I had hoped to have this extra content out for the greatest national holiday in the world. I missed that deadline by three days. As a little bonus content for people with a copy of Scenic Dunnsmouth, here is a generator to add some more feuds between the towns inhabitants. The idea being to ensure that no new rolls of the dice or drawn cards need to occur. You can even retroactively add these conditions to a Dunnsmouth you've already generated if you wanted to. While finger pointing and fires are already the norm once players get involved, this can get the town even more riled up for the PC's arrival.
Wheel of Shenanigans
wheel works as follows. Any time a result specifies a “friendly”
family, it is the family counter-clockwise on the wheel. Any time it
lists a “rival” family it is clockwise. They are indifferent to
the family opposite. If there is no “rival” family, use the
“indifferent” family. If there is still no match, ignore it. If
there is no “friendly” family use the same family. If there is
still no match, ignore it.
Dunlops dislike the Duncasters for being hillbillies but pretending
they are equals, but respect the quiet dignity of the Van Kaus. They
dislike the Samsons as hillbillies, but accept that the Samsons at
least “know their place”.
Duncasters dislike the Samsons for being assholes, but like the
generally wholesome Dunlops (if a bit snooty). They find the Van
Kaus cold and aloof and don't really know what to make of them.
Samsons hate the Van Kaus for being foreigners, but generally trust
the Duncasters as being authentic and the most (after themselves)
grounded family. They know the Dunlops are also local but don't
really give two shits because they still act snooty.
Van Kaus fear the Dunlops as the Dunlops have money, and thus
potentially power. They consider the Samsons as posing the least
threat. They are not sure how to react to the Duncasters, who on the
one hand are as disorganized as the Samsons, but also hold the
potential to become morally outraged and dangerous.
comes the shenanigans. For every home with a result of 1 or 6 (do
not count Magda or Uncle Ivanovik), it has a matching shenanigan
(change chart to taste)
This household has a petty feud over an imagined slight with the
highest ranking rival family.
This household owes a debt of honour (or equivalent) to the nearest
There was a past (secret) romantic entanglement between a member of
this household and the rival household with a card value closest to a
Queen (ties go to the closest)
This household is owed the Dunnsmouth Die Total in copper pieces from
the lowest card household of a rival family.
This household is responsible for breaking a boat from the furthest
away household of the same family. Tensions are high about replacing
The oldest member of this household is enraged at the youngest member
of the furthest away friendly household for suspected vandalism. If
the the friendly household's die result is even then the vandalism
was their fault.
This household and the nearest indifferent household are at odds over
a piece of treasure they found in a swamp. If this household has an
even die result, the treasure is currently in their possession. It
is a large carved stone idol of a pig, standing on its hind legs and
staring on the sky. It is worth 140 silver pieces to a collector,
but is actually from an old Roman ale house and is not a religious
idol. The two household's will attempt to keep stealing it back.
This household borrowed a teapot from the nearest friendly household
and has not returned it despite being asked like forty different
times. This household is now holding onto it out of spite because
they don't like the tone of the nearest friendly household.
There is a reluctant friendship between the youngest member of this
household and the youngest member of the rival household nearest in
card value (ties to the closest)
The three nearest households are not on speaking terms with this
household after someone in this household got drunk a couple months
ago and shouted into the swamp what they thought about their
A member of this household and a member of the rival household
furthest away recently got into a fist fight over a chicken they
found in the swamp at the same time. The chicken got away and both
sides threatened murder.
The oldest member of this household wants to kill the oldest member
of the rival household nearest in card value to a 3.
The furthest away household of the same family is owed 40 copper by
There is an Edsel sunk into the mud nearby. It is 90% rust at this
point. This may not seem like a shenanigan, but this is still all
Happy Birthday to the greatest country I currently live in! Today also marks the release of the second of my promised "Fat" books, full of all the in game content I use to run games. The previous was "Rampaging Monsters" , this endeavour is for easier generation of wizards. NGR uses a spell template system to make quickly generating a spell easy, but assigning a lump of them to an NPC wizard still took more time than I would like (i.e. greater than 30 seconds). Hark! A Wizard! is a generator to give a series of grimoires to a wizard to quickly give her a selection of thematically appropriate spells. It also makes player generated adventures that much easier to run by giving a list of mystical tomes a player can set about trying to hunt down (as well as what type of people are liable to have the tome).
The work features art and layout by the very talented Alex Mayo.
Honestly, the name alone sold me on it. Much for the same reason I bought tickets to go see "Shoot 'Em Up" and "Snakes on a Plane" in theatre. Honesty about what is in the tin works wonders on me. I also know that doesn't work the same for everyone. So I figured I would take the time to promote this gem for those who require a little more information.
This is my favourite adventure I have read all year. It is a pair of two main adventures/schemes that are in conflict with a couple interesting red herrings and a couple of "side quests" that are in fact byproducts of one of the main adventures. Very sandboxy, but there are timelines and schemes that progress if the players decide to do nothing.
My favourite aspect is that all of the weird goings on boil down to choices and game decisions. There is a haunted house with a terrible item. The item gives you macabre benefits, with drawbacks if you don't appease it. The players can throw it away at any point, but it is a pure monkey's trap. Most wont (at least for some time).
The titular "Evil Wizards in a Cave" have a scheme going on that involved them thieving a relic from a monastery. The monastery has its own goings on that that theft has interrupted. There are rampaging monsters going about that are destroying the countryside. Stopping the monsters will lead you back to the previous schemes.
All of the hooks are then tied to all the other hooks in a nice web, the outcome of player involvement is based on what priorities the players have.
I interrupt your regularly scheduled programming to let you folks that Neoclassical Geek Revival's 5th edition has been released. As always it tidies up confusing rules a bit, smooths out some bumpy areas, and has marginally better layout.
But this year is a little bit different. I will also plan to be putting out several different versions of NGR 5th edition. Rule wise they will all be the same, but you will hopefully have some variety in art and layout. A physical print run is in the cards, though it will probably be smaller this year as I will almost certainly cave and have a version available as POD for you plebeians who want a book they can coat in cola and pizza grease without feeling bad.