Continuing from the last post post, we explore the second Skandaharian branch the Antalians as they became a hardened warrior people in the cold north. The sight of their longships has for generations been a cause of fear on the high seas and among the rich coastal lands of the south.
06 March 2025
The Known World: The Skandaharians part 2
02 March 2025
The Known World: The Skandaharians part 1
Continuing from the last post, here is the Skandaharian language tree as it developed after the GRoF. The Skandaharians are the equivalent of the Proto-Germans. The Great Rain of Fire decimated the population of the Skandaharians due to their proximity to ancient Blackmoor. Most of the tribes had become subject to the superior civilization of Blackmoor and were destroyed along with it. The few who survived were more primitive hill tribes who occupied the southern hills of modern Heldann. Three major tribes, the Goths, the Antalians, and the Vanitar, formed out of the surviving Skandaharians and expanded into the northern territories as the long winter caused by the GRoF began to subside.
The Low Goths
The High Goths
The Denagoths
01 October 2024
Dave Arneson Game Day 2024
The players were hanging out in the shady dragon inn in threshold enjoying their morning coffee when a meteor came streaking out of the sky and crashed into wind rush lake causing a huge wave.
The adventurers went to investigate and found a large object was floating in the middle of the lake. They borrowed a small boat from one of the fishermen that ply the lake. When they got closer they found the object was some sort of metallic vessel of a saucer shape. After investigating for a few minutes a hatch opened and a cyborg humanoid stepped out. They asked for help, but the adventurers told them to wait. The adventurers went back to shore and talked to the patriarch who told them to be cautious and they can negotiate in his name. So they went back and brought the cyborg to shore.
After further interaction the cyborg makes a request for several barrels of alcohol in order to repair their ship. The adventurers decide to be friendly and start arranging for the alcohol to be prepared to ferry across the lake to the cyborgs ship. One of the adventurers is given tour of the ship, learns there are 3 cyborgs in total and given a pretty bauble as payment. Meanwhile another adventurer is talking to the cyborg on shore and learns they are from a distant world but their ancestors once hailed from this world.
After all the adventurers are reunited on shore and the alcohol is ready to shipped over, they decide to ask more questions following up on a mention from the cyborgs of a "protection device." They learn that the cyborgs assumed all the people had personal protection devices that would protect them when the ship launches. They discover the launch of the ship would cause the entire valley, where threshold is, to be obliterated in an explosion and the cyborgs don't really care that this will happen as regular humans are "lower life forms." So a couple of the a adventures ferry over to the cyborg ship and confront the cyborgs there. They manage to toss one of the cyborgs into the lake where he is disabled and sinks to the bottom. They also toss some burning oil inside the hatchway of the ship which melts and disabled some of the control, the ship tilts to one side, water pours in through the open hat h and the ship also sinks to the bottom of the lake. When they return to to shore they discover the 3rd cyborg has disappeared without a trace and none of the local fisherman know where he went.
DM notes: the cyborgs are a modified version of the ooard from CM6. They are the descendants of a colony blackmoor established before the great rain of fire on the planet "Damocles" (the planet that eventually breaks up into the asteroid belt), which they call Aelos. The blackmoor colony isolated itself and focused on perfecting the technology of blackmoor over the last 4 millennia, to the point that they evolved to a point where the entire population are all clones and cybernetically enhanced
06 January 2024
Fantastic Fortress: Attacks from Below
1. Mining
2. Foundations
12 December 2023
Domain Events Generator
13 November 2023
Delvers and Denizens: Experience Adjustments
Go to the Delvers and Denizens Index
It occurred to me the other day that I've written up and been using rules that I haven't talked about here. My ideas around these posts is to catalog my thought process and the context behind my rules, as I'm writing the rules strictly as a technical or reference manual with the assumption that anyone using them already know how to play the game. I've been thinking of eventually collecting these posts in a sort of designer's notes sort of document or book to go along with the actual rule books.
On to today's topic, I have modified how the adjustment applied to a PCs experience is calculated. the idea behind it was spurred on by this post by JB. Essentially instead of lowering the values of one ability score to raise the score a PC prime requisite as outline in BX, use those other scores to give a bonus to the XP gained based based ont eh prime requisite.
I've cleaned it up into a chart in my rules, each class has a 1st(prime) requisite, a 2nd(secondary) requisite, and a 3rd(tertiary) requisite, and they each give a different bonus or penalty as follows:
| Ability Score | | Prime Adjustment | | Secondary Adjustment | | Tertiary Adjustment |
| 3-5 | -20% | -10% | -5% |
| 6-8 | -10% | -5% | -3% |
| 9-12 | +0% | +0% | +0% |
| 13-15 | +5% | +3% | +1% |
| 16-18 | +10% | +5% | +3% |
| Class | | Prime Ability | | Secondary Ability | | Tertiary Ability |
| Fighter | Strength | Intelligence | Wisdom |
| Magic-User | Intelligence | Wisdom | Dexterity |
| Ceric | Wisdom | Intelligence | Strength |
| Rogue | Dexterity | Wisdom | Intelligence |
| Sylvan Elf | Intelligence | Strength | Wisdom |
| Water Elf | Strength | Intelligence | Wisdom |
| Mountain Gnome | Strength | Dexterity | Wisdom |
| Garden Gnome | Dexterity | Strength | Wisdom |
| Forest Gnome | Dexterity | Intelligence | Wisdom |
10 November 2023
Delvers and Denizens: Index
So I realized I've written up more rules that I haven't posted here. Also it's a bit hard to keep track of what I have and haven't posted about, so I'm going to use this to index everything and provide a link in each post back to here. You can think of these post as my design development/commentary. The ideas I post about on the blog are often tweaked and refined though playtesting over the years.



