Crawling From the Monster Island, the Jungle as an Adversary – Hex Crawl and Jungle GM sheets and a Tool

Lovers of sword and sorcery have a field day now with the long awaited hard cover release of Monster Island by the Design Mechanism and the most appropriate new scenario for it – A Bird in The Hand. Run, don’t walk to Lulu to purchase the hard cover for the sandbox and the new scenario. A Bird in the Hand will give you an excellent induction to Monster Island. You will need a hard cover for the Monster Island as the sandbox will last you a long long time with a lot of gaming. It can easily be slotted into your campaign – in mine I changed the lizard folk to native tribesmen and the high folk to serpent folk with some extra camouflage powers.

A Bird in the Hand scenario contains the wonderful hex crawl rules put together by John Holmes and my group was given a chance to put them to extensive play test and have used them in every scenario ever since. The hex crawl rules makes it a must buy for the scenario itself, for the Monster Island travel and also for other jungle related scenarios. The only thing that is “missing” from the scenario hex crawl rules is a GM sheet for the various hex crawl features. The scenario is perfectly playable without GM sheet and has all the rules.

The Core rules have tucked inside them rules for Survival, Precipitation, Exposure and Wind effects. The combination of Monster Island and the Hex Crawl rules in the scenario makes the terrain and weather of the island itself an adversary worth planning for. Your party better have navigation, survival, endurance and several other skills.

Useful Folk Magic for Hex Crawl

Many folk magic spells would also come in useful. It is of course sad that by default Monster Island does not have folk magic. YMIMV. Cool would help quite a bit during a scene. For drying yourself off “Dry” would help in helping survive the jungle night. Might might help when trying to avoid the encumbrance penalties from Burdened or above conditions. Pathway would help in not losing one’s way so easily within a single scene. Preserve would help in keeping the rations good for longer than the Monster Island week. Tire would be nasty spell against the already fatigued – might even kill a person. Vigour would help avoiding the burdened and above conditions Fatigue rolls and Warmth could help for a bit in the night.

These of course will burn quite a few magic points as they are targeted per person, will last only a short while (scene might not be a day, sounds like too strong for a cantrip like folk magic spell) and magic might not work every time. It is also worth noting that Cool and Warmth requires concentration that might be broken by the denizens and surprises of Monster Island.

GM Sheet for Hex Crawl

I was inspired to create a GM sheet for the Hex Crawl and John was kind enough to provide some feedback to tune it a bit.

You will need Mythras Core Rules, Monster Island and the scenario A Bird in the Hand. GM sheets provide summary information at a glance and refer to the books.

The GM sheets contain

  • The Monster Island (and Jungle) Hex Crawl Travel rolls
  • The Monster Island Hex Crawl Travel Distance
  • Camping in Wilderness V1.3

The GM sheets combine information about Monster Island temperature effects,

Monster Island and Jungle Hex Crawl Travel Rolls

Monster Island and Jungle Hex Crawl Travel Distance

Exposure Modfies if not in shelter

The Monster Island Armour Penalty Fatigue Calculator

The Monster Island Armour Penalty Fatigue Calculator tool calculates the effects of Monster Island Jungle rules for wearing armour. The tool is currently an excel – will likely be added to later on. Mark here your current fatigue level (Fresh, Weary…), your strength, worn Armour ENC and all other ENC than armour. Monster Island is unforgiving if you wear any armour at all so be prepared for that. If you need to calculate the weapon, specific armour set and other equipment ENC use the Encumbrance calculator and mark down what you need here.


Tool results when no armour and weeks rations are carried and nothing else
Tool results when just one ENC (note ENC) armour and weeks rations are carried and nothing else
Added just 15 ENC armour
Added a sword and couple of things raising all other ENC to 16
So here wee have the plate armoured warrior with STR11 and weeks rations.
Here one with 21 ENC with weeks rations and 1 ENC worth of other equipment
Here a more reasonable armour with normal equipment load
Plate armoured warrior – when exhausted at the Fatigue level – he will die and he is not even burdened by equipment

The files are here

…and they will appear also in the Mythras charts page and Starting Resources for GMs

To get the best of these you will need the Mythras Core Rules, Monster Island and the scenario A Bird in the Hand from Design Mechanism , Mythras Encounter Generator will create you encounters.

Let’s Spend the Night In the Wilderness – Importance Of Proper Camp Especially in the Monster Island

Here is a small chart to use when characters are traveling in wilderness. Bird in the Hand scenario brings in more detailed rules for finding shelter. If you do not know where a good shelter is your travel will get slower and there is a risk of having to sleep in the open.

The RAW rules state wearing suitable local clothing permits a character a grace period of their CON in hours before exposure sets in. The chart below shows the RAW rules for effect of being exposed to temperature ranges. The wonderful Hex Crawl rules in the scenario Bird In the Hand situated in the Monster Island enhance if you try to rest without proper tent or lean-to you risk exposure and there is no recovery of fatigue or natural healing.

In the jungle you will be wet most of the time either thru torrential afternoon rains, constant wetness of everything or the rivers. If you try to rest overnight without first drying yourself and without a fire and lean to or tent for the night – you are likely to get more and more fatigued. So if you try to sleep in a tree to avoid ground level predators (and encounter the higher order predators above) you are likely to not get rest unless you find a nice nest or build a tree house but how to keep warm there..

So even if there is no check required – there is no recovery of fatigue or natural healing unless you are sheltered.

.and the link to pdf is here

City Quarter Generator Goes To Glorantha

City Quarter Generator which generates city quarter for Mythic Constantinople era cities and generic fantasy cities now has the first versions of Gloranthan City quarters. There are two versions – Orlanthi City Quarter and Fonrit City Quarter.

Currently the Orlanthi City Quarter generates temples from the Storm Pantheon. Fonrit one generates from Ompalam pantheon. For this first version the probability of gods are even for the city quarter. There are only gods from a single pantheon in the city quarter. Major Temples are more rare, others are evenly distributed to appear. This also may change in the future. There might even be other pantheons appearing.

The contents of the temples are defines by Mythras ruleset – substitute your own favourite distribution and kinds of priests there. For example acolytes seem to come and go in the rulesets.

These would be most likely suitable for larger cities with tenements, multiple professions and stores and multiple temples. My campaign is in Fonrit where this seems to suit well.

Example of Fonrit City Quarter

Example of Orlanthi City Quarter

You can find the tool here

Mythras City Quarter Map Generator available now

I expanded the Mythras Constantinople generator to create city quarter maps in couple of additional ways.

The generator creates city quarter street map using Voronoi Tessellation. The maps could be suitable for many kinds of fantasy or even some medieval historical cities. It is using the rules from Mythic Constantinople city block generation and Mythras Core Rules temple creation rules. There is quite little that is rules specific so the maps could be usable by any rule system.

You have the options to create either Mythic Constantinople style maps or generic Fantasy Style maps.

For either you can get poor, middle class and upper class quarter maps down. Main differences will be the kind of structures, businesses, houses and their condition. The difference between Mythic Constantinople and Fantasy style cities are the religious institutions and affiliations of the quarters. You will also get sometimes special features, events and disasters for the quarter.

You will get a city street map with few houses and stores created. Other housing buildings and businesses probably would be similar.

You will also get a tabular picture giving more information for each created business, religious institution and housing building.

These are currently created using Plotly library and you can save them to your disk by using either screen capture or dragging the window big enough to show the entire map / table – you will get a menu on top of map or the table that gives you the opportunity to download it to disk. Currently there are technical limitations by the hosting provider that prevent me from offering direct map downloads.

You can find the Mythras City Quarter Generator here

Mythic Constantinopol City Quarter Generator for Mythras

A fellow Mythras fan asked me if it would be possible to create a city quarter generator based on Mythic Constantinople rules.

Here is the first version – it can only do Constantinople and only poor city quarters. More will probably come later and I will most likely do a more sword and sorcery oriented version later on.

The system is based on generating nodes. After generating a few nodes for a part of a city quarter you will draw the streets and alleys around them and then start sketching out the shape of the buildings. You can save the resulting files as .png files and then draw the needed roads, buildings around the nodes.

The tool can be found here

Lyonesse Combat Style Cards are here

So you always wanted to fight the Ska in Mythras Lyonesse. Really think you are able to do that. Here are some combat styles to practice. Beware – Ska are both intelligent, highly tactical as well as strategic and really strong in both individual and mass combat.

Here are 28 combat styles prevalent in Lyonesse – there are others but this is a starter.

You can find them in the pdf folder for Lyonesse with the rest of the combat style cards.

Celtic Hunter
Celtic Noble
Celtic Warrior
Festive Fellow Fisticuffs
Self Defence
Celtic Spearman
Hybras Citizen Militia
Hybras Mounted Knight
Hybras Foot Knight
Hybras Levied Archer
Hybras Ulfish Skirmisher
Hybras Street Thug
Ska Warrior
Ska Cavalry
Ska Mercenary
Itinerant Forest Bandit
Itinerant Noble Outlaw
Itinerant Furtive Footpad
Greenwood Raider
Not In My Gaff
Lyonesse Nobleman
Effete Duelist
Swer Mod Staffing
Faroli Fisticuffs
Ska Skirmisher
Ska Duelist
Vagabond Murder
Scolan Vengeance

The full set of Combat Style cards is explained here. There are now almost 200 of them.

Mythras Encounter Generator visits Lyonesse

As the year’s first post here are a few Lyonesse encounters.

Bearded Gryph

Hulk of Cam Brakes




Ska Warrior


For spirit beings only few links are put here as direct links. Rest of them can be found via MeG search for example with tag: Lyonesse


Small Lesser Darkling Greater Elder Ancient Elder


Small, Lesser, Willawen, Greater, Elder, Ancient Elder


Small, Lesser, Merrihew, Greater, Elder, Ancient Elder


Small, Lesser, Quist, Greater, Elder, Ancient Elder


Small, Lesser, Hyslop, Greater, Elder, Ancient Elder

Main page for Mythras Encounter Generator (MeG) is here – more than 3400 ready made templates for NPC – to be generated with just a click of a button

Starter resources summary for Mythras GM

Here is a starter set of resources for a Mythras GM. This is a subset of all resources available at NotesFromPavis blog.


Combat – special effects

Combat – others

Encounter generators

Other sources

Item for Monster Island Campaign – Dhatamuzzin’s Guide To Hummingbirds of Monster Island

Here is an item from my Mythras Monster Island Campaign. It is the very rare copy guide to Hummingbirds of Monster Island. It was carefully researches by brave ornithologist Dhatamuzzin – who was lost in his latest travel to upper reaches of cloud forest in Komombo area in search of new subspecies of Prophet Bird. He used large part of his considerable inherited wealth to finance expeditions to inner Monster Island. His collection of bird feathers is beyond compare and is now being cared for in a private museum in the provincial capital.

The book contains first hand observations of the rarity of the birds, their living areas and delicateness of the birds for feather removal. It also contains market value researched which might fluctuate mightily. There is a Mandahi and Varanri Shaman curses put on Dhatamuzzin for his over zealous research in the vicinity of tribal holy places.

The link is here

Combat Style Cards update – Meeros and Dwarven Combat Styles and Separation of Firearms combat styles

There is a small update on combat style cards. It contains now the Meeros Doomed combat styles. I added also a few Dwarven Combat Stylesinvented for Glorantha. I also updated all the cards separating all firearms related special effects to be applicable only for firearms. In addition there is now a strangle special effect from Fioracitta.

The new styles are for Meeros:

Brotherhood of Dust
Mercenary Infantry
Priestess of Myceras
Minotaur Gladiator
Kopashi Agent
Meerish Infantry
Meerish Slinger
Dark One Cultist

and for Dwarven

Dwarven Way of the Hammer
Dwarven Sound of the Axe
Dwarven Defender of the Wall
Dwarven Miner
Dwarven Crossbow Elite
Iron Dwarf Warrior
Dwarven Sapper
Nidan Iron Dwarf Rifleman

They can be found on the combat style card folder

Here is an example of Nidan Iron Dwarf Rifleman

The rest of the charts exist here.

There are other useful charts here