Saturday, 21 March 2020

Stuff to check out!

Gallimaufry

Gallimaufry cover image

Gallimaufry is a collection of 18 (and counting) items for Troika!

The item descriptions are free/PWYW, readable as HTML within the itch product page itself, for easy rules referencing during online play. A print-friendly PDF will be forthcoming once I decide the item collection is finished. The items are also licensed CC-BY 4.0 so feel free to adapt and remix into your own rulesets and modules, including ones sold commercially.

Bestiarum Geondica

Bestiarum Geondica cover image

Bestiarum Geondica is a bestiary that's free to download. @NateTreme made a simple monster-name generator and crowdsourced people to write tweet-length descriptions of monsters they'd rolled up. The Bestiarum collects 100 descriptions (including two by me) along with the generator tables. It's an excellent read! BYO stats, populate your next hexcrawl or campaign setting with them, you won't regret it.

Tuesday, 17 March 2020

Magic Items for Troika

Some of these items are from recent twitter threads, others have been sitting in my draft folder for ages. Once I have enough of them (thirty-six?), I'll release them as a CC-BY pdf, probably with an alternate version statted for Knave.

EDIT: I've released the first 18 items as an itch page, available to read for free/PWYW. PDF forthcoming.

If you haven't checked out Troika! yet, its itch product page links to a google-doc SRD you can read for free. If you want to convert them to other systems, the main things you need to know are:

  • Luck is a character's "fortune and intuition", functioning much like saving throws in other games. To Test your Luck, roll 2d6 equal-or-below your current Luck score. Regardless of success or failure, you then decrease your Luck by 1. Roll 1d6+6 for starting Luck, this never improves. You heal 2d6 Luck with an 8-hour rest (but never go over starting Luck).
  • To make a Skill Test, roll 2d6 equal-or-below your relevant Skill Total, which for beginning characters will be a number ranging between 4 and 9. For opposed Skill Tests, each character rolls 2d6 + their relevant Skill Total, highest wins.
  • Encountered monsters and other NPCs have a 1d6 Mien table. This works similarly to an old-school reaction roll, except that Mien results often can't be ranked from best to worst. Would you rather encounter a Suspicious troll or a Spiteful troll?
  1. Bootstrapping Boots
  2. Cuckoo Spell
  3. Edible Brooch
  4. Minimus Egg
  5. Orpheus Mirror
  6. Remembrance Shard
  7. Seaglass Ring
  8. Seasoning Orb
  9. Starsnuff
  10. Zinn's Annulus

Bootstrapping Boots

Knee-high boots that walk around of their own volition. Each sunrise, they walk next to their last wearer and nudge them awake. They will do this multiple times a day on worlds with multiple suns. If the last wearer refuses to get up, the boots deploy bootstraps to hoist them upright.

Cuckoo Spell

A grapefruit-sized gelatinous orb of roiling energy, that slowly shuffles around on little cilia. Roll on the Random Spell chart to determine which spell it contains.

Harmless to someone who doesn't know any Spells. Such a person can handle and throw the orb, which has a 4-in-6 chance of rupturing on impact, releasing the spell.

If handled by a spellcaster, the Cuckoo Spell will fuse with them, stealing the skill ranks of whichever Spell the person knows that has the fewest ranks (break ties at random). The old Spell withers and is forgotten. The Cuckoo Spell ignores spellcasters who already know the contained spell.

The spellcaster can Test their Luck to avoid this. If they succeed, they fling the Cuckoo Spell off them before it successfully fuses. The same 4-in-6 chance of rupture applies.

Edible Brooch

This cloak pin is set with delicious-looking gummy jewels. Pluck one out and eat it, or toss it at a creature. Depending on their Mien, the creature might eat the gummy (e.g. if they are Hungry or Curious) or ignore it (e.g. Suspicious). If Mien gives little indication, the creature must Test their Luck or eat the gummy.

Each time you pluck out a jewel, cross out one of the boxes next to its colour.

Red ❏❏

You hiccup fire. This is a a melee weapon dealing damage as a Beastly Weapon appropriate to your size (Most characters will use Modest Beast). Test Your Luck whenever you want to do an action in combat other than hiccup fire, or whenever you attempt something involving flammable objects. Lasts 1 hour.

Blue ❏❏

You melt into a quasi-liquid. Must make a Climb Test to ascend even the gentlest slopes. Can flow through small holes and crevices. Lasts 1 hour.

Green ❏❏

You become a plant. Lose any ranks you have in Acrobatics. For each rank lost, roll a d3 and gain a rank in the corresponding Advanced Skill:

  1. Climb
  2. Healing
  3. Poison

You can subsist on just water and light in the short term, and in the long term only require a source of minerals. This is permanent.

White ❏❏❏

You become so preoccupied with the finality of death, of utterly ceasing to be, that you will do anything to avoid dying or killing. You are a total pacifist and will not fight unless completely cornered. Lasts 1 hour.

Minimus Egg

This egg is porcelain-white. If you handle it, you feel a strong parental instinct — you must Test your Luck to act on any desire to abandon or destroy it.

Incubate the egg, and its shell will slowly turn the colour of your skin. It hatches into a tiny clone of you in 6 days. The clone is helpless when newly-hatched. In another 6 days, the fledgling clone is mature, but never grows taller than your handspan.

Roll Skill, Stamina and Luck for the clone, as normal for a new character. The GM decides which aspects (if any) of your Background are genetically heritable. Due to their size, they take no damage from falls.

You have no special control or influence over the new being. They may accompany you or strike out on their own (particularly if mistreated). Write a Mien table for it, with the GM's approval.

Orpheus Mirror

This mirror's reflection reveals the presence of ghosts and other incorporeal undead, even invisible ones. It also reveals if a creature is possessed by such a spirit.

If a loved one (this love need not be romantic) dies, you can hold the mirror, declare why you care about this person, and it will show you one of the countless hidden ways to the Underworld. This allows you a single attempt to retrieve your love. Your love must not have been dead for longer than a year. You do not require their remains.

You must go alone. This journey to the Underworld does not obey the normal rules of time. For the mortal world, the journey takes an hour. For you, it could be days, or months. You do not need to eat or drink during this time.

The journey is resolved with a single roll. Test your Luck, and note whether the die results match. Then pick the appropriate number of outcomes from the list below.

Success and Doubles. Choose one.
Success. Choose two.
Fail. Choose four.
Failure and Doubles. All outcomes.

  • The mirror is destroyed in the attempt.
  • You must give away something of great value. Gold has no value in the Underworld.
  • Your love is unwilling to leave. You can force them to do so.
  • Despite your efforts, your love must stay behind.
  • You must stay behind.

Remembrance Shard

A pottery fragment, edges razor-sharp, inscribed with "Emrick". At night, smear it with a drop of your blood and speak the word to conjure the spectre of a friendly dog. Invisible, warm, heavy, he fades at the next sunrise. Has a 1-in-6 chance of knowing any given one-word trick (keep a record of tricks he knows).

Seaglass Ring

While you wear this ring, your flesh look a bit more translucent than normal. Immersing body parts in water turns them completely transparent; only a faint green tint and the refractive index of glass visually betrays their presence. Clothing and equipment is unaffected.

While underwater (and naked), you roll Sneak Tests with a Skill Total of 3 + your Skill. If you already have at least 3 ranks in Sneak, you instead add +1 to your normal Skill Total.

Seasoning Orb

A basketball-sized wooden sphere with a single groove around its equator. If dropped, it will land on an angle matching the world's axial tilt, assuming a spheroidal world (see below).

The two hemispheres can spin around the groove like a pepper grinder. Present the Orb to a plant and grind it through 90 degrees, and the plant will advance one season. This happens over 10 minutes, causing blossoming, fruiting, shedding leaves etc as appropriate for its species. This will not cause a plant to mature faster or grow taller.

Overuse of an Orb can kill a plant. Any given plant may be advanced one season safely. Roll a d6 for each season beyond the first; on a 1, the plant dies.

Lesser Orbs don't function on nonspheroidal worlds, while the rare True Orbs will contort to match even the most exotic topology. A True Orb can be used as a navigational aid on such worlds with a successful Mathmology Test.

Starsnuff

Snort it for a taste of the numinous.

You connect to one of the many domains of the divine, and can siphon some of its power for a one-time magical effect. Most starsnuff connects to a random domain (roll below); only the most skilled of alchemists can refine starsnuff that connects to a specific desired domain.

Describe what magical effect you want to accomplish and the GM will tell you whether it falls under that divine sphere and how much Stamina it will cost. Then you can cast it following all the normal rules for Spells, except you must Test your Luck instead of your Skill.

The effects of starsnuff wear off once you successfully cast a Spell with it, or after an hour.

If you're lucky, you might be able to learn the Spell you cast, though the universe has an odd way of requiring a different amount of Stamina for the mortal version than was needed for the starsnuff version.

Starsnuff is a dangerous commodity illegal in many spheres. Repeated use risks the ire of the gods whose power you hijack, or the attention of the starry sea's many theurgotrophic life forms. Side-effects include dizziness, nosebleeds, delusions of godhood, and spiritual metamorphosis.

d66 Domain d66 Domain d66 Domain
11 Death 31 Terror 51 Desire
12 Ember 32 Ship 52 Mercy
13 Seed 33 Oath 53 Balance
14 Writing 34 Despair 54 Silver
15 Sun 35 Joy 55 Cat
16 Memory 36 Door 56 Medicine
21 Destruction 41 Skill 61 Dream
22 Time 42 Cave 62 Hearth
23 Ocean 43 Wine 63 Stone
24 Judgement 44 Luck 64 Destiny
25 Moon 45 Sphere 65 Alloy
26 Stamina 46 Tree 66 Delirium

Zinn's Annulus

This band of fibrous muscle was Zinn's final creation, before the vivimancer's accidental (?) demise.

The wearer's fingertip swells into a functioning eye, with the same size, visual acuity, and fragility of a typical human eye.

The ring is intelligent and can telepathically communicate with the wearer. If the wearer is asleep or comatose, the ring can seize control of their body. Whether the ring then acts in accordance with the wielder's goals depends on the ring's current Mien and any agreement or friendship between them.

The ring can also take control of animals, plants, or anything with fingerlike structures. Animals can only be possessed if their minds are sedated.

Mien

  1. Devious
  2. Curious
  3. Grouchy
  4. Condescending
  5. Thoughtful
  6. Hedonistic

Friday, 6 March 2020

Two More Randomly-Named Monsters (BX monsters)

See last post. @NateTreme is putting together a free zine of 100 tweet-length descriptions people have read, which looks sweet. I wrote the Chittering Skull Fly, while my partner wrote the description for the Pestilent Glow Weasel. The stats and Geegaw table are all mine, I hope they're useful for your game. The geegaw table in particular is well-suited for other trashbaby monsters like goblins.

Chittering Skull Fly

Fist-sized adult form inhabits a skeleton. Cranial cavity provides resonance for their tymbal clicks, fast enough to simulate the common tongue. Builds silk "tendons" to marionette the skeleton. Slow, deliberate movements, trading speed for torque.

(as Skeleton)

Armour Class: 7 [12]
Hit Dice: 1* (4hp)
Attacks: 1 × weapon (1d6 or by weapon, roll damage with advantage)
THAC0: 19 [+0]
Movement: 45’ (15’)
Saving Throws: D12 W13 P14 B15 S16 (as 1 HD monster)
Morale: 8
Alignment: Neutral
XP: 13
Number Appearing: 2d6 (5d6)
Treasure Type: C

  • Lair: Roughly half of the 5d6 flies found in a lair will be naked, the rest will be skeleton-piloting flies.
  • Slow and Strong: Makes damage rolls with advantage (roll damage dice twice and use the highest). Can break through doors with 1d3 rounds of effort even if held shut with iron spikes; can overcome hold portal spells by 1st-level casters (i.e. as a 4 HD creature). Can carry up to 200 lb (2,000 coins).

(as naked Fly)

Armour Class: 9 [12]
Hit Dice: 1 (4hp)
Attacks: 1 × bite (1 damage)
THAC0: 19 [+0]
Movement: 45’ (15’) / 75’ (25’) flying
Saving Throws: D12 W13 P14 B15 S16 (as 1 HD monster)
Morale: 6
Alignment: Neutral
XP: 10
Number Appearing: 1d3 (5d6)
Treasure Type: C

  • Lair: Roughly half of the 5d6 flies found in a lair will be naked, the rest will be skeleton-piloting flies. Treasure in a lair used to be the grave goods buried with each skeleton. The flies have no use for nonmagical treasure, but understand humans enough to trade with them.

Pestilent Glow Weasel

A clever child-sized mustelid. Carrion & refuse feeder, it's skills as a scrounger & thief are useful to some. Proudly filthy, notorious for spreading disease with bites & scratches, its fur is covered in bioluminescent fungus which it eats during lean times

Armour Class: 9 [10]
Hit Dice: 2 (9hp)
Attacks: 1 × bite or scratch (1d3 + disease), or 1 × junk-sword (1d8, breaks on a natural 8)
THAC0: 18 [+1]
Movement: 90’ (30’)
Saving Throws: D12 W13 P14 B15 S16 (as 2 HD monster)
Morale: 5
Alignment: Chaotic
XP: 20
Number Appearing: 1d6 (1d6)
Treasure Type: V, plus one roll each on Geegaws, below

  • Disease: Bite has a 1-in-6 chance of infecting the target (save versus poison). Incubation time is 2 days, followed by up to a month of fever, vomiting, swollen joints and lymph nodes, and purple rashes around the infected area (-2 to all rolls, naturally heal at half the normal rate). The disease has a 1-in-6 chance of death, which occurs in 2d6 days after onset.
  • Immunity: Immune to most poisons and diseases. Any specific poison/disease has only a 1-in-6 chance of affecting them as a species, in addition to any saving throw called for.
  • Luminescent: Fungus growing on fur casts light in a 10' radius. Removed fungus keeps glowing for 1d6 days, but can be cultured on other mammalian hair or fur.
  • Scrounger: Can find (but not remove) treasure traps, hear noise, and pick pockets as a 6th-level thief. Due to their luminescence, they are terrible at hiding, and carry too many scrounged geegaws to move silently.
    • Find Traps: 40%
    • Hear Noise: 3-in-6
    • Pick Pockets: 45%

Geegaws

  1. Snapped wand, cerulean magic sparks at the break pose a fire hazard.
  2. Beetle-shell lamellar "armour". Offers no protection, but quite pretty.
  3. Mouldy loaf of bread. If consumed, equal odds of curing or causing disease, as the spell).
  4. Slingshot and five dried dung-pellets.
  5. Mangled paintbrushes and a bottle of vinegared egg yolk.
  6. Diary of encountered fungi. Can answer a single question about every fungus encountered, 2-in-6 chance the answer is wrong.
  7. Lamp oil stolen from humans, good for deep-frying.
  8. Copper amulet covered in bite marks.
  9. Vial of musk, a gift from a lover.
  10. A spare junk-sword, 1d8 damage but breaks on a natural 8.
  11. Bulky goggles, protect eyes but impede vision.
  12. Badly magnetised compass, needle points a cardinal direction other than north. Roll d3: 1 = east, 2 = south, 3 = west.
  13. A soft sugary roll, perfectly preserved in some sort of transparent film.
  14. A clay jar full of live crickets.
  15. moth-eaten linen shawl, bright yellow, embroidery now illegible.
  16. A map of the dungeon level. Each secret door has a 50% chance of being known and marked, rooms only accessible by an unknown secret door are obviously not on the map.
  17. A coconut goblet with silver foot and stem.
  18. An Alagaësian Smuggle-Hamster, its cheeks are an extradimensional space that can hold 10 fl oz. (300 mL) of goods without showing any external bulge.
  19. A pitted, wiggly-bladed dagger that glows blood-red. Nonmagical, the dagger is actually home to another bioluminescent fungus that metabolises iron, and will colonise nearby iron & steel objects.
  20. Paper fortune-teller made from the torn-out sheet of a wizard's spellbook. Can do one accurate augury per person per month. Roll d8 or construct a fortune-teller with the following:
    1. Turn left.
    2. You will find riches soon.
    3. You will have good luck today.
    4. You will have bad luck today.
    5. Do a good deed today.
    6. An old friend will come calling.
    7. Love is in the air.
    8. Be careful on Tuesday.

Thursday, 5 March 2020

Grinning Star-Wyrm (B/X monster)

This monster name was generated by @NateTreme's cool generator. Check out the other tweet-length monster descriptions, they're all great!

Grinning Star-Wyrm

Vestigial-winged, propels itself through vacuum through sheer plucky, can-do nature. Breathes a plume of capitalist work ethic and retail-smiles. Eats a mock meat made of ground, extruded asteroid, but sometimes cheats with the odd human.

Armour Class 0 [19]
Hit Dice 12** (54 hp)
Attacks [1 × bite (4d6), 1 tail slap (4d6)] or breath
THAC0 10 [+9]
Movement 90’ (30’) / 180’ (60’) flying
Saving Throws Death 6, Wands 7, Paralysis 8, Breath 8, Spells 10 (as 12 HD monster)
Morale 10 (4 during economic downturns)
Alignment Any
XP 2,700
Number Appearing 1 (1d4)
Treasure Type H

  • Breath weapon: Cloud of stimulant gas (50’ long, 40’ wide, 20’ high). Save versus breath or be unable to rest for 2 days, or for 1 day if the grinning star-wyrm is at half-hp (27 hp) or less. This includes overnight rest necessary to heal and regain spells, and shorter rests during the day to avoid attack penalties, see Dungeon Adventuring: Resting. Characters affected are also immune to sleep for the duration, and their facial muscles tighten into an uncomfortable smile.
  • Language and spells: 100%; 4 × 1st level, 4 × 2nd level, 4 × 3rd level.
  • Open-Plan Office: All characters within the grinning star-wyrm's lair automatically succeed at Hear Noise rolls, but automatically fail Move Silently rolls. A silence 15' radius spell will negate this.
  • Sleeping: 33%.

Typical Spells Prepared

1 while in the grinning star wyrm's lair, this has a range of "anywhere else in the lair".

Sample Hoard

  • 50,000 gp
  • 40 necklaces. Each is a rounded rectangle made of silver, borne on a fine silver chain. Each is engraved with a tiny serial number but is otherwise blank. The first time the necklace is ever worn, parts of the rectangle magically darken to resemble a daguerrotype photo of the wearer's face. Each necklace is cursed, requiring the remove curse spell to remove.
  • A mahogany box with a big button of solid ruby, and ivory dials which can be spun to show any four-digit number. Press the button and the silver necklace with that serial number will explode.
  • A velvet-lined silver box, lid bears a repoussé apple tree. Holds a syringe made of platinum and rose quartz, and four glass ampoules: two potions of longevity, and two potions of cure disease (as the spell)

Saturday, 1 February 2020

Tortles for OSE and other B/X clones

Tortles

They're turtle people. You have a stronger idea of what that means for your setting than whatever guff is in the monster manual.

Physical Detail (d12)

  1. irregular, blotchy shell colours, almost like leopard spots
  2. belly indicates sex: concave is male, convex is female
  3. powerful, bone-crushing jaw
  4. looong neck, as long as your torso
  5. bright red belly in youth, slowly fades to orange with age
  6. overlapping spurs on your forelimbs, like a pine cone or scale mail
  7. upper jaw tapers straight down like a hawk's beak
  8. spiny, crinkly brown head like a fallen autumn leaf
  9. each scute of your shell is pale in the centre, shading to a dark border.
  10. small pig-like snout
  11. spiny ridge down the centre of your shell
  12. light and dark lines run radially through each scute

What trinket do you carry with you? (d6)

  1. a crude knife made from a sharpened clam, given to you by your youngest child.
  2. your great grandmother's claw, yellowed and brittle, bound tightly to your forearm with a woven bracelet.
  3. a jar of toasted seaweed you traded for. you allow yourself little snacks as a reward.
  4. a fragment of speckled sea glass. it throbs in seawater.
  5. tattooing needle and bright ochre inks. you are still unmarked but will be ready when the time comes.
  6. a glass bottle you found floating in the sea, holding a crude map of an island you do not recognise and a letter in the human tongue pleading for help.

Stats for Old-School Essentials and other retroclones

XP Requirements. As Magic-User

Ability Score Requirements. Con 9

Languages. Alignment, Common, Lizard man

Saves. As Fighter. Saves vs wands and breath attacks are made as a Fighter 3 levels higher, due to your protective shell.

Attack. As Fighter. You can wield all weapons, but tortles usually disdain bows and crossbows in favour of slings and thrown weapons more resilient to wet environments.

Hit Dice. 1d8 per level, +3 per level after 9th.

Claws. You can make melee attacks with a hand that isn't holding anything. This deals damage as a dagger, i.e. 1d4, if the optional rule for variable weapon damage is used.

Hold Breath. You can hold your breath for 6 turns (60 minutes). Strenuous activity such as combat consumes air at twice the normal rate, or a minimum of 1 turn.

Navigator. You count as a navigator on the open ocean, reducing the chance of getting lost to 2-in-6. See Waterborne Adventuring: Losing Direction.

Shell. Your Armour Class is as plate armour, i.e. AC 3 [16]. You cannot wear armour over your body, but you can wield a shield, and can benefit from magical bracers and greaves.

Swimming. You aren't an exceptional swimmer compared to other aquatic demihumans, but you are more adept than a typical human. Whenever you negotiate an aquatic hazard, adjust your odds of success by 10% on a percentile roll, or by 2 if the referee prefers an ability check rolled on d20. See Hazards and Challenges: Swimming. Note that a single failure is unlikely to cause drowning, due to your Hold Breath ability, but subtracting 1 or more turns of available air is a possible outcome of a failed roll.

Tortle Progression
Level XP Hit Dice To-Hit Saving Throws
Death Wands Paralysis Breath Spells
1st 0 1d8 19 [+0] 12 11 14 13 16
2nd 2,500 2d8 19 [+0] 12 11 14 13 16
3rd 5,000 3d8 19 [+0] 12 11 14 13 16
4th 10,000 4d8 17 [+2] 10 9 12 10 14
5th 20,000 5d8 17 [+2] 10 9 12 10 14
6th 40,000 6d8 17 [+2] 10 9 12 10 14
7th 80,000 7d8 14 [+5] 8 7 10 8 12
8th 150,000 8d8 14 [+5] 8 7 10 8 12
9th 300,000 9d8 14 [+5] 8 7 10 8 12
10th 450,000 9d8+3* 12 [+7] 6 5 8 5 10

* Modifiers from CON no longer apply.


Optional: Separation of Race and Class

If you are playing with the Advanced Fantasy Genre Rules, tortles have the following benefits.

I strongly disagree with that book's decision to adjust ability scores, and haven't provided such adjustments. Similarly, come up with your own demihuman level limits if you want to.

XP Requirements, Ability Score Requirements, Saves, Attack, Hit Dice: As your chosen class.

Languages, Claws, Hold Breath, Navigator, Swimming: As above.

Shell. As above.

Additionally, your bulk may hinder certain thief-type skills at the referee's discretion.

Your shell doesn't affect divine spellcasting, but does impede arcane spellcasting. If you belong to an arcane spellcasting class, you have half the spell slots (rounded up) that that class would normally have at your level. e.g. a 7th-level tortle Magic-User has two 1st-level slots, one 2nd-level slot, one 3rd-level slot, and one 4th-level slot.

Your shell grants you a bonus to saving throws versus wands and breath attacks. This bonus is dependent on your CON score, as follows:

  • 6 or lower: No bonus
  • 7-10: +2
  • 11-14: +3
  • 15-17: +4
  • 18: +5

Other Advanced Genre Rules Class Notes

  • Knight. A tortle Knight of 5th level or higher may train aquatic monsters as mounts at the referee's discretion.

  • Paladin. A tortle Paladin of 4th-level or higher may summon a sacred crocodile instead of a warhorse. AC 5 [14], HD 5+5 (27 hp) Att 1 × bite (1d8), THAC0 14 [+5], MV 90’ (30’) / 90’ (30’) swimming, SV D8 W9 P10 B10 S12 (4), ML 9, AL Lawful

Monday, 6 January 2020

Randomly Eroded Messages

I was reading about WIPP and other long-term nuclear waste disposal sites, and it occurred to me that the proposed warning markers (for after the site is decommissioned in the next couple of decades) are an interesting thing for adventuring PCs to stumble across while hexcrawling. Both the physical shape of the markers -- an attempt to convey meaning through architectural form alone -- and the textual messages, which would rely on maintenance and future civilisations appending copies translated into their own language.

So to facilitate this -- and for any other case where you might want to generate multiple copies of the same text each damaged differently (e.g an abandoned library) -- I wrote a small script. You can change the font to wingdings or something if you want to give untranslated copies to players, or hand them out as-is if they have access to comprehend languages or proficiency in ancient languages. The Python script and a PDF of 20 pregenerated messages are on my google drive. The PDF is A4-sized -- just print out single-sided, cut each page in half, and you'll have 20 copies. Roll a d20 or just hand out a random one each time the party finds a new marker. Even with aggressive "erosion" the message is still quite readable, so if you want to obscure, say, the word "radioactive" some more, tear off the top of the message to simulate a broken marker.

An example message:

These structures mark an area used to bury radioactive wastes and hazardous materials. This place was chosen to put these dangerous materials far away from people and other living things. The rock and water in this area may not look, feel or smell unusual, but may be poisoned by radioactive wastes and hazardous materials. When radioactive matter decays, it gives off invisible energy that can destroy or damage people, animals, and plants.

Do not drill here. Do not dig here. Do not do anything with rocks or water in this area.

Do not destroy this marker. This marking system has been designed to last 10,000 years. If the marker is difficult to read, add new markers composed of longer-lasting materials and copy this message in your language onto them.

Monday, 30 December 2019

A small Python script for die-drop tables

Someone was asking about ways to do die-drop tables online (other than pointing a webcam at a physical sheet of paper and dice, I guess). At first I was thinking about some program that opens a png, picks a random pixel, and looks up the RGB value to determine what's encountered. Then I realised if I could make it work with Hex Kit, it'd be way prettier. And it turns out Hex Kit's .map files are really just renamed .json files, so it's super-easy to just pick a random tile in that json, get the filepath to the associated image for that tile, and look up the filename in some user-defined dictionary.

So here's a quick proof of concept. You'll have to download the script and run it in the command line, since I still have no idea how to make a proper webapp. It's pretty limited, but maybe it's of some use to people.

The example provided is a small random encounter table that's for use in a city, but based on the surrounding surrounding wilderness. Is it a good random table? No. Does it suffice as an example? Sure, I guess.

Human-Readable Version

Roll a d6 on the above hex map. Note which hex type the die lands upon, look it up in the following table. Some entries also use the face-up side of the die. Treat coastal hexes as their land terrain-type, not as ocean.

Hex Type Encounter
Jungle (dark green) Traders from the jungle clans. They have [1. brightly coloured snakes, 2. shavings of bark from various medicinal trees, 3. river-gold, painstakingly panned, 4. six glowing orbs of various sizes, looted from a sunken temple, 5. giant capybaras, excellent pack animals, 6. scavenged goods from the last, failed military expedition into the mountains] for sale.
Meadow (light green) [1. A few, 2-3. Several, 4-5. Dozens of, 6. Hundreds of] farmers angry at the viceroy's new taxes
Mountain (brown) The elephant-powered klaxon sounds. An air-raid from those goddamn mountain pterodactyls again. They carry incendiary bombs in their talons. Parents shoo their children into stone cellars.
Ocean (blue) A ship sails into port, bearing the flag of [1. Redbeard's pirates, 2-3. the Imperial Navy, 4. the Open-Handed Ones, 5. one of the petty river-kings, 6. a PLAGUE SHIP]
Swamp (purple) The swamp-sorcerer has sent envoys to purchase research materials. They are looking for [1. a live bear, 2. a chunk of floatstone from the Flying Fortress, 3. the bitter tears of a child who's just learned Santa isn't real, 4. silt from one of the jungle's more alkaline rivers, 5. tobacco, the good kind, 6. a human heart] and will pay well above market price for speedy delivery.
Volcano (orange) KRAKABOOOOOOOOOOOM! The volcano erupts, huge pyroclastic cloud sweeping over the farming hinterland. You see wealthy folk rushing to buy as many supplies as possible and hunker down, while the poor look on with dread at what is to come.

Sunday, 22 December 2019

Variant Social Rules

Here are a couple of variant rules for social interactions. Their goal is to spread around who gets to be the party face, both by lowering the incentive for the character with the highest Cha to make every social roll, and by occasionally forcing other characters into the front seat.

Languages

One thing that struck me when watching The Bad Sequel is that:

  • whenever there's an alien language, one of the protags can pretty much always speak it and translate for the others
  • unless C-3PO is around, the translating protagonist is more-or-less randomly chosen

And I like this. It's simple and quick. It's no longer "everyone but the bard can safely dump Cha", since you never know when you'll be called upon to handle negotiations.

So here's a variant language rule:

All PCs, being widely-travelled oddball sorts, are multilingual, but language proficiencies aren't determined at character creation. Don't write down any proficiencies you might have from race, class, background or a high Int score.

When a character tries to understand or communicate with an NPC who isn't speaking Common, the GM decides the following:

  • Is the NPC even capable of language? One GM might rule that a reanimated skeleton understands language, another might rule a skeleton magically follows its creator's commands but otherwise doesn't understand language. This is fine.
  • Do outsiders share the NPC's language, or are they so culturally insular or isolated that this isn't possible? Obviously, secret languages like Druidic fall under this category too.

If the answer to both questions is yes, then the GM selects a single PC at random. Optionally, hirelings and the like can be included in this random selection process. This can be done with a bag of tokens, rolling a die and counting clockwise, whatever. I like the bag of tokens.

That PC can speak the language, perhaps not fluently, but enough to hold/follow a simple conversation.

Persuasion

There are no skills like Persuade, Intimidate, Diplomacy, etc.

You might decide to leave a Sense Motive/Insight skill in place. I would limit its uses to learning an NPC's emotional state, one of their ideals or bonds, or, in combat, judging what their immediate intent might be.

The player roleplays their character's pitch, then someone rolls 1d6 to determine the outcome. On a modified 5 or greater, they succeed.

The GM might raise or lower the difficulty. A Peaceful Villager might only need 3, a Haughty Archmage might need 7. Or the GM might apply the Powerful Enemies rule instead. This is meant to be simple though -- don't overcomplicate things trying to capture every nuance.

Modifiers to the roll:

  • +1 if you have a relevant background
  • +1 for a good social stat, e.g. 13+ in Cha. No further bonuses.
  • +1 if you offer something of value*
  • +1 if you appeal to one of the NPC's ideals, bonds, factional alignment etc.
  • +1 if you act your heart out (can be hammy, doesn't have to be "good")
  • -1 to 3 for demands that put the NPC at risk. -1 is "risk a parking ticket", -2 is "risk divorce", -3 is "be your torchbearer in the dungeon"

*Obviously the thing you offer needs to have value somewhere in the same ballpark as the request -- this is left to GM fiat.

Options

Use a Powerful Enemies rule if you like -- if the NPC has more hit dice than the PC, the difference is added to the difficulty of the roll. The reverse doesn't apply -- a 15th level fighter doesn't magically make every turnip farmer bend to their will. For 5e, use the difference in CR instead of difference in Hit Dice.

Certain NPCs may be immune to swaying the odds in particular ways, or may be more susceptible. Maybe a Magpiefolk gives you +2 to the roll if you offer a shiny geegaw of value, while a Angel gives you -1 to the roll instead, righteously furious that you would dare offer a bribe.

You can simulate regional language groups, loanwords, pidgins etc by putting an extra token in the bag when choosing who knows the language. This token represents whichever character, based on the GM's judgement, is most likely to know a language. e.g. the token represents the party dwarf when adventuring underground, the elf when adventuring in forests, and within the cosmopolitan City States of Arthea, the PC with "Background: Merchant". This isn't really a mechanical benefit, as any increase in one character's odds of knowing a language come at the expense of everyone else's odds. That is, don't make this a feat or anything.

I've presented this as a d6 roll-over, but feel free to reskin it to d6-roll-under, or modify this into a PbtA move or something. You could also multiply all the modifiers by 3 and use d20 roll-over, or use SotDL's boons & banes mechanic, whatever takes your fancy

Rationale

Yes, this means the polar Snow Elves and the Aquatic Elves of the tropical coral atolls probably don't speak the same "Elven" language. This is intentional.

I don't like how much weight 3e/4e/5e, or The Black Hack's d20 roll-under Cha, gives to possessing a high social stat. e.g. low-level 5e has a difference of about +5 (or +7 with Expertise) on d20, between a trained character with 16 Cha, and an untrained character with 10 Cha. All other factors (bribes, appealing to the NPC's beliefs, good roleplaying, etc) are typically handled with advantage/disadvantage, which doesn't stack.

This just gets worse as characters level up -- their proficiency bonuses increase, they may even find magic items that raise Cha beyond 20. For 3e D&D (faster scaling, stats don't cap at 20, magic skill bonuses are commonplace) the math is even worse, though Rich Burlew did write a nice, if crunchy, replacement Diplomacy rule a looong time ago).

So I want to reward clever manipulation and willingness to perform, but also allow a bit of room for characters being better at social stuff than their players, and not have the outcome be entirely DM fiat. Having a die result to point to, with really simple modifiers that are all worth the same 17% of the die spread, hopefully strikes the right balance for me.

Offering something of value is only ever worth +1. Why? Consider the following two examples:

  • A stranger in the street offers me $10 to do some errand. Sure, I'll probably do it. If he offers me $10,000 for the same errand, he's probably a scammer.
  • You're medieval nobility. A representative of the Pope says if you go on crusade, you'll be absolved of your sins (and oh, how you've sinned). This is theoretically a reward of infinite value, the difference between paradise and eternal suffering, yet not every nobleman went and did a Richard I. Humans are not rational appraisers.

Sunday, 15 December 2019

Dungeon Rooms, Factions, and Random Tables for Determining their Relationship

Here is a quick draft of a random generator I wrote for determining how dungeon factions relate to a trick room of the dungeon. It's not fully baked, but I want to share it in the hopes of getting some feedback.

What do I mean by "trick room"? Some examples include the 20 pieces of strange dungeon decor I wrote a year ago, or Nick Whelan's Deadly Dungeons (pdf, print). Now, this isn't "trick room" in the strict AD&D Dungeon Master's Guide sense, as the list of strange decor aren't all puzzles or obstacles. It also includes "environmental storytelling rooms", basically anything odd or seemingly out-of-place that holds the players' interest.

Anyway, if you're grafting a trick room into a dungeon with factions — say, kobolds, goblins, and the peaceful tooth golems that just want some quiet time to relax in their fluoride pools — then it helps to know which faction controls the room, and what their attitude to the room is. You know, so the graft will take.

Roll on the tables, or just use the questions they present as a starting point for your own brainstorming. Embrace apparently incongruous results. Do the human bandits value the room because they are drawn there to spawn? Maybe they're not quite as human as they seemed.

1. Who controls the room now?

1-4. A dungeon faction (choose faction randomly, then roll on [3])
5-6. It's in no-man's-land — roll on [2]

2. Why is it in no-man's-land?

  1. Factions are new to the dungeon. They either haven't discovered the room or are racing to claim it.
  2. Warding spells preserve the room, conjuring spirit guardians who attack those who deface it or linger too long.
  3. The room was controlled by a third, recently ousted faction.
  4. The room appeared out of nowhere just last week.
  5. Factions have agreed to treat the room as a neutral meeting ground, a place of amnesty where blood may not be shed.

3. Faction relationship with room

  1. They don't know it exists
  2. They know it exists, but have put "unravel its secrets" on the backburner while they deal with more pressing issues
  3. They actively fear, avoid, or loathe the room
  4. Mixed feelings, or the room is the focus of some intra-factional conflict
  5. They value the room — roll on [4]
  6. They will defend their possession of the room to the last person.

4. Why do they value/defend the room?

  1. They believe it to be tactically useful in defense against other dungeon factions or marauding adventurers
  2. The room has resources that fulfil material needs — roll on [5]
  3. The room has spiritual significance — roll on [6]
  4. Another faction seems to really want it, therefore we must deny it
  5. We held the room in the good old days, WE MUST HOLD IT AGAIN!

5. Material Needs:

  1. An inportant food source can be found here
  2. They use the room as shelter, living or work space
  3. they quarry the walls for building materials
  4. they are instinctively drawn here to spawn

6. Spiritual Needs

  1. They inter their dead here.
  2. This is a church or temple to them, a place to perform rites.
  3. This is a site of historical significance, a sacred place in their cultural memory.

7. How do they defend/control it?

  1. They garrison fighters within the room.
  2. Barricades and locked doors.
  3. The room is well behind the border/front line — get past that and very little stops you from reaching the room.
  4. They've placed a magical curse upon those who trespass.
  5. They regularly scry on the room, or have tiny animals, insects etc keeping tabls on it. That is, you can easily trespass into the room, but they will know and rapidly respond
  6. They don't defend it. They are a trusting people.

8. What happened to the Builders?

  1. They're still around — they're one of the dungeon factions. They may still possess the necessary architectural skills, they may not. They may currently hold the room, or have been ousted.
  2. Their civilisation was destroyed long ago by climate change. Ambient magic keeps this room at the temperature they preferred — a temperature uncomfortable for humans.
  3. They tired of their former lives and shrunk themselves to micrometre scale. Their whole society is still here, busy exploring and documenting the strange vistas and denizens of a mossy flagstone in the corner.
  4. They have embobbled themselves in anticipation of some future age, putting themselves in temporal stasis inside silver orbs blood-warm to the touch. The bobbles are stacked in neat rows in this room and elsewhere in the dungeon. A bobble can be moved, but cannot be breached, nor its contents determined.
  5. Pestilence. Their skeletons, contorted in agony and covered in virulent growths, lie in mass graves under the floor of this room and elsewhere in the dungeon. Erosion may have exposed bodies, or created voids about to cave in.
  6. They were colonists, whose ideology of superiority led them to underestimate their colonial subjects. They were driven out, their monuments destroyed, all except for this one.

Monday, 25 November 2019

A Review of Mausritter

Mausritter is an RPG by Isaac Williams where you are adventuring mice. It's super-cute and packs a lot of tools into its 24 pages. The system is mostly based on Into the Odd, with additional mechanics taken from Knave and the Goblin Punch blog, and layout/usability ideas from Mothership and the Last Gasp Grimoire blog. Isaac also cites Mouse Guard and Mice & Mystics for theme and tone.

The game has a recommended price of US$3, which is more than fair, but if that's a financial burden, the author's set no minimum price.

Adventuring mice is not a new RPG theme, and if you broaden it to other small woodland animals, Bunnies & Burrows is nearly as old as D&D itself. So let's look at what sets Mausritter apart, and why I like it?

Rolling Up a Character

Making a character is simple and mostly random. The author has also provided a one-click online generator. Your starting equipment is determined for you in a way similar to Into the Odd, so you can get straight to the adventure.

You have three Ability Scores: Strength, Dexterity, and Will. For each score in order, roll 3d6 and drop the lowest die. You can then swap two scores.

This method produces scores in the following distribution, in case you want to houserule ability score arrays or point-buy. I like random chargen, but if a player hated it I'd let them take 7, 9, 10 (the three quartile points of the distribution) in any order.

You then roll on tables for:

  • Birthsign, which determines your disposition. Each has two qualities, softly divided into virtue and vice. e.g. Nurturing/Worrying.
  • Coat Appearance
  • Physical Detail.

Only a couple of entries on these tables give any obvious fictional advantage, so again, while randomly rolling on them is fun, letting players choose should be OK.

You then roll 1d6 for starting HP and starting Pips. HP is your capacity to avoid harm. Once it's depleted, damage goes onto one of your ability scores (typically STR). So an HP of 1 is less disastrous than in, say, B/X, but still scary.

You then cross reference your HP and Pips against a table to determine your Background, with gives you starting equipment. Like ItO, worse HP & pip rolls mean you start with better stuff. If you have bad/mediocre ability scores, you then roll on the table as well.

e.g. a mouse whose highest ability score is 8, and who starts with 1 HP and 2 Pips, was a kitchen forager before becoming an adventurer. They start with a shield & jerkin, cookpots, plus what all mice start with: torches, rations, and weapon of your choice. Because their highest ability score is 8, I roll again on the background table and choose one of the items it gives me. I roll (1, 4), and start with a healing spell from the Hedge witch background. Maybe I nicked it off them?

Unlike Into the Odd, the worse equipment given to characters who roll better doesn't include any negative entries like "debt" or "a missing arm". Just less obviously useful stuff like a felt hat.

And that's it! No complicated class features -- if you have a spell you'll need to quickly look over what it does, but the spellcasting rules are pretty simple too.

Core Mechanics

OK but what does a score of 9 mean? Mausritter uses d20-roll-equal-or-under. When outcome is in doubt, roll a d20, no modifiers. If you roll over your score, you fail. If you roll equal or below, you succeed. Situational advantage and disadvantage can apply. Advantage means rolling two d20 and using the lower roll, disadvantage means using the higher roll.

Yes, this means an average mouse will fail 55% of rolls, and the most gifted starting mouse will still fail 40% of rolls. Like many OSR games, if you have to roll at all, you've generally made a mistake or are in a desperate situation. I'll quote from the game,

When you describe your mouse doing something risky where the outcome is uncertain and failure has consequences, the GM will ask you to make a save against one of these ability scores.

You'll also have to roll saves to see if you're affected by a spell -- i.e. the risk isn't always player-directed, it be something the character is subjected to like modern D&D's understanding of a saving throw -- but the point still stands. Make a plan that's clever enough, and that accounts for the dangers the GM should be telegraphing to you, and you succeed without having to roll.

Equipment is recovered from adventure sites or bought/sold in mouse settlements. The inside-front-cover is a table of gear for sale in pips, the "standard currency of the mouse kingdom". Stuff for sale is your standard D&Dish nonmagical gear and dungeoncrawling tools, rethemed for mouse-sized characters. Notably the adventuring gear is divided into mouse-made and human-made categories. The latter is only available in mouse settlements near where humans live.

Then we get to the How to Play section. A quick summary of old-school player principles, then the core mechanics. Again, rolling dice is dangerous -- scheme with other mice to make plans that avoid rolling.

Combat and Healing

Attacks always hit. The attacker simply rolls weapon damage and subtracts it from the target's HP. Once that's gone, damage is applied to their Str score.

Weapon damage has no ability score modifiers. Damage dice range from d6 for small weapons to d10 for heavy weapons.

Since there's no to-hit roll, advantage/disadvantage doesn't apply here. Attacks that are impaired (e.g. firing into cover) always deal 1d4 damage, attacks that are enhanced (e.g. a backstab) always deal 1d12. You could houserule that the attacker instead rolls their normal damage die twice, taking the best/worst. I'm not sure why the author chose to do it this way.

Wearing armour (whether light or heavy) subtracts 1 from any incoming damage.

If damage reduces your Str score to 0, you die immediately. Otherwise, if an attack deals Str damage to you, you then make an Str save (using your now-reduced score). If you fail, you are knocked out and take the Injured condition. If you aren't tended to in 6 turns, you die.

Note "6 turns" here means the old-school "dungeon turn" of ~10 minutes. So if you take a wound, e.g. while exploring ahead on your own, you can survive an hour without treatment.

A short rest (one turn or 10 minutes) restores 1d6+1 HP. A long rest (one watch or 6 hours) restores all HP, or 1d6 to a damaged ability score if your HP is already full. A week's rest in safety clears all damage and most conditions. There is a healing spell, if you're lucky enough to have it.

Item Management

Since you have no class features, your abilities come down to creative use of what you carry.

Each character has an inventory with

  • a main paw and off-paw slot
  • two body slots. Worn armour goes here, or other things you want readily at-hand.
  • six slots in your pack. Items here take time to retrieve.

It looks like this:

You can carry more stuff than you have slots, but this leaves you encumbered.

You get these cute item cards to place in your slots:

Most are squares that take up one item slot on your sheet, but some items (armour, large weapons) are rectangles that take up two slots. The orientation of the rectangles is important -- you can't place a spear "sideways" on your sheet so it takes up a paw slot and a body slot, you have to wield it with both paws.

The card geometry is important! e.g. light and heavy armour provide the same defense, but light armour takes up your off-paw slot and one body slot, while heavy armour takes both your body slots. It's unclear whether you can rotate cards 90 degrees to fit sideways in your pack.

Importantly, conditions you might receive, like Hungry or Frightened, are also represented as cards that take up a slot. Hungry actually has no innate effect besides taking up a slot -- as you continue to go without food, you take more Hungry cards that further lower your carrying capacity.

Note that various item cards have three little dots to mark usage. This is a game that prioritises item bookkeeping instead of class features, but it tries to make that bookkeeping as easy as possible. Rations mark a dot whenever you eat a meal, torches every few dungeon turns. Ammunition is tested once after each fight, with a 3-in-6 chance of marking a dot. Spells also have dots, but work a bit differently.

You can store gear and your savings at a bank in any decent-size mouse settlement. Mice in settlements also generally deal in barter and IOUs rather than using pips for every transaction.

Advancement

Even though the game is classless, there are levels. Leveling up is really quick and can be done in a minute in the middle of a session, but doesn't give you anything beyond some extra resilience and maybe improved ability scores. You progress more or less linearly up to 4th level, with only slow improvement beyond that.

Like many player-directed sandbox games, leveling up is via XP. 1000 XP gets you to 2nd level, then 3000, 6000, and +5000 for each level thereafter.

You get XP for:

  • bringing treasure from dangerous places back to the safety of mouse settlements. 1 pip = 1 XP.
  • spending your pips on selfless improvements for the community. 10 pips = 1 XP. A nice touch!
  • This isn't explicit in the rules, but the NPC tables in the back of the book list how many pips an NPC may reward you with for doing them a favour or service. This could form a basis for awarding quest XP. It's up to the GM whether XP comes attached to reward pips (which incentivises doing favours for noblemice who'll pay you more), or is given when reward pips cannot be (e.g. the humble peasant mice have no pips to give you for saving them from a snake, so you get XP for it instead).

When you level up, you:

  • roll a d20 for each of your ability scores. If you roll greater than that ability score, increase it by 1.
  • roll d6 equal to your new level (maximum of 4d6). If the result is greater than your current max HP, it becomes your new max HP. Otherwise, increase max HP by 1.
  • You also get a resource called Grit, which is basically virtual inventory slots you place conditions in before they start taking up your real inventory slots. It maxes out at 3.

Spells!

Like in Knave, each spell is represented by a physical item taking up an inventory slot. Spells (beyond any you start with) must generally be recovered as treasure or stolen. Though since they can be sold, presumably you can sometimes buy them?

Spells have three usage dots. When you cast a spell, you choose how much power to cast it with, up to the number of unmarked dots. Roll that many d6 to determine effect. Higher rolls are a stronger effect, but will also cause dots to be marked, or cause you to take Will damage.

Each spell has a unique ritual that must be conducted to coax the spirit back into the item and clear usage dots. e.g. Ghost Beetle (a spell similar to Tenser's Floating Disc) is recharged by burying the spell tablet in a beetle graveyard for three nights.

This is a really cool alternative to the level-less Vancian system that Knave uses for its spells, particularly if you like magic to carry some risk.

GMing Tools

The GMing section has some standard OSR principles: let players find their own adventure, present the world honestly, telegraph danger, be an impartial arbiter, reward bravery. It also tells you to make the world seem huge -- they characters are mice!

It then suggests a few tools, like an X-in-6 roll for luck-based events outside the characters' control, various possible consequences for failing a save (besides damage), weather tables, random encounter rolls, reaction and morale rules, all the usual old-school stuff.

NPC creatures have ability scores similar to player characters, probably a special power or two. Each also has a 1d6 table unique to that creature, e.g. NPC mice have 1d6 Rival Mouse Adventurers, Ghosts have 1d6 Ghostly Powers, Faeries have a list of 1d6 Agendas. I love this idea, it really emphasises how these creatures are intended to be used.

Then there's instructions for creating a hexcrawl, with a prepopulated example so you can start playing immediately.

The rest of the book is a bunch of random tables for hex contents, landmarks, mouse settlement details, adventure sites and their denizens, adventure seeds, and NPC mice.

The last page is a quick reference sheet summarising basic mechanics and the rules for resting and spellcasting.

Some example rolls:

Adventure Site

Construction: Noblemouse's country manor Ruination: Disease Inhabitants: Rat King's warband ...Searching For/Protecting: The last scraps in a picked-over ruin Secret: Monolith humming with arcane energy

Mouse Settlement

Name: Figdale Size: Village (150-300 mice) Inhabitants: Spend their days lazing by a stream Notable Feature: Ornate gate guarded by statues Event: Wizard tower arrives on tortoise-back (!)

An NPC mouse:

Name: Sorrel Grant Position: Common Birthsign: Mother (nurturing/worrying) Appearance: bent-twig walking stick Quirk: quick, erratic speech Wants: Power

Adventure Seed:

a Mouse Matriach's home is under attack, the antagonist is very drunk.

Why This Game May Not Be Your Cup of Tea

Now for some things that may mean this game isn't your cup of tea. Or possibly that it's more your cup of tea?

  • there's no incredibly novel mechanics or unique theme in this game, only the tried-and-tested rejiggered into a fresh, cohesive whole. If you prefer games on itch to explore radical design space, or be hyper-focused on a particular experience, this isn't it.
  • there's no metanarrative currency or any other way to ameliorate a bad roll.
  • there's no mechanics, or GM advice, around testing the characters' beliefs, like there is in Mouse Guard. Similarly, there's no rule (beyond XP for community improvement) that disincentivises being a murderhobo. That's left to in-fiction stuff like villages ostracising you and other adventurers hunting you down.
  • The creatures of the setting have baked-in morality. If you're not a fan of games that cast all rats as wicked brutes, or all cats as cruel and overweening, you'll get less use out of some of the GM-facing material.
  • If you want character abilities outside of what stuff they carry, or hate any form of item management (even the easy visual version this presents) then I don't know how you made it this far??????
  • If you want a ruleset that rewards players for making the "badass" play like charging in to fight the scorpion one-on-one, uhhh, this isn't the game for you. The scorpion will snip their head off! This is the ruleset where you try to negotiate with the scorpion (from a safe distance!), avoid it altogether, or lure it under a cinderblock you've positioned atop a ditch.
  • The dying rules may not be to your taste. This is easily changed -- just temporarily incapacitate mice, have them captured, or forced to retire from adventuring instead of character death.
  • Finally this game requires a full set of polyhedral dice. You could hack it so that all player-facing stuff is d20 & d6 only -- the other dice only get used for weapon damage -- but as with D&D expect some slowdown if you're playing with ppl who can't tell a d8 from a d10 at a glance.

Summary

  • a great melding of Into the Odd and Knave with ideas borrowed from other authors/bloggers
  • The illustrations throughout are adorable, print-friendly and set tone well
  • Monsters and GM tables are dense with setting detail.
  • If you're at all familiar with OSR games, you already know how to run this.
  • If you're not, it has a good summary of GMing principles, avoids the peculiarities of retroclones, and has straightforward, classless player-facing rules.
  • Like all good OSR games, it's eminently hackable, reskinnable, and adaptable.
  • Unlike a typical B/X clone, characters are a bit more resilient to damage at 1st level, though attacks always hit. Beginning spellcasters can cast a spell more than once.

This game is great. It's a steal at $3.

The OSR has a bit of a reputation for producing rehashes of OD&D/BX and/or Keep on the Borderlands, and edgelord "body-horror lair of the tiddy-hydra" stuff. So it can be hard to draw outsiders' attention to great work that they might enjoy. Mausritter is one of the games I will now point to as an example of what the OSR is capable of.

Thursday, 29 August 2019

Recent Projects and Future Plans

Axe for the Frozen Sea

So the d10-based game that I alluded to in my last post has been out for a few weeks. Axe for the Frozen Sea is available on itch and drivethrurpg. For the foreseeable future, you can also pick it up as part of the Corazon Bundle that @cartweel has put together.

The game mechanics are heavily inspired by old-school D&D, but adapted to use a d10 for every roll. The purpose of this is to be agnostic about what kind of randomiser you have available. I've tried to write it for situations where dice aren't practical, like standing in line or while bushwalking, or where dice aren't allowed, like many prisons. Of course, prisoners have come up with all sorts of ingenious methods to simulate the full range of polyhedral dice and play D&D.

There are also several system-neutral random tables, like the 1d10 Sacred Lakes table from last post, that hopefully spark referees' imaginations. And so far, I've been ploughing the revenue from Axe into commissioning more tables from writers I admire. There'll be an update to the game files soon that includes the first such table, plus some minor revisions and cleanup.

Reimagine the Dragon

I started a game jam, #ReimagineDragonJam. The idea is to take names of magic items from old issues of Dragon Magazine, then, without looking up what the item does, write a new description. The jam is still open for another week.

My submission is free/PWYW until the jam finishes, after which it'll have some minimum price I haven't decided upon yet. Here's a couple of the items I submitted:

Hypnotic Cauldron

This foot-wide bronze cauldron has four hands serving as handles. Each makes a different gesture cast in intricate detail, but the proportions are unlike any human hands. The cauldron weighs 5 pounds.

When you pour in any liquid, the cauldron will levitate a foot off the ground, and heat the liquid until thick vapours issue forth.

The vapour can be guided and shaped into elaborate shapes by using the four indicated hand gestures. Observers are likely to find the display enthralling, though obviously not real. However if four hands are used to guide the vapours, enthralled creatures are fooled into believing the illusion.

Use whatever procedure your game has for magically affecting a group of creatures. For example, the rules for turning undead could be adapted so a result of "turned" means "enthralled", and "destroyed" means "fooled only if four hands are used, otherwise enthralled".

Finally, if you cast the shed hair or nailclippings of a creature into the roiling brew, you can intuitively shape the vapour into whatever the creature most desires.

Leech Dust

More practical and easy-to-store than real leeches, this fine powder is made by distilling soil from around a vampire's coffin. The powder can be mixed with water to form a paste and shaped into tiny leeches. After an hour, the clay will cure, and the leeches will come to life.

The leeches can reliably extract bloodborne diseases and poisons, as well as treat fevers, gout, inflammation, and other illnesses caused by humoral excesses.

Forming the clay into forms other than leeches is inadvisable -- the higher the form of life, the more wilful it becomes. Leech dust formed into other invertebrates has a 2-in-6 chance of breaking free from the sculptor's control each day. Vertebrate animal forms have a 4-in-6 chance each day, while humanlike forms instantly rebel once cured. Once the creature rebels, it will seek the blood of humans. Insatiable, it is a mockery of vampirism as much as it is of life.

Future Plans

Besides updating Axe, I have some dungeons I need to finish writing, a selkie-themed supplement for 5e and Old School Essentials, some collaborative projects I've let fall dormant... hopefully the turn of the seasons will help me be more productive -- I find it hard to get things done in the winter months.

Sunday, 14 July 2019

1d10 Sacred Lakes

Been busy with various projects. One of them is a small game that uses a d10 for pretty much every roll, including random tables for the GM's use.

This following table is licensed under a Creative Commons Attribution 4.0 International License. Eventually the whole game text will be, but it's still very much a work in progress.

  1. Floating glass tektites are scattered around this desert oasis. A crater lake, with thirsty animals lapping at its rim, and a gleaming shard of impervious midnight-blue metal at its epicentre. The shard emits a low droning sound, those who sleep within earshot dream of true events occurring far away.
  2. The last of the bison live in the taiga around this frozen rift lake, which lies hidden from greedy foreigners by forbidding mountains. The water is home to giant diatoms, whose spiny, porous shells bodies hold an opalescent glimmer. The locals say the changing colours are a glacial language, and if you are patient, you may learn the diatoms' ancient secrets.
  3. A limestone cenote filled with clear, still water, yet the bottom cannot be seen. Shelves protruding into the sinkhole are home to multicoloured freshwater snails, each feeding off detritus that falls from the shelves above.
  4. A steaming lake of blood-red caustic water. Flamingos are the only animals in sight, laying eggs on mudflat isles safe from predators. The nearby city mummifies their dead kings with these alkali waters and build hidden tombs for them in a nearby valley. Waxed boats ferried by burn-scarred hands retrieve the calcified bodies of birds who die in the waters, to inter as immortal guardians.
  5. A stepwell of concentric pentagons sits in these arid hills, supplying water to the surrounding villages. It is part of a temple complex dedicated to the Five Winds. If you commit any violent act here, the four surviving winds will forsake you. You will never feel their cool caress, and any ship you embark will find itself becalmed. Monks ritually cleanse themselves in the waters, each hoping to be the one who gives birth to the fifth wind's next incarnation.
  6. This river meanders, throwing off oxbow lakes. Giant water lilies cover the lakes' surface, sheltering juvenile fish awaiting the next flood. When the moon is a sliver in the sky, these lakes swell with power. Nomadic crones pluck fish out with bare hands to read their entrails, and sew fishskin cloaks to turn aside the church's knives.
  7. Halfway up this frigid mountain is a ravine full of low rolling fog. At the end: hot springs and a hidden elfin forest. Stunted trees, ferns and mosses cling to life in the poor soil, while snow monkeys descend the ravine to warm themselves in the water. Tiny wooden shrines placate the eel gods, whose flicking tails cause the mountain to quake.
  8. A huge salt crust under open sky, dotted with hundreds of tiny pink pools. Ants, lizards hiding under the crust and clumps of salt-fruited shrubs are the main wildlife. This ephemeral lake floods when monsoons fall just right far to the north. An explosion of fish and plantlife brings legions of pelicans, sandpipers and gulls, until the lake dries up again.
  9. The base of this waterfall, carved out by the scouring waters, is where the hero god slew the winged snakes. The reeds growing here make the lightest and strongest of spears. You should make a pilgrimage here when weapons are needed against the greatest of foes.
  10. The waters of this lake are a cunning illusion — boats will float, thirst will be seemingly sated, but the remains of foolhardy explorers dot the surrounding forest. The locals know not to drink, but to instead float offerings in tiny rafts. The offerings make their way to a palatial museum under the false lakebed, whose mysterious Curator releases tailored phage viruses to protect the locals from plagues.

Thursday, 20 June 2019

Jellymanders (BX and 5e monster)

Another monster suggested to me by @mountain_foot! This one was a bit of a struggle to write. My major mistake was to put together a list of oozes spanning several editions and try to cove them accurately. There's a lot of oozes with samey abilities out there! I think it's better pared back to six entries, though I might write some fanciful entries that are more exciting than brown, dun and white puddings.

Jellymanders

These slimy amphibians live in cloud forests. Like many amphibians, they were vulnerable to fungal infections, until a freak mutation gave them the ability to absorb plant and fungus cells and embed them in layers of mucus.

Like other newts and salamanders, they can regrow lost limbs and other extremities. For this reason, as well as their talent for kleptoplasty, they are prized research subjects for vivimancers. They also make excellent animal companions for adventurer-types who must often face oozes in dank dungeons.

The following stats are OGL-compatible. As usual, I'm happy for anyone to use them in a product with attribution. Let me know if you need the appropriate legalese.

B/X Stats

Jellymander

Armour Class 7 [12]
Hit Dice 2+2* (11hp)
Attack 1 × bite (1d4+1)
To-Hit 17 [+2]
Move 90’ (30’)
Save Unified 14, D12 W13 P14 B15 S16 (F1)
Morale 6
AL Neutral
XP 35
NA 1d4 (1d4)
TT None

  • Breath weapon: Once per day, a jellymander can cough up a spray of phlegm with the properties of any fungus it has absorbed via its kleptoplasty ability. See the Special Fungal Ability table below.
  • Kleptoplasty: Jellymanders are immune to the corrosive and/or poisonous attacks of oozes, slimes, and similar creatures. Whenever they bite such creatures, they can assimilate tissue and gain special abilities. The XP entry above assumes the jellymander has one such ability; award extra XP for defeated jellymanders with additional powers (see "Experience Points", BX Essentials: Core Rules, p14)
  • Nauseating stench: A jellymander has a 2-in-6 chance of having fungal strains that produce a strong odour: creatures must save vs poison or suffer -2 to hit while in melee with jellymanders. Humans can notice the odour from 120 ft away; only stenchless jellymanders are capable of surprise. Roll on the Stench Table below to determine odour.
  • Swallow whole: An attack roll of 20 indicates a small victim is swallowed. Inside the jellymander's belly: suffer 1d6 damage per round (until the jellymander dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
  • Water-dependent: Jellymanders sicken after 1d3 days in dry air, and die 1d3 days after that.

Variant: Giant Jellymander

Armour Class 7 [12]
Hit Dice 6+6* (33hp)
Attack 1 × bite (1d8+1)
To-Hit 13 [+6]
Move 90’ (30’)
Save Unified 11, D10 W11 P12 B13 S14 (F4)
Morale 6
Alignment Neutral
XP 750
Number Appearing 1d4 (1d4)
Treasure Type None

Special abilities as above, except the giant jellymander can swallow creatures up to the size of a bugbear.

5e Stats

Jellymander

Medium beast, unaligned

Armour Class 11
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+0) 2 (−4) 10 (+0) 3 (−4)

Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)

Kleptoplasty. Jellymanders are immune to the corrosive and/or poisonous attacks of oozes, slimes, and similar creatures. Whenever they bite such creatures, they can assimilate tissue and gain special abilities.

Nauseating Stench. A jellymander has a 2-in-6 chance of having fungal strains that produce a strong odour. Any creature other than another jellymander who starts their turn within 10 ft of the jellymander must make a DC 12 Constitution saving throw. Failure means the creature is poisonedA poisoned creature has disadvantage on attack rolls and ability checks. until the start of their next turn. Success renders the creature immune to the stench of jellymanders for 1 hour. Humans can notice the odour from 120 ft away. Roll on the Stench Table below to determine odour.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.
, and the jellymander can't bite another target.

Swallow. The jellymander makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded • A blinded creature can't see and automatically fails any ability check that requires sight.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
and restrained • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.
, it has total cover against attacks and other effects outside the jellymander, and it takes 5 (2d4) acid damage at the start of each of the jellymander's turns. The jellymander can have only one target swallowed at a time. If the jellymander dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
.

Breath Weapon (Recharge 5–6). The jellymander can breathe a 15 ft. cone of phlegm. The effect of the breath weapon is determined by the Fungal Ability table, below.

Giant Jellymander

Large beast, unaligned

Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)

Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 1 (200 XP)

Kleptoplasty. Jellymanders are immune to the corrosive and/or poisonous attacks of oozes, slimes, and similar creatures. Whenever they bite such creatures, they can assimilate tissue and gain special abilities.

Nauseating Stench. A jellymander has a 2-in-6 chance of having fungal strains that produce a strong odour. Any creature other than another jellymander who starts their turn within 10 ft of the jellymander must make a DC 13 Constitution saving throw. Failure means the creature is poisonedA poisoned creature has disadvantage on attack rolls and ability checks. until the start of their next turn. Success renders the creature immune to the stench of jellymanders for 1 hour. Humans can notice the odour from 120 ft away. Roll on the Stench Table below to determine odour.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated (see the condition).
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
(escape DC 13). Until this grapple ends, the target is restrained • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.
, and the jellymander can't bite another target.

Swallow. The jellymander makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded • A blinded creature can't see and automatically fails any ability check that requires sight.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
and restrained • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.
, it has total cover against attacks and other effects outside the jellymander, and it takes 10 (3d6) acid damage at the start of each of the jellymander's turns. The jellymander can have only one target swallowed at a time. If the jellymander dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
.

Breath Weapon (Recharge 5–6). The jellymander can breathe a 15 ft. cone of phlegm. The effect of the breath weapon is determined by the Fungal Ability table, below.

Stench Table
d20 Odour d20 Odour
1 acetone 11 hot plastic
2 baby powder 12 lemon
3 barnyard smell 13 liquorice
4 bubblegum 14 peaches
5 burning tyre 15 smegma
6 cinnamon 16 soap
7 corpse 17 strawberries
8 dirty sock 18 sweat
9 fresh bread 19 tobacco
10 garlic 20 vinegar
Fungal Ability Table
d6 Organism Skin Properties Breath Weapon
Black Pudding
  • Can climb sheer walls and ceilings.
  • deform flesh and bone to slowly pass through openings.
  • Has resistance (half-damage) to any non-fire attack.
  • Non-fire attacks also have a 1-in-6 chance of causing binary fission, creating two smaller jellymanders. Divide remaining hp evenly. Giant jellymanders become regular ones, regular ones become smaller, harmless ones.
Paralyses for 2d4 × 10 minutes. A save vs paralysis or DC 11 Constitution saving throw negates this.
Gelatinous Cube
  • Transparent skin and muscle, showing organs and bone within.
  • Immune to cold and lightning damage.
Paralyses for 2d4 × 10 minutes. A save vs paralysis or DC 11 Constitution saving throw negates this.
Green Slime
  • Can climb sheer walls and ceilings.
  • Immune to all damage except cold and fire.
  • Acidic slime that destroys wood or metal in 6 rounds.
  • Once in contact with flesh, slime catalyses its conversion into more green slime over 1d4 + 6 rounds.
  • Only fire can halt this process, dealing half damage to the slime and half damage to the patient. The slime must be dealt damage equal to half the jellymander's maximum hit points to be eradicated.
Grey Ooze
  • Visually indistinguishable from wet stone. When still, characters have a 1-in-6 chance or must succeed on a DC 20 Intelligence (Investigation) check to spot small movements/life signs. Odour may also betray presence.
  • Objects will adhere to skin, requiring a cumulative Strength score of 20 to pull free (e.g. a Str 8 halfling and a Str 13 fighter could cooperate).
  • Immune to cold and fire damage.
  • Acidic, sticky phlegm that deals 2d8 damage per round until removed.
  • Destroys nonmagic metal (including armor) in 1 round. Enchanted metal is destroyed in 10 minutes.
  • Phlegm can be scraped off (residue will inflict one more round of damage), neutralised with chalk, lye or some other base, or washed off with strong alcohol.
Ochre Jelly
  • Resistance to all damage except cold or fire.
  • Objects will adhere to skin, requiring a cumulative Strength score of 20 to pull free (e.g. a Str 8 halfling and a Str 13 fighter could cooperate).
  • Dissolves cloth, leather or wood in one round, magical in 10 minutes.
  • Can deform flesh and bone to slowly pass through small openings.
  • Lightning and weapon attacks have a 1-in-6 chance of causing binary fission, creating two smaller jellymanders. Divide remaining hp evenly. Giant jellymanders become regular ones, regular ones become smaller, harmless ones.
  • Acidic, sticky phlegm that deals 2d6 damage per round until removed.
  • Destroys nonmagic leather, cloth or wood (including armor) in 1 round. Enchanted materials are destroyed in 10 minutes.
  • Phlegm can be scraped off (residue will inflict one more round of damage), neutralised with chalk, lye or some other base, or washed off with strong alcohol.
Yellow Mould
  • When struck with enough force to cause injury, the jellymander releases a spore cloud to a radius of 10 ft, that is poisonous if inhaled.
  • B/X effect: Save vs death or die in 10 minutes.
  • 5e effect: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends.
A mist that instantly corrodes wood, leather, cloth and bone. Living tissue is mysteriously immune.