Wednesday, 21 May 2025

How Did they Die?

Old characters in Mythic Bastionland stand a chance of just dying off-screen between Ages.

But what happened to that person?


Roll d66

11: The life was coughed out of their rattling lungs

12: Their body wasted away to bone and shadow

13: Gnawed on too much numbing bark for their pain

14: Strangled in wrath with little fight

15: Fell from a height and scattered their innards

16: Faded with their appetite, withered beside a full plate


21: Sank in a mire and not wholly found

22: Left to bleed on the roadside

23: A malady in their last meal turned their belly to rot

24: Trampled beneath horses

25: Spat out their blood in the night

26: Perished in weak murmurs, none heard or came


31: Burned in a fire brought by a neighbour

32: Torn apart by maddened hounds

33: Swollen to bursting by the old plagues' return

34: Smote by lightning atop a hill

35: Rode out with trembling hands, never found

36: Their mind was hot with raving till their soul slipped free


41: Slipped on the ground and cracked their skull

42: Lost their words, then their breath

43: Half-woke at dawn, still in their dream, dead by nightfall

44: Their body left clenched and contorted from wicked grain

45: Bitten by invisible mites, dying puffed and sputtering

46: Fell in a field, unable to drag themselves back


51: Wandered too far and grew cold, dying beneath their blanket

52: Found sitting stiff, watching the sky

53: Hollowed out by belly worms and left pale

54: Rendered silent by sun sickness

55: Bitten by a coughing wind, which spread deep

56: Dreamt too deeply, never to wake


61: Split open in a petty feud

62: Fed false herbs by will or chance, cold and blue

63: Hacked down by uncaring raiders

64: Choked on a bone at their evening meal

65: Screamed out their last breaths in the night

66: Drank deep of cursed water, leaving a yellowed corpse

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Wednesday, 14 May 2025

Between the Ages

Following on from last week, here are some events that might happen between Ages.

Other than the inevitable

Roll d66 for each Knight:


11. You suffered a great failure and must re-pledge your Oath in order to retain your Knighthood.

12. You have been in a nearby Realm on diplomatic duty. Roll a Spirit Save. On a pass, you are now well-esteemed there. On a fail you triggered a war with them.

13. You have become deathly ill. You that know you will die before the next Age without supernatural intervention.

14. You saved the life of a Seer, so they owe you a favour.

15. You have been named as heir to a Seat of Power.

16. You gain an especially loyal pet.


21. The most important non-player character to you dies suddenly. You are with them in their last moments.

22. You have spent years trapped in an Otherworld.

23. You brokered peace with raiders from beyond your borders, who have set up a Holding of their own in the Realm.

24. You won a great battle. Choose its location and roll a Vigour Save. On a pass you won, placing a Monument there. Otherwise you lost, placing a Curse there.

25. A distant or estranged relative has come to the Realm, finding a place in court.

26. An enemy or rival from your past has found a place in court.


31. You inherit a piece of armour (your choice) belonging to a Knight-Radiant, who has left to find the city. Old knights hold you in high regard when you wear it.

32. Roll a Clarity Save. On a pass you helped depose an unjust ruler, who seeks petty revenge against you. On a fail you unwittingly helped to make them a ruler.

33. A defeated foe has placed a sizeable bounty on your head.

34. You received prophetic dreams of a new Myth in the realm. The dreams relate to its final Omen.

35. You helped a new Seer find their sanctuary. Place it anywhere you wish.

36. A random visiting Knight gifts you their steed before they leave.


41. Justifiable or not, the vassals have taken to calling you "The Wicked"

42. Justifiable or not, the vassals have taken to calling you "The Great"

43. You are offered a new Knightly title. Roll a new Knight type and decide if you wish to exchange your gear and ability for the new one.

44. As a diplomatic gesture you have been barred from visiting the Seat of Power.

45. You fight in a battle that sees the destruction of a random holding. Decide which side you were on.

46. You set up a modest home for yourself that has grown into a dwelling. Place it wherever you choose.


51. Illness plagues those close to you. Choose three non-player characters close to you. They must each pass a Vigour Save or die.

52. A ghost from a previous encounter still haunts you. You cannot sleep alone.

53. You have been exiled from the Realm. If you stay you are doing so under a false identity.

54. You were sent to fight against a nearby Realm, earning a bloody reputation amongst its loyal Knights. They swore to come for you one day.

55. You helped a young protegee become a full Knight. Roll their Knight type at random, and they are now roaming the Realm on their own quest.

56. Time has been cruel to you. If you are Mature, immediately age to Old. If you are Old, lose d6 Vigour to a minimum of 2.


61. Time has been good to you. If you would age to Old, remain as Mature instead. If you would age to Mature you may increase any one Virtue by d6 to a maximum of 18.

62. You earn a reputation in tournaments. Gain d6 Maximum Guard to a maximum of 18.

63. You were embroiled in a blood feud with a ruler of the Realm. Decide somebody close to you who died in the conflict, and also somebody close to them.

64. A particularly harrowing battle leaves you with little appetite for combat Lose d6 Maximum Guard to a minimum of 1.

65. Another Knight bearing your title has entered the Realm, seeking to usurp your position.

66. A holding unexpectedly fell into your rule.

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Wednesday, 7 May 2025

Between the Seasons

Mythic Bastionland assumes that you’ll advance through the Seasons, and likely through the Ages, seeing your Knights grow old and maybe die a peaceful death. 

In terms of what happens between the end of a session and the start of a new Season or Age, it’s left quite loose. You get this table.


And of course there are Spark tables for the Referee to draw on. These ones in particular are handy.

And maybe this middle one when you become Old.

I turn 40 in a couple of weeks, so I’m studying this one carefully.

Knights also get to choose an activity between Seasons and Ages, but what if want to inject a slightly more concrete random event thing?

Let's go. We'll just do between Seasons today. These aren't really meant to be played out in full, you just discuss what happened as a group when you move to a new Season.

Some of these call for specific Spark Tables found in the book.

Between Season Events

Each Knight rolls d66:


11. An old Knight offers you their longsword (2d8) if you pledge to train their grandchild as a squire.

12. A random Seer of the Realm is dying and summoned to you ask them one last question.

13. You become ill, roll an ailment.

14. You are assigned an important role at a wedding.

15. The ruler of a nearby holding has openly spoken ill of you.

16. While camping, one of your weapons, shields, or pieces of armour was stolen.


21. A messenger from a distant realm brings news, with a loose connection to you.

22. Your steed suddenly dies.

23. Local farmers provide you with sustenance.

24. A merchant from a neighbouring realm provides you with stimulant.

25. A band of pilgrims offer you sacrament.

26. Somebody close to you becomes ill, roll an ailment.


31. You learn of a new Landmark in the Realm. Roll and place it randomly.

32. You witness a ghost from your past.

33. You meet a travelling part. Roll SPI. If you pass, they write a complimentary song about you, granting 1 Glory. If you fail they mock you, losing 1 Glory until you prove them wrong.

34. You meet a new successor, potentially more promising than your own if you have one.

35. You meet a potential romantic partner. Pass a SPI Save to see if the affection is mutual.

36. You indirectly cause a great fire, wiping out a hex of forest or other greenery.


41. A visiting Knight wishes to duel you.

42. You discover a raiding party from a neighbouring Realm.

43. You stumbled upon a wild beast. It gave you a Scar (d12) before leaving you for dead. Any Virtue loss caused by this is still active at the start of the next Season.

44. A wandering Seer from a distant Realm offers you cryptic guidance.

45. You learn the location of a legendarily powerful longsword (3d8 hefty), but it's in the most inconvenient place.

46. You encounter a Knight sworn to an enemy Realm, but they're pleading for sanctuary and passage to the Seat of Power.


51. You are called to adjudicate between a truthful but vindictive ruler and a dishonest but desperate vassal.

52. You learn of a secret Drama in court.

53. A Seer personally calls you for a Task.

54. You are at the centre of a new Conflict between two holdings.

55. You witness a Wonder in a hex near to your most significant holding.

56. You dream of an Otherworld.


61. You are accused of a crime you did not commit.

62. You are swept up within a peoples' revolt in the Realm.

63. You find a band of artisans from a distant Realm. You escort them to set up shop in a holding.

64. You offended a strange hermit and they swore a curse upon you. Seers predict grave things for you.

65. You are with a random ruler as they die suddenly.

66. A ruler abandons their holding, calling you to aid in establishing a new ruler.

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If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 30 April 2025

Background Mutations for Paranoia

After last week’s holiday I’m taking a little break from Mythic places, but I’ll return to that series at some point. 


Let’s go back to Alpha Complex. 


I mentioned previously that mutant powers have felt like an afterthought in the few sessions of Paranoia that I’ve run. 


So what if they weren’t a thing the player could actively use, but something that ticks along in the background? Some might be useful, but I also like the idea of them just being annoying and sparking more suspicious behaviour from players. 


Of course, that means it becomes a thing for the Referee to track, but I’m sure they can handle it.


Let’s make 12.


  1. Hostile Emissions - If you are scanned for anything you always generate the worst possible result. 

  2. Shocking Field - Any living thing you touch suffers a painful shock equivalent to a stun stick. 

  3. Pressurised Blood - If you suffer even the smallest wound you spray blood everywhere. If you’re killed it’s extremely messy. 

  4. Soft Gut - If you eat any solid food you regurgitate it instantly.

  5. Rubberised Musculature - You are unarmed by falling, but bounce a lot upon landing. 

  6. Inflation Bladder - If you enter a body of liquid you automatically inflate like a balloon, floating quite safely. It takes a moment of calm for you to deflate.

  7. Facial Chameleosis - Each morning you wake up with a new face.

  8. Bronchial Cryogenesis - When you sneeze, cough, or otherwise expel a large amount of air, it’s cold enough to freeze liquids or a bit of flesh.

  9. Mortal Regeneration - When you die, as long as your body is mostly intact, you’ll regenerate in a few minutes without needing a new clone. You’re still messed up, but you’re back on your feet. This may cause multiple clones to be active at once.

  10. Hyper Hearing - You can hear things happening in the next room as clear as day, but loud noises cause you physical harm. 

  11. Bio Siren - When you are wounded you emit a scream so loud that it shatters glass in the nearby area.

  12. Molecular Metallurgy  - Metal objects you hold gradually start to melt, without becoming hot.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 23 April 2025

Accommodation in Bastion

Electric Bastionland puts you in debt, with a failed career, and generally assumes you've left home in order to pursue your get-out-of-debt-quick scheme.

But I've certainly had players ask about whether they have a home. I usually just handwave it with the above explanation, but what if the players really want to know?

Roll 6d6 in order.

Roll 1: What type of home?
1: A forgotten hovel. 
2-3: Borough-funded dormitory room above/below/amongst a place of business
4-6: A rented bedsit, but you're out at the end of the week

Roll 2: Where is it?
1: Embarrassingly, you can't find your way back.
2-3: One Borough over. 
4-6: Right here in this Borough.

Roll 3: Who do you share it with?
1: Vermin
2-3: Someone was already there, so now you share. You don't really get on. 
4-6: d6 family or friends, wanted or not. 

Roll 4: What's the first thing people notice?
1: Well, you'd never let outsiders in.
2-3: The shamefully outdated décor. 
4-6: The inconvenient way you need to access the property. 

Roll 5: Any neighbours?
1: You can hear them but you never see them. 
2-3: They vanished recently and their place got boarded up. 
4-6: Yeah, and they're always knocking-on. 

Roll 6: Wait, what's that noise?
1: Oh yeah, it got demolished. 
2-3: The electricity/water/heat is out and you're at the end of the waitlist for a repair. 
4-6: It's just an annoying hum/drip/clicking. You got used to it. 

Wednesday, 16 April 2025

Landmark Sites - Hazard

The next two landmarks will be the overtly bad ones. No positive spin on this, a Hazard is just a place you want to avoid.

Unless...

Well, let’s make this one a place that you’ll want to avoid unless you’re looking for a very specific thing, which will be the Treasure point in our site map. 

EDIT: Looking back on this sentence above I can confirm that I abandoned this and just made it an awful place you wouldn’t want to go to. Enjoy!

Let’s take a prompt to get things moving. 

Hazard Prompt: Earsplitting Screams

Something leaps out at me here. We could break this prompt down into just “Ear Splitting” or “Splitting Screams”. We’ll make this place horrible one way or another. How about a weird hermit that wants to take the ears of anybody who passes through. Perhaps they’re pretending to be a seer, but they’re actually just an ear-collecting weirdo. Let’s run with that. 

We’ll roll on a few spark tables to give us a bank of ideas to pull from or discard:

Sky: Pale Streaks
Fauna: Placid Canines
Feature: Desecrated Waterfall
Wonder: Pleasure Water
Drama: Banishment Letters
Appearance: Sickly Crude
Voice: Strong Friendly
Desire: Knowledge Recognition

The description for hazards says “push through or turn back” so I’m taking that very literally here and trying out a completely linear site. 

Site - Grotto of the Ear Warlock

Key

Circle: Feature
Triangle: Danger
Diamond: Treasure
Line: Open path
Crossed Line: Closed path
Dotted Line: Hidden path
Arrow: Entrance
Dotted Arrow: Hidden entrance

Locations

Entrance: Amid slippery crags, crude wooden barriers shelter an opening behind a waterfall. This looks to be the only way ahead without turning back. 

1: Tunnels wind down to a tight squeeze. It’s tough to fit through but somehow impossible to return back through. Only the Warlock knows the Terric Mantra required to reopen the passageway. 

2: Steam rises from vents in this crooked cavern. Breathing in the steam causes a pleasing sensation at first, then intense muscle spasms (lose d6 VIG). Breathing through a damp cloth protects against this. 

3: Amidst stalactites and foul pools, the Ear Warlock bathes. Though he appears sickly, cloaked in rags, he booms with a welcoming voice. He won’t outright say that he’s a Seer, but does everything to suggest that to the Knights. In fact, he has no power beyond knowing the tricks of this grotto. If Knights ask for guidance he offers baseless predictions in return for an ear. Cutting off an ear causes d6 VIG loss and holds no power for the Warlock, simply adding it to his collection. 

4: Two matted old dogs sleep on a bed of slimy moss. They seem utterly content, occasionally stealing an ear from their master’s collection. 

5: The Warlock’s sleeping quarters, if you can call it that. A heap of rags for a bed, a small metal chest hidden within, containing the letter of banishment he received from the ruler of the Realm. The warlock has boarded up the passageway and warns the Knights that only the worthy should pass through. 

6: One tight squeeze after another, the rocks like sandpaper. An utter dead-end, though the Warlock insists that the worthy can find passage through. In fact, there is another Terric Mantra allowing passage out into the wider world, but he would only reveal it out of true desperation or a chance to redeem himself in the eyes of the Realm.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 9 April 2025

Landmark Sites - Monument

Described as places of inspiration. Spending a phase here restores Spirit, so they’re typically one of the most straightforwardly beneficial landmarks to come across.

But what if you already have full Spirit? Dwellings and Sanctums can restore Vigour and Clarity respectively, but beyond that they at least have somebody to talk to and get some information from. What else can a monument offer? Well... not much, really, but that doesn’t mean we can’t make it a nice little flavourful place to encounter. 

So let’s see what happens as we turn one into a site. We’ll start with a random monument prompt from the book. 

Monument Prompt: Buried library. 

Okay, neat, well this is already feeling like it could become a useful place for the Knights to get pointed toward in search of knowledge. 

We’ll mess around with the distribution of the points and routes in there, maybe removing dangers altogether, making it more of a welcoming exploration site.

I’ll roll on a few spark tables to get some extra juice:

Landscape: Dry Bog (!) Flora: Sturdy Brambles Wonder: Temptation Plants

Dry Bog is one of those combinations that doesn’t quite make sense, but I remember rolling it previously and using it as a sort of quicksand. Yeah, it’s not technically dry but remember the point of a spark table is to spark ideas, not give you a canonical answer straight out of the box.

Instead of quicksand here I’m imagining a riverland that’s dried up, now overrun by thick brambles. As the wind blows through them it sounds like whispering voices from within. Our library is “buried” beneath this strange flora, as well as the earth itself. 


Site - The Barrow of Words

Key

Circle: Feature

Triangle: Danger

Diamond: Treasure

Line: Open path

Crossed Line: Closed path

Dotted Line: Hidden path

Arrow: Entrance

Dotted Arrow: Hidden entrance


Overview

Amid the trenches of a dried-up riverland, thick-stemmed brambles block the way, a narrow trail cut through, but always at risk of being covered back up. Wind blowing through this tangle sounds like indistinct whispers. 

Deep within the brambles, a simple standing stone marks a mound. Those who can cut a path through find an open mound, but not for corpses. 


Locations

Entrance 1 (to 1): Requires cutting through a mass of thorns, then an open barrow entrance into the darkness. 


1: Hall of Dead Words - Vast stone tablets inscribed in a long forgotten script. Something about them is comforting, restoring the Spirit of those who look over them or touch them. 


2: The Library - Sprawling racks of tablets in stone, clay, marble, each in a different script, all completely illegible. Any Seer that learns about this urges the Knights to destroy this place. Beneath a collapsed rack a shaft leads down to 4. 


3: The Unlit Stairway - A seemingly endless spiral staircase. Only traveling in total darkness allows passage to the other side. 


4: Librarian Beetle Colony - A great nest of small blue beetles. They scutter harmlessly over any who enter here, investigating them thoroughly, before scurrying up to the Library to scratch cryptic symbols onto the tablets. 


5: Hall of Forbidden Words - A sealed sarcophagus. Opening it up reveals six tablets. Even attempting to read their forgotten script causes d10 Spirit loss. 


6: Muse Fountain - Statues of a child and a skeleton support each side of a great vase. The fountain isn’t working, and the water below sits stagnant.


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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.