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Tooleys Underwhelming Projects


tooley1chris

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** YOU'LL NOTICE SOME  OF MY WORKS AREN'T AVAILABLE HERE ANYMORE. THIS IS BECAUSE SOME OF THE ART WORK I CHOSE TO USE IS PROTECTED BY COPYRIGHT THAT I DO NOT OWN OR HAVE PERMISSION TO USE. MAINLY MY MONSTER MANUALS **

Noticed I've been sucking up space on the MW forums for each of my individual little projects and thought a single thread to list stuff/ideas/current projects/ect... might clear up the clutter.
Gonna post everything here from now on.

Manual of Monsters I:(Recommend my Big Damn Book of Monsters over this!)


Manual Of Monsters II :(Recommend my Big Damn Book of Monsters over this!)


Magic World Character Generator:

NEW IMPROVED VERSION 2.O!

 

Magic World NPC Generator

 

 

 

People of the Southern Reaches, A Book of NPCs :


The Mentalist: Old school psionics for MW:

SideTrek -A Goblins Pride:


SideTrek - A Fool and His Gold:


SideTrek - Malfiacs Marvelous Marvels:


Feats and Aretes for MW:


Fantasy Treasure Generator for MW:

Alchemy & Artifice: 

Domicile to Domain:

Ark of the Apocalypse (Mega Dungeon)

 

Folio of Fiends: 

(Recommend my Big Damn Book of Monsters over this!)

https://basicroleplaying.org/applications/core/interface/file/attachment.php?id=2857

 

 

 

CNOWWMW (Complete Netbook of Witches and Warlocks MW edition :) )

Big Damn Book of Monsters 

(Highly recommend this over my other monster books)

 

Religion in MW

The Town of Tindale

The Tin Mines of Tindale

The Druid Occupation

 

Edited by tooley1chris
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Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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Almost done with my Alchemy /Artifice book and was thinking about what I might do next... CHECK☆

I've 3 ideas floating around:

1. A combat tracker exclusive to MW (Anyone have this already?) 

(Ravens working on this!)

2. A full fledged city in Southern Reaches, complete with maps of city, districts, and individual shop, taverns, Inns, residences, and probably hundreds of NPCs. (This would be a huge project)

(in progress!)

3. Realistic Mega Dungeon somewhere in the Southern Reaches (and I mean MEGA) CHECK☆

Edited by tooley1chris
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Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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The Mega Dungeon....I've actually been contemplating this one for some time. The idea is to give players in my campaign a large plot of unruled land where they can explore a rich dungeon, bring those riches to the surface, perhaps hire hirelings to set up camp around an entrance, where they can drop the loot, resupply, and rest. Eventually these hirelings begin constructing shops, more permanent residences, ect... The PCs bring in more help and by spreading the wealth eventually a small town forms around them. Word spreads and others flock to the town. Maybe the PCs have to hire troops to protect their interests. Soon house Drum or Beleghir get wind of their success and Maybe send emissaries. Depending on how things go, perhaps they send troops to take over the operation. Try to take it from the PCs.

If the Players are clever perhaps they become minor lords. Build a castle to fortify their holdings...

Perhaps they are diplomatic and buy themselves enough time to watch a full city spring up around them.

Or maybe sell their portion to one of the lords of the Southern Reaches.

Obviously it could be a life Long campaign for the characters, talking them from whelp to possibly overlord.

(COMPLETED)

Edited by tooley1chris
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Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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I love that you call them underwhelming and yet you've generated more hard content than I have in the last, what, year? than I have in the past ten.

:)

Still waiting on someone to offer me a job doing this. LOL.

Think I've talked myself into the Mega-Dungeon project. I've started working out the origin of the place, the depths, different entrances/exits, and what lies within.

I can't just draw a massive map and toss critters inside. My dungeon has to have a reason. An explanation why so many baddies are in it. The ecology. The food chain. It's daunting...

Think I'm leaning to the fact that it may be several separate areas connected accidentally, by chance and by sprawling cave systems. Also might have picked a location. The Carmenel Pass near the Copper Mountains, in northern part of the Southern Reaches .

Thoughts?

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Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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  • 4 weeks later...

My Alchemy and Artifice book should (hopefully ) be ready to post in a day or two.

In the mean time I've been working on my Mega-Dungeon. I'm going with RPtools Maptools for the mapping and will make it ready to use with that Virtual Table Top including NPC /Critter Tokens with MW stats attached to each token.

If any of you are looking for a VTT, I can't recommend Maptools more highly. What a powerful tool!

I've generated a (hopefully ) unique background for why the "dungeon " exists and I Hope you good people will tell me what you think and/or ideas you may have to make it even better.

The story is this: hundreds of years ago a convocation of Mentalists built a monastery atop one of the mountain ranges of the southern Copper Mountains, east of Carmenel Pass. They were nearly deified by a tribe of primitive humans living at the base of the mountains. One of these mentalists, a powerful Clairvoyant, had a premonition of a great calamity to take place. An extinction level event to happen within the next two generations. So strong is the vision that his brethren agree to a mighty task.

They enlist the humans living below to carve great chambers into the mountain.

The mentalists devise a power that causes creatures to enter a suspended animation of sorts. Turning them to living statues, locked in unmoving unaware stasis.

Creatures from all over what is now the Southern Reaches are brought in mated pairs, sometimes several pairs, and placed within the carved halls and natural caverns of their mountain. Here they wwould remain in stasis until the apocalyptic event passes and then be re-released to repopulate the World. A Noah's Arc, if you will.

The mentalists are a majority of Balance in Allegiance so, in order to maintain neutrality, they pick every type of creature that can reproduce. Humanoids and monster. Wildlife and magical beasts. Refusing to rule on what species lives and which do not, they pick indiscriminately. For nearly two hundred years the mountain is hollowed of rock and filled with the living statues of hundreds of different species. Then, when the foreseen time of troubles arrives, they seal up their ark, confident they will usher in the new world.

Like many doomsday prophesies the sun sets and rises on a new day. Then weeks. Months. A year passes and the world ending event never occurs.

Fighting breaks out among the brotherhood. Some becoming anxious to leave the false safety of the arc while others call for more and more patients. A disease starts to spread through the arc. Many die, causing civil strife. First harsh words, then fighting, then murders take place among them. The disease decimates the mentalists, turning their stone halls of hope into their tomb.

Now a couple hundred years later, the powerful enchantments that held the creatures of the Ark in stasis is waning. Hundreds of creatures are waking up in the dark tunnels... and they're hungry.

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Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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I'd say Roll20 was a much better tool to be honest. It has none of the 'open a port' nonsense I've had to deal with in the past with Maptools. AFAIK the work you've done would be just as easily used in Roll20 and they have a system for monetising your work by selling a package of maps and tokens bundled together.

Nigel

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Greetings, tooley1chris!

 

     A couple of things came to me as I read the background rationale to your dungeon. What is the interface between the ark's thawing out and the outside world? Besides local rumor and legend, how and in what way do explorer's hear about the place? I could imagine it might be the folk who live at the mountain's foot and are possibly being stalked by the decanted and "...hungry..." creatures.

 

I'd also like to hear your thoughts on why an adventuring party would enter such a place. What's the motivation: the love of adventure; an altruistic motivation to help the locals deal with a horde of newly-woken-hungry-creature; rumors of wealth or artifacts?

 

Though I am not a dungeon fan per se, coming at MW as I do from the RQ end of things, I appreciate all your efforts to keep MW vibrant and active. Keep up the good work  :) .

 

Cheers!

Present home-port: home-brew BRP/OQ SRD variant; past ports-of-call: SB '81, RQIII '84, BGB '08, RQIV(Mythras) '12,  MW '15, and OQ '17

BGB BRP: 0 edition: 20/420; .pdf edition: 06/11/08; 1st edition: 06/13/08

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I'd say Roll20 was a much better tool to be honest. It has none of the 'open a port' nonsense I've had to deal with in the past with Maptools. AFAIK the work you've done would be just as easily used in Roll20 and they have a system for monetising your work by selling a package of maps and tokens bundled together.

It's been awhile since I looked at roll20 but doesn't that require that you build/play online?

I have a face2face group and use maptools attached to a big screen for token movement and mapping. I know a lot of peeps here dont care for miniatures/tokens for mapping but I personally love visual aids and think it helps with tactics as well.

My original idea was that the original human tribes that helped with the construction eventually left the area and were scattered over the southern reaches so rumors would be a couple generations old. Not relying heavily on this.

The "Ark" was sealed up in preparation for the foretold apocalypse and for the most part remains so.

However I've come up with a couple of hooks that have allowed outside influences to breach the Ark.

The characters will explore these hooks and find a way inside from one or more of these.

This will be a campaign, not just an adventure, so there will be multiple ways in and out found eventually.

As far as keeping players interest, I've incorporated a major demon into the mix who has taken an interest in the Ark via a necromancer who has found the tomb of the ark builders. This demon will be helping the necromancer raise an army of skeletons to wreak havoc on nearby towns.

There will be several different story lines revolving around the mountain. But honestly my players love a good dungeon crawl and won't need too much incentive beyond fortune and glory.

It's going to take quite a while to develop all the areas, leaving me a good deal of time to come up with other ideas and change my mind about some things a dozen times or so. LOL. That and ideas generated in this thread if you folks take an interest.

Thanks for your input, previous and future!

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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What about having the group of mystics starting out aligned with the balance, but over a generation or so, drift towards law. Suddenly it was not enough to preserve the creatures, but they needed to be the finest specimens. Then that wasn't enough either. The lawful monks began bending their considerable mental powers towards he creatures, molding them to their own standard of perfection.

It is then that the mentalists realize that their brothers and sisters do not yet meet perfection and they start in on each other and their is eventually a slaughter at the monastery. The few survivors, forever changed, join their place amongst the creatures of the ark.

Now, many generations later, the things are stirring. Strange dreams afflict those who live nearby. The lesser creatures have awakened and are hungry. It is a matter of time until the two or three surviving mentalists rise from their stupor. For the same of all that is same and natural, the mystics must remain in slumber!

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What about having the group of mystics starting out aligned with the balance, but over a generation or so, drift towards law. Suddenly it was not enough to preserve the creatures, but they needed to be the finest specimens. Then that wasn't enough either. The lawful monks began bending their considerable mental powers towards he creatures, molding them to their own standard of perfection.

It is then that the mentalists realize that their brothers and sisters do not yet meet perfection and they start in on each other and their is eventually a slaughter at the monastery. The few survivors, forever changed, join their place amongst the creatures of the ark.

Now, many generations later, the things are stirring. Strange dreams afflict those who live nearby. The lesser creatures have awakened and are hungry. It is a matter of time until the two or three surviving mentalists rise from their stupor. For the sake of all that is sane and natural, the mystics must remain in slumber!

70/420

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This is another neat idea and I'll consider it, but I really don't want the mentalists involved in the campaign directly right now.

I was toying with the idea that the "leader" had become insane due to all the work that was wasted, or influence from the demon, ect... and he'd be a "boss fight" near the end but I'm not sure...

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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*sigh* Looks like my laptops power supply has shot craps. (As evident from melted cord, sparks, and no charge)

Ordered a new one that should be here in a day or two but it means putting off release of Artifice and Alchemy another day or so...

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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Yay for Microsoft!

Got my power cord today so will most likely post Alchemy & Artifice tomorrow!

I know, I know. You're not excited, but I am. This has been sitting idle far to long.

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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So, back to the Mega Dungeon.....I've discovered that I'll need to include a human settlement in order for this to really be viable.

The closest actual town/city to the area I'm placing the mountain dungeon is Tindale, just west of the White River and east of Dwarvenhold.

My question is a silly one, but you good folk have often pointed out things I've missed, so I'll give it a go.

Is there a reference to any of the Southern Reaches in the other books that led up to the creation of Magic World?

I'm thinking it's original to MW but don't have the predeceasing books to verify. 

Specifically, the town/village/city of Tindale. I'm going to actually map and populate it but want to stay true to lore...if there is any.

There's no mention whatsoever in the MW book.

I've heard Zomben say he left a lot of the world with no lore so chroniclers can make it their own but Ben, if you're reading, I could use some advice. :)

If fleshing out Tindale is a future project, I'll just make a small settlement or fort nearby.

 

Screenshot525_zps36dfcd1a.png

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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Nope, the Reaches were created whole hog for MW. There's nothing written about them anywhere else. I can say that both Horsechester and Shillingshead are getting developed at the moment, but Tindale should be wide open as far as I know.

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Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing.

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Okay. It's posted.

 

Have finally had a chance to start browsing.

 

I like how you tied the Balance to Alchemy.  I also like the Apotheosis skills.

 

I was thinking to myself that there are a ton of skills that a competent Alchemist would have to learn.  Now I'm thinking of alchemical enclaves though.  Small communities with a few learned alchemists at the head and a small host of laborers and craftspeople supporting.

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Thanks Ben!

@Chaot, I tried to combine most of the basic Alchemist skills into one (Alchemist Procedures) so as to not over complicate the occupation. He or she still has to either learn other craft skills (like crafting jewelry) or hire out the work. I did add a few other skills to the occupation but made them worth while later on if he specializes in one (like metalurgy allows creating Essences )

This was the least clunky way I could find.

As far as apotheosis, I'm glad you like it. Some of the Alchemists experiments have fairly powerful results (especially for MW ) so making these more difficult to learn, by adding that prerequisite, seemed more balanced.

Please let me know what other stuff you agree with or dislike. This one wasn't easy to squeeze into a MW format and I may need to make further changes. :)

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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  • 1 month later...

I really like the "noahs ark" dungeon idea. But a couple of questions:

 

You say you plan for a settlement to be built close to the entrance, what kind of revenue are you planing on the characters excavating from the dungeon, did the builders  (mentalists) store ancient artefacts, precious metals etc there, or are they simply going into the dungeon to kill off potential threats? 

 

If a settlement were to be established close to the entrance, wouldn't there be a constant possibility of getting attacked by creatures from the dungeon. And whats making the creatures stay in the dungeon after its been opened or discovered, wouldn't they simply wander off?

 

How much time are you planning on having passed since the creatures woke from their "stasis", have the creatures had time to hunt each other down, time to breed and multiply (or are there only two of each, still), if they have bred, have inbreeding caused any effects?

 

Could the builders perhaps have sealed themselves down here, entering the same stasis and hoping to wake up when the world above is extinct, could such a process perhaps have driven them mad, turning into "lich" type creatures?

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