We’ve been making a lot of progress over the past few days since we last updated y’all on the progress on the current build of Bloodfall. We were stuck with very little progress for a little while as we had to do multiple passes on the Profession systems and progression in order for them to make any sense. In the next few days we should be able to finish up designing all of the Novice Professions and all of the Origins. The entirety of the Magick system will take a bit longer but we have made considerable progress and are almost finished with everything that we need to open back up the Bloodfall Open Table. The major factor now which progress might be slow on is the Faction system but we have made considerable strides behind the scenes in perfecting that. I hope to have another update early next week. It does look like we will need to delay the restart of the Bloodfall Open Table until the week of the 15th but I assure you it will definitely be worth the wait! If you like what you see here, reminder that I do have a Patreon and the support helps bring more content to the blog and makes developing Bloodfall all the more easy, plus you get to see everything except the Dungeon24 posts early!
Tag: tabletop roleplaying
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Area A4: Library
This library of ancient arcane and religious texts is shockingly well preserved. The scroll racks that line the walls are perfectly preserved, only showing the slightest sign of aging at all. The room looks very well traveled through, any PCs that make a DC 10 Spot check will realize that no dust has accumulated on any of the shelves or tables and that there are warm embers in the fireplace. The tables are slightly ink-stained, as if someone had been using them to copy manuscripts in the recent past.
Treasure: In the chest on the southern wall there is 40 platinum pieces and a scroll of color spray. The chest is locked (DC 15 Open Lock) and the lock contains a poison needle trap.
Poison Needle Trap: CR 1; mechanical; touch trigger; manual
reset; Atk +8 ranged (1 plus greenblood oil poison [Injury DC 13, Int Dmg: 1 Con, Sec Dmg: 1d2 Con ); Search DC 22; Disable Device DC 20.
Door: Stone (Hardness 8; 60 HP; Break DC 28) Locked (DC 28 Open Lock); the key is in another dungeon room (will update this once that room has been keyed). -

AREA A3: Cloister Dormitory
The remains of the dormitory are strewn with rotted beds, broken tables, and shredded fabrics. The chimneys of the dual fireplaces in the common room have long since been choked with debris.
Monster: A darkmantle (Spot DC 20) hangs from the ceiling in the center of the northern bedroom. It will drop on the first PC that it notices pass under its lair. -
The response and support even just over the past day has been overwhelming, glad to see so many people excited to do this again this year. These sorts of things are always very fun to participate in and I can’t wait to see what everyone else is creating.
Area A2: Temple Courtyard

This courtyard was once a lush garden with a beautiful central fountain surrounded by four statues. What was once the fountain now lays broken and dry but the small statue of the three-headed Hecate still lays in the rubble. Surrounding the ruined fountain there are four statue on plinths.
Northeast Statue: This statue depicts a young woman carrying a torch in her left hand. An inscription on the plinth reads “Phosphoros, Dawnbringer” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check.
Northwest Statue: This statue depicts a blindfolded young man holding bronze tablets in his right hand. An inscription on the plinth reads “Hermes, brother of Sofia” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check.
Southeast Statue: This statue depicts a young woman holding an open scroll above her head with both hands. An inscription on the plinth reads “Sofia, the Third Face” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check. Below this statue a humanoid skeleton is slumped against the plinth holding the remains of a torch and a dagger.
Southwest Statue: This statue depicts a young woman in the armor of an old Eltarian foot soldier with a spear in her left hand, a shield strapped to her right arm, and a spatha at her belt. An inscription on the plinth reads “Soteria, the Guardian” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check.
Door: Good Wooden, Hardness 5, HP 10, Locked DC 20 Open Lock (break DC 15). The lock on this door is a steel bar run through two rings with a 10 inch long combination mechanism that has five disks and an inscription in ancient Eltarian that reads “Holy Sibling” (DC 20 Decipher Script) (answer: Hermes). -
It’s been a busy holiday season over here at Red Lily Adventuring! I’ve been hard at work revising Bloodfall. It’s amazing how creative projects can change from their original intentions. The game is now much more a homage to the old Stormbringer RPG and old Warhammer Fantasy along with the very solid and obvious AD&D influences. The current version of the rule is about 1/3rd or so done, so I expect to have enough to start running playtest sessions and my open table again by somewhere in the second week of January. Hopefully that means the full rules will be done some time in mid to late February. Cross your fingers!
In addition to the long term Bloodfall project, I’ve been working on a lot of stuff that will be going up on the blog very soon. Continuing the Setting Up The Sandbox series with some thoughts on settlements and low level domain play and a few new surprises. I also hope to be able to post a new detailed hex with a small dungeon once every week in 2024.
Finally, I’ve been working with a couple of friends and we have a very exciting project planned for early next year. We will be kickstarting a setting guide and domain game supplement for Pathfinder 2e sometime around early March. So be on the look out for that.
I hope all of you have had a wonderful holiday season and that your 2024 is productive and filled with joy!
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My initial guessed date of having a decently finished product on the Rules Compendium for around Christmas is going to need to be pushed back into probably early February as after playtesting and a lot of internal discussion we have decided to go into a heavy set of rewrites. The largest is switching from a Traveller style 2d6 system to a roll under percentile system lightly based on Chaosium’s Basic Roleplaying Universal Game Engine (the one that powers their in-house games) for a multitude of both design preference and boring legalish reasons. We are excited then to be able to publish Bloodfall under the ORC License when it is ready to see the light of day. Along with this underlying system rewrite comes a whole slew of things which we are excited to change to make for a better play experience. To hold y’all over while we work on this, here’s the first of many sneak peaks attached to this post. I hope to have another Setting Up The Sandbox post up next week. Happy gaming this weekend!
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Step 2: Place Rivers
I won’t pontificate for too long on the placement of rivers. It is possibly one of the most discussed subjects in the whole topic of producing maps for fantasy roleplaying games. I will therefore remain concise. It is recommended that you place rivers in ways that make good sense and set them up to flow downhill into larger bodies of water. Lake hexes (bodies of water that take up at least one whole 6 mile hex should have at least two rivers leading into them but feel free to exercise your own judgement.
Step 3: Placing Settlements
Now almost just as much ink has been spilled in the tabletop blogosphere about cities and settlements. The system that I’m about to describe here isn’t necessarily breaking new ground but I am going to be synthesizing several ideas in this system. The main things that I’m drawing upon are Medieval Demographics Made Easy, Traveller’s Universal World Profile, Welsh Piper’s Cities & Settlements article and Medieval Demographics online tool, and this article by Bat in the Attic about using the UWP in a fantasy context.
The Universal City Profile (UCP)
The Universal City Profile, or UCP as I will call it from now on, is an alphanumeric code that is intended to portray a brush over of information on the hex map to make it into a more useful tool for running at the table. The UCP read as follows:
Resource Potential (RP)
The Resource Potential score is determined by rolling 2d6-2 to produce a range of 0-10 (A). This represents how rich in non-agricultural resources the area the settlement is built on is.
Local Water Supply (LWS)
The Local Water Supply score is determined by rolling 2d6-7 and adding or subtracting the appropriate modifiers to produce a range of 0-10 (A). Add +6 if the settlement is within 1 hex of a river. Add +4 if the settlement is within two hexes of a water hex. Add +2 if the settlement is in a forest hex. Subtract -1 if the settlement is in hill hex. Subtract -2 if the settlement is in a mountain hex. Subtract -6 if the settlement is in a desert hex. This value is automatically 10 if the settlement is in a swamp hex.
Local Agricultural Potential (LAP)
The Local Agricultural Potential score is determined by rolling 2d6-7 and adding the Local Water Supply score to produce a range of 0-10 (A). This represents how fertile the farms and herds which are managed immediately outside the settlement and are used to feed the people of the settlement.
Population/Settlement Class (SC)
The Settlement Class of a settlement is determined by rolling 2d6 and then adding the appropriate modifiers based on RP, LWS, and LAP, as well as its proximity to other settlements, as detailed below. This will produce a range of between 0 and 15 (F). The minimum population table is in units we will call families, which consists of 5 people.
If the settlement’s RP is 2 or less, subtract one. If the settlement’s LAP is 2 or less subtract one. If the settlement’s LAP is 3, 4, or 5, add one. If the settlement’s LAP is 6 or greater, add three. If the settlement’s LWS is 0, subtract two. If the settlement is adjacent to a settlement with a Settlement Class (SC) of C or higher, subtract six. If the settlement is within two hexes of a settlement with a SC of C or higher, subtract three. If the settlement is adjacent to a settlement with a SC of 9, A, or B, subtract four. If the settlement is within two hexes of a settlement with a SC of 9, A, or B, subtract two. If the settlement is adjacent to a settlement with a SC of 6, 7, or 8, subtract two. If the settlement is within two hexes of a settlement with a SC of 6, 7, or 8, subtract one.
Fortification Level (FL)
This signifies what sort, if any, of fortifications (castles, keeps, etc.), that the ruler of the settlement lives in. This is determined by rolling 2d6 and adding the appropriate modifiers as detailed below.
If the SC of the settlement is C or higher, add six. If the SC of the settlement is 9, A, or B, add four. If the SC of the settlement is 6, 7, or 8, add two. If the SC of the settlement is 3, 4, or 5, subtract two. If the SC of the settlement is 2 or less subtract four.
A score of 12 or higher indicates a FL of A, which means that the settlement contains a full Castle (an internal Keep and surrounding curtain wall). A score of 11 indicates a FL of B, which means that the settlement contains a standalone Keep. A score of 10 indicates a FL of C, which means that the settlement contains a standalone stone Tower. A score of 9 indicates a FL of D, which means that the settlement contains a wooden Hall or Manor House. A score of 8 or less indicates a FL of X, which means that the settlement contains no such fortifications.
Wall Level (WL)
This signifies what sort, if any, of wall or fence encircles and encloses the settlement. This is determined by rolling 2d6 and adding the appropriate modifiers as detailed below.
If the SC of the settlement is C or higher, add six. If the SC of the settlement is 9, A, or B, add four. If the SC of the settlement is 6, 7, or 8, add two. If the SC of the settlement is 3, 4, or 5, subtract two. If the SC of the settlement is 2 or less subtract four.
A score of 12 or higher indicates a WL of A, which means that the settlement has a high stone Curtain Wall. A score of 11 indicates a WL of B, which means that the settlement has a wooden Palisade. A score of 10 indicates a WL of C, which means that the settlement contains a low stone Fence. A score of 9 indicates a WL of D, which means that the settlement has a Hedge. A score of 8 or less indicates a WL of X, which means that the settlement has no such Wall or Fence.Government Type (GT)
This score indicates what sort of system of government that the settlement operates under. This is determined by rolling 2d6-7 and adding the settlement’s SC.Government Type Table Score Type 0 Clan Patriarch/Matriarch 1 Council of Clan Elders 2 Aristocratic Oligarchy 3 Athenian Style Democracy 4 Temple Complex Rule 5 Aristocratic Republic 6 Feudal Noble 7 Colonial Charter 8 Bourgeois Republic 9 Centralized Bureaucratic Republic 10 (A) Tyrant/Dictator 11 (B) Petty King 12 (C) Federation of Freemen’s Guilds 13 (D) Theocratic Republic 14 (E) Theocratic Dictatorship/Kingship 15 (F) Inquisitorial Oligarchy Law Level (LL)
The Law Level (LL) of a settlement indicates how much the authority of the ruler interferes with the lives of its inhabitants, what sorts of weapons that PCs can carry in the settlement, and is used as a modifier on certain sorts of checks. It is determined by rolling 2d6-7 and adding the Government Type to produce a range of 0-10 (A).
A LL of between 0-3 means that PCs can carry any sorts of weapons openly in the street. A LL of 4-7 means that PCs can carry swords and daggers but cannot openly carry weapons of war (polearms, spears, hammers, etc). A Law Level of 8 or higher means that PCs may not lawfully carry any weapons other than daggers, which must not be carried openly.Technology Level (TL)
The Technology Level of a settlement indicates the level of technology that the settlement has access to and produces. For our purposes, this will always be 5, which indicates a level of technology consistent with the period between 1000 CE and 1300 CE. -
The takes “D&D has a problem letting go of its wargaming past” or “tabletop roleplaying games emerged out of wargames” have been uttered online so many time that it would probably be impossible to count at this point. As an avid wargamer and ttrpg referee, I take a major issue with two parts of both of these takes. Firstly that tabletop roleplaying games ever stopped being wargames and secondly that it would be a bad thing if they were still or that they were at one point. My thesis here will be that D&D (and most ttrpgs besides certain branches like those derived from Apocalypse World) are as a matter of fact still a kind of wargame and that this is a good thing.
Firstly, and this isn’t really an argument but I will dive down into it in this paragraph anyways, wargames are just good fun. If you haven’t for whatever reason, I recommend trying out a wargame. Of course Warhammer dominates the market space but Parabellum’s Conquest or the ASOIAF wargame are both great for those who might want more grounded fantasy and a personal favorite of mine is Privateer Press’s Warmachine, which is for the Iron Kingdoms setting (as an aside the 3.5 Iron Kingdoms books are a favorite of mine that I still use in my 3rd edition campaigns). There is a great deal of fun to be had in an afternoon of wargaming with friends.
Secondly, and I think that this is more the argument that supports my loose thesis here, large amounts of roleplaying already take place in the playing of a wargame. You need to place yourself in the mindset which you do not regularly inhabit, that of a commander of armies. Furthermore, a lot (and I mean A LOT) of wargamers take playing to the lore, style, and identity of their chosen factions very seriously (one just needs to experience the ire that Warhammer players display at Games Workshop when they feel a rule doesn’t adequately express their faction’s style). They take great pains to paint models with minute details like rank insignia, squadron emblems, etc. Many even write up histories and service records for important miniatures and OCs that they have created in the settings and through play.
Many, many wargames over the years have even created campaign systems by which to track the service of units, advance both units and heroic characters, and provide context to individual matches. As a matter of fact, this is an old tradition in wargaming which proceeds roleplaying games (and is directly where the idea of campaigns and campaign records comes from). The original D&D rules originated, as we all now know, from Arneson’s Blackmoor table, which occupied a part of the map of the larger Castle & Crusade society. These are the sorts of systems and tendencies within wargaming that roleplaying games relied on to emerge in the first place.
Okay, so we have now established that the line between wargames and roleplaying games is fuzzy at best and there is a very clear through line from campaigns within wargames into the style of roleplaying games. But why is this a good thing? Well to put it simply, the average modern roleplaying game is an individuated, alienated experience. This only becomes more true as roleplaying games and roleplayers try to differentiate themselves as “not at all like” wargames and wargamers. Embracing this legacy and the through-lines between wargames and roleplaying games, or rather as I contend collapsing the borders that we have erected between the two hobbies, is the path to creating a truly social, collective hobby.
Sorry this got a bit rambly at spots, this is less an essay and more a collection of loosely formed thoughts that I delve into as I work on the final version of Bloodfall. Thanks for reading and I hope to have the final version of the Bloodfall Rules Compendium ready for launch by Christmas time.
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As I’ve been working on Bloodfall and prepping for an old school sandbox campaign that I’m trying to start soon I have become increasingly troubled by the problem of hexmapping and enamored by the old Judges Guild Wilderlands products that I’ve had in my library for years now without much consideration. After a lot of time, consideration, and pursuing both Reddit and every OSR blog I could find, I have devised a very idiosyncratic and probably overly detailed system of creating a hexmap that serves my purposes. I was especially inspired by Welsh Piper’s Hex-based Campaign Design posts, Engine of Oracle’s Random Terrain Tables For Fantasy Hexcrawls, and Bat In The Attic’s How To Make A Fantasy Sandbox. Did the world really need another series of blogposts about hexmap generation? No, it probably doesn’t but alas here we are, for I am cursed with this affliction by the undying forces of Chaos! Hexcrawling and souls for my lord!
In this system hexes have three types: world (30 miles), regional (6 miles), and local (1.2 miles). This gives us world hexes with an area of roughly 780 square miles, regional hexes with an area of roughly 31 square miles, and local hexes with an area of roughly 1 square mile. Each world hex will consist of 19 whole and 12 half regional hexes, (the same goes for the number of local hexes a regional hex contains. If we wanted to go further we could break down the local hexes into an equal amount of roughly quarter mile “subhexes” with an area of roughly 14 hectares but I have seen no general reason to do this as of yet.
To start we will use Template A (found in the zipfile at the end of this post) which is 27 regional hexes wide and 19 regional hexes, giving us a regional area of about 15,903 square miles or a region just a little bit bigger than the country of Montenegro. First, if you wish to have any specific features like an idea for a coastline or a range of mountains place those in their respective areas of the map.
If you don’t have any specific ideas, pick a world hex to start in, I recommend somewhere near the center of the map. You can either choose or randomly determine the dominant elevation and dominant terrain of this starting world hex. If randomly determined the elevation of the starting world hex will be Lowland (1d6-1 times 100 feet, with negative values equaling zero) 60% of the time, Subalpine (1d10+5 times 100 feet) 30% of the time, and Alpine (1d8+1 times 1,000 feet) 10% of the time. Then use the following tables to determine the dominant terrain depending on the dominant elevation.Lowland World Hex Terrain Table 1d8 Terrain 1 Desert 2 Farmland 3 Marsh/Swamp 4 Plains 5 Heath 6 Deciduous Forest 7 Water 8 Steppe Subalpine World Hex Terrain Table 1d8 Terrain 1 Badlands 2 Desert 3 Deciduous Forest 4 Bare Hills 5 Forested Hills 6 Moors 7 Coniferous Forest 8 Fen/Bog Alpine World Hex Terrain Table 1d8 Terrain 1 Bare Mountains 2 Desert 3 Deciduous Forest 4 Forested Mountains 5 Plains 6 Snowcapped Mountains 7 Peatland 8 Coniferous Forest Now that you have a starting world hex, we need to populate the rest of the world hexes. For each world hex that shares a side with the starting world hex roll 1d100, 50% of the time it will have the same dominant terrain as the starting world hex, 25% of the time it will have a terrain which is considered “secondary” to the starting world hex’s dominant terrain, 17% of the time it will have a terrain that is considered “tertiary” to the starting world hex’s dominant terrain, and 8% of the time it will have a terrain which is considered “quaternary” to the starting world hex’s dominant terrain. Consult the tables below for these types for each dominant terrain.
Badlands (Subalpine) Terrain Types Type Terrain Dominant Badlands Secondary Desert (Subalpine) Tertiary Bare Hills Quaternary Heath (1-3) or Bare Mountains (4-6) Bare Hills (Subalpine) Terrain Types Type Terrain Dominant Bare Hills Secondary Bare Mountains Tertiary Deciduous Forest (1-3) or Coniferous Forest (4-6) Quaternary Desert ( (1-3) or Marsh/Swamp (4-6) Bare Mountains (Alpine) Terrain Types Type Terrain Dominant Bare Mountains Secondary Bare Hills Tertiary Forested Mountains Quaternary Desert Coniferous Forest (Alpine) Terrain Types Type Terrain Dominant Coniferous Forest (Alpine) Secondary Coniferous Forest (Subalpine) Tertiary Deciduous Forest (Alpine) Quaternary Forested Hills (1-3) or Moors (4-6) Coniferous Forest (Lowland) Terrain Types Type Terrain Dominant Coniferous Forest (Lowland) Secondary Forested Hills Tertiary Deciduous Forest (Lowland) Quaternary Marsh/Swamp (1-2), Water (3-5), or Farmland (6) Coniferous Forest (Subalpine) Terrain Types Type Terrain Dominant Coniferous Forest (Subalpine) Secondary Coniferous Forest (Lowland) Tertiary Deciduous Forest (Subalpine) Quaternary Forested Hills (1-3) or Moors (4-6) Deciduous Forest (Alpine) Terrain Types Type Terrain Dominant Deciduous Forest (Alpine) Secondary Deciduous Forest (Subalpine) Tertiary Coniferous Forest (Alpine) Quaternary Forested Hills (1-3) or Peatland (4-6) Deciduous Forest (Lowland) Terrain Types Type Terrain Dominant Deciduous Forest (Lowland) Secondary Forested Hills Tertiary Coniferous Forest (Lowland) Quaternary Marsh/Swamp (1-2), Water (3-5), or Farmland (6) Deciduous Forest (Subalpine) Terrain Types Type Terrain Dominant Deciduous Forest (Subalpine) Secondary Deciduous Forest (Lowland) Tertiary Coniferous Forest (Subalpine) Quaternary Forested Hills (1-3) or Moors (4-6) Desert (Alpine) Terrain Types Type Terrain Dominant Desert (Alpine) Secondary Desert (Subalpine) Tertiary Bare Mountains Quaternary Bare Hills (1-3) or Farmland (4-6) Desert (Subalpine) Terrain Types Type Terrain Dominant Desert (Subalpine) Secondary Desert (Lowland) Tertiary Bare Hills Quaternary Badlands (1-3) or Farmland (4-6) Farmland (Lowland) Terrain Types Type Terrain Dominant Farmland Secondary Plains Tertiary Stepped Quaternary Deciduous Forest (1-3) or Coniferous Forest (4-6) Fen/Bog (Subalpine) Terrain Types Type Terrain Dominant Fen/Bog Secondary Moors Tertiary Forested Hills Quaternary Heath (1-3) or Water (4-6) Forested Hills (Subalpine) Terrain Types Type Terrain Dominant Forested Hills Secondary Forested Mountains Tertiary Moors Quaternary Fen/Bog (1-3) or Peatland (4-6) Forested Mountains (Alpine) Terrain Types Type Terrain Dominant Forested Mountains Secondary Forested Hills Tertiary Bare Mountains Quaternary Fen/Bog (1-3) or Water (4-6) Heath (Lowland) Terrain Types Type Terrain Dominant Heath Secondary Marsh/Swamp Tertiary Moors Quaternary Farmland (1-3) or Fen/Bog (4-6) Marsh/Swamp (Lowland) Terrain Types Type Terrain Dominant Marsh/Swamp Secondary Moors Tertiary Heath Quaternary Farmland (1-3) or Fen/Bog (4-6) Moors (Subalpine) Terrain Types Type Terrain Dominant Moors Secondary Forested Hills Tertiary Fen/Bog Quaternary Forested Mountains (1-3) or Heath (4-6) Peatland (Alpine) Terrain Types Type Terrain Dominant Peatland Secondary Moors Tertiary Fen/Bog Quaternary Forested Hills (1-3) or Heath (4-6) Snowcapped Mountains (Alpine) Terrain Types Type Terrain Dominant Snowcapped Mountains Secondary Bare Hills Tertiary Bare Mountains Quaternary Fen/Bog (1-3) or Water (4-6) Steppe (Lowland) Terrain Types Type Terrain Dominant Steppe Secondary Plains Tertiary Deciduous Forest (Lowland) Quaternary Heath Water (Lowland) Terrain Types Type Terrain Dominant Water Secondary Plains Tertiary Farmland Quaternary Heath (1-3) or Marsh/Swamp (4-6) Desert (Lowland) Terrain Types Type Terrain Dominant Desert (Lowland) Secondary Bare Hills Tertiary Steppe Quaternary Water (1-3) or Farmland (4-6) After all of the world hexes on the map are populated, it’s time to drill down and populate the regional hexes with elevations and terrain. Since there are 19 whole regional hexes per a world hex (and the center one already has its terrain populated we can then fill out the rest using the following tables (you can just fill out the hexes on the borders of each world hex with what makes the most sense).
Non-Water Hex Regional Terrain Table 1d100 Terrain 01-60 Dominant Terrain 61-72 Secondary Terrain 73-84 Tertiary Terrain 85-95 Quaternary Terrain 96-00 Water Water Hex Regional Terrain Table 1d100 Terrain 01-70 Dominant Terrain 71-82 Secondary Terrain 83-94 Tertiary Terrain 95-00 Quaternary Terrain Continue the series:
Part Two