Sunday, March 28, 2021

Esoteric Enterprises - Bathhouse

Developed with Grandini

This dungeon node is an underground bathhouse. It is connected to a surface building, and to the underworld below. It can be part of a Social Underworld faction, or independent.

Google docs version here.
 
Photo from South China Morning Post

GENERATING UNDERGROUND BATHHOUSES
Place a token at the center of the map. That’s the lobby, accessible through a door in the building above (John Wick style nightclub, old Roman structure, historic building, etc).

Roll your dice sized D8 and lower around the lobby. These are your mundane rooms. Roll your larger dice (D10 to D00) further out - those are the underworld baths, where stuff gets weird. You can connect the rooms at the edge of the page to tunnels leading to your other dungeon complexes.

Rooms numbered 1 through 8 are open to the public - though they may sometimes be reserved for private use by a faction. 9 through 00 are members or staff only.

Some rooms in a bathhouse may be sex segregated - in that case, use the color of the dice to determine which. Warm colors for women, cool colors for men. Or the entire bathhouse might be exclusive to one or the other.

In some parts of the world (particularly the United States) a “bathhouse” is a euphemism for a brothel or sex club. Decide if your underground baths fit that description.

CONNECTIONS

Halls in the Baths are 10 feet wide and softly lit. If they connect to a room with water, they have tile floors. Otherwise they’re soft carpet. Doors are made of varnished wood and swing both directions. Those between public and private areas are locked, but doors between rooms 11 to 00 are not locked.

Doors to the underworld beyond are sturdier than the wood doors used in the interior, and are all locked. The ones that lead to dangerous areas might also be guarded. Banging on the doors from outside will usually get an armed response, though the players might be able to talk their way past. Players who make a good impression on the bathhouse owners can get keys to these doors for free passage.
 

Sunday, March 14, 2021

Fallout: Seattle Masterpost

This is a masterpost for my Fallout: Seattle mini campaign. It includes play reports of all the sessions, the rules I used, and the GM sandbox, in case you're interested in using it yourself.

Islands of Seattle By Jeffrey Lin

First, the Play Reports. I tested this with four Delta Green players, three of whom had also played in the previous Two Sun Campaign.

Fallout: Seattle - Session 2

Session two of Fallout: Seattle. Session 1 saw the players getting to know the major players of the Drowned City, and come up with a plan to find a fusion core.

In attendance, same as last time:
  • Elizabeth "Scythe" Forscythe, scavenger from the ruins of Two Sun
  • Professor Delores, high powered scientist and Amazon
  • Dr Emily Ridgeway, surly drugrunner
  • Chews on Fat, smooth talking tribal and "honorable cannibal"
The Seekers woke up early at Establishing Shots, woke up Sean the Researcher, and went to the Gun Runners' outlet store on the South side of the Sound. Chewie picked up a Ripper, while Delores grabbed a set of Security Armor to boost her substantial natural defenses (she grabbed a perk to boost her damage resistance after last session).
 
Before dropping Sean off on Capitol Island, the team decided to check out the neat mansion they saw on Beacon Island.

The Turner-Koepf House

They passed a solitary buoy on the canoe ride over - a ghoul in a life vest, which tried its best to thrash toward them and didn't achieve much of anything. The hike up the hill to the house didn't reveal anything of interest. The house itself had a rickety wooden fence around it, written in English and simplified Chinese, warning visitors to go around and use the front gate. The front gate had a sign instructing visitors to deposit their weapons in a green plastic recycling bin - which had a tarp and drainage holes in the bottom to protect its contents from water. The players dropped their gear off and followed the path to the house, where a sign on the front door instructed them to knock and then step well back of the door.

Thursday, March 11, 2021

ANGUISHEDWIRES Masterpost

The Commonwealth has raised a colony city over the ruins of ANGUISHEDWIRES, a Dwarf Fortress destroyed by an ancient catastrophe long ago. Adventurers have barely begun to plumb its depths, but already upturned fabulous riches and ancient horrors. More of both await in the unknown depths below.
 
From Atlas Obscura
 
ANGUISHEDWIRES is a system-neutral dungeon crawl based on a run of How to Host a Dungeon, a solo game by Tony Dowler. It was an experiment, to see how much work it took to convert a map from that game into something playable in an RPG. The answer was “a lot!” It's a little primitive compared to the Manor of the Giant Arminius, which makes sense since I created it first. The maps are all hand drawn, and some of the plot elements and NPCs are less refined versions of stuff that shows up in the Manor.

Still, it's got ancient dwarven train stations, vampire bartenders, secret reactor complexes, radioactive labs, glass deserts and magma lakes, rat people, ant people, mushroom people, smugglers, fiends, and too many fucking ghouls.
 
I playtested the game with my own system called Begone, FOE. I based a lot of the stat blocks on the Old School Essentials SRD, so the game should be compatible with all your other Basic-likes. OSE, Labyrinth Lord, Swords and Wizardry, etc. No promises though, since I haven't actually played those games.
 
Enough talk. Here are the links.

Sunday, March 7, 2021

Fallout: Seattle - Session 1

After I finished Fallout: Two Sun, I had the idea for a "DLC" adventure set in Seattle. I didn't have a whole lot of ideas I liked, at first. The breakthrough came when I remembered Jeffrey Linn's Flooded Seattle Map. Not only did this create a lot of unique terrain for the players to explore, it also reduced the amount of the city I had to fill out and detail. So I worked on it for a couple weeks, and ran the first session.
 
After nuking Two Sun, Scythe and Spider made it all the way to Washington in their fusion powered M113. Then the casing on the ACAV's fusion core failed, and they had to find a new one. Spider stayed behind to guard the vehicle, while Scythe took the new friends they made along the way North to the Drowned City, to find a new one.
 
(I had three returning players from the Two Sun series, but only one of them brought a character from that game. The others made new ones)
  • Elizabeth "Scythe" Forscythe, scavenger from the ruins of Two Sun
  • Professor Delores, high powered scientist and Amazon
  • Dr Emily Ridgeway, surly drugrunner
  • Chews on Fat, smooth talking tribal and "honorable cannibal"
Play began at Thanh Tran, an old Vietnamese cultural center in South Seattle, which now sat right on the waterfront in the flooded city. Chews On Fat, descended from a tribe of Chinese-American internees, angrily began tearing the anti-Chinese propaganda posters down, but was interrupted by Harbormaster Osman, owner of the docks and restorer of canoes and wood burning steamboats.

Osman gave the Seekers a basic rundown of the situation in the Drowned City.

Based on the previously linked map by Jeffrey Linn