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hkokko

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Everything posted by hkokko

  1. Lovely to see Ian working on these treasures. Dare you say anything about timelines
  2. Mythic Rome Goes to War. Combat Style Cards for all Combat Styles in Mythic Rome Here are Combat Style Cards for playing Mythras in Mythic Rome. Created all weapons for Mythic Rome and combat style cards for all of the combat styles in Mythic Rome There now exist combat style cards for the following Mythic Rome styles Mythic Rome overall Samnite Gladiator Gaul Gladiator Thracian Gladiator Retiarius Gladiator Horseman Gladiator Mythic Rome Pre 4th Century Roman Cavalry – Pre 4th Century Roman First Class Infantry – Pre 4th Century Roman Second or Third Class Infantry – Pre 4th Century Roman Fourth Class Infantry – Pre 4th Century Roman Fifth Class Infantry – Pre 4th Century Aequi or Volsci Warrior Gallic Warrior Gallic Fanatic Gallic Charioteer Gallic Cavalry Mythic Rome 4th Century Hastati and Principes 4th Century Triarii 4th Century Rorarii and Accensi 4th Century Leves 4th Century Samnite Heavy Infantry Samnite Light Infantry Samnite Cavalry Heavy Gallic Infantry Light Gallic Infantry Gallic Charioteer 3rd-1st Century Gallic Cavalry 3rd-1st Century Heavy Macedonian Phalangite Light Macedonian Phalangite Macedonian Cavalry Mythic Rome 3rd Century Hastati and Principes 3rd Century Triarii 3rd Century Velites 3rd Century Roman Cavalry 3rd Century Mythic Rome Carthage 3rd Century Libyan Phalangite Iberian Swordsmen (Scutarii) Iberian Skirmishers (Caetrati) Iberian Cavalry Numidian Cavalry Elephant Cavalry Mythic Rome Late Republic Legionary Legionary Officer Auxilia Gallic or German Cavalry Auxilia Mercenary Archer Auxilia Balearic Mercenary Slinger You can find the description for combat style cards here and the combat style cards themselves are here (see folders with names starting Mythic Rome). Altogether there should now be almost 450 Combat Style Cards for various periods. If you find that something important is missing that has been published, please inform. https://notesfrompavis.blog/2022/01/07/mythic-rome-goes-to-war-combat-style-cards-for-all-combat-styles-in-mythic-rome/
  3. Stupor Mundi – Combat Style Cards for 13th Century Mythras with additions for Korantia / Thennla and Meeros Here are Combat Style Cards for playing Mythras in the 13th Century Europe and Middle East. Created all weapons for Stupor Mundi and combat style cards for all of the combat styles in Stupor Mundi and Korantia There now exist combat style cards for the following Stupor Mundi styles Pilgrim City Folk Street Thug Seaman Knight Muslim Knight Soldato di Ventura Archer Highlander Yeomanry Horse Archer There are also now more Combat Style Cards for Korantia gathered from several Thennla scenarios. Thennalt Hunter Thennalt Thane Thennalt Skirmisher Beastman Warrior Taskan Swordsman Taskan Citizen Infantry Kismek Archer Kismek Lancer There are also some styles for Meeros Frontier Rogue Frontier Skullcrusher Clan Warrior Kirstet villager Kirstet Scout You can find the description for combat style cards here and the combat style cards themselves are here (see folder Stupor Mundi West and Korantia). Altogether there should now be almost 400 Combat Style Cards for various periods. If you find that something important is missing that has been published, please inform. I have also fixed and tuned the weapons database so all the weapons should now have the correct narrow space modifiers and special effects (affects mostly newly created weapons) https://notesfrompavis.blog/2022/01/07/stupor-mundi-combat-style-cards-for-13th-century-mythras-with-additions-for-korantia-thennla-and-meeros/
  4. Mythras Encounter Generator Difficulty Levels Refactored and Many Other Things As Well The Most Important Table in Mythras (Monster Island page 282) did not exist at the time MeG was created 8 years ago. During that time more than 3800 public encounters have been created and similar number of ones that have been private to their creators’ campaigns. MeG has also evolved during that time getting many new features and most of all the creators have gained experience in how to use the MeG and creators’ ambition has risen as well. As I have created 2300+ of the encounters I decided to go back and take a look what I could with some amount of work improve or change based on the experience so far. All creators can change only their own creatures so this is how I changed mine. One of the contributions of Monster Island was the MITM (Most Important Table in Mythras). It gives you the idea of what skill levels novice, competent, proficient, expert, master and paragon would have and what they are known for. MeG has a similar ranking but with not as many levels. As currently it is not feasible to change the names of the MeG ranks I made a tentative mapping between MeG and MITM as follows. Main skill MITM ranking MeG rank 01-30 Novice Rabble 31-50 Competent Novice 51-70 Proficient Skilled 71-90 Expert Veteran 91+ Master and Paragon Master After this I generated each (well almost each) of the 2300+ templates I have made at least once and took a look at few of the first npc’s generated from each template what is the main skill generated and the rank MeG has and changed the ranking to correspond to the above. So for example if the MeG rank was skilledand the generation yielded mostly in 71-90 range – I changed the rank to Veteran. And so on. Most often this was combat skill but for some templates for example sorcery magic skills were more appropriate to judge. In some cases I took a general view and not exact view on one skill percentage. For some templates I found that I wanted them to have higher skill to maintain their rank or lower skill to lower their rank so I changed them. In several cases I wanted more variety in the percentages so I changed the flat percentage add to be more varied dice rolls. This changed ranks for 822 of my creations – some went down, some went up. I also took a look at the notes block for the creation and if some things could be moved to be “features” like “Abilities”, “Combat Style”, “Basic Poison” etc or if some abilities were missing I added them and cleaned some of the notes block. This changed 173 of the templates. I also added few tags here and there but that would need another round sometime in future. Some of the monsters and animals were missing “Natural armor” tick box – so they were slower than they need to be in initiative. I added the tick box to everything that was not wearing armor. This changed 465 templates. I also changed few characteristics for less than a couple of dozen templates that did not follow the SIZ and STR guidelines from the RAW. So what is the benefit of this: When you filter by rank in MeG – many creatures (all of mine) now are of appropriate difficulty level to that rank. So if you want skilled opponents – you are not confronted by masters or if you need masters you will not find novicesin the filtering results. Also you will find that those generated have now correct natural armor penalty – so animals and monsters are quicker in initiative. There is also more info in the encounters for the abilities so it is easier to use – do not have to look up the info in the RAW or MI so much. I encourage everyone who creates new creatures to fill the rank correctly and use the “features” and natural armor tick boxes. It is also hugely beneficial for all of us as users if you use enough proper and useful tagging. When you go back and visit your templates – it would be useful to do similar changes if the creatures are public. So what will happen in the next refactoring – perhaps more tagging, more adding of combat styles and additional features and more explanations what the creatures are and where to refer for more information. This may come some time in future but not this year… You will find Mythras Encounter Generator here https://notesfrompavis.blog/2021/11/18/encounter-difficulty-levels-refactored/
  5. Creatures of Mythic Rome arrive to MeG The missing creatures from Mythic Rome supplement have been added to MeG. In addition the tag Mythic Rome has been added to a few other creatures mentioned. These are the creatures added: Aithiopian Bull Amphisbaena (tuned) Serpent Basilisk Cacus – Firebelching Giant Aethiopian Catoblepas Eale – Horned Giant Beast Hippopotami (tuned) Etruscan Daemone (Charun) Roman Harpy Jaculus – Piercing Snake Kynoprosopo – Dog Man of the Desert Roman Lamia Lemure – Roman spirit of the dead Leucrocota Quaker Lizard Ophi – Flying Snake Pegasus – Flying Horse Roman Sphinx Strix – Bird of Ill Omen Roman Satyr All of these and 3800 more are published at Mythras Encounter Generator https://notesfrompavis.blog/2021/11/07/creatures-of-mythic-rome-arrive-to-meg/
  6. Malfois, Imps, Yelping Beast – Creatures of Perceforest Emerge from MeG Creatures of Perceforest – a supplement playable in Mythras ruleset have now been added to MeG Boar, Horned Briarlord – Lord of the Thicket Chardun – the Thistyl Imp Charlock the Green Man, Spreader of Taint Chimeric Three Headed Bear – an example of Chimeric animal Cockledrake – the Sentient Mat of Vegetation Luiton Brownie The House Helper Luiton – Imp the Mischief Maker Luiton – Bogle – The Stalker in the Dark Luiton will-othewisp – Leading you astray Luiton- Elf, Creator of Delight and Whimsy Luiton-Malfoi – Evil Spirit Luiton-airy spirit – Granter of Wishes Spikenard – Guardian of the Thicket Yelping Beast – the Mythical Yelping Beast You can find them with tag Perceforest. Quite a few of them would also fit any fantasy campaign or even Monster Island Basics of MeG (Mythras Encounter Generator) can be found here with its more than 3800 encounters… https://notesfrompavis.blog/2021/11/06/malfois-imps-yelping-beast-creatures-of-perceforest-emerge-from-meg/
  7. Luther Arkwright creatures emerge – MeG Goes Parallel Lines Took a look at the two Luther Arkwright supplements for Mythras by Design Mechanism. Few of the creatures there would suit fantasy campaigns especially Monster Island so created them in Mythras Encounter Generator. Here are the encounters Rib Ripper Mud Lurker Trench Digger Wriggler Once-Men Rolling Horror You can find them with tags “Luther Arkwright” and “Monster Island” Here is the introduction to Mythras Encounter Generator. It currently contains more than 3800 published encounters and more than 580 parties (groups of NPCs around a single theme). There are more than 400 feature lists (for example Curse Spirit Ability, Exotic Poison, Chaotic Feature, Medieval German Name or Appearance – Hair Style etc) that can customise an encounter. Those feature lists contain almost 60000 features in them. There are also stats for 160+ weapons. https://notesfrompavis.blog/2021/11/05/luther-arkwright-creatures-emerge-meg-goes-parallel-lines/
  8. Spirits of Mythic Babylon All of the spirit like beings for Mythic Babylon now exist at Mythras Encounter Generator Many of them would be useful for Monster Island or any fantasy campaign with Middle Eastern flavour. They can be found easily with tag “Mythic Babylon” The following now exist Aburrissanu – Insect Demon Lilili & Musirtu – Owl Demon Hursannu – River Demon Passion Spirit 1,2,3 Alu Demon Asakku – Earth Demon Utukku Wind Spirit Greater Wind Spirit Zaqiqu – Dream spirit Etemmu – Ghost Previously there were published the Fallen Gods,Demons and Monsters of Babylon, Alas Babylon – Creatures of Mythic Babylon Unleashed and Alas Babylon – The Sequel In addition there now exists a new or updated version of following common beasts Indian Elephant Syrian Elephant Normal Horse War Horse Heavy Work Horse Onager/Kunga The Mythras Encounter Generator is explained here https://notesfrompavis.blog/2021/10/17/spirits-of-mythic-babylon/
  9. Fallen Gods, Monsters and Demons for Mythic Babylon (Mythras) Here is an update for Mythras Encounter Generator. All of the Fallen Gods, Monsters and Demons for Mythic Babylon now exist at Mythras Encounter Generator Many of them would be useful for Monster Island or any fantasy campaign with Middle Eastern flavour. They can be found easily with tag “Mythic Babylon” The following now exist Umu Roaring Weather Beast Gallu – Constable Demon of the Underworld Iduptu – Demon of the Winds Ugallu – Porter Demon of the Underworld Rabisu – Bailiff Demon of the Underworld Asag – Fallen God Anzud – Thunderbird Forest Guardian Lamastu – Fallen God Pazuzu Sikkanu Stone Guardian Usumgallu, Lion Serpent Basmu – Venomous Winged Serpent Musmahhu The seven headed serpent Previously there were published the Alas Babylon – Creatures of Mythic Babylon Unleashed and Alas Babylon – The Sequel Later in the autumn I will probably tackle the spirits of Mythic Babylon. The Mythras Encounter Generator is explained here https://notesfrompavis.blog/2021/10/16/fallen-gods-monsters-and-demons-for-mythic-babylon-mythras/
  10. War Comes To Babylon – Mythras Combat Style Cards for Babylonian Combat Styles Now Exist Created all weapons for Mythic Babylon and combat style cards for all of the combat styles in Mythic Babylon There now exist combat style cards for the following Babylonian Archer Babylonian Bailiff Babylonian Charioteer Babylonian Conscript Babylonian Elite Babylonian Gatekeeper Babylonian Infantry Babylonian Hunter Babylonian Marine Babylonian Nomad Babylonian Scout Babylonian Skirmisher Babylonian Traditional You can find the description for combat style cards here and the combat style cards themselves are here (see folder Babylon). Altogether there should now be more than 350 of them. If you find that something important is missing that has been published, please inform. https://notesfrompavis.blog/2021/10/12/war-comes-to-babylon-mythras-combat-style-cards-for-babylonian-combat-styles-now-exist/
  11. Post Alexandrian Mythras Combat Style Cards Created for Diodachi Warlords Created all weapons for Diodachi Warlords and combat style cards for all of the combat styles in Diodachi Warlords supplement which you can find here There now exist combat style cards for the following Civilised Psiloi Cretan Archer Peltast Thureophoui Hoplite Akon Hippeis Tarentine Xyston Hippeis Rogue Diadochi Pankration Macedonian Marine Psiloi Marine Peltast Marine Thureophoui Marine Hoplite Barbarians have Thracian Barbarian Archer Barbarian Slinger Hillman Horse or Camel Cavalry Lancer Galatian You can find the description for combat style cards here and the combat style cards themselves are here (see folders starting with Post Alexandrian). Altogether there should now be more than 370 of them. If you find that something important is missing that has been published, please inform. https://notesfrompavis.blog/2021/10/14/post-alexandrian-mythras-combat-style-cards-created-for-diodachi-warlords/
  12. Alas Babylon – The Sequel – More Creatures of Mythic Babylon Unleashed Now there exists a few more creatures from the Mythic Babylon in the Mythras Encounter Generator. You can find them with tag “Mythic Babylon” in the MeG This batch contains Hari Hunter Kurgarra – Taloned Dancers Kusarikku bullmen Lahmu – hairy heromen Uridimmu – mad dog Hallulaja – The Centipede demon Mutu – King Slayer – The Demon Possessed Lion Nimru – The Leopard Demon These could also fit nicely into a sword and sorcery campaign for example Monster Island. You can find the previous ones for Mythic Babylon here More Babylonian creatures will join MeG soon. https://notesfrompavis.blog/2021/07/25/alas-babylon-the-sequel-more-creatures-of-mythic-babylon-unleashed/
  13. Alas Babylon – Creatures of Mythic Babylon Unleashed Design Mechanism published a mighty tome called Mythic Babylon this summer. It contains magic system additions and everything necessary to play a role playing campaign in Babylon – of course including creatures. I have added a few of those into the Mythras Encounter Generatorso it will be as easy to generate those than any others. There are also few additional abilities for beasts – Good and Bad Omen, Melammu – a form of frightening splendour and See Ghosts. These have been added as abilities to the MeG. I have also added tag “Mythic Babylon” for existing creatures that I have created that might be encountered in Babylon. First batch of new creatures are Kulullu – the Merpeople Girtablullu – the Scorpion men Katillu – the scorpion demon Apsasu – the Winged Bull (the ones you can see in British Museum) Suhurmasu (Goat Fish) Mushussu (Babylonian Dragon) Lion Fish These could also fit nicely into a sword and sorcery campaign for example Monster Island. There are already aurochs, Babylonian ostrich, Cheetah, Common Griffin, Hyena, Jackal, Lions and Wolves to fit into your Babylonian campaign. More Babylonian creatures will join MeG soon. https://notesfrompavis.blog/2021/07/24/alas-babylon-creatures-of-mythic-babylon-unleashed/
  14. Mythras Sorcery Calculator V2.5 – Mighty Sorcerers update Sorcery Calculator has been updated to handle invocation skills up to 400% and shaping skills of up to 400. These major skills are usually available with orchestrated casting of certain sorcery schools for the invocation but might be available also for some superbly potent individuals. This now also includes the alternate names for spells in Monster Island sorcery. Some of the spells do not have enhanced effect beyond 120 in skill but almost all do. Protected by minions these highest level sorcerers are truly potent opponents as they should probably also be played like the most intelligent enemies in the realm. Some spell examples with the skill and shaping chosen You can find the sorcery calculator here. Other articles about Sorcery Calculator Monster Island comes to Sorcery Calculator. Version 2.2 Released Sorcery Calculator Does Fioricetta, Mythic Constantinople and Goes After the Vampire Wars Sorcery Calculator V2.0 has been released – Favourite Spells and More https://notesfrompavis.blog/2021/07/21/mythras-sorcery-calculator-v2-5-mighty-sorcerers-update/
  15. Many of the special effects can be used with unarmed. There are quite a few combat traits for unarmed in the https://notesfrompavis.blog/2014/02/04/rq6-charts-and-tables/ Combat style traits - few of which are from official books even
  16. Updating the Mythras Encounter Generator Spirits – Sickness Spirits I have started to update the older spirit encounters in MeG. Part of them were created pre-Mythras RQ6 and quite a few of them in the early days of MeG feature development. I am starting with sickness spirits. So what changes – Spirits will use newly refactored Spirit Abilities feature and use all of the Spirit Abilities from Mythras (3rd printing). They will use them by having them as “Spirit Abilities” feature in individual spirits. For the sickness spirits this will mean that they have Covert, Manifestation and Disease feature with references to the rulebook where necessary. All of the artefacts of older rules and MeG feature workarounds are updated to the current feature set. For example in earlier rule sets there was onset time for sickness to start, now that does not exist in current rule sets for spirits. For each of the sickness spirit intensity levels from 1-4 there is added a randomised Disease condition available for sickness spirit (for that intensity level). For example for Sickness spirit intensity 1 there will be only one disease condition randomised. For higher level intensities there is created all the variations of disease conditions. For example for level 2 there is sickness spirit intensity 2 (1+1) and sickness spirit intensity 2 (2) – first one will have two randomized disease conditions for level 1 and the second spirit will have only one with disease condition level 2. For intensity 3 there will be three spirits – one with three first level conditions,one with one first level and one second level and one with one with one third level. There are also a few parties created to generate spirits from all four intensity levels only spirits from intensity level 2 only spirits from intensity level 3 only spirits from intensity level 4 I have only currently created up to intensity 4 but that should be plenty enough for the opposition. There will undoubtedly remain other disease and sickness spirits in MeG created by me. They might get updated or retired later as I get the time. Other spirits will be updated one by one after summer season. You will find the usual Mythras Encounter page here and useful charts here and a set of starting resources for Mythras GMS here The link below will lead to my blog with pictures and live links to the details of the above https://notesfrompavis.blog/2021/07/12/updating-the-meg-spirits-sickness-spirits/
  17. Visited the country side - found questing shamans (wibble) and stampedes in the jungle (double wibble), plateaus and savannah/prairie Questing Shamans and Beast Stampedes There has been a few shaman party’s in the MeG but nothing for the questing shamans. Questing shamans are usually shamans or high shamans and they might be accompanied by their totem animals or a strong spirit guide. Questing Shamans Here are the first few questing shaman parties Questing Kangi Shaman – ape totem animal Questing Mandahi Shaman – python totem animal Questing Kumongi Shaman – spider totem animal For these strong spirit guides have been created. Questing shamans appear also in the toolsfrompavis standard encounters. Stampede Something, it might have been human hunting party, lightning, volcano or hungry predator has caused the herd animals to stampede The are now modelled as Flocks (from Monster Island) in MeG. They can be found as Stampede in the Jungle and Stampede in the Savannah. Stampede in Jungle uses mainly herbivore saurians as the stampeding animals Stampede in Puna Plateau uses currently only Mammoth as stampeding animals Stampede in the Savannah uses bison or savannah buffalo This is now also reflected in the toolsfrompavis standard encounters in Jungle. You can generate encounters for your Mythras game easily with MeG https://notesfrompavis.blog/2021/05/30/questing-shamans-and-beast-stampedes/
  18. But could it depend upon the full skill still if you play it right in roleplay. For example In Missisippi Burning movie the grip by the lawman was augmenting his influence - and he was a bit smaller than the Missisippi resident he was gripping.
  19. Cultists of Monster Island in Mythras Encounter Generator – Part 2 Here are the rest of cultists in officially active cults in Monster Island. Part 1 has few more. All the cultists are done in a similar format – cultist party has a link to MeG that you can click. The following line explains the kind of cultists you can probably expect in the party with higher ranks more rare. If a party does not list a rank – it is currently free rank and there might be a power struggle to get the position. All of the cultists can be found with searching the name of the cult or with “cultist” as search string. There might be other cults also in the island that will be revealed over time. Some of the cults are only available in the city, the rest might wander in the jungle to get sacrifices, doing a punitive raid, capture fleeing prisoner or recalcitrant former cult member or acquire substances or objects for cult needs. All of the cults have a chance to appear also in the “Nefarious Cultist” encounter in the jungle. All of the cults have also the rank structure created with appropriate spells as cult ranks in MeG. Cultists of Geolok – The shaking one, master of stone Cultists of Ilioth – Matriarch of love, corrupter of passion Cultists of Mordiggoth – Ruler of the dead, captain of worms Cultists of Ojahl – The virgin goddess, mistress of the blade Cultists of Quatochil – Lord of dust, bringer of decay Cultists of Thargorgos – Judge of dooms, bringer of catastrophe Cultists of Thasaidon – Preceptor of secrets, granter of wishes Cultists of Vergamka – Patriarch of all, inscriber of destiny. Cultists of Ylila – Queen of perdition, spreader of iniquity Cultists of Yulkha – Prince of laughter, purveyor of madness. You will find more information about Mythras Encounter Generator here… and about a typical day in Monster Island here https://notesfrompavis.blog/2021/05/23/cultists-of-monster-island-in-mythras-encounter-generator-part-2/
  20. Cultists and Traveling Merchants in Monster Island – part 1 The cultists in the Monster Island have not received enough attention. They are lovingly if briefly described at the Monster Island book. That will now be fixed – the dream (or rather the nightmare) of full category of cults in Monster Island will be available in Mythras Encounter Generator. As a first step there will be four of the known cults in a similar format. When the GM gets the result “Nefarious Cultists” in toolsfrompavis generator – the group of cultists will be chosen those and it will point to appropriate party of cultists in MeG. . You can of course just pick them directly from the MeG itself – either via party or by picking them to your favourite list to generate. Here are the first ones: Cultists of Dashatan – the grasping pincer, lord of the seas Cultists of Dashatan party Cultists of Dashatan initiate Cultists of Dashatan, lay member Cultists of Dashatan, lay member, strong one Cult members have the appropriate cult rank associated with them to make it easier to create additional varieties of the cult. As you might recall the easy way to create cult ranks is to create them as cults in MeG starting from lay member (if needed) or initiate and adding appropriate additional cult rank. As Dashatan only has initiates currently only the Dashatan initiate is available as cult rank created. Cultists of OMG – Maestro of battle, drinker of blood – the hyena headed goddess Cultists of OMG party Cultists of OMG acolyte Cultists of OMG initiate Cultists of OMG, lay member Cultists of OMG, lay member, strong one OMG currently lacks a priest in Monster Island. Cultists of Zululun – Guardian of tombs, herald of revenge Cultists of Zululun party Cultists of Zululun, priest Cultists of Zululun, acolyte Cultists of Zululun initiate Cultists of Zululun, lay member Cultists of Zululun, lay member, strong one Servants of Jaguar Goddess, Yhounkehd – Prowler of the Night Servants of Jaguar Goddess Priest of Jaguar Goddess Acolyte of Jaguar Goddess Initiate of Jaguar Goddess, Initiate of Jaguar Goddess, Jaguar Form Fast Initiate of Jaguar Goddess Servant of Jaguar Goddess Servants of Jaguar Goddess have existed earlier but they have been enhanced and additions made. Trading Caravans in Monster Island For those that are foolhardy enough to wrest riches from the interior of Monster Island by trading a few trading caravans have been created or enhanced. They appear from Toolsfrompavis generator (Traveling Merchant) randomly or you can pick them individually from MeG Afadjann Merchant Caravan – one with carriers and guards from the coast Afadjann Merchant Caravan in Monster Island – one with native carriers and guards from the coast Primitive Islander Trading Caravan – natives do a lot of trade and are wily merchants Primitive Merchant Caravan in Monster Island – natives do a lot of trade and are wily merchants Serpent People Slave Caravan Umathelan Merchant Caravan – one with carriers and guards from the coast Zerzura Serpent People Slave Caravan Guards https://notesfrompavis.blog/2021/05/21/cultists-and-traveling-merchants-in-monster-island-part-1/
  21. A Day in the Monster Island – Deeper into the Island This is my 200th blog post in the Notes From Pavis, never thought it would last this long – more than nine years . I will reflect on the history of the blog later. In this post I will provide the additions to the Daily Event Generator for those foolhardy enough to strike deeper into the reaches of the Island. I have also tuned the daily generator format a bit. There are three additional generators now Monster Island Encounter – Cloud Forest Monster Island Encounter – Puna Plateau Monster Island Encounter – High Mountains Each of them follows the same pattern than the Jungle Daily generator. The events and beasts encountered reflect the rarity of them in their habitat as mentioned in the tome Monster Island. Weather patterns will also reflect the particular environment. Many of the encounters will already have links to Mythras Encounter Generator and the missing ones will be updated a bit later. Cloud Forest vegetation currently uses the same vegetation as the Jungle generator. Puna Plateu is strongly different in plant and tree life. In mountains very little vegetation thrives. For Puna Plateau and Mountains the environmental encounters are somewhat different than Cloud Forest and Jungle. They are based on the Raging Swan Press Mountains and Plains material tuned to Monster Island and used with permission You will find the generators at toolsfrompavis. Select them by using one of the above names. https://notesfrompavis.blog/2021/05/10/a-day-in-the-monster-island-deeper-into-the-island/
  22. A Day In the Life in Monster Island Finally spent some time tuning up my Monster Island daily event generator to be able to publish it. This first one is for coastal or jungle encounters. Later on the ones for cloud forest and upper plateaus of the island may be published. It could be useful for a hex crawl in Monster Island. The material is based on Monster Island and Bird in the Hand from Design Mechanism and additional material from Raging Swan Press tuned to Monster Island atmosphere. Raging Swan Press products Primal, Woodland, Campsite, Cave and Rainstorm dressing are used here with permission. Some of the look and feel for the blocks will be refined later on. Here are the things it will do for a GM. Event It will create an event from Monster Island daily events – either the standard or special ones. Any monster encounters there will have a link to Mythras Encounter Generator and ready to generate. The chance of the monster comes from the Monster Island jungle encounter chances. There is a larger variety of beasts in some of the categories. Some of the party encounters are also mapped out with a link to MeG – more will come in later. Weather Weather temperature will be shown for both day and night. There is a chance of Rainstorms. Humidity will also be calculated. Environment There are some descriptions for environment and trees and other plants for the environment. For each of the tree and plant types there is a description where it might be located in the area and also name and genus of the plant and what they might be like. There is also a chance of a minor event. Encounter Encounter rules are based on Bird in the Hand (great scenario) hex crawl rules. If any encounters happen they will have a link to MeG as in above. Find Shelter Finding shelter is necessary when camping out in the Monster Island. The rules from RAW and Bird in the Hand are briefly referenced here. Campsite Provided the adventurers find a campsite – it is shortly described here. There might be some events happening during the night. Terrain Some things about campsite terrain are opened up here. You will find the generator at toolsfrompavis. Select the choice starting with Monster Island Daily – Jungle Only. The generator is built using the very useful campaign logger tool. https://notesfrompavis.blog/2021/05/05/a-day-in-the-life-in-monster-island/
  23. City Quarter Generator Visits Monster Island City Quarter Generator at toolsfrompavis has now new option to generate High Folk City Quarters. It will create Lodges and Houses for the various Brotherhoods in the High Folk City and Chapters and Orders for the various Sorcery Orders. For the Brotherhoods and Orders it will generate the appropriate numbers and ranks of adepts, masters, apprentices etc. For the affiliations it also provides affiliations more appropriate for High Folk city. At the same time all non Mythic Constantinople events, features and disasters have been modified slightly to provide appropriate to them instead of only providing what MC had. There will be additional modifications later to still fine-tune the High Folk cities a bit. https://notesfrompavis.blog/2021/05/03/city-quarter-generator-visits-monster-island/
  24. Map of the Akakor Golden City of the High Folk in Monster Island Here is a high level map of the Golden City of Akakor in Monster Island from my campaign in a Treemap format. You can zoom the PDF. The route to Akakor can be hard to find. Here are two routes – the Ant Route and Tower Route. The Ant Route takes you thru a territory of Giant Ants and you might encounter an outpost of High Folk at the edges of the Ant territory. There is a secret passage thru the jungle to arrive to the main gate. Tower route means having access to flying beasts. The Akakor and its buildings and inhabitants are explained more fully in the Monster Island book. The Central Valley is the entryway to the city blocks – it is the level 0. Each of the blocks is a vast area built into the mountain side with multiple levels most of them containing cloud forest and gardens. From each level there is a ramp up to the next one. Housing and slave quarter areas contain large number of buildings – many of them empty. Named buildings might be scattered among the other housing. Not all the named buildings are marked on the map. 📷Akakor top level map as PNG (.pdf) High Folk City Quarter Views can also be generated for smaller portions of each level by using the City Quarter Generator https://notesfrompavis.blog/2021/05/03/map-of-the-akakor-golden-city-of-the-high-folk-in-monster-island/
  25. Hmm. Welcome to Monster Island.... it can be quite grim
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