Thursday, October 27, 2022

D100 Miscreants, untouchables, and paupers

 This is part 1a of "Sphere of the Indefatigable Adjudicator" AKA the Ready Ref Rewrite



Social class 0 - Untouchables

These are the poorest of the poor, people who's jobs are so filthy, disgusting, and dangerous that their children are tainted and it's considered polluting to look at them.

The Dawnbringer, that ancient folk hero of legend who will one day return and reignite the sun, was the champion of these people. They are considered sacred to him and many sects of the New Dawn still take vows of voluntary poverty and perform filthy, degrading practices in honor of him and to bring themselves closer to enlightenment.

Despite this the taboo associated with these livelihoods still lingers and few Sects of the New Dawn still uphold this custom.



Untouchables, or Miscreants if you prefer, have no social clout, and cannot vote. It's considered polluting to associate with them, but karmically cleansing to give them aid. They often collect together in the poorest parts of the city, though they can be found everywhere, performing jobs without which civilization could not function.


Miscreants are lucky to earn a couple copper groats a day. They live in sewers, abandoned buildings, huts constructed along drainage ditches, and keep warm during the brutal winter by huddling around steam outlet pipes and dung compost piles.

Some miscreants, like cremators, are able to earn a considerable wage by charging obscene fees because no one else is willing to perform their task.


3d6 Encounter chance in Poor district

3 Special

4 - 10 Untouchable

11 - 14 Laborer

15 - 16 Optimate

17 Armiger

18 Exultant



Not all trades listed here fall strictly into the category of "Untouchable". Some are merely low-wage low-prestige jobs which one would find among the destitute. Adapt as you wish.


D100 Miscreant professions

Miscreants

  1. Beggar

  2. Slanderer

  3. Harlot

  4. Gongfarmers

  5. Coalburner

  6. Petty thief

  7. Thug

  8. Bandit

  9. Mendicant

  10. Petty-sorcerer

  11. Dancer

  12. Busker

  13. Bull fighter

  14. Novelist

  15. Drunkard

  16. Boxer

  17. Vagrant worker

  18. Oogle

  19. Corpse collector

  20. Butcher

  21. Brigand

  22. Headsman

  23. Slave

  24. Serf

  25. Drug peddlar

  26. Alchemist

  27. Mutant

  28. Exogen

  29. Elf

  30. Dwarf

  31. Mystic

  32. Merchant

  33. Cyborg

  34. Humanoid

  35. Skin-synth

  36. Wanderer

  37. Street cleaner

  38. Torch lighter

  39. Chimney sweep

  40. Rag peddlar

  41. Tinker

  42. Criminal

  43. Serial killer

  44. Gravedigger

  45. Plutonium miner

  46. Assassin

  47. Barbarian

  48. Witch

  49. Rat-catcher

  50. Gladiator

  51. Ditch digger

  52. Compost turner

  53. Bilge pumper

  54. Scrubber

  55. Scrounger

  56. Debt collector

  57. Tanner

  58. Smuggler

  59. Dishonored rake

  60. Fallen knight

  61. Leper

  62. Skeletal servant

  63. Debtor

  64. Escaped felon

  65. Deserter

  66. Barnacle scraper

  67. Ammonia pot stirrer

  68. Pig keeper

  69. Goat herd

  70. Chicken rancher

  71. Cow dung collector

  72. Message runner

  73. Cremator

  74. Clerk

  75. Wood cutter

  76. Worm breeder

  77. Poisoner

  78. Poison tester

  79. Potion taster

  80. Tallow melter

  81. Leech collector

  82. Sin-eater

  83. Fuller

  84. Plague victim

  85. Bone grubber

  86. Matchmaker

  87. Mud lark

  88. Tread miller

  89. Herring sorter

  90. Boot black

  91. Nit picker

  92. Sailor

  93. Organ grinder

  94. Rope maker

  95. Violin string maker

  96. Lime burner

  97. Flaggelant

  98. Torturer

  99. Sausage smith

  100. Anus bleacher


Tuesday, October 25, 2022

Social class and crime & punishment

 Part One of "Sphere of the Indefatigable Adjudicator" AKA the Ready Ref Rewrite




Social classes 

Roll 3d6 to determine social class

3 to 7 Untouchable - Criminals, bandits, serfs, slaves, subhumans/humanoids/mutants, exogens. Aren't considered citizens and possess few social rights. Certain professions also fall into this category: beggars, gongfarmers, gladiators, corpse collectors, tanners, butchers, coal burners, people who work with radioactive chemicals. Class 0.

8 to 12 Common folk - Common rabble, plebians, and laborers. Peasants, potters, fishers. Expected to carry a dirk as sign of their freeman status.

Recieves 1 vote in elections. Expected wage: 50-100 septims/year. Class 1.

13 - 15 Optimate - The economic middle class. Those who possess specialized skills considered to be prestigious. Merchants, philosophers, scribes, musicians, lawyers, doctors, master-class guildsmen, low-level magicians; skilled trades, the highly educated. 

Recieves 5 votes in public elections. Expected wage: 500 septims/year. Class 2.

16, 17 Armiger - The warrior class. Highest attainable outside of birth or magic. Cavalry, generals, knights. Must abide by strict code of chivalry, honor, and ethics. 

Recieves 15 votes in public elections. Expected wage: 2,000 septims/year. Class 3.

18 Exultant - those of noble birth, patricians, senators, archons, priests. Also includes sorcerers of exceptional skill. 

Recieves 25 votes in public elections. Expected wage: 10,000+ septims/year. Class 4.


Special classes

Elves and dwarves are treated on a different social class scale due to exclusion from normal human society.

Dwarves are generally treated as honorary Optimates because of their association with merchantry and skilled trades. If a dwarf performs a trade of low prestige (barkeep, porter, underling) they'll be associated as a plebian, but with a mixture of pity and disgust. Dwarves are not allowed to vote or hold office and tend to keep to themselves. In human cities they tend to live together in ghettos organized by trade and clan affiliation. These areas are generally near guild districts, docks, or poor towns.

Elves on the other hand are treated as a mix of untouchable and exultant; fear, reference, transcendence and disgust. Elves are considered exogens: those born off-world, and thus are strictly outsiders. However, due to their association with magic, mystery, and advanced technology are frequently given deference.

A party that travels with an elf with stick out like a sore thumb. Everywhere they go people will gawk and point. At best the elf will receive treatment on level with a noble guest or high priest, at worst open mouthed gibbering and white knuckle horror, disdain, and mistreatment

Elves have difficulty passing as human. They do not look human: they are either very tall or quite short, extremely thin, with exotic, almost inhuman features. Huge almond shaped eyes, knife-like noses, wide mouths which are formed by a overly wide and abrupt slash across their face. Elves tend to interact with human objects with confusion and curiosity, and are almost completely oblivious to human social customs, with short attention spans and childlike wonderment.

If an elf has lived with humans for a very long time they may have adopted physical features and customs more readily acceptable to humans, but this masquerade can quickly vanish if the elf's attention breaks.




Crime and punishment

Chance of conviction = 75% + ((social class of plaintiff - social class of defendant) x5%)

Crime against protected class of people = +10%

Crime against persecuted class of people = -10%

Crime was especially heinous or subject taboo: +35 %

Self-defense = -30%

Plaintiff is governing body = +25%

Evidence:

Controversial +/- 5% per

Substantial +/- 10% per

Witnesses:

+ / - Social class of witness x10% each

Bribing judge:

5% per 100 septims, +5% per social class


Punishments

Mild crimes

1 - 6. Fine, 1d10 x10 gold pieces.

7. Amputation of: 1. Hand 2. Eye 3. Tongue 4. Nose 5. Ear 6. Foot

8. Breaking of 1. Arm 2. Leg 3. Skull 4. Both arms 5. Both legs 6. Teeth

9. 1d4 x10 lashes

10. Imprisonment, 2d10 months

11. Imprisonment, 1d6 years

12. Pillory or stocks, 2d6 hours x number of past offences


Felonies

1. Drop from 1d6 x10 feet

2. Clasped between two panes of thick glass and dipped in honey, left 2 weeks

3. Iron shoes, year and a day

4. Chained in water d12 weeks, up to 1. Knees 2. Waist 3. Chest 4. Neck 5. Overhead, permitted breathing apparatus 6. Ibid, no breathing apparatus

5. Plucking a stone from boiling water.

6. Gibetting, d12 months

7. Tied into a sack with a live baboon and thrown into river

8. Placed into copper plated solarium and hoisted into sky, d6+1 days

Severe crimes


1. Sealed in a cyst in the earth for 1,000 years.

2. Fed to lions

3. Returned to infancy and raised by 1. Wolves 2. A brutal family 3. A dwarf 4. Slavers 5. A vindictive wizard 6. Elves

4. Raised from the dead to be slaughtered again in a brutal way every day for a year and a day

5. Soul sealed to be used in artifact enchantment or undead servant or sold to a daemon

6. Inserted into the anus of a blue whale

7. Entombed alive

8. Placed inside a tree and kept alive (barely) so that the tree grows around you.



Thursday, October 20, 2022

Refuse collection

Located in a burned out facility beneath rubbish dump on outskirts of Domzwolek. Entrance is a slippery chute to 5.


1. Nest

Angry wasp nest built inside massive, fragile vase (200gp) perched precariously on top of a wooden ladder. Wasps hate intruders and their stings leave horrible oozing blisters.

Room also contains most of the parts of a totally dismembered flyer. Familiarity or intelligence of 14+ required to recognize what it is at sight. It could be reassembled, but it would take several months effort from a knowledgeable specialist with a fully equipped workshop.

2. Skull-o-tron

Skull-o-tron, huge belching stinking machine crowds room. Chute at top, expulsion hole at bottom. Anything put in the top causes a skull of equal mass to be ejected out the bottom. If something is put in the bottom it begins smoking and catches fire.

3. Slovenly Gorsup

Huge orangutan "Gorsup the Gulper" (as ogre) lavishes among rotting mattresses, old books, tapestries. Waited on by exhausted android servant. Gorsup loves good food and is willing to trade for exotic dishes. He's also hugely strong, impatient, and has bouts of low self-esteem in which he projects his own short-comings into others.

In his pile of junk is 4 ornamental parade halberds (100gp each), a pearl necklace (800gp), a set of gold dentures (200gp), 3 elvish tapestries (800gp each), and a wig of woven gold filament, each hair carved with microscopic letters detailing the 40 Elder Sagas of the Dawnbringer (4000gp) (currently attached to a broom handle for use as a mop). Most of it is covered in rotting meat and feces.

S Door, locked. Gorsup has key. Not giving it up. It's made of plutonium and slowly killing him.

4. Pork chamber

40 gallon sized clay pots sealed with rancid fat. Contain pork in juices, also rancid. Nine rats nest here in a shredded mattress. They've amassed 40 sp. A rat has chewed it's way into a pot and drowned.

5. Sludge Recumbent

Four inches of water, foetid piles of mud, Android parts, sewing machines, aluminum tubes, massive heavy springs, rotting fabric in iridescent hues. Moving through junk at half speed.

Western entrance via slippery chute from scrap yard.

NW Door - lock, malfunctioning maglock. Super powerful magnet or acetylene torch required.

NE Door - made from pieces of a particleboard desk.

SE Door - trapped, blinking makeshift proxmine. 4:6 chance it explodes, otherwise shoots sparks and scuttles to a random room.

6. Static projector

Static Projection (as wraith) emits from malfunctioning video screen. Can't leave room. Shrieks in garbled noise which prevents communication.

N Door - trapped, door attempts to cut third person through in half.

7. Ocular Connection

4 orangutans (as goblins) armed with bone clubs and sharpened bits of metal sit in a loose circle jabbering and trading eyes they've collected in jars. They're very interested in obtaining elf eyes. Each orangutan has a purse of 50gp. One has a jade antler in a shoulder pouch of deerhide - each point on the antler has a single dose of venom which causes immediate paralysis (save to avoid) for d20+4 hours.

North part of room has clay forge, numerous pots of paint and iron beads.

NE Door - trap, obnoxious klaxon summons first aid bot unfamiliar with human anatomy.

8. Furnace

Vat of hot coals hangs from ceiling. Lever opens, dumps all over floor.

N door, trapped, glowing red hot.

S Door, locked, enter access code INCORRECT! SUMMONING FIRST AID BOT (no bot comes)

9. Runic Circle

A complex magical circle has been drawn on the floor in slightly incandescent chalk. It has no magical properties. A Magic-User with an intelligence score of at least 13 will recognize after a bit of investigation that it's a star chart depicting the location of a previously unknown planet orbiting a black hole 24,000 light years away.

Along the walls is a number of dilapidated particle board bookshelves containing 44 moldering texts on extinct forms of fungi (all told maybe worth 100gp to a collector)

NW DOOR locked, cemented shut.

10. Trap

Broken statue haunted by poltergeist with an obtuse sense of humor. Placated by opera, harp music, vases, and slapstick. Otherwise will follow party causing shenanigans for d6 turns before getting bored.

NW Door - trapped. Poltergeist pulls trespasser's shirt over their head and kicks them in the rear as they cross the threshold, cackling.


Wandering monsters

1. 2d8 flame fairies (1/2hd) gleefully starting and or putting out fires

2. 12 orangutans in I'll fitting armor parade around with halberds, very serious

3. Giant glowing gecko. Just wants to be left alone. Climbs on ceiling. Obnoxiously knocks things people over

4. Broken first aid bot shrieking for help in static

5. Pet iguana, scared, desires lettuce

6. 8 orangutans robbers

How to do a dungeon




UndeadWaffle on the OSR discord has been writing prolifically about his campaign lately. Not to be outdone I'm gonna riff on his stuff. 

Recently he did a write-up on his method of making dungeons. He uses the BX stocking method and comes up with ideas and monsters before he writes his dungeon.

I do the opposite. I generally start with layout first and work backwards to an idea, letting the development happen iteratively and organically from the layout.

This works for me because I rely heavily on procedurally generated content. The world starts out as random chaos and meaning begins to take shape as the pieces are developed.

I don't like long prep. I can easily spend all day tinkering if I let myself, which leads to burn out and damaged relationships. D&D is addictive.

The process
First I pick where I want a dungeon to go. This is probably a randomly chosen hex. I roll 2d10 for the number of rooms to start with. On graph paper I begin drawing rooms, sometimes throwing a d6 to help decide room size, orientation, and shape. I have a very intuitive mind and even randomly selected numbers can spontaneously generate rooms, shapes, traps, etc in my head. If I start having ideas I write them down, either as snippets or a table to roll on.

For my layouts I like to have a large main room with d4+2 branching paths, usually bisected by or connected to a main 'highway' which can quickly get occupants to a distant end of the dungeon. Highways are important because they form the backbone of transit around the floor - monsters use it, players use it, it's generally both dangerous and more likely to have divers travelers willing to barter, trade, or ply secrets, as well as rob, accuse, and solicit.

Each dungeon floor has 2 or 3 'areas' connected by choke points. Each area has 6-12 rooms, ordered chaotically, then connected with twisting passages, loops, and detours. I draw straight to final draft, letting ideas bubble up and vanish into the ether, forgotten. This i consider the 'pre-history' of the dungeon. Most dungeons are older beyond time out of mind, having been repurposed dozens of times over the centuries. I consider dungeons to be quasi-alive and malevolent. The original builders likely had minds unlike humans and altogether sinister, so I have no qualms about letting the layout make no sense. Dungeons are the bowels of the earth - treasure troves of dead gods, prisons for inhuman fiends, and bacterial cultures for transdimensional entities.

Once the layout is done I throw dice for each room to determine contents, adjusting at whim as I go.

1-2. Empty
3. Trap
4-5. Monster
6. Special

Empties have a 1:6 chance to have treasure. Traps have a 2:6. Monsters have 3:6. Specials are usually horrible. Generally there is something of low value, or medium value though cumbersome and awkward to transport, in every room. A few coins, a huge sheet of beaten copper, a forty pound demon skull, a crystal sarcophagus, ebony furniture. Etc.

Lots of empty rooms are important because death is almost a given. The idea here is to get in and get out. I've written before about my combats and I'll write about them again soon. I don't pull punches and my monsters are smart. The players have to be smarter. I refuse to except less.

By this point I've probably had enough ideas to give me a sense of at least some of the monster inhabitants. If there's clusters of occupied rooms I'll make these factions and use the factions to determine meaning.

Say I have 4 occupied rooms close together and the dungeon is located in a swamp (my favorite terrain type). These could be kobolds, Scorpio men, or zombies. Or maybe zombie kobolds and necromancer Scorpio men. I dress up the rooms around them with rooms for feeding, breeding, torturing, praying, communing, hiding, workshops, temples, and store rooms. Often rooms serve multiple purposes since real estate is limited. The faction probably has a leader, so I give them a private room, maybe near the temple or work rooms, provide them with secrets exits, protective traps, funds, furnishings, want artifacts. Often the faction will have a hierarchy, with a second in command, a priesthood, and a work force.

Factions always have friends, enemies, goals, prejudices, and obsessions. They're basically conglomerate NPCs. Sometimes the idea comes fully formed, sometimes I roll on tables. I make a few short notes.

After deciding the monster inhabitants I make the wandering monster table, either a d6 or d8. I like to have 1/2rd be weak or mindless monsters, and the remaining split between intelligent or powerful monsters. Some are taken from factions and placed monsters, some can only be found as wandering monsters.

Some OSR writers dislike long wandering monster lists, claiming it's better to a have a few interesting encounters than a long list of boring ones. My problem is rather that I have too many good ideas and I have to pare them down so they don't go to waste. I also like to make a note next to each entry to give them something to do, which I may not use when the time comes. An example of this:

1. D4 intelligent dingos, frantically looking for their pet dead cat.
2. Pet dead cat. Writhing full of maggots.
3. 2d6 goblins, holding court. Goblin lawyers well dressed, defendant is a severed elephant head with tusks worth 800gp each.
4. 2 goblin merchants, giant porcupine pack animal. Sell cooking equipment, linens, knife sharpening (will try to steal magic daggers they're given to sharpen)
5. Petulant ogre, two empty tuns, nursing wretched hangover.
6. D8 gnomes, probably convinced players stole something from them.
7. Purple worm!
8. Manticore and pet succubus, ended up here by mistake.
9. 2d12 zombies, organizing potion cupboard.
10. Vampire, stuck in mist form.

I could keep going all day. I'll use the note I wrote if it seems interesting in the moment or just throw for reaction.

After monsters are done it's time for traps. There's two types of traps: recent and occult. Recent traps were made and maintained by denizens. These include most genial booby traps.

Occult traps are maintained by nobody. They operate according to inscrutable laws of anti-physics, and exist for no reason other than their own sadistic glee. They may have been spawned as artistic expressions by the dungeon itself, by the original builders, or at some point in forgotten history it doesn't matter. These include glowing tiles that teleport you 3 feet down, urns that incinerate anything placed within, and cracked windows that hold back a flood of black water.

Specials are when things get really weird. Usually they're not as dangerous as traps, but potentially dangerous. A painting that inserts itself into your memories, a statue that insists you have a tea party with it, a room where it's constantly raining, or a tree that answers questions about botany, or a machine that turns meat into metal, or a metal vat containing liquidized ghosts  It's stuff to tinker with or find a way to leverage to your benefit. Or avoid.

I usually do empty rooms last because they're the most difficult. By definition empty rooms aren't barren - they just don't contain monsters, traps, or specials. I find it difficult to write descriptions of rooms that don't do anything, so I usually just cram them with nonsense furniture, broken machines, moldering books, broken masonry, tools, furniture, alters, etc. I should probably write some tables to automate this. If a dungeon dies on the operating table it's probably because I can't think of stuff that's boring but still interesting.

There. That's my method. Somewhere along the line everything starts falling into place. Reasons, meanings, hooks, rumors, but it doesn't need to. A dungeon doesn't exist for players to loot it, or to serve some outside purpose. Dungeons exist to keep things away from the world, to imprison things better forgotten, and to hide, sulk, ooze, and mangle. I don't care if players can't clear it, and I don't care if they nuke it from the atmosphere, and I don't care if the local lizardmen come and fill it up with black puddings after the players leave.

My motto is: the world isn't here to entertain you. If you come to my game you should know that you're here to entertain yourself with this weird little puzzle box I make in my free time.

I find the best art is made by the artist, for the artist, not her expected audience. My favorite musicians are shut ins with no dreams of fame. My favorite writers shriek with glee at their own stupidity. The game, to me, is figuring out what to do with this stuff and chasing obsessions and tangents into places you can't go if you planned it that way.

Happy corpses.