Wednesday, April 15, 2026

A List of Draculas and Medusas

Medusa is a gorgon, but not in D&D. She’s a race. And there are male medusas?! Well okay, I find this sort of thing amusing, so I put it into a little RPG I’m crafting at the moment.

d50 Monster Description
1. AsterisksLittle guys, hardly bigger than hobbits, that have a rather viking thing going on. Winged helmets. Iron-hard fists. Shrewd and brave.
2. BabayagasHags that travel about in chicken-legged huts and flying cauldrons.
3. BehemothsBig ass beasts made by the gods just to boast. Usually sleeping, but roused by iniquity.
4. BlackulasUnlike draculas, blackulas retain their souls.
5. CenncroithisOne-eyed columns that suck in unwary prey in to feast on. Worshiped by cultists and apemen.
6. CerebusesThree-headed hell dogs. Of course the heads breathe fire.
7. CharybdisesSea sarlacs that can cause whirlpools thrice daily.
8. ChoculasEven browner than blackulas.
9. CircesWitches that turn people they are offended by into animals.
10. ConansBarbarians that desire to hear the lamentation of the women.
11. CthulhusSea giants with octopus heads. Their mere presence causes madness.
12. JeckyllsMad alchemists that are addicted to PCP-serums that remove their inhibitions. Often carry æolipiles, smoke bombs, and cane-swords.
13. DraculasVampires that desire virgin blood.
14. DurinsBanesGreat big humanoids with whips and bat wings… or was it fire?
15. FenrirsGiant wolves.
16. FrankensteinsWalking dead created by mad magicians and jeckylls.
17. ElohimReally arrogant storm gods that go around in robes and try to tell people what to do. Can polymorph into burning bushes and rapey animals.
18. GrendlemomsLook like Angelina Jolie dipped in gold, but have natural high heals and tails. Diabolical mothers of demons such as grendles.
19. Headless HorsemenRiders that keep their severed heads in hand, ready to throw at you.
20. HydrasWater/swamp snakes gigantic in size and many-headed. Severing a head just makes two new ones grow.
21. JerseydevilsWyvern-devil hybirds that are birthed by ungrateful mothers, grendelmoms, circes, and babayagas.
22. JörmungandrsGreat worms. Will swallow you whole.
23. KingkongsGarguantuan gorillas. Distracted by pretty women.
24. KoscheisWizards with tusks that galavant around on sleipnirs causing trouble. Each one must be killed in a unique way.
25. LadonsSnakes with long bodies and many heads. Tend to guard magic trees.
26. LeatherfacesChainsaw wielding cannibals that wear their victims and feed on fear. Some have a cunning that allows them to masquerade as normal people, called buffalobills, but they can only keep up the act so long.
27. LeviathansHuge sea serpents.
28. LoreleisUndead river sirens. They think every man is their lost love.
29. LucifersTempters that should be stuck in the seven hells, but often slip out because some foolish koschei summoned them.
30. MedusasLamias that have snakes for hair and stonifying gazes. They are great archers too.
31. MothmenShadowy figures that stalk the woods. They can fly, and often use camouflage to imitate humanoids.
32. MothrasGiants moths with web and sleep dust attacks. Seem to always have eggs somewhere, and their caterpillars avenge them.
33. MychaelMyersMad men whose minds are bereft of all save the most evil thoughts. Silent and patient stalkers.
34. NessiesLake monsters.
35. PazuzusWind demons with Darth Vader voices.
36. PinheadsA race of demons or angels that find pleasure in pain. Their head is riddled with nails, tacks, and needles.
37. PolyphemusesOne eyed giants. Love to eat sheep.
38. RenfieldsServants of undead, kept in their thrall. Can’t help but eat bugs.
39. SarlacsGiant ambush predators that grab people with their long tentacles and swallow them whole. The digestion is slow and painful.
40. ScyllasesAt home in the sea, but will grow legs to come on the land like a mermaid. Only the legs are kinda, several wolves that fuse like a rat-king at the scyllases’ waists.
41. SleipnirsMany legged horses. Highly prized by gods and spirits as war mounts.
42. SlimersGreen ghosts that gunk up everything.
43. SmaugsBig old lizards with wings and fire breath.
44. StaypuftsSeemingly joyful giants that have little regard for property damage.
45. SpocksA logical race that prefer science to fights, but will often put down adventurers while prevaricating about the needs of the many. Watch out for their phasers.
46. TalosesBronze men that spring from the ash trees of wizards. Sometimes giants, sometimes speedsters, and sometimes winged.
47. Tee One ThousandsThe ultimate golem, made from mercury that can harden and liquify at will. Ignore most physical damage; slowed by cold.
48. TiamatsHorrid sea monsters that mate with anything and create more monsters.
49. WorfsA race of warriors obsessed with fighting and honor. Hate their own kids for being weak. There are a surprising number of half-worfs out there that hate their dads back.
50. ZardozesGiant flying stone heads. Followed by crowds of crazed cultists that the zadozes reward with guns and red outfits that are very revealing.

Now how about the RPG. It's a simple skills using RPG. It started as a x in 6 on a d6 skills check RPG--and still could be used that way--but it morphed into something else. It might need some inventory management rules, maybe armor options, and lacks the vancian spells. I'm working on it. 

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Share good posts with good goblins. Claytonian at the gmails.

Tuesday, April 14, 2026

Level titles as DCCRPG quests

Thru henchmen, all things are possible, 
so jot that down.

So you've seen this idea from be before (when I did it for old D&Ds), but this time it is a DCCRPG flavored take.

In my upcoming game, I'll give an adventure credit per session a player attends. A PC can spend credits equal to a level to earn it, but first they have to finish a quest that matches with their level title (PCs or Judge can suggest different ideas, trying to weave quests into other PC's wherever possible).  

It's quite possible PCs will acquire quite a few credits between quest realizations, but that's fine.

There are a few entries where I came up with a couple ideas and put them in. Sometimes multiple ideas. I learned a lot about DCC doing this. Not only should you not feel restricted to the level up ideas here nor even the level titles. The book mentions that these are just the most common.

So let the player propose a title they are working towards. What could they do to get called that? Thus spoke Goodman: "Characters of 6th level and above are extremely rare, so much so that no generic titles exist. Players are encouraged to develop their own titles for such levels using Appendix T for inspiration as needed."

At other times, retroactive titles may be acceptable, based on level-appropriate exploits. "I am now Yak-friend!"

Cleric Title Quests

Lvl Lawful Chaotic Neutral
1 Acolyte: Fetch an item that will serve useful in religious ceremonies to your gods. Zealot: Slaughter a den of infidels. For chaos! Witness: Observe a rare phenomenon and survive to tell the tale.
2 Heathen-slayer: Strike down a dirty cultist leader. Convert: In a place where the gods must listen, reject the Law Lords. Pupil: Seek and serve a hermit to learn their secrets.
3 Brother/Sister: Bring a small fortune to a monastic order and join it for a year and a day. Cultist: Bring us three skulls; we need something to drink out of. Chronicler: Travel to a ruin to record a name lost to time.
•Witness a crazy ass thing your party gets into and write it down.
4 Curate: Find a relic of a saint--a foreskin or some-such that is purported to heal the sick.
• Heal a sick community.
Apostle: Join a dark savior in their creepy pilgrimage. Judge: Arbitrate a dispute between strange entities.
5 Father: Clear out and re-sanctify some ancient fane to house your flock. High Priest: Gather your minions for a great ceremony.
• Have a god-duel with another cleric, old testament style.
Druid: Kill the current druid title holder in mortal combat. Survival of the fittest!

Thief Title Quests

A lot of thief things feel urban and guild related to me. They might be good as play-by-post tasks done between games. Or maybe they can trick the other PCs into thinking they are in the guild too.
 
Lvl Lawful Chaotic Neutral
1 Bravo: Win a duel in a public square to earn a spot in the thieves guild. Thug: Bash some ponce and take their jewelry. Beggar: Case and rob a temple that is foolish enough to let paupers in.
2 Apprentice: Accompany a elder-thievesman on a job. Murderer: Garotte a guy that looked at you funny. Cutpurse: Grab a bag and run.
3 Rogue: Take a job that uses your luck, guile, and charm. Cutthroat: Lead a kidnapping of a high-value specialist. Burglar: Steal 39 girdles from a high-security temple.
4 Capo: Discipline some underlings that snitched or killed the wrong noble. Executioner: Someone pissed off the guild and you are taking them out. Robber: Successfully hold up a noble's carriage: "Your money or life."
5 Boss: Take the reigns of a city's underworld; all the other potential bosses seem to have fallen out of windows. Assassin: Kill a king or hero during a highly secure ceremony. Swindler: Trick some nobles into investing in your sure thing.

Warrior Title Quests

Note that noble warriors should probably try out being part of a military order (p46). I say if you earn the title Knight then you are in!
 
Lvl Lawful Chaotic Neutral
1 Squire: Save your mentor or a noble from a deadly threat. Bandit: Raid a local outpost and escape with the pay-chest. Wildling: Slay a predator with 2× your HD using primitive tools.
2 Champion: Deal the killing blow on a baddie giving a town trouble. Brigand: Organize a gang and hold a strategic bridge for one week. Barbarian: Crush your enemies. Hear the lamentations of their women.
3 Knight: Fend off those who disturb the king's peace! Marauder: Search the land till you find something worth sacking. Berserker: Defeat a monster 3× your size while naked.
4 Cavalier: Fucking joust to the death with mounted foe(s). Ravager: Plunder a great hoard with your horde. Headman: Slay the leader of a tribe in an honorable or brutal duel.
5 Paladin: Complete a mission for royalty or extra-planar big wigs. Check out Lankhmar DCC agents. Reaver: Unleash the horde! Take out a settlement worthy of your military might. Chieftain: Unite three disparate tribes under your banner.

Wizard Title Quests

Hey did you notice the rulebook has chaos first for wizards? Also, they share cultist with Clerics. 
Lvl Chaotic Lawful Neutral
1 Cultist: Procure the heart of a monster to use for a cult party.
•Make a pilgrimage to an entity's stronghold, and learn Patron Bond in the process.
Evoker: Get the components for a summon spell (Consult Spirit & Find Familiar counts), which you learn too. Astrologist: Follow a supernova to witness a supernatural event.
•Quest to change an ally's birth augur.
2 Shaman: Snort purple lotus. Deady, rare, and addictive!
• Turn a family member into a magic servant.
Controller: Cow or boss around something with your arcane might. Enchanter: Bewitch or transfigure an important creature or place.
3 Diabolist: Summon or manifest a creature from the seven hells. Conjurer: Bring forth entities to fight for you. This could teach you a spell like Animal Summoning p129 or Monster Summoning p184. Magician: Craft a magic staff or item (this teaches you a spell).
4 Warlock/Witch: Make a pact with a powerful entity for power. You know patron bond for this purpose. Summoner: Call forth a great entity with a ritual-style spell. Thaumaturgist: Warp a foe with your magic might.
5 Necromancer: Raise the dead for a great purpose (like a siege). Elementalist: Specialize in elemental magic (this teaches you Arcane Affinity p162) Sorcerer: Eat another mage's brain to absorb their power.

Dwarf Title Quests

Lvl Lawful Chaotic Neutral
1 Agent: Recover a stolen clan item. Rebel: Sabotage a king’s forge to protest unjust conditions. Apprentice: Gather fine materials for your elders.
2 Broker: Negotiate a trade deal between two rival clans. Dissident: Free political prisoners from a mountain hold. Novice: Discover a new vein of metal in dangerous territory.
3 Delegate: Represent your clan to an supernatural entity or body. Exile: Perform an act of greed so great you are kicked out of the clan. Journeyer: Travel to the world's lowest depth and return with treasure.
4 Envoy: Deliver an important object. Iconoclast: Destroy an ancient statue you believe is a "shackle." Crafter: Forge a weapon using an extraordinary component. For this purpose, you have the ability to cast Sword Magic p229 until you succeed.
5 Syndic: Establish a new stronghold recognized by the Dwarf Kings. Renegade: Lead a revolution that overthrows a corrupt Rune Pope. Thegn: Lead a force of dwarves to reclaim a dwarven treasury*.
*: In my setting, hoarding treasure turns dwarves into monsters, so something big is waiting for ya.

 

Elf & Hobbit Title Quests

Elves and Hobbits have the same first level title. Odd. Also, the bookmark for the PDF has Elf as ELF and it bugs me. And I am also thinking we shoulda had a bit more Melnibonésé  in the titles.
Lvl Elf (All Alignments) Hobbit (All Alignments)
1 Wanderer: Visit a place not on any map; return with a strange plant. Wanderer: Travel far and return with a new ingredient.
2 Seer: Get a patron (you learn the spell to bond) and get from them a vision of the coming end. Explorer: Map a dungeon or wilderness. Gotta find all the rooms/features.
• Visit another plane of existence.
3 Quester: Find visit three strange locations for three different purposes.
• Make up an epic quest. It's in the name after all.
Collector: Acquire three impossible items (e.g. bottled moonlight).
• Acquire a full set of something, such as The Rod of Seven Parts.
4 Savant: Research a new spell not in the book (you make and quest; Judge edits) Accumulator: Amass a hoard so large it attracts a dragon.
5 Elder: Help one of the young kingdoms of the  with a great trouble. Wise One: Win a riddle contest with a sphinx while pipe-weeded out of your gourd.

Saturday, April 11, 2026

Fixed the Hounds of Hendenberg forest crawl

So, I've been running a PBP of Horrible Hounds of Hendenberg (please check out the replay!). I've got some issues with the hex crawl part. 

It doesn't say how long it takes to find a feature; it takes too many die rolls for my tastes. Hangman's Hill and the Hermit Cave should be part of the town's map, not a hex away. A very nice looking/vibing product, but a little sloppy. 

Well, I can at least make the rolls simplified for you fine people.

Using math, html, and a surly sandlestin, I converted all the things into a d100 table. You should probably roll on it, declare to the players what happens and let them deal with it, then roll again as they wander around.
 
d100 Roll Feature Found? Travel Time Encounter? Navigation Nav w/spec*
01–17 Yes 2 Hours On Course On Course
18–25 Yes 4 Hours Yes On Course On Course
26–33 Yes 6 Hours Yes On Course On Course
34–50 No 2 Hours LOST On Course
51–66 No 3 Hours On Course On Course
67–75 No 4 Hours Yes LOST On Course
76–83 No 5 Hours LOST On Course
84–92 No 6 Hours Yes LOST LOST
93–00 No 3 Hours Yes LOST LOST

* Specialist: Elves, Rangers, or guides reduce travel time by half and help you avoid getting lost. If you have a map, you should be able to find your way every time.

Our PCs wandering into a crazy hexcrawl

 

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Share good posts with good goblins. Claytonian at the gmails.

Friday, April 3, 2026

Horrendous Hounds of Hendenberg PBP replay


 
So, I decided to run Merry Mushmen’s Horrendous Hounds as a PBP, and I am glad I did; my usual lazy style of not reading modules much and playing them live at the table would not have worked well here. 

The information in Hounds is spread out, I had to make a bunch of guesswork, the town random encounters are sometimes location based—WTF don’t do that, module writers—and things are missing sometimes, like the coroner’s stat block. As a thing to read at leisure it cannot be beat tho; the Bruno Prosaiko art is especially nice and the graphic design kicks ass. 

So here is part one of our little play by post, done in the style of a Japanese TRPG replay. We had six lvl 2 PCs and we were using the S&W/BXish rules and classes found in the first two Black Pudding Heavy Helping books (if you want to check out most of those rules, this post at Doomslakers has them). There is a third book out that re-does most of the stuff under a new RPG, and we’ll tackle that system some day. 

PCs:
  • Fabulous Ko, the stout mage, played by Warezblade stan Monodestroyer
  • Grout the hobbit-fighter, played by Deadjoe
  • Fallgast the sickly cleric, played by one half of the Slipgate Chokepoint team.
  • Sigurd, the summoner of beasts, played by generous Rob
  • Ryl of the rooftops, a thief, played by Tom of Fear of a Black Dragon fame
  • Birch the keeper, an arrow-guy that soon disappeared when their player got busy at work, played by another .
    --------------------------------------------------------------------------

GM
Claytonain 

Ko the Fabulous, as a child, you would receive the occasional letter from your distant uncle Aelfwin, an eccentric bachelor and keen hunter from Hendenburgh.

A few days ago, you received word that Mad Uncle Aelfwin had shuffled off this mortal coil and that you had been named the sole beneficiary of his will.

Aelfwin’s estate consists of a well-appointed but dilapidated hunting lodge. Maybe you could spruce it up and sell it, or turn it into a wizardarium?

[some PC generation details get sorted, then we continue] 

Birch the sapling, Sigurd the gatherer, and Fabulous Ko the seer, you are travelling together to check out the estate of Ko's late uncle. Its an old hunting lodge.

Ko the Fabulous what do you think you want to do with the place when you get there? (we are not there yet)

The party expects to meet Ryl in the town of Hendenberg, in the midst of the Kryptwood forest. You have journeyed from Manorhampton, a town some five days to the west.
Sigurd, summoner this forest seems primeval and eager to undo the works of man. You see overgrown white bricks here an there, covered with moss and vines. That probably feels cool to you? How curmudgeonly are you?
Birch, keeper Seeing the forest reclaiming civilization warms my heart.
GM The town is in the offing... just waiting for a couple of you to catch up.
Ko the Fabulous Mad old Uncle Aelfwin was a degenerate and a rascal but he told me tales of the great elms of the forest. I seek the heartwood of an ancient tree to fashion a wizard staff. Could probably use his little hunting hovel as a base of operations for now.
Sigurd, summoner Sigurd is at home in the wild places. He takes stock of the natural wildlife he can see during the trip.
GM You notice that there are birds to be spied through the few rare cracks in the treetops into the blue of the sky. At one point your party finds some scat... seems...bearish? More than once you hear howls far off.

The PCs meet Ryl as they are entering town. When the PCs look at their old friend Ryl, what do they see? Also, what does he see? Describe yourselves.
Ko the Fabulous Fabulous Ko is as massive lunk of a man. As solid as a brick oven and just as smart. He slicks back his shoulder-length brown locks and thoughtfully rubs his thick beard as he scans the crowd for his dear friend Ryl. His expression is a little wild and crazed. He is dressed plainly in a black robe embellished with various bone toggles and buttons.
GM Stylin'.
 [posts gif of Brave and the Bold bearded Aquaman]

One thing to point out there: The town is suspiciously unbustling. Not a bustle, let alone crowd, to be had. You easily spot Ryl the thief.
Sigurd, summoner Sigurd aka Dusty is always messing about outdoors. Moderate height and medium build with a shock of spiky yellow hair, he is mostly unremarkable in appearance except for his strange purple eyes.

At last, we have caught up with Ryl. “How are you, old friend? It seems you’ve found yourself a tranquil spot.”
GM I think that hobbit is going to jump out of the bushes any moment now...
Grout, hobbit fighter A wee man (hobbit) rides up on a mule. He has dark curly hair, large mutton chops. He's leaner and wirier than most chubby hobbits, looking fairly fit. He wears tarnished ringmail, and a couple handaxes are strapped to his belt. 

[GM's note: I failed to remember he had curly hair when drawing him. Coulda beefed up the chops too.]

He hails the group. If we're in town proper he notes there doesn't seem to be many people out. If we're closer to the lodge, same complaint just directed back to the town. He wonders if anybody has noticed or heard of any banditry about the area. Is this the reason the people are not out? You aren't sure if that last question is directed at anybody in particular, as he seems to be muttering to himself a bit.
Ko the Fabulous sees Grout wave at them.

“Dusty, there is a small man waving at us. A friend of yours perhaps?” Then he waves back, “Well met, my tiny fellow! What brings you to this fair village?”
Grout, hobbit fighter "Aye, hail and all. Is this village fair? It's oddly quiet about, and those I do see don't strike me as the average peasant." He says this last line clearly referring to this motley crew.
Ryl, thief Ryl of the Rooftops is a slight, rangy fellow with black hair and bright blue eyes, clad in scuffed dark-grey raiment well worn about parts one might scrape while climbing.

"I've cased the town," he says, "and it seems like everyone is hiding indoors. What news of your folk, Sigurd? Keeping well, I hope."
GM You all notice a certain trustworthy gleam in the hobbit's eyes and decide to keep him around and find out a few things about this town maybe, as long as you are passing through.
Sigurd, summoner Mama and Papa Bear are well, although I worry more about them now. Papa has gone grayer and his hip doesn’t move the way it once did. Still, they are happy in the forest and the fish are plentiful in the streams.

[Sigurd was literally raised by bears. Pretty appropriate for a summoner]
GM Excellent, I think we are ready to discuss goals. In character, @PBP players, to the other PCs, could each of you state some idea of what to do? BTW Ryl has sketched a bit of a map, he could probably go pro. 
[I show them a map of the town from the book.]

GM As you start walking and talking about what to do, you see that there are indeed few locals venturing out. It seems the town is undergoing mild livestock anarchy. The geese are fending for them selves.
[Shows some Bruno Prosaiko art from the module]
Sigurd, summoner Well, once he learns of an inheritance, Sigurd is all for finding this slice of heaven, especially if it’s gone wild a bit. High on his list is speaking with locals about what’s been going on and trying obliquely to get around to the reason few people seem to be out and about, at least at the margins of the day. The cabin can be a good point of entry to conversation - we’re new in town, have the old mad uncle’s place, etc.

Sigurd himself is interested in the collectibles of the great and the good in town that he has heard of. Apparently the manor house is home to a collection of curios of some sort and he hopes they might be bejeweled…..
GM Can you say that in character? Like, quotemarks or something? Or maybe the next person could ham it up a little.
Sigurd, summoner “So, lads,” Sigurd says, rubbing his hands together, “maybe we should check out this familial palace? Sooner settled, the sooner we can set to seeing what’s what in this place.”
Ryl, thief "Too right, always good to have a base of operations, innit," says Ryl, eyeing a passing goose warily.
Grout, hobbit fighter Grout shrugs, and nods to the rest. Taking the reins of his mule, he prepares to follow the group.

"If you don't mind, a place to rest a spell would be appreciated. I've come to town on rumors of bandits for the hunting, but it seems you lot know as much about the going ons here as I."
Fallgast, cleric Is there still time to join? If I'm too late that's cool and my bad lol.

[Fallgast will soon make his actual debut in the PBP]
Ko the Fabulous GM, is the hunting lodge in this town? And would I know where it is from memory?
GM You've never been, so you'll have to ask around. The party is entering town from the road that leads map-west (up). There is a manor at ⑦ that Ryl spotted.

BTW, @PBP hounds a couple notes about XP: The module thinks you will gain a couple levels thru play. I prolly gotta do OSE to S&W conversions there. If you have 13+ in your prime reqs, we will reduce your XP needed by 10% per ability score that qualifies. Like, we will reduce the number on the XP table to gain each level.
GM Oh, and you are all due one improve roll! You are level 2. [In Doomslakers, ability scores can improve; the higher the score, the harder the roll to improve them; I share a pic from the rules]
Sigurd, summoner You mean, pick one stat and try to roll the improve column to get a point in that particular stat?
GM Yup, declare which ability you want to roll to improve and roll a D20. For instance, if your score is an 11 the difficulty is 16. Roll a 16 or higher.
Ko the Fabulous OK, I’ll update my sheet and post it in an hour or two. Btw GM I’m on melbourne time so 2 hours ahead of you, just fyi. Thats GMT +11 for everyone else.
GM Yeah we are spread all over the world now. I'll keep it in mind when pulling the trigger on forcing us ahead.

You guys have been traveling with @Fallgast, cleric, who got held back by absolutions or something. He’s coming up from the west now… 
ablutions? 
ab solutions?
Fallgast, cleric Fallgast the Miracle is tall and worryingly thin. He is extremely pale, bald, and looks far older than he should. He is sickly and always seems close to death. His title was given to him by his order because of his astonishing continued survival. He wears very little under chain mail, carries a massive shield emblazoned with the symbol of the Gods of Charity, and a spear.

His approach is heralded by his coughing as he rejoins the group.

"A-apologies for my absence. Let us find a place to rest and think on how to bring about charitable wor- HAUGHCK..."

He turns away to try to combat his coughing, raising a hand to reassure the group that all is well(?).
Ko the Fabulous “Grout, you are more than welcome to join us. I have not much to offer but a warm hearth and good company! Once we find my rascal Uncle’s lodge, that is… Let’s all put foot to ground and look for some locals. Surely they will know of dear Uncle. He was quite a sociable fellow.”

I will now start heading into town proper, and look for anyone to accost for directions. Anyone who I see peering out of shutters. I’ll go bang on them to have a chat. Quite obliviously and overly friendly.

“Good to see you join us Fallgast!” And I give you a hard slap on the back.
Ryl, thief I've got 15 DEX, any other prime req for a Thief?
GM Just DEX.

You go bug this guy [I show an image], rapping on his door. He addresses you all from the window. “What business do you have here? Be ye bandits? Be ye angels? Or perhaps ye be plague bearers, judging by the hackin out there. I thought you were another goose at first.”

After you explain that you are but men, ready to rock, he will listen to your inquiries about the hunting lodge.

“Aelfwin? Hmm, you don’t look like him. Heard he died. Oh, he did? Was it the hounds? Well anyways, that’d be in the woods to the southeast of town. A few miles through the woods. I’d turn back if I were you. Go back to safer lands. We are cursed! Cursed with hounds! Don’t get no ideas about trying to go out there. The last people that did are still missing. Hounds. Bandits. This place is doomed.”
Ko the Fabulous “Hmm not a dog guy, I see. Well I assure you, I’m yet to meet a pooch I can’t charm. You just need a steady voice and firm boundaries!”

Looks like we’ll need to head outa town to find the lodge. I ask the party if they want to check out the town more before we set off again. Wouldn’t mind a good bit of grub and some ale, myself.

(ooc) just realised what the module is. Love it. Been on my wishlist for a while.
Ryl, thief "I'm not a dog guy myself," mutters Ryl to any and all companions at hand. "Natural enemy of the cat burglar, your guard dog. That being said, I say we find some food before striking out for the southeast."
Sigurd, summoner “Good Sir, pray, tell us more of these bandits and hounds. How long have they troubled you? From whence have they come? And what manner of hound be they? “
GM “well the thing about the hounds is—“ the man is interrupted by howling in the distance.

“Oh, snap, the thing izzat thar always near. I suggest ye head to the Galloping Goat and take shelter. No room in 'ere; ye may be bandits. If ye are looking for the bandits, thar hideout is in the woods. Ye might of hard tell of Sly Tanner and 'is illicit ballads. Wife-nabber, that one. Bet ‘er 'usband would be grateful to ‘ear if she is alive; can’t afford no man-geld for her ransom. If ye are joining ‘is gang put in a good ward to not ransack me place. At least ye probably ain’t crones.”

He squints. “Unless yar shape-warpers. Aye me, ye could be! YE COULD BE!” He slaps the shutters shut and makes a click sound with his tongue, feigning that he has a lock on them to lock.

So, do you wanna try the inn for foodstuffs, shelter, rumors, and romance? The howling was not exactly track-down-able. Maybe hounds are coming.
Ryl, thief "What an unusual fella." Ryl squints into the distance as if he might see some of these hounds (he cannot, of course). "Let's go to this Galloping Goat, have a nice pint, and wait for this hound business to blow over for a bit."
GM [Shawn of the dead pub wink.gif] If there are no objections, I'll have us go to the inn next. We could split the party or any number of things. I'll check the module text when I get a chance and then we'll lock in, so speak up ASAP if there's anything you want to do first or separately.
Ko the Fabulous “Yes, I agree. All this mention of goat is making me hungry. Ryl, this Sly Tanner fellow.. ring any bells for you? Sounds like a rather nasty devil.”

Ko is happy to head to the inn. What time of day is it btw?
GM 6pm. Sun's getting low.
Sigurd, summoner Definitely time for a bowl of stew and to see a man about lodgings!
Fallgast, cleric Fallgast is quietly thankful he has his spear to support him like a walking stick or the mighty slap from Ko would have sent him to the ground! He smiles and thanks the giant of a man.

In the Galloping Goat, Fallgast admits with embarrassment: "I have a few gold coins left that I would be happy to spend to give you al- HA- (he holds the line against his spells of hacking, for now), a-ahem, good meals and a roof over our heads. It is a terrible thing to have held onto coin for such a while but I will pray to my gods and show unto them that it was all in the name of charity for my friends!"

Once that is sorted, if he has any GP left over he will try to find villagers in the Galloping Goat that truly need a donation. He will donate the rest to them and speak with them regarding the troubles that have befallen the settlement.
Grout, hobbit fighter "Aye, this Sly's the one I'm after, though I don't know much 'bout him. Sounds like we can round him up and run off the hounds in the meantime. Should set us up quite nicely. But that's best saved for the morning, once the sun rises again. For now, a drink and some rest should do fine. Maybe some locals at the inn could tell us more for the purchase of a hot meal."
GM So the group starts heading East/Map-down, taking a right at the first fork. The street widens into a plaza. An errant child gawks at you but is soon called back into their house by an annoyed parent.

You see the Galloping Goat, but between you and it, a disheveled and sweating figure emerges. A woman-- she's and some kind of miner it would seem, from the pick mounted on her pack. She doesn't pay you much heed, whirls around, and quickly trudges into the Inn.

You spy her under the saloon-style doors. In a voice like smoked gravel she sues for whiskey as she lowers her pack, which you note also has a couple odd tubes sticking out. A man behind the counter, ginger and freckled, smiles, "Aye. We've a bit o' that left after your last visit. Any luck with your prospectin'?" 

[Don't worry, I do the annoying eye-dialect less as the posts go on]

"I wish. Those damn hounds started baying. If I hadn't run here, I'd probably be just another one of those corpses in the barn." She shudders. "I saw a monkey flying yesterday! What the hell? I never should have come here."

"Poor dear," says a middle-aged woman coming out of the back. “We tried to warn you off of that silver business. If Ulvar’s men couldn’t survive the wood, what chance did a lone lass have?” The proprietress sighs. “Ah, well. Let’s get some stew in you and close the storm door… And from the sound of your coughing, I reckon one of you out there needs a hearty meal too. Don’t be shy, strangers, come in before we close down for the night!”

“Let’s see here. What an interesting crew. @Birch, keeper Nice bow there. @Sigurd, summoner you and that one some kind of nature-loving lovers? Oh, don’t mind me. I’m just a tease sometimes. It’s better to be talkative than a taciturn creep any day, don’t you think? 
@Ryl, thief tho there is something to be said about having an air of mystique. I used to think so. I guess I grew up. Speaking of growing, interesting foot hair there 
@Grout, hobbit. D’ya style it to get that rough look like your top-mop? Nah, it’s good. You need to eat more. Me and the boys will see to that. Speaking of which, is that a sausage in your pocket or—oh it is a sausage. Save it for your midnight snack; we got stew!”
[I have expertly weeved the roll for what the hobbit has in his pockets into the narrative. Thanks for the tables, Black Pudding!]

An identical ginger comes in, hauling a stew pot, as if on cue, and greets you warmly. “Hello! All are welcome here!”

His mother corrects him in a moment that kinda kills everyone's smiley vibes: “Almost everyone. I don’t need no meat-handed lunks with tinnitus from banging their slag all day. Pardon that. Anyways, @Fallgast, cleric ain’t you a tall drink of water, handsome. I know, I know, you probably have some vow of chastity, but I know a few village girls that might loosen that belt. Oh, I am bad. Oh, sure, we’re happy to take your coin and even happier to give you lodging. You’ll be safe from the hounds and witches here. 1 gold is all we ask per person. And you must be the brains of the group @Fabulous Ko, mage. That a wand in your pocket, or… oh I already did that joke.”

Another patron is taking up a booth all by himself, man-spreading like nobody’s business. He’s clad in filthy road leathers. His blond hair is be-pony-tailed and be-streaked of gray. He sports an eyepatch and a handlebar mustache. While the good Widow Winstaple is clunking down your ales and soups, he decides to make himself heard with a throat clearing. He expectorates into a spittoon and arches the brow of his good eye. “Didja have any trouble on the way here, travelers? Most people don’t make it unscathed lately. Me—my name’s Doug, and I’m a man-hunter—I am looking for trouble, myself. Haven’t found it just yet. Aiming for a sweet payday. Would love to give you a tip if you can give me any good info on bandits. Seen anything?”

Okay, I am done. I assume you are all male-presenting? I really do need to draw you all. We could talk to the Widow, her sons, the prospector lady, the bounty-hunter, or just go to bed. You could venture into town, but it is getting dark and they are looking to close the storm door soon to keep out hounds, monkeys, and who knows what else.
Ko the Fabulous To the bounty hunter: “Nay, my finely mustachioed fellow. We saw nary a pillager or pilferer on our way from Manorhampton. Everyone seems to be worried about these hounds! What can you tell us of them?”

Ko is keen to settle in for the night and try to get a bit of info out of the staff about his uncle and the hunting lodge. He’s keen to hear more about these hounds too. Sounds like we may run into them in the forest.
Ryl, thief To the prospector lady: "Wotcher, miss. Ryl's the name. Enchanté to meet you. I'd like to know more about the country here, perhaps we could talk over a pint... you see, I'm curious to know if and where a wood wyvern might nest in this region..."
Fallgast, cleric Fallgast attempts to politely smile and laugh past the ribald comments but the blushing is very apparent. It is the most colour that has been on his face in a long time. He hands the proprietress all eight of his remaining gold coins.

"T-thank you. Take the rest of the coin as payment for anyone truly in need." Fallgast will meekly take a seat and try to relax.
Sigurd, summoner Sigurd keeps to himself, but his ears open.
Birch, keeper “Doug the Man-Hunter, we had no encounter with any bandits on the way here.” Then Birch turns to the Widow and orders some mead and a bowl of stew.

While waiting on food, he starts talking to the prospector: “Greetings and well-met, my name is Birch. I am curious about the hounds and the barn you mentioned.”
Grout, hobbit fighter Grout eyes Doug. Competition. One to watch, for sure. As the others have already engaged in conversation, he takes his stew and saunters over to the prospector woman. Climbing up a stool between her and Ryl, he plops a coin down.

"The lady's evening sustenance is on us. Tell us more of the hounds, as we are clearly from parts other to this." He lifts a finger toward the freckled ginger guy behind the bar, "Another round for us all, as well."

[ooc] Apologies, I misread a former note. Ryl and Birch are already talking to the prospector woman. Grout is just barging in like a li'l jerk.
GM Doug scratches under his patch. "Think I saw a pack of em two days back. Not normal dingos. Odd lope. About a month ago, someone killed a couple people. Locals think it's beasts. Lyna-wazit, that city corpse flayer, she doesn't think it was bandits, I sure would like to make that claim when I collect the bounty. I didn't come here to hunt no dogs."

"Well, before I arrived, people did say they saw beasts, so I'm not the only one that noticed. First a group of townsmen went out to hunt, lost a few souls. Then a group of adventures came in. Tried to convince them to join me. Got twenty bounties to my name! Easy money! They weren't interested in wife-nappers and cut-purses. Wanted to 'save the town.' Dead, prolly. Never came back."

She flashes a smile full of gold teeth at @Ryl, thief. “I’m fairly new to town myself, haven’t seen the hounds yet, but I sure heard em. Anyway, I’m a prospector; I don’t know much about beasts of the air. You sure you don’t mean flying monkeys? Don’t those hanging out in high places where they can see their prey and swoop down for the kill? There’s some mountains and cliffs to the west… maybe we could team up and go there?”

“Oh, gratefully accepted. Hmm, these coins are from the duchy of Kraventos? I’m a bit of a numismatist; love to mint coins when I can. Oh, and the grim reaper @Fallgast, cleric is paying for my room? Hey, you guys are alright; too bad you ain't a real dwarf, shorty. Could use a miner. Oh, that sounds a little racist, but we all know it’s true, right? Sorry."

“Yeah, so, all I know is there are scary dogs or wolves, and the locals can’t lick em. Thought I would be okay traveling stealthy. Not looking for trouble.” One of the gingers says from behind the counter, “We keep trying to tell her, that mine is haunted. Nobody been in fifty years.”

“So anyways, think on it. You asked about a barn? We are not the only outsiders in town. There’s those missing adventures, but the barn thing is being done by some lady summoned here at the lord and lady of the town’s bequest. She’s turned the barn into some kinda makeshift morgue. Probably pissing off the local yokels, poking and prodding the mangled dead, not giving them properly-timed burials. Her science is off-putting."

“What’s odd to me is that the Duke of Manorhampton hasn’t sent more help than some chirurgeon. Why doesn’t he send a garrison? The bandits are bad enough. I lost a donkey to highway robbers. Something fishy about this place. Cursed? Well, I’m not going back till I see those mines.”
Grout, hobbit fighter Grout turns to the ginger at the mention of the haunted mine. "Haunted by what? I don't know that spooks and spectres are all that people think. Sure, we've all seen magic, but I think you find the source of what's causing the haint and you can end it all right quick. Surprised people have left it alone for so long."

His voice rises and he downs the drink before him, standing upon his barstool. "And what are these damned hounds? Shouldn't your local militia be enough to drive them off?! Are they a pox on ye?! Did the village befoul some witch or warlock that set them upon ye?! Why don't the village come together and end this menace, as all goodfolk should? What say ye??"
Birch, keeper Birch is ready to turn in.
Ryl, thief Ryl needs his beauty sleep... goodnight, all.
Sigurd, summoner Sigurd, his ears attentive to all that is going on, is intrigued by this lady of the morgue and resolves to visit her on the morrow. He waits to see if there is any response to his diminutive friend's outburst. If not, he'll inquire with the landlady about this representative of the Duke and her strange science. What has she said of her work or the reason for it?
GM “The mines closed down before all our times. If not for that mine, this town wouldn’t even exist. As it is, the years of impoverishment have worn us down. You’ve probably noticed a few places reclaimed by the wood on your journey. Well, some say it was cave-yeti’s, some say dark-octopodes, most say spider-women. In any case, nobody ever thought it was worth the trouble. This lass is probably right; we let a fortune go all those years ago.

“As for militias, we don’t have one. It’s not like we’ve had big problems with invaders. If there is a big issue, the Duke is supposed to send support. A few mysterious deaths don’t seem to be worth it to him. A local guy, Ulvar the poacher, he was a veteran like our older brother. He tried to make a hunting group. We decided we had to stay home and help mom. Said she wasn’t safe alone with that blacksmith across the way.” The twins roll their eyes at each other.

“So anyways, that group went out, but they didn’t have proper weapons. One guy was using his hedge trimmer as a bill [polearm]. Disaster. Three of our fellows died, and the rest were routed. We gave up at that point. Hoped some adventurers such as yourselves might solve the problem, but after that last batch of outsider like yourself went missing, well… it’s not looking great for this place.”

The landlady pulls @Grout, hobbit aside. “Let’s get you to bed. You can go talk to that dead-poker lady tomorrow. Convince her we need help, maybe.” When out of earshot of your companions she leans in, “I got a job for you. I think someone of your obvious talents could pull it off. I loathe, and I mean really, really hate that bastard blacksmith. I don’t care how, but I want you to scare him out of town. He doesn’t deserve to die—probably—but I want him gone. You hear me?”

The barkeep sons suggest you go talk to the weird science lady yourself. They don’t know much more about her. Shall we sleep on it?
Grout, hobbit fighter Grout lets himself be led to bed. When the landlady pulls him aside he listens with interest. "Aye, I can do this fer ye. I'll chat with him in the morrow." And with that he heads off for slumber.

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Alright, we'll call that part 1. We'll see what the night and the morrow have in store next time on PBP Replay time.