf went door to door checking on his little Smurfs. Brainy was seeing formulas spin around his head. Smurfette could barely keep her eyes open. Even Lazy was awake! When Papa reached Sir Smurfsalot, the latter offered to go on a quest to silence these foul whispers! Papa Smurf was happy to hear that, as he had an idea of what the issue might be. He suggested Sir Smurfsalot not go alone, taking at least one other Smurf with him. He decided to call upon his friend Spelly Smurf, certain that Spelly's magic would probably prove helpful. 

Unfortunately, with the QUIET Spell cast within Spelly's house, he was unable to hear Papa and Smurfsalot knocking on his front door. Not to worry! Concerned for Spelly's well-being, Sir Smurfsalot removed his armor and climbed down Spelly's chimney. He was then able to go to Spelly's bedroom to wake him (funny scene). Going downstairs with Smurfsalot to meet Papa, Spelly got the lowdown on what was going on. Papa further explained what he thought the cause of the problem might be. 

"At the edge of the West Woods, past the Sarsaparilla Fields, and the path to Smurfy Grove, there are five menhirs (Gallic Standing Stones) known as 'The Whispering Stones' and 'The Hiding Menhir'. These stones aid in the enchantments that hide the Smurfs' lands and protect them from people like Gargamel. While the magic prevents that foul sorceror from finding our Village and the Grove, it is possible he's located the menhir themselves! If he's moved one, he may yet be able to locate our hidden homes!"




With that, Sir Smurfsalot and Spelly Smurf headed off into the night to investigate what had become of the stones. Papa Smurf advised them to return as soon as they knew what the situation war.

[Before he left the village, Spelly wrote the word QUIET with special chalk, one letter on each of five fist sized rocks. The three Smurfs then placed the rocks in a pentagram like pattern around the village, providing the rest of the Smurfs with a chance to get some much needed shut-eye.]

Meanwhile, wide awake though it was the middle of the night, a female Smurf of Smurfy Grove stood near her work bench in a hollowed out section of a tree. This was Smurfevergreen and she lived on her own a little ways away from Smurfy Grove in a tree at the end of the West Woods. Evergreen is an unusual Smurf in many ways; she prefers to be alone, she likes her tree home as opposed to a Mushroom House, and makes various tools and items out of things she finds out in nature. For example, she didn't carefully carve her bow and arrows so much as find twigs and saplings and just adapt them for her purposes. The only item she owns that may not have been made by her is a Survival Knife which she uses to cut and chop ingredients and materials for her...well...survival. 




Smurfevergreen hears the strange whispers and goes to investigate. The Whispering Stones are not that far from her home so she arrives well before the boys of Smurf Village. The voices were very creepy but hard to make out until she got close. Now she heard 'stone', 'moved', 'danger', and 'broken'. This did not bode well. 

Spelly Smurf and Sir Smurfsalot heard the words but much more faintly as they came striding down the path. Noting a small, dark hole behind the stones - possibly a fox's den or rabbit warren - Spelly wondered if there was something or someone hiding in there. As if on cue, dust and mist billowed out of the hole and five small, angry-looking people came running out towards the Smurfs. The dwarf-like creatures began shouting in a strange dialect the Smurfs couldn't make out at first. Spelly and Smurfsalot tried to communicate with them but the mad mini-men weren't listening.




Smurfevergreen leapt out from the bushes and ended up behind the creatures as they ran towards the boy Smurfs. Using her Survival Knife, she cut the belt of one of two twin beings, causing his pants to fall down and tripping him into a face-plant.

The boys briefly engaged the creatures as well but before long one of them said something Spelly caught on to. He tried again to talk to these ruffians and their 'leader' called Spelly out for 'moving one of the stones'. Pointing out that the Smurfs had only just arrived and were way to small to move a menhir, the creatures began to question their overzealous actions. Noting that SOMEONE moved one of the stones, breaking the enchantment that protects Smurf Village and Smurfy Grove, but these fellows couldn't see who it was. Apparently the culprit was 'Cloaked in Darkness'. 

The creatures introduce themselves as The Goric, spirits of the Whispering Stones. 

Assembling together with Smurfevergreen, Spelly and Smursalot explained that they were Smurfs and that it was their homes that the stones helped protect. "Why would WE move them?" This made sense to the Gorics. Their leader mentioned that it was 'the Old Man' and 'The Lady' - Papa Smurf and Smurfwillow - who set up the magic in the first place. The Goric apologized, not recognizing the Smurfs as being the same type of people as the Old Man and Lady. It turns out the Goric act first and think...eventually. 

Studying the stones, it was indeed clear one of the stones had been moved, though not more than two Human strides. That's three or four steps for a Goric and quite a few more for a Smurf. Suddenly a trap went off, catching Smurfevergreen and two of the Gorics in a crude rope net and lifting them high off the ground. Using her Survival Knife and the surprising strength of the Goric, Evergreen was able to free them all, taking part of the rope net down with them.

Judging by footprints near by, it was likely the menhir was moved by a Man and that man was accompanied by a small animal. Probably a cat.

Wait a smurf...




Now the Smurfs panicked! "If it were indeed that fiend Gargamel and Azrael, his wretched familiar, thy friends are in grave danger! The protection of the enchantment hast doth been weakened and they may be nary moments from bestowing woe upon our lands!", exclaimed Sir Smurfsalot. 

It was true and what to do about the situation had to be decided at once! Spelly had an idea! Move the stone back into place first. With any luck, Gargamel and Azrael haven't reached the Village yet and there was still a chance to confuse them and have them lose their way. 

Sir Smurfsalot immediately went to push the stone back into place but even his great strength [for a Smurf] was quite enough. Smurfevergreen fashioned a lasso out of the remains of the rope net so she could pull while Smurfsalot pushed. Spelly asked the Goric if they could help to. It never occurred to them that they might be able to move the stones themlves. Never once in all their centuries. All together, the entire group moved the menhir back into place and just as they did, Gargamel bumped into a tree! He looked about and could not longer see the way to Smurf Village.

"Where did that come from? Wait...where is the path? Azrael! Which way, Azrael? What happened?", Gargamel called out. A confused Azrael just shrugged and looked this way and that. "Egad Azrael! The Smurfs! It must be them. They must have moved the stone back into place! Curses! We must go back to the Whispering Stones and this time, break them into pieces!" This was following by a manical laugh and the sounds of a snickering cat.

Pulling up the hood on a particularly peculiar dark cloak, Gargamel and Azrael faded into the shadows as they headed to the standing stones once again. 

The Smurfs meanwhile assumed their enemy would be making their way back to them and formulated a plan. Spelly readied himself to cast a major spell but needed the others to buy him time. Sir Smurfsalot and Smurfevergreen got ready as the Goric, cheering on the Smurfs, faded back into the spirit world and the stones. 

Not long after, when bushes rustled and hands swiped down to grab the Smurfs, Smurfsalot raised his Sword and angled it to catch the moonlight. He called upon the light to shine down and reveal their opponent! It worked! The moon shimmered across Gargamel's magic Cloak as Evergreen tussled with Azrael. All this time, Spelly Smurf had been spelling out...

C-o-n-c-e-a-l t-h-e H-i-d-i-n-g M-e-n-h-i-r f-r-o-m G-a-r-g-a-m-e-l a-n-d A-z-r-a-e-l

Yes, 'Conceal the Hiding Menhir from Gargamel and Azrael', an incantation it took three long moments to spell out. The spirts of the stones, the Goric, helped a bit by distracting Gargamel and Azrael with their trademark creepy whispers but it was the skill in battle of Sir Smurfsalot and Smurfevergreen that really made the casting possible. 

In the end, Gargamel and Azrael were standing in the West Woods completely lost. Totally baffled by where the Whispering Stones had gone and which way to go to look for either them or the Smurf Village, the two gave up. Defeated, they slinked back to Gargamel's hovel of a keep with their nerves on edge and the Cloak of Darkness shredded by the blades of the fighting Smurfs.




Sir Smurfsalot and Spelly Smurf returned to Smurf Village and Smurfevergreen walked them home, a big deal for her as her preference is to be alone. Generally, Evergreen doesn't make friends easily, if at all, and few Smurfs consider themselves friends of hers. However...Sir Smurfsalot declared how impressed he was by her skills and commended her for her bravery. Spelly insisted the 'quest' could not have been concluded successfully without her. Smurfevergreen felt a strange and unfamiliar emotion...camaraderie? She wasn't sure she felt comfortable with it but you know, she didn't dislike it either. The trio agreed to call upon each other again in the future if they were ever in need of help. 

Papa Smurf, along with Smurfette and Brainy, met with the guys and welcomed them home. As the heroes described their adventure and the others oohed and aahed, Evergreen faded into the Sarsaparilla Fields with a smile.

The End.

Thanks for coming by! Sorry this was a bit of a long one but it was a really great session and I just wanted to share. 

Talk to you again soon...

AD
Barking Alien





Tuesday, July 21, 2026

On A Blue Note

My recent lackluster excursion into Medieval Fantasy Solo RPGaming had me really down; moreso than I would have expected. It was made worse by a poor purchase I made specifically for this experiment, hoping the product I bought would be useful for my endeavor*. It was not and in fact it is so lame I can't see myself ever using it but more on that later.

I really dislike wasting time and money. Grr. Sigh.

Luckily, there is light at the end of this dark tunnel and that light my friends, is blue...




I'll be running The Smurfs RPG this week! Woohoo!

With some of our regulars out we'll be skipping the next session of the normal campaign and playing a Smurfs one-shot instead. I am officially cheered-up as I haven't gotten the chance to run The Smurfs in what feels like a long while and, as you probably know by now, I absolutely love this game! 

It looks like Nick will be return to play Sir Smurfsalot - The Questing Smurf, Ray will reprise Spelly Smurf, and Will will be coming in with a brand new Smurf Girl from Smurfy Grove by the name of Smurfevergreen

I'm genuinely looking forward to this and will be spending today working up my adventure (as much as Adam works up adventures that is). Later in the week I'll give you all the aftersmurf report. 

Until then, smurf you later my fellow Smurfs!

AD
Barking Alien

*A Mini-Review of Roll & Play Press's 'No Place Like Homebrew':

I don't normally do product reviews of this sort but I was not happy with this purchase and I wanted everyone out there to be aware of what the book was all about. If you are new to tabletop roleplaying games in general and Dungeons and Dragons 5E specifically, this product might be of interest and use to you. 

If you have been playing for 10 years or more, have played games other than D&D, and have what I have to assume is a modest amount of creativity, you can probably skip this book. It has 252 pages of stuff, ranging from deities and locations to creatures and more locations that you've already come up with or read before on a blog, in a magazine, or any number of other places a dozen times already. Nothing in it, as far as I can tell, is of particular noteworthiness. 

The book is oddly organized, at least to me, though perhaps Fantasy gamers are more accustomed to the thinking process that went into this. For example, it starts with REALMS, a whole section on sample worlds and settings which certainly makes sense but its then filled with things like Deities, Celestials, and other otherworldly entities. Is that where most people start their world-building? With the Gods? Is that the first thing I need when trying to put together an adventure for my party of players and their PCs? Felt a little strange to me. 

Their idea of cool and interesting monsters are Bulettes but their gold-colored, Corgis with extra legs, and Pink Hounds that don't tire. Wow. Breathtaking. Also, thank goodness for an Index at the end of the book because its not like all the creatures are in one creature section. Instead they're scattered throughout the book (as are NPCs and other elements) based on terrain type. That makes sense, can't fault them for that, but I found it hard to know where to look to find something I'd previously read without use of the index. 

At $54.99 for the physical book (not including shipping) and $29.99 for the PDF, I can't recommend this for your money. I've far more exciting and innovative ideas to plug into your campaign for free or at a much lower cost from blogs, forums, magazine articles, and the like.

This product gets a 5 or maybe 5.5 out of 10 from me.





Monday, July 20, 2026

Crestfallen

I ran the first session of my Solo TRPG game 'Journal of a Mixed Elf Mercenary Hero' using my homebrew system, 'Adventurers of the Enchanted Lands', a hack of Teenagers from Outer Space and the end result was...meh.

Honestly, I am really disappointed. I was so excited for this, as you can probably tell by how many posts it inspired. Not just the number but the frequencey! Unfortunately, after a little while of actually partaking in the endeavor I've almost completely lost interest. Seriously. Just *poof*, enthusiasm gone. It was way more fun to prep for than to actually run and play.

Why? Let's talk about it...


Damn. I hate to disappointed her.


Mechanically it worked just fine. The system was good but didn't do anything especially dynamic. That can be OK in many cases but here it contributed to a lack of things to get jazzed about. It was an easy-to-run, easy-to-play, functional set of rules. Yay? As someone who isn't overly hung up on rules they usually only get my catch attention and interest if they're something special or something awful. This didn't reach the level of either extreme. 

One thing I started to think about that I didn't expect to was the role of Roles and Classes. I really dislike them but they are a trope of the genre and if you are running this sort of Medieval Fantasy game without them it feels...I don't know...a little weird. It's off somehow. Not sure how to solve this issue as, like I said, I still don't like them. This was helpful though in a way as it gets me to consider some way of solving this problem if I run a long term Fantasy campaign in the future. 

I still find the tropes and setting of standard Fantasy kind of boring to engage with. This is my issue as a player, although it's related to what I'm going to discuss next. I'm just not looking forward to questing to find a magical item or slaying some mythic beast. These are the sorts of adventures that appear in a lot of Solo Fantasy RPG charts and with good reason - that's the genre. I find it really banal and mundane to the point where it's hard to maintain any interest. It goes back to one of my biggest problems with the base Fantasy genre, nothing feels fantastic. 

Sure, I could modify this by coming up with custom charts and tables and in fact I did but I also tried to stay firmly in a standard Fantasy vein and it just didn't work. Not for me anyway. D&D and Pathfinder are the most popular RPGs in the Western world so it's clear lots of people find this very fun but I've just never been one of them. 

In the end, another big reason for my disillusionment is the same problem I always (thus far) experience with Solo gaming; there is a very low degree of surprise do to its very nature. I am interacting with random charts, die rolls, and myself. Without other players, there is no back and forth of ideas I might not have thought of. No approach from someone with a different way of looking at things. Sure, it guarantees 'my kind of game' but it reinforces my general feeling that Solo RPGs aren't games but exercises in creative writing. 

So what next? Honestly not sure. I do have some other things I want to talk about but I think this project is going on the back-burner for now. If I come up with some new approach or have a gaming epiphany regarding it I will definitely let you all know. For the time being though, Raelyn's journey and her Journal will go on without us...




AD
Barking Alien





Sunday, July 19, 2026

A World of Adventure

A big focus of my Solo TRPG Campaign project, 'Journal of a Mixed Elf Mercenary Hero', is exploration.


The Enchanted Lands


As a Gamemaster, I absolutely love World-Building. It is by far my favorite part of the pastime. It allows me to do something with all these ideas that are constantly forming in my head, threatening to burst out of my skull and spray all over the place. Sorry. I know that's a little intense but that doesn't make it untrue. Besides, no one wants to clean that up, trust me.

As a player, I want to explore the world or universe of the game we're playing. I want to see the Gamemaster's vision, be it an original creation or their take on a known IP, and I would like the opportunity to get to know it up close and personal.




In either role, my preferred way to go about this is through an Open-World Exploration Campaign. That is essentially what I am hoping for with this Solo RPG and I feel pretty confident I can achieve it since I am occupying both positions.

Let's start by looking at the map and filling in some general ideas on what exists and where...

  


The usual recommendation when going about the act of world-building is to start small, really local-like, and then only expanding as you need to. For me, that's crap. I can't work that way for a host of reasons, the biggest of which is I want my players (and in this case myself) to be able to go where they want to go as long as they have some way of getting there. To the age old school question of, 'What happens if we travel beyond the edge of the map?', I like to answer, 'There is no edge to the map'. 

To make this work, I need to 'sketch out' some areas so I have a guide for my imagination. Looking at the second map, some points of interest have been placed in the hope that I can explore those areas during the campaign. Some important or at least interesting bodies of water are also included. The Trading Seas are small-to-medium oceanic bodies constantly plyed by merchants and unfortunately pirates. The Strange Sea is almost completely surrounded by lands, from small islands to the large main continent, with many legends surrounding what it is the sails across and roams beneath the waters of this region. Ghost Ships, Sea Monsters, and Vanishing Island that occasionally appears in the center of the sea. 

While I show the homeland locations of the Dwarves, the Elves, the Hairfoots, and the Humans, I purposely haven't defined how large their domains are, how many settlements or citizens they have, etc. I also haven't given the proper name of these places on account of the fact that I haven't decided on them yet. Furthermore, just because I haven't identified where Beastkin or Goblins live doesn't mean there aren't Beastkin and Goblins. This is best thought of as a Visual Outline. 




To this end, I've also pointed out areas of potential adventure and danger by designating Giants in the Northeast and possibly a Dragon in the Northwest. I wrote it in as 'A Dragon?' because I haven't decided if that information is true or merely a fanciful story. Then, as I've already mentioned, there are lands far away to the Southeast and Southwest that have yet to be explored. I've included these known unknowns for exploration and further development later on.

Of special interest is The Ruinlands of an Ancient Empire; a vast expanse of land with numerous dungeons and crumbling temples that are all that remains of a powerful and very magical civilizations from long, long ago.

Finally, I've also noted where my Player Character, Raelyn Riversprite, came from and the fact that the town was basically destroyed. The port is abandoned now - no one lives there to my character's knowledge. 

Exploration

  • PCs are rewarding for discovering something new – a never before encountered (by them specifically) monster, location, thing about the world, etc. For Solo play, these are notated in the campaign ‘Journal’ as ‘I discovered [name or description of thing]’. 
  • Dungeons are ‘alive’: Traps, rival adventurer parties, sentient doors, patrols of haunted armors, and wandering entities that want to chat.
  • Food & Rest: Cooking plants, animals, or even monster meat gives mechanical buffs and restores Physical and Spell Fatigue (a la Delicious in Dungeon). Skipping meals may cause penalties (hungry adventurer/party = comedic failures). Sleep is similar. 


As per usual, more thoughts as they come to me. I am really eager to actually start playing. Hopefully later today. 




Hope to see you on the road...

AD
Barking Alien




Saturday, July 18, 2026

Of Might and Magic

Before I getting going with the campaign proper I thought it might be a good idea to give you some more of the rules. Specifically, I want to go over Combat and Magic. 




Combat
Starting with some really basic thoughts:

  • •Theater of the Mind with quick rounds*. No grid, minis, or any of that needed.
  • •Initiative: Roll 2D and add Agility + Luck or just go in dramatic order.
  • •Damage is narrative...sort of. You take Hits; after taking half your total you are stunned and hurt. Target Numbers go up to the next difficulty level. At zero Hits, the character is unconscious and their overall situation may worsen. Player Characters can only die in unavoidable situations or by player choice. However, they may suffer a permanent injury, lose a hand, lose an item, or that sort of thing. Starting Hits = Body + ½ Luck.

Characters do ½ their Body in Damage on a successful unarmed Attack.
When using a Weapon, the Damage is ½ Body + the Weapon's Damage. 
As noted in the first post on the basic mechanics, certain successful rolls can result in more damage or special effects. 

As noted in the previous entry on rules, Light Weapons do 1 Damage, Medium Weapons do 2, and Heavy Weapons do 3. Most Light Weapons can be thrown. Heavy Weapons require two hands to use.




Armor provides Protection, which reduces the Damage taken from most Attacks.
This is true for PCs, NPCs, and Monsters. No Armor, natural or otherwise, means no Protection.
Basic Armor is at -1 but you can exchange an Agility Penalty or Gold or increased Protection.

Critical Successes and Failures in Combat cause Physical Fatigue. Characters subtract -1 from their Body when this occurs and function with the resulting number until they can rest. On the Character Sheet I record Physical Fatigue separately from Body because after resting Body returns to normal. That's easier for me but I might change it in the future to avoid confusion. 

Magic System 

Anime-Flavored Magic is flashy and costly. Roll Spirit + Magic Knack + 2D6.

  • •Low-Cost Spells: Utility, Buffs, Attacks with no Damage (They Confuse, Distract, etc.). Only costs Spell Fatigue on a Botched Check Roll.
  • •Big Spells (Dragon Slave! style): Powerful but they drain Spirit (an effect called Spell Fatigue) or cause side effects (hair turns odd color, scent attracts monsters, etc.). -1 Spirit to cast, -2 on a Critical Failure.
  • •PCs can take on extra Spell Fatigue to make Spells more effective. 
  • •Learning Magic: New Spells are obtained by learning and practice. Must be taught or found in Spellbooks or on Scrolls. Progression feels like Frieren - slow, meaningful mastery that occurs over time.

One's 'Magic Knack' could be be Alchemy, Arcane Spellcasting, Illusion Magic, Summoning, Witchcraft, or anything else you can think of as long as its appropriate to the genre. These are categories without a difference mechanically though, except in a narrative way. You decide on a specific definition for your type of magic but within that your are welcome to get creative. 

For example: Raelyn Riversprite has Animal Magic and Elemental Spellcasting

Animal Magic enable her to take on one aspect of a non-magical creature for one scene. It could be Strength of a Bear, Speed of a Cougar, Vision of a Hawk, etc. Yes, a Cheetah might be faster than a Cougar but I don't know that Raelyn's ever heard of a Cheetah based on where she's from in this Medieval Europe-themed setting.

Trying to duplicate a second animal while already having the aspect of one increases the difficulty of the roll by +5. She normally sticks to one creature at a time, though she might be able to do two aspects of the same animal at a lower difficulty. Maybe +3? Say she had the Strength of a Bear and wanted to give her unarmed attack a 'Bear Claw Strike!'; that's very Anime and I could see that being viable. 

Elemental Spellcasting allows her to focus the traditional four Western elements of Air, Earth, Fire, and Water to performs various attacks, defenses, or feats. Raelyn is largely self-taught and doesn't usually cast anything too complex. She favors blasts of water and wind, walls of rock and soil, and wreathing her sword in fire for added damage. People think she's a 'Battlemage' but the truth is these sorts of spells are just easier to cast. 




Things she can't do: Shoot of bolt of pure Mana, create a Force Shield, turn Invisible, or Shapeshift. These just don't match how her [albeit vague] magic is defined. 

Since we're on the subject...

Magic Weapons

Most enchanted weaponry are unique; one-of-a-kind items created upon special request or commission and likely for some specific purpose. There are no +1 Swords lying around that do not else besides being +1. 

Magic weapons will certainly have 'to hit' bonuses but they always come with other features. It's these 'other features' that appeal to me most. Possible enchantments and enhancements could be:

  • ·        There are +1, +2, and Roll with Advantage Weapons.
  • ·        Damage may be +1. +2, or even a bonus 1D6! Whoa. That’s powerful!
  • ·        In addition, the item might grant the wielder an additional Attack, Invisibility, the ·        ability to Strike Ghosts or any number of other mystical abilities. Many have a few ·        minor powers related to a theme such Slaying Dragons or Vanquishing The ·        Undead. 




I'm sure there is more I could say on these subjects and indeed I probably will when they come up during the course of play but this should suffice for now. I was hoping my next post would be from the start of the actual campaign but this weekend has become rather busy and I may not have time to do that. Instead, the next entry on the subject will likely cover the world itself, as I've finally decided on one and made a map. 

Look forward to sharing it soon,

Later,

AD
Barking Alien

My apologies if some of the formatting of this post is a little off. Sometimes Blogger just decides that the thing it has done the same way a 100 times before is going to work differently the 101st time just because. 



Wednesday, July 15, 2026

Have Haversack, Will Travel

I know I've mentioned it before but probably none too often as I don't generally discuss Medieval Fantasy gaming as much as I do Sci-Fi, Superheroes, and practically anything else but I really enjoy coming up with Magic Items. I kinda despise calling them 'Magic Items' though, as that is one of D&D's notorious modern/technical terms for what should be a miraculous and wonderous thing. I suppose it's fine for practical purposes but I try to avoid the term when I can. 

Anyway...

I want to give more detailed information on Raelyn Riversprite's Signature Item, The Homey Haversack




This mysterious object is based on a very similar concept from my ol' Aerth game, which was in turn inspired by Heward's Handy Haversack, although that item is quite different from mine. The original was merely a more impressive Bag of Holding. As you'll see, this one is something else. 

The Homey Haversack is a backpack of supple black leather that appears well-used and worn by time and the elements such that is appears more charcoal gray than black. Its straps may be adjusted so that it can be worn as a backpack, over one should, or slung across the body to rest at ones hip. In additional to the mouth of the pack at the top, there are three additional pouches; one large one in front, and two smaller ones to each side. 

Upon opening the top flap and adjusting the hidden drawstring, the bag will open to be slightly wider than expected. The top of a wooden ladder can be seen just over the lip of the bag. If you enters the top and descends the ladder, they will come into a medium-sized room of stone walls and floor. It has a bed, a large chest/trunk, two desks, a simple chair, a fireplace, and a window. 



 
Regardless of the position of the Haversack in the outside world, within the item the room is always level and the temperature is generally similar to the interior of any abode in whatever land your traveling in. For example, if you are walking through snowy tundra, it will be cold in the room but certainly warmer than being outside in the snow. Best get a fire going. 

Where the smoke from the fireplace goes is unknown. Stranger still though is the window. This small window, which can be shuttered to prevent wind, snow, or rain from entering the room, always shows a view of whatever is outside the bag. When using it to sleep in, Riversprite usually hides it on a roof top or ties it up in a high tree before entering down the ladder. This allows her to view her immediate surroundings to some extent. You can stick your arm and hand out the window but only a few feet or so. Beyond that you will find it impossible to push further out. 

The room is as it is and does not provide additional items, nor does it replenish resources. Firewood much be obtained and brought in by the owner of the item. If you want to cook in the fireplace, bring in some ingredients as well as a pot and frying pan. Raelyn often catches and cooks fish, then opens the window to air out the place. Which brings us to keep it clean - you must sweep and dust yourself, as well as make your own bed. Basically, you get a furnished room and nothing more but it is a room you can carry with you. 

The outer Haversack seems immune or at least highly resistant to rain, puncture, being crushed, and the like. None of those things effect the bag and someone inside would be completely unaware of what was transpiring. In fact, the item can even be submerged in water but the window shutters will automatically close and no force can open them until the bag is once again in open air. You would see water and fish swimming by out of the window. 

Raelyn often keeps her Bow and Arrows in the sack instead of on her as she rarely ever uses them in combat. They are primarily for hunting game. She also stores any Magic Books and Scrolls she comes across in the Haversack, usually on the shelves above one of the desks. Spare clothes and a few mementos she has from her family and her time with the Elven Knights are neatly placed inside the trunk at the foot of her bed. 

Even with this amazing object, Raelyn still camps out fairly often. The interior of the Haversack is both her safespace and refuge and a place she fears being trapped in. Not trapped like it won't let her leave but that she'll get too comfortable, feel too safe, and won't want to leave. 

And that is The Homey Haversack.

AD
Barking Alien





Spellcasting and Sword Swinging

I've decided my Solo RPG Campaign is going to be Medieval Fantasy and as for a system I'll be using my TFOS hack 'Adventurers of The Enchanted Lands', described in my previous post.

As for my main Solo character, I am sticking with my original concept, though I may adjust as I go given I still haven't decided on what world setting I will be exploring.

Raelyn Riversprite is a Female Elf of mixed heritage, around 250 years old (in her mid-twenties by Human developmental standards). She is skilled at both Magic use and Sword Fighting. I also see her as hailing from a port town on a river...originally...before her home was destroyed by some as yet undecided upon fiend. This would give her a reason for potentially having skills like Sailing or Swimming and the like. 

Yes you Raelyn! C'mon up and say hello to everyone. 


As far as she knows, she is the only survivor of an attack that destroyed her small port town and wiped out her family. She was saved by Elven Knights of the larger city near by. 

In games like this, where your PC 'lives in the world' as opposed to trying to emulate a TV Show, Comic Book series, or other form of media medium, I tend to prefer a character who is functionally competent at a variety of things. While many players prefer to specialize or (gag) optimize their characters, I would rather have a jack-of-all-trades, even if they end up a master of none. 

That said, I envision Raelyn as darn good at a few activities, even if she is only pretty good at most of what she attempts to accomplish. With that in mind, let's spend her 45 Attribute Points and determine her Stats. 

Aww. C'mon. Give it a chance. Could be fun!


I've noticed that Character Creation takes a long time for a lot of people but not me, at least not usually. The reason for this is I try to generate a complete(-ish) picture the character in my head first, then do my best to make that concept using the game I'm playing. This is very much the case here. I'm going to start with Riversprite's worst stat, which I'll say is a 3 in Charm. She's used to living, traveling, and working alone, which makes her socially awkward and not much of a people person. 

Her two highest stats will be Journey and Spirit, both a 7. She is a gifted Mage, very attuned to nature, and has been surviving on her own through rough terrain and weather for some time. 

To fill in the rest of the Attributes: Agility 6, Body 6, Craft 5 (I'll want to improve that at some point I think), Luck 5, and Mind 6. Done. Easy peasy. 

As for Knacks, I know exactly what skills I want for her, though I am only now deciding how many points to put to each. She will have Animal Magic, Elemental Spellcasting, Fishing, Foraging, Sailing, Swimming, and Swordfighting. That's eight Knacks and 10 points to allocate to them. 




So...let's put 1 point to everything except Animal Magic, Elemental Spellcasting and Swordfighting. Those are at 2.

Oh, almost forgot, her Archtype is Elf and her Party Role(s) are...hmm...well there is no 'Party' yet but her defining traits at the start of the campaign will be Battlemage, Mercenary, and Survivor.


She's got such range!


She is skilled at Magic, Fighting, and Fighting using Magic. She can weigh the Risk vs. Reward dynamic of any mission or quest she's given based on years of experience plying the Mercenary trade. It might hinder her sometimes as well, since her good heart can sometimes be at odds with her goal of earning coin. Finally, she's the last living member of her family, she's been on her own for decades, and she is just to damn stubborn to die. 

For Anime Powers/Special Abilities I rolled a D6 and got a 6. Cut in half, that's 3 unusual gifts. Let's go with Battle Awareness (an ability I gave to the High Elves of my Aerth setting), Immortal-ish (the ridiculously long-lived nature of Elves and immunity to effects that age you), and Magic Affinity (Elves take 1 less Spell Fatigue when they are afflicated with that effect). 

For her equipment, I figure she has fairly standard adventuring gear; Rope, Torches, Flint and Tinder, A Fishing Pole and Medieval 'Tackle', Tent Sheet and a Blanket, a Spellbook, etc..

Her Signature Item is The Homey Haversack; a soft, black leather bag that can be worn as a backpack, slung over one shoulder, or slung across the body. It has some...peculiar but extremely useful features...which I will describe in the next post [most likely]. 

Her Armor, well, I picture chainmal with some plated areas. She isn't tremendously tough or quick so I am going to spend 4 Gold to give her an Armor Protection of an additional -2 for a total of -3. Because I spent Gold instead of taking an Agility Penalty, the Armor is of such quality that it doesn't hinder her (A Protection of -1 is automatic. Additional -1s require lowering your Agility by -1 or spending 2 Gold). 

My choice of Free Weapon is a Long Sword (Damage 2). Going to spend another 3 Gold right here to get a Dagger (Damage 1) and Medium Bow (Damage 2). She's not skilled with either but maybe she'll improve with practice (XP). 

Beginning with 10 Gold as any Player Character would, she is now at only 3. Yikes. My girl needs a quest ASAP! 

The final starting Character Sheet for Raelyn Riversprite looks like this:



And there we are! I like her. I really like her. And making her up was actually fun! Fun Fantasy RPG Character Creation! I can hardly believe it. If I hadn't been there myself I might not to be honest. I am really looking forward to seeing where I can take this little endeavor. 

Come along with us!

AD
Barking Alien