Category Archives: Adventure Sketch

Holiday-Themed Constructs

Look, maybe you want to run a fantasy ttRPG with giant animated fruitcake warriors… and maybe you’ll just get a giggle out of my actually taking this topic seriously. But if you want to reskin some class iron, clay, and stone constructs (or any construct-type creature) into holiday-themed materials, here are some options for powers to add based on the holiday material used.

Figgy Pudding/Fruitcake: Take half damage from bludgeoning attacks. Are sticky, so they gain a climb speed.

Gingerbread: As almost 2-d, flexible creatures, they can get through spaces a creature 2 size classes smaller could, without taking any penalties. Any fire damage sets them on fire, both damaging them and causing their attacks to do fire damage.

Holly: Anyone hit by the construct, or adjacent to it for a full round, must make a mental save or move towards the person present they would be most interested in kissing (though once they take that move, all compulsion stops).

Hot Cocoa: Gains all the powers of both a fire elemental and a water elemental of the same threat level. takes double damage from bite attacks.

Peppermint: These constructs are “curiously strong.” Tracking them by scent is easy, but they cover all other scents, and after being in an enclosed space for a minute, scent can no longer pinpoint their exact location with that space.

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Adventure Set-Ups: The Free City of Delve

It can be useful to set-up a homebrew campaign to support the kinds of adventures you want to run. Want high-seas adventures? Set up a world with lots of good reasons to be on the high seas. So, obviously, want a reason for new, inexperienced adventurers to go dungeon-delving a lot? Build a campaign that supports that idea.

Here’s an example: The Free City of Delve

The Free City of Delve sits on the Isle of Acmonides, among the ruins of the Acmonidesi Empire of giants. Once a world-spanning superpower, Acmonides was the most advanced civilization, with titans and cloud and storm giants ruling over a hundred subjected kingdoms and enforcing their will on dozes of smaller species. Three centuries ago, some massive civil war set the giants against one-another, and the sub-giants (cyclops, ettins, athach, ogres, trolls, and so on) were so devastated they lost nearly all their culture.

Nearly a century after Acmonides fell, seafarers found the island that was its capitol, the location of which had been a well-guarded imperial secret. Camps were set up to loot the islands, then a town evolved as ways to loot the rest of the empire were discovered, and finally the Free City of Delve established.

The center of Delve is the Catacomb Market, built around an ancient step well 60 feet across and 2,000 ft. deep. Hundreds of channels run from various levels of the well. Each channel was once part of an Empire-wide aqueduct system, with teleportation gates bringing water in, and taking it out. For security, only appointed Tibiax, water-workers, could travel the gates. Each gate was controlled by a set of Keystones, attuned to specific Tibiax.

Tibiax were rarely giants, the job instead going to smaller subjugated peoples. The role was often hereditary, so Keystones still work for the descendants of ancient Tibiax, if first used in in the step well on Acmonides Isle.. As the Empire spanned the world, Keystones can be found anywhere worldwide. Merchants in the Catacomb Market import and buy Keystones, and prospective delvers walk the market to see if any stones will work for them. If a stone works for you, it grants potentially exclusive access to some distant part of the Empire, through the magic waterways.

Since the system was specifically designed to allow scions of Tibiax families learn the ropes of maintaining the mystic aqueducts safely, young and inexperienced individuals who first access a keystone are generally sent to a location no one has been sent to in decades or more (since those are the areas with the most failed sections of waterworks) that aren’t extremely hazardous (since the keystones are designed to find problems their attuned Tibiax can handle). The system isn’t perfect, but it means youngsters who discover there’s a Keystone that will work for them can generally gather a group of allies and explore some new part of the collapsed Empire that, though often dangerous, is rarely beyond their ability to cope with. And, they can freely teleport between that location and the step well at the center of Delve.

A a Keystone-bearing group fixes the problem in the region they teleport too through the step well, the keystone then begins to grant them access to new areas — often nes with bigger risks, and sometimes bigger rewards.

The primary trade of Delve is to equip adventurers to loot sections of the long-fallen Acmonidesi Empire, through expeditions sent through the Catacomb market’s magic waterway teleport gates. Loot is brought back to Delve, and used to fund more expeditions. While many nations would love to conquer and control Delve, so far none have wanted to risk angering all the other interested parties by trying to do so through force.

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Dungeon Name Generator

I unironically love dungeons.

Now, I use a pretty broad definition of “dungeon.” In fact, I’ve written whole series of articles about what I consider to be dungeons, in ttRPG terms.

But part of a cool dungeon is a cool name. And, I love creating name generators. So while I don’t claim this article can name every dungeon in all of fantasy gaming, it can certainly create more names than any one campaign world can use.

Using the Generator

Roll 1d6 to determine how to generate your dungeon name.

1-2: Start with “The,” then roll once on Table 1 and once on table 2.

3-5: Roll once on Table 2, add “of,” then roll once on table 3.

6: Start with “The,” then roll once on Table 1 and once on table 2, add “of”, then roll once on table 3.

Table 1 (Roll 1d100)

01-03: Azur

04-05: Bastard

06-08: Barrier

09-10: Candle

11-13: Collapsed

14-15: Crimson

16-18: Crumbling

19-20: Demon Queen’s

21-23: Demonweb

24-25: Dragonbound

26-28: Emerald

29-30: Fallen

31-33: Frostfell

34-35: Gallow

36-38: Guardmoor

39-40: Hastur’s

41-42: Haunted/Haunting

43-45: Hellspike

46-48: Hollow

49-50: Icy

51-53: Iron

54-55: Kobold

56-57: Lost

58-60: Nightfang

61-62: Nightworm

63-65: Red

66-67: Shattered

68-70: Silver

71-72: Sinister

73-75: Standing

76-77: Stonefang

78-80: Sunless

81-82: Thunderspire

83-85: Tiger’s

86-88: Trollhunt

89-90: Terrifying

91-93: Under

94-95: White Plume

96-98: Windswept

99-00: Yawning

Table 2 (Roll 1d100)

01-02: Abby/Abbies

03-04: Acropolis

05-06: Barrow(s)

07-08: Bastion(s)

09-10: Cairn(s)

11-12: Catacomb(s)

13-14: Cave(s)

15-16: Cavern(s)

17-18: Castle

19-20: Citadel

21-22: City

23-24: Dungeon

25-26: Enclave

27-28: Fane

29-30: Field(s)

31-32: Forge(s)

33-34: Fortress

35-36: Gate(s)

37-38: Grotto(s)

39-40: Hall(s)

41-42: House(s)

43-44: Keep(s)

45-46: Kingdom

47-48: Labyrinth

49-50: Lodge(s)

51-52: Manor(s)

53-54: Mine(s)

55-56: Mount

57-58: Mountain(s)

59-60: Palace(s)

61-62: Pass/Passes

63-64: Peak(s)

65-66: Pit(s)

67-68: Oubliette

69-70: Prison(s)

71-72: Portal(s)

73-74: Pyramid(s)

75-76: Redoubt

77-78: Rift(s)

79-80: Ruin(s)

81-82: Sanctum

83-84: Shrine(s)

85-86: Spire(s)

87-88: Stone(s)

89-90: Temple(s)

91-92: Tomb(s)

93-94: Tower(s)

95-96: Wall(s)

97-98: Warrren(s)

99-100: Well(s)

Table 3 (Roll 1d100)

01-03: Annihilation

04-06: the Archmage

07-10: the Borderlands

11-13: Broken Souls

14-16: Chaos

17-19: Deception

20-22: the Drow

23-25: Elemental Evil

26-28: Fandelver

29-31: the Feathered Serpent

32-34: the Forgotten King

35-37: the Frog

38-40: the Frost Gant Jarl

41-43: Fury

44-46: the Ghouls

47-49: Graves

50-52: Harpies

53-55: Hawksmoor

56-58: the Horned ________ (roll on Table 4)

59-61: Horrors

62-64: Ice

65-67: Lies

68-70: the Necromancer

71-73: Peril

74-76: Ravenscroft

77-79: The Ravenous Moon

80-82: Redcliff

83-85: Ruin

86-88: the Serpentfolk

89-91: the Shadowfell

92-94: Shadows

95: Slaughtergarde

96-98: Spiders

99-100: the Winter King

Table 4 (Roll 1d6)

01. Bear

02. Crown

03. Man

04. Rat

05. Skull

06. Wolf

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Quick Tips: Designing Adventures Backwards

If there’s one thing I think is most likely to trip up new GMs when they design their own adventures, it’s that they tend to design them front-to-back. That is, most GMs (and adventure writers) I see who begin creating adventures from scratch for the first time want to write the first encounter first, the second encounter second, and so on.

Now, that makes a lot of sense on the surface. That’s the order gamers encounter other people’s adventures in, so it’s a familiar pacing. Also, it means that if you plan to have 4 game sessions worth of adventure, you only have to do the first 4 encounters of work before you can run the first session. No need to design more than you need for the next game night, right?

Well…

Look, that works great for a lot of GMs, and if it works for you, more power to you. There are absolutely advantages to that system, and lots of ways to make it work to your advantage. But for many GMs, it means they introduce a problem and the mystery and the clues… before they know what the mystery is, or what the clues are supposed to be pointing to. That often works fine when you first introduce elements — everyone has seen the stories where the map has a big blank spot, or the detective finds mud they are sure is important, or the prophecy only makes sense after it’s fulfilled. So if you tell the ranger that yes, the site of the bandit attack has lots of wolf and goblin footprints, but on top of all of those are sharped bits of wood, as though from a whittled stick, which was done 2-3 hours after the bandit attack, players will file that away as an important clue for later.

Which is great–if you ether have a rough idea what you are doing (so you can make up clues that’ll fit in) or are good at bringing things together in the last few chapters even if you had no idea what you are doing when you leave a clue. But if you’re GREAT at coming with evocative and intriguing set dressing, but terrible at connecting them together after-the-fact, the end game of your adventures may be much more stressful and dissatisfying than you’d like.

For such GMs, writing your adventure backwards can make things much easier.

For example, let’s say you decide the end villain of your adventure is an evil ranger, who riles up local wilderness threats, directs them at farms and villages, and then charges those settlements money to “solve” the problems he’s creating. You give him a couple of personality quirks — he’s arrogant, handsome, and can whittle small wooden symbols that anger specific kinds of wildlife. You want a fight with him to end your advneture.

You want some investigation in town to happen just before that fight. So you create an event rh PCs could investigate once they are suspicious enough. You decide the ranger runs a protection racket, but a newcomer bard was becoming suspicious. So the ranger poisoned a local goblin tribe with herbs that make them battle-mad. Then he faked a note from the goblins to the bard making it seems the goblins wanted to tell the bard something important. When the bard went to where the note indicated, the herb-maddened goblins killed the bard. The ranger came by after the battle, whittling more of his magic traps, and stole the bard’s gear.

With that in place, it’s easy to see how the Ps get involved. Locals think the attacks are getting worse, and that the ranger isn’t enough to deal with them anymore. They hire PCs to help, but the PCs keep finding evidence of an unseen figure behind the attacks. You can have them fight some maddened animals the ranger sends after them hoping the PCs will be killed, have them ask folks what might have riled the animals, get told the new bard asked similar questions before being killed by goblins, seek ut the bard’s hidden notes because the bard was already onto the ranger, get pointed at the ranger, want to find the bard’s loot so they search the ranger’s hut and find it, then confront the ranger. Easy.

It may not solve all adventure problems, but often working backwards from the end is the easy way to decide what clues and story beats the PCs will find as they move forward through the adventure.

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ShadowFinder Mundane Gear Rules Preview

Yesterday, I previewed a new type of feat coming in the Starfinder Infinite ShadowFinder book. (And the awesome cover!) Today, I’m teasing some general rules designed to cover the use of everyday mundane equipment.

[H2]Mundane Equipment Rules

Not everything listed as mundane equipment has detailed descriptions or specific rules associated with it. Mostly, this is because I assume we all know what a smart phone, alarm clock, and ball-point pen are. I certainly could go into excruciating detail on how long  a line, in linear feet, you can draw with the ink in one ball-point pen, and the differences between disposable ones, refillable, and collectable. But I decided not to do that.

Because I don’t want to.

Seriously, modern gear mostly doesn’t need a ton of rules behind it. You have a pdf ruleset you had to be online to buy, so you have access to the Internet. If you need to know how many ounces of ink are in a typical ball-point pen, or the burn rate of scented candles, or if polypropylene rope floats (hint: it does), you can take 15 seconds online to look it up.

But while many games may end up needing to know one of those things, once, in a specific weird circumstance, the overwhelming majority won’t need to know any of the rest of the trivia I could fill a modern equipment section with. So, I don’t want to take the time, or space, or make people read through it all, just to cover the rare corner case with well-defined facts and rules.

Instead, I’d prefer to give some general rules on how to determine if a character’s effort to use a piece of equipment in a specific way works. That puts the GM and players on roughly the same page about the chances of success when you try something off-the-wall, and can be used regardless of what mundane equipment is involved. ShadowFinder is about facing weird threats in mysterious circumstances at strange locations, not careful tracking of modern mundania.

[H3]Professional Use

So, what rules DO I think make sense for modern gear we’re either all familiar with, or able to easily look up with the marvel of online search engines? Simply put, rules that determine if a character can successfully do what they want with a piece of equipment. To keep that short and simple, I’m going to use Skill checks as the baseline for gear success, breaking into XX easy steps for the GM to go through.

[H4]1. Is There Already A Rule For This?

Often, players will just want to use their equipment as a way to do typical adventuring things. If the attempted use is already covered by a Starfinder rule, just use that rule and assign a penalty or circumstance bonus as seems appropriate. Given how tight the success math is for most tasks, if you can attempt something with a piece of gear, it likely shouldn’t take more than a -2 penalty for being an off label use. Similarly, circumstance bonuses can be a little as +1 or +2, and should very rarely go above +5.

For example, E.Z.Wren is in a Parasol Consolidated Industries office waiting to talk to a compliance officer about evidence E.Z. has uncovered about PCI violating various consumer safety laws. Suddenly, instead of middle management, four chemghouls burst into the room. E.Z. makes a made dash for the conference room off the office, and gets inside and locks the door. But the chemghouls begin hammering the door, which won’t hold them long, and the only other way out of the conference room is the windows.

On the 23rd story.

E.Z. wants to smash a window open with a chair. That sounds like an improvised weapon, so the GM just treats the chair as an awkward club with a -4 penalty to attack rolls as with the standard improvised weapon rules. It takes a few swings, but E.Z. breaks one of the big window panes, and now has access to the outside of the building.

Unfortunately, it’s an all-glass sides modern high-rise and E.Z. doesn’t have any climbing equipment with him. Obviously, the building’s exterior isn’t perfectly smooth, but it seems likely to be a “relatively smooth surface with occasional handholds,” as defined by the Athletics skill (which covers climbing), so the GM rules it’s a DC 25 Athletics check, and given the height (240 feet, the GM decides), E.Z. would have to make a lot of checks to successfully make it to the ground.

[H4]2. Can The Equipment Be Used This Way?

(There are more steps obviously, but this is a TEASRER PREVIEW, not an entire rules section!)

(Yes, there really are commercial sledgehammers available off-the-rack that are that big.)

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ShadowFinder Previews: Quirky Feats and the Cover WIP

Today, I am going to look at a new type of feat coming in the Starfinder Infinite ShadowFinder book.

Also, a peak at the W.I.P. cover for the Core Book.

Quirky Feats

Quirky feats are a special category of feats that represent something abnormal and strange, even when grading on the curve of exceptional heroes with extraordinary and magic powers. While combat and general feats can cover everything from having a bit of spellcasting ability (or enigma power), specialized training, or even a gaining a squox companion, Quirky feats are both more specialized and just plain stranger than that. Quirky feats like Branded By An Actual Artifact, Demon For A Hand, Doomed To A Horrific Fate, Literal Third Eye, and Skunk Stripe of Significance indicate some importance well beyond just the rule interactions they grant. A GM may well build cosmological details on Quirky Feats, such as having a door that can only be opened by a character who has the Demon for a Hand feat, or a creature that doesn’t get to use it’s DR and energy resistances against anyone with the Skunk Stripe of Significance.

Not all ShadowFinder games will have any Quirky feats. The GM and players should discuss if they want the kind of offbeat heroes these feats tend to create, and certainly don’t push the issue if a few players hate the idea. Try to make decisions that will help everyone enjoy the game. (In fact, always do that.)

Because Quirky feats are more attention-grabbing than normal feats, they follow some special rules.

First, a GM should feel free to give a character that doesn’t have a Quirky feat access to one as a bonus when it’s narratively appropriate. For example, if a PC tries to grapple the Shadowblastoi that is making off with the Amulet of Ra the entire campaign is built around, and fails, the GM might well tell the player their character can gain Branded By An Actual Artifact as a bonus feat, if the player wants. The GM should never force a Quirky feat on a PC without the player’s buy-in. They’re just too, well, quirky.

Second, a character that has a Quirky feat can’t select one using any of their normal feat choices. Once you are Doomed to a Horrific Fate, you already have plenty of weird, special things about your character. You don’t need to add a Frequent Heroic Breeze or Weird Eye That Means Something to such a character—leave some Quirky stuff for other people! Also, you can’t take a quirky feat another character in the same party has without GM approval, and the GM should get the other player’s approval. If everyone descended from the Witch Heather Spellgoode has a literal third eye, it makes sense for two characters that are siblings to both take it. But if one character ends up with a Demon For A Hand, it’s going to be weird if another character goes to Demon-For-A-Hand-R-Us and gets one for themselves.

In rare cases, a GM may have a plot point take away a Quirky feat that has previously been given as a bonus feat. If this is done, it’s polite to either replace it with another Quirky feat the player approves of (maybe being healed of the scar from being Branded By An Actual Artifact exposed you to energies that caused you to gain a Skunk Stripe of Significance), or grant a bonus feat slot the player can use to take anything their character qualifies for.

In even rarer cases, a GM might grant a character that already has a Quirky feat the opportunity to acquire another one, either as a bonus feat or as a feat they can select next time they gain a feat. This should only be done when it serves to drive the narrative forward, but GMs must use their best judgement on that.

(We’re still tweaking things, like I want my name on it, but the final version will look a LOT like this!)

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ShadowFinder Adventure Sketch

The ShadowFinder Core Book won’t include a full-length adventure–there’s neither time nor room to get one crammed into that first book–but it WILL include some GM/Adventure support. There will be a section that talks about how to take typical Starfinder Adventure Paths and “reskin” them for the ShadowFinder Play Mode. And there will be some Adventure Sketches.

These are short outlines of what an adventure might include, with sections outlining “What It Looks Like,” “What’s Actually Going On,” “How Do PCs Get Involved,” “How Does It End,” and “Then What.” They are designed for GMs to use as inspirations and jumping-off points, with just enough details to explain what the adventure is about and how it may go, but without so many it’ll be difficult to mold into an existing campaign’s events. For example, while this adventure sketch mentions “the city,” it doesn’t tell you if it happens in New York City, Tokyo, or Absalom. That’s up to the GM.

I kinda hate to preview an Adventure Sketch–they take a lot of effort to write compared to their size and I see them as being a big part of what makes the ShadowFinder book work, despite their relatively small wordcount–but for exactly the reason I want them in the Core Book, I think they do a great job of showcasing what kinds of stories I think ShadowFinder is going to be great for playing through.

So, I picked one of my favorites — Save the City Beneath — and am showcasing it here.

Save The City Beneath

What It Looks Like: Water is mysteriously disappearing. From the drinking water system, reservoirs, even entire rivers and lakes are showing water levels way, way below what they out to be. The systems are all connected to the city’s drinking system, and if the loss isn’t stopped, the entire city is going to have a water shortage.

What’s Actually Going On: The city sits atop “The City Beneath,” a subterranean mix of old, unmapped sewers, storm drains, bootlegger tunnels, heating shafts, closed-off basements, cisterns, bomb shelters, previous cities, and secret underground complexes, natural caves, mined-out salt mines, where a civilization exists with only sporadic contact with the normal city above them. The City Beneath has actual physical portals to the Shadowblast, but also to demiplanes with less malignant residents and much ancient lore and preserved mystic libraries.

The City Beneath is not an inherently evil place. It’s a city, with good people, bad people, homeless people, gangs, unions, charities, arks, and everything else you’d expect to find in a big city—just all underground. But a powerful and judgmental person or group in the upper class of the “normal” surface city (we’ll call them F.L.O.O.D. – Friends of Law, Order, and Organized Democracy) has decided the City Beneath is an unacceptable danger. This group wants to find the City beneath, scour it of everything of value and power, and destroy it.

So, FLOOD are flooding the lower sections of their own city—uncaring that they are drowning the homeless, flooding out the dispossessed, and terrifying the vulnerable members of the lower class in the process—to follow the water drainage into passageways to the City Beneath.

Of course, in the process they are also waking up and releasing things the City Beneath locked away as too dangerous centuries ago.

How Do PCs Get Involved: If the mystery of a regionwide water shortage centered on a major city isn’t enough to get the PCs poking around, when some monsters start popping up in basements, abandoned bank vaults, old tunnel systems, and trendy secret clubs, the PCs can be in the wrong place at the wrong time. Or, someone working for FLOOD might even try to hire the PCs to protect their water-trackers, hoping monster-hunters will blindly accept that the City Beneath must be “dealt with.”

How Does It End: The PCs figure out what FLOOD is up to, and either expose them to the public (which won’t result in anyone important going to jail, but will bring enough pressure for FLOOD to give up… for now), or hunt down and take out the FLOOD manager in charge of the deadly operation. FLOOD won’t be destroyed either way, but will decide such high-profile, headline-grabbing operations are a bad idea.

Then What: Assuming the FLOOD threat to the City Beneath is ended, the PCs now have access to an entire hidden society. In future adventures they can explore, train, use Coin of the Realm to buy magic items, set up bases, make allies, and go adventuring to deal with the City Beneath’s unsavory elements and gangs.

For inspiration on the City Beneath, look up the real-world locations of the Aldwych tube ghost statipn in London, England; Avinguda de la Llum in Barcelona, Spain; the Burlington Bunker in Corsham, England; the Cincinnati Subway in Ohio; Derinkuyu, Turkey; Dixia Cheng in China; the Estación de Chamberí abandoned subway station in Madrid, Spain; K’n-yan; Metro 417 in Los Angeles, California; Naours, France; New York City’s City Hall station; The Paris Catacombs, France; Poland’s Wieliczka Salt Mine; Portland Underground, in Portland, Oregon; Three Kings Catacombs in Tizimín, Mexico; and the Seattle Underground, in Seattle, Washington.

(Seriously, I can’t wait to show you all this Jacob Blackmon ShadowFinder art!)

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How to Use the ShadowFinder Book

I’ve made a big deal out of the upcoming Starfinder Infinite project called ShadowFinder being a Play Mode for Starfinder, rather than a separate campaign or ruleset. So, if it’s designed to create a different play experience, but is 100% Starfinder compatible, what do I expect people to actually do with this book?

Well, no shock, I write about that a bit in the book itself.

Okay, What Do We DO With This?

ShadowFinder is designed to be use a few different ways, depending on your interests.

First, it’s everything you need to start running adventures in a new Play Mode, with a focus on the aesthetics and tropes of modern urban fantasy, rather that the more scifi-fantasy of Starfinder. We present enough information to get you started, including a quick description of the planar scar known as the Shadowblast, and the two worlds it links – Lost Golarion, and Rasputin’s Legacy Earth. If you are the type of group who just wants some rules and a setting, or maybe also some adventure seeds, and then you craft adventures and storylines yourselves, you can get started right away.

Second, it’s a big set of additional options for any Starfinder game. The new classes, class options, feats, and spells are all designed for use in ShadowFinder, but since the rules are 100% compatible with Starfinder, if you want to add enigmas, warlocks, and even sword saints and technicians to a non-ShadowFinder game, they’ll fit right in. There are some options rules in ShadowFinder that aren’t designed for other uses, such as Heroic Defense, but I’ve carefully kept those separate from other player-facing material. That means if you want to play a ShadowFinder game with Heroic Defense, it applies to any PC (even those uses classes from other sources), and if you want to play a warlock in a game without Heroic Defense, the class remains balanced.

Third, and most excitingly for me, it’s a toolkit of ideas you can take and use to create your own Play Mode, unique campaign, or even related Starfinder Infinite products! This book is very much the product of exactly what I wanted to make, but I see that as a beginning, not an end. Now that these rules and ideas are out in the world, I hope you will take the opportunity to shape, mold, and build off of them to create whole-new things I could never dream of.

(Yep. It’s a Nuar in a Suit)

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ShadowFinder Inspirations List

This week seems to be all about previews of some of the material from the ShadowFinder book I announced in my ShadowFinder Is Coming post.

So, what on Earth has gone into my head to lead me to want to write this book? Well… there’s a lot of it.

Appendix A: Inspirations List

This excerpt of Appendix A is not part of the OGL content of this site, and it not covered by any of the licenses this product is published under. It’s a separate, editorial list presented under fair use.

While ShadowFinder is not an effort to duplicate any specific piece of genre fiction, it absolutely does draw inspirations from a wide range of movies, shows, anime, books, and comics. While I simply do not have room (or time) to compile a comprehensive list, I did want to touch on some of the biggest contributors to the zeitgeek I’m trying to tap into. Very few of these represent exactly what I expect a ShadowFinder game session to look like, but most of them have elements that could easily inspire ShadowFinder plots, adventures, and characters.

This is just the film and television parts of the appendix from the book, which also has comics and literature… though wow have I wanted more tv and movies in the past 20 years than read books. 😛

In some cases, I have listed the original source of a franchise, even though something later in the franchise might be the first thing that that inspired me. In other cases, I list some later product, because it stands out in my mind from the rest of its franchise. There’s a reason both Dawn of the Dead movies are listed but not all the related zombie films, and Friday the 13th Part II and Jason Goes to Hell: The Final Friday are the only two Friday the 13th movies listed.

Inclusion here is absolutely not a claim of quality entertainment, in value, theme, presentation, or diversity. A lot of these are bad, and the very fact they are bad sometimes is what caused them to spark ideas in my head. In particular, many of these things now make me cringe when I read or watch them, as they have tropes, attempts at jokes, and stereotypes that should never have been acceptable. Please, check reviews and content warnings before trusting them to be entertaining. There are some great ideas in these, but too often they are mixed with bigotry and bias. I know we can all do a better job when importing the cool parts into our own stories.

Also, a lot of them are horror-themed, despite the fact I don’t consider ShadowFinders to be designed as a horror genre. But modern supernatural stories often are horror, and part of the point is that slasher and monster-in-the-sewer films go differently when PCs get involved.

[H2]Film and Television

Alias. Created by J.J. Abrams.

Alligator. Directed by Lewis Teague.

Angel. Starring David Boreanaz.

Angel Heart. Directed by Alan Parker.

Assault on Precinct 13. Directed by John Carpenter.

Attack of the Killer Tomatoes. Directed by John DeBello.

Attack the Block. Directed by Joe Cornish.

Battle Royale. Directed by Kinji Fukasaku.

Belphegor, or the Phantom of the Louvre. Directed by Claude Barma.

Big Trouble in Little China. Directed by John Carpenter.

Black Dynamite. Directed by Scott Sanders.

The Blair Witch Project. Directed by Daniel Myrick and Eduardo Sánchez.

The Blob. Directed by Irvin S. Yeaworth, Jr.

The Blues Brothers. Directed by John Landis.

The Boondock Saints. Directed by Troy Duffy.

Brimstone. Created by Ethan Reiff, Cyrus Voris.

Bubba Ho-Tep. Directed by Don Coscarelli.

Buffy the Vampire Slayer. Starring Sarah Michelle Gellar.

The Cabin in the Woods. Directed by Drew Goddard.

Chitty Chitty Bang Bang. Directed Ken Hughes.

C.H.U.D. Directed by Douglas Cheek.

Cool World. Directed by Ralph Bakshi.

The Craft. Directed by Andrew Fleming.

Creature from the Black Lagoon. Directed by Jack Arnold.

The Crow. Directed by Alex Proyas.

Dark Angel. Created by James Cameron and Charles H. Eglee.

Dark City. Directed by Alex Proyas.

Darkman. Directed by Sam Raimi.

Dawn of the Dead. Directed by George A. Romero.

Dawn of the Dead. Directed by Zack Snyder

Death Valley. Developed by Eric Weinberg, Curtis Gwinn, and Spider One.

Deep Rising. Directed by Stephen Sommers.

Demon Knight. Directed by Ernest R. Dickerson.

The Descent. Directed by Neil Marshall.

Escape from New York. Directed by John Carpenter.

Equinox. Directed by Robert Day.

Evil Dead II. Directed by Sam Raimi.

Five Deadly Venoms. Directed by Chang Cheh.

The Fog. Directed by John Carpenter.

Friday the 13th, the Series. Created by Frank Mancuso Jr. and Larry B. Williams.

Friday the 13th, Part II. Directed by Steve Miner.

Fright Night. Directed by Tom Holland.

Fringe. Created by J. J. Abrams, Alex Kurtzman, and Roberto Orci.

From Dusk till Dawn. Directed by Robert Rodriguez.

Game of Death. Directed by Bruce Lee.

Ghost Dog: The Way of the Samurai. Directed by Jim Jarmusch.

Ghostbusters. Directed by Ivan Reitman.

The Golden Child. Directed by Michael Ritchie.

Halloween. Directed by John Carpenter.

Happy! Created by Grant Morrison and Darick Robertson.

Hellraiser. Directed by Clive Barker.

Highlander. Directed by Russell Mulcahy.

Highway to Hell. Directed by Ate de Jong.

The Host (Gwoemul). Directed by Bong Joon-ho.

House II: The Second Story. Directed by Ethan Wiley.

House on Haunted Hill. Directed by William Malone.

Howard the Duck. Directed by Willard Huyck.

Hudson Hawk. Directed by Michael Lehmann.

In the Mouth of Madness. Directed by John Carpenter.

Infinity Train. Created by Owen Dennis.

John Dies at the End. Directed by Don Coscarelli.

John Wick. Directed by Chad Stahelski and David Leitch.

Jason Goes to Hell: The Final Friday. Directed by Adam Marcus.

Jurassic Park. Directed by Steven Spielberg.

Killer Klowns from Outer Space. Directed by Stephen Chiodo.

The Kingdom (Original title: Riget). Created by Lars von Trier.

Kiss Meets the Phantom of the Park. Directed by Gordon Hessler.

Kolchak: The Night Stalker. Creator Jeff Rice.

Kung Fu Hustle. Directed by Stephen Chow.

L.A. Story. Directed by Mick Jackson.

Labyrinth. Directed by Jim Henson.

The Lair Of The White Worm. Directed by Ken Russell.

Lake Placid. Directed by Steve Miner.

The Last Dragon. Directed by Michael Schultz.

The Lost Boys. Directed by Joel Schumacher.

The Lost Room. Created by Christopher Leone and Laura Harkcom.

El Mariachi. Directed by Robert Rodriguez.

Midnight, Texas. Developed by Monica Owusu-Breen.

MirrorMask. Directed by Dave McKean.

Monster Squad. Directed by Fred Dekker.

Mortal Kombat. Directed by Paul W. S. Anderson.

National Treasure. Directed by Jon Turteltaub.

Near Dark. Directed by Kathryn Bigelow.

Neverwhere. Created by Neil Gaiman and Lenny Henry.

Nightbreed. Directed by Clive Barker.

A Nightmare on Elm Street 3: Dream Warriors. Directed by Chuck Russell.

Night of the Lepus. Directed by William F. Claxton.

The Passage. Created by Liz Heldens.

Pi. Directed by Darren Aronofsky.

The Prophecy. Directed by Gregory Widen.

Predator. Directed by John McTiernan.

Prince of Darkness. Directed by John Carpenter.

Pumpkinhead. Directed by Stan Winston.

Puppet Master. Directed by David Schmoeller.

Quatermass and the Pit. Directed by Roy Ward Baker.

The Quiet Earth. Directed by Geoff Murphy.

Raiders of the Lost Ark. Directed by Steven Spielberg.

Rawhead Rex. Directed by George Pavlou.

Re-Animator. Directed by Stuart Gordon.

REC. Directed by Jaume Balagueró and Paco Plaza.

Repo Man. Directed by Alex Cox.

The Return of the Living Dead. Directed by Dan O’Bannon.

Salem’s Lot. Directed by Tobe Hooper.

Sleepy Hollow. Created by Alex Kurtzman, Roberto Orci, Phillip Iscove, and Len Wiseman.

Special Unit 2. Created by Evan Katz.

The Strain. Created by Guillermo del Toro, and Chuck Hogan.

Stranger Things. Created by the Duffer Brothers.

Streets of Fire. Directed by Walter Hill.

The Stuff. Directed by Larry Cohen.

Supernatural. Creator Eric Kripke.

The Swarm. Directed by Irwin Allen.

Them! Directed by Gordon Douglas.

They Live. Directed by John Carpenter.

The Thing. Directed by John Carpenter.

Thirteen Ghosts. Directed by Steve Beck.

Trancers. Directed by Charles Band.

Tremors. Directed by Ron Underwood.

Vampire Hunter D. Directed by Toyoo Ashida.

Vampires. Directed by John Carpenter.

Warlock. Directed by Steve Miner.

The Warriors. Directed by Walter Hill.

The X-Files. Creator Chris Carter.

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ShadowWalkers

Continuing a theme, here’s another preview of some of the material from the ShadowFinder book! Nothing on this page is OGL. This is a post of Community Use content of Paizo materials, and is a follow-up to my ShadowFinder Is Coming post from earlier in the week.

ShadowWalkers: Not everything can move back-and-forth between the Material plane and the Shadowblast. No magic, technology, power, or effect can allow travel between the two for anything but random and sporadic inanimate objects, and the rare breed of creature who are ShadowWalkers.

All PCs are assumed to be ShadowWalkers, whether they know it or not. Any NPC or monstrous threat the GM wishes to be a ShadowWalker is one. Being a ShadowWalker doesn’t let you move to or from the Shadowblast with your own power. It just means you can use the spells, devices, and gates that would normally allow planar travel can take you both ways, if you happen to have access to it.

No one knows what percentage of creatures are ShadowWalkers. It could be 1-in-10, 1-in-1,000, or even 1-in-1,000,000. That’s for each GM to decide, and for ShadowFinders without their games to find out over time. It could even be that ShadowWalkers native to the Material plane are rare, and those native to the Shadowblast are common… or vice versa.

What is known is that the cleverest, most dangerous creatures of the Shadowblast generally aren’t ShadowWalkers, much to their annoyance. They are trapped in the Shadowblast, unable to move to any other plane of existence. Many such creatures were once freer entities, sailing Astral winds at a whim, and will do nearly anything to regain that freedom. Since the Shadowblast appears to be anchored by the Earth of Rasputin’s Legacy on one end, and Lost Golarion on the other, the little gods trapped in the Shadowblast often feel destroying one world, or both, is their best bet for escaping their gloomy prison. To do that, they craft complex plans that often involve sending ShadowWalker minions from the Shadowblast to one or the other world, perhaps to set up cults to perform rituals to find yet more ShadowWalkers among the denizens of the Material plane, to turn those into more minions, to start more cults…

(ShadowWalkers… Come out and play-aaaaay.)

Want to ask questions about ShadowFinder? Would you enjoy access to a huge backlog of game stuff and articles? Simply want to support me creating more of these things? Check out my Patreon!