HillTown Studio Longform Content

At the beginning of the year, I made a goal of publishing and selling an adventure. I have a handful I'm writing, but like so many other projects I have, I work on them when time and inspiration permit. Since I have the comparative luxury not to need income from them, there's no real time pressure for me, except whatever I invent for myself. But deadlines are good for my creativity, so I thought I'd try my hand at actually publishing and selling something. Enter “Dead I Am the Rat”.

You can buy it at the link below, but if you want to know more about what went into it, read on.

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I've been tinkering around with this system for a while, with little publicly to show for it. But now I want to give a glimpse of the schematic for a character class in Weardcynn. The aim here is to show how I'm thinking about classes, and how I want them to function. I owe some of this schema to Pathfinder 2e, even though it is mechanically quite different. Whether this ends up being a final product or not, I can't say.

One thing to note about classes in Weardcynn is that they are fonts of specific expertise. Like characters in many other OSR and NSR systems, Weardcynn characters have a base set of adventuring competencies: they can fight, they can camp, they can walk long distances, they can climb stuff, they can use ropes, and they know a bit about assessing treasure, plants, animals, other peoples, and typical structures. They only need an appropriate Action to deal with these if the situation requires it. But character classes take those adventuring competencies and dial up the expertise. Anyone can fight, but a Fighter is an expert at it, trained to help his companions focus their attacks on a foe's weaknesses, or bring a fight to more favorable terrain, etc. Likewise anyone can hunt game, but a Hunter can doggedly track down even the most elusive prey, including other people if necessary.

Hopefully what I've written below captures the essence of a character class so that you can tell quickly what its expertise is, and how you might play it at the table. Don't worry too much about the mechanics for the one Action that's detailed here. The Action is included to help convey that expertise, and while the mechanics do matter, they aren't the focus here. That said, I am interested in what impressions people have of how the Action works.

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“What should I prep for my session?” you ask, mere hours before the session starts. This is something that happens regularly in the DM Academy Discord. We field questions routinely about how much of anything a DM should prep.

Understanding, of course, that different games have different preparation demands, there are nevertheless some principles one can apply broadly. The five room dungeon is one example, and my go-to scale for hexcrawls is 7 or 19 hexes (a hex flower). But when sketching out preparation from the largest to the smallest scales (worldbuilding all the way down to individual encounters), I keep circling around one number: three.

A “rule of three” for TTRPG prep goes like this: Focus on three things. Zoom in or out and focus on three more things. In this way, you can build complexity without overtaxing yourself. But don't forget that most of this prep is just window dressing if it's not immediately gameable by your player characters!

Let's look at this more closely with some particular examples.

Worldbuilding

At the scale of the world, your main concerns are the shape of the world, its major historical arcs, and the people who shaped it or were shaped by it. So think of:

  • Three continents, countries, kingdoms, or regions, depending on the precise scale you're looking for.
  • Three historical eras at any or all of these resolution scales.
  • Three peoples involved. (Sure, you can just adopt the generic D&D fantasy races/species, but ask yourself: are all of these peoples the major players of every era?)

Then zoom in or out and repeat until you have a sketch of what your world looks like. One of the benefits of doing things this way is that you also get some hints on what might be interesting factions, situations, and even points of interest/adventure sites.

Campaign or Adventure

Campaigns often have a beginning, a middle, and an end, unless they are open-ended sandboxes like my current Dolmenwood campaign. But if you were following along above, you might already have some ideas on when and where to set them, as well as who might be involved. Campaigns usually zoom in considerably. For the start of a campaign, you need any of the following:

  • A place to start: a town, a forest, and a dungeon. This was the name of a Cairn game jam, but it's also a good heuristic for thinking about location building.
  • An alternative: A point of interest, a person, and a situation.
  • Some hexes, each with three things: something visibly interesting, something hidden, and something secret. The visibly interesting thing can be found by traveling there; the hidden thing can be found just by searching; and the secret can be uncovered only by gaining specific information.
  • Some people, you guessed it, with three things: a thing they know or have, a thing they want, and a thing they're willing to do to get what they want.
  • Alternatively or in addition, your people can each have: a distinguishing feature, a mannerism, and some likes/dislikes. Is that three things? I'm counting it.
  • People don't always act alone. They join groups, like factions. Make three of them!
  • Each faction has a set of resources, a set of goals (and current progress), and an attitude toward at least one other faction.
  • A dungeon. But you know what I'm gonna say? Model what it has using the same approach as for hexes, but also consider: a threat, a treasure, and a secret, perhaps something that connects to other secrets.

Encounters

Can we build encounters with a rule of three? Why not? I'd focus on these three things when setting up an encounter:

  • What are they doing now? And how will they react to the PCs?
  • How likely are they to stay and fight if things go sideways?
  • If they fight, why?

These are nothing more than “reaction”, “morale”, and a sense of motivation, which can also speak to tactics (if you know why they fight, you'll know how they're likely to fight). Use your favorite tables to determine these during play.

Okay, what about the composition of enemies in a more tactical setup? In this situation, you can think of a defense (or offense) in depth scenario. You need:

  • Front-line warriors.
  • Mobile skirmishers.
  • Ranged attackers (weapons or magic).

Which of course means thinking about what groupings go well together and create good battlefield synergies.

So that's it! A rule of three you can use for any kind of preparation. Is it comprehensive? I doubt it. There is undoubtedly more to say. Is it simplistic? A little. But layer these things on and jam them next to each other, and you get a lot of interactivity and apparent depth without too much work.

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I'm well below the heady heights of 2022, when, in my own words offered as a humorous threat, I played more D&D than I ever have before. And by D&D, I mean D&D and a whole lot of other things. Even so, I've continued to churn along with a narrowed set of games across both campaigns and one-shots.

First, the one-shots.

My greater neighborhood Discord server organizes and runs up to three RPG Fests each year. We've been doing this for several years now, having kicked off the idea in 2021 as an outdoor get-together in one guy's back yard. In the years since we started this, the Discord has grown organically, and has spilled out to include people in other parts of NYC, mostly in Queens.

2024 was no exception here. We regularly manage somewhere around 25 tables, and looking at the statistics for our last fest of 2024 (Spookyfest), I can see that we had 19 systems represented (and 19 DMs..) for our 25 games, attracting 82 people to 138 seats. Not bad! I have participated in every fest since the inception, at times running multiple games, though I've backed off of that commitment.

In 2024, I ran Old-School Essentials for two fests, one in March and one in August, and I ran Cairn 2e for Spookyfest in late October (I think my game was actually in early November). For the OSE games, I attempted to run The Black Wyrm of Brandonsford, vastly underestimating the adventure time, alas, but I have other uses for it, and The Sunbathers, which I will 100% reprise for other groups; solid module. For my Cairn game, I ran the as yet pre-published adventure Dread Hospitality, also a solid module I'd like to drop in somewhere else. (And imagine my surprise at just happening to see the author, Amanda P., pop into and out of our neighborhood Discord because the public listing for the event showed up among very few search results for “Dread Hospitality”.)

I was happy to introduce some folks to new systems and look forward to more of the same in 2025.

From a campaigns perspective, I had 3 things going on. I started 2024 with one ongoing campaign and one in need of revitalization. The ongoing campaign was Secret of the Black Crag, which I ran on Saturday evenings. It took longer than I had anticipated, and I think my players had fun with it. I reviewed it mostly favorably. I decided to make my Saturday evening game a seasonal thing, so I took the summer off to develop the next campaign, which takes place in Dolmenwood. This will continue into late Spring 2025, after which I will retool and see what comes next. There are many options!

The campaign to revitalize came about because my 8 year old Sunday group has had considerable inconsistency in meeting of late. My move out of the neighborhood impacted only choice of hosting locations, but ultimately hasn't been the deciding factor. In any case, the inconsistent meeting schedule worked against our DM for the group, and he called it quits on the game he was running for us. So I offered at the end of 2023 to run some one-shots of other things to see what stuck. OSE and Dragonbane were on the table, but ultimately they ... asked for 5e again. So I dusted off my notes for a campaign sub-setting I had introduced them to via one-shots in the past, a setting I call Underscourge, and we made a campaign out of it. In the meantime, I have transitioned them to a dungeon crawl via Quests from the Infinite Staircase, which I have loosely connected to my sub-setting by Frankensteining the super-setting (called Yer Shar), the sub-setting (Underscourge), Trilemma Adventures, other modules as appropriate, Veins of the Earth, and Quests from the Infinite Staircase into a glorious mess of who knows what! It occurs to me I should write this up more fully at some point.

This revitalized campaign structure is intended to persist into 2025. I'm also aiming for a multi-DM approach, though the structure of this beyond “run the Quests from the Infinite Staircase modules in order, one per DM” is yet to be determined. We're hoping this is a good way forward, but only the days ahead can really tell us.

2024 was a decent year for me and TTRPGs, and it's looking like 2025 will be as well.

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By way of wrapping up the previous post series, I am releasing my Dolmenwood Book of Hours as a provisionally finished product, with its own place on the web. Will I revisit it later? Probably. For now, what it contains is my own interpretation of the major saints' feast day observances around the Wood, as well as some syncretic folk observances for things that are traditionally observed, like solstices and equinoxes. I had originally written some text establishing one of the solstices as the “old new year”, but that hasn't made it into this version. Perhaps it will.

Anyway, it's all unofficial and unsanctioned, of course. Have fun with it if you're running Dolmenwood and that's your kind of thing. And if you do use it, I'd be happy to hear about it, especially if you have feedback.

Dolmenwood Book of Hours: https://www.hilltown.studio/gdw/hours.html

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Haggryme

The Fading of Winter, 3rd Month of the Year

5FriskThe Feast of St. Clister.
6EggfastThe Feast of St. Ponch.

Pluritine Observances: Release of stick, bark, and leaf boats down local waterways and making food offerings to feed the lost in hopes of guiding them home.

11MootThe Feast of St. Flatius.
12FriskThe Feast of St. Quister.

Pluritine Observances: It is customary to bring your to the local priest at mass for a blessing of the animals. Clergy make rounds among the farmers bestowing such blessings on livestock.

13EggfastThe Feast of St. Aeynid.
18MootThe Feast of St. Visyg.
22CollyThe Feast of St. Pannard.
23ChimeThe Feast of St. Simone.
25MootThe Feast of St. Sortia.
27EggfastThe Feast of St. Pastery.

Pluritine Observances: Priests and clergy visit local wells and bestow blessings on them. People makes a feast from a winter calf. The largest such observances are in and around Lankshorn.

28SunningThe Feast of St. Bethany.
29Yarl's DayThe Feast of St. Tumbel.
30The Day of VirginsThe Feast of St. Lillibeth.

Pluritine Observances: Folk fashion or buy folded paper doves on which they write their afflictions. These are offered in supplication in hope that St. Lillibeth will intervene to cure them. In Meagre's Reach, people construct a bonfire in the village square in which to offer their doves.

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Continuing from the last post, here's the Lymewald entry, with detail for the major saints' days. This is the target styling for the entire Book.

Nun holding a reliquary. Source: The Morgan Library and Museum

Lymewald

Deep Winter, 2nd Month of the Year

2ChimeThe Feast of St. Waylord.
3HaymeThe Feast of St. Gondyw.

Pluritine Observances: Blackeswell hosts the largest observance, where the people put on a pageant showing the old kings converting to the Pluritine faith and driving out the "snakes" of the old religions. Smaller pageants occur elsewhere.

9ChimeThe Feast of St. Calafredus.
15CollyThe Feast of St. Wynne.
19FriskThe Feast of St. Albrith.
23ChimeThe Feast of St. Fredulus.
28SunningThe Feast of St. Eggort.

Pluritine Observances: It is custom to keep a simple beeswax candle lit through the night, from sundown on the 28th of Lymewald to sunup on the 1st of Haggryme. This is said to help guide lingering souls to the afterlife.

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I started playing around with the Dolmenwood calendar recently, as I was gearing up for my upcoming campaign. Initially, I was just going to write down in an Obsidian page my own collection of folk and religious observances for the major feast days and pre-Pluritine holidays, but when I re-encountered Grisly Eye's vellum-doc project again, I decided to give that a whirl.

I started with House Rules but then decided to import some of my calendar entries to see how those looked in the same setup. I had already committed to using medieval illustrated manuscripts as imagery, and it wasn't long before I came across historical examples of Books of Hours, which, as luck would have it, usually include calendars of feast and saints' days. And thus was born the Dolmenwood Book of Hours.

Now, I have considerable work left to do on it, so what I will do in a series of posts here is detail each month's major feast days and whatever folk holidays I plan to include myself. Once the major saints and holidays are accounted for, I will go back and create smaller, less grandiose observances for the saints who merited only a mention in one table in the Dolmenwood Campaign Book.

The methodology for creating these observances for major saints is as follows:

  1. Determine if the saint is the patron saint of anything in particular. If so, build an observance around that patronage. If not...
  2. Try to find the blessing associated with the saint, then see if it makes sense to build an observance around that. And if not...
  3. Use the epithet attached to the saint, on the assumption that the epithet says something useful about the saint where the lore itself does not.

Since there are 34 major saints, plus a smattering of other holidays (mostly folk stuff), the work is approachable if time consuming. There are 100 saints in all, however, and since the remaining saints may have only epithets attached to them, I'll have to basically invent lore for most of them. I will take the lack of lore for these as an invitation to brew my own, knowing full well that a later supplement may obviate this effort. In the meantime, the Book of Hours

In any case, here is the list for Grimvold, The Onset of Winter, 1st Month of the Year.

Grimvold

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According to my log of scheduled events, I began running Secret of the Black Crag on 9 September 2023. We had our final session on 15 June 2024, which is about 9 months of play. We played weekly via Foundry and Discord, for 3 hours per session, missing only a handful of sessions. When I set out to run it, I could not have anticipated that it would run this long, but everyone in the TTRPG hobby knows very well how unpredictable players can be, especially in a sandbox.

We started the game with 6 players. As sometimes happens, a player or two ends up feeling overcommitted, so we lost two of those players over time, but picked up another later. By the end, 4 players always showed up, and the fifth usually did, even if they said they might not. The character roster shifted over time as well, not just from the inclusion of new players or the absence of players who could no longer make it, but also because there was character death. I'll go over some of these situations below, but suffice it to say we lost some characters, but mostly NPCs.

Before I delve into spoiler territory, let me just offer my high level review of the module. Overall, the module is well structured, with plenty of clear and concise locations, situations, and people. While I can always wish there had been a little more of this or a little less of that (and I will outline those wants in detail below), these are fairly minor quibbles that should in no way dissuade anyone from running the module. Now, I ran this most weeks with zero preparation. It was just a matter of remembering where the party was and what they were doing. While I probably could have done a little more reading and synthesis to connect situational narratives, the module worked quite well even without that. That meant I could sit down each week, fire up the Foundry server, open the book, grab my timekeeping notes, and go. Minimizing between-session prep is crucial to keeping DM burnout at bay, especially as I also have been running a second campaign that requires more work.

Black Crag is tonally consistent and oozes gameable flavor. It's generally light-hearted, occasionally silly, and suitably weird in places. There's a lot of treasure, and a lot going on, which is how we got 9 months of play out of it. I had a great group of players who leaned into the humorous and absurd and helped shape this into something I doubt anyone would even accidentally replicate in their own playthrough. Additionally, things like weather and the various kinds of encounters felt suitable for the location. Many of the random and placed encounters offered fun surprises and made for good longer term situations for the players to interact with. Interaction overall was good in the dungeons and on some specific islands, and there was a lot to keep the players busy.

Now, on to the spoiler territory. Stop reading here if you don't want spoilers.

The party decided to retire with some 40,000 gold pieces worth of treasure and possession of the Scimitar, Captain Janzoon’s ship, after having freed Gyara and earned the gratitude of Morgawra. Their ultimate retirement plan was to build a settlement on Skeleton Cove, Nereus’s island, since they had won him over through lots of interaction. They did not go back into the Black Crag, so it’s left to future adventurers to see what other secrets lie below. The simmering war between the slageela and the nephroids was left unresolved, though freeing Gyara dealt a mighty blow to the slageela, who were planning to summon their Nameless Avatar to annihilate the nephroids.

I would have loved to see more detail in the situational rivalries between the various factions. There was ultimately enough there for me to work with, but between the merfolk, the slageela, the nephroids, the sea dragon, Nereus, and Red Roger Rathbone, I would have liked details on what these factions wanted with each other, and why they had such enmity. I still don’t quite understand what the neprhoids were up to, which may stand as the ultimate secret!

Some stuff that was unique to our game: One PC, having been possessed by the spirit of Black Tom, ended up in a weird situation. The party had purchased a “poison cure” from Mama Fortuna early on, which I had decided would work as a monkey's paw. A chance encounter with some pit vipers while searching for sheep on Nereus's island (they wanted milk for a dish they wanted to cook for the cyclops) resulted in the “death” of the possessed character. A quick administration of the “cure” then resulted in the transformation of that character into an undead body with the original soul attached (thanks Journey Quest for that idea). He slowly decomposed, losing and reattaching limbs until his charisma fell below 4, at which point he became a mindless zombie and turned on the rest of the party. I also decided that the presence of Janzoon's ship in the Crag was the animating magic for all the coral skeletons, and the waters in that chamber were healing in a way that made dead people into coral skeletons. At some point the party had two undead PCs (the aforementioned fighter, previously possessed, and the cleric, which really impacted the party's healing capacity), one undead NPC, and one undead parrot. Out of these, only the undead cleric and the parrot survived.

More specifically, I have the following quibbles.

What would I have liked to see done better? Or, what might you want to do to supplement this if you plan to run it? This is pretty subjective, but here’s a list:

  1. Some new classes would have been welcome. A pirate, for instance. Or reskins of existing classes. (Or see #2)
  2. Some ways to help DMs and players integrate the tonally different OSE classes into a pirate game would have also been very welcome.
  3. The starting assumption of PCs as outsiders required some choices about how to arrive and what kind of vessel the party might have already had access to. Some priming here would have gone a long way.
  4. The navigation procedures are thin in OSE and could have used a more robust subsystem. I made one that works for me, and will look to refine it.
  5. Additional wilderness procedures would also have been good. I pulled fishing, foraging, and hunting procedures from Dolmenwood, but it clashed in some ways. I'd recommend some system agnostic fishing and foraging and hunting tables.
  6. The seas felt a little empty, and maybe could have used additional chances and types of encounters, though what was there was often quite engaging.
  7. Land navigation on the island relied entirely on the OSE encounter procedures, and were fairly generalized. Most of the islands weren’t very interactive outside the main points of interest.
  8. I would have LOVED a table for “What’s Nereus Doing Now?” The players really liked Nereus and spent a lot of time with him, cooking food for him and otherwise befriending him. Having a range of different habitual activities would have been fun.
  9. Similarly, they spent a lot of time in Tatunca Village. A table to generate random villagers would have been more useful in the long run than the pirate generator table.
  10. Which also is to say that the pirates themselves felt a little sidelined. They just rarely came up as an issue or presence outside of Port Fortune.
  11. The Black Fish / Ancient Vessel doesn’t seem to work well with the sailing mechanics on offer, and while not impervious to weather, far less left to its mercy (especially wind speed, since the vessel has no sails). We had to make some guesses as to how the thing operated and under what conditions.

None of this is insurmountable, but if you're going to run it, perhaps you want to take this list into account.

Anyway: Good adventure, players had a lot of fun with it.

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I was originally going to write about how the existence of gold-hauling, tomb-spelunking, monster clearing adventurers spoke to a world that was fundamentally broken. I think this is mostly true, but it's only part of the story. Worlds that support semi-independent adventurers are usually broken at the interstices, like fault lines building pressure ready to rupture. Mountains are made and destroyed in such places, and likewise many of our most storied mythical heroes are forged in them. What we rarely have in the real world is unoccupied space, a place that is livable now, but where nobody has ever lived, though at times in various places we might have arrived to where nobody currently lived. Such pristine wilderness is the stuff of pure myth. So we're left with the interstices, the places where civilizations meet, amicably and otherwise.

But what are heroes, then? There are always those among us who are, by nature or nurture, ready to walk into dangerous places to do dangerous things. But the point is they are among us, as members of society. Historically, did such people, having survived their earliest adventures, arrive at a place leading some army, prepared to build minarets from the skulls of their enemies? Fine, but in that case are they not the heroes of another social order? Did our ancestors lead such armies? Then are they not our heroes as well? The heroic in such cases has nothing to do with right, good, or just. We assign those terms when they fit our purposes.

The point about this is that under ideal conditions, we often are able to channel our monsters into something that is somewhere between neutral and helpful, to transform those who would do violence from monsters to heroes, or, in other parlance, to beat our swords into plowshares. But the transformation to heroes does not make them not monsters, nor does defanging them render them inert. The moment their adventurous impulse exceeds the opportunity to pursue it, they turn on society. And the moment society provides gaps in its social conditioning, monsters begin to fill the crevices. We possess many archetypal stories of heroes forced into lives of thievery to survive. We are bad at predicting the contours and crevices born of unintended consequences, and therefore all manner of social ill persists within them. These are the internal interstices, the places where a society's internal conflicts meet.

To reinforce this point, let us turn to a useful term which, in its original apparent (cited) uses, probably did not contain the dichotomy articulated here, and in fact is a source of debate among scholars. In Old English, the two possible definitions of aglæca are 1) ferocious fighter or formidable opponent, and 2) a miserable being, wretch, or monster. The seeds of heroism lie in the first, which is a poetic origin of the term, but the true poetry here is that the term can be at all tied to the second, that these might be two sides of the same coin.

Now, hero-building is indistinguishable from other socio-political projects, including myth-building, state-building, and nationalism. If it were, historical leaders would not have spent so much time tying their own sense of heroism to the heroes that came before them. We cannot ignore or dismiss as inconvenient the fact that that leaders throughout history invent entire genealogies to turn their claims to power from mere might to successional legitimacy. They are not, they claim, mere monsters, villains sacking cities for their riches, but instead legitimate successors to the heroes of old, carrying on their legacy. But of course they are both.

And finally, we cannot elevate such heroes without the conditions that produce them in the first place, and that is where our humble adventurers thrive. Most will never bear the title, but their ends and means are all the same. They are the sick souls of a sick world, and if they are tools or weapons to be wielded, we would do well to remember that they cut whichever way they swing.

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