Sunday 16 July 2017

A Bit of Light(?) Relief


What more iconic building can there be for any fantasy gamer than the castle? These huge, imposing structures conjure up the very idea of medieval history or fantasy.

The term castle is usually used to mean a fortified structure that is also the residence of a noble of some kind. Across Europe, there are many varying styles of castle built by various European cultures. In Great Britain, the Norman castle is among the most common by far. Although these fortified structures often developed common features, they were not built from a standard blueprint or plan and so there are many differing plans used in their construction.

This map presents a large keep, the primary building in a castle. The full castle is likely to include a large wall enclosing an area large enough to house other, smaller buildings such as stables, granaries and so on. The inspiration for this particular castle has been drawn from several castles across the northern English county of Northumberland and is not a faithful representation of any one castle. I have taken significant artistic licence since each castle was built from a unique design rather than a standard blueprint. However, I drew most heavily on the 12th century Warkworth castle, which lies near the town of the same name. Warkworth particularly influenced the design of the ground or entrance floor of this castle although in fact in the real castle the kitchen and buttery lie on the level above the main entrance which is reached by external stairs

In times of immediate danger, local peasants or townsfolk would often be brought into the castle enclosure to help defend it and to keep them relatively safe from marauders.

Despite what years of films and TV have taught us to expect, the nobles that built and lived in these castles would maintain a fairly small standing force of soldiers – often only a handful of professional fighting men would be employed and the men of the noble family would be expected to lead them and to train hard in the ways of war. Noble men were fighting men and would usually begin learning the arts of war during childhood so that by the time they were grown men they would be formidable in combat – more than a match for any levy or pressed man in single combat. Women, too, would often learn the art of commanding troops in battle and many English noblewomen commanded the defence of her families castle while her male kin were away.

Castles were not comfortable places to live for most of the servants and staff. Far from having their own bed chambers, they would be accorded little more than some floor space upon which they could sleep.

Situating a castle was also important. They would rarely be on flat, open ground but would instead often be in commanding positions, sometimes surrounded by water or ditches, often with one or more of the approaches all but impossible.

http://www.rpgnow.com/pub_analysis.php

This 4 story castle map would make a formidable locale for any adventure.

Thursday 6 July 2017

NEW RELEASE! GMs Maps: 23 Victorian Work House

The latest of our GM's maps range 'Map 23: 18th or 19th Century Work House' is now available on RPG.now!





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.

The maps will be provided in PNG, JPEG and PDF file format, unnumbered for you to number and populate with fiendish traps and monsters as you see fit.

re sinister experiments away from prying eyes?

Workhouses were a fact of life in several countries during the 18th and 19th centuries the poor, the sick and the orphaned would often find themselves in the loveless, cold embrace of such an institution. Miserable places in which paupers and orphans would be put to work in exchange for basic accommodation and food.

Even in these lowly conditions, the inmates could not escape the rigid class structures so common in Victorian Britain and they would be divided into first and second class paupers, those deemed of 'Good character' and those deemed of bad.

With histories such as these, workhouses would make ideal places for hauntings in horror RPGs. However, imaginative GMs may come up with all sorts of ways to use such buildings. Perhaps the PCs are condemned to live in such an establishment, or perhaps they are investigating some crime committed there. Gangs of criminals may even be hiding out in such a building or, in more recent times perhaps the building is no longer the workhouse it once was but has been converted to another use?

Historically old workhouse buildings have been converted to hospitals, schools, museums, residential apartments, shop units and even civic buildings. Some were even converted into hotels.
Converted Workhouses were remodelled to various degrees to suit their new purposes.


Publishers wishing to use this map in their own products may do so subject to the following restrictions;

You may use the map in your own adventures or supplements provided you add your own content.

This map may not be resold as part of a product that is intended primarily as a map or collection of maps.

If you use this map please credit the author B F Irving and Gethsemane Games and include the line “Map created with Campaign Cartographer 2 by Profantasy Software”

Sunday 2 July 2017

(Haunts and Horrors) NEW RELEASE! The Ahriman Tablets

NEW RELEASE: The Ahriman Tablets


Set in Egypt in the 1870's 'The Ahriman Tablets' can be either a stand-alone adventure or an interesting follow up to 'The Curse of Amun Menetnashte'.

A curious find among the trade goods of the Bazaar set's the party on an arduous journey into the Kharga Oasis region of Egypt in search of a long lost temple. Thought to be a Zoroastrian fire temple dating back to the Persian occupation of Egypt, the temple hides a dark and sinister secret.

To reach their goal the party must face the hazards of the desert, both real and preternatural as a malevolent force seeks to deter them from uncovering the ancient hidden truths locked within the sand-choked ruins. Pitted against the creatures of desert folklore, the harsh conditions of the Karga Oasis and their own self-doubt the expedition's tribulations have only just begun for once they find the ancient site their excavations are troubled by yet more mysterious occurrences. The dark spirits that have lain forgotten beneath the desert sands have awoken and regarded the expedition with malevolence as they seek to keep the interlopers from learning the truth of this place.

A scenario for moderately experienced to experienced characters, designed for Haunts and Horrors but easily converted to any investigative horror RPG. Also, includes some new creatures a new preternatural ability and some new rules for your H&H campaigns.