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The town of Herebey solved their labour shortage by putting the dead to work. A decade of war and drought had left the town and surrounding lands badly deploulated. The simply wasn’t enough able bodied people left to work the fields. So the city mayor turned to the necromancer locked away in the castle dungeon. In return for moving her to a more pleasant house arrest, she reanimated the dead to serve as farmhands. In deference to the people’s sensitivities, she was directed to use corpses from the nearby ancient tomb of warriors, rather than the graves of the recently deceased. The surplus food is attracting many immigrants from the across the stricken region and the necromancer finds her skills in demand for the factories.

The Red Skull are an all female pirate band that protect an ancient tapestry. Nothing grows on the tiny island where their castle is built, so they have to survive by raiding.  They forcibly recruit new members from the passengers and crew of the ships they raid.  The tapestry shows a set of runes that if spoken aloud will release a monster of the deep. The pirates maintain and preserve the tapestry as its destruction or removal would also release the monster. Tensions exist amongst the band about the need for violence to gather supplies.

Despite the best efforts of the Galactic Hegemony, humanity has completely failed to make contact with alien life. All the loitering scout ships, targeted transmissions and ancient ruins have been missed or ignored.  Worried that without hegemonic guidance and support the humans might develop support technologies, more direct methods have been authorised.  Existing observation posts on Terra are to be upgraded to infiltration bases and key humans are to be replaced by operatives.  The conspiracy to ensure that the humanity joins the Galactic Hegemony in the appropriate manner has begun.


Image Credit – Garage of Green Furrows by Ian Sane – CC-BY-2.0

Source: https://6d6rpg.com/2017/11/04/short-seeds-rpgs-dead-work/?utm_source=rss&utm_medium=rss&utm_campaign=short-seeds-rpgs-dead-work

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3 thoughts on “Short Seeds for RPGs – The Dead at Work

  1. My tabletop gaming group is having a huge argument this week because a dark-skinned elf was introduced to our fantasy world.

    I live in a very conservative area, and it's next to impossible to fill a group up with players who align 100% with my politics. Usually that isn't a problem, because fantasy is great escape from real world bullshit including politics, but not this time.

    Two players, both ardent Trump supporters for what it's worth, have taken great issue with the elf being in our fantasy world. They claim that we're forcing our “BS politics” down their throat and that only Drow Elves (evil elves that dwell underground, for those of you who aren't familiar) can have dark skin.

    It's gotten as silly as them citing passages from J.R.R. Tolkien where he describes elves as being fair-skinned. It's been distressing, because it's otherwise a fun group of people to game with. But currently this issue threatens to tear the group apart.

    I've tried my best to explain the idea of representation being important, and fantasy being an individual thing, and who cares if an elf/gnome/dwarf looks Asian/Black/Latino or whatever. But apparently I'm a woke asshole for trying to inject this in the D&D world.

  2. Looking for a spooky/horror themed halloween game for my six player group. We play 3.5 but doesn’t have to be.

  3. For me, my greatest disappointment was Ptolus for 5e. I honestly expected Monte Cook and crew to do more than adjust statblocks from the previous Ptolus release for 3.5 when this tome was first announced on KS. A stronger focus on updating the lore to better fit with the 5e RAW was what I expected. As it is, my days of being a Monte Cook fanboy ended with this uninspired release.

    For my greatest surprise, I have to go with the brilliant Castle Keepers Guide (CKG) from Troll Lord Games. Many years in the making, this book delivered in spades. While the DMG (for 5e) primarily focuses on providing guidance for new or inexperienced DMs, the CKG turns it to '11' and provides alternate rules and tables of knowledge for experienced Keepers all with ample text explaining each topic. Finally, the production values for this book match the content. In short, this is a beautiful book, inside and out.

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