Sunday 28 May 2017

Sorry for being so quiet, normal service will resume shortly!


Whispers from the Other-Verse has been quite quiet lately, well for about a week or so.  I do apologise for that, it is my fault entirely.  Normal service should resume shortly with posts coming in at around about every other day.

In the meantime, a brief explanation of what's holding things up with regards to regular posting here. This deals with some personal, but not private,  things in my life, but ones I am willing to speak of openly if you aren't comfortable reading it that is okay.  Also, this is posted here partly as explanation and partly because I find it cathartic to speak of, I am not seeking sympathy, pity or 'Hugs'.

For the last year or so my mother and myself have been caring for my elderly Grandfather.  He was born in 1916 and celebrated his 100th birthday last year.  Up until last summer, he was remarkably healthy.  He had lost the eidetic memory he was born with and had reduced his 6 miles a day walks to a more manageable 1 or 2 miles per day but he was still far more fit and well than anyone could expect of a man his age.  Sadly that ended suddenly last March when he was taken ill, one of only two serious illnesses he has had in his life up to that point, (The other being Malaria which he caught while serving in the Pacific theatre in WW2 with the Royal Air Force).  Although he recovered, he never fully recovered.  Between my mother and I and the women of 'My Choice' care agency - who I must thank immensely for all they have done, we were able to fulfil his wishes to keep him in his own home.

Sadly that too came to an end about 4 weeks ago when he had a fall during the night.  Thankfully his carers found him quickly and called an ambulance which took him to University Hospital of North Durham.  There they discovered he had not broken his hip as feared but had damaged the ligament.  While recovering in hospital he contracted the third serious illness of his life, pneumonia.  For two weeks my mother and I were at his side constantly although he was so heavily medicated I doubt he knew we were there.

He was able to recover from that as well, but again, never fully.  He has lost about half his body weight and dementia has begun to close its evil grip upon a mind that was once so sharp.  At the hospital, he was assessed several times by the reablement team but they came to the conclusion we feared most, his care could no longer be managed at home.  We were asked to begin looking for a care home that could meet his needs.  Despite our willingness to try and meet his needs we sadly lack the skills.  Hence, my mother and I have been visiting him as often as possible.  She each day and I 4 times a week.  He is beginning to settle into the nursing home now.

This has, naturally, not left me as much time for work as I usually have but my grandfather- who served as my father in every way that mattered - will always come first.

Now he is settled I will be able to take my work with me when I visit him, and should, therefore, make more time to keep on top of things.

In addition to that, a second life change has occurred this last week.

As many of you know, the Gethsemane Games cat, Gethsemane died last year and was closely followed by her brother.  The litter mates had been almost inseparable in life and it seems that even in death they sought to be close to one another.  My wife and I were devastated.  These two cats had been with us for 10 years and were the life and soul of our household.  Anyone on my Facebook page will have been sick of hearing about them!   Their loss hurt us both deeply and it is only recently that we have felt ready to take on another cat.  We determined that due to the situation with my Grandfather and the fact my wife will need another major operation this year that we would wait until 2018 to get a new cat.

Fate, however, decided otherwise.  On Tuesday we were contacted by a family a friend who knew someone who desperately needed to home a cat.  He had bought the cat, A  Bengal, 10 days previously but his other cat had become terrified of it to the point that he knew he needed to rehome the Bengal.  The local cat shelters had turned him away, each one was at capacity and so Julie had promised to ask us if we could help.

I will whenever able, always help a cat in need in any way I can.  After a brief discussion, my wife and I decided that we would give the little guy a new and permanent home.  Bengals are a lot of work, as is settling any new cat especially one that has had 3 owners in the mere 10 months since it's birth!  With patience and as much time and care as he needs we are, however, integrating the newest member of our family into our home and office.

So, please say hello to the newest member of our household, Ekanath Irving:-


Sunday 14 May 2017

(Haunts and Horrors) New Creature! Adjule

Adjules
Type: Independent Things
Among the Tuareg people of the Sahara Desert region in North Africa there are legends of strange canine beings. These creatures, variously known to the Arabs and the Tuareg nomads as Adjules or occasional Kelb-el-khela.

Adjules hunt in packs and are believed by some to have the ability to sew discord among local populations in order to make prey easier to hunt. Some students of folklore insist Adjules do not hunt humans, while others disagree.

Adjules are extremely rare and tend to be found in and around the Sahara desert especially near Mauritania, the majority of sightings are dismissed as African Wild Dogs, and they do bear a striking resemblance to them form a distance. When seen up close however the creature's unatural nature becomes more common. The patterns on an Adjules fur seem to shift slightly and disconcertingly as one watches while its eyes seem to be windows into dark and terrifying realms beyond our reality.
STR; 25-35
SIZ; 10-35
AGL; 20-50
PER; 30-50
LUC; 25-40
WIP; 30-45
Attacks: Bite 60% or more KPA 18 Worrying
Armour: None
Preternatural Abilities
Emotional Projection Range;- line of sight Area of effect;- 1 person Duration;- 1 minute per point of the users WIP Initiative penalty;- -3 IL
Psychic Drain Psychic Drain Range;- 3 meters Area of effect;- 1 person Duration;- Instant. Initiative penalty;- -2IL
Translocation Range;- 1 meter per point of the users WIP Area of effect;- Self Duration;- Instant Initiative penalty;-N/A
Other Abilities
Adjules can regenerate, recovering 1d10 lost HP each round. Also once each round the most severe wound they have will reduce by one step. This can result in broken or destroyed limbs functioning again.
This ability stops once they Adjule is dead.

Adjules are susceptible to magic and psychic attack as well as normal weapons and injuries. They do not suffer from extremes of cold or heat.

Friday 12 May 2017

(Haunts and Horrors) New Creature! Angra Mainyu

Today we have a new creature for your Haunts and Horrors game.  It is the first of a series of creatures from the folklore of the middle east, in this case, Persia.  The Angra Mainyu will be appearing in our upcoming H+H Scenario 'The Ahriman Tablets', due for release later this year.

Angra Mainyu
Angra Mainyu are dark spirits of destruction from the Zoroastrian tradition. The oldest Avestan writings seem to use the term as an alternative name for the destructive Deity Ahriman, the Zoroastrian equivalent of Christianity's Satan. Later writings begin to write of Angra Mainyu in the plural, as a range of demonic spirits in the service of Ahriman and his female counterpart Az.

These demons can be formed in various ways, some are the ghostly remains of Usij. Strictly speaking the Deava's in service of Ahriman and Az are a form of Angra Mainyu, but in game terms, the Deava's are the vastly more powerful spirits of destruction while the term Angra Mainyu is used for the lower level demonic and ghostly beings that serve Ahriman.

Due to the fact that there are several ways for an Angra Mainyu to come into being, their attributes and power can vary greatly between one individual and the next, which is reflected in the following profile.

STR: n/a
SIZ: n/a
AGL: n/a
PER: 20-70
LUCK: 20-60
WIP: 10-80

Preternatural Abilities
Different Angra Mainyu have different preternatural powers but what follows is a list of the more common ones. How many preternatural powers any given Angra Mainyu has also seems to vary wildly from 2 to 10.

Curse, Chill, Darken, Drain Strength, Dream Speak, Fright, Inflict Wound, Manipulate Object, Phantom Sound, Phantom Sound, Physic Drain, Pestilence, Plague, Possession, Silence, Strike Blind, Strike Deaf, Strike Mute, Suggestion, Warp.

Angra Mainyu tend to prefer powers that reflect destruction and darkness over all others and cannot use powers that would create something real. Thus they can not use 'The Writing on the Wall' or similar powers, as it would create something ('Writing'). The only exception is the creation of illusions.

Other Abilities
Angra Mainyu can remain invisible in dark places, even when some light is present they may remain invisible so long as there are deep, dark shadows deep enough that a human in dark clothing would be permitted a stealth roll to avoid detection. In sunlight or when trapped directly in a beam of light – or when viewed via 'Mind's Eye' or similar powers, the creatures appear as dark shadows of vaguely human form as if clad in tattered rags. They lack legs and their eyes seem to be pools of even deeper darkness.

Some Angra Mainyu may retain the ability to practice magic.

Destroying Angra Mainyu
These spirits can be driven back to whatever hell spawned them via an Exorcism, although they will use everything at their disposal to prevent themselves from being exorcised.

Sometimes the creatures are 'Bound' to unholy altars or artefacts which are concentrated to Ahriman or Az. When this is the case no exorcism will succeed until the item is found and its consecration to the dark gods is undone. This can be done by blessing it or re-consecrating it to another deity (Usually Ahura Mazda in the Zoroastrian tradition but in truth any deity that isn't tied to Ahriman will suffice just as well).

Other Notes
Angra Mainyu should be considered to belong to the classification 'Demons', even when they were created from the spirits of dead Usij.


Thursday 11 May 2017

(Haunts and Horrors) New Creature - Efreet

As promised, we are continuing our presentations of new creatures for your Haunts and Horrors Games with the Efreet.  From the mythology of the middle east, the Efreet have apeared in the folklore of the Ancinet Persians, Egyptians and bothe pre and post Islamic Arabs.  

Efreet

Aka Efrit. Ifrit, Jan
A type of Djinn in Arabic folklore noted for their strength and cunning.
In their native form the Efreet are enormous winged creature of a vaguely human form but composed entirely of fire. These creatures can be either male or female in appearance.
The Efreet can be found haunting ruins or underground places but according to folklore they may band into tribal societies with social stratification akin to the early Arab tribal societies.

Although their nature is that of fire, making them wild and destructive by nature they also have a strange tendency to seek revenge against murdered when a murder occurs near them or the body is disposed of near them. In this instance the Efrit gains the ability to assume the physical appearance of the victim. Driving an iron nail into the spreading blood or the blood stain of the fatal wound of the murder victim will prevent the Efreet from gaining the ability to take the victims form or from making revenge for the murder.

Efreet can also assume the forms of scorpions or jackals.

When in the form of a jackal, scorpion or murder victim hat form may be harmed by natural means of normal weapons, however this does not harm the Efreet itself which will reform infinite native form within an hour or so.

The djinns natural form is immune to normal weapons or harm but is vulnerable to magic.

The Efreet were spoken of in Islamic mythology and Arabic foklore gut many occult students believe they were also known to the ancient Persians.

According to Egyptian folklore the Efreet were spirits of the desert and could assume the form of a whirlwind. The Egyptians believed these creatures were servants of Set.

Although common in Islamic folklore and even mentioned in the Quran and other Islamic scriptures, Efreet are thought to have been known to both the ancient Egyptians and he ancient Persians.

Burning Man Form
STR 75- 90
SIZ 60-85
AGL 15-55
PER 25-55
WIP 50-80
LUC 10-40
Scorpion Form
RF;5
HP; 5
BI; 9
Armour; 1 point
Nip; 42% KPA; -0- Maximum Injury Level (Mil); Superficial
Sting; 70% KPA -0- Maximum Injury Level (Mil); Superficial Special; Poison.
The “Scorpion's” poison is a potent neurotoxin with an attack of 75 and a POT of 25 which has the following effects.

Level
Effect
W
The victim feels dizzy for 1d10 hours.
L
As W plus the victim looses 1-5 HP
M
The victim suffers 1-10 HP damage and becomes sick and dizzy for 2d10 hours
H
As M, plus the victim is left weak (-1 STR -1 AGL) for 1-5 days.
S
Victim loses 2d10 HP, lapses into unconsciousness for 1d10 hours and then suffers dizziness, sickness and weakness as in M
C
As S but the unconsciousness lasts 2d10 hours.
F
Victim lapses into a coma for 1-5 days.

Jakal Form
STR 30
SIZ 25
AGL 45
PER 40
WIP 40
LUC 20
BI;11
HF 10/15*
Bite 65% KPA 10 Worrying on subsequent rounds
* As a Jackal the Efreet's Horror Factor is 10 if anyone realises that they are actually fighting an Efreet, or believes it to be some other form of shape-shifting supernatural being, then the HF rises to 15.
Preternatural Abilities (Attack at 80% when used offensively)
Burning Touch Range;- Self Area of effect;- Self Duration;- 1 CR per point of the users WIP Initiative penalty;- -1I
Flight Range;-Self Area of effect;- Self Duration;- 1 minute per point of the users WIP Initiative penalty;- -2IL
Invisibility Range;- Self Area of effect;- Self Duration;- 1 min per point of the users WIP. Initiative penalty;--3 IL
Locate Range;- No limit Area of effect; N/A Duration;- Instant Initiative penalty;- N/A
Polymorph (limited) (Jackal, Scorpion, or Murder Victim) Range;-Self Area of effect;-Self Duration;-Unlimited Initiative penalty;--3 I (limited) Range;-Self Area of effect;-Self Duration;-Unlimited Initiative penalty;--3 IL
Phantom Sound Range;-1 meter per point of the users WIP Area of effect;- 1 meter per point of the users WIP Duration;- 5 CR or more Initiative penalty;- N/A
Phantasm Range;- 1 meter per point of the users WIP Area of effect;- 1 meter per point of the users WIP Duration;- As long as the creature continues to concentrate. Initiative penalty;- -1 IL
Summon Wind Range;- 1 meter per point of the users WIP Area of effect;-1 meter per point of the users WIP Duration;- 1 min per point of the users WIP Initiative penalty;- - 2 IL
Psychokinesis (New) Range 10 meters, Area of Effect, 2 Meters, Duration 1 Min per point of the users WIP, Initiative Penalty Nil
Other Abilities
Efreet are immune to normal harm or weapons but are vulnerable to magic. Their manifest forms of Jackal or Scorpion can be harmed by normal weapons but when destroyed, this has no effect on the Efreet itself other than forcing it to turn into a cloud of sand propelled by a whirlwind which then vanishes into the desert for 1d10 hours before the creature returns to normal.

Efreet also have a strange affinity with murder victims, the cause of this is unknown, however is a person is murdered within a mile of them, or the body of a murder victim is disposed of within a mile of he creature, it becomes determined to seek revenge for the murder. The Efreet gains the ability to 'Polymorph (limited) into the image of the victim and will be able to 'Locate' all those involved in or responsible for the victim's murder. I twill become obsessed with trying to avenge the victim.
The only way to prevent this is to drive an iron nail through the blood stain or pool of fresh blood that came form the fatal wound. Doing so severs this connection and the Efreet can no longer assume the victims form, use 'Locate' upon the killers, nor will it be determined to seek revenge for the murder.
Appearance
In it's native form the Efreet appears as a huge humanoid column of fire with bat shaped wings of flame.
Humans that touch or are touched by an Efreet suffer the effects of a 'Burning Touch'.
Special Note

When an Efreet is nearby (within 10 meters) flames begin to act oddly, they dance wildly, change colour or seem to bend and drift against the wind.

Wednesday 10 May 2017

(Spelldacner) New Creature! Morindiar (aka; mace tail)

Morindiar (aka; mace tail)
STR          SIZ           AGL        PER          LUC         WIP
40-80        60-70        5-15        10-25        10-30        10-30
Armour;-     7 point underbelly, 14 point everywhere else
Attacks; -    Headbutt    20-45%    KP; 29                   Stomp        10-25%     KP; = half creatures SIZ
                   Tail Lash    25-45%     KP; 32
Description; - These large, powerful herbivores have 4 short legs, circular in cross section and with four short toes on each foot.
  The creatures have broad bodies covered in tough, gnarly hide, softest on the underbelly where it is smooth.
  They have muscular tails with dense, oval, keratinous growths at the end which can be swung like a mace.
The animals wide, broad head have large mouths, filled with flat teeth.  They have small, round eyes, sunken into their heads for protection, and they have two short, broad, horns sprouting from above the eyes at a slight angle.

Habitat; - Temperate shrub lands, fens and forests across Eroon, although they are more common in the east than the west of the continent.

Behaviour; - Passive herd dwellers, they live in herds numbering between 30 and 90 individuals, for protection from predators.
They are generally quite passive, unless attacked, in which case they will lash out with their tails, head butt their attackers or stomp on anything that is smaller or closer to the ground than they are.
Seismic activity of any kind makes the creatures jittery and nervous since one of their most common predators are the tunnelling terrors.

(Spelldancer) New Creature!

Dronith
STR          SIZ            AGL         PER          LUC        WIP
40-80        40-70        10-25        10-40        10-40        10-40
Armour;-     2 point hide, 4 point wool
Attacks;-      Head butt    20-45%    KP; 13
                     Stomp          10-55%    KP; = half creatures SIZ
Description; - Dronith are large quadrupeds with short, forward-curving horns.  The creatures have large heads with wide, round eyes and large, drooping ears which they can prick up and swivel 240 degrees.  Their bodies are covered with a thick wool in the colder seasons, which they shed in the warmer seasons.
Their skins are dark brown, and the wool of the females is white whilst the wool of the males is black.

Habitat; - The natural habitat of the Dronith is fertile, temperate hills, fens and grassland, and they can be found across Eroon.  They are commonly domesticated by beast men as draft animals, sources of wool and sources of milk.  Since their meat is quite bitter, they are not commonly farmed for food, at least not where Carsen can be reared.
Behaviour; - These large herbivores are placid to the point of being docile.  With no natural predators, they have little sense of danger, and will often stand and watch dumbly as danger thunders towards them.

They are prone to parasites, especially Sanguiphage Larvae, although they are also often found in the presence of Sornth birds, which feed upon the Sanguiphage larvae and live in symbiotic relationship with the Dronith.

Dronith feeds on grass and root vegetables.

Tuesday 9 May 2017

(Spelldancer) New Creature! Thanikol

Thanikol
STR        SIZ         AGL          PER          LUC        WIP
5-10        5-10        20-50        30-70        10-30        10-30
Armour; -     None
Attacks; -    Bite    30-65%    KP; 8
                     Talons    40-80%    KP; 8
Description; - Thanikol are large birds with rusty brown feathers covering their bodies and wings.  Their tail feathers are black, and their heads, which are bare of feathers, are a brown-pink in colour. They have long, and wickedly sharp beaks, wich they use to strip flesh from cadavers.

Habitat; - Found all over Eroon and D’grathia, especially in warm climates.

Behaviour; - Thanikol can usually be found in flocks of 10-20 and are carrion feeders.  They are attracted to freshly killed, warm-blooded animals, and as such can be found where one may expect to find freshly killed warm blooded animals. (Usually in the hunting territory of other carnivores).  They will usually only descend to feed on a kill once the predator that has brought the kill down has fed and left, so they tend to eat other animals leftovers.  However, they will attack the sick, injured and dying.

Since the animals are carrion feeders, they tend to carry horrible diseases on their beaks and talons, a wound by these creatures has a +30% chance of becoming infected.

Hit Location;-
Roll Nit location
91-00 Head
70-90 Left Wing (Limb)
 51-70 Right wing (Limb)
21-50 Body  11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creatue! Sornth Bird

Sornth Bird
STR       SIZ       AGL        PER           LUC         WIP
1-2        2-4        20-50        10-40        10-30        10-30
Armour; -     None
Attacks; -    Peck    30-65%    KP; 5
Description; - These yellow birds are about the size of a small domestic cat.
Habitat; - Found wherever one finds Dronith.
Behaviour; - Sornth lives near Dronith herds, and feed upon the Sanguifage larvae that live on the larger animals.  By feeding on the larvae the birds perform a symbiotic function for the Dronith.
The birds generally live in mated pairs and are only territorial if food is scarce, so if a large number of Sornth are seen with a Dronith herd, it is a good indication that the herd is seriously infected with Sanguifage larvae.
The birds are not commonly aggressive but may peck if they feel threatened.

Hit Location;-
Roll Nit location
91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
11-50 Body
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creature! The Flying Shroud

Flying Shroud
STR           SIZ           AGL        PER           LUC        WIP
10-25        10-20        30-50        40-85        10-30        10-30
Armour;-     1 point hide on head and body
Attacks;-    Bite    30-65%    KP; 20 + Poison
                   Grapple 55-75%    Pin
Description; - These giant brown creatures can grow to a considerable size, the largest examples have a wingspan of well over 10 feet.  Their ears are large and funnel-shaped, and they have large, round eyes, above oval sensor pits that allow them to see into the infrared.  Their large mouths have two long, needle sharp fangs.

Habitat; - Flying shrouds initially evolved in the eastern, temperate, regions of Eroon.  Since then they have expanded west and can be found in temperate areas and sub-tropical forest regions of places like the kingdom of Aarr.  They avoid arid regions, such as Thule and the southern Steppes.

Behaviour; - Flying shrouds live in dark areas, such as caverns or under dense forest canopies, and in colonies of between 10 and 50.  They hunt at night and are carnivorous, hunting warm-blooded animals.  On their own, these animals will not attack anything larger than themselves, however, in groups, they will happily attack much larger prey, and there are many stores of small parties of humans or other beast men being attacked by a flock of these creatures.

 When attacking, they will swoop down on prey and attach themselves to their victim.  Only the first bite is poisonous, as their poison sacks only contain enough poison for one dose every 24 hours.
Once they have bitten a victim they will remain attached to their prey, usually trying to wrap their wings about the victim (treat as a wrestling hold) whilst they try to worry at the wound (giving them +15 to hit, and resulting in each wound after the first being to the same location).

Special abilities; -  As mentioned, the first bite of the flying shroud injects a toxin with a POT equal to the creatures SIZ.  The poison takes effect in 1-4 Cr.

Result Effect
W The toxin has no effect on the victim

L The toxin causes sluggishness in the victim for a period of 1-10 minutes. The victims AGL and IL fall to three-quarters of their usual level during this time.

M The toxin causes intense sluggishness in the victim for a period of 2-20 minutes. The victims AGL and IL fall to three-quarters of their usual level during this time.

H The toxin causes intense sluggishness in the victim for a period of 2-20 minutes. The victims AGL and IL fall to half of their usual level during this time.

S The toxin causes the victim to become completely immobile for the period of 1-5 Combat rounds.  During this time the victim is conscious but unable to move any muscle.

C The toxin causes the victim to become completely immobile for the period of 1-10 combat rounds.  During this time the victim is conscious but unable to move any muscle.

F The toxin causes the victim to become completely immobile for the period of 2-20 combat rounds.  During this time the victim is conscious but unable to move any muscle.

Hit Location;-
Roll Nit location
 91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
21-50 Body
11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

(Spelldancer) New Creature! "Cloud Snapper"

Cloud Snapper
STR           SIZ           AGL        PER           LUC         WIP
10-25        10-25        20-50        40-80        10-30        10-30
Armour;-     1 point hide
Attacks; -    Bite    30-65%    KP; 18
        Talons    40-80%    KP; 22
Description; - Cloud snappers look a lot like small Kakari, although they differ from their western cousins in that they have longer, finer heads and are a blue-grey in colour.
Habitat; - Unlike their western cousins, the Kakari, cloud snappers are found in D’grathia and southern Eroon.
Behaviour; - These aerial predators live in small colonies, usually with a familial relationship, numbering 2-6 individuals.  They nest on cliffs and mesas and hunt alone, with each adult member flying in a different direction to find prey.
They tend to take prey animals that are smaller than themselves and can be carried off.  Consequently, they rarely attack humans, although such attacks have been heard off.  They more commonly take mountain goats or hunting canines, which they will sweep down upon and try to pick off the ground.
Cloud snappers will try to kill their prey quickly, and then take it back to the nest to share with the rest of the colony.
Hit table;-
Roll Nit location
 91-00 Head
70-90 Left Wing (Limb)
51-70 Right wing (Limb)
21-50 Body
11-20 Tail (Limb)
06-10 Left leg
01-05 Right leg

2 New Titles in the GM's Maps Range!

I have added two new maps to our GM's maps range.  All items in this range are now available for publishers to use in their own products subject tot he Publishers Licence:

Publisher's Licence
Publishers, you are granted a licence to use the map in this product in your own adventures or supplement providing that you add your own content and do not re-sell this product as or as part of a product that is intended exclusively as a map or collection of maps.
If you do use this map in your product you must include in the credits 'Some maps by B F Irving,© Gethsemane Games 2017 using Campaign Cartographer 2'



Caves, natural spaces underground, have long provided shelter to animals and early humans. In fantasy games, they can make excellent natural dungeons to populate with a range of monsters and other hazards. In post-apocalyptic games, they may once again become a shelter for desperate survivors.
The caves represented in this map pack are reasonably extensive however I've left plenty of potential to expand them still further!
This map set includes the upper caves, 3 pages of middle-level caves and lower caves, for 5 maps in all making up one interlocking cave system with over 100 locations of interest.
Historically caves have also been used as criminal hideouts, cult temples, places of burial and so forth. Any of these could also be useful in your games.


http://www.rpgnow.com/product/211225/GMs-Maps-18-Caves-1?src=newest


Map-making can be time-consuming and sometimes frustrating for GMs, especially GMs with limited time to begin with. In our new 'GM's Maps' range, we will be providing a range of pre-made maps for you to use in your games.
Death comes to us all, they say. It is only natural then that it would occupy so much of humanities imagination. Through all historical epochs, we have been in turns afraid of and fascinated by death. Death cults and religions that grow up around the idea of what happens to us when we die or thereafter, are common enough in our history. It is likely, therefore, that they would be common in fantasy societies as well. If anything they may well be far more common in fantasy societies where the undead are known to be a real threat and where the acts of Gods and Demigods may be seen.

The mortuary temple presented here is based very loosely on a number of ancient sites that served a similar purpose but is not directly based on any one of them. It is ideal for fantasy worlds or even for the ruins of some alien civilisation in an SF game. Perhaps it is a construction by some post-apocalyptic death cult that has grown up out of the ruins of a civilisation lost to an apocalyptic event.

In a horror RPG, perhaps it is a site of archaeological interest.

As GM take the idea and run with it wherever your imagination takes you.
This product can be paired up with “GM's Map #9 Catacombs”, simply have the stairs at area #49 of this product be the stairs at area #1 of “GM's Map #9, Catacombs” for a rather extensive catacombs complex.

http://www.rpgnow.com/product/211450/GMs-Maps-19-Mortuary-Temple

Wednesday 3 May 2017

GM's Maps #17 released. "Stately Home"






Map-making can be time-consuming and sometimes frustrating for GMs, especially GMs with limited time to begin with. In our new 'GM's Maps' range, we will be providing a range of pre-made maps for you to use in your games.
Stately homes are usually huge, grand buildings often referred to as 'Castles' even when not built as a defensive structure or when built after the medieval period. They tend to have a long history, dating back at least to the 18th century and often further. Many of the buildings have been added to or expanded over the years.

By the 20th century, the upkeep of these buildings became so prohibitive that most either opened to the public, became owned by English Heritage or were sold to be converted to other uses (usually as hotels or exclusive golf clubs). Many more either fell to ruin or they began to operate as businesses hosting hunting and shooting weekends and other exclusive and expensive pastimes.

Some famous examples are Alnwick Castle in Northumberland which began lie as an 11th-century castle. The building is still the home of the incumbent duke and duchess of Northumberland and is partly open the public as a sort of living museum, it's gardens, including the famous poison gardens (in which every plant is toxic to humans) are a great draw. The estate also appears in a great many TV and Movie productions, part of it having been used as Hogwarts in the Harry Potter Movies among its many other starring roles dating back to 1954. Castle Howard in Yorkshire is considered one of the finest examples of Baroque architecture n England while Hatfield House in Hertfordshire dates back to 1611 and was built by the influential Cecil family.

Due in part to their great age and the imposing visage they present every Stately Home in the British Isles seems to have at least one Ghost story attached to it, and many have far ore than one.
Stately homes make a great setting for Gothic horror or mystery games, indeed their very appearance conjures up the archetypical settings for such genres. They are also ideal for hiest games since they are usually filled with antiques of great value.

Don't be limited by those genres though, such magnificent houses can be the setting for almost any type of game you can conceive of.

Publisher's Licence
Publishers, you are granted a licence to use the map in this product in your own adventures or supplement providing that you add your own content and do not re-sell this product as or as part of a product that is intended exclusively as a map or collection of maps.
If you do use this map in your product you must include in the credits 'Some maps by B F Irving,© Gethsemane Games 2017 using Campaign Cartographer 2'