Monday, October 7, 2024

d100 ways to become a werebeast

 i'm doing a thing where i'm trying to quit smoking cigarettes and in addition to using patches and nicotine lozenges i'm also writing d100 tables instead of smoking. also writing tables if i fuck up and smoke.

so get ready for lots of great tables

i'm taking suggestions for tables on the discord


cw there's some fucked up shit in here



d100 ways to become a werebeast

1. Kiss the beast

2. Get scratched by the beast

3. Get bitten by the beast

4. Consume a bit of the beast’s fur

5. Consume a bit of the beast’s blood

6. Yiff the beast

7. Look into the eyes of the beast

8. Walk through a doorway with some of the beast’s scat on your boot

9. Receive a curse from a witch

10. Piss off the gods

11. Please the wrong gods

12. Sacred pact with a vengeful spirit

13. Kill your parents

14. Practice cannibalism

15. Kill a man in cold blood by moonlight

16. Eat food prepared by a widow on her period without having it cleansed first

17. Curse the name of the ancestors

18. Eat the flesh of a deer whom you killed for sport

19. Wear your clothes backwards and circumambulate a temple backwards, chanting the compassion mantra backwards

20. Fail in a your promise to an ape

21. Sleep with the fingernails of a man hanging from a gibbet under your pillow

22. Don’t say “bless you” when someone sneezes

23. Steal from an orphan

24. Spit on a holyman

25. Eat a meal while others starve without offering to share it first

26. Sleep in an open grave during a thunderstorm

27. Break fast on a cross-quarter day that falls on a full moon

28. Bewitch three people into carnal favors

29. Poison a child

30. Drown a baby in a cesspit

31. Push an old man down a flight of stairs

32. Drink the blood of a virgin from a skull chalice

33. Laugh during funeral rites

34. Be put on trial for killing a family and get released from punishment despite being guilty

35. Poison a well

36. Hold a person accountable for a debt they can’t pay in such a way that their death results

37. Live with wild animals for one year and a day

38. Have the Zoanthropic ritual performed: a surgical procedure which destroys the frontal lobe in such a way as to render one a beastial lunatic. Usually performed on the criminally insane as a punishment, though occasionally voluntarily chosen.

39. Drag a man to death through the streets in full view of his children

40. Forcefully remove the dignity of an already humiliated person as they die

41. Kill someone in cold blood who previously saved your life

42. Desecrate a holy site of the Eight Great Saints

43. Enact a policy which evaporates the livelihood of an entire town for personal profit

44. Eat 84 ghosts

45. Entomb a man up to his neck in ice and set his hair on fire

46. Cut open a pregnant woman and strangle her with her own fetus

47. Have your brain implanted into a frankensteinian vessel

48. Transmutation by evil sorceries

49. Step into a teleporter and be fused with an animal

50. Live like such an animal for 101 days.

51. Be trapped in a cage and fed nothing but raw meat for a year and a day

52. Live in a sewer eating filth

53. Have sex with a severed head

54. Crush a child in a cider press and drink the remains

55. Tar and feather yourself with pine pitch and raven feathers, jump into a volcano, and live

56. Eat an entire 80 pound wheel of cheese

57. Break into every single house in a town of at least 100 residents and cut a piece of a hair from ever occupant, wear a pair of leggings woven from said hair while you set fire to a temple

58. Have yourself sewn into the corpse of such an animal

59. Dress as such an animal and kill one victim a night for an entire moon cycle without being seen

60. Be buried alive along with such an animal and survive

61. Petition the primal deities for intercession and refuse to pay when they come to collect

62. Have one piece of your body surgically replaced with an equivalent part of such an animal every year until complete

63. Have an entire platoon of captured enemy soldiers dipped one by one into molten gold

64. Exterminate an entire species of animal

65. Stuff a wickerman full of people, set it on fire, and run into the flames

66. Survive the spell “forlorn encystment” 4 times

67. Kill a saint

68. Execute an executioner with their own tool

69. Fart in a man’s face

70. Bake a baby into bread and serve it to her mother

71. Kill a man by tying him down and planting a tree in his stomach

72. Invert a goat

73. Attach wheels to everything you see

74. Murder a planet

75. Piss on a fairy

76. Eat an entire horse in one sitting

77. Trade skin with said animal

78. Swim to the bottom of the ocean and punch poseidon in the dick

79. Curse a gnome

80. Get cursed by a gnome

81. Eat the wrong kind of mushroom

82. Eat the right kind of cactus

83. Drink your own pee for 444 days

84. Drink sand instead of water for 444 days

85. Brew wine from the contents of 99 men and get totally wasted, barf, and brew that barf into wine and drink that

86. Cut your hand off, bury it, come back 33 years later, dig it up, and re-attach it. The new hand will slowly take over your body transforming you

87. Eat nothing but earwax and wood shavings while meditating in the desert

88. Chase the god of antelopes down in the tundra, tackle him, and drink his blood

89. Ask a werebeast nicely to please share

90. Commune with the fur deities

91. Try and fail to quit smoking cigarettes 44 times

92. Stop sleeping

93. Avoid seeing the sun for 666 days

94. Allow your fingernails to grow for at least ten years, cut them off, powder them, then eat them a tsp at a time for the rest of your life. As long as you eat the powder every day you can transform and continue to live. Whenever the powder runs out you die.

95. Get struck by lightning and live 13 times

96. Be born on Friday the 13th at 3:13 during a full moon

97. Piss off the rat god

98. Burn down an entire forest

99. Forget to apologize

100. Be a jerk one too many times

Wednesday, September 11, 2024

Simple Firearms

 The concern about adding guns to d&d is that they tend to change the game the same way guns changed combat in real life; it's even more deadly than it was before and heavy armor is less useful. Combat skill is a little less useful as anyone can point and pull a trigger and kill.

I see these effects as reinforcing what makes old school d&d fun - deadly, unpredictable combat, focus on diegetic problem solving rather than relying on stats and abilities, weighing risk/reward before getting involved in combat, with the default being to avoid a fair fight at all costs.


There's lots of things to talk about when it comes to how to integrate firearms into your campaign, but I'm not doing that today. Instead I'm going to offer simple mechanics for handling firearms in the game. We can talk about the intricacies another time.


Primitive firearms

These include all ancient or early black powder guns, mini-canons, arquebuses, flintlocks, muskets, blunderbusses, and cap-and-powder pistols. These are probably the ones most refs will be willing to include because their primitive nature offers a fair number of counterbalancing drawbacks.


Looks like 4d6 damage to me.


First, these things take a long time to load. The kind of muskets used during the revolutionary war could get 2, maybe 3, shots off per minute, if you knew what you were doing. At 20 seconds reload time per shot that's about three rounds to reload, if you're using 6-second combat rounds. During that time you have to be standing still like a doofus.

As you can see in the above gif from Princess Mononoke, Lady Eboshi has peasant women busy loading rifles in preparation to hand to someone else to shoot. This is a good use of unskilled henchmen, like porters or torchbearers, and seems like something clever players might come up with to avoid the drawback of spending several rounds reloading to get one shot.

another alternative is what Blackbeard the pirate was famous for. Having a bunch of wheellock pistols lit in holsters all over your body. Just draw and fire. In WWN you can have half your strength score in readied items on your body. Leaving a slot for a melee weapon that gives the average player maybe 4-5 pistol shots. 

Difference between Firearms

The main difference between different styles of primitive firearms is power, accuracy, reload time, and how susceptible the weapon is to being ruined by water. 

First: water. If the gun gets wet it's ruined. In Princess Mononoke there's a scene where Lady Eboshi and her men fight off some giant wolves in a storm. They have the weapons wrapped in waxed/lacquered paper and large umbrellas to protect them from the elements. I'd rule that any steps like these would be effective. Maybe if the non-combatants holding the paper failed morale and fled the weapons would be ruined. Ruined could mean anything from the black powder being soaked, to the weapons needing to be cleaned or even taken apart in a safe, dry location.

As for Power, this really depends on your campaign. Compare to similar in-game effects. To my thinking d6 represents the ability of a weapon to kill a man in one blow - the average HD being a d6 (OD&D rules). Somebody 

For pistols I'd do 2d6 damage. Rifles are 3d6. Really heavy duty stuff is more, maybe 4, 5, or even 6d6 for stuff as powerful as a fireball spell: like mortars or cannons.

Of course, in real life people often don't die from a single gunshot wound, especially if it doesn't hit any vital organs. If healing magic is prevalent in your campaign you might even assume anybody who survives the combat is likely to make a full recovery. Some of your own guess work is required here to see what works for you and your players. 

Then there comes the problem of armor. Anyone familiar with the history of firearms is aware of the arms race between firearms and armor until the point at which it made more sense just to get rid of the armor all together. In world war 1 they started experimenting with metal plates woven into gambesons again, and eventually to modern times there are effective armors against firearm.

In medieval times plate armor was "proofed" against firearms. That means that the armor maker would shoot the armor with a firearm at a certain distance after it had been completed "proving" that it was capable of deflecting a bullet at such and such distance. Of course the average soldier couldn't afford such state-of-the-art fully articulated battle plate, but they could probably afford a steel cuirasse and helm which would be proofed the same way.

Shock Damage from WWN is pretty cool, but I don't like the fuss of implementing specific shock ratings and minimum damage values for each weapon and armor. 

Instead we'll split them into basic categories. 

Firearms come in Light (2d6) Heavy (3d6), and Artillery (4d6 or more). Probably nothing short of enchanted armor could withstand the force of Artillery, so we'll mostly ignore those.

Armor is either proofed or unproofed. Unproofed armor is basically no armor against firearms: you have to make a successful saving throw to avoid. Wands/Rays seems like a good choice. If you successfully save you "dodged the bullet", otherwise take full damage.

Proofed armor offers some protection. By the way, this is gonna use Ascending Armor Class. If you insist on using Descending Armor Class you're probably use to doing pointless math, so I'll let you figure it out yourself.

AC11 is unarmored, roll 11 or better to hit. That gives a regular ole human (1hd, AC11, +0 to hit) a 50/50 chance of hitting another regular ole unarmored human. That AC11 represents your ability to dodge an attack without bringing armor into the mix.

Thus, the first 10 points of AC are just you. If you want to apply Dex bonus to this base AC be my guest, but I don't.

Every point after that is your Armor. If a firearm attack (d20+Dex+Ranged bonus) beats the proofed AC, attack successfully penetrated the armor.

If the attack was at least 11 but less than the AC of the armor, it was stopped by the "proofing" or bullet-resistance of the armor, you only take half damage (roll damage, divide by 2).

If the attack was 10 or less it misses completely or deflects off the armor harmlessly.

Light armor is rarely proofed. Its main components are textile or leather. Maybe if the armor is Kevlar, or is woven with mythril thread it'll be bullet proofed.

Medium armor can be proofed, that's the steel cuirasse mentioned before.

Plate armor is ye old standby of proofed armor.


Another alternative is to have "proofed" armor simply deduct its armor bonus from the attack on a successful hit, so Proofed Light would reduce the incoming damage by 2, Medium by 4, and Plate by 6. Might be enough to save your ass.

Accuracy. I'm not gonna muck about with different accuracies for different firearms. Instead you can go look up the effective ranges for different firearms. If the attack is further than that it automatically misses. Don't forget that a lot of weapon accuracy for old weapons is typically assuming the weapon would be used in formation, like a firing squad, and shot towards a large surface, like an enemy battalion. Combat in d&d isn't like that, it's usually man-to-man skirmishes. So if some old ass rifle says it was effective up to 400 meters or some shit, I'd be skeptical. They probably mean it's capable of hitting a barn at 400 meters, not a little mustachoed goon picking his nose.


Reload time

We already touched on this before: 20 seconds for a trained musketeer to reload a familiar musket. That's roughly three 6-second combat rounds. Double or triple that for big guns, halve it for small guns like pistols.

pew pew

Monday, September 9, 2024

hermetic inoculation - Buddhism / Morrowind OD&D

 taking a break from the Internet, except for writing work, blog posts, research, and music. not doing anything social. those of you who know me on the discord are aware i retreat into hermetic semi-seclusion 3-4 times a year. i probably won't be very active again outside this blog until after Halloween, potentially until after new year. we'll see how it goes. if you really want to contact me for some reason I'm sure it'll happen.


in the mean time I'm tinkering with system stuff. my goal is to set up a system which matches my playstyle, which lends itself to quick generation of game content. i prefer to rely on randomization to cut down on prep time and increase player agency, and encourage me (the GM) to take a more backseat role in guiding the game. i like each session to be as much a surprise and discovery as my players. i don't like pretending to be in control or guiding the experience.

y'know, the reason why there are so many rulesets is because, if you want to do something other than totally vanilla rules as written d&d, if you wanna do *anything* out of the ordinary, you need houserules. if you have houserules you'll need a document of some kind. then, in order to educate players as to which rules you're keeping and which you're changing, you almost end up needing to rewrite the entire rulebook to some degree. 

thus, for every campaign there's the potential for a modified rulset to take shape. since GMs spend so much time tinkering with their stuff they get attached to it, make it wanna look nice, and before you know it they've put enough work in that, heck, i might as well put it out there.

the reason there's so few adventure modules, comparatively, is that at table play tends to be a mix of published stuff, original content, and heavily edited published stuff, stuff copied from elsewhere and spliced in. most people's games are pretty ad hoc compared to their carefully articulated rulesets, they take poor notes on what happened in the game, and their keying structure is often just what they need to run the game.

so then you have it people don't release as much of their adventure material. they crossbreed other people's content with their own gibberish and slop, and so it requires much more work to go back and replace all the recycled material with OC so people don't call you a thief 

of course, you could just take honor in being a thief and publish it anyway, hint hint. don't try to make money off it. just make it zines and fan work. this is a hobby, after all 


I'm not gonna lie, i really like the idea of skill systems for taking some of the weight off. i explain what that means below. Morrowind has a nice skill system, as does Worlds Without Number. What would happen if we mixed these things with my two favorite systems, OD&D and Knave? I'll be tinkering with these ideas over the next couple seasons.

=====

Attributes

Roll 3d6 for Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma


score (adj)

3 (-2)

4-7 (- 1)

8-13 (+0)

14-17( +1)

18 (+2)



Strength - Adjusts melee attacks, used for feats of strength.

Dexterity - Ranged attacks, speed, agility, reflexes

Constitution - Used to resist poison, illness, exposure. You can carry 1.5x this many slots. You can survive this many days without food.

Intelligence - You start with Int/5 languages. Languages include elements of cultural familiarity. Occultists start with Int bonus +1 spells

Wisdom - insight into karmic vicissitudes, intuition, ability to deal with spirits appropriately.

Charisma - Affability, charm, wit, leadership. Adjusts reaction rolls. You can have half your Charisma in followers.


Attribute adjustment

You may subtract 2 points from one attribute to add 1 to another.


Saving Throws

Fortitude - overcoming with strength, effort, endurance. Adjusted by the better of Strength and Constitution.

Reflex - overcoming with agility, dexterity, reflexes. Adjusted by the better of Dexterity and Charisma.

Warding - overcoming with spirituality, intelligence, esoteric science. Adjusted by the better of Intelligence and Wisdom.


Each saving throw starts at 15, adding or subtracting your best attribute adjustment for each. To make a successful save, throw d20 Equal or Over the relevant saving throw. Each level you can distribute 3 points between saving throws.


At level 2 Maghada the Wise distributes 3 points between her saving throws. Her saves are Fort 14 Reflex 15 Warding 16. She puts 2 points into Fort, reducing it to 12, and one point into Warding, reducing it to 15.


Skill System

Difficulty

Rating

Easy

7

Average

9

Difficult

11

Impossible

13




Roll 2d6 + Attribute + Skill Level

Without the appropriate skill some things are impossible, like casting magic. Other things you can still attempt, like Riding a horse in difficult conditions, but incur a -1 penalty when it's clear none of your skills or backgrounds fit the situation. Further penalties and bonuses can be applied for careful planning, appropriate or inappropriate equipment, less than ideal environments, timing, etc. this is worked out via conversation between players and GM.

Lots of people groan about skills in OSR games, so I’ve never tried using them. This system is lifted straight out of WWN. I’m wondering if it’ll take some of the guesswork out of dealing with niche situations and coming up with, and remembering, new rulings for every case. This way I can just assign a difficulty, we pick out which skill and attribute makes the most sense, and throw. In some cases, like Sneak, Speech, Perception, they’ll be rolled behind the scenes so you don’t know when you’ve failed. In some cases, different skills with both fit the situation and we’ll all have to figure out what makes the most sense. Shrug. That’s the game. If it sucks we can throw it out.


Skill List

Administer - Running an organization, handling bureaucracy, performing scribal duties, identifying incompetent or treacherous workers, analyzing records or archives. Handling anything an executive or middle manager would do.

Alchemy - Treat wounds, cure diseases, neutralize poisons, diagnose problems of body and mind. Produce potions and poisons using alchemical ingredients.

Athletics - Run, Climb, Swim, Jump, Labor for long periods. Strength, Stamina, Coordination.

Combat - Knowing the art of war, being skilled in hand-to-hand combat. Added to attack rolls. each time you take combat you put a point into blades, axes, polearms, or clubs. Warrior-types like Nomad Blades get two-for-one when they spend points in Combat.

Connect - Finding people who are useful to your purposes, know who to talk to for favors or services, calling on help or resources of an organization you belong to. Covers ability to find people you need, though convincing them to help may require more.

Craft - Craft or repair items / technology appropriate to PC’s background. GM is within their rights to prevent PC from building complex things outside their background and experience.

Dharma - Understand the fundamental cosmic underpinnings of the world, perform clerical and ritual duties, familiarity with daemons, saints, and taboos, identify iconography, understand local faiths and religious hierarchies.

Language - Speak and write in a language, understand the culture and context of native speakers.

Leadership - Inspire others to follow you and believe in your plans and goals. Manage subordinates, encourage loyalty and motivation. A successful skillcheck can prevent morale decay and route of followers.

Lore - Know matters of history, geography, natural science, zoology, and other academic fields appropriate to a scholar. Some might specialize in a specific field, otters may have a broad range of understanding.

Magic - Cast or analyze magic, know things about famous magicians or magical events. non-occultists with this only obtain intellectual benefits. there's like d8 schools of magic and you have to spend skill points for each style.

Marksman - Firing a crossbow, maintaining ranged weapons. primitive, black powder, hurlant.

Mercantile - Running a successful business, buying/selling, identifying the worth of goods/treasures, dealing with merchants, finding blackmarket, knowing smuggling law

Perception - Identify ambushes, hear distant sounds, notice small details or concealed objects, find secret doors or traps. Frequently rolled secretly as a result of PC actions.

Perform - Sing, dance, orate, perform impressively for an audience. Compose music, plays, writings, or other performance arts. Most have a field they specialize in, though polymaths may exist if PC’s background is appropriate.

Profession - Pick some mundane workaday job thing you did in your past life. Bricklaying, Blacksmith, Incense Roller, Midwife, Well Digger, whatever. Make something up or I’ll get a list.

Ride - Handling riding animals and beasts of burden, driving carts / wagons, carriage repair, judging a good horse, shoeing.

Sail - Sail or reair ship, build small craft, navigate by stars, read sea weather, manage sailors.

Speechcraft - Persuade a listener. The more implausible or repugnant the claim, the more difficult. How they act on their new conviction is up to them and their motivations, not always predictable.

Stealth - Moving silently, hiding in shadows, picking pockets, disguise, pick locks, defeat small mechanisms. Hack security bots?

Survival - hunt, fish, navigate by the stars, deal with environment, identify plants / wildlife, craft survive tools and shelter.

Technology - familiarity with hyper-advanced technology from bygone ages. may be able to identify, use, or even repair ancient relics.

Unarmed - Fighting unarmed. Pugilism, grappling.



The Use of Skills

 The function of skills is intentionally loose and open to interpretation. some of them overlap with each other to cover different bases. for instance, a character with lore and one with technology may both be able to identify an alien artifact, but the character with technology may have better odds since the specifics align more closely with his domain. on the flip side, a character with lore+4 may have better odds than a character with tech+1 for identification, history, and source of said object, but likely wouldn't know how to use or repair it, as lore is considered of a more scholarly than practical knowledge. 

Skills are intended to aid in making more consistent rulings and support diegetic play, rather than act as strict rules or replace at-table discussion. The GM is encouraged to pick the closest option and move on rather than stick a player with a -1 penalty for not having the right skill.


D20 Background (will flesh these out later)

1

Artisan

blacksmith, tanner, carpenter

2

Barbarian

savage, hermit, wildman

3

Carter

hauling goods, riding post

4

Courtesan

prostitute, geisha

5

Criminal

thief, conman, burglar

6

Hunter

trapper, recluse

7

Laborer

skilled or unskilled worker

8

Merchant

trader, peddler, shopkeeper

9

Noble

spare son, exile, black sheep

10

Nomad

raider, tribal wanderer

11

Peasant

Peasant farmer, rural laborer, serf

12

Performer

bard, dancer, singer

13

Physician

village healer, chirurgeon

14

Priest

monk, ascetic, holy hermit

15

Sailor

bargeman, fisherman, pirate

16

Scholar

Scholar sage, mage’s apprentice

17

Slave

indentured laborer, runaway

18

Soldier

bandit, mercenary, guardsman

19

Thug

ruffian, gang member, village bully

20

Wanderer

exile, explorer, traveler



though a few interesting details are nice, long character back stories are discouraged.at most a quick paragraph in broad strokes is plenty. if you need an exact number keep it at 5 sentences or less.

 the game is about facing difficult dilemmas, making the best of bad situations - more about how our values come into conflict with reality, and how the goals we achieve in the end often aren't the ones we set out after. How you change, and the world changes with you, for better or worse.


karma

a character's karma can be chaotic, neutral, or lawful. how this is interpreted is up to the player. karma has background mechanics invisible to the players which affects various situations. it's possible a PC's karma can change enough to warrant a shift in alignment, though this will likely be rare and you'll never be held accountable for sticking to an alignment designation - you're always free to change your ways at any moment. if you're unsure, just pick neutral.


Leveling up

all classes use the same XP progression. prime requisites offer extra features and better abilities rather than XP adjustments.

PCs earn XP by defeating enemies, showing mercy, upholding difficult vows, finding clever ways around obstacles, recovering valuable treasures, completing quests, restoring shrines, purifying corrupted areas, and making personal sacrifices for the benefit of strangers. 

100xp is average, though it can be more depending on the potency. XP is awarded at the end of the session. this is less about playing to your particular character concept and more about making meaningful decisions and development as a person in the world. don't ask “what would my character do?” ask “what would *I* do?”

1g = 10xp

treasure and XP is split between the entire party, including henchmen who each take a 1/2 share for themselves first, the rest divided between the players. some henchmen may make additional demands according to their personality, karma, and morale. henchmen tend to be scrupulous and may behave unreasonably if they feel cheated.

an easy way to figure this is to divide the treasure by twice the number of total people in the pot (PCs+henchmen) to get the value of a half share. multiply it by the number of hechmen to get their earnings, which is subtracted from the total pot. the remainder is divided evenly by players.

a party of 3 PCs and 5 henchmen loot 200g.

200 divided by 16 = a half share of 12.5. times 5 henchmen is 62.5 total paid to the henchmen

the remaining 137.5 is divided between the players for 45.8g each.

if you wanted henchmen to get a third share instead you could multiply the total number of party members by three and divide the treasure by that to get the henchman's share.

i used to avoid doing this because i thought math was scary, but it's a lot of fun to imagine the hechmen’s greedy faces, sticking out their tongues and rubbing their hands together, as they eagerly wait on the PC that can actually do basic math to divide the treasure.


thinking about separating class types into warrior, magician, specialist, or adventurer types, allowing them to get two-for-one when they put points in appropriate skills.

OR maybe they pick major, minor, and misc skills like in Morrowind.

whatever will be fastest. 


I'll probably come back and add some art later.

Saturday, May 18, 2024

ruislip dissected

lol I did all this work for nothing, Luke already posted his hexfilling procedures on his blog go look at them and use them they're wonderful





I dissected the Ruislip demo of Luke Gearing's Wolves upon the Coast game to see what I could learn. I like the way the keys are written. It feels to me like it could have been generated using dice and random tables from something like OD&D, then fleshed out. I'm kind of enamored with the idea of randomly generating hexmap content, then going back and forming connection and loose reasons for things to be, and adding unstable situations for players to mess with.

the Ruislip map has about 46 hexes. Of that 27 are keyed (58.6%), 19 are empty (41.3%)

There's 9 towns (19.5%), 13 lairs (28.26%), and 5 set pieces (10.8%).

I'm counting a town as a mostly friendly place the players will come back to for rest, quests, equipment, resources. Lairs are places that are inhabited by enemies. Usually this means monsters, but I've included a few pagan settlements where they're acting like jerks and probably gonna be violent to the PCs. One of the lairs could also be used as a monster town if the PCs play their cards right. Set pieces are the other things - interesting locations with something to interact with that may or may not have treasure.


  • You could get pretty close to those odds by by throwing a d6: 1 is a town, 2-3 is a lair, 4 is a set-piece, 5-6 is nothing (empty).


The Lairs are mostly one monster type. A few of them have 2 or 3 monster types. Some lairs have no treasure at all, but none of the sites have bullshit treasure (except the whale is a little bullshit, but it's a set-piece). None of the locations are really your typical dungeon delve where the players are crawling through a trap-infested pit, fighting different kinds of monsters and interacting with monster factions. The Orc and Goblin lairs come the closest to this, but those would be more heist-type or kill-em-all or deal-with-the-faction scenarios, not crawls. It's a classic 1975-style hexcrawl campaign, where the focus was on overland exploration and picaresque shenanigans Vs. traditional dungeon crawling.


of the 9 friendly human settlements 6 are villages (have less than 100 people) and 3 are towns (have people in the several hundreds). If you get a friendly settlement throw a d6, on 1-4 it's a village, 5-6 is a town.

It looks like village population was thrown on a d00 and town populations were d10x100.

Villages tended to have a higher combatant to villager ratio, around 24-30% of the population for each being soldiers.

Towns had comparatively smaller populations of combatants, about 12-15%, but they generally have fortifications.




Here's my notes on the hex keys:

02.05 Dunrick (set piece)
weird plant thing makes people sleep. turns them into wraiths


05.05 shoal (lair)
griffon nest, attacking griffon mama


01.16 burnt village (set piece)
a destroyed village with nothing


02.16 lair of sruthkin (lair)
dragon lair, treasure


03.07 ogre house (lair)
ogre lair, treasure


04.07 beached whale (set piece)
beached whale, some treasure


01.08 runestones (set piece)
fancy rocks with words


02.08 stamullen (town)
79 people, 15 skirmishers (18% combatants)
weird bee town with pagan influences. a situation to get involved in. a druid you could befriend and learn some spells from.


04.08 culemwardern (town)
600 houses, 40 footmen, 50 skirmishers, boats (15% combantants)
a situation involving griffons. druid influences, a few characters and their relationships


05.08 cloyne (town)
58 people, 19 skirmishers, 5 fishing boats (32% combatants)
pagan town, some situations


01.09 manticore cave (lair)
cool manticore lair and interesting situation, treasure


03.09 donenashoe (lair / monster town)
juggernaut, medusa, 198 goblins, some ruins and treasures.


05.09 belcarra (town / lair)
99 people, 80 footmen (80% combatants)
unpredictable pagan town


06.09 bitter druid (lair)
evil wizard lair, treasure


01.10 dorbog (town)
800 people, 50 armored foot, 50 skirmishers, boats (12% combatant)
some characters, leader, druids, situations, relations to other hexes, henchies


03.10 awoken king (lair)
mummy lair, a time-sensitive situation, treasure


05.10 stone circle (lair)
evil pagan wizard faction, spells and treasure to be had, a situation, a thread to some other hex and situation


06.10 pirates (lair)
pirates, a faction, some treasure


02.11 ogonnelloe (town)
80 people 24 skirmishers (24% combatant)
ruined fort, town, characters, a time-sensitive situation, a werewolf,


03.11 orc fort (lair)
80 orcs, orcs in vats, a fortification, treasure


01.12 st olham's monastary (town)
only monastary 96 monks, a faction, treasure, resource for PCs: sages / library


03.12 a dog (set piece)
cool a dog


05.12 blulach (town)
1000 people 20 armored foot 40 foot 60 skirmishers 20 horsemen boats (14% combatant)
fortification, market, alehouse, church, docks, characters with goals, relations to other hexes, quests, henchies, horse stables


06.12 barrows (lair)
ruined camp, hidden lair, wraith, zombies, treasure


02.13 nameless hemlet (lair)
abandoned town, merfolk, no treasure


04.13 gargoyles (lair)
gargoyles, no treasure, relations to other hexes


04.14 killucan (town)
43 people 5 foot 5 skirmishers 5 boats (23% combatant)
cattle town, fishing, a situation, relation to other hex, a mystery

Sunday, May 12, 2024

The Rain Game

 I was inspired to write this solo wilderness exploration / survival RPG based on an outdoor adventure my three-year old took me on at our neighborhood park. I let her lead me through a pretend exploration in which we gathered nuts, built campfires, caught monsters in traps, protected our nest using magic herbs, stored away food, gave gifts to buddhas, and hid from the rain underneath trees. I'm so lucky to have such a being of pure light in my life. 

A note about the name: she initiated our adventure by saying "Come play the rain game with me, daddy!"

I haven't playtested it, I don't know how fun or functional it is. If you play it, tell me about your adventures.

The Rain Game Link

 





Quest Generator

 A quest is when a faction wants to hire the party to do something. An adventure is when the party decides to pursue a goal of their own accord. Quests often spawn adventures, and adventures typically involve quests.

Roll d3 for the number of factions involved. If you already have factions use those, otherwise generate some.


Determine an alignment for each faction.

1. Lawful 2. Neutral 4. Chaotic

Opposing factions of similar alignments may have similar goals but disagree about methods, or are competing, but not necessarily want to destroy each other 

Neutral alignments do their own thing, may be unwilling participants or bystanders, and may switch sides with the tides of fortune.


Faction:

1-10. Humans

11. Demi-humans

12. Monstrous humanoids

13. Celestial / daemonic / elemental beings

14. Dragon / mythical creature

15.  Deity / demigod / immortal

16. Government / army / nobility

17. Secret faction / cult 

18. Wizard

19. Technological / Outsider

20. Roll two: first is puppet for second.


Goal

1. Power / money / control

2. Paying back a debt

3. Consolidating assets

4. A weapon against enemies

5. Turn an enemy / neutral faction into an ally

6. Mindless revenge

7. Gain favor with another faction

8. Restore what was lost

9. Control / access to resources

10. End / avoid some misfortune, current or future


Methods:

1. Direct and confrontational

2. Scheming and secretive

3. Regretful and hesitant

4. Hopeful, fearful

5. Courageous and bold

7. Despotic and malicious

8. Ignorant, unaware, selfish

9. Plays the victim / greed

10. Bent on vengeance / insane 


Where do we go?

1. Cave, cavern

2. Ruin

3. Temple

4. Keep / stronghold

5. Prison

6. Lair

7. Another plane / planet

8. Population center (d6 for size)

9. Terrain hex (roll)

10. Island


Object of importance:

1. Valuable treasure

2. Resource (food, gold, fuel)

3. Promise / assistance / oath

4. Lost information

5. Technological artifact

6. Magical item

7. Lost heirloom

8. A person of importance

9. Pass / path / conveyance

10. Medicine / religious artifact


Complications

1. Flooded

2. Buried

3. In different location

4. Additional faction

5. Powerful monsters

6. Radiation storm

7. Thieves

8. Army / battle

9. Difficult choice

10. Roll twice


Payment for accomplishing goal

1. Respect / trust / honor

2. Money

3. Artifact

4. Magic item / spell

5. Needed information

6. Transportation

7. Access to resource

8. Ally in time of need

9. Safe passage

10. Debt



Saturday, May 11, 2024

Trap Generator

 A trap is something that looks harmless/useful but actually kills you.

What does it protect?

1. A treasure

2. A lair

3. A passage

4. A holy site

5. Just built out of malice

6. It's something that was once helpful, but now dangerous or misused.

7. Keep people out

8. Keep people in


Style

1. Arcane

2. Mechanical

3. Hidden

4. Obvious

5. Trick

6. Warning


What is the method of application? 

1-3 mundane

4-6 Arcane 


Mundane

1. Spikes

2. Gas

3. Blades

4. Arrows / spears

5. Crusher

6. Pit (falling)

7. Pit + roll again

8. Water

9. Fire

10. Twisting

11. Rolling boulder

12. Ripping

14. Catapult

15. Boiling oil / water

16. Monofilament

17. Attacking monster

18. Trapping / Containing

19. Shifting walls / confusing environment

20. Collapsing environment / natural disaster


Arcane

1. Teleport

2. Vaporize

4. Ice / electricity

5. Stone / crystal

6. Transform

7. Alert / summon

8. Adhesion / slippery 

9. Gravity / propulsion

10. Melting / acid 

11. Charm / hallucination

12. Roll spell effect

13. Mutation / radiation

14. Memory wipe / psychic attack

15. Repelling force / magnetism

16. Laser beam / plasma

17. Darkness / confusing senses 

18. Plants / fungus / drugs

19. Sound / echoes / music

20. Physics disruption / aging / time



What shape does it take?

1. Passageway

2. Door

3. Table / chair

4. Bed / dresser / cabinet

5. Bookcase / picture / tapestry

6. Statue / pillar

7. Mirror / window / screen

8. Vase / pottery

9. Chest / coffin / box

10. Staircase / elevator

11. Hole

12. Chamber

13. Weapon / armor

14. Plant / natural substance

15. Animal / living thing

16. Mineral / crystal

17. Pool

18. Machine

19. Computer

20. Tube / pod

21. Ship / conveyance

22. Bottle / wine / food

23. Taxidermy

24. Floor

25. Wall

26. Ceiling

27. Jury rigged contraption

28. Cage

29. Carving

30. Treasure / mundane curiosity


Method of activation

1. Touch / sound

2. Button / pressure plate

3. Chemical reaction

4. Proximity / camera

5. Magical detection

6. Tripwire

7. Timer

8. Movement / sound

9. Weight / gravity/ magnetism

10. Always active / generating

11. Violence

12. Identity / race / class


Other features

1. Rope

2. Needle

3. Sand

4. Weights / scales

5. Book / chart / map / diagram

4. Sentient being

6. Illusion

7. Lure

8. Skulls

9. Ladder / stairs

10. Trapdoor

11. Constructed recently

12. Arcane experiment gone wrong/right

13. Transdimensional horror

14. Alien / monstrous technology

15. Maintained by faction

16. Long forgotten

17. Antique / valuable-looking / opulent

18. Worthless / ruined

19. Chasm

20. Falls apart before completing it's intended purpose