tag:blogger.com,1999:blog-21442109611397345742024-03-13T01:11:58.526+01:00The Dice BladeCut once, measure twice, slice and diceKingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-2144210961139734574.post-40818838172834628842020-02-12T12:44:00.003+01:002020-03-12T20:49:45.375+01:00Spell: Tally the NumbersBecause you like math and need more spells.<br />
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<b>Tally the Numbers</b><br />
Level 1 <br />
Duration: 24 hours<br />
Target: Self<br />
Choose 1 + 1 more for every other caster level numbers between 1-20. Note them down.<br />
If any of those unmodified numbers turn up on a d20 roll before the duration of the spell is up, strike the number from that list, add a Fortune Counter to the caster.<br />
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A Fortune Counter can be spent to do any of the three following things:<br />
<br />
<ul>
<li>Deal maximum damage with one attack</li>
<li>Reroll a dice roll</li>
<li>Lower damage dealt to you by d6</li>
<li>Ignore a critical hit against you, or a fumble you do</li>
<li>Give advantage to one roll</li>
</ul>
<ul></ul>
Unspent tokens will disappear once the spell elapses. <br />
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<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-25680776478634487242020-02-08T13:51:00.000+01:002020-02-08T13:51:17.791+01:006 Terrific Trillion Monsters<br />
6 randomly themed monsters spawned from the Book of Ten Trillion Things, combined with Freebooters on the Frontier's table of Elements.<br />
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<b>1</b>. <b>Hair Eater</b><br />
Theme: Bone<br />
Output: Charming, Angora, Centipede<br />
HD: 1<br />
AC: As Leather<br />
Attack: Special, see below.<br />
Movement: ½ Normal.<br />
Number Encountered: 1d4 <br />
Appearance: A knee-high white centipede with glowing yellow eyes.<br />
Abilities: Sanctuary (save versus magic when attacking it or be unable to do so), Depilatory Ossification (On a successful hit, the subject must save versus Reflex or the Hair Collector attaches itself to the closest patch of hair on the subject's body. The Hair Eater can be Over the course of 1d6 hours, the Hair Collector eats the hair and replaces it with a carapace of bone, which grants it a +2 bonus to AC, but a -2 penalty to CHA. Overly hairy subjects may get double bonus. Once all hair is eaten, the Hair Eater drops off the subject. A satisfied Hair Eater will eventually craft a chrysalis around itself out of hair and saliva, later evolving into a Flesh Reaper after 1d6 weeks.)<br />
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Flesh Reaper.<br />
HD 2<br />
AC: As Leather+Shield<br />
Attack: 1d6<br />
Movement: 2x normal speed (Flight)<br />
Appearance: A brown wasp-like creature the size of a labrador, four razor-sharp mandibles.<br />
Abilities: Dissolve Flesh (save versus Poison or take 1 point of damage to STR/DEX/CON (determined randomly))<br />
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<b>2. Dream Vine</b><br />
Theme: Envy<br />
Output: Effective, Rope, Dream<br />
HD: 1 <br />
AC: As Unarmored.<br />
Attack: Special, see below. <br />
Movement: As unencumbered<br />
Number Encountered:1<br />
Appearance: A multicolored, ophidian cloud with a somber humanoid face, many smaller tentacles jutting out from it.<br />
Abilities: Ethereal, Oneiric Feeding (The Dream Vine, a creature without the ability to dream, desires the dreams of mortals. Upon detecting sleeping prey, the Vine will attempt to attach itself to a subject by attacking it. If successful, the subject wakes up the following day unexplicably unrested, with a cumulative -1 penalty to d20 rolls for each dreamless night.<br />
Once the penalty hits -10, the subject takes 1d6 damage each night until it dies. If it does, a new Dream Vine will rise from the corpse of the subject.<br />
Each additional night that the Dream Vine is attached to someone, it will keep looking for more subjects to attach itself to within 100' of the sleeper.)<br />
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To a person with True Sight, the Dream Vine appears attached to the backside of a subject's head, with independent tendrils stretching off toward all other attached subjects.<br />
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<b>3. Fog Strangler </b><br />
Theme: Mist<br />
Output: Rattan, Nails<br />
HD: 1 <br />
AC: As Unarmored.<br />
Attack: Gains one attack per tendril, 1d4+Free grapple attempt.<br />
Movement: ½ normal speed.<br />
Number Encountered: 1<br />
Appearance: A plant similar to an aloe vera plant, but blue, with 2d4 root tendrils snaking around nearby trees.<br />
Abilities: Mist Cloud (always on, 20' radius), Thorns (save versus Paralysis or attacker takes d4 damage. Deals this damage automatically to grappled opponents).<br />
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<b>4 Desolation Drake </b><br />
Theme: Ash <br />
Output: That, Simple, Gaunt, Hundredth, Torn, Colorless, Draconic, Uranium, Wrestling<br />
HD:6<br />
AC: As Leather <br />
Attack: 1d8<br />
Movement: As unencumbered<br />
Number Encountered:1<br />
Appearance: A fluttering shape similar to an emaciated eastern dragon, composed of cloth that glows in the dark. Leaves tracks in the form of a grey, withered landscape.<br />
Abilities: Touch of Desolation (Subject attacked must save versus magic or become afflicted with a disease that transforms their flesh to ashes. Save versus poison/physical each day or lose 1d4 HP permanently. Unless disposed off, these ashes make it easier for a Desolation Drake to track you. <br />
The ashes are hot to the touch and acts as a contact poison (1d4 damage when handled). The Desolation Drake is immune to the ashes.)<br />
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<b>5 Blood Blanket</b><br />
Theme:Health<br />
Output: Flannel, Skink<br />
HD:1<br />
AC: As Leather<br />
Attack: 1d6<br />
Movement: As unencumbered<br />
Number Encountered: 1d4<br />
Appearance: A mobile blanket of reptile skin <br />
Abilities: Blood Absorption (Whenever successfully dealing damage to a creature, the Blood Blanket gains that many hitpoints. It is possible for it to go beyond maximum HP.)<br />
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<b>6 Spectral Impaler</b><br />
Theme: Fury<br />
Output:Elaborate, Full Size, Recent, Elliptical, Crimson, Fairy, Antler, Shovel<br />
HD: 3<br />
AC: As Chain<br />
Attack: 1d8 damage+Impalement<br />
Movement: 2x human speed <br />
Number Encountered:1<br />
Appearance:A floating, translucent crimson orb adorned with horns.<br />
Abilities: Move Earth, Impalement (when the Impaler successfully charges a victim, they must save versus Paralysis or be stuck to the horns, taking 1d6 damage each round they remain on the horns), Piledriver (The Spectral Impaler will use any victims of its attack as improvised weapons, capable of flinging them as an improvised ranged attack)<br />
<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-79838863396038287852019-11-20T18:07:00.165+01:002020-08-09T19:18:34.698+02:00My Maritime Fantasy<span style="font-family: inherit;"><span style="font-size: small;"><br /></span>
<span style="font-size: small;">A collection of houserules and tables for maritime adventures.</span><br />
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</span><div><span style="font-family: inherit;"><span style="font-size: large;"><div class="separator" style="clear: both; text-align: center;"><a href="https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP.QgPdWbnWbkq8AiWsIcKYYwHaEK%26pid%3DApi&f=1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="474" src="https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP.QgPdWbnWbkq8AiWsIcKYYwHaEK%26pid%3DApi&f=1" /></a></div><b><br /></b></span></span></div><div><font size="3"><span style="font-family: inherit;"><span><u>Updated 4/8 2020</u><b><br /></b></span></span></font></div><div><font size="3"><span style="font-family: inherit;"><span><b><br /></b></span></span></font></div>-Not happy with the current sailing rules, so I'm sticking with <a href="https://drive.google.com/file/d/1WzigeUW_WsiFOjDzveWWmTUASinLq7H8/view">Skerple's</a> rules for now, any exceptions listed below.<br /><div><font size="3"></font><br /><font size="3"><span style="font-family: inherit;"><span></span></span></font></div><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 775.633px; transform: scaleX(0.786939);"></span> <span><span style="left: 60px; top: 446.057px; transform: scaleX(0.786809);"></span></span><br />
<span><span style="left: 60px; top: 546.057px; transform: scaleX(0.794362);"></span></span><span style="left: 340px; top: 775.633px; transform: scaleX(0.786939);"><br /></span>
<span><span style="left: 60px; top: 546.057px; transform: scaleX(0.794362);"><b>Ship List</b></span></span><br />
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<tr>
<th class="tg-g7sd"><font size="3"><span style="font-family: inherit;">Name</span></font></th>
<th class="tg-g7sd"><font size="3"><span style="font-family: inherit;">Ship Hit Dice</span></font></th>
<th class="tg-g7sd"><br /></th>
<th class="tg-g7sd"><font size="3"><span style="font-family: inherit;">Minimum Crew <br /></span></font></th>
<th class="tg-g7sd"><font size="3"><span style="font-family: inherit;">Speed Die</span></font></th>
<th class="tg-g7sd"><br /></th>
<th class="tg-fymr"><font size="3"><span style="font-family: inherit;">Price (in silver pieces)</span></font></th>
</tr>
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<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Raft</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d4</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">5</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Canoe</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d4</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">30</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Lifeboat</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d4</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">100</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Trireme</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">170</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">10,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Quadrireme</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">9</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">170</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">50,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Longship</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">3</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">75</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">30,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">River Galley</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">3</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">20</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">8,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Riverboat</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">2</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">16</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">2,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Sailboat</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">2</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">1</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">12,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Cog</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">5</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">20</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d8</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">15,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Caravel</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">6</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">35</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d10</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">39,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Carrack</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">9</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">82</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d8</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">48,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Galleon</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">10</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">150</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d8</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">60,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Cutter</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">7</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">20</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d10</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">45,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Brigantine</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">10</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">45</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d10</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">90,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Corvette</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">11</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">84</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d12</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">135,000</span></font></td>
</tr>
<tr>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">Frigate</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">15</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">84</span></font></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">d10</span></font></td>
<td class="tg-0pky"><br /></td>
<td class="tg-0pky"><font size="3"><span style="font-family: inherit;">180,000</span></font></td>
</tr>
</tbody></table><font size="3"><span style="font-family: inherit;">
</span></font><table class="userscript-table userscript-table-bordered"><thead>
<tr><th><font size="3"><span style="font-family: inherit;"><br /></span></font></th><td><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></td><th><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></th><th><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></th><th><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></th><th><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></th><th><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></th><th><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></th></tr>
</thead><tbody>
</tbody></table><font size="3"><span style="font-family: inherit;">
</span></font><span style="font-family: inherit;"><font size="3"><span><br /></span></font></span><div><span style="font-family: inherit;"><font size="3"><span><b><font size="3"><span style="font-family: inherit;"><b><span><span style="left: 60px; top: 305.473px; transform: scaleX(0.796705);"><span>Ship Stats</span> </span></span></b><br />
</span></font></b><font size="3"><span style="font-family: inherit;"><span><span style="left: 60px; top: 386.057px; transform: scaleX(0.766407);">Ships have </span><span style="left: 60px; top: 406.057px; transform: scaleX(0.817281);">Ship Hit Dice (SHD) and Ship Hit </span><span style="left: 60px; top: 426.057px; transform: scaleX(0.797569);">Points (SHP). 1 Ship Hit Point is equal </span><span style="left: 60px; top: 446.057px; transform: scaleX(0.786809);">to 10 character-scale Hit Points. </span></span><span><span style="left: 60px; top: 446.057px; transform: scaleX(0.786809);">Any attack which does less than 10 Hit Points of damage does not
cause the loss of a Ship Hit Point. If a vessel is damaged to 0 or fewer
Ship Hit Points, it will no longer move and the ship’s weapons will no
longer function. The ship will sink within d10 rounds.</span></span></span></font></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><b><br /></b></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><b>Cargo Slots</b></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span>A ship can carry a number of item slots equal to its Hit Dice. A slot is equal to about 500 kg or <font size="3"><span style="font-family: inherit;">500 coins of treasure.</span></font></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><font size="3"><span style="font-family: inherit;"><br /></span></font></span></font></span></div><div><br /></div><div><b>Speed Dice</b><br /><span style="font-family: inherit;"><font size="3"><span><font size="3"><span style="font-family: inherit;"><font size="3"><span style="font-family: inherit;"><span><span style="left: 60px; top: 446.057px; transform: scaleX(0.786809);">A </span><span style="left: 60px; top: 466.057px; transform: scaleX(0.747965);">ship’s speed is expressed as a die type </span><span style="left: 60px; top: 486.057px; transform: scaleX(0.783496);">(d4-d12). This </span><span style="left: 60px; top: 526.057px; transform: scaleX(0.793873);">is important for maneuver rolls in </span><span style="left: 60px; top: 546.057px; transform: scaleX(0.794362);">ship-to-ship combat. </span></span></span></font></span></font></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><font size="3"><span style="font-family: inherit;"><br /></span></font></span></font></span></div><div><br /><span style="font-family: inherit;"><font size="3"><span><font size="3"><span style="font-family: inherit;"></span></font></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><b>Crew</b></span><br />
<span>Each vessel listed
above need a minimum number of crew members in order to travel at
full speed.</span>
<br />
</font></span><ul><li><font size="3"><span style="font-family: inherit;"><span>If
there is less than a full crew, but more than
three-quarters of the full crew, the ship’s captain must decide between
reducing the ship's speed dice by one or let the ship take 1d6 SHP in
damage.</span><span> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span>If there is less
than three-quarters crew, but more than one-half of the full crew, a
ship’s speed dice is reduced by one and the ship takes 1d6 SHP in</span><span> damage</span><span><span>.</span></span><span> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span>If there is less than one-half crew, but more than one-quarter of the full crew, a ship’s </span><span><span>speed dice is reduced by two</span> and the ship takes 1d6 SHP in damage. </span><span> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span>If
there is less than one-quarter of the full crew, then the ship cannot
be controlled. It drifts as decided by the Referee and the ship takes
1d6 SHP</span><span> in damage</span><span>.</span></span></font>
</li></ul></div><div><br /></div><div><i>Wages and Shares (paid daily)<br /></i></div><div>Sailor: 2 sp.</div><div>Sailor, Captain: 8 sp. A proper sea captain is necessary to organize and<br />command a ship’s crew, else the crew’s Morale drops by one.<br />Sailor, Navigator: 3 sp. <br />Sailor, Oarsman: 1 sp. If a vessel an oared ship and not a sailing ship, oarsmen<br />can instead be employed. Other than their pay,oarsmen are essentially the same as sailors.<br /></div><div><br /></div><div>When the ship docks at a port, add up the total amount of days travelled and pay the wages accordingly. Failure to do so may result in the crew revolting.<br /></div><div><br /></div><div><br /><span style="font-family: inherit;"><font size="3"><span><font size="3"><span style="font-family: inherit;"><font size="3"><span style="font-family: inherit;">
<span><b>Artillery</b></span><br />
<span>Each “size category” of artillery costs 250 sp and
counts as one encumbrance slot. If
artillery hits, it does 1d6 Ship Hit Points (or 1d6 × 10 regular Hit
Points) of damage per size category. One crew member dies for every 25
points of damage, rounding up. Artillery can
only be fired once per round per size category of the piece.</span><br />
<br />
</span></font></span></font></span></font></span><table class="userscript-table userscript-table-bordered"><thead>
<tr align="left"><th><font size="3"><span style="font-family: inherit;"><span><span style="font-weight: normal;">Name</span></span></span></font></th></tr>
</thead><tbody>
<tr><td><font size="3"><span style="font-family: inherit;"><span>1. Falcon.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>2. Minion.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>3. Saker.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>4. Demi Culverin.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>5. Culverin.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>6. Split Cannon.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>7. Demi Cannon.</span></span></font></td></tr>
<tr><td><font size="3"><span style="font-family: inherit;"><span>8. Cannon.</span></span></font></td><td><font size="3"><span style="font-family: inherit;"><br /></span></font></td></tr>
</tbody></table><span style="font-family: inherit;"><font size="3">
<span><br /><br /></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><b>Ammunition</b></span></font></span></div><div><span style="font-family: inherit;"></span></div><div><span style="font-family: inherit;"><font size="3">
<span>Each shot takes up one cargo slot. After a battle where a type of ammunition were used at least once, there is a 50 % chance of losing that shot. <br /></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><br /></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span></span></font></span><span style="font-family: inherit;"><font size="3"><span>Cannon Balls with Charge 50 sp </span></font></span><br /><span style="font-family: inherit;"></span></div><div><span style="font-family: inherit;"><font size="3">
<span><br /></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><b><br /></b></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><i>Special Ammunition</i><br /></span></font></span></div><div><span style="font-family: inherit;"></span></div><div><span style="font-family: inherit;"><font size="3">
<span></span><span>Grape Shot 50 sp.<i> <br /></i></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><i>Grape shot may be used to sweep the decks. This reduces damage by 50 %, which is then split between
the vessel and the crew. </i></span></font></span></div><div><span style="font-family: inherit;"></span></div><span style="font-family: inherit;"><font size="3">
<span><i><br /></i></span></font></span><div><span style="font-family: inherit;"><font size="3"><span>
Chain Shot 50 sp.<i> <br /></i></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><i>Fired to dismast
ships, chain shot is penalized by -2 to the to-hit roll due to the
tumbling nature of its flight. Each successful hit reduces the speed die of the targeted ship by one. If the speed dice is reduced to 0, the ship can no longer sail and will drift randomly on the seas.</i></span></font></span></div><div><span style="font-family: inherit;"></span></div><span style="font-family: inherit;"><font size="3">
<span><br /></span></font></span><div><span style="font-family: inherit;"><font size="3">
<span>Fire Bomb. 50 sp. <i><br /></i></span></font></span></div><div><span style="font-family: inherit;"><font size="3"><span><i>Fire Bombs consist of a</i><i>
metal shell filled with flammable substances, such as pitch or
turpentine. They cause 50 % less damage as the projectile is softer, but
has a high chance of starting a fire (1-2 on a 1d6 per hit)</i></span></font></span></div><div><span style="font-family: inherit;"></span></div><span style="font-family: inherit;"><font size="3">
<span><b><br /></b></span></font></span><span style="font-family: inherit;"></span><div><font size="3"><span style="font-family: inherit;"><br />
</span></font></div><div><font size="3"><span style="font-family: inherit;"><b>Supplies</b><br />
I assume that the ship has enough supplies to go around, unless an event happens that changes that.<br /></span></font><div><font size="3"><span style="font-family: inherit;"><br /></span></font></div><div><font size="3"><span style="font-family: inherit;"><br /></span></font></div><font size="3"><span style="font-family: inherit;">
<span><b><b><b>Repairing Damage</b></b></b></span></span></font></div><div>It takes a half of a crew’s complement a full day to repair 1 SHP while a full complement of crew can repair 2 SHP in a full day. <br /><font size="3"><span style="font-family: inherit;"><span></span></span></font></div><div><font size="3"><span style="font-family: inherit;"><span></span><span>As long as the ship never loses more than half
of its SHP, all damage may be repaired. If the
ship takes more than half its shp in damage, then the ship can not
be repaired to more than half its original SHP without being in
a proper port. If the ship goes below 25% of its original shp,
then the ship can not be repaired to more than 25% its original shp
without being in a proper port. Spending a cargo slot of Wood restores 1d6 SHP.</span></span></font></div><div><br /><font size="3"><span style="font-family: inherit;"><span></span></span></font></div><div><i><font size="3"><span style="font-family: inherit;"><span>Ship Repairs in Port Prices</span></span></font></i></div><div><font size="3"><span style="font-family: inherit;"><span>Repairment costs in a port town is 20 sp per lost SHP.</span></span></font></div><div><font size="3"><span style="font-family: inherit;"><span>Restoring a lowered speed dice: 100 sp per jump upwards.</span></span></font></div><div><font size="3"><span style="font-family: inherit;"><span>New rudder: 50 sp</span></span></font><br /><font size="3"><span style="font-family: inherit;"><span></span></span></font></div><div><font size="3"><span style="font-family: inherit;"><span><br /></span></span></font></div><div><font size="3"><span style="font-family: inherit;"><span></span>
<span><br /></span>
<span><b><span style="left: 60px; top: 585.473px; transform: scaleX(0.858152);">Combat Resolution</span></b><span style="left: 60px; top: 606.057px; transform: scaleX(0.780964);"> </span></span><span><span style="left: 60px; top: 606.057px; transform: scaleX(0.780964);"><br /></span></span>
<span><span style="left: 60px; top: 606.057px; transform: scaleX(0.780964);">When hostile ships or creatures are </span><span style="left: 60px; top: 626.057px; transform: scaleX(0.785575);">encountered each party involved </span><span style="left: 60px; top: 646.057px; transform: scaleX(0.773024);">makes a Maneuver Roll (1d20+the ship's speed die</span><span style="left: 60px; top: 666.057px; transform: scaleX(0.778362);">). </span><span style="left: 60px; top: 706.057px; transform: scaleX(0.769707);">The creature or vessel with the highest </span><span style="left: 60px; top: 726.057px; transform: scaleX(0.79024);">Maneuver Roll total chooses one of the </span><span style="left: 60px; top: 746.057px; transform: scaleX(0.798747);">following actions for the round:</span></span><br />
</span></font><ul><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 115.05px; transform: scaleX(0.913044);">Close.</span><span style="left: 340px; top: 135.633px; transform: scaleX(0.833567);"> You can choose to Board or Ram if </span><span style="left: 340px; top: 155.633px; transform: scaleX(0.792649);">you win the maneuver roll next round.</span><span style="left: 340px; top: 195.05px; transform: scaleX(0.926265);"> </span><span style="left: 340px; top: 195.05px; transform: scaleX(0.926265);"> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 195.05px; transform: scaleX(0.926265);"><span style="left: 60px; top: 785.473px; transform: scaleX(0.960806);">Board. </span><span style="left: 60px; top: 805.84px; transform: scaleX(0.781192);">Can only be chosen if you Closed or </span><span style="left: 60px; top: 825.84px; transform: scaleX(0.820043);">Rammed in the previous round.</span><span style="left: 278.214px; top: 826.057px; transform: scaleX(0.792699);"> Your </span><span style="left: 60px; top: 846.057px; transform: scaleX(0.782843);">vessel comes within boarding range of </span><span style="left: 60px; top: 866.057px; transform: scaleX(0.770174);">the target ship. Shift to standard </span><span style="left: 60px; top: 886.057px; transform: scaleX(0.788057);">combat.</span> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 195.05px; transform: scaleX(0.926265);">Escape</span><span style="left: 340px; top: 215.417px; transform: scaleX(0.806884);">. </span><span style="left: 340px; top: 215.417px; transform: scaleX(0.806884);">Can only be chosen if you Withdrew </span><span style="left: 340px; top: 235.417px; transform: scaleX(0.768518);">in the previous round.</span><span style="left: 482.765px; top: 235.633px; transform: scaleX(0.792522);"> Your ship </span><span style="left: 340px; top: 255.633px; transform: scaleX(0.773196);">escapes from combat.</span><span style="left: 340px; top: 295.05px; transform: scaleX(0.934998);"> </span><span style="left: 340px; top: 295.05px; transform: scaleX(0.934998);"> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 295.05px; transform: scaleX(0.934998);">Fire</span><span style="left: 340px; top: 315.633px; transform: scaleX(0.781389);">. </span><span style="left: 340px; top: 315.633px; transform: scaleX(0.781389);">Fire your cannons. 1d20+Ship's Hit Dice/shooter's level (whichever is higher) versus an AC equal to Chain.</span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 315.633px; transform: scaleX(0.781389);">Double
Loading. By reducing your ship's ammunition dice by one and attacking
with disadvantage, you will deal double damage if you hit. </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 415.05px; transform: scaleX(1.018);">Ram. </span><span style="left: 340px; top: 435.417px; transform: scaleX(0.784611);">Can only be chosen if you Closed in </span><span style="left: 340px; top: 455.417px; transform: scaleX(0.762092);">the previous round.</span><span style="left: 465.748px; top: 455.633px; transform: scaleX(0.775336);"> Inflict 1d8 damage </span><span style="left: 340px; top: 475.633px; transform: scaleX(0.785037);">on the target ship for each SHD your </span><span style="left: 340px; top: 495.633px; transform: scaleX(0.76938);">ship has. Your ship suffers 1d6 damage </span><span style="left: 340px; top: 515.633px; transform: scaleX(0.774617);">for each SHD the target ship has (1d4 </span><span style="left: 340px; top: 535.633px; transform: scaleX(0.765636);">if your ship has a ram). Sea Creatures </span><span style="left: 340px; top: 555.633px; transform: scaleX(0.773126);">use this action to make an attack using </span><span style="left: 340px; top: 575.633px; transform: scaleX(0.775571);">whatever natural weaponry they have.</span><span style="left: 340px; top: 615.05px; transform: scaleX(0.978685);"> </span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 615.05px; transform: scaleX(0.978685);">Withdraw. </span><span style="left: 340px; top: 635.633px; transform: scaleX(0.810269);">You can choose to Escape if you win </span><span style="left: 340px; top: 655.633px; transform: scaleX(0.78312);">the maneuver roll next round. If you </span><span style="left: 340px; top: 675.633px; transform: scaleX(0.793233);">are Grappled, remove one grappling hook </span><span style="left: 340px; top: 695.633px; transform: scaleX(0.769321);">instead.</span><span style="left: 340px; top: 735.633px; transform: scaleX(0.779831);"> After the action is resolved, all parties </span><span style="left: 340px; top: 755.633px; transform: scaleX(0.785535);">make another maneuver roll and </span><span style="left: 340px; top: 775.633px; transform: scaleX(0.786939);">continue until the combat is resolved.</span></span></font></li><li><font size="3"><span style="font-family: inherit;"><span style="left: 340px; top: 775.633px; transform: scaleX(0.786939);">Grapple.
If Closed in the previous round, make a ranged attack roll using the
thrower's stats, against Chain. If successful, you manage to anchor one
grappling hook to the ship, preventing it from moving freely.</span></span></font></li></ul></div><div><br /></div><span style="font-family: inherit;"><font size="3">
</font></span><span style="font-family: inherit;"><br />
<span id="docs-internal-guid-1f8d75e5-7fff-c5b0-ba75-2e6d0489b2cc" style="background-color: transparent; color: black; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"><br /></span><b> </b></span>KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-50945081259836535942019-11-08T15:59:00.001+01:002020-04-18T19:53:00.589+02:00Alternate Dimension Generator<br />
For the times when the party open a gateway to Somewhere, and you have no clue what that is. Or simply when you want to start a new campaign and want a surprise.<br />
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<a href="https://i.pinimg.com/originals/95/61/81/95618151deaeeab5f757ebc16573f658.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="456" data-original-width="710" height="256" src="https://i.pinimg.com/originals/95/61/81/95618151deaeeab5f757ebc16573f658.jpg" width="400" /></a></div>
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<span style="font-size: large;"><b>Step 1: First Impressions</b></span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDTxOPfFbfLQGDFF7tFDsmrY4pTGz8_yYf_awL5mUvp2a8VuSt499wdxAPZLBm2aN10ByM6TaZiTVt_ZbQ7rwtWEeG9-RGFi3Mdq8K2kfA2vaMJuNMpRDFTrGBrAR4AT9XEaVfDmqea6Ek/s1600/rrew.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1178" data-original-width="1597" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDTxOPfFbfLQGDFF7tFDsmrY4pTGz8_yYf_awL5mUvp2a8VuSt499wdxAPZLBm2aN10ByM6TaZiTVt_ZbQ7rwtWEeG9-RGFi3Mdq8K2kfA2vaMJuNMpRDFTrGBrAR4AT9XEaVfDmqea6Ek/s400/rrew.png" width="400" /></a></div>
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<b>How long has the sapient inhabitants been present here?</b><br />
1d20...<br />
1. Millenias, multiplied by 1d10. <br />
2. Millenias<br />
3. Centuries<br />
4. Decades<br />
5. Years<br />
6. Months<br />
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<span style="font-size: large;"><b>Step 2: Setting Changes</b></span><br />
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<b><span style="font-size: small;">Number of Changes</span></b><br />
<span style="font-size: small;">1-2. No change.</span><br />
<span style="font-size: small;">3-5. One change.</span><br />
<span style="font-size: small;">6. One change, roll again. </span><br />
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<b>What Changes?</b><br />
1. Magic.<br />
1. Is half as effective (range, duration, damage, etc).<br />
2. Is twice as effective.<br />
3. One type of magic is enhanced. Roll on Magic Type.<br />
4. All magic here is intimately tied to one Element, roll on the Elements list.<br />
5. One type of magic won't work here. Roll on Magic Type.<br />
6. Only one type of magic works here. Roll on Magic Type.<br />
2. Planar Will. Take a random personality trait from your favorite NPC Generator. Interactions on this plane that emulate this trait are more likely to be successful (e.g Rebellious )<br />
3. Supernatural Ability Infusion. Roll for a random spell; its effect applies to everything in this dimension. E.g, if you roll Read Thoughts, everyone can read each other's thoughts, while Animate Object could mean a dimension where all objects are sentient.<br />
4. Theme. Roll on Elements list and then the Applies To table.<br />
5-6. Game Rule<br />
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<b>Magic Type</b><br />
1. Necromancy.<br />
2. Evocation/destruction.<br />
3. Conjuration/summoning.<br />
4. Illusion/glamour.<br />
5. Enchantment.<br />
6. Transformation.<br />
7. Warding/binding.<br />
8. Divination/scrying.<br />
9. Artifice.<br />
10. Restoration/healing.<br />
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<b>Elements</b><br />
<style type="text/css">
.tg {border-collapse:collapse;border-spacing:0;}
.tg td{font-family:Arial, sans-serif;font-size:14px;padding:10px 5px;border-style:solid;border-width:1px;overflow:hidden;word-break:normal;border-color:black;}
.tg th{font-family:Arial, sans-serif;font-size:14px;font-weight:normal;padding:10px 5px;border-style:solid;border-width:1px;overflow:hidden;word-break:normal;border-color:black;}
.tg .tg-lboi{border-color:inherit;text-align:left;vertical-align:middle}
.tg .tg-0pky{border-color:inherit;text-align:left;vertical-align:top}
.tg .tg-0lax{text-align:left;vertical-align:top}
</style>
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<table class="tg">
<tbody>
<tr>
<th class="tg-lboi"><span style="font-weight: normal;">1</span></th>
<th class="tg-lboi"><span style="font-weight: normal;">Acid</span></th>
<th class="tg-lboi"><span style="font-weight: normal;">21</span></th>
<th class="tg-lboi"><span style="font-weight: normal;">Despair</span></th>
<th class="tg-lboi"><span style="font-weight: normal;">41</span></th>
<th class="tg-0pky"><span style="font-weight: normal;">Heat</span></th>
<th class="tg-0pky"><span style="font-weight: normal;">61</span></th>
<th class="tg-0pky"><span style="font-weight: normal;">Nature</span></th>
<th class="tg-0pky"><span style="font-weight: normal;">81</span></th>
<th class="tg-0lax"><span style="font-weight: normal;">Stars</span></th>
</tr>
<tr>
<td class="tg-lboi">2</td>
<td class="tg-lboi">Aether</td>
<td class="tg-lboi">22</td>
<td class="tg-lboi">Dimension</td>
<td class="tg-lboi">42</td>
<td class="tg-0pky">History</td>
<td class="tg-0pky">62</td>
<td class="tg-0pky">Oil</td>
<td class="tg-0pky">82</td>
<td class="tg-0lax">Steam</td>
</tr>
<tr>
<td class="tg-lboi">3</td>
<td class="tg-lboi">Air</td>
<td class="tg-lboi">23</td>
<td class="tg-lboi">Doom</td>
<td class="tg-lboi">43</td>
<td class="tg-0pky">Hope</td>
<td class="tg-0pky">63</td>
<td class="tg-0pky">Pain</td>
<td class="tg-0pky">83</td>
<td class="tg-0lax">Steel</td>
</tr>
<tr>
<td class="tg-lboi">4</td>
<td class="tg-lboi">Anger</td>
<td class="tg-lboi">24</td>
<td class="tg-lboi">Dust</td>
<td class="tg-lboi">44</td>
<td class="tg-0pky">Ice</td>
<td class="tg-0pky">64</td>
<td class="tg-0pky">Perception</td>
<td class="tg-0pky">84</td>
<td class="tg-0lax">Stone</td>
</tr>
<tr>
<td class="tg-lboi">5</td>
<td class="tg-lboi">Ash</td>
<td class="tg-lboi">25</td>
<td class="tg-lboi">Earth</td>
<td class="tg-lboi">45</td>
<td class="tg-0pky">Iron</td>
<td class="tg-0pky">65</td>
<td class="tg-0pky">Plane</td>
<td class="tg-0pky">85</td>
<td class="tg-0lax">Storm</td>
</tr>
<tr>
<td class="tg-lboi">6</td>
<td class="tg-lboi">Avarice</td>
<td class="tg-lboi">26</td>
<td class="tg-lboi">Ember</td>
<td class="tg-lboi">46</td>
<td class="tg-0pky">Justice</td>
<td class="tg-0pky">66</td>
<td class="tg-0pky">Plant</td>
<td class="tg-0pky">86</td>
<td class="tg-0lax">Sun</td>
</tr>
<tr>
<td class="tg-lboi">7</td>
<td class="tg-lboi">Balance</td>
<td class="tg-lboi">27</td>
<td class="tg-lboi">Energy</td>
<td class="tg-lboi">47</td>
<td class="tg-0pky">Knowledge</td>
<td class="tg-0pky">67</td>
<td class="tg-0pky">Poison</td>
<td class="tg-0pky">87</td>
<td class="tg-0lax">Terror</td>
</tr>
<tr>
<td class="tg-lboi">8</td>
<td class="tg-lboi">Blight</td>
<td class="tg-lboi">28</td>
<td class="tg-lboi">Envy</td>
<td class="tg-lboi">48</td>
<td class="tg-0pky">Lead</td>
<td class="tg-0pky">68</td>
<td class="tg-0pky">Quicksilver</td>
<td class="tg-0pky">88</td>
<td class="tg-0lax">Time</td>
</tr>
<tr>
<td class="tg-lboi">9</td>
<td class="tg-lboi">Blood</td>
<td class="tg-lboi">29</td>
<td class="tg-lboi">Fear</td>
<td class="tg-lboi">49</td>
<td class="tg-0pky">Lies</td>
<td class="tg-0pky">69</td>
<td class="tg-0pky">Revulsion</td>
<td class="tg-0pky">89</td>
<td class="tg-0lax">Treasure</td>
</tr>
<tr>
<td class="tg-lboi">10</td>
<td class="tg-lboi">Bone</td>
<td class="tg-lboi">30</td>
<td class="tg-lboi">Fire</td>
<td class="tg-lboi">50</td>
<td class="tg-0pky">Life</td>
<td class="tg-0pky">70</td>
<td class="tg-0pky">Rot</td>
<td class="tg-0pky">90</td>
<td class="tg-0lax">Truth</td>
</tr>
<tr>
<td class="tg-lboi">11</td>
<td class="tg-lboi">Bones</td>
<td class="tg-lboi">31</td>
<td class="tg-lboi">Fog</td>
<td class="tg-lboi">51</td>
<td class="tg-0pky">Light</td>
<td class="tg-0pky">71</td>
<td class="tg-0pky">Salt</td>
<td class="tg-0pky">91</td>
<td class="tg-0lax">Vanity</td>
</tr>
<tr>
<td class="tg-lboi">12</td>
<td class="tg-lboi">Brimstone</td>
<td class="tg-lboi">32</td>
<td class="tg-lboi">Force</td>
<td class="tg-lboi">52</td>
<td class="tg-0pky">Lightning</td>
<td class="tg-0pky">72</td>
<td class="tg-0pky">Shadow</td>
<td class="tg-0pky">92</td>
<td class="tg-0lax">Venom</td>
</tr>
<tr>
<td class="tg-lboi">13</td>
<td class="tg-lboi">Clay</td>
<td class="tg-lboi">33</td>
<td class="tg-lboi">Fury</td>
<td class="tg-lboi">53</td>
<td class="tg-0pky">Lore</td>
<td class="tg-0pky">73</td>
<td class="tg-0pky">Sight</td>
<td class="tg-0pky">93</td>
<td class="tg-0lax">Vigor</td>
</tr>
<tr>
<td class="tg-lboi">14</td>
<td class="tg-lboi">Cloud</td>
<td class="tg-lboi">34</td>
<td class="tg-lboi">Glory</td>
<td class="tg-lboi">54</td>
<td class="tg-0pky">Love</td>
<td class="tg-0pky">74</td>
<td class="tg-0pky">Silver</td>
<td class="tg-0pky">94</td>
<td class="tg-0lax">Void</td>
</tr>
<tr>
<td class="tg-lboi">15</td>
<td class="tg-lboi">Copper</td>
<td class="tg-lboi">35</td>
<td class="tg-lboi">Gluttony</td>
<td class="tg-lboi">55</td>
<td class="tg-0pky">Lust</td>
<td class="tg-0pky">75</td>
<td class="tg-0pky">Smoke</td>
<td class="tg-0pky">95</td>
<td class="tg-0lax">Water</td>
</tr>
<tr>
<td class="tg-lboi">16</td>
<td class="tg-lboi">Cosmos</td>
<td class="tg-lboi">36</td>
<td class="tg-lboi">Gold</td>
<td class="tg-lboi">56</td>
<td class="tg-0pky">Metal</td>
<td class="tg-0pky">76</td>
<td class="tg-0pky">Soil</td>
<td class="tg-0pky">96</td>
<td class="tg-0lax">Will</td>
</tr>
<tr>
<td class="tg-lboi">17</td>
<td class="tg-lboi">Dark</td>
<td class="tg-lboi">37</td>
<td class="tg-lboi">Greed</td>
<td class="tg-lboi">57</td>
<td class="tg-0pky">Might</td>
<td class="tg-0pky">77</td>
<td class="tg-0pky">Soul</td>
<td class="tg-0pky">97</td>
<td class="tg-0lax">Wind</td>
</tr>
<tr>
<td class="tg-lboi">18</td>
<td class="tg-lboi">Death</td>
<td class="tg-lboi">38</td>
<td class="tg-lboi">Hate</td>
<td class="tg-lboi">58</td>
<td class="tg-0pky">Mist</td>
<td class="tg-0pky">78</td>
<td class="tg-0pky">Souls</td>
<td class="tg-0pky">98</td>
<td class="tg-0lax">Wisdom</td>
</tr>
<tr>
<td class="tg-lboi">19</td>
<td class="tg-lboi">Deceit</td>
<td class="tg-lboi">39</td>
<td class="tg-lboi">Hatred</td>
<td class="tg-lboi">59</td>
<td class="tg-0pky">Moon</td>
<td class="tg-0pky">79</td>
<td class="tg-0pky">Sound</td>
<td class="tg-0pky">99</td>
<td class="tg-0lax">Wood</td>
</tr>
<tr>
<td class="tg-lboi">20</td>
<td class="tg-lboi">Despair</td>
<td class="tg-lboi">40</td>
<td class="tg-lboi">Health</td>
<td class="tg-lboi">60</td>
<td class="tg-0pky">Mud</td>
<td class="tg-0pky">80</td>
<td class="tg-0pky">Spirit</td>
<td class="tg-0pky">100</td>
<td class="tg-0lax">Youth</td>
</tr>
</tbody></table>
<br />
<br />
<b>Applies To (d16)</b><br />
<b><span class="st"></span></b><span class="st">Roll a D6 and a D8, add 8 if the D6 scores 4+.</span><br />
1. Seasonal Changes<br />
2. Landforms, terrain, geology<br />
3. Streams, rivers, lakes<br />
4. Predators, grazers<br />
5. Rodents, insects, birds<br />
6. Wind, Rain, Clouds, Atmosphere<br />
7. Sun, Light, Temperature<br />
8. Trees, plants, Grasses<br />
9. Security, Warfare<br />
10. Connection, Sex, Vice<br />
11. Food, the Hearth<br />
12. Games, Play, Fashion<br />
13. Agriculture, Industry<br />
14. Art, Architecture<br />
15. Religion, Learning<br />
16. Rulership, Laws, Mores<br />
<br />
<br />
<br />
<b><span style="font-size: large;"><b>Step 3: Fleshing It Out</b></span></b><br />
<br />
<b><span style="font-size: large;"><span style="font-size: small;">Culture</span></span></b><br />
<span style="font-size: large;"><span style="font-size: small;">Use <a href="http://throneofsalt.blogspot.com/2018/10/tables-of-cultural-traits.html" target="_blank">Throne of Salt's Planar Culture Generator</a> to flesh a culture out. Select 3 out of the 25 ones.</span></span><b><span style="font-size: large;"><b> </b></span></b><br />
<b><span style="font-size: large;"><b><br /></b></span></b>
<b><span style="font-size: large;"><b><span style="font-size: small;">Language</span></b></span></b><br />
<span style="font-size: small;">It sounds like this: <a href="https://www.vulgarlang.com/">Vulgar.</a></span><br />
<span style="font-size: small;">Generate a random one, then as the PCs talk to a native, read from the sentence example.</span><b><span style="font-size: large;"><b><span style="font-size: small;"> </span></b></span></b><span style="font-size: large;"><span style="font-size: small;">The language name also works as the name of the Dimension.</span></span><br />
<br />
<span style="font-size: small;">D6:</span><br />
<span style="font-size: small;">1. The local language is considered to be very difficult/alien to learn. (-3 to Language checks if you are using LoTFP.)</span><br />
<br />
<span style="font-size: small;">2-3. The local language is considered exotic relative to a language the party knows. </span><span style="font-size: small;"><span style="font-size: small;">(-2 to Language checks if you are using LoTFP.)</span></span><br />
<br />
<span style="font-size: small;">4-5. The local language is considered to be related to a language the party knows, but it might be using foreign words and/or grammar. </span><span style="font-size: small;"><span style="font-size: small;">(-1 to Language checks if you are using LoTFP.)</span></span><br />
<br />
<span style="font-size: small;">6. The language is identical to a language the party knows, though some words may be pronounced differently. </span><b><span style="font-size: large;"><b><span style="font-size: small;"> </span></b></span></b><br />
<b><span style="font-size: large;"><b><br /></b></span></b>
<b><span style="font-size: large;"><b><span style="font-size: small;">Cuisine d6</span></b></span></b><br />
<span style="font-size: small;">1. Mixed.</span><br />
<span style="font-size: small;">2. Dominantly Surf.</span><br />
<span style="font-size: small;">3. </span><span style="font-size: small;">Dominantly Turf.</span><br />
<span style="font-size: small;">4. Dominantly Vegetarian.</span><br />
<span style="font-size: small;">5. Dominantly Vegan.</span><br />
<span style="font-size: small;">6. Exotic. </span><br />
<br />
<br />
<span style="font-size: large;"><b>Step 4: So Where are We and What's Going On?</b></span><br />
<br />
<b>The Local Terrain Is (roll twice, combine). </b>Credits to Spwack at <a href="http://meanderingbanter.blogspot.com/2019/01/north-west-marches-travel-rules.html">Meandering Banter</a>.<b></b><br />
<b><br /></b>
1. Plains<br />
2. Mountains<br />
3. Forests<br />
4. Wet<br />
5. Dry<br />
6. Weird<br />
<br />
<b>...and You emerge...</b><br />
1. In a Dungeon.<br />
2. In a Lair.<br />
3. In a Settlement, 50 % chance of being inside a building.<br />
4. By a Wonder.<br />
5. By/on top of a beneficial landmark.<br />
6. By/on top of a hazardous landmark.<br />
<br />
Then use this <a href="http://the-disoriented-ranger.blogspot.com/2016/09/the-random-narrative-generator.html">narrative generator</a> and make an encounter check.<br />
Use your preferred reaction table.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO6m0SxMDVMeBT-1Ho2dNovLBUvGMFx1-vvzxRyEuzFiOFJ7ySnTRzz4jirscfOerLdgqO7KF42ijDoFPVC6COGkl3JA4KH_sy_kBQDcgtPy-2bWVVaOqWaCXn2DMjZxMTUx8IZVtrYj5s/s1600/random+enemy+template.png" imageanchor="1"><img border="0" data-original-height="858" data-original-width="1145" height="298" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO6m0SxMDVMeBT-1Ho2dNovLBUvGMFx1-vvzxRyEuzFiOFJ7ySnTRzz4jirscfOerLdgqO7KF42ijDoFPVC6COGkl3JA4KH_sy_kBQDcgtPy-2bWVVaOqWaCXn2DMjZxMTUx8IZVtrYj5s/s400/random+enemy+template.png" width="400" /></a></div>
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<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com1tag:blogger.com,1999:blog-2144210961139734574.post-67484146256339603722019-10-29T17:47:00.001+01:002019-11-02T19:01:13.550+01:00My GM Screen<div class="separator" style="clear: both; text-align: center;">
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<div class="separator" style="clear: both; text-align: left;">
Some showing off of my current GM setup.</div>
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<a name='more'></a><br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGY3u90wGqARI1YgZon2Lr7dpHjVGlbWLfco-RZepDNM2XfneNz9YkQIAJfwJaI_dUixyjnTcRgZUj-IHyk8o09tRadrmQuOUuRVQYvBO0tAf2rZvUjI8WT8Sb0i_gJLsbohLriwbq6Q7X/s1600/sl-sk%25C3%25A4rm.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1168" data-original-width="1512" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGY3u90wGqARI1YgZon2Lr7dpHjVGlbWLfco-RZepDNM2XfneNz9YkQIAJfwJaI_dUixyjnTcRgZUj-IHyk8o09tRadrmQuOUuRVQYvBO0tAf2rZvUjI8WT8Sb0i_gJLsbohLriwbq6Q7X/s400/sl-sk%25C3%25A4rm.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Originally an artist's sketchbook.</td></tr>
</tbody></table>
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1. Left side pocket #1. Time tracker, miscellaneous notes.<br />
2. Left side pocket #2. Contains a fold-out cardboard where I can put more information.<br />
3. Three horizontal pockets, one fold-down note attached to the first one.<br />
4. List of NPC names.<br />
5. Small window with Reaction table.<br />
6. Plastic sleeve attached with tape to hold any A4 page.<br />
7. Right side pocket. Spare PC sheets, the world map.<br />
<br />
So far no background pictures on the backside, but that's about to change soon.<br />
<br />
How could this setup be improved further?KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-77498086124555507802019-10-28T02:03:00.000+01:002019-10-30T10:06:15.874+01:00On Adventure IntroductionsThree mysterious hooded men enter a tavern... <br />
<a name='more'></a><br />
So recently it struck me that there are only 3 types of introductions to adventures:<br />
<br />
<br />
1-2. Threatener. Something bad happens and the PCs must act quickly in order to save their lives/goods/reputations.<br />
3-4. Enticer. The PCs are offered an opportunity to get something they want.<br />
5-6. Querent. The PCs are faced with a choice between two or more things, which may or may not be immediately helpful to them.<br />
<br />
So what could this look like, using the old trope of the hooded man in the tavern? <br />
<br />
1. "You are all sitting and drinking in the tavern, when suddenly an old man crashes through the roof and lands on the table, breaking it in half, covering you in blood. Outside you hear a thundering roar and the sounds of pandemonium..."<br />
<br />
2. "You are all sitting and drinking in the tavern, when suddenly an old man...". Yeah you know this one. Skip!<br />
<br />
3. "You are all sitting and drinking in the tavern, when suddenly a hooded man enters and scans the room, studying you closely as he sits down a few tables away from you, as if expecting you to run away at any second..."<br />
<br />
No matter the form, a good opener must have the property of asking implicitly "What do you do?"KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com3tag:blogger.com,1999:blog-2144210961139734574.post-2780904963742473202019-10-07T18:02:00.003+02:002020-10-10T20:22:02.301+02:00Total Improv: Sandbox<div class="separator" style="clear: both; text-align: center;">
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<a href="https://www.drivethrurpg.com/images/11437/258595.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="541" height="320" src="https://www.drivethrurpg.com/images/11437/258595.jpg" width="216" /></a></div><p>
<br />
<br />
After reading Raven's Purge of Forbidden Lands I've gotten more insight in how to structure a sandbox campaign. This is an attempt to codify the things I've learnt into a guide for others and myself, in running one with slightly more improv than most people would use.</p><p>UPDATED 10/10/20. Now with more Perilous Wilds!<br />
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<span style="font-size: large;"><b><u>Before the game and the initial session</u></b></span><br />
<b> </b><br />
<ol>
</ol>
1. Sit down with your players and talk about two things: the Tone (is it serious or lighthearted, the Theme (gothic horror, swashbuckling, heroic fantasy, etc) and the Premise of the sandbox. Have a plan for how the sandbox might end. If you don't do this you run the risks of encountering mismatched expectations and a campaign that just goes on forever, with unmotivated players asking "what are we supposed to do?".<br />
<ol>
</ol>
2. Prepare two lists: the Buzz list, and the Quest list. Stock the Quest list with your adventures and adventure sites, about 3-6 of them.<br />
If a situation arises in the game when you need content, roll a d20.
1-14 means they get a new rumour to a quest already in the Buzz List (naturally, if already empty you just pick a random one), 15-20
means you get a new quest from the Quest List instead. Remove it from the Quest List and put it into the Buzz List.<br />
<ol>
</ol>3. What is each PC's relationship to each other? Decide here if you want PC versus PC conflict in your game. Roll randomly <a href="https://fictivefantasies.files.wordpress.com/2011/08/100-reasons.pdf" target="_blank">here</a> or let them decide. <br />
<ol>
</ol>
4. Create a world map. Here I like to use the default Perilous Wilds rules, but with these steps instead:<br />
<br />
<ol>
</ol>
<ul>
</ul><ul style="text-align: left;"><li>Youngest player starts drawing a Region. Repeat until you've got at least 5 of them.</li><li>Decide where the PCs start out, put an X on the map.</li><li>The player with the most well-travelled PC starts to put down a Site in a region. Inspirational table here, credits to Beyond the Wall: <br />1. Major city.<br />2. Ancient Ruin.<br />3. Human Settlement.<br />4. Recent Ruin.<br />5. Inhuman settlement (in a game with nonhumans, otherwise reroll).<br />6. Lair.<br />7. Source of Power.<br />8. Otherworld.<br />Repeat until you've got at least 7-10 of them.<br /></li><li>The player with the most well-travelled PC starts to draw a line between two sites, called a Connector. Repeat until you've got 7-10 of them.</li><li>Decide what the campaign is going to be about. For this I like to use the Rumour System:<br />1. Every player except the GM writes a rumour secretly, using this template:<br />[Bad Thing] is happening at [Place] and we care about it because [Motivation]. The GM shuffles the rumours and reads them aloud, everyone can vote for two rumours each. The rumour with the most votes win. In the case of a tie, the GM judges randomly. Finally, each player gets to make up some Gossip regarding this rumour. The GM secretly determines the accuracy of this gossip by asking for an ability check from the player. Ask the player to decide if this is something their PC has:<br />1. Read about (INT).<br />2. Has seen themselves (WIS).<br />3. Have heard someone else speak of (CHA).<br /></li></ul><p>Then roll for that ability score, using either a simple d20 roll-under check or your preferred mechanic:</p><ul style="text-align: left;"><li>Success: the character is right about the nature of the gossip, but there can still be mysteries there.</li><li>Failure: much of the information is correct, but the character is missing important details, or is wrong about a specific but basic detail.</li><li>Roll exactly your ability score: all of the information provided by the character is correct, and the character actually knows even more than that.</li><li>Failure by 5 or more: the character is badly mistaken about the gossip, and probably in a very dangerous way.<br /></li></ul><p>For example, the rumour chosen for a particular play group is "The queen's sceptre has been stolen from the Capital, and we care about it because we have helped her out in the past", and the party's Fighter comes up with the Gossip "They say the sceptre was stolen by a vampire cult that worships rats".<br />He chooses "Has seen themselves", their score in WIS is 14, he rolls a d20 and gets 20. In this case, the cult of vampires are probably not worshipping rats, but are instead controlled by a rat demigod that wants to enter the material plane through the power of the sceptre.<br /></p><p><br />
</p><ul>
</ul>
<ol>
</ol>
<ol>
</ol>
5. Begin the game at the chosen rumour's adventure location, let the PCs loose, take note of their actions. <br />
<ol>
</ol>
<ol>
</ol>
6. Plant a clue to the sandbox's end-game in each adventure.<br />
<ol>
</ol>
7. Use the post-session questionnaire at the end of this page to create further content based on what the PCs did.<br />
<ol>
</ol>
<u><span style="font-size: large;"><b>Exploration Procedures</b></span></u><br />
<br /><p>
<b>Travelling Across the Map</b></p><p>Prior to the game, scan the drawn map, apply a hexgrid and print it out.<br />This will be your personal map, and not something shown to the players. <b> </b><br />The hex grid is purely for determining travel time, and not something the players are supposed to interact with.<br />
</p><p></p><p></p><p>Each connector has 1d6 Discoveries placed randomly along it. If the party is travelling along a connector, ignore further results of Discovery.<br />
This ensures that new structures don't appear spontaneously while the players aren't looking, and forces the party to leave connectors to find new Discoveries.<br />
<br />
<b>Random Encounters</b><br />
Roll once per day.<br />Credits to Spwack at <a href="https://slightadjustments.blogspot.com/">Slight Adjustments.</a><br />1. Encounter.<br />2. Traces.<br />3. Discovery. (only when travelling off-road)<br />4. Incident.<br />5. Weather.<br />6. Resource Drain.<br />
<b><br /></b><br />
If you're like me and
don't want to spend time detailing exactly what creature the PCs might encounter,
but you do have a vague idea of what it could be, you can use this template, <span style="font-family: inherit;"><span face=""verdana" , sans-serif"><span style="font-size: small;">with credits to Jorge Jaramillo</span>:</span></span><br />
</p><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicFI7DcVF9XK7UsTVdYLLbJeJEokheH78e7iochqOiOjM3w0WH2IR3wvbrajwHho9bhrTcRxmk2KcDerzMAkgeSV5Rxx-tc80K2cCBaf4qrWKqSjXr3a5elLVEOp7ME-gojv2CCELO-JzX/s1600/random+enemy+template.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="1145" height="298" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicFI7DcVF9XK7UsTVdYLLbJeJEokheH78e7iochqOiOjM3w0WH2IR3wvbrajwHho9bhrTcRxmk2KcDerzMAkgeSV5Rxx-tc80K2cCBaf4qrWKqSjXr3a5elLVEOp7ME-gojv2CCELO-JzX/s400/random+enemy+template.png" width="400" /></a></div>
<br />
<span style="font-size: small;">In an uncharted area you would roll all stats with advantage to represent the increased danger.</span><span style="font-size: small;"><br /></span><br />
<br />
<span style="font-family: inherit;">Each Discovery has a <i>lead </i>to it that determines how the PCs notice it:</span><br />
<ol>
<li><span style="font-family: inherit;">Game trail </span></li>
<li><span style="font-family: inherit;">River </span></li>
<li><span style="font-family: inherit;">Landmark chain </span></li>
<li><span style="font-family: inherit;">Road </span></li>
<li><span style="font-family: inherit;">Naturally occurring clearance(s) </span></li>
<li><span style="font-family: inherit;">Supernatural guidance </span></li>
<li><span style="font-family: inherit;">Actually on the path </span></li>
<li><span style="font-family: inherit;">Visible from the path </span></li>
<li><span style="font-family: inherit;">Audible from the path </span></li>
<li><span style="font-family: inherit;">Smellable from the path </span></li>
</ol>
Choice 8 to 10 implies that the party have to leave the
connector in order to access the Discovery. See Trekking Through Uncharted
Wilderness below.<br />
<br />
Each Discovery in turn has a 1 in 6 chance of having another connector that either:<br />
<br />
1-2. Leads to an extant connector, creating a detour.<br />
3-4. Leads to an extant connector, creating a shortcut.<br />
5-6. Leads to a new Discovery.<br />
<span style="font-size: large;"><br /></span>
<span style="font-size: large;"><b>Trekking Through Uncharted Wilderness</b></span><br />
Pro: Lets the PCs discover shortcuts and new locations, along with greater rewards.<br />
Con: Increased danger of all random encounters, risk of getting lost.<br />
<br />
So the party leaves the path because they have heard of a sacred spring in the mountains northeast of here, but there is no connector to it, only the direction to "head into the woods behind the inn the Piebald Rat, look for the grave marker under a rotten tree and keep going east"?<br />
<br />
What you do is to treat the journey there as a mini-dungeon, using your system of choice, putting the searched for location in a random room.<br />
<br />
Any Discoveries found on the journey are not added to the map unless the PCs take some action to leave a path back to it. Otherwise, there is a 1 in 6 chance per exploration turn of finding their way back to it.<br />
<br />
<b>Getting Lost</b> <b> </b><br />
If a party is indicated as being lost, they simply stop their travel at the current location as they backtrack back to a more familiar location. No further travel can be done that day.<br />
<br />
<br />
<br />
<u><span style="font-size: large;"><b>City Procedures</b></span></u><br />
When they enter a city, I'm using <a href="https://detectmagic.blogspot.com/2014/10/city-procedure.html" target="_blank">this procedure</a>, along with the <a href="https://diceblade.blogspot.com/2019/09/total-improv-settlements.html" target="_blank">blog post about settlements</a> I made.<br />
<br />
<br />
<u><span style="font-size: large;"><b>Post-Session Questionnaire</b></span></u><br />
<span style="font-size: small;">After the session, ask these questions to yourself:</span><br />
<ol>
<li><span style="font-size: small;">Did the PCs do anything that made an NPC upset?</span></li>
<li><span style="font-size: small;">Did the PCs do anything in secret that might be discovered?</span></li>
<li><span style="font-size: small;">Who gained and who lost on the actions of the PCs?</span></li>
<li><span style="font-size: small;">If someone in the employ of the PCs died, how does their community react to this? What's the consequence of their death?</span></li>
<li><span style="font-size: small;">Did the PCs spread any information around that others might act upon?</span></li>
<li><span style="font-size: small;">Did the PCs do anything illegal that might come back to bite them in the ass later?</span></li>
<li><span style="font-size: small;">Did the players express interest in something that you could use as a future hook? </span></li>
</ol>
<span style="font-size: large;"><br /></span>KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-24103585418243894202019-09-27T21:51:00.000+02:002020-04-22T21:22:37.467+02:00Total Improv: Settlements<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br />
<br />
Welcome to my third entry in "Total Improv"!<br />
Today's topic: settlements and how to totally wing them during a game.<br />
<br />
<i>Updated 22/4 </i><br />
<br />
<a name='more'></a><br />
<br />
<b> </b><br />
<b>The Basics</b><br />
First thing you need to do is to define the size of the settlement, since this affects your workload. I use five categories: <br />
<ul></ul>
<ul>
<li>Thorp. Less than a hundred people. 1d4+1 areas. Buy/Sell limit: 10.</li>
<li>Village. Hundreds of people. 1d6+2 areas. Buy/Sell limit: 100.</li>
<li>Town. Thousands of people. 1d8+3 areas. Buy/Sell limit: 500 </li>
<li>Large Town. Tens of thousands of people. 1d10+4 areas. Buy/Sell limit: 1000.</li>
<li>City. A hundred thousand people. 1d12+5 areas. Buy/Sell limit: No limits.</li>
</ul>
<br />
<i>Random Size Table ripped straight from Perilous Wilds.</i><br />
1-2 Thorp.<br />
3-5 Village<br />
6-9 Town<br />
10-11 Large Town<br />
12 City.<br />
<br />
<br />
<b>Commonalities</b><br />
<ul>
<li><b> </b>Aestethic. What does the settlement look like? Color? Light? Smells? Sounds? First impression?</li>
<li>Reaction to Outsiders. Are strangers welcomed? Do they ignore you until you've flashed your wealth? </li>
<li>Resources. What do they produce? What do they eat? Where do they get their drinking water from?</li>
<li>Settlement Landmark. What is the first thing that tends to pop up in visitors' minds when they think of the settlement?</li>
<li>Problem. What is the main issue of the settlement right now? How does this influence its ambience?</li>
<li>Factions. Towns have 1d4 factions plus one governmental faction. Cities have one governmental faction plus 1d6+1 other factions.</li>
<li>Who (or what?) rules the settlement? </li>
<li>Gimmick. What's a fun, mechanical way to distinguish this settlement from all others? Can you hire giant, docile bees to get around here, are bribes 2x more effective, is the water contaminated with hallucinogens? Is it easy to round up hordes of thugs due to high unemployment, or are there secret passageways beneath the settlement?</li>
</ul>
If your mind goes blank at the sight of this task, no worries.<br />
<br />
Ways of brainstorming:<br />
<ul>
<li><a href="https://game-icons.net/" target="_blank">Look at Icons</a>. Grab a random image and go with the first thing you think about. Either use the same image for all bullet points or roll up 8 icons.</li>
<li>Look around your surroundings. What's the first thing you lay eyes on? Hell, grab a book and turn it to a random page, look at the first word.</li>
<li>Think of a random word. What word pops up as a response to that? Black>White>Milk>Milky Way>Galaxy.</li>
</ul>
<br />
<b>Thorps and Villages</b><br />
Usually don't require a lot of effort. They tend to feature a handful of buildings, centered around a central landmark, such as a church, or town square.<br />
Roll the dice type listed to get X dice, dice drop that many dices on a sheet of paper, draw outlines around them. This is the settlement map. It is likely every building will be visible from the town
square.<br />
No random encounters. <br />
<br />
<br />
<b>Towns and Larger</b><br />
For larger settlements, you use the same method, but instead of drawing the positions for individual buildings, you instead draw outlines of districts. Take note of the edges of the dice, and draw a straight line from one edge so it meets the edge of another. This shows how the districts are connected to each other.<br />
For each district, roll a d4 to determine their general wealth level, roll up a random Business to determine the most common one in the district, then finally give each district a landmark for PCs to navigate by.<br />
<br />
<b> </b><br />
1. Poor<br />
2-3. Average<br />
4. Rich. <b></b><br />
<br />
<br />
<b>Random Encounters </b><br />
The first time they enter the settlement, a random encounter should occur. Then there is one every Settlement Turn (1 in 6), time span depends on what activity they choose to do. <b><br /></b><br />
If the settlement features several districts, there is also a chance of an encounter every time they walk into a new district.<br />
<br />
<b>The Super Generic Encounter Table (2d6)</b>.<br />
Color the result to the context you're in. <br />
<br />
2. The Settlement Problem Rears Its Head. This should usually throw a wrench into the PC's plans. For example, a settlement with Plague as a problem suddenly experiences an outbreak, while one with Dinosaurs at The Gates discover that a dino has managed to break through a wall and is now on a rampage.<br />
3. Social/Festival Encounter. A festivity of some kind. An opportunity for the PCs to get acquainted with the local culture.<br />
4. Town Watch. 50 % chance of being 2d6 of them, otherwise 1d12.<br />
5. Aggressive encounter. This usually means trouble. Their behaviour toward the PCs is antagonistic for some reason. <br />
6. Anywhere Encounter. Something you could encounter at any part in the settlement.<br />
7. Scene. The PCs walk into a scene that's already ocurring, and may choose to get involved or not. I like to use a Random Profession, along with the <a href="http://the-disoriented-ranger.blogspot.com/2016/09/the-random-narrative-generator.html" target="_blank">Narrative Generator</a> to see what the scene looks like.<br />
8. Common Local Encounter. This consists of a profession and a personality trait describing them. The type of person the PCs are going to see if they look around (jolly sailors, needy beggars, moody wizard apprentices). If rolled, however, it indicates that it is unusual in some way. <br />
9. Faction Encounter. Someone belonging to either of the factions of this district, or a random one.<br />
10. Settlement Event. Something happens that affect the PCs movements in the
settlement and/or introduces new complications, such as a
driving rain that penalizes sight-based actions, a cold snap that makes
running around perilous, or the announcement that a VIP has died,
causing a large burial procession throughout the streets.<br />
11. Social/Local encounter. They offer something beneficial to the PCs.<br />
12. Contact or Recurring NPC. See [Actions] below. If there is no contact around, use something else.<br />
<br />
<br />
<b></b>
<b></b>
<b></b>
<b></b>
<b></b>
<b></b>
<b>[Actions]</b><br />
1 Dead.<br />
2 Fighting desperately with a district encounter.<br />
3 Fleeing from something, they press a small package into the PC’s hands.<br />
4 Running from watchmen.<br />
5 Deep in conversation with someone from a faction hostile to the PC.<br />
6 Chatting up an attractive young person.<br />
7 Buying something.<br />
8 Deep in conversation with someone from one of the PC’s factions.<br />
9 Stumbling around disoriented and confused- are they drunk? Or something else?<br />
10 On their way to a broker to act on a sweet tip.<br />
11 Supervising moving a large amount of material relevant to their career.<br />
12 Standing in the middle of the road with a shocked look on their face.<br />
13 Examining a structure with great interest.<br />
14 Moving furtively, trying to hide their appearance.<br />
15 Doing something that seems remarkably out of character, opposite their usual character in fact.<br />
16 Wild eyes, crazy hair, frantic.<br />
17 Whistling happily, largely oblivious to their surroundings.<br />
18 Eating or drinking something.<br />
19 In a furious shouting match with someone, possibly about to come to blows.<br />
20 Passed out in the gutter.<br />
<br />
<br />
<b>[Hostility Reason] </b><br />
1. The NPC mistakes the PC for someone else.<br />
2. Doesn't like adventurers.*<br />
3. Doesn't like PC's looks.*<br />
4. Philosophical hate.<br />
5. Racist/bigotry.<br />
6. Robbery/confiscation.<br />
7. Lust.*<br />
8. Breakdown/Madness.<br />
9. Imagined slight.<br />
10. Clan/group hate.<br />
11. Doesn't like PC's company.*<br />
12. Doesn't like PC's clothes.*<br />
13. Thinks PC's looks shady.<br />
14. The PC's disrupts NPC's plans.<br />
15. They're in the way.<br />
16. They're drunk.<br />
17. Religious hate.<br />
18. Revenge.<br />
19. Envy.<br />
20. Wants to capture PCs for:<br />
<ol>
<li>Ritual sacrifice.</li>
<li>Bait.</li>
<li>Slavery.</li>
<li>Ransom.</li>
<li>Exchange of prisoners.</li>
<li>Pressganging. </li>
</ol>
*Wants to subdue, rather than kill. <br />
<br />
<b>-Optional, Severity-</b><br />
Roll a d6 if you need more context about the encounter.<br />
<br />
1 Bumped into by encounter.<br />
2 Passively witness encounter.<br />
3 Clash between this and another encounter. Roll twice.<br />
4 Delayed, takes an hour longer due to Encounter.<br />
5 Get separated due to Encounter.<br />
6 Recognized by, or recognized at the scene of encounter. <br />
<br />
<b></b>
<a href="http://blessingsofthedicegods.blogspot.com/2016/06/some-fellhold-random-encounter-tables.html" target="_blank">Credits to Jeff Russell at Blessings of the Dice Gods</a><br />
<b></b><br />
<br />
<b></b>
<b></b>
<b></b><br />
<b>Navigating Inside a District</b><br />
<i>Sources:</i><br />
<a href="https://tarsostheorem.blogspot.com/2019/02/mapping-with-playing-cards-part-1-cities.html" target="_blank">Tarsos Theorem</a><br />
<a href="https://www.lastgaspgrimoire.com/this-place-is-crawling-with-tables/" target="_blank">Last Gasp</a> <br />
<br />
For the times when you need to crawl<b> </b>around a district on foot, see Tarsos way of creating a city street map with playing cards. When they want to examine their closest surroundings, use Last Gasp's crawler tables.<br />
<br />
<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-80171695693317437722019-09-06T19:28:00.003+02:002021-02-13T14:56:59.982+01:00List of Party Roles<br />
Because sometimes you just need a better explanation as to
why the adventurers are working together than "you are adventurers and
decided to adventure together after meeting up in a tavern"<br />
<br />
<br />
<a name='more'></a><br />
<ol>
<li>You are criminals on the run from justice,
needing to adventure because you don't have the option of taking honest
jobs. </li>
<li>You have been sent on an epic quest by a high-ranking person.</li>
<li>You are members of the same family, down on their luck, forcing you to adventure to support them.</li>
<li>You are all bored, thrill-seeking nobles of low rank looking to make a name for yourselves.</li>
<li>You are deserters from a War, staying together due to camaraderie.</li>
<li>You are members of a low class (such as peasants), and you need to adventure to avoid starvation and privation.</li>
<li>You are refugees from a troubled land, adventuring to gain money to support yourselves in this new, foreign land.</li>
<li>You are all from the same settlement afflicted by a great disaster,
adventuring because you were spared by death's hand, and there is nothing to go back to.</li>
<li>You belong to a close-knit group (such as a cult or guild), needing to adventure to support your group and placate your elders.</li>
<li>Your existence is unnatural somehow. Perhaps you were created in a
vat by an insane wizard? Did you all enter a faerie glade and emerge
centuries later, all of your friends and family dead? You adventure to
find your place in this world.</li>
<li>You are all up to your ears in debt. Now you have to adventure to pay of your debt, or risk punishment.</li>
<li>You are mercenaries, adventuring to alleviate your boredom in between skirmishes.</li>
<li>You are all people from another world, dropped into this one for some unknown purpose.</li>
<li>You are escaped slaves, adventuring to become stronger, to never get back to your old masters.</li>
<li>You are villagers in a tight-knit, rural community, suddenly drawn into a conspiracy threatening to destroy your world. </li>
<li>You are childhood friends in the big city, trying to make it big.</li>
<li>You are part of a travelling troupe, adventuring to make ends meet in between shows.</li>
<li>You are part of a troubleshooting organisation that helps your city with various odd jobs and tasks.</li>
<li>You are explorers in the name of your regent, bringing loot and maps back to your home country.</li>
<li>You never met prior to this, but an ancient prophecy has brought you together as the Chosen Ones that will perform an action of world-shattering
impact. Some want to control you, others want to destroy you, others
want to show you the way.</li>
<li>You woke up in a dungeon with amnesia.</li>
<li>You were all invited to an adventure location after receiving a
mysterious letter offering you a job. Upon arriving and exploring, you
quickly find yourselves fighting for your lives. Who led you into this
death trap?</li>
<li>You are the victims of a crime, thrown into vagrancy and must adventure for justice, as the law is either corrupt, useless against the perpetrator, or both.</li>
<li>You all met in a shared, sent dream, where a mysterious patron
offered you gold and glory if they helped It succeed with its goals.</li>
<li>You were all part of a group of travellers on a ship, when you were
ambushed by slavers and taken captive, sold to a land far
away.</li>
<li>You are all pirates/privateers with your own ship.</li>
<li>You are all servants of a lazy and corrupt noble, using you as their personal task force to solve problems, often creating new ones instead.</li>
<li>You are a secret paramilitary group acting on the commands of the
Regent to root out conspiracies and other threats to the Kingdom.</li>
<li>You were all worshippers of the same deity, until one day that deity
stopped heeding your prayers. You now adventure to find out why the
deity has stopped responding.</li>
<li>You are all secretly gentlemen thieves, meeting up now and then to perform a perfectly-timed heist.</li>
<li>You all wash up on an island together.</li>
<li>You are crusaders, rooting out heresy and monsters in the lands.</li>
<li>You are part of an organized group dedicated to monster slaying.</li>
<li>You are the apprentices of an eccentric wizard, who adventure to get money, knowledge, and power.</li>
<li>You are an experimental city guard force attempting to keep your district in one piece.</li>
<li>You are private investigators, adventuring because there is nothing else in life that satisfies you.</li>
<li>You are young criminals vying for power and respect in the underworld.</li>
<li>You are radical scholars on a research expedition to a foreign land.</li>
<li>You were tomb-raiders that unearthed something that should have remained buried. Now it is up to you to put it back down.</li>
<li>You are the heirs of a great adventurer - who at their deathbed implores you to travel to a land far away and scatter their ashes at a certain location. There are more than one third party that wants the ashes for another purpose.</li></ol>
KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-51762775014069441772019-08-27T22:38:00.000+02:002020-07-16T09:58:46.336+02:00Total Improv: Hexcrawling<br />
<br />
Or, your way to a hex-free crawl!<br />
<br />
<a name='more'></a><br />
<br />
<br />
Credits to Dungeon World and <a href="http://detectmagic.blogspot.com/search/label/pathcrawl" target="_blank">Detect Magic</a><br />
<br />
<br />
<br />
<b>The Setup</b><br />
Follow the procedures outlined in Perilous Wilds of Dungeon World to make a shared world map.<br />
<br />
Example:<br />
<br />
<br />
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</div>
<br />
<br />
<br />
The party begins at the X. The red areas are the personal places of the five fictious PCs. Brown lines are connectors. <br />
<br />
<b>Travelling from A to B</b><br />
When the PCs are about to travel anywhere using a connector (such as roads, paths, rivers, etc), decide how long the journey will take. This decision can be made by the player that added the connector, or the Game Master. This is assumed to be the distance travelled on foot. There is no difference in travel speed if using mounts; they only allow you to carry more equipment without becoming encumbered.<br />
Write the name of the connector and its travel time on a separate sheet.<br />
<br />
There's a 1 in 6 chance of an encounter each Wilderness Turn (usually one day, but can be scaled down on a smaller map), colored to the region the party is travelling through. <br />
<br />
<b>Stock the Connectors</b><br />
Roll 1d6 to determine how many pathed locations along the connector that you can find. Each of them has a type of path called a <i>lead </i>leading to them:<br />
<ol>
<li>Game trail </li>
<li>River </li>
<li>Landmark chain </li>
<li>Road </li>
<li>Naturally occurring clearance(s) </li>
<li>Supernatural guidance </li>
<li>Actually on the path </li>
<li>Visible from the path </li>
<li>Audible from the path </li>
<li>Smellable from the path </li>
</ol>
<br />
<i>Pathed Locations d12</i><br />
<br />
<ol></ol>
1. Unnatural Feature. (Weirdness)<br />
2-7. Natural Feature. (Waterfalls, cliffs, sinkholes...)<br />
8-12. Infrastructure (Inns, Settlements, Hovels...)<br />
<br />
Each pathed location has a 1 in 6 chance of leading to another connector. This second-order connector either:<br />
<br />
1-2. Meets up with an extant connector, creating a detour<br />
3-4. Meets up with an extant connector, creating a shortcut<br />
5-6. Leads to another location<b> </b>to be generated <br />
<br />
<b>Stepping off the Path</b><br />
PCs can choose to leave a connector and strike out into the wilderness.<br />
This is rarely recommended, as they run into the risk off encountering more dangerous entities. Of course, the reward is also higher.<br />
<br />
Each Wilderness Turn there is an encounter on a 1 in 6, and another 1 in 6 chance of finding a new location. There is a 1 in 12 chance of the PCs finding their way out of the current area/region, based on the compass direction they are moving in and their approximate position on the map.<br />
<br />
An unpathed location will continue to be unpathed unless the PCs take action.<br />
If the PCs want to find the location again, they must take some action
to leave a path back to the location they’ve discovered, which is then mapped, permanently. Otherwise, give them a 1/6
chance of finding it again for every wilderness exploration turn they
expend trying to locate it again.<br />
<br />
<br />
<br />
<br />
<br />
<b> </b>KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-89845698788675791122019-08-06T19:49:00.000+02:002019-10-31T13:52:18.655+01:00Total Improv: Dungeons<br />
Or, how to do dungeons the lazy way.<br />
<br />
<br />
<a name='more'></a><br />
<br />
<b>Step 1: Seed</b><br />
<br />
Come up with your dungeon's Seed. A Seed is a word, phrase, list of content, or entire sentence that describes your dungeon's theme, milieu and possible inhabitants.<br />
<b><br /></b>
Examples:<br />
<ul>
<li>A pirate ship run aground on a beach infested by malevolent, animated stones.</li>
<li>The winter scene from Inception, but with snow goblins hiding in the pine trees.</li>
<li>A japanese tea house in a besieged city while the worst storm in a century is raging outside.</li>
<li>Mountain, fury, goats, wine.</li>
</ul>
<br />
<b>Step 2: Level</b><br />
What's the level of this dungeon?<br />
<br />
<i>Dungeon Level D6:</i><br />
1-2 Low-level, 1d6 levels lower than average party level. Minimum is 0.<br />
3-4 Mid-level. Same level as average party level.<br />
5-6 High-level. 1d6 levels higher than average party level.<br />
<br />
<br />
<b>Step 3: Wandering Monsters</b><br />
List 6 possible wandering monsters derived from the seed, using Chris McDowall's excellent small tables <a href="http://www.bastionland.com/2018/06/small-tables.html" target="_blank">here</a>.<br />
<br />
<b>Step 4: Room Amount</b><br />
Decide how many rooms the dungeon will have. This could be handled in three ways:<br />
<ol>
<li>Pure fiat, deciding on a whim when you're done.</li>
<li>Use the table here for surprise. <br /><br />
<i>Dungeon Size 1d12</i><br />
1-3. 1d6+2<br />
4-9. 2d6+4<br />
10-11. 3d6+6<br />
12. 4d6+10<br />
</li>
<li>The Five Room Dungeon method. 1. Guardian, 2. Puzzle/RP, 3. Setback, 4. Climax, 5. Reward/Denouement. The dungeon doesn't need exactly 5 rooms, since each step can be broken down into 5 further rooms. Chain multiple 5Rds together and end with the climax to create an epic dungeon. </li>
</ol>
<br />
<b>Step 5: The Stocking Table</b><br />
For each room, roll on the stocking table.<br />
<br />
The Stocking Table<br />
1. Create mapping complexity<br />
2. Offer toy or small reward, disguised, guarded, or not (usually not)<br />
3. Offer lore (used to overcome risks or guardians, oversupply to create red herrings)<br />
4. Offer reward, guarded or disguised<br />
5. Offer reward, unguarded and plain<br />
6. Offer risk, disguised or plain<br />
<br />
Use mindmaps to chart the dungeon. Example below!<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbVp6y22Bvk1gE48LygH_asLp5hf0tnNI1Sz15M637Av1ZIQAnr5KgIUadIRXAPFtagr5C3TPGyLvL4752m-hdPMGXgkZhRIn3qHEwNwJ-ke9uA_HaunVo3EmIPLL6QJs2pOcvs2pgzfRO/s1600/pirateyay.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="975" data-original-width="1355" height="287" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbVp6y22Bvk1gE48LygH_asLp5hf0tnNI1Sz15M637Av1ZIQAnr5KgIUadIRXAPFtagr5C3TPGyLvL4752m-hdPMGXgkZhRIn3qHEwNwJ-ke9uA_HaunVo3EmIPLL6QJs2pOcvs2pgzfRO/s400/pirateyay.png" width="400" /></a></div>
<br />
<b>Step 6: The Encounter Table </b><br />
Uses <a href="https://meanderingbanter.blogspot.com/2018/10/OVERLOAD-YOUR-ENCOUNTER-DICE.html" target="_blank">this</a> as inspiration. Roll a d6 every turn or more, depending on how intense you want the dungeon to be.<br />
<br />
1. Encounter<br />
2. Glint<br />
3-4 Locality. Can be dungeon ambience at low threat levels, or the very dungeon making life difficult for the PCs at higher threat levels<br />
5. Torch<br />
6. Torch+Lantern<br />
<br />
<br />
<b>And finally, why hasn't the dungeon been looted yet?</b><br />
1. Entrance is trapped<br />
2. Entrance is hidden<br />
3. Entrance is guarded<br />
4. Entrance is sealed<br />
5. Entrance is opened and one-way, the exit is (roll again)<br />
6. Entrance is inaccessible<br />
7. Entrance is non-existent<br />
8. Roll twice, combine<br />
<br />
<br />
<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-31926151092154408482019-06-27T09:47:00.006+02:002020-10-18T17:00:02.738+02:00Project: White Sword<p>My current system as of 18/10/2020, a mashup of Whitehack, Freebooters on the Frontier, and other miscellaneous rules.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiFVT1_gH5Q-opiwPEQCO8qreDL30q0DnNjkL0Qmva6oJar5-vghxf8cZvL7NeljsiY0DqVwGE5ckQRJ6w0xkLCQ4gov2pCEUdN-dQ9541bwVqu2oHYTKRvuSj5jZFMoOgnFI-nNV-AuPU/s577/whiteblade.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="577" data-original-width="177" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiFVT1_gH5Q-opiwPEQCO8qreDL30q0DnNjkL0Qmva6oJar5-vghxf8cZvL7NeljsiY0DqVwGE5ckQRJ6w0xkLCQ4gov2pCEUdN-dQ9541bwVqu2oHYTKRvuSj5jZFMoOgnFI-nNV-AuPU/s0/whiteblade.png" /></a></div><a name='more'></a><br />
<b>Basic Rules</b><br />
Whenever possible, players should overcome challenges by simply describing what their characters do. Task checks are only used to resolve risky situations that would be too time-consuming to describe, or involve immediate danger/interesting consequences.<br />
<br />
When performing such a task roll, roll a d20, add 9 and any relevant ability score modifier, try to get 20 or higher.<br />
<br />
<ul>
<li>30+. Epic Success. Two elements of a task doubled in effect/halved in cost.</li>
<li>25-29. Great Success. One element doubled in effect/halved in cost.</li>
<li>20-24. Success.</li>
<li>16-19. Failure. Attempt not successful. </li>
<li>11-15. Great Failure. Attempt not successful, incur a consequence other than that naturally ocurring from failing.</li>
<li>10 or less. Epic Failure. Attempt not successful, incur major consequences. </li>
</ul><p>
If either of the character's Facts are relevant to a task, roll with Advantage.<br />
<br />
Some tasks are designated as <i>trained, </i>meaning
that they are of a type that anyone without proper training is less
likely to succeed at. Picking a lock, scaling a sheer surface without
tools, knowing details about some summoning ritual, guessing the value
of an art object, tracking an animal, etc.<br />
Having no relevant Fact
on your sheet when attempting such as task means you roll with
Disadvantage. If the Fact is somewhere on your sheet, you roll a regular
d20+9+ability mod roll. If a relevant Fact is listed under the ability
score used, you roll with Advantage.<br />
<br />
A roll may be further penalized if conditions are more difficult.<br />
Making conditions easier may ignore the roll altogether (such as having a climbing kit when climbing). Most of the time this shouldn't be more difficult than Hard.<br />
<br />
-2: Hard<br />
-4: Very Hard<br />
-6: Extremely Hard<br />
-8: Sheer folly<br />
-10: Inconceivable<br />
<br />
<b>Combat and Related Topics</b><br />Attack progression follows the same pattern as Whitehack's, but I have added +1 to all values.<br />
<br />
<i>Armors</i><br />
Light Armor: 12<br />
Medium Armor: 14<br />
Heavy Armor: 16<br />
Shields: +1 to AC. Can be sacrificed to negate one blow.<br />
<br />
<b>Initiative</b><br />
Side-by-side initiative, with <a href="https://spellsandsteel.blogspot.com/2018/10/phased-real-time-combat-solution-you.html">Phased Real-Time Combat.</a><br />
<br />
<b> </b></p><p><b>Death and Dismemberment</b></p><p>Uses <a href="https://dungeonantology.com/">Jojiro's</a> awesome table here<b>:<br /></b></p><div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/266682102148366336/749181523105808495/Death__Injury.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="778" src="https://cdn.discordapp.com/attachments/266682102148366336/749181523105808495/Death__Injury.png" /></a></div><p></p><p></p><p><b>The Classes</b><br />
<br />
<i>Fighter </i><br />
<br />
</p><ul>
<li>Cleave. When killing something with a melee weapon, the Fighter may perform another attack to hit a foe standing next to it. Max number of cleavings is equal to character level.</li>
</ul>
<ul>
<li>Combat Master. A Fighter can perform Stunts when attacking (such as Called Shot, Blind, Disarm, Trip, Throw, Bullrush, Overpower, etc) by making two attacks. Depending on the type of stunt the opponent may get a save or an opposed ability score check. If both attacks hits, it's successful. If only one succeeds, it's partially successful and/or comes with a cost. If both fail, the Fighter is instead afflicted by their own stunt. Note that the other classes may also perform this, but they do not get to deal weapon damage to their target if successful.</li>
<li>Critical Master. A Fighter never needs to roll on the Fumble table, and may roll on the Critical Hit table if they roll a 20. </li>
</ul>
<br />
<i>Magic-User </i><br />
Magic-Users use a Mana system, paying mana points to memorize spells for safe casting, or saving them until later for spontaneous casting (see <a href="http://tenfootpolemic.blogspot.com/2019/05/magic-user-rework-fuck-spell-slots-get.html" target="_blank">tenfootpolemic</a> for system. They can also make magic items in exchange for time and money, and sacrifice memorized spells in order to deal damage or counter other spells. <br />
<ul></ul>
<i>Specialist </i><br />
A Specialist starts out as Specialised in their chosen Vocation, giving it a greater chance to be used. When properly equipped, and when rolling for a check or an attack that is in line with their Vocation, they always roll with Advantage (if performing a Stunt they may only apply advantage to one of the attacks).<br />
<br />
When they try to do damage from an advantageous position in combat (such as attacking from behind/surprising an opponent, having higher ground, flanking an opponent, sure footing vs loose footing, etc), they may switch their Advantage on their attack roll to instead do double damage, if their Vocation is relevant to the situation. For example, a duellist might do this in a duel, while an assassin might do it when striking from the shadows.<br />
<br />
Every level they get to assign two additional ability scores to their Facts. If a Fact is assigned to all six ability scores, the Specialist now counts as Specialised in that Fact<br />
<br />
<b>Character Creation</b><br />
<br />
<i>1. Choose class.</i><br />
<br />
Fighter, Magic-User or Specialist.<br />
<br />
<i>2. Roll Ability Scores.</i><br />
<br />
Roll 3d6 6 times to determine the six ability scores:<br />
<ul>
<li>Strength. Melee attacks, feats of strength.</li>
<li>Dexterity. AC bonus, initiative.</li>
<li>Constitution. Endurance, holding your breath, avoiding death.</li>
<li>Intelligence. What your PC knows, magical strength. </li>
<li>Perception. Awareness, ranged attacks, discovering hidden things.</li>
<li>Charisma. Influence, hiring hireling. </li>
</ul><p>
If the total of all ability score modifiers is less than zero, then discard the character and begin the process again. Assign these scores as you wish.<br />
<br />
<i>Ability Score Modifiers</i><br />
3 - 3<br />
4 - 5 - 2<br />
6 - 8 - 1<br />
9 - 12 0<br />
13 - 15 + 1<br />
16 - 17 + 2<br />
18 + 3<br />
<br /></p><p><i>3. Pick Facts.</i><br />
A new character begins with 3 Facts about themselves, which are broad groupings of knowledge, skill, contacts and loyalties. These facts may be described in one word or sentence. Facts allow the PC to roll certain rolls with Advantage if the task is relevant to that fact. For example, in a scene where a PC is trying to sneak by a guard into a mansion, a Thief would have advantage on their Dexterity check to sneak inside, while a Bouncer might not have the same luck. <br />
<br />
<i>The Facts</i><br />
</p><ul>
<li>Species. Pick this if you want to play as a non-human. Your PC is going to be familiar with their country of origin, speak the local language and know who the rulers are.</li>
<li>Vocation. What was your PC's calling before they became an adventurer (e.g Wizard, Barbarian, or simply Swine Herder.)? Your Vocation doesn't have to be in line with your class, and may also be something they still practice. Vocations are especially important to Specialists, since they </li>
<li>Affliation. Which connections do your PC have to a organisation/social structures? This could be a guild, military company, secret society, school, religion, loyalty or bond of blood. A PC's Affliation can give allies, special knowledge, languages, equipment, sanctuary and help them out in trouble, but may also come with enemies and/or responsibilities </li>
</ul>
For each Fact, one ability score is assigned to it.<br />
<br />
The default race of a PC is human, but players can choose to play as whatever, in return for putting that Facts in two ability scores, but taking on a negative trait that will complicate their life.<br />
<br />
Characters gain new Facts as they level:<br />
<ul>
<li>Fighters and Magic-Users: Level 4,7 and 10</li>
<li>Specialists: 3, 5, 7, and 9.</li>
</ul><p>
<i> </i></p><p><i>4. Get Equipment</i> </p><p>New PC's start with one free weapon, one item related to their Vocation, along with 1d4 torches, 1d4 rations and one random item. </p><p><br />
<i>5. Come up with Name, Descriptor, Backstory</i><br />
You get 20 seconds to think up your character's name, their appearance or backstory.<br />
<br />
<b> </b></p><p><b>Encumbrance</b><br />
A character can carry 12 items. There are three categories of items: Tiny, Light and Heavy.<br />
<br />Light items take up one slot, Heavy items take up two slots, while Tiny items don't take up any slot at all, just write them to the side of your slots. Items can't be stacked. </p><p>If you need to get out something you weren’t holding in your hands already, roll 2d6 and score equal to or higher than its position on your inventory list. If you succeed you can pull it out and do what you intended. Otherwise you spend your entire action finding it. Double 1s always fail. Note that having things near the top of your inventory list is advantageous, so put things you’ll rarely need in a hurry, like armour and money, near the bottom. If you find yourself carrying more than twelve items, you suffer -4 to all rolls due to the inconvenient weight. If you are carrying 18 items or more, in addition to -4 to all rolls you can't move at all and count as surprised for anyone wanting to attack you.<br /></p><p><b> </b></p><p><b>Gaining a Level </b><br />
After the game, the GM awards XP to all PC's based on how much the party achieved: <br /></p><ul style="text-align: left;"><li>Showed up to the game. 1 XP</li><li>Overcame a difficult challenge. 2 XP</li><li>Overcame an impressive challenge beyond their expected ability. 3 XP<br /></li></ul><p>Then everyone everyone asks these questions as a group:<br />
<br />
1. Did we discover something new and exciting about the setting?<br />
2. Did we defeat a dangerous enemy or overcome a difficult obstacle?<br />
3. Did we acquire some memorable booty?<br />
<br />
For each "yes", you get 1 XP.<br />
<br /> <br />
Finally, XP is gained by stashing treasure as per the Freebooter's rule. 100 coins = 1 XP.<br />
<br />XP requirement is calculated as such: 5+(current level*5)<br />
Once you have enough XP to level up, follow the procedure below:<br />
</p><ol>
<li>Roll for your new HP.</li>
<li>Reduce your saving throw by 1.</li>
<li>One Fact may be moved to another ability score.</li>
<li>At level 2, 4, 6, 8 and 10, you may increase one of your ability scores by 1. Max is 18.</li>
<li>If you are a Fighter, increase your base attack bonus by 1. You may gain a new Fact or Talent at level 4, 7 and 10.</li>
<li>If you are a Specialist, you may add two of your Facts to an ability score, and also gain a new Fact at level 3, 5, 7 and 9.</li>
<li>If you are a Magic-User, you gain one new spell of a level you are able to cast. You gain a new Fact at level 4, 7 and 10.</li>
<li>If you reach level 10, you have the option of acquiring an Aspect as per the default Whitehack rule.</li>
</ol><p> </p><p> </p>KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-35071856263540228542019-06-02T18:55:00.001+02:002019-10-27T13:32:00.739+01:00Simple Disease Rules<br />
Or, Schrödinger's Illness.<br />
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<br />
<a name='more'></a><br />
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<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">When a disease is contracted, make a save. If failed, the disease will strike at dawn the following day. To survive a disease, make a save every day for three consecutive days. -2 to save if not resting. When diseased, you are unable to heal HP by resting.</span></span>
<b><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"> </span></span></b><br />
<div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0cm;">
<br />
<br />
<b><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Potency</span></span></b><br />
<br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">A disease's strength is defined as its Potency, which determines the maximum amount of symptoms it will inflict on the PC, all rolled randomly from the list below.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Potency could be determined by rolling a d6. </span></span><br />
<br />
<br />
<b>Transmission Types</b><br />
<br />
For game purposes, treat all diseases as contagious. They spread through these means:<b> </b><br />
<br />
1-2.Physical transmission.<br />
Occurs by physical contact.<br />
<br />
3-4. Pestilential transmission.<br />
Occurs by being close to the victim for an extended time.<br />
<br />
5-6. Airborne transmission.<br />
Occurs by passing close to the victim, or by touching objects handled by them.<br />
<br />
<br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">When a PC has successfully survived a disease, note down its transmission type, symptoms, and give it a suitable name. The next time a PC could get infected by a disease there is a 50 % chance of selecting one of these defined diseases, or roll up a new one.</span></span><br />
<br />
<br />
<b><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Symptoms </span></span></b><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">A symptom marked with * is cumulative, and is reapplied every time the PC fails a save vs disease.</span></span><br />
<br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">1. Coughing. When the victim attempt to sneak or perform a strenous action, make a Constitution check or cough violently.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">2. Agony*. +1 to all damage taken.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">3. Fever. Victim’s body temperature fluctuates wildly – from hot to cold – and muscles ache. All rolls are penalized by 2. </span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">4. Fatigue. </span></span><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">The victim can only stand up one Turn at a time, then have to rest for one Turn.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">5. Excretions. Each combat round there is a 1 in 6 chance that a standard action is lost after defecating/vomiting, etc. </span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">6. Exhaustion. After every round of combat beyond the first, take a -1 cumulative penalty. Spending one round resting will reset this penalty. </span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">7. Bleeding*. Take 1 damage. </span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">8. Blindness.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">9. Deafness. +1 to being surprised.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">10. Sneezing. Can't smell anything, can't surprise others.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">11. Muteness. </span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">12. Itching Rashes. Each round there is a 1 in 6 chance that the victim must stop and scratch themselves for 3 rounds or take -2 to attacks and AC if they don't.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">13. Nausea. Victim can't eat, and must make a Constitution check every time he performs a stressful physical action to avoid being physically sick. Vomiting lasts for 1d3 rounds during which he cannot act.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">14. Paralyzation. Victim is unable to move.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">15. Cramps*. One of the victim's limbs is unusable.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">16. Arrhythmia*. +1d6 damage on critical hits.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">17. Confusion. As the spell confusion in combat, and once per day the victim is subject to a hallucination.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">18. Dizziness. 1 in 6 each combat round that the victim must make a Dexterity check or fall prone.</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">19. Mania. Victim is driven to follow some compulsion; such as avoiding water, paranoia, self mutilation, and so forth </span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">20. Weakened Immune System. -2 to further saves to resist disease. </span></span></div>
<div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0cm;">
<br />
Reroll any duplicates.<br />
<br /></div>
<div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0cm;">
<br /></div>
KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-73928715909529280202019-05-17T18:30:00.000+02:002019-10-07T18:05:30.703+02:00Adventure Creation: Dungeon CrawlOr, how to make a dungeon in 7 steps.<br />
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<a name='more'></a><br /><br />
<br />
This is the first post in my Adventure Creation series, where I'm going to create a type of adventure from scratch.<br />
<br />
<br />
<b>Step 1: The Concept</b><br />
<br />
Before we dig into the basics of creating the dungeon, we need a strong concept. I first decide to browse the web for an eye catching image.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://media.istockphoto.com/photos/chateau-de-chillon-on-the-shore-of-lake-genevaswitzerland-picture-id627391590?b=1&k=6&m=627391590&s=170667a&w=0&h=lLhtcZg9yGSKlwhbK_dGZESQ0C6T2MiH4lIXsmshIv8=" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="339" data-original-width="509" height="213" src="https://media.istockphoto.com/photos/chateau-de-chillon-on-the-shore-of-lake-genevaswitzerland-picture-id627391590?b=1&k=6&m=627391590&s=170667a&w=0&h=lLhtcZg9yGSKlwhbK_dGZESQ0C6T2MiH4lIXsmshIv8=" width="320" /></a></div>
<br />
<br />
Ok, so this will be the dungeon of a ruined castle next to a dark lake below some foreboding mountains.<br />
<br />
However, we could use more flesh on its bones here. I decided to consult a random word generator and got the word "Elixir". To me this implies the castle had at some point an alchemist operating within it. <br />
<br />
I decide to give it five more words and get "Hide", "Snake", "Quaking"<br />
"Felt" and "Raccoon".<br />
<br />
<br />
<b>Step 2: The Map</b><br />
<br />
When it comes to mapping there are two possible ways I could do it:<br />
<ol>
<li>Find an existing map and tweak it to my needs.</li>
<li>Draw it myself.</li>
</ol>
<br />
For this time I'll find a map online.<br />
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<a href="https://rpgcharacters.files.wordpress.com/2016/03/prison-complex-grid.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="542" height="320" src="https://rpgcharacters.files.wordpress.com/2016/03/prison-complex-grid.jpg" width="216" /></a></div>
<br />
West of the castle is a beach, while the river sits on the east side.<br />
<br />
<br />
<br />
<br />
<b>Step 3: The Key</b><br />
<br />
I now assign each empty space on the map a number. Some areas of note are 13, 22 and 24, which are surrounded by similar rooms. The door above room #3 is going to be a secret door to a stairway leading down into the basement.<br />
<br />
Castle key: <br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpUW87up4XjyE_0af5UyYKiNHd_ZQuw3itnZjOtaSzlFOP25zJ1Htw1rV7WvwelZnzTT2M-sI6wuYDiKv7_yJyckVQZ_nsIHScj1g58NFxvYLjlFdK3JrLB7wc0gn_geaSqJn3rEwm38p5/s1600/castle_key.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1083" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpUW87up4XjyE_0af5UyYKiNHd_ZQuw3itnZjOtaSzlFOP25zJ1Htw1rV7WvwelZnzTT2M-sI6wuYDiKv7_yJyckVQZ_nsIHScj1g58NFxvYLjlFdK3JrLB7wc0gn_geaSqJn3rEwm38p5/s400/castle_key.jpg" width="270" /></a></div>
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<br />
<br />
Basement key:<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9CwsgipmYlvMtYIBl27RBGglkS9pAczAl_5tjENGMUxmSVzN_i_uXbBh6HfXzPUo24fD7AkmimqnSAu_Z_n4pxxNZpDZqzJu1v5D1PdLyq6sn487wLhnx9XSfLkfm-2dBF5ypB8uG4bHC/s1600/castle_cellar.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1441" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9CwsgipmYlvMtYIBl27RBGglkS9pAczAl_5tjENGMUxmSVzN_i_uXbBh6HfXzPUo24fD7AkmimqnSAu_Z_n4pxxNZpDZqzJu1v5D1PdLyq6sn487wLhnx9XSfLkfm-2dBF5ypB8uG4bHC/s400/castle_cellar.png" width="360" /></a></div>
<br />
<br />
<br />
<br />
Then, to stock the rooms, I use this table:<br />
<br />
1-12 Empty<br />
13-14 Monster Only<br />
15-17 Monster and Treasure<br />
18 Special<br />
19 Trick/Trap<br />
20 Treasure<br />
<br />
<br />
<i>20 minutes of rolling later...</i><br />
<i><br /></i>
1. Empty<br />
2. Monster and Treasure<br />
3. Empty<br />
4. Empty<br />
5. Empty<br />
6. Empty<br />
7. Monster and Treasure<br />
8. Monster and Treasure<br />
9. Special<br />
10. Monster and Treasure<br />
11. Special<br />
12. Monster and Treasure<br />
13. Empty<br />
14. Trick/Trap<br />
15. Empty<br />
16. Monster and Treasure<br />
17. Empty<br />
18. Monster and Treasure<br />
19. Monster and Treasure<br />
20. Empty<br />
21. Empty<br />
22. Monster and Treasure<br />
23. Empty<br />
24. Trick/Trap<br />
25. Empty<br />
26. Empty<br />
27. Treasure<br />
28. Empty<br />
29. Empty<br />
30. Empty<br />
31. Trick. <br />
32. Monster Only<br />
33. Treasure<br />
34. Empty<br />
35. Monster and Treasure<br />
<i><br /></i>
<i><br /></i>
<b>Step 5: Detailing the Key</b><br />
<br />
Now that we know what the types of rooms are, I'm going to use Courtney Campbell's <a href="https://www.drivethrurpg.com/product/269764/Tricks-Empty-Rooms-and-Basic-Trap-Design" target="_blank">Tricks, Empty Rooms, and Basic Trap Design</a> to see what they look like. Treasure is handled by the <a href="http://angband.oook.cz/steamband/Treasure.pdf" target="_blank">Treasure</a> document. For handling monsters<br />
<br />
1. Empty. Barn<br />
<br />
<i>Beyond the entrance there is a strong smell of manure and rot. Stepping inside, you see that this area has been converted into a barn. There is hay on the floor, two large cages, one on the left and right. There is a hole in the south wall, allowing others to enter as if under difficult terrain (movement halved).</i><br />
<i>There are two exits to the right, one through a rotted wooden door and one through a hole in the wall south of it.</i><br />
<br />
Now if I were to use this way of writing in the entire module it would quickly become difficult to read, so I could use this abbreviation...<br />
<i> </i><br />
<i> </i>1. Empty, Barn>Cages>Reeking>Manure<br />
Exits>Wooden Door (Rotted)<br />
Hole in wall>Debris>Difficult terrain<br />
<br />
<br />
<i> </i><br />
<i> </i><br />
2. Monster and Treasure, Temple<br />
3. Empty, Servant's Dorm.<br />
4. Empty, Oubliette<br />
5. Empty, Work Pit / Workshop<br />
6. Empty, Crypt, Animal<br />
7. Monster and Treasure, Gymnasium.<br />
8. Monster and Treasure, Banquet<br />
9. Special, Mine<br />
<i>Small room with rotted stairs, leading down into wine cellar and the basement of the castle. A bunch of swords hanging on the walls.</i> <br />
<br />
<br />
10. Monster and Treasure, Maze<br />
<i>Rather than say this as an actual maze, I'll rule this is a servant's stairs down into the basement, which in turn could be interpreted as a maze.</i><br />
<br />
<br />
11. Special, Maze<br />
<i>Another stairwell down to the basement, this one has a series of marks scrawled on the wall. </i><br />
<br />
<i>Et cetera, et cetera...</i><br />
<br />
12. Monster and Treasure, Courtroom<br />
13. Empty, Training Room<br />
14. Trick/Trap, Well Room <br />
15. Empty, Gallery<br />
16. Monster and Treasure, Planning Room<br />
17. Empty, Museum<br />
18. Monster and Treasure, Bathroom<br />
19. Monster and Treasure, Armory<br />
20. Empty, Antechamber<br />
21. Empty, Scriptorium<br />
22. Monster and Treasure, Aviary<br />
23. Empty, Hall<br />
24. Trick/Trap, Interrogation Room<br />
25. Empty, Smokehouse<br />
26. Empty, Meeting Chamber<br />
27. Treasure, Forge<br />
28. Empty, Office<br />
29. Empty, Wardrobe<br />
30. Empty, Storage Room<br />
31. Wine Cellar, Trick. Hint: room damage<br />
A bad trick based on a water puzzle<br />
Success will mean no penalty occurs.<br />
Failure will waste time<br />
32. Monster Only, Forge<br />
33. Treasure, Guardroom<br />
34. Empty, Hallway<br />
35. Alchemy Lab. Monster and Treasure<br />
<b></b>
<b><br /></b>
<b><br /></b>
<b>Step 6: </b><b>The Opposition</b><br />
<br />
Using Chris McDowall's small tables guide <a href="http://www.bastionland.com/2018/06/small-tables.html" target="_blank">here</a>, I take a look at the keywords and create three common, two uncommon and one rare encounter.<br />
<br />
1. 1d6 Raccon-Snake Hybrids. HD 0, AC 12, Morale 7, Movement as unencumbered. Looking for food. Their alpha male is injured after an altercation with the river pirates.<br />
2. 1 Raccon-Snake Hybrid. Morale 5. The runt of its pack. Currently looking for a safe place to hide.<br />
3. 1d8 Raccon-Snake Hybrids. Patrolling their territory.<br />
4. 2d4 River Pirates. Was attacked by the hybrids earlier. Looking to turn this dungeon into their next hideout.<br />
5. River Pirate Scout. Exploring. Looted a potion of Snake Transformation.<br />
6. The Alchemist. Hd 6, AC 14, Movement Unencumbered, Special: Permanent Invisibility, Venom (Save or Paralyzed). Guarding its territory.<br />
<br />
<br />
<br />
<b>Step 7: The Dungeon Checklist</b><br />
<br />
<b> </b>Finally, I go through Arnold K's excellent dungeon checklist to see if I have forgotten something crucial.<br />
<b></b><br />
<br />
1. Something to steal. Yes <br />
2. Something to kill. Yes.<br />
3. Something that will kill you. Yes<br />
4. Different paths. Yes<br />
5. Something to talk to. Yes.<br />
6. Something to experiment with. Yes.<br />
<br />
<br />
<br />
<br />
<br />
<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-50161290205068535592019-05-02T20:21:00.005+02:002019-10-07T18:06:18.864+02:00Straight From the Game: Painkiller. 10 EnemiesLooking through my old gaming shelf I came upon this gem of a game called Painkiller. For many years it held a special place in my heart, and seeing as there are no OSR-relevant material online, I've decided to release a post dedicated to it.<br />
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<a name='more'></a><br />
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<a href="https://upload.wikimedia.org/wikipedia/en/thumb/1/11/Painkiller_Coverart.png/220px-Painkiller_Coverart.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="298" data-original-width="220" src="https://upload.wikimedia.org/wikipedia/en/thumb/1/11/Painkiller_Coverart.png/220px-Painkiller_Coverart.png" /></a></div>
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<br />
1. Amputee<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/0/02/AmputeeConcept.png/revision/latest/scale-to-width-down/300?cb=20110923183248" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="264" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/0/02/AmputeeConcept.png/revision/latest/scale-to-width-down/300?cb=20110923183248" /></a></div>
<br />
<ul>
<li>HD 1</li>
<li>Slow</li>
<li>Leap Attack. May leap onto an enemy within 6 m, which is entitled to a save. If it hits, the enemy takes 1d6 damage and is knocked prone.</li>
<li>Vomit. As a melee attack they may vomit onto a nearby target, dealing 2d4 damage and making them nauseated for one round unless they make a save. </li>
</ul>
<br />
2. Bag Baby<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/d/df/Frozen_Meat_in_Orphanage.png/revision/latest/scale-to-width-down/300?cb=20160930152211" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="174" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/d/df/Frozen_Meat_in_Orphanage.png/revision/latest/scale-to-width-down/300?cb=20160930152211" /></a></div>
<br />
<br />
<ul>
<li>HD 1</li>
<li>By concentrating for one round, the Bag Baby can detonate itself to deal 2d6 damage to everyone within 2 m. </li>
</ul>
<br />
3. Banshee<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/d/d3/Banshee.png/revision/latest/scale-to-width-down/300?cb=20120204040008" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="399" data-original-width="300" height="320" src="https://vignette.wikia.nocookie.net/painkiller/images/d/d3/Banshee.png/revision/latest/scale-to-width-down/300?cb=20120204040008" width="240" /></a></div>
<ul>
<li>HD 1</li>
<li>Blinding Howl. For each round the banshee is howling, every living being within 12 m takes a -2 penalty to their attacks, up to -6, when they are blinded.</li>
</ul>
4. Beast<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/6/6b/Beast.jpg/revision/latest/scale-to-width-down/185?cb=20161201142841" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="133" data-original-width="185" src="https://vignette.wikia.nocookie.net/painkiller/images/6/6b/Beast.jpg/revision/latest/scale-to-width-down/185?cb=20161201142841" /></a></div>
<br />
<ul>
<li>HD 3</li>
<li>Fiery Charge. When performing a charge, the body of the beast lits up, dealing an additional 1d6 fire damage if they hit.</li>
</ul>
<br />
5. Bones<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/5/5b/Normal_Bones_in_Castle.png/revision/latest/scale-to-width-down/300?cb=20171124162432" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="174" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/5/5b/Normal_Bones_in_Castle.png/revision/latest/scale-to-width-down/300?cb=20171124162432" /></a></div>
<br />
<ul>
<li>HD 0</li>
<li>d4 damage</li>
<li>If health is 50 % or lower, may sacrifice themselves to launch their head at an enemy as a ranged attack, dealing 1d6 damage.</li>
</ul>
6. Boy<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/4/45/Evil_Boy_in_Orphanage.png/revision/latest/scale-to-width-down/300?cb=20160930151151" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="174" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/4/45/Evil_Boy_in_Orphanage.png/revision/latest/scale-to-width-down/300?cb=20160930151151" /></a></div>
<br />
<ul>
<li>HD 2</li>
<li>When reduced to 50 % hp or less, the boy makes a save. If successful, the boy transforms into a stronger version of itself, restoring all of its hp, adding 1 to attack bonus and shedding its upper body. This only happens once.</li>
</ul>
<br />
7. Devil Monk<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/8/85/Standard_Devil_Monk_in_Atrium_Complex.PNG/revision/latest/scale-to-width-down/300?cb=20160930150912" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="174" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/8/85/Standard_Devil_Monk_in_Atrium_Complex.PNG/revision/latest/scale-to-width-down/300?cb=20160930150912" /></a></div>
<br />
<ul>
<li>HD 2</li>
<li>Emits harmful smoke in a 2 m radius around itself. Comes in two variants; Slowing and Toxic. Slowing forces the PC to make a save or become Slowed for one round. Toxic deals 1d6 damage.</li>
</ul>
<br />
<br />
<br />
8. Executioner<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/9/93/Executioner.png/revision/latest/scale-to-width-down/300?cb=20111104161050" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/9/93/Executioner.png/revision/latest/scale-to-width-down/300?cb=20111104161050" /></a></div>
<br />
<ul>
<li>HD 1</li>
<li>Achilles Heel. (Takes no damage from anything, unless a PC succeeds on a Called Shot against its belly.</li>
</ul>
<br />
<br />
9. Girl<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/2/21/Evil_Girl_in_Orphanage.png/revision/latest/scale-to-width-down/300?cb=20160930151320" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="174" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/2/21/Evil_Girl_in_Orphanage.png/revision/latest/scale-to-width-down/300?cb=20160930151320" /></a></div>
<ul>
<li>HD 2</li>
<li>Ignition. By spending a full-round action, the Girl ignites her body, allowing their next hit to ignite its opponent. Extinguishes upon hit.</li>
</ul>
<br />
<br />
<br />
10.Leper Monk<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://vignette.wikia.nocookie.net/painkiller/images/c/ce/Leper_Monk_in_Town.png/revision/latest/scale-to-width-down/300?cb=20160930153456" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="174" data-original-width="300" src="https://vignette.wikia.nocookie.net/painkiller/images/c/ce/Leper_Monk_in_Town.png/revision/latest/scale-to-width-down/300?cb=20160930153456" /></a></div>
<br />
<ul>
<li>HD 6</li>
<li>d6 damage from spear</li>
<li>Force Push. Targeted creature within 12 m makes a save or is pushed back 4 m.</li>
<li>Corpse Levitation. The Leper Monk can use any dead body within 12 m as a projectile weapon, launching it at an enemy as a ranged attack, dealing 2d6 damage. This takes one full round to charge up.</li>
</ul>
<br />KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0tag:blogger.com,1999:blog-2144210961139734574.post-17405256843717821602019-05-02T20:21:00.003+02:002019-05-02T20:21:31.002+02:00First post<span style="font-family: Verdana, sans-serif;">The Dice Blade has been unsheathed. Time to give this blogging biz a go.</span>KingPentahttp://www.blogger.com/profile/17310692222907778591noreply@blogger.com0