Thursday 30 April 2020


After much to-ing and fro-ing I finally managed to get the digital editions of PARIAH out to its backers earlier today. When I put the manuscript together last month there was a LOT of material that simply wouldn't fit, and in between doing layout, working and avoiding the plague I assemble a lot of this surplus material into a series of supplements.

The first one off the press is the tactical supplement, being a compendium of combat rules and other stuff. Because mostly they're recycled rules from B/X, BECMI, 0e and 1e (plus some other stuff) it's available for free at the following link:

Contents include:

* playing on hex grids
* stealth and listening
* damage reducing armour
* Aerial combat
* Old-school turn based initiative
* Death & dismemberment
* Random combat events
* fighting defensively
* Stat damage

Cover image courtesy British Museum.

If you prefer a google doc, have  a look here:

Tuesday 28 April 2020


If you haven't yet read it, go and take a look at Arnold Kemp's Encounter Stew post over at Goblin Punch because it really is much more elegant than my version:

Google dice, uploaded to my google blog via my google android phone. Sleepwalking into dystopia...
I really loved the mechanic of encounter stew, not just for its elegance but also for its spectacle: we each chucked a die into the bowl with the same gay abandon of adventurous 40-year-olds tossing car keys at a party hosted in the house that grows pampas grass on its front lawn.

I ran it a few sessions, but then thought about making a few alterations to squeeze it into the skill attribute check/ skill system I'd built for my table, and then followed with some setting-specific encounter tables.

Monday 27 April 2020

Sunday 26 April 2020


While I've been waiting for the proof copies of PARIAH  to get back from the editors I've had a lot of fun playing with Goblin's Henchman's HEX-FLOWER COOKBOOK, currently available on DriveThru RPG for PWYW. It's a really versatile tome containing an introduction to this very unique generative system.

Download it here:

I've realised over the past few weeks that I'm a much poorer communicator than I thought, so I will spare my own convoluted and poorly structured analysis of How This All Works and Why It Is So Good, and instead share a few of the little wilderness generators I built using this system.

If you're on twitter you may have already seen these. This first one was for generating the environments in which I imagine PARIAH might take place, though I think hot humid climes feel more palaeolithic than neolithic to a lot of people, so I followed it up with two more.

This one might be a bit too much of a kitchen sink, as I've tried to replicate how a fertile river valley with wetlands and occasional mangrove-type jungles can sit in a arid plain, perhaps flanked by rocky highlands? Also, I'm unsure how to generate rivers using a hexflower engine. Any ideas or thoughts?

The above hexflower engine sort of had Mr Screw-on-Head's hexcrawl generator in mind, which is available for your here (with my notes available here

If you want to see how you can make this sort of thing work for you, I suggest downloading both the Hex-Flower cookbook linked above and In the Heart of the Unknown, a procedural adventure also by Goblin'shenchman and available here:

To get a feel for laying out a hexflower engine, I first copied out a draft of GH's hexflower in the above adventure. Here's my interpretation of In the Heart of the Unkown's terrain generator with a bit of a Siberian shaman bent:

If this all looks like some weird eldritch sorcery to you, have a look at GH's video talking us through how to run In the Heart of the Sea:

Lots more stuff to follow in the next few days. Hope you're all weathering the pandemic.

- Sofinho


If you like this particular map style (i.e. BECMI Gazetteer)I've created a PSD file for you to download here: