tag:blogger.com,1999:blog-5166550090614985202024-03-28T23:16:10.753-07:00The BonehoardAsterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.comBlogger51125tag:blogger.com,1999:blog-516655009061498520.post-49114433212679491842024-01-28T20:26:00.000-08:002024-01-30T05:59:33.247-08:00Hexclock / Hexcrawl Movement<p>While playtesting the ruleset I'm working on I ran into some hiccups with overland movement rates. Frequent changes between terrain types caused my simplistic "3 hexes for plains, 2 for forests, etc" rules to not flow as nicely as I'd wish. The multipliers I was using could also combine a bit too extremely, and flat bonuses felt wrong at lower rates where mountains would proportionally benefit far more than plains, for example. Here's the system I came up with as a result - it has worked nicely in my tests thus far. It requires a bit of math though. Nothing hard, but fair warning in case math is especially difficult for you.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgirxreyFCAnaPioXAymuIGMwxNus0VwZPz_e7eEys2NZKiKF7uRk-z4L0fWQPjbSBEsI5qxUzcS0wQ6Fx01WaFxdMfcRIF04s4ef1vytMxzgihYvtJ5kcXgsWece1NOGWF03t43JABB939NNeUy6oDyL2QLkE_mgoyk1oNPLPKS0UMlKEklEdS53ec6Vw/s1800/sunrise_sm.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1800" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgirxreyFCAnaPioXAymuIGMwxNus0VwZPz_e7eEys2NZKiKF7uRk-z4L0fWQPjbSBEsI5qxUzcS0wQ6Fx01WaFxdMfcRIF04s4ef1vytMxzgihYvtJ5kcXgsWece1NOGWF03t43JABB939NNeUy6oDyL2QLkE_mgoyk1oNPLPKS0UMlKEklEdS53ec6Vw/w266-h400/sunrise_sm.JPG" width="266" /></a></div><br /><p>This is for 3-mile hexes. Cost is how much it costs to enter the hex, from a per-watch budget of 60. Hexes per watch given for ease of reference. A watch is four hours, and they can travel without penalty for two watches a day. 3 watches = Tired, 4 = Exhausted, 5+ = make Grit/Con checks at increasing penalty.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3xwpBQkGLKkkceUAsB1KYI2e_MBvEORGObsbtBTRIDLIpNajIz54XKu-C9pWgIKEF68am0sy3S-_NzUaoiRy2qfDwd2lSjqGs_XSRY0bLJHcQt1wR-5pkZUUZLu7Jk3mjXB1J3fwE90_nPVBtozfXgMWZZka2elEEi1s2wKL-6Ho_SnlmKPAfyhw2cYM/s527/hexclock.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="75" data-original-width="527" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3xwpBQkGLKkkceUAsB1KYI2e_MBvEORGObsbtBTRIDLIpNajIz54XKu-C9pWgIKEF68am0sy3S-_NzUaoiRy2qfDwd2lSjqGs_XSRY0bLJHcQt1wR-5pkZUUZLu7Jk3mjXB1J3fwE90_nPVBtozfXgMWZZka2elEEi1s2wKL-6Ho_SnlmKPAfyhw2cYM/s16000/hexclock.png" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><span style="text-align: left;">For each degree of ease, move one column to the right. For degrees of difficulty, move to the left.</span></div><div class="separator" style="clear: both; text-align: center;"><span style="text-align: left;"><br /></span></div><div><b>Degrees of ease:</b></div><div><span> Trail (+1), Road (+2)</span></div><div><span> Tough Party - average base Grit 4/6/8 (+1/+2/+3), or avg Str/Con 12/14/16</span></div><div><span> Fast Party - average Move 7/8/9 (+1/+2/+3), or avg Movement 40'/60'/80'</span></div><div><br /></div><div><b>Degrees of difficulty:</b></div><div><span> Hilly (-1), Mountainous (-2)</span></div><div><span> Forested (-1), Dense Jungle (-2)</span></div><div><span> Soggy [ex: heavy rain] (-1), Wet [frequent wading] (-2)</span></div><div><span> Slow Party - </span>average Move 4/3/2/1 (-1/-2/-3/-4), or avg Movement 20'/10'/-/-</div><div><br /></div><div>The Party modifiers should be a one-time calculation at the beginning of a session - I don't intend on recalculating unless it changes drastically. I elected to use average instead of minimum to make it a bit easier on players, so a single dwarf won't significantly slow down a party. Minimum might be preferable to some though and would make the calculation unnecessary.</div><div><br /></div><div>In my notes and on my GM map, I note the base travel cost for the region, rather than use the above scale each time. If you need to find the actual time it takes to cross a hex, multiply the cost by four. I chose 60 as the budget because it allowed the hexes/watch to divide evenly, until very high move rates which should be quite uncommon, and larger numbers make the calculation slightly slower in my head.</div><div><br /></div><div>To keep track of the running total, I've enjoyed using a little clock sketch and filling it in, though a list of numbers is probably just as easy:</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAl63Ti2r_MioIEgzYNNhaADBL-CSjYVhYbY3ZyIcURtdeqnQDV5bfKUWxmqR2evBNo-5D8GPGHcu0-14_c1mTBIOZDsiH_eTmvoN37CN0RCdLiyhriPO1QHJ374t2ndRTn45zbcgtyEGY75lqGdnFChcCGSWIY4T0N-4x22Njnw9sHd214Je3emGwQGg/s1171/20240128_214327.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1171" data-original-width="1043" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAl63Ti2r_MioIEgzYNNhaADBL-CSjYVhYbY3ZyIcURtdeqnQDV5bfKUWxmqR2evBNo-5D8GPGHcu0-14_c1mTBIOZDsiH_eTmvoN37CN0RCdLiyhriPO1QHJ374t2ndRTn45zbcgtyEGY75lqGdnFChcCGSWIY4T0N-4x22Njnw9sHd214Je3emGwQGg/w178-h200/20240128_214327.jpg" width="178" /></a></div><div><br /></div>I'm not being super strict on the totals. If they go over 60 but are less than 90, that's fine. If it's the first travel watch, that can roll into the next. If it's their last travel watch, I'll just say "you arrive in the late afternoon" etc. Note that I'm keeping this GM-facing (though not secret). I have general terrain estimates in the player rules, but I like to keep more intensive calculations on my plate if possible.<div><br /></div><div><b>Examples:</b></div><div><span><span><span><span> </span>Normal party moves through plains (</span></span></span>total of 20), plains (40), plains (60 = end of first watch), plains (20), hills (50), hills (80 = end of second watch, 20 over. They arrive "late afternoon")</div><div><span><br /></span></div><div><span> Extra buff (+2) party moves on trail (+1) through plains (total of 10), hills (22), hills (34), mountains (49), mountains (64 = end of first watch), then in heavy rain (-1) through mountains (24, including the 4 over from last watch), mountains (44), hills (59), and plains (71 = end of second watch, 11 over. Late afternoon).</span><br /></div><div><span><br /></span></div><div><span><span> Slow (-1) party moves through dense forest (60 = end of first watch) and then it starts pouring. Moving another dense forest hex would cost them 90 at this point, so they'll have to either stay put or use up an extra watch getting in, which would be a total of 3 watches travelled, making them Tired.</span><br /></span></div>Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-35723540754213317932024-01-23T22:23:00.000-08:002024-01-24T02:05:03.058-08:00Wilderness Discovery Check<p>Back from the dead! I'm fixin' to finally run a wilderness hexcrawl that I'm very excited about, and am refining some procedures prior to play. I figured I'd document some of the prep here, in case it's useful to others!</p><p>After looking at some great examples of modified encounter checks but not quite finding what I wanted, I decided to incorporate some of the general ideas and formulate my own mechanic. The <a href="https://www.necropraxis.com/2017/11/22/hazard-system-v0-3/" target="_blank">Hazard System</a> and the <a href="https://goblinpunch.blogspot.com/2023/04/the-underclock-fixing-random-encounter.html" target="_blank">Underclock </a>were large inspirations to this.</p><p><b>Goals</b>: Allow for surprises, both good and bad. Sometimes create suspense. Have no "null" results. Have higher results be better, to allow modifiers to the roll depending on conditions.</p><p><b><br />Roll 2d6:</b><br /></p><p><i>[Spoor (SP) starts at 0]</i><br /><b>2:</b> Bigger Encounter (surprise). Reset SP to 0<br /><b>3:</b> Regular Encounter. Reset SP to 0<br /><b>4:</b> SP > 0? Encounter. Else, SP+1<br /><b>5:</b> SP > 1? Encounter. Else, SP+1<br /><b>6:</b> SP > 2? Encounter. Else, SP+1<br /><b>7:</b> SP > 0? SP+1. Else, Challenge<br /><b>8:</b> Flavor, SP-1<br /><b>9:</b> Minor Resource (if looking). Else, Flavor. SP-1<br /><b>10:</b> Minor Resource, SP-1<br /><b>11:</b> Hex Hidden Feature, SP-1<br /><b>12:</b> Major Resource, SP-1</p><p><b>Bigger/Regular Encounter</b>: I have my critter encounter table organized by increasing threat. When rolling Bigger, I'll add 1 to the roll, biasing the result a bit. May adjust the bonus to the roll later. The Spoor is unrelated to this roll, so it'll always be a surprise. Can only foreshadow one thing at a time...</p><p><b>Spoor (SP)</b>: Each time you increase Spoor by 1, do some foreshadowing of the upcoming critter encounter. Marked territory, molts, half-finished meals, scat, etc. The first time you roll this, you'll have to roll your Regular Encounter as well to know what to foreshadow. This also serves as a counter - the higher the count (up to 3), the more likely the next roll will be the foreshadowed encounter. This is the part that is meant to increase suspense. It's never guaranteed to happen though - sometimes the trail will go cold.</p><p><b>Challenge</b>: Some obstacle or difficulty the party must face - crevasse blocking the way, leeches in the bog, etc. </p><p><b>Flavor</b>: Some set dressing, showing the interesting/distinct part of this region. Alternately, a region-specific event (like periodic earthquakes in the domain of a great slumbering wyrm).</p><p><b>Minor Resource</b>: Such as foraged foods, herbs, etc. If keeping an eye out for such things as a travel action, this is more likely to occur.</p><p><b>Hex Hidden Feature</b>: Sometimes you'll stumble on the hidden thing in a hex without having to search. This is assuming you have hidden aspects to a hex (like the <a href="https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html">Landmark, Hidden, Secret</a> structure).</p><p><b>Major Resource</b>: Such as a visible vein of cassiterite, huge grove of nut trees, magical altar, etc. If this hex already has one discovered, replace with Flavor.</p><p><br /></p><p>I ran a simulation script in Python to get a feel for the likelihood of certain results. Here's the approximate percentages (based on a run of 100k rolls each) for rolling with +1, no modifier, and -1:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhXltUkUaC2Joi-NKfzp9hEs5YUIAtLXodAzWxRfNguzfxORAmNp-g_u2VX4qLRuIlVguXyi3Ql8jf-9cg2-i5J4nLICP-sCyhhCS0HaPY1x97LhJl5egCayY0wb1aUx04C5f4Vgqu3B8IhzbdS2wlKUygTEL8t8wVBfkeqpe61nzGmeUsj7DnPf9T0rI8" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="205" data-original-width="443" src="https://blogger.googleusercontent.com/img/a/AVvXsEhXltUkUaC2Joi-NKfzp9hEs5YUIAtLXodAzWxRfNguzfxORAmNp-g_u2VX4qLRuIlVguXyi3Ql8jf-9cg2-i5J4nLICP-sCyhhCS0HaPY1x97LhJl5egCayY0wb1aUx04C5f4Vgqu3B8IhzbdS2wlKUygTEL8t8wVBfkeqpe61nzGmeUsj7DnPf9T0rI8=s16000" /></a></div>When rolling at +0, times it got up to:<br /> Spoor 1: 19.5%<br /> Spoor 2: 10.3%<br /> Spoor 3: 3.6%<br /> Spoor 4+: 0.8%<p></p><p>This feels pretty good to me. Encounter chance is still fairly close to 1 in 6 normally (14.3 vs 16.6%), but encounters will be foreshadowed more often than not, creating some suspense. When rolling normally, about half of rolls will result in either encounters or spoor. Adding a +1 or -1 to the roll makes a big difference, reducing to a bit less than half chance and almost doubling the chance respectively. I doubt I'll add larger modifiers except in very unusual cases. Overhead is pretty minimal, it just requires keeping a small running tally.</p>Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-61751045527193618292017-10-03T22:17:00.001-07:002017-10-03T22:30:14.754-07:00Dog BreedsMy players requested an animal trainer profession. One thing led to another, and I wound up making a table for dog breeds available in the marketplace. I'm planning on using James Young's mechanics for animal training (<a href="http://tenfootpolemic.blogspot.com/2017/07/animal-training-for-non-rangers.html" target="_blank">link</a>) with a couple tweaks, since they seem super cool and please my programmer heart. Fair warning, I haven't playtested this yet so my approach could be way off base, but I wanted to post before I wandered off and forgot. Also, I am no expert on dogs, so my apologies if any of the below info is off.<br />
<br />
<b>Dog base instincts:</b><br />
Obey 1<br />
Chase 2<br />
Protect/bark 2<br />
Survive 3<br />
Play 2<br />
<br />
<b>Personality</b>: +1 random instinct<br />
<br />
<b>Dog breed</b>: roll 3d6 for more typical adventurer pups, or d20 for any. Whatever entry you roll, the adjacent two are also available for purchase here. x is the quality rating. Gets +x to the instinct listed for that breed (including non-standard instincts). For reference, in my system 5-6 is the starting grit and move for humans. Max trained move is 9, max trained grit is like 15 I think.<br />
<span style="font-size: x-small;"><br /></span>
<span style="font-size: x-small;"><br /></span>
<span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><br />
<table border="0" cellspacing="0" cols="7">
<colgroup span="2" width="85"></colgroup><colgroup width="316"></colgroup><colgroup width="61"></colgroup><colgroup width="49"></colgroup><colgroup width="57"></colgroup><colgroup width="64"></colgroup>
<tbody>
<tr>
<td align="CENTER" height="17"><b>3d6 or d20</b></td>
<td align="LEFT"><b>type</b></td>
<td align="LEFT"><b>description</b></td>
<td align="LEFT"><b>instinct</b></td>
<td align="CENTER"><b>grit</b></td>
<td align="CENTER"><b>move</b></td>
<td align="LEFT"><b>cost (sp)</b></td>
</tr>
<tr>
<td align="CENTER" height="16">1</td>
<td align="LEFT">toy</td>
<td align="LEFT">little lapdog</td>
<td align="LEFT">Protect</td>
<td align="CENTER">2</td>
<td align="CENTER">5</td>
<td align="LEFT">6 + 6x</td>
</tr>
<tr>
<td align="CENTER" height="17">2</td>
<td align="LEFT">turnspit</td>
<td align="LEFT">small dog that runs treadmills for roasting spits</td>
<td align="LEFT">Run</td>
<td align="CENTER">2</td>
<td align="CENTER">5</td>
<td align="LEFT">2 + 2x</td>
</tr>
<tr>
<td align="CENTER" height="16">3</td>
<td align="LEFT">pointer</td>
<td align="LEFT">points at concealed prey</td>
<td align="LEFT">Chase</td>
<td align="CENTER">4</td>
<td align="CENTER">14</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="16">4</td>
<td align="LEFT">terrier</td>
<td align="LEFT">goes into dens to hunt small game</td>
<td align="LEFT">Chase</td>
<td align="CENTER">3</td>
<td align="CENTER">8</td>
<td align="LEFT">2 + 2x</td>
</tr>
<tr>
<td align="CENTER" height="17">5</td>
<td align="LEFT">feist</td>
<td align="LEFT">hunts small game via chasing</td>
<td align="LEFT">Chase</td>
<td align="CENTER">3</td>
<td align="CENTER">12 + 2x</td>
<td align="LEFT">2 + 2x</td>
</tr>
<tr>
<td align="CENTER" height="16">6</td>
<td align="LEFT">spaniel</td>
<td align="LEFT">flushes concealed game</td>
<td align="LEFT">Chase</td>
<td align="CENTER">3</td>
<td align="CENTER">10</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="16">7</td>
<td align="LEFT">herding</td>
<td align="LEFT">herd by nipping at heels or heading off</td>
<td align="LEFT">Herd</td>
<td align="CENTER">5</td>
<td align="CENTER">14</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="16">8 – 9</td>
<td align="LEFT">retriever</td>
<td align="LEFT">retrieves downed game</td>
<td align="LEFT">Fetch</td>
<td align="CENTER">5</td>
<td align="CENTER">12</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="16">10 – 11</td>
<td align="LEFT">mutt</td>
<td align="LEFT"><br /></td>
<td align="LEFT">Random</td>
<td align="CENTER">1d4+2</td>
<td align="CENTER">1d8+6</td>
<td align="LEFT">2 + 2x</td>
</tr>
<tr>
<td align="CENTER" height="16">12 – 13</td>
<td align="LEFT">watchdog</td>
<td align="LEFT">barks at intruders, avoids engagement</td>
<td align="LEFT">Protect</td>
<td align="CENTER">5</td>
<td align="CENTER">14</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="16">14</td>
<td align="LEFT">guard dog</td>
<td align="LEFT">barks at intruders before engaging</td>
<td align="LEFT">Protect</td>
<td align="CENTER">6</td>
<td align="CENTER">14</td>
<td align="LEFT">6 + 6x</td>
</tr>
<tr>
<td align="CENTER" height="17">15</td>
<td align="LEFT">lurcher</td>
<td align="LEFT">cunning sighthound crosses favored by poachers</td>
<td align="LEFT">Chase</td>
<td align="CENTER">4</td>
<td align="CENTER">12 + 2x</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="17">16</td>
<td align="LEFT">sighthound</td>
<td align="LEFT">use visual acuity and speed for hunting</td>
<td align="LEFT">Chase</td>
<td align="CENTER">4</td>
<td align="CENTER">12 + 3x</td>
<td align="LEFT">6 + 6x</td>
</tr>
<tr>
<td align="CENTER" height="17">17</td>
<td align="LEFT">scenthound</td>
<td align="LEFT">hunts by endurance and keen sense of smell, bays</td>
<td align="LEFT">Chase</td>
<td align="CENTER">3</td>
<td align="CENTER">12</td>
<td align="LEFT">6 + 6x</td>
</tr>
<tr>
<td align="CENTER" height="16">18</td>
<td align="LEFT">war</td>
<td align="LEFT">fearless, huge, fierce</td>
<td align="LEFT">Chase</td>
<td align="CENTER">5+x</td>
<td align="CENTER">12</td>
<td align="LEFT">6 + 6x</td>
</tr>
<tr>
<td align="CENTER" height="16">19</td>
<td align="LEFT">draft</td>
<td align="LEFT">used to pull small carts or sleds, calm</td>
<td align="LEFT">Pull</td>
<td align="CENTER">4+x</td>
<td align="CENTER">10</td>
<td align="LEFT">3 + 3x</td>
</tr>
<tr>
<td align="CENTER" height="16">20</td>
<td align="LEFT">messenger</td>
<td align="LEFT">good at running a course without distraction</td>
<td align="LEFT">Run</td>
<td align="CENTER">3</td>
<td align="CENTER">10 + 2x</td>
<td align="LEFT">3 + 3x</td>
</tr>
</tbody></table>
<span style="font-size: x-small;"><br /></span>
<style>
<!--
BODY,DIV,TABLE,THEAD,TBODY,TFOOT,TR,TH,TD,P { font-family:"Arial"; font-size:x-small }
</style>
<br />
<span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><span style="font-size: x-small;">
</span><br />
<table border="0" cellspacing="0" cols="2"><colgroup span="2" width="85"></colgroup><tbody>
<tr>
<td align="CENTER" height="16"><b>d10</b></td>
<td align="CENTER"><b>quality</b></td>
</tr>
<tr>
<td align="CENTER" height="16">1 – 4</td>
<td align="CENTER">1</td>
</tr>
<tr>
<td align="CENTER" height="16">5 – 7</td>
<td align="CENTER">2</td>
</tr>
<tr>
<td align="CENTER" height="16">8 – 9</td>
<td align="CENTER">3</td>
</tr>
<tr><td align="CENTER" height="16">10</td><td align="CENTER">4</td><td align="CENTER"></td><td align="CENTER"><br /></td><td align="CENTER"></td>
</tr>
</tbody></table>
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com2tag:blogger.com,1999:blog-516655009061498520.post-66358880087388593242017-09-13T21:32:00.000-07:002017-09-13T21:32:14.291-07:00Town CrierHere's a d20 town crier table to help the city feel more like a living entity. I'll roll on it near the beginning of a session to get an event (separate from the encounter tables I use periodically throughout the session). The list was started using this as a seed: [<a href="https://www.reddit.com/r/DnD/comments/3feidp/what_sort_of_news_would_a_city_crier_be_crying/">link</a>].<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-TeQN4I2DRL8/WboGHLFF5JI/AAAAAAAAET0/zl9b9HRDpWMyXlQjhpADAch4dbF4ETMFACLcBGAs/s1600/AN00353650_001_l.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="442" data-original-width="304" src="https://3.bp.blogspot.com/-TeQN4I2DRL8/WboGHLFF5JI/AAAAAAAAET0/zl9b9HRDpWMyXlQjhpADAch4dbF4ETMFACLcBGAs/s1600/AN00353650_001_l.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Source: <a href="http://www.britishmuseum.org/research/collection_online/collection_object_details.aspx?objectId=3069811&partId=1&searchText=town+crier&page=1" target="_blank">British Museum</a></td></tr>
</tbody></table>
<ol>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Event coming up (market day, holiday, festival, feast)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Crown introducing new tax (luxury, staple, property, toll, market)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Notorious criminal escapes / bounty offered (thief, murderer, assassin, arsonist, demon worshiper, sorcerer, monster)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Someone
did something to win renown (won prize fight, bred otherworldly roses,
solved ancient riddle, saved child from burning building, etc)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Superstition / tradition supposedly necessary for day (no crossing water, dress in red, fasting, etc)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Public execution (thief, petty noble, murderer, arsonist, heretic, usurper, looters)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Troubles in neighboring boroughs (riots, fires, famine, plague, sorcerous, monsters, warring groups)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Weird event (disappearances, fiery comet, sighting of strange creature, etc, etc)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">New laws or abolished laws (curfew, sumptuary, Grey District, arms, other)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Big crime or crime wave (burglaries, pickpocketing, murders, counterfeiting, arson)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Denouncement of traitor (noble, sorcerer, librarian, political figure, knight)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Aristocratic news (new noble, someone appointed to order, territory changes hands, marriage, death, birth)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Discovery (portal, dungeon, library, creatures, mine, distant land)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Impending disaster (flooding, cyclone, sorcerous, invasion, plague, famine)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Party related news (last notable thing they did, or the fallout from a recent adventure)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Death / funeral (lord, merchant, religious leader, gang leader, social leader, famous animal)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Sizable signing fee offered for recruits for specific campaign (<a href="https://hereticwerks.blogspot.com/2012/03/sewer-militia-in-wermspittle-i.html" target="_blank">sewer militia</a>, local lord's retinue, gang, mercenaries, library)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">New mercantile endeavor (seer/magical, new portal discovered, fine arms/armour, luxuries, exotic goods)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Upcoming entertainment event (pit fight, concert, play, drumming competition, mazzascudo)</li>
<li data-mce-style="padding: 0px;" style="padding: 0px;">Increased / changed group activity (gang, cult, lord, political group, animals)</li>
</ol>
<br />
Mazzascudo: [<a href="https://it.wikipedia.org/wiki/Mazzascudo" target="_blank">wiki</a>] [<a href="https://it.wikipedia.org/wiki/Gioco_del_Ponte" target="_blank">wiki2</a>] [<a href="http://elsegno.tumblr.com/post/163171133650/hunlarpfag-elsegno-elsegno" target="_blank">images and context from tumblr</a>]<br />Grey District: The ruined/haunted half of the city across the river, illegal to visit/loot, giant megadungeon for the PCs<br />
<br />Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-43832202150999705582017-09-09T21:03:00.000-07:002017-09-09T21:03:32.449-07:00The Chicken MarketAre you interested in chickens? Are your players interested in chickens? If not, this post holds nothing for you. If, like me, you have players that inexplicably gravitate towards farming in your sandbox games, you may find this post useful. Last session the party began setting up a rooftop chicken coop as part of their gang territory, to turn a profit and keep the gang fed. They plan on periodically expanding the flock, so I threw together some breeds to make the buying more interesting. Except I went overboard on this minor aspect of the game, as usual. :P<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://4.bp.blogspot.com/-0DEMQMpIVro/WbS2gnIKc1I/AAAAAAAAETQ/x15XIP_P5PoZCaKUlo4LP3KN_WnjnIjnwCLcBGAs/s1600/001.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1510" data-original-width="1600" height="375" src="https://4.bp.blogspot.com/-0DEMQMpIVro/WbS2gnIKc1I/AAAAAAAAETQ/x15XIP_P5PoZCaKUlo4LP3KN_WnjnIjnwCLcBGAs/s400/001.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I used half index cards and sketched the 20 breeds for reasons.</td></tr>
</tbody></table>
<br />
Chickens have two stats, LAYING and MEAT. LAYING indicates how many copper a day you earn off their eggs. MEAT indicates how many silver a week they make (cash in on Sundays). It's all a bit abstracted in an odd way, but since sessions average 1-2 in-game days, I had to step up the timeline to make it worth it. I'm only making two breeds available for purchase each market day, including at least one cheaper breed (color bands are a quick price indicator for when I'm drawing from the pile).<br />
<br />
Roll one or more d20s to generate a chicken breed. Left column is the LAYING / MEAT stats. Names are unlikely to be appropriate for what you rolled, and are intended as examples (or pick an appropriate one).<br />
<br />
<style>
<!--
BODY,DIV,TABLE,THEAD,TBODY,TFOOT,TR,TH,TD,P { font-family:"Arial"; font-size:x-small }
</style>
<br />
<br />
<table border="0" cellspacing="0" cols="5">
<colgroup width="20"></colgroup>
<colgroup width="85"></colgroup>
<colgroup width="129"></colgroup>
<colgroup width="225"></colgroup>
<colgroup width="151"></colgroup>
<tbody>
<tr>
<td align="CENTER" height="17"><b><span style="font-family: "times new roman";">d20</span></b></td>
<td align="LEFT"><b><span style="font-family: "times new roman";">L/M (price)</span></b></td>
<td align="LEFT"><b><span style="font-family: "times new roman";">Quirk</span></b></td>
<td align="LEFT"><b><span style="font-family: "times new roman";">Coloring</span></b></td>
<td align="LEFT"><b>Name</b></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">1</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">1/2 (2s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Longcrower</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Gold laced</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Sheffield Singer</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">2</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">2/1 (2s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Laughing crow</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Double laced gold</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Kahara Buttonbird</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">3</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">2/2 (3s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Long feathers</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">White w/ black head</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Arashti Longneck</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">4</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">2/2 (3s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Tall upright tail</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Reddish brown, black tail</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Showy Helgiviker</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">5</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">1/3 (4s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Gamecock</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">White w/ brown speckles</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Eirenholm Frostfoot</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">6</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">1/3 (4s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Naked neck</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Brown w/ white speckles</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Gilded Marshhold</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">7</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">1/3 (4s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Huge comb</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Pure black</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Eigenwald King</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">8</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">3/2 (6s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Big white earlobes</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Pure white</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Bantam Kranovan</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">9</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">3/2 (6s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Feathered feet</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Green black</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Silver Prince</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">10</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">4/1 (8s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Long beards</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Double laced silver</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Zvoske Snowcap</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">11</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">1/4 (8s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Hardy</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Barred white & black</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Arbury Gold</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">12</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">2/3 (6s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Good flier</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Barred white & brown</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Piestova Potbird</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">13</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">2/3 (6s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Prodigious Tail</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Buff</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Heneruck Bandit</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">14</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">3/1 (4s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Ear tufts</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Dark red</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Geneheimer</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">15</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">3/1 (4s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Dumpy (creeper)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Silver laced</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Laughing Marsh Hen</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">16</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">3/1 (4s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Olive eggs</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Mahoghany</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Blackwood Dwarf</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">17</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">2/2 (3s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Daft</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Mahoghany w/ black head & tail</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Brasterberg Brown</span></td>
</tr>
<tr>
<td align="CENTER" height="17"><span style="font-family: "times new roman";">18</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">2/2 (3s)</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Extra tasty</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Gold w/ black tail</span></td>
<td align="LEFT"><span style="font-family: "times new roman";">Strigastadt Attic Hen</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">19</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">2/1 (2s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">White comb</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Black w/ white speckles</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Heybury Red</span></td>
</tr>
<tr>
<td align="CENTER" bgcolor="#E6E6E6" height="17"><span style="font-family: "times new roman";">20</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">1/2 (2s)</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Gentle</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Black w/ gold tips</span></td>
<td align="LEFT" bgcolor="#E6E6E6"><span style="font-family: "times new roman";">Konebruck Creeper</span></td>
</tr>
</tbody></table>
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-28806022396247721872017-07-30T17:02:00.000-07:002017-07-30T17:10:32.384-07:00Market SpecialsI love the feeling of bustling markets filled with strange goods, but players buying from equipment lists without the need for DM adjudication is so utilitarian as to have wholly supplanted any market-related roleplaying in my game. Telecanter made some <a href="http://recedingrules.blogspot.com/2016/07/shopping-mini-game.html">cool shopping rules</a> which I'll try out, but just for special commissions, since speed is a huge concern for me. Interactions that don't require DM adjudication are lamentably few and far between as it is. As a sort of compromise I've started utilizing "market specials" - the first time in a session the PCs say they're going through the marketplace (a central location in their borough as you might imagine), I tell 'em what freshly unloaded good is causing a buzz. Last session there was a foreigner with five "miniature bears" he was selling as exotic pets. One PC immediately bought one of the adorable critters and proudly walked it around town (leading to an invitation to meet an ennui-burdened noble, but that's another story), so I'd say it's worked out so far.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-gGtckEgC8y4/WX51Sl-5HrI/AAAAAAAACWw/c7fSe741ydooympISZvAiph4GDUf0eXkgCLcBGAs/s1600/panjiayuan-antique-market.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="338" src="https://3.bp.blogspot.com/-gGtckEgC8y4/WX51Sl-5HrI/AAAAAAAACWw/c7fSe741ydooympISZvAiph4GDUf0eXkgCLcBGAs/s1600/panjiayuan-antique-market.jpg" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://media-cdn.tripadvisor.com/media/photo-s/06/55/59/05/panjiayuan-antique-market.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
The left column is the general type. The right column is the specific good, which will be crossed out and replaced when it's rolled.<br />
<br />
<br />
<table border="0" cellspacing="0" cols="3">
<colgroup width="35"></colgroup>
<colgroup width="200"></colgroup>
<colgroup width="290"></colgroup>
<tbody>
<tr>
<td align="LEFT" height="16"><br /></td>
<td align="LEFT"><b>Good type</b></td>
<td align="LEFT"><b>Specific good</b></td>
</tr>
<tr>
<td height="16" style="text-align: center;">1</td>
<td align="LEFT">Exotic pet</td>
<td align="LEFT">Teacup bears</td>
</tr>
<tr>
<td height="16" style="text-align: center;">2</td>
<td align="LEFT">Fine / exotic mount</td>
<td align="LEFT">Riding lizards</td>
</tr>
<tr>
<td height="16" style="text-align: center;">3</td>
<td align="LEFT">Exotic arms</td>
<td align="LEFT">Meteor hammers</td>
</tr>
<tr>
<td height="17" style="text-align: center;">4</td>
<td align="LEFT">Exotic armor</td>
<td align="LEFT">Beetle carapace cuirasses </td>
</tr>
<tr>
<td height="16" style="text-align: center;">5</td>
<td align="LEFT">Elegant clothing</td>
<td align="LEFT">Peacock feather cloaks</td>
</tr>
<tr>
<td height="16" style="text-align: center;">6</td>
<td align="LEFT">Foodstuff</td>
<td align="LEFT">Candied emerald serpent</td>
</tr>
<tr>
<td height="16" style="text-align: center;">7</td>
<td align="LEFT">Charms / amulets</td>
<td align="LEFT">Nightmare-banishing amulets</td>
</tr>
<tr>
<td height="16" style="text-align: center;">8</td>
<td align="LEFT">Fine tobacco, wine, etc</td>
<td align="LEFT">Spiced cigars</td>
</tr>
<tr>
<td height="16" style="text-align: center;">9</td>
<td align="LEFT">Exotic drugs</td>
<td align="LEFT">Opal honey – hallucinate, see spirits</td>
</tr>
<tr>
<td height="16" style="text-align: center;">10</td>
<td align="LEFT">Unearthed treasures</td>
<td align="LEFT">Dusk oil – evaporates into black mist</td>
</tr>
</tbody></table>
<br />
Then roll twice on the drawback / benefit table. Pick the closest entry if the roll is contradictory. This section may need to be tweaked or just dropped.<br />
<br />
<table border="0" cellspacing="0" cols="3">
<colgroup span="2" width="114"></colgroup>
<colgroup width="127"></colgroup>
<tbody>
<tr>
<td align="LEFT" height="16"><b><br /></b></td>
<td align="LEFT"><b>Drawback</b></td>
<td align="LEFT"><b>Benefit</b></td>
</tr>
<tr>
<td height="16" style="text-align: center;">1</td>
<td align="LEFT">Expensive</td>
<td align="LEFT">High quality</td>
</tr>
<tr>
<td height="16" style="text-align: center;">2</td>
<td align="LEFT">Cursed / haunted</td>
<td align="LEFT">Extra cool</td>
</tr>
<tr>
<td height="16" style="text-align: center;">3</td>
<td align="LEFT">Low quality</td>
<td align="LEFT">None</td>
</tr>
<tr>
<td height="17" style="text-align: center;">4</td>
<td align="LEFT">Reserved</td>
<td align="LEFT">Extra useful</td>
</tr>
<tr>
<td height="16" style="text-align: center;">5</td>
<td align="LEFT">Requires permit</td>
<td align="LEFT">Two-for-one</td>
</tr>
<tr>
<td height="16" style="text-align: center;">6</td>
<td align="LEFT">Stolen</td>
<td align="LEFT">Provides clue / info</td>
</tr>
<tr>
<td height="16" style="text-align: center;">7</td>
<td align="LEFT">Unfashionable</td>
<td align="LEFT">Cheap</td>
</tr>
<tr>
<td height="16" style="text-align: center;">8</td>
<td align="LEFT">Waiting time</td>
<td align="LEFT">In fashion</td>
</tr>
<tr>
<td height="16" style="text-align: center;">9</td>
<td align="LEFT">Cult markings</td>
<td align="LEFT">Magical / blessed</td>
</tr>
<tr>
<td height="16" style="text-align: center;">10</td>
<td align="LEFT">Fake</td>
<td align="LEFT">Other side benefit</td>
</tr>
</tbody></table>
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-3358566962786780792017-06-27T22:02:00.000-07:002017-06-27T22:09:23.061-07:00Three Wands<br />
Mechanics are with Gutters, Guilds, and Grimoires in mind, but again should be easy enough to convert to your system of choice. Apologies for the poor image quality, the phone camera just didn't cut it on these.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-phiapt4ou3A/WVHF1p5NcLI/AAAAAAAACKw/BEO1UnSuGkAgF0eryBxrmdXsXo_6HSoFQCLcBGAs/s1600/w2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="869" height="59" src="https://4.bp.blogspot.com/-phiapt4ou3A/WVHF1p5NcLI/AAAAAAAACKw/BEO1UnSuGkAgF0eryBxrmdXsXo_6HSoFQCLcBGAs/s400/w2.JPG" width="400" /></a></div>
<br />
<b>Gray Vengeance</b><br />
Projects colorless flame in a beam 80' long, dex save at disadvantage to avoid. <br />
Does dX+1 damage. If you roll max damage, the wand is partially depleted and goes down the die chain on future uses. (d8 -> d6 -> d4 -> depleted)<br />
Most wands start on d6. Minor wands of Gray Vengeance start on d4, Greater wands on d8.<br />
If 5+ damage is dealt with the wand, a mind point is temporarily drained from the victim. Burns inflicted with the wand are crumbly and colorless.<br />
<br />
Constructed from tempered dim glass with a core of witch ash taken from the death-pyre of Waruda the Traitor by sympathetic agents. Waruda was denounced by several rival Strigastadt nobles who claimed she was scheming to take the life of the Queen. She was stripped of her titles and burned at the stake for treason. The Order of the Silver Pyre have been seen armed with these wands on their raids.<br />
<br />
Statistical note on expected charges:<br />
starting with d4: 25% <= 2 uses, 50% <= 3, 75% <= 6<br />
starting with d6: 25% <= 5 uses, 50% <= 8, 75% <= 13<br />
starting with d8: 25% <= 10 uses, 50% <= 16, 75% <= 23<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-gUdqUGFPP-A/WVHF1iAyEvI/AAAAAAAACKo/m1IdezI0neQLznzUH1noMrfGA2ZZjagMwCLcBGAs/s1600/w3.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="155" data-original-width="877" height="70" src="https://4.bp.blogspot.com/-gUdqUGFPP-A/WVHF1iAyEvI/AAAAAAAACKo/m1IdezI0neQLznzUH1noMrfGA2ZZjagMwCLcBGAs/s400/w3.JPG" width="400" /></a></div>
<b>Task</b><br />
A porcelain wand with simple cobalt flowers painted upon it. Heavy and cool in your hand. Wakens the spirit of an object, animating it and allowing the holder of the wand to command it to perform simple tasks. The objects are best able to accomplish things they know how to do - brooms sweep, spoons stir, brushes scrub. Can keep up to six objects animated at a time, each less than 20 pounds, for up to an hour each. Each time the wand is used, roll a d12. On a 12 the wand is depleted but the object's spirit is awakened for a year and a day.<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-57lUB4kY-7s/WVHF1vomiMI/AAAAAAAACKs/15p24nQi4qINTgQupMs5Gid8eH_bgMa8QCLcBGAs/s1600/w1.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="203" data-original-width="817" height="98" src="https://4.bp.blogspot.com/-57lUB4kY-7s/WVHF1vomiMI/AAAAAAAACKs/15p24nQi4qINTgQupMs5Gid8eH_bgMa8QCLcBGAs/s400/w1.JPG" width="400" /></a></div>
<b>Bloom</b><br />
A supple branch with delicate pink flowers. Causes plants to bloom. Works even on wooden objects, which will form a layer of bark before sprouting flowering twigs of its species moments later. There is a creaking rustling noise as the twigs push outwards. Range 20', affects all plants or wood within 5' of the target point. Each time used, roll a d12. On a 12 the wand is depleted but the target plants will blossom for a year and a day. Fertilized flowers will still fruit, but immediately regrow once the fruit drops. Multiple uses on the same plant may have deleterious effects. <br />
<br />
There were nine wands originally but I decided I wanted to practice drawing with them, so it'll take me a bit longer to finish and post 'em.Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-71843675163378259512017-06-12T15:43:00.002-07:002017-06-27T22:09:55.814-07:00Six Spells<div>
The names for these were taken from the <a href="http://thebonehoard.blogspot.com/2016/08/spell-generator.html">spell name generator</a> I posted a while back - the goal of which was to get spells that sounded suitably metal. :) </div>
<div>
<br /></div>
<div>
Stats are written for my house-rules game (Gutters, Guilds, and Grimoires), but should be easily convertible for whatever old-school system you use.</div>
<div>
</div>
<div>
<b>Crown of Fingers</b> - Sorcerer Rank 2, Source: ???.</div>
<div>
Make a crown of exactly eleven human fingers before chanting the spell. The wearer of the crown can dominate corporeal undead (non-mindless undead get a save). Each time the wearer establishes control over a new undead creature an index finger shrivels and scorches. When no more index fingers are left, the crown ceases to function. Control over undead lasts for 1d8 turns (DM rolls in secret). In addition, the wearer of the crown is able to interact with non-corporeal undead. This means you can hit them, but they can hit you more easily too and gain advantage when attacking you.</div>
<div>
<br /></div>
<div>
<b>Summon the Volcanic Tar</b> - Sorcerer Rank 1, Source: Kad-Athoth.</div>
<div>
Calls forth an eruption of smoking stinking tar in a 10' radius area. Creatures caught in the blast take 1d4 damage, and those in the area take 1d4 each round. Requires a strength check to pull free of the sticky tar. Lasts 1d6+1 rounds.</div>
<div>
<br /></div>
<div>
<b>Dream Jackal</b> - Sorcerer Rank 2, Source: Rhothastep.</div>
<div>
Summons a Dream Jackal, an ethereal creature that scavenges on the dreams of unsuspecting victims, tearing off scraps of the restful substance before moving on. Just before dawn it returns, sharing half the spoils with the summoner and leaving the victims feeling drained and with vague memories of ripping teeth and baleful eyes. On a successful luck check the summoner gleans a bit of useful information from one of the dreams. They also gain the benefits of having rested extra time, depending on the location of the casting:</div>
<div>
Villages: 1d4 days worth of rest</div>
<div>
Towns: 1d6+1</div>
<div>
Cities: 2d6</div>
<div>
For students of sorcery, there may be a possibility of recognizing a Dream Jackal gnawing on your dreams, and following it back to its source when it is satiated. For this or other reasons, Dream Jackals indulge with the rarefied dreams of sorcerers less frequently than they might desire.</div>
<div>
<br /></div>
<div>
<b>Blade Gate</b> - Sorcerer Rank 2, Source: Yahil.</div>
<div>
The caster designates a door, gate, archway, etc. Through this area blades cannot pass. When someone attempts to bring one through, the blade is ripped from their grasp by unseen forces and added to the gate's frame. If someone passes through without gifting a blade to the gate, all the accumulated blades attack until they get at least ten feet away. The caster is ignored by the gate. Lasts 1d6+1 turns or until 13 blades are accumulated. Can double those numbers by casting as a rank 3 sorcery.</div>
<div>
</div>
<div>
An aside - the Rotting Void is linked in odd ways to the lower levels of hell, bottomless pits all over the world, and much stranger places. It is a zero gravity lightless void, yet retains enough air to breathe. It is dominated by wrecks of corpses populated by grubs, flies, and other scavengers of rot which migrate as new food becomes available. The scattered entrances to the Rotting Void provide the new food at high velocities. Enormous corpses of unrecognizable creatures are the hubs of the Rotting Void, providing enough sustenance for years of feasting.</div>
<div>
<br /></div>
<div>
<b>The Beam of the Rotting Void</b> - Sorcerer Rank 1, Source: The Rotting Void.</div>
<div>
Harnesses the energies of the Rotting Void, accelerating decay in a target caught in the beam. To organic creatures this does 1d6 damage, and the target must save or the wound becomes septic. Inanimate organic objects become weakened by rot.</div>
<div>
<br /></div>
<div>
<b>Teeming Bolt</b> - Sorcerer Rank 2, Source: The Rotting Void.</div>
<div>
A chunk of bone with scraps of rotting matter is hurled at the target. The insects which gnawed the corpse down to this stub cover it in a writhing blanket. On impact it does 1d6 damage, and the ravenous insects deal an additional 1d4 each round until removed by fire or some other method. If rotten flesh is nearby they will prefer it.</div>
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-43183417205108290872017-06-09T22:12:00.001-07:002017-06-27T22:09:35.411-07:00d20 Figurines<span style="font-size: small;">So I got a bit burnt out and put the Strigastadt campaign on hiatus. It had a good run of 10 months this time around before I got worn out. I reckon when we return I'll pick up with the Forgotten Shore hexcrawl, several years after the last events. At the moment my friend Alex is picking up the slack and running a <a href="https://cirsova.wordpress.com/2017/05/30/guns-of-pellucidar-pt-1/">super rad game</a> where we play WWII GIs who've voyaged into the hollow earth to blow up secret Nazi bases. We're doing a hexcrawl and repeatedly getting fucked up by dinosaurs and shit, it's hella fun. <br /><br />With the stress of running a game every week gone, and the inspiration of playing in other folk's games I'm already feeling a lot more excited about writing up game stuff. It's been good. North Texas RPG Con was especially motivating, I played in a lot of really awesome games and had a ton of fun. I also ran Index Card D&D on a Friday night and it went great, folks really seemed to enjoy it. I might write up a brief post on that later.</span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Anyway, here's d20 figurines! Roll 3d20 and mix up the columns, or 1d20 and read across. I might add a random downsides column at some point but I'm too sleepy to think up any right now.</span><br />
<span style="font-size: small;"><br /></span>
<br />
<br />
<style>
<!--
BODY,DIV,TABLE,THEAD,TBODY,TFOOT,TR,TH,TD,P { font-family:"Arial"; font-size:x-small }
</style>
<br />
-->
<br />
<table border="0" cellspacing="0" cols="4">
<colgroup width="34"></colgroup>
<colgroup width="161"></colgroup>
<colgroup width="64"></colgroup>
<colgroup width="667"></colgroup>
<tbody>
<tr>
<td align="LEFT" height="16"><b>d20</b></td>
<td align="LEFT"><b>Material</b></td>
<td align="LEFT"><b>Form</b></td>
<td align="LEFT"><b>Function</b></td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">1</td>
<td align="LEFT" bgcolor="#E6E6E6">Porcelain</td>
<td align="LEFT" bgcolor="#E6E6E6">Tiger</td>
<td align="LEFT" bgcolor="#E6E6E6">Animates as a full-sized creature under owner's command for 1 hour, once per week</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">2</td>
<td align="LEFT" bgcolor="#E6E6E6">Red & Black Earthenware</td>
<td align="LEFT" bgcolor="#E6E6E6">Demon</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a day, feed the figurine 1 HP of your blood to gain one temporary luck</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="17">3</td>
<td align="LEFT" bgcolor="#E6E6E6">Labradorite</td>
<td align="LEFT" bgcolor="#E6E6E6">Skeleton</td>
<td align="LEFT" bgcolor="#E6E6E6">When a hit would reduce you to zero HP, reduce the damage by 2 and the figurine shatters</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="17">4</td>
<td align="LEFT" bgcolor="#E6E6E6">Opalite</td>
<td align="LEFT" bgcolor="#E6E6E6">Owl</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a day, can see through the figurine's eyes for 1 hour</td>
</tr>
<tr>
<td align="RIGHT" height="16">5</td>
<td align="LEFT">Jasper</td>
<td align="LEFT">Raven</td>
<td align="LEFT">If you're the target of a spell, make a luck check. On success, nullify spell and this shatters</td>
</tr>
<tr>
<td align="RIGHT" height="16">6</td>
<td align="LEFT">Coral</td>
<td align="LEFT">Raccoon</td>
<td align="LEFT">Doubles growth rate of plants within 10' if given blood once a week</td>
</tr>
<tr>
<td align="RIGHT" height="16">7</td>
<td align="LEFT">Malachite</td>
<td align="LEFT">Bear</td>
<td align="LEFT">Once a day, can become searingly hot for up to an hour</td>
</tr>
<tr>
<td align="RIGHT" height="16">8</td>
<td align="LEFT">Tiger Eye</td>
<td align="LEFT">Heron</td>
<td align="LEFT">Radiates coolness 5', your saves against fire/heat based attacks are at advantage</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">9</td>
<td align="LEFT" bgcolor="#E6E6E6">Turquoise</td>
<td align="LEFT" bgcolor="#E6E6E6">Fox</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a day, can become 200 lbs for up to an hour, while retaining same size</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="17">10</td>
<td align="LEFT" bgcolor="#E6E6E6">Ivory</td>
<td align="LEFT" bgcolor="#E6E6E6">Wolf</td>
<td align="LEFT" bgcolor="#E6E6E6">Eyes glow when within 40' of undead</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">11</td>
<td align="LEFT" bgcolor="#E6E6E6">Mahogany</td>
<td align="LEFT" bgcolor="#E6E6E6">Hound</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a day, eyes glow and gaze causes paralyzing fear against one target</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">12</td>
<td align="LEFT" bgcolor="#E6E6E6">Ebony</td>
<td align="LEFT" bgcolor="#E6E6E6">Serpent</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a month, can transfer all poison from within a target to a hollow in figurine</td>
</tr>
<tr>
<td align="RIGHT" height="17">13</td>
<td align="LEFT">Peach Pit</td>
<td align="LEFT"><a href="http://thebonehoard.blogspot.com/2014/11/feverlings.html">Feverling</a></td>
<td align="LEFT">Eases aches and pains. +1HP / night healing</td>
</tr>
<tr>
<td align="RIGHT" height="16">14</td>
<td align="LEFT">Forest Glass</td>
<td align="LEFT">Shark</td>
<td align="LEFT">Once a day, for 5 minutes will vibrate every time it hears a lie</td>
</tr>
<tr>
<td align="RIGHT" height="16">15</td>
<td align="LEFT">Blue Glass</td>
<td align="LEFT">Cat</td>
<td align="LEFT">Once a day, can cause all gases within 5' to condense. They stay that way for 5 min</td>
</tr>
<tr>
<td align="RIGHT" height="17">16</td>
<td align="LEFT">Ruby Glass</td>
<td align="LEFT">Griffin</td>
<td align="LEFT">Animates as above, but shadowy and can only attack ethereal creatures. Also can possess mindless undead.</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">17</td>
<td align="LEFT" bgcolor="#E6E6E6">Brass</td>
<td align="LEFT" bgcolor="#E6E6E6">Horse</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a day, trap incorporeal creature (they get a save). Only one can be trapped at a time. </td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">18</td>
<td align="LEFT" bgcolor="#E6E6E6">Blackened Steel</td>
<td align="LEFT" bgcolor="#E6E6E6">Frog</td>
<td align="LEFT" bgcolor="#E6E6E6">Animates as above, but only 6” tall.</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">19</td>
<td align="LEFT" bgcolor="#E6E6E6">Silver</td>
<td align="LEFT" bgcolor="#E6E6E6">Goat</td>
<td align="LEFT" bgcolor="#E6E6E6">Once a day, nothing within 5' can cause noise for 5 minutes</td>
</tr>
<tr>
<td align="RIGHT" bgcolor="#E6E6E6" height="16">20</td>
<td align="LEFT" bgcolor="#E6E6E6">Doll</td>
<td align="LEFT" bgcolor="#E6E6E6">Gorilla</td>
<td align="LEFT" bgcolor="#E6E6E6">Can store a rank 1 spell</td>
</tr>
</tbody></table>
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-12087907551182258192017-03-19T12:07:00.000-07:002017-03-27T21:52:41.848-07:00Index Card D&DI return! Here's my ruleset for Index Card D&D - a collaborative GM-less super simplified dungeon crawl game. Basically, everyone spends like 15 minutes creating a class, monster, treasure, room, and trap, and then we play a simplified D&D with the results. It's silly fun and always unbalanced, and you accumulate more cards the more you play. We've super been enjoying it, so I figured I'd share the current iteration of the rules. It's especially fun with a beer in hand!<br />
<br />
[<a href="https://goo.gl/fEPuWJ">link to pdf</a>] <br />
<br />
If you play this, I'd love to hear about it! Feedback welcome, especially if the directions are unclear. I'm thiiiinking of running this Friday or Saturday night at North Texas RPG Con, since there's a dearth of games in those slots (and it was fun trying it last year), so hit me up if that's something you'd be interested in. :)Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com12tag:blogger.com,1999:blog-516655009061498520.post-28792374490550934402016-10-15T00:09:00.001-07:002016-10-15T00:28:42.292-07:00Strigastadt VIIITonight's game was with a smaller crew than we're used to, yet it was quite eventful! It turned out to be a super long play report, so maybe grab a cup of tea before you dive in. :)<br />
<br />
<b>Characters:</b><br />
Belina the (mutant) printer [Jackson]<br />
Barbarus the aspiring chicken farmer [Also Jackson]<br />
Roxanne the wrecker [JT]<br />
Cecilly the acrobat [Alex]<br />
<br />
The session started with some upkeep / long-term plans. Cecilly is rounding up acrobats, jugglers, and other performers in a scheme to establish a sort of street performers' union backed by the protection of the Stone Cats. She found a few acquaintances willing to join if the Stone Cats established their reputation a little more solidly (Roxanne: "So we're a clown gang now?"). Work was also done to take control of the Belltower, former hangout of the Blind Vipers and crossroads of two inter-building bridges, where Cecilly hopes to establish a sort of soft toll checkpoint. The resident old bell-keeper resignedly sighed and ignored them as she went about her work. The plan is to have a rotating cast of performers that'll play and encourage donations (the gang keeping part of the profits), all while subtly keeping track of the movements of notable folks. Roxanne is working as a laborer until she finds employment as a bodyguard, and Barbarus (halfway healed from the saw-blade trap in the Grey District) managed to find a chicken farmer to apprentice himself to so he'll have expertise when his grand vision of maintaining rooftop coops outside the Roost is finally realized.<br />
<br />
Included in the group Cecilly has recruited so far is Raga Sigisdotr.
She's known for her imaginative portraits, and plans to ply her trade
below the Belltower when that gig gets going. She mocked one Drosta
Sibrosky, maker of accurate but dull portraits. She's a bit jealous
since Drosta has recently been patronized by Sigga the Wolf.<br />
<br />
Regarding the captured Red Demon Knives of Terror... All four agreed to join the Stone Cats, but two deserted the moment eyes were off them. Roxanne rewarded the other two for their loyalty with silver, and is supervising while they help to restore the Belltower, cleaning scorch marks off walls and putting doors back on their hinges. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-kLA_rSwvLH8/WAHPiEWbD-I/AAAAAAAABrc/PcrrIdD_3g8607DgbKFZOnvuUIPwWAiDgCLcB/s1600/belltower.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://1.bp.blogspot.com/-kLA_rSwvLH8/WAHPiEWbD-I/AAAAAAAABrc/PcrrIdD_3g8607DgbKFZOnvuUIPwWAiDgCLcB/s320/belltower.jpg" width="158" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Belltower</td></tr>
</tbody></table>
While going about these tasks I mentioned that there's a feast-day on the full moon in four days' time (now two), the Stormlord's Feast. In honor of Thegthiec, god of storms, vengeance, and vice, the festival involves a great deal of feasting and general excess. Many groups buy out whole bars to provide free drinks to passers-by, including the Hargrave Guards, the Watchers, the Velvet Knights, and many other groups. Even the stingy and unloved Brinston Boys participate, trying to buy the love of the common folk. It'd be a great opportunity for the Stone Cats to earn some goodwill.<br />
<br />
The feast-day has drawn the following people to Krüger so far:<br />
<b>Burgrave Aderfeld</b>, who has dominion over several boroughs, including Krüger. Lady Hargrave and Lord Brinston owe fealty to him.<br />
<b>Lord Hammerfist</b>, who has set up just across the bridge from the Belltower.<br />
<b>Hama Thurison</b>, seer of some renown. Able to part the veil and see Truth, for a price.<br />
<b>Chiongo the amulet maker</b>, reputable dealer in amulets to ward off the evil eye and other fell sorceries common folk are powerless to resist.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-b3ZgG32UjlM/WAHPiZlxekI/AAAAAAAABrg/Aas5U5iUQhUsncDLeXbcyGUijKNcJyHFgCEw/s1600/pl08.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://3.bp.blogspot.com/-b3ZgG32UjlM/WAHPiZlxekI/AAAAAAAABrg/Aas5U5iUQhUsncDLeXbcyGUijKNcJyHFgCEw/s400/pl08.jpg" width="227" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An amulet for every curse!</td></tr>
</tbody></table>
The priesthood of Thegthiec has jurisdiction during the feast-day, so until midnight people avoid conflict at all costs, as the priests are known for quite imaginative punishments. The minute after midnight though, a handful are occasionally inspired to honor Thegthiec's vengeful aspect, settling old scores. Barbarus has contacted the Righteous Banner and they're musing over a possible assassination overnight to make use of this cover... Mork requested Barbarus gather information on Lord Hammerfist and Lord Brinston as potential targets while they think it over.<br />
<br />
The feast-day has also brought in various sorts looking to profit off the crowds, including several folks peddling a variety of drugs on Coalstreet, below the Roost. Apparently they felt it reasonable to sell there since it's not in any active gang's territory. The party set out to correct that misapprehension. Muscling them out, they made clear Coalstreet is Stone Cat territory, though the act was of mixed popularity with the common folk.<br />
<br />
Speaking of reputation, Cecilly was accosted by members of the Watchers while she was out and about. Looking for a brawl, they called her out as a member of the Stone Cats, talking shit and threatening the upstart gang if they ever came back into Watcher territory. Cecilly escalated things with a well-placed throw, knife stuck quivering in a door frame inches from the lead thug's eye, and a retort that perhaps it is they who should learn some respect. Bellowing obscenities the two men charged, mistakenly unintimidated. Not two steps later Cecilly whipped another knife into the front dude's belly, drawing him up short while his friend charged. Distracted by the pain, the wounded guy threw his dagger with all his might at Cecilly, intending to then flee while his friend did the dirty work. Unfortunately he botched his throw, instead burying the dagger in his friend's neck. Cecilly's next throw was rather more effective. She left the bodies bleeding in the street as the bootsteps of the Brinston Boys fast approached. So, the Stone Cats have some more rep, but are definitely known for extreme violence at this point, which'll certainly impact local relations...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-D1RFS94y4TE/WAHQOJ77CsI/AAAAAAAABro/uATwcF7UGjY-ZxjcrS1qVhPUYxSBqbuXgCLcB/s1600/Codice_De_Trajes-42r-large.jpg%257Eoriginal_2.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://1.bp.blogspot.com/-D1RFS94y4TE/WAHQOJ77CsI/AAAAAAAABro/uATwcF7UGjY-ZxjcrS1qVhPUYxSBqbuXgCLcB/s400/Codice_De_Trajes-42r-large.jpg%257Eoriginal_2.jpeg" width="273" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Constable Peters</td></tr>
</tbody></table>
That reputation came into play not long after. On Coalstreet a tipsy whiskey-jug wielding man with rusted helmet and cuirass introduced himself as Constable Peters, drunkenly demanding they come along quietly. Despite his several unsubtle attempts to elicit bribes, Cecilly and Belina actually agreed to spend a night in jail for appearances' sake. Constable Peters is a bit incompetent, a bit corrupt, and does not have much in the way of backup, so he wasn't gonna push his luck with these violent criminals. Locking them in his 'jail' (spare bedroom) he burbled to himself contentedly as he walked off. Belina: "I search under the bed for something useful"... One critically failed luck check later, a dead body was found under the bed instead. Rolling up an NPC and it turns out to be... a signet-ring carrying scion of Lord Hammerfist with several knife-wounds in the back (but a curious lack of blood puddle). A bit of panicking later (Belina: "What if he's a serial killer?!" Cecilly: "Nah, too incompetent") they pounded on the door and demanded Constable Peters return, who in turn began panicking after assuring himself it was quite impossible they could have smuggled in a dead body while he arrested them. In his panic he decided to throw the body out his window into the canal below (in broad daylight), but Belina and Cecilly eventually managed to convince him to instead go straight to Lord Hammerfist, and claim they found the body in an alley outside. Belina ran off with the signet ring to fetch him while Cecilly stayed behind and made sure Constable Peters did not follow through with his earlier plan (though he did try hard to convince her). On the way over Belina spotted a contingent of 16 of Lord Hammerfist's men heading towards Constable Peters' place at a brisk pace. She hailed them, told her version of events, was clapped in irons, and taken along with.<br />
<br />
When they arrived Cecilly immediately betrayed Constable Peters, telling the true version of events. Belina agreed, changing her story (she claimed Constable Peters had threatened them if they did not lie). The leader of Lord Hammerfist's men said this was consistent with what they had heard, which was that the scion was seen entering the building with Constable Peters and then screams shortly afterward. Sadly, Constable Peters collapsed into drunken sobbing and was unable to defend himself coherently. After the questioning of bystanders as to the party's involvement corroborated their story, the PCs were let off the hook for now...<br />
<br />
Roxanne and Belina lingered afterwards, managing to sneak a look at some letters on the Constable's desk. One was half-finished and told of his encounter with a man dressed in the livery of the Glass Street Merchant Consortium led by Greta the Pious. He said the man was emerging from the sewers, surely up to shady business, and that he suspected the Consortium was up to something nefarious related to their recent expansion and extensive hiring of guards. The letter was addressed to Lady Hargrave. Unfortunately the men noticed Belina reading the letter and snatched it from her, kicking them out while they continued their investigation. Belina decided to follow up and report the letter to Lady Hargrave, in case the Hammerfists were intent on covering up that particular clue. On the way over Sigga the Wolf was seen escorting the portrait artist Drosta Sibrosky toward the South side of the borough. Sigga directed them to the guard house where Belina's story was rejected by a sleepy-looking guy with "You better be happy I am a deeply lazy man, I ought to lock up a filthy commoner like you for libel of an upstanding member of our merchant community, but I ain't feeling it right now. At least not if you get out of my sight before I come to my senses..."<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-C58y6Na-3r4/WAHZZ6nqHwI/AAAAAAAABsI/epgLE-s83a09rB_RWnEQOAtMfjKD0woTgCLcB/s1600/IMG_0681_sm2.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://1.bp.blogspot.com/-C58y6Na-3r4/WAHZZ6nqHwI/AAAAAAAABsI/epgLE-s83a09rB_RWnEQOAtMfjKD0woTgCLcB/s320/IMG_0681_sm2.JPG" width="260" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sigga the Wolf - Leader of the Hargrave Guards<br />
Converted mini I made from several others</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
</div>
The party in no way believes Constable Peters did the deed, so the mystery remains unsolved for the moment...<br />
<br />
The next day, Raga Sigisdotr reported to Cecilly that the Hargrave Guards had put up wanted posters for the arrest of Barbarus, Celeste, and Leonora on charges of theft and murder (reward of 20 silver!). She says she recognizes the uninspired but unfortunately accurate (as if from life!) artwork of Drosta Sibrosky, and warned Cecilly to tell her friends to lay low. She also mentioned gallows had been erected in the market square...<br />
<br />
Later that day, the long-imprisoned former leader of the Blackbirds was hung with little fanfare. Barbarus decided to lay low in the Roost until night, when he'd take a boat over to the Grey District and lay low with the Rat King. Unfortunately, just after nightfall a force of the Hargrave Guards stealthily crossed the rooftop below the Roost, intent on his capture. Noticing them before they got too close, Barbarus hastily descended the chain to the rooftop garden on the other side, intending to use the crops as cover as he fled. As he opened the door to the farmer's abode (where there are stairs down into the building) he came face-to-face with two more guards taking that route. Turning heel and fleeing through the garden towards the Sarcophagus bar, Barbarus quickly plotted a route down to the sub-street tunnels and out to the docks. One crossbow bolt narrowly missed him as he burst through the door, and another nicked his cheek as he sprinted across the bridge on the other side. Baseball-sliding under confused soldiers of Dame Nimeria, Barbarus managed to outdistance his pursuers, using his mental map from his days as linkboy as guide.<br />
<br />
Barbarus managed to make it out onto the night-darkened docks where he quickly decided stealing a rowboat was safer than hoping to hide among the crates and fishy cargo. As he rowed away lantern-light splashed across the docks and shouts were heard; they knew where he had gone. Heaving a sigh of relief he rowed into the fog... Me: "Ok, but since it's night-time and you're entering the Grey District I'll just check in case there's an encounter as you head over..." aaaaand of course the cruel dice gods spoke. Halfway across the river pale eyes reflected the bright moonlight. Webbed claws parted the water as several shapes swam towards the rowboat. Barbarus reversed course and frantically rowed back the way he had come, but not before the claws reached the boat. One reeking form pulled itself onboard, wielding a rusted meathook as it made for him. Mouth full of needle-like teeth its scaled form inspired terror. The meathook bit deep into Barbarus' thigh, but he managed to boot the thing back into the water and maintain his footing on the rocking boat. More forms pulled their way onboard as he desperately resumed rowing, one lunging forward and taking his left eye with a vicious bite. Barbarus' only hope was making it back to shore and the tender mercies of the Hargraves before he bled out, so he stoically shrugged off the pain and rowed harder. The bloodstained would-be chicken farmer miraculously made it just to the docks (the two guards panicking at the monstrous shapes and firing upon them) but unfortunately his foes were too numerous and intent on feasting upon his flesh, managing to bite into him and pull him down into the icy waters to his doom...<br />
<br />
So ends Barbarus. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Veu5soO6joI/WAHPic7xEQI/AAAAAAAABrw/kSzCI6X1GUQkku9I76w_4wx7LO2KOkzewCEw/s1600/deep_one_rising_by_pahapasi.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://1.bp.blogspot.com/-Veu5soO6joI/WAHPic7xEQI/AAAAAAAABrw/kSzCI6X1GUQkku9I76w_4wx7LO2KOkzewCEw/s400/deep_one_rising_by_pahapasi.jpg" width="311" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The doom of Barbarus<br />
(image by Pasi Juhola <a href="http://www.deviantart.com/art/Deep-One-rising-100042477" rel="nofollow">[src]</a>)</td></tr>
</tbody></table>
The Hargrave Guards turned over the Roost looking for the other two wanted murderers, but fortunately neither Celeste nor Leonora were there at the time.<br />
<br />
On the plus side, the party accomplished several goals during the session! The Stone Cats are now locally known (though currently of ill-repute), the Belltower is now under their control, a murder mystery has begun, the local constable is out of the picture for the time being, and a feast-day is coming up. A possibility for next session was discussed, that looting over in the Grey District may turn enough of a profit that y'all could sponsor a truly glorious night at the Sarcophagus during the Stormlord's Feast, thereby throwing money at the problem and trying to buy the goodwill of the locals (one of the main reason factions sponsor festivals honestly). Laying low in the Grey District seems like a good idea considering the heat those wanted posters are bringing.Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-22844597799450064962016-10-06T07:30:00.000-07:002016-10-06T07:30:17.682-07:00Strigastadt Play Report VIIAnd with this, the blog is finally caught up! Previous play report: [<a href="http://thebonehoard.blogspot.com/2016/10/strigastadt-play-report-vi.html">link</a>]<b> </b><br />
<br />
<b>Last week's session summary:</b><br />
Roxanne [JT], wrecker<br />
Tom [Mackenzie], fungus farmer<br />
Ludovica [Lauren], apprentice alchemist<br />
Leonora [Bart], spy<br />
Cecilly [Alex], acrobat<br />
Zamara [Heather], initiate of Zig<br />
Belina [Jackson], mutant printer<br />
<br />
The
party returned to the borough Krüger on the inhabited side of the
river, seeking to recuperate from wounds the Vorn Owls inflicted as well
as establish themselves as a proper gang. Lo Ren Zao was left in the
Rat King's care as he underwent a transformation... In Krüger Cecilly
gained patronage for her performances from one Count Marshhold, a
smiling but somewhat creepy noble who has recently moved back into
Strigastadt, apparently at the behest of his relative Greta the Pious
(leader of the Glass Street merchant consortium). Zamara worked hard at
gaining new converts to the following of Zig, and Tom focused on setting
up his mushroom children... He's rented a basement in the building
below the Roost and tucked them away there, with plenty of organic
material for sustenance, including a slain Vorn Owl and former comrade
Chuck Chuckleston, with the hope the fungal creatures will use the bones
as a framework to grow protectors. Only time will tell!<br />
<br />
While
going about their business, the party ran into a gang wearing
puffed-and-slashed red coats, bolo knives, and pompadours, who called
themselves the <span style="color: #990000;"><i><b>Red Demon Knives of Terror</b></i><i><b>!!!1!</b></i></span>
They apparently laid claim to the area around Coalstreet, where the
Roost is, and were shaking down the nearby shrines for protection money.
Cecilly artfully backflipped in front of them and offered the services
of the "Stone Cats Entertainment Troupe" to their leader Udhidg, who was
well pleased at the prospect. Udhidg said she expected a performance in
two days at... looked around, and pointed at the Sarcophagus, declaring
that's where they'd set up their HQ. Cecilly bowed out, and the party
began their plans...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://4.bp.blogspot.com/-q6WxGLDwbh8/V_R70TRf5DI/AAAAAAAABnA/nPYEX30YCb8OsRdRMVJwpdjgHjOvMz5mwCLcB/s1600/e16e1b0328021cb0e8e4c7e64172ab73.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://4.bp.blogspot.com/-q6WxGLDwbh8/V_R70TRf5DI/AAAAAAAABnA/nPYEX30YCb8OsRdRMVJwpdjgHjOvMz5mwCLcB/s320/e16e1b0328021cb0e8e4c7e64172ab73.jpg" width="195" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Stone Cats?</td></tr>
</tbody></table>
Two days later, after the Red Demon
Knives of Terror attacked and took over the Sarcophagus bar and called
out the people hiding in the Roost to fight (Barbarus - "Nobody here but
us chickens!"), the plan was carried out. Leonora had procured a large
quantity of wine which was drugged by concoctions procured by Ludovica.
Belina, Roxanne, and Cecilly worked out a routine to put on while the
others served the drinks, with knives concealed. After most had drunk
and were starting to act woozy the performance reached its apex and the
party sprung into action. Belina attempted to stun the sober Udhidg with
her fungal eye but Udhidg shrugged off the effects. Then a bolt of
yellowish energy was cast and people started stabbing... Two of the
Knives were defenestrated and a surprisingly tough Roxanne managed to
avoid being crushed by Udhidg's meteor hammer. The inhibited Knives
finally surrendered after half died, but one lieutenant managed to
escape out into the night (to which the party said good! Let the tale be
told the Stone Cats have arrived to stake a claim). Those who
surrendered were told to join or die, but immediately passed out due to
the drugged wine, so time will tell whether they'll convert or desert.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Vku4dBLu3Wg/V_R7D33cDaI/AAAAAAAABm4/3hEoF_w9S70f4LwZ8QyJmGevRS3lz9uzACLcB/s1600/Meteor_hammer.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://1.bp.blogspot.com/-Vku4dBLu3Wg/V_R7D33cDaI/AAAAAAAABm4/3hEoF_w9S70f4LwZ8QyJmGevRS3lz9uzACLcB/s320/Meteor_hammer.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Udhidg's Meteor Hammer</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<br />
<br />
<br />
The
party's rendition of the Red Wedding took most of the evening, but the
Stone Cats did subsequently lay claim to the Sarcophagus and the rooftop
farm outside, and are eyeing additional strategic assets to gain
control over, such as the old Belltower where the Blind Vipers used to
reside. The party is still debating the uniform for the Stone Cats, in
order to fit in with the other Krüger gangs. :) I'm looking forward to
seeing how it'll play out next time!Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-61928243117709515592016-10-05T07:30:00.000-07:002016-10-05T13:46:34.913-07:00Strigastadt Play Report VIPrevious play report: [<a href="http://thebonehoard.blogspot.com/2016/10/strigastadt-play-report-v.html">link</a>]<b> </b>first:<b> </b>[<a href="http://thebonehoard.blogspot.com/2016/09/strigastadt-play-report_25.html">link</a>]<b><br /></b><br />
<b>Session summary:</b><br />
Belina (Jackson), printer<br />
Celeste (Heather), fisherwoman<br />
Jafar (Mason), apprentice sorcerer<br />
Leonora (Bart), spire polisher<br />
Lo Ren Zao (JT), initiate of Otun<br />
Tom? (Mackenzie), fungus farmer<br />
Zabina (Lauren), Sewer Militia recruit<br />
<br />
<div>
After
discussing plans for returning to the inhabited side of the city, the
party spent the night on the upper floor of King Murod's building. After
the party heard distant animal screams in the night, a messenger from
King Murod appeared, requesting their presence. He informed them that
the immediate area was controlled by Vorn Owls <i>[taken in a half-ass manner from <a href="http://www.lulu.com/us/en/shop/scrap-princess-and-patrick-stuart/fire-on-the-velvet-horizon/paperback/product-22807768.html">Fire on the Velvet Horizon</a>, which I highly recommend]</i>, terrible predators that
kill all that moves after sundown, and warned them to avoid the streets
at this hour. The party offered to remove the threat for King Murod, who
was skeptical they could do so and survive. The party bargained him up
to offering four secrets of their choosing if they managed to succeed. I
think the party decided the threat from the Vorn Owls was being
exaggerated due to the rodent nature of the Rat King and his allies.
Anyhow, the next morning they set off to take care of the threat before
returning to the inhabited side of the river.<br />
<br />
Situated in a tower
overlooking King Murod's building, the Vorn Owls' roost was difficult
to access. The party decided to scale the thick ivy covering the walls
as the most expeditious way to the rooftop tower. Lo Ren Zao beseeched
Otun, to strengthen the vines and ease their climb. Unfortunately Otun
misunderstood and instead blessed them with blooming rose bushes
entwined through the ivy. Beautiful, but unfortunately the thorns did
not help. Jafar bravely volunteered to climb the two stories with a rope
in tow, but had abominable luck and fell, injuring his pride as well as
body. Eventually a rope was secured and the party found themselves at
the door to the Vorn Owls' tower. Zabina cleared the vines covering the
doorway and quietly entered...</div>
<div>
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-32OxbIGAuRA/V_R4dxTV3MI/AAAAAAAABmg/k1FninM3zq4-5nBp-1kvZ-3T-0HGaOcwACLcB/s1600/0500f7f1c487997415c1d045beacbd03.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://3.bp.blogspot.com/-32OxbIGAuRA/V_R4dxTV3MI/AAAAAAAABmg/k1FninM3zq4-5nBp-1kvZ-3T-0HGaOcwACLcB/s1600/0500f7f1c487997415c1d045beacbd03.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Tower</td></tr>
</tbody></table>
<div>
The first floor of the
two-story tower was windowless and empty apart from huge owl-pellets
littering the floor and a central spiral staircase. Breaking one pellet
open Zabina found the skeleton of a curious creature, horned, clawed,
and about 1.5' tall. Leaving the find behind, the party formed a column
to storm the second floor. Lo Ren Zao and I believe Zabina led the way,
and were engaged immediately after clearing the stairs by huge owls in a
room with broken windows and nests of strange materials. Unfortunately
when they attempted to cry out, no sound issued forth, and the rest of
the party was none the wiser, save for Jafar watching from outside and
working his sorcery upon the owls now visible as they dive-bombed his
companions. Lo Ren Zao was hit several times by raking claws and fled
down the stairs, and Zabina retreated as well when a pool of water
spread on the floor next to her, reflecting unseen stars, from which a
black tendril emerged. One owl and the tendril pursued and the owl was
almost immediately downed by the combined firepower of the seven party
members arrayed in front of the stairs, now including Jafar who rushed
inside to assist. The tendril took a little longer, but was eventually
hacked into and forced to retreat back up the stairs. As they finished
it off another such puddle opened just inside the door, though this
tendril fared little better than the first. After the tendril retreated
the pool remained, and no more owls pursued. Experimentally the owl body
was dropped in, which passed through the surface and disappeared as it
arced away. Deciding to stay inside until the pool disappeared, the
party had a few moments of rest while they regrouped. Belina and Celeste
(I think) led the way on the second charge, and were immediately
attacked by an owl surrounded by a crackling sphere of red energy, which
burned them as it passed by. After a couple passes it flew out a
window, but unfortunately for it was brought down by copious crossbow
fire before it could reach the roof. It did, however, absorb one of
Jafar's sorcerous bolts, seeming to consume the energy as it locked eyes
with him.</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-l6nz0dXwmCI/V_R5TPKFQtI/AAAAAAAABmk/YMbGemGcZpA9mHSPRbOrSQ1QiU2qLlnnwCLcB/s1600/tumblr_l7yzsnPrSc1qzph89o1_500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://1.bp.blogspot.com/-l6nz0dXwmCI/V_R5TPKFQtI/AAAAAAAABmk/YMbGemGcZpA9mHSPRbOrSQ1QiU2qLlnnwCLcB/s320/tumblr_l7yzsnPrSc1qzph89o1_500.jpg" width="279" /></a></div>
<div>
<br /></div>
<div>
At this point I think the party decided the
6 owls unaccounted for had fled, and started looting the nests. A
fistful of gems were found in a nest of baubles, and two nests of torn
papers yielded several juicy bits of information. Some figurines were
also recovered, though regrettably no more stone cats. Deciding to leave
the tower behind, the party was immediately ambushed by the remaining
owls, who had been waiting on the tower's roof. First another owl
enveloped in a red sphere swooped down, burning several. Another hexed
Tom, who's vision degraded into symbols - instead of seeing objects, Tom
instead saw the representative word. Like <span style="color: #3d85c6;">CELESTE</span> for his ally, and <span style="color: #990000;"><span style="font-size: xx-small;">BLOOD BLOOD BLOOD</span></span>
for the wound that shortly afterwards was rent in her side <i>[spell adapted from a curse found in Fire on the Velvet Horizon]</i>. Jafar and
Lo Ren Zao ran inside to the second floor, not wanting to be part of the
melee after already being wounded. Zabina bravely batted away owls but
soon after was afflicted by the symbolic curse as well. Leonora scaled
the ivy covering the tower in an attempt to reach the owls above. Belina
rained crossbow bolts upon the owls with her repeating crossbow until
her face was enveloped by small shadow-birds cawing loudly, effectively
blinding and deafening her as she took out her shield and attempted to
protect herself from unseen threats. Celeste was wounded and knocked unconscious, bleeding profusely while the battle raged around her. Lo Ren
Zao again called upon Otun, who caused the roses to fling their thorns
at one owl, downing it under the assault. Slowly the owls below were
felled, though not without significant injuries to the party. Leonora
managed to assassinate one owl still casting from the rooftop, and finish
off another. Jafar and Lo Ren Zao unfortunately were not as safe as
hoped, as one owl swooped in to assault them. A murderous struggle
ensued, with it first biting off Jafar's middle finger on his left hand,
then slashing through and permanently disabling his left arm, then (as
Jafar hid behind Lo Ren Zao) slashing into and temporarily disabling Lo
Ren Zao's left arm, then (as Lo Ren Zao and Jafar hid behind Leonora)
ducking blows and biting off Lo Ren Zao's manhood, and absorbing a
desperate last bit of sorcery from Jafar before finally falling to a
blow from behind from Zabina. Jafar managed to bind his wound before
bleeding to death, and Tom managed to staunch Celeste's bleeding as
well, and somebody bandaged up Lo Ren Zao before he bled out. Shaken,
the party still managed to emerge triumphant (though missing bits).</div>
<br />
The
Rat King was surprised they returned alive, doubly so they had
succeeded. He now owes the party four secrets, yet to be determined. Lo
Ren Zao, his faith shaken by the events, forswore Otun and pledged his
loyalty to King Murod, agreeing to be transformed into a "more perfect
form". What manner Otun's disfavor will make itself known has yet to be
determined... Jafar and Celeste will take several weeks to heal in the
Roost, and Jafar is considering making inquiries into having his arm
replaced by one vat-grown from demonflesh by a diabolist. Tom learned
some information regarding the tiny mushroom people he "rescued" from
the fungus-infested place they burnt down, and is considering supplying
them with organic materials and the skeletons of the owls in order for
them to grow fungal protectors based on those frames. Jafar has gained
enough knowledge to become a full-fledged sorcerer, so Belina has
apprenticed herself to him. Other party members are interested in
establishing themselves as a gang known as the Stone Cats, so that's
another thing that may be pursued next session.Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-50823787065103553512016-10-04T22:08:00.000-07:002016-10-04T22:14:02.756-07:00Death & DismembermentSpeaking of characters getting disfigured, I figured I'd share my Death & Dismemberment chart. I found most charts insufficiently generalized for my purposes, so created my own. So far it's worked well, dishing out non-lethal wounds at times but never feeling safe to roll on.<br />
<br />
Mechanics explanation - similar to WFRP, once characters are reduced below zero grit they roll on the below chart, adding one for each negative number they've reached. I.E. at -2, if they rolled a six, they'd get to 8 on the below chart. I've got a custom hit location die I use for the fights, so we know what's being hit for armor and wound purposes, which has arms, legs, torso, and head on it in varying proportions.<br />
<br />
<b>DEATH & DISMEMBERMENT</b><br />
<br />
2 - Adrenaline rush<br />
- Advantage on next roll of choice<br /><span style="font-size: xx-small;"> </span><br />
3 - Jagged wound<br />
- Scar (-(1d4-2) Cha if on face)<br />
<span style="font-size: xx-small;"> </span><br />
4 - Sub-part damaged (finger, eye, etc)<br />
- save or permanent inhibition<br />
- 3d4 weeks normal healing<br />
<span style="font-size: xx-small;"> </span><br />
5 - Part damaged<br />
- <b>Pain Check at advantage or pass out</b><br />
- <b>Bleed (2d4 + con mod rds till death)</b><br />
- Scar (-(1d4-2) Cha if on face)<br />
<span style="font-size: xx-small;"> </span><br />
6 - Sub-part destroyed (finger, eye, etc)<br />
<span style="font-size: xx-small;"> </span><br />
7 - Part disabled<br />
- <b>Pain Check or pass out<br /> - Bleed (1d6 + 1 + con mod rds till death)</b><br />
- save or permanent inhibition<br />
- Scar (-(1d4-2) Cha if on face)<br />
- 3d4 weeks normal healing<br />
<span style="font-size: xx-small;"> </span><br />
8+ - Part destroyed<br />
- <b>Pain Check at disadvantage or pass out<br /> - Bleed (1d4 + con mod rds till death)</b><br />
- 3d4 weeks normal healing<br />
<br />
After battle checklist:<br />
- Armor damaged?<br />
- Scars?<br />
- Healing times?<br />
<br />
Divine healing halves recovery time.<br />
<br />
<b>Quick NPC version:</b><br />
2-4 part damaged<br />
5-6 part damaged and they're down<br />
7+ deadAsterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-35345914651970460052016-10-04T20:36:00.001-07:002016-10-04T20:36:42.941-07:00Strigastadt Play Report VThe next session was a bit unproductive as far as play goes - due to people's schedules coinciding and other factors we had a full eleven players show up, so things kinda ground to a merry halt. They still managed to explore a little more of the fungus building (this time without any incidents of infection) before deciding it was too dangerous and expending a considerable amount of oil in order to burn it to the ground as the Rat King requested. More strange fungal creatures were encountered, and Tom the fungus farmer smuggled out a colony of tiny fungoid creatures who appeared inquisitive and non-hostile. Tom's mushroom children have been the subject of some debate, some characters advocating throwing them back on the blaze when first discovered, and much trepidation shared amongst the rest of the party.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-IXjTjEcZSYM/V_Rz0iZtC5I/AAAAAAAABmM/Neo9mSBTzdAVYutF-X_uC5WKFrUCEaGCwCLcB/s1600/fe53d839b228a3128cb19c6fc841b5d0.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://3.bp.blogspot.com/-IXjTjEcZSYM/V_Rz0iZtC5I/AAAAAAAABmM/Neo9mSBTzdAVYutF-X_uC5WKFrUCEaGCwCLcB/s320/fe53d839b228a3128cb19c6fc841b5d0.jpg" width="236" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mushroom children<br />
Awesome illustration by <a href="https://www.inprnt.com/gallery/inklingart/woodland-sprites/" rel="nofollow">Emma Lazauski</a>, <br />
a print hangs on the wall next to our play table.</td></tr>
</tbody></table>
The remainder of the session was spent investigating the second floor of the Rat King's building, the use of which has been given them in return for their services. Aside from skeletal cats trapped in a barred room, the place boasts a bedroom, small ballroom (trapped), kitchen (to be converted into alchemical laboratory), and a shelved collection of geological samples. Some minor treasures were recovered from the place, and the party spent the night in relative safety. Several party members spent time trying to trade secrets with the Rat King, but unfortunately he knew most those offered him. Jafar did trade a secret unknown by the group for information, but it remains to be seen if he will share...Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-91427353108784706752016-10-03T20:41:00.000-07:002016-10-03T20:48:57.086-07:00Strigastadt Play Report IVPart of my ongoing series of posting older play reports in order to catch up. Only a few more now! <br />
<br />
A largely different group of players returned to the Grey District the next session, following up on the previous session's lead, flasks of oil and a sack of cats in tow. As they entered the building, cinnamon-scented miasma began filling the street, burning exposed skin. They quickly filed in and beelined it to the chamber from where the drums had sounded last session, bursting in to find swarms of rats and several circles of white mice already formed. The poor cats were released and simply cowered before the massive quantities of huge rats, their exit barred by the party. As they considered their next step, a voice from deeper within commanded them to halt their futile struggle. Surprisingly the party complied, and as mishapped humanoid figures lit the candle sconces in the room, a voice from the silhouette of a throne began to speak. Thusly they met Rat King Murod, lord over secrets, darkness, and that which crawls, and also a rather small mouse atop a rather tall stack of books. The party immediately offered assistance to the Rat King, who considered, and then requested they raze the neighboring building infested with fungus, in exchange for a safe place on the second floor of his building and passage through his territory. They agreed and set forth into an underground tunnel in order to avoid the cinnamon gas. With them went Nimblet, a small white mouse with a telepathic link to the Rat King, who could respond to simple questions by an agreed-upon system of taps. Nimblet rode atop the head of Chuck Chuckleston the militiaman as they proceeded into the dark tunnel.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-37rKkDMMUVI/V_Mi2Me0ytI/AAAAAAAABkw/3PYDsFAdQ2c-yGDmdEz2eUS-kaQ8Lp82QCLcB/s1600/UT001.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://1.bp.blogspot.com/-37rKkDMMUVI/V_Mi2Me0ytI/AAAAAAAABkw/3PYDsFAdQ2c-yGDmdEz2eUS-kaQ8Lp82QCLcB/s400/UT001.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Chosen servants of the Rat King (<a href="http://www.mirliton.it/product_info.php?pName=ratscum-with-two-hand-weapons&osCsid=fuodr7vouu4lid184i17s85kc2">Mirliton miniatures</a>)</td></tr>
</tbody></table>
<br />
In the fungus building they fought fungal hounds, spore-spraying rubbery beasts vaguely in the shape of canines, and were forced to retreat when two party members were injured and one began hallucinating. Unfortunately the burlap masks they had fashioned themselves were not quite sufficient to prevent all the effects of spore inhalation from the many bizarre growths. When they tried to return to the Rat King's abode from the tunnels they were barred entry, for fear of infection... <br />
<br />
Worried now, the party struck deeper into the abandoned borough looking for a clear passage to the surface, which led to a Scooby Doo like chase scene as they sprinted from one threat to the next in increasing desperation, fending off grease dogs just long enough to bar a cellar door, walking through a trap with rusty knives, and running from several other strange creatures. Chuck Chuckleston was seriously wounded at this point, but still up and moving. Nimblet had fallen unconscious from spores earlier. Belina the printer was feeling the effects of spores as well, and worried about the rusty knives that had fallen on her head, slicing up her shoulders. They finally ran into a room that had light coming from the cracks in the door, but was also inhabited by a figure in archaic dust-covered armor, who rose from a slumped position and bared its blade. The party ran over to the door while Leonora the trader nervously placated the being, offering it a gift of terrified cats since that's what was at hand. Not sure what to think, the figure stood still long enough for them to frenetically rip the boards off the door and sprint out into daylight and freedom.<br />
<br />
Avoiding a seeming trap in the street and vaulting a mouldering barricade, the party nearly made it back to the docks before giant wasps descended upon them from above. They made a good show of it and drove them off, but not before Chuck Chuckleston was struck down by a barb through his upper arm. After several inexpert attempts the bleeding was stopped as he was at death's door, and the party loaded him into the boat to take to Mad Marge, a dockside healer whose services they could actually afford. Unfortunately, several failed rolls later, Chuck Chuckleston expired upon the bloodstained bench in her shack. Mad Marge came out and shook her head sadly. Nimblet soon followed. With heavy hearts the remaining party members carried the body back up to the Roost (the Blackbirds' hangout), for future burial.<br />
<br />
This is when the party learned about Strigastadt burial laws! By ancient law, any who die within Strigastadt's limits are to be interred in the walls of their dwelling, after certain rites are performed, and optionally after they've been exposed at a tower of silence. Those that live in Strigastadt are compelled to defend it in death, their bodies or spirits animated when invasions threaten. The party was like "Oh, that's why Strigastadt is haunted as shit!" and discussed plans to instead dump his corpse in the river. They were afraid the fungus that had infected him earlier would bloom from the walls if they buried in the Roost. Which 100% would have happened. But instead he was thrown in a back room until a consensus could be achieved. Meanwhile Belina was suffering fevers and her forehead began to swell with something underneath...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-yLjVo5dWKbA/V_MfBZTUmLI/AAAAAAAABkU/dZc2WShT2rkys1U-jNyGXEH_9AUCJrwhgCLcB/s1600/sam_bosma_1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://3.bp.blogspot.com/-yLjVo5dWKbA/V_MfBZTUmLI/AAAAAAAABkU/dZc2WShT2rkys1U-jNyGXEH_9AUCJrwhgCLcB/s400/sam_bosma_1.jpg" width="240" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Chuck Chuckleston?<br />
Art by the awesome <a href="https://www.inprnt.com/gallery/sbosma/">Sam Bosma</a>!</td></tr>
</tbody></table>
<br />Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-66683276852215143452016-09-27T13:30:00.000-07:002016-09-27T13:30:07.449-07:00Strigastadt Play Report IIIAnother old session summary:<br />
<br />
Last session was the party's initial foray across the river to the abandoned / quarantined Grey District, looking for loot. The party had just pulled off a heist on an arms warehouse of the Hargrave Guards, and wanted to make themselves scarce while patrols led by Sigga the Wolf scoured the borough for the culprits. Most the evening was spent cautiously exploring their selected landing spot, well away from the vaguely threatening group they had sold their ill-gotten arms to a couple days prior. After passing over the building overflowing with fungal blooms (party: 'Nope nope!') they entered a large dockside building with ratholes gnawed through the doors.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-o5_gXO2vLYs/V-eBk5E6BRI/AAAAAAAABjA/Lt_be8WrNEY891dwmJmx4j9PZqZr8GxcwCLcB/s1600/rat_swarm3_4977.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://3.bp.blogspot.com/-o5_gXO2vLYs/V-eBk5E6BRI/AAAAAAAABjA/Lt_be8WrNEY891dwmJmx4j9PZqZr8GxcwCLcB/s400/rat_swarm3_4977.png" width="400" /></a></div>
<br />
<br />
Predictably, the party immediately had to deal with a flood of rats. After the initial wave retreated, however, a small swarm of white mice entered the hallway ahead, running in concentric counter-rotating rings that began to mesmerize the onlookers. Fortunately Cecilly the Arsonist's immediate reaction to mice running in circles was to set them on fire, so before they were fully ensnared a bottle of oil saved the day. The singed survivors of the blaze retreated into the darkness and the party was thereafter constantly shadowed by gleaming eyes watching their every move. They cautiously proceeded...<br />
<br />
Inside the group discovered a locked stairwell with a huge wasp nest inside (party: 'Nope nope!'), smashed terrariums with the empty gnawed shells of what was said to be subjects of vivimancy, a locked room with opium pipes and luminescent mushrooms growing within a rotten dresser (later discovered to be an alchemical ingredient), and a room where Barbarus nearly lost his fingers to a serrated disk trap. After being bandaged up to stop the bleeding Barbarus got good and soused to numb the pain (and restore lost Grit). They decided to retreat when they noticed the rats all withdrawing to the same room, from which drums began to sound. End of session: "We're gonna buy oil and a sack of cats, then come for the Rat King"Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-43855725464243013152016-09-26T13:30:00.000-07:002016-09-26T13:30:10.753-07:00Strigastadt Play Report IIContinuing with my posting of month-old summaries to get the blog caught up: <br />
<br />
<b>Session recap: </b><br />
Last session the group put on their strategist hats and drew
up a plan of attack for a job Barbarus (Jackson) received from his
contact with the Righteous Banner. Mork had requested he burn down a
warehouse full of armaments owned by Lady Hargrave's guards, a callous
but skilled group stationed on the upscale Glass Street. The Righteous
Banner fears that, should the political situation turn violent, the
ruthless Hargraves would be a serious existential threat to their
people. Several plans of attack were drawn up, including convincing a
waiter of an upscale tower-restaurant overlooking the building to
conceal them after closing so they could descend unseen, but the party
was split over the arson aspect of the plan since the warehouse was on
the ground floor of a partially residential building, and a midnight
burning would likely entail the deaths of bystanders. Barbarus argued
they were rich folks anyhow, and therefore class enemies, but that
failed to sway the other members of the party. Instead an alternate plan
was drawn up to infiltrate from the warren of tunnels beneath the
warehouse, steal the armaments, and use their contacts with the
Blackbirds to smuggle them across the river for sale to their buyer in
the Grey District. The Blackbirds have agreed to the plan on the
condition no-one will know the party is working with the gang, since the
Hargrave guards are widely feared for their ruthless suppression of
criminals. In order to scout the layout of the warehouse, Chuck Chuckleston (JT) managed to win his way into
a fresh batch of recruits via a violent try-out.<br /><br />Meanwhile
Zamara (Maybe??? Heather's character) glorified her deity by brawling
in the fighting pits of Zig. She won the first couple rounds but when
the tides changed she tried to press her luck, eager to win glory and
egged on by the alleged pit veteran Chuck Chuckleston. She earned a broken
arm for her troubles, and is now on the mend. Sling and all though she
still helped win over adherents to their heist plan with her force of
personality.<br /><br />Delaying their plan a bit until everyone was
in place, they decided to try and take on the rampaging shaggamaw
(figuring the Blind Vipers were probably too much for them, even reduced
as they were), putting together a trap and ambush in an alleyway near
where it had been seen. The fisherman used rope to suspend a bundle of
cobblestones and a barrel of rainwater above the alley, and tied up a
net to prevent the beast's escape. The party lay in wait along the
rooftop, with several folks down in the alley with some bloody rags to
attract its attention. It unexpectedly came up through a different sewer
grate, and the party hastily took down the net that was now preventing
their own escape. Fortunately when it got to them the trap worked
flawlessly, disorienting the beast and wounding it. It still managed to
scoop Chuck Chuckleston into its mouth and was moments from biting off a
leg when it was brought down by the sudden onrush of cudgel and sword
wielding ambushers. The jerks from Lord Brinston's watch rewarded them
for their effort surprisingly, and have hung the body from in front of
their guard station to awe the populace.Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-76189031893459768872016-09-25T01:30:00.000-07:002016-09-25T01:39:39.957-07:00Strigastadt Play ReportThis is like two months old at this point, but I'm gonna post up some older summaries I'd sent out to the group to get the blog caught up, and then start posting weekly summaries thereafter.<br />
<br />
<b>Background info:</b> The group has now been back in Strigastadt for ten or so sessions, running a homebrew rule system I made based on WHFRP 1e and B/X, with other bits thrown in (variable spellcasting, advantage/disadvantage, etc). It's worked surprisingly well so far, with a few tweaks. They started out this foray to Strigastadt in a funnel, impressed into service in the sewer militia (a handy way to run a funnel in a city, sewer militia stolen from <a href="http://hereticwerks.blogspot.com/2012/03/sewer-militia-in-wermspittle-i.html">Heretic Werks</a>). Each started with a secret objective, like half of which ended up unused but dangling hooks for later. With surprisingly few casualties they managed to escape.<br />
<br />
<b>Session recap 0.5:</b><br />
In a shocking turn of events not a single person died! There was an
encounter with what is now known as "grease dogs" which developed into a
standoff situation, a surprisingly successful battle with luminescent
beaked jellies, and an unfortunate discovery that another entrance to
the depths had been breached and unseen (but apparently super sweaty)
parties let through. While hunting for what they suspected was a party
of deep dwarves, they ran into a large band of giggling feverlings who
were initially scared off but continued to shadow the party's movements.
They massed to attack when the party reached a dead-end shut by a
bronze door with complicated mechanisms. Just before they swarmed, the
locksmith figured it out and the party slipped through, finding a
stairway up to a cellar with doors open to the night. Since they had
heard noises indicating the infiltrators were not far ahead, they set
off at a run to catch up. Things took a duplicitous turn when the lead
party member mis-reported which alley they saw the escapees run down,
and the hunted managed to escape into the night. A local group of
watchmen was alerted and successfully convinced some awful monsters had
escaped from the tunnels below, and a manhunt was begun. One unfortunate
deep dwarf was caught out in an alley after collapsing exhausted from
flight, and put to the question. In an antiquated dialect he claimed
tens of thousands of deep dwarves were massing for an invasion and would
attack should he not be released. He also mentioned something about
enormous machines made to drive the populace insane. The party returned
to their post below, and *someone* left the bronze door to the surface
open as they passed...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-KuizwbQJJKg/V-eIEYefyVI/AAAAAAAABjc/O1-aDt5hVG4Ccj3uzDjWzdrVawebvABIgCLcB/s1600/deep_dwarf.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://1.bp.blogspot.com/-KuizwbQJJKg/V-eIEYefyVI/AAAAAAAABjc/O1-aDt5hVG4Ccj3uzDjWzdrVawebvABIgCLcB/s400/deep_dwarf.jpg" width="292" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Deep Dwarf - illustration by the amazing Gary Chalk</td></tr>
</tbody></table>
<br />
<b>Session recap 1: </b><br />
Last session the party was released from the
sewer militia after the corrupt judge was brought to justice, and
returned to the streets above to seek out opportunities. Barbarus the
linkboy [Jackson] got in deeper with the revolutionary Righteous Banner
political party, offering to aid the cause in whatever way he could.
Jafar the apprentice sorcerer [Mason] attempted to assassinate Barbarus'
new political boss since he's more aligned with the traditional
Strigastadt witch-nobility, but ultimately failed in the attempt (though
he perhaps implicated the Blackbirds in the attempt). Garrett the
smuggler [Alex] hit up his contact with the Blackbirds, a small gang
that specializes in smuggling, who entreated them for aid in an upcoming
rumble with the Blind Vipers.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://4.bp.blogspot.com/-bbfReTpGin4/V-eKjXynOhI/AAAAAAAABjs/PWaeVTCGI6If35s-BrzbaNeYThhY1keQACLcB/s1600/blackbirds.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://4.bp.blogspot.com/-bbfReTpGin4/V-eKjXynOhI/AAAAAAAABjs/PWaeVTCGI6If35s-BrzbaNeYThhY1keQACLcB/s400/blackbirds.jpg" width="300" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Blackbird</td></tr>
</tbody></table>
The Vipers, who each have pale
blind snakes coiled around their necks and many rings on their fingers,
had at least twice as many folks as the Blackbirds, so Garrett's contact
Heleida was desperate for additional muscle. Garrett and Barbarus both
offered to help, but Leonora the tobacconist [Bart] and Gin the fancy
apprentice diabolist [Cambria] decided a better course of action would
be to wait and break into the Viper's headquarters while they were
distracted at the rumble. Through rumors the Blind Vipers had been
connected to assassinations targeting the Righteous Banner, so Jafar
decided he would side with them...<br />
<br />
When the time came for the
rumble on the bridge, Garrett and Barbarus bravely held the front line
against the cudgels and blades of the Blind Vipers, but a party unknown
assassinated their ally Heleida with yellowish bolts of corrosive energy
from a darkened perch above. Leonora and Gin called off their plan when
it became evident there were a few Blind Vipers left guarding their
hideout, along with the rumor there may be a resident sorceress, instead
winding up drinking at a tower bar overlooking the torchlit bridge
throwdown, two of many curious faces watching from the buildings on
either side. A bloody affair, Garrett proved his worth by repeatedly
knocking opponents off the bridge to their deaths on the cobblestones
below, until one Blind Viper managed to wrestle him off instead. The
tides turned when the surprisingly staunch Blackbirds managed to down a
full half of the Blind Vipers, including the lieutenant Billi, causing
those remaining to retreat. Barbarus ended the fight winded and bruised,
but luckily without any serious injury. While licking their wounds
screams were heard in the streets below the bridge, and a cautious
Leonora heard guttural noises and crunching from where the bodies had
fallen... It seems the rumors of a marauding shaggamaw were not
unfounded. Unfortunately, this meant recovering Garrett's body was an
unwise proposition... Meanwhile things were escalating with the
regrouped Blackbirds, where furious voices were raised against the
drunken absentee leader, who hid from cowardice when the fight began. A
coup against his authority may be staged at this rate.Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-31955550070709607762016-09-12T18:58:00.001-07:002016-09-12T19:03:34.407-07:00A Graveyard OverflowingOne of the traditions I love best at our table is the graveyard - a place where notable PCs wind up when they die. Instead of fading into obscurity, we have a reminder of their awesomeness sitting next to the play table. They're fun to make and take a lot of the sting out of character deaths. Here's our graveyard, now full after almost a year and a half of play over several settings - it starts with Strigastadt, moves to the Forgotten Shore, goes to the Lost Pyramid, and finally returns to Strigastadt. With Chuck Chuckleston's death to a brutal combination of fungal hounds, grease dogs, and giant wasps recently, it looks like we need another expansion...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-UvoMd5HpYBU/V9dbnleYA9I/AAAAAAAABhU/wl-j95viXB4qsHayzGxfEXQWhDhEtpg9wCLcB/s1600/IMG_0302_b.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://3.bp.blogspot.com/-UvoMd5HpYBU/V9dbnleYA9I/AAAAAAAABhU/wl-j95viXB4qsHayzGxfEXQWhDhEtpg9wCLcB/s400/IMG_0302_b.JPG" width="266" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Open in new tab if you want it legible</td></tr>
</tbody></table>
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-90561281340739835522016-09-03T22:53:00.000-07:002016-09-03T22:53:32.370-07:00Mapping Strigastadt<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-JqLJgeYJbb4/V8u2OOZ81yI/AAAAAAAABgs/2yILn9q-r5s89ps8d3znEtgZTmFkCfAkwCLcB/s1600/IMG_0151_ed.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="https://2.bp.blogspot.com/-JqLJgeYJbb4/V8u2OOZ81yI/AAAAAAAABgs/2yILn9q-r5s89ps8d3znEtgZTmFkCfAkwCLcB/s400/IMG_0151_ed.JPG" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-MucXmE9TRaQ/V8uufkpyseI/AAAAAAAABgQ/ZIUKeoHO87glbLp2eqA2vf6KWOFhTg98gCLcB/s1600/IMG_0151.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
<br />
Last time I ran Strigastadt I had a bit of trouble communicating vertical relationships of buildings to each-other - 99% of movement was done via streets since that's what was obvious on the 2D marker map. This time around I got some slate & travertine tiles which're working really well for me so far. Since there's only 3 shapes of tiles (plus the small towers), they're quick to grab and plop down as the party explores. Slate & travertine are also dark and light enough for colored chalks to show up on them, so we can mark up the map as we go. Plus it's much more fun to plan out a borough by physically placing tiles.<br />
<br />
<b>Material details if you're curious:</b><br />
<b></b><br />
<a name='more'></a><b> </b> <br />
<br />
I think I spent around $80 on mosaic tile from home depot on this, but you could do it for less. The travertine for street / base terrain height isn't strictly necessary depending on what you're going for. I also got extra since I wanted a variety of building heights - if everything was one story it'd take less tile. If anybody ends up doing this though, be careful which tile you get. I think most mosaic tile comes with fiberglass grid backing which you should use gloves to strip off (I thought it was plastic so had a sad evening of burning arms). Also some of the tile I got had super foul smelling glue, which I only realized after getting home and opening the package. Sniff the tile first, having your map reek of chemicals sucks. I wound up spending an unfortunate amount of time scraping the glue off... Just get some that doesn't smell bad, or better yet, get mosaic tiles that are loose so you don't have to spend any time stripping backing off or dealing with glue residue. Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-44746061489196099172016-08-08T19:05:00.001-07:002016-08-08T19:11:51.003-07:00Spell GeneratorAfter playing around with the idea of using a metal band name generator for spell lists, I ended up just writing my own generator to satisfy my preferences. A good portion of them are various flavors of summon spells, and of course a good chunk are nonsensical but that's just how things go with generators. <br />
<br />
<br />
<script type='text/javascript'>
var globalCounter = 0;
function rand_element(choices) {
globalCounter++;
var randNum = (Math.floor(Math.random() * choices.length) + globalCounter) % choices.length;
return choices[randNum];
}
function getSpells() {
var invoke_words = ['invoke','call','summon','beseech']
var adjectives = ['fey', 'azure', 'accursed', 'amorphous', 'decadent', 'mirrored', 'iridescent', 'porcelain', 'eldritch', 'fungoid', 'lurking', 'nameless', 'spectral', 'tenebrous', 'bewitching', 'astral', 'callous', 'caustic', 'cynical', 'demon', 'devoted', 'eager', 'fervent', 'gloomy', 'listless', 'mercurial', 'quiet', 'restless', 'revered', 'serene', 'sharp', 'shrewd', 'slothful', 'somber', 'spiteful', 'stoic', 'subtle', 'sullen', 'sweet', 'tranquil', 'wary', 'watchful', 'volcanic', 'zealous', 'abandoned', 'acidic', 'ample', 'ancient', 'arid', 'austere ', 'avaricious', 'awful', 'bewitched', 'bitter', 'boiling', 'bleak', 'bright', 'broken', 'bronze', 'buzzing', 'cavernous', 'clouded', 'cold', 'colorless', 'crooked', 'cruel', 'cylindrical', 'dark', 'defiant', 'delirious', 'dim', 'disfigured', 'dismal', 'distorted', 'ecstatic', 'enchanted', 'enlightened', 'false', 'fearful', 'filthy', 'flawless', 'flickering', 'forsaken', 'frigid', 'frozen', 'fruitful', 'gaseous', 'glass', 'gleaming', 'brazen', 'glistening', 'glittering', 'golden', 'grave', 'grim', 'grotesque', 'half', 'harmonious', 'hateful', 'haunting', 'hideous', 'hidden', 'hollow', 'humming', 'hungry', 'icy', 'impure', 'insidious', 'jagged', 'jubilant', 'liquid', 'loathsome', 'lonely', 'luminous', 'lustrous', 'mad', 'meaty', 'metallic', 'misty', 'monstrous', 'motionless', 'murky', 'noxious', 'numbing', 'oily', 'ornate', 'pale', 'piercing', 'prime', 'pungent', 'putrid', 'quiet', 'radiant', 'repentant', 'rotting', 'scaly', 'scornful', 'serene', 'shadowy', 'creeping', 'shallow', 'shimmering', 'silent', 'silver', 'skeletal', 'somber', 'sorrowful', 'starry', 'strange', 'striped', 'teeming', 'terrible', 'torn', 'turbulent', 'twin', 'unknown', 'unwilling', 'white', 'wicked', 'wilted', 'winged', 'wrathful', 'insidious', 'astral', 'burning', 'smoldering', 'crackling', 'gaseous', 'crawling', 'overgrown', 'mossy', 'crumbling', 'jade', 'onyx', 'obsidian', 'sapphire', 'topaz', 'vermilion', 'scarlet', 'umber', 'bone', 'yellow', 'rusty', 'horned', 'beaked', 'infested', 'howling', 'gurgling', 'unseen', 'vespid', 'green', 'rust-red', 'towering', 'whispering', 'watery', 'warty', 'sulfurous', 'adamant', 'baleful', 'cerulean', 'corpulent', 'incendiary', 'limpid', 'noxious', 'serpentine', 'verdant', 'voracious', 'withering', 'mellifluous', 'nebulous', 'gray', 'aberrant', 'acrid', 'dire', 'incandescent', 'ossified', 'weeping', 'iron']
var places = ['void', 'mountains', 'hills', 'sea', 'sky', 'pit', 'abyss', 'woods', 'forest', 'fens', 'marsh', 'jungle', 'plain', 'islands', 'swamp', 'river', 'tarn', 'rift', 'lands', 'kingdoms', 'reef']
var nouns = ['acid', 'hound', 'raven', 'eye', 'ruin', 'blade', 'arrow', 'bolt', 'act', 'wind', 'flame', 'adder', 'horn', 'pact', 'anguish', 'sorrow', 'titan', 'monolith', 'beam', 'ray', 'beast', 'beetle', 'beyond', 'maw', 'barrier', 'pearl', 'fungus', 'iridescence', 'lurker', 'crow', 'stench', 'tendril', 'seed', 'steed', 'spell', 'liege', 'thrall', 'tooth', 'shadow', 'ape', 'panther', 'tiger', 'viper', 'spike', 'fog', 'pillar', 'symbol', 'tusk', 'shield', 'wall', 'flower', 'bloom', 'cloud', 'ooze', 'mud', 'hex', 'chaos', 'color', 'hunt', 'war', 'rain', 'wind', 'sight', 'touch', 'hand', 'blight', 'storm', 'bone', 'ogre', 'breath', 'gate', 'apparition', 'brew', 'cave', 'chalice', 'dream', 'demon', 'horror', 'hallucination', 'imp', 'mask', 'moon', 'owl', 'pattern', 'pitch', 'robe', 'torch', 'ward', 'shrine', 'angel', 'slayer', 'swarm', 'blood', 'cenotaph', 'cephalapod', 'chain', 'cage', 'charm', 'chord', 'grub', 'cicada', 'curse', 'coal', 'coat', 'collar', 'cone', 'word', 'contagion', 'crown', 'wound', 'cyst', 'dance', 'lance', 'destruction', 'dew', 'diadem', 'disk', 'wolf', 'bird', 'drum', 'dust', 'edge', 'eel', 'egg', 'elixir', 'energy', 'facet', 'feast', 'finger', 'flesh', 'flood', 'fog', 'force', 'frost', 'goat', 'scorn', 'thorn', 'oath', 'sphere', 'slime', 'desolation', 'candle', 'lord', 'doom', 'grip', 'harp', 'heat', 'hunger', 'salamander', 'ink', 'insect', 'jackal', 'tar', 'jar', 'jaw', 'jewel', 'key', 'serpent']
var print_strings = []
for (i = 0; i < 10; i++) {
var to_print = ''
combo_type = rand_element([1,2,3,4,5,6,7])
if (combo_type == 1) {
to_print = rand_element(invoke_words) + ' the ' + rand_element(adjectives) + ' ' + rand_element(nouns)
} else if (combo_type == 2) {
to_print = 'the ' + rand_element(adjectives) + ' ' + rand_element(nouns)
} else if (combo_type == 3) {
to_print = 'the ' + rand_element(nouns) + ' of the ' + rand_element(adjectives) + ' ' + rand_element(places)
} else if (combo_type == 4) {
to_print = 'the ' + rand_element(adjectives) + ' ' + rand_element(nouns) + ' of ' + rand_element(nouns) + 's'
} else if (combo_type == 5) {
to_print = rand_element(nouns) + ' ' + rand_element(nouns)
} else if (combo_type == 6) {
to_print = rand_element(adjectives) + ' ' + rand_element(nouns)
} else if (combo_type == 7) {
to_print = rand_element(nouns) + ' of ' + rand_element(nouns) + 's'
}
print_strings.push(to_print)
}
//If there's already a name it is removed
if(document.getElementById("spelllistresult")){
document.getElementById("spelllistplaceholder").removeChild(document.getElementById("spelllistresult"));
}
// A div element is created to show the generated name. The Name is added as a textnode. Textnode is added to the placeholder.
var element = document.createElement("div");
element.setAttribute("id", "spelllistresult");
element.setAttribute('href', "")
for (i = 0; i < print_strings.length; i++) {
element.appendChild(document.createTextNode(print_strings[i]));
element.appendChild(document.createElement("br"));
element.appendChild(document.createElement("br"));
}
document.getElementById("spelllistplaceholder").appendChild(element);
}
</script>
<br />
<input onclick="getSpells()" type="button" value="Generate Spells" /> <br />
<br />
<div id="spelllistplaceholder">
<div id="spelllistresult">
</div>
</div>
<br />
<br />
Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-58219210212903374992016-05-04T18:24:00.000-07:002016-05-04T18:26:40.109-07:00VatlingsAs <a href="http://thebonehoard.blogspot.com/2016/05/demon-spells.html">previously stated</a>, sorcerers grow artificial bodies in order to duplicate spells. Typically, very short-lived homunculi are used, lasting just long enough to get the job done. Some sorcerers create longer-lived homunculi via this process however, commonly referred to as vatlings. Here's a system for their creation accompanied by some bad scans of crappy watercolor splotch drawings I made.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-fGF2T1cn3y4/VyqFNV7abrI/AAAAAAAABek/tE_V97yMI0Y8vOY9goRGImcRZewUsgqzgCKgB/s1600/demonA.png" imageanchor="1"><img border="0" src="https://2.bp.blogspot.com/-fGF2T1cn3y4/VyqFNV7abrI/AAAAAAAABek/tE_V97yMI0Y8vOY9goRGImcRZewUsgqzgCKgB/s1600/demonA.png" /></a></div>
<br />
The demon-flesh samples used to grow vatlings are contained in specially-constructed zinc cylinders that stabilize the tissues for long-term storage. They're expensive to create and feed, so mostly sorcerers make do with a handful of strains, but if a new mutation is particularly useful it can be tempting to add to your repertoire. <br />
<br />
When finding a new tissue sample (from another sorcerer), roll random characteristics for the fleshy shells that strain creates (or just make something up):<br />
<br />
<a name='more'></a><b>Reproduction:</b><br />
<table border="0" cellspacing="0" cols="2">
<colgroup width="41"></colgroup>
<colgroup width="200"></colgroup>
<tbody>
<tr>
<td align="CENTER" height="16">1</td>
<td align="LEFT">Spores (either)</td>
</tr>
<tr>
<td align="CENTER" height="16">2 </td>
<td align="LEFT">Egg-laying (sexual)</td>
</tr>
<tr>
<td align="CENTER" height="16">3 – 5</td>
<td align="LEFT">Budding (asexual)</td>
</tr>
<tr>
<td align="CENTER" height="16">6</td>
<td align="LEFT">None</td>
</tr>
</tbody></table>
<br />
<b>Abilities (2/6th chance of one):</b><br />
<table border="0" cellspacing="0" cols="2">
<colgroup width="56"></colgroup>
<colgroup width="500"></colgroup>
<tbody>
<tr>
<td align="CENTER" height="16">1</td>
<td align="LEFT">Fast maturation (half growth time)</td>
</tr>
<tr>
<td align="CENTER" height="16">2</td>
<td align="LEFT">Armored skin (+2 AC/Armor)</td>
</tr>
<tr>
<td align="CENTER" height="16">3</td>
<td align="LEFT">Allergic to gold</td>
</tr>
<tr>
<td align="CENTER" height="16">4</td>
<td align="LEFT">Burns in daylight</td>
</tr>
<tr>
<td align="CENTER" height="16">5</td>
<td align="LEFT">Sees in dark</td>
</tr>
<tr>
<td align="CENTER" height="16">6</td>
<td align="LEFT">Rubbery skin (+1 AC/Armor)</td>
</tr>
<tr>
<td align="CENTER" height="16">7</td>
<td align="LEFT">Fast</td>
</tr>
<tr>
<td align="CENTER" height="16">8</td>
<td align="LEFT">Vicious claws</td>
</tr>
<tr>
<td align="CENTER" height="16">9</td>
<td align="LEFT">Slow Regeneration</td>
</tr>
<tr>
<td align="CENTER" height="16">10</td>
<td align="LEFT">Wings</td>
</tr>
<tr>
<td align="CENTER" height="16">11 – 12</td>
<td align="LEFT">Stable (half chance of physical mutations when reproducing)</td>
</tr>
</tbody></table>
<br />
<b>Appearance: </b>
<style>
<!--
BODY,DIV,TABLE,THEAD,TBODY,TFOOT,TR,TH,TD,P
</style>
<br />
<table border="0" cellspacing="0" cols="4">
<colgroup width="56"></colgroup>
<colgroup width="87"></colgroup>
<colgroup width="99"></colgroup>
<colgroup width="162"></colgroup>
<tbody>
<tr>
<td align="LEFT" height="16"><br /></td>
<td align="LEFT"><b>Color</b></td>
<td align="LEFT"><b>Build</b></td>
<td align="LEFT"><b>Head</b></td>
</tr>
<tr>
<td align="CENTER" height="16">1</td>
<td align="LEFT">green</td>
<td align="LEFT">emaciated</td>
<td align="LEFT">no horns </td>
</tr>
<tr>
<td align="CENTER" height="16">2</td>
<td align="LEFT">chartreuse</td>
<td align="LEFT">skinny</td>
<td align="LEFT">one small horn</td>
</tr>
<tr>
<td align="CENTER" height="16">3</td>
<td align="LEFT">orange</td>
<td align="LEFT">medium</td>
<td align="LEFT">two small horns</td>
</tr>
<tr>
<td align="CENTER" height="16">4</td>
<td align="LEFT">magenta</td>
<td align="LEFT">rotund</td>
<td align="LEFT">two horns</td>
</tr>
<tr>
<td align="CENTER" height="16">5</td>
<td align="LEFT">purple</td>
<td align="LEFT">fat</td>
<td align="LEFT">two long horns</td>
</tr>
<tr>
<td align="CENTER" height="16">6</td>
<td align="LEFT">blue</td>
<td align="LEFT">obese</td>
<td align="LEFT">two imposing horns</td>
</tr>
</tbody></table>
<br />
When a strain is used to create a new body, roll 1d8 to see if it mutates:<br />
1 Change method of reproduction<br />
2-3 Add random ability<br />
4-5 Lose random ability<br />
6-8 No change<br />
And move two of the appearance categories one notch.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://4.bp.blogspot.com/-H2MowR_I-2w/VyqFNqOWStI/AAAAAAAABek/DxgvsLi5MoISjhzhkVLd6rRcYhqhJcSjQCKgB/s1600/demonD.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://4.bp.blogspot.com/-H2MowR_I-2w/VyqFNqOWStI/AAAAAAAABek/DxgvsLi5MoISjhzhkVLd6rRcYhqhJcSjQCKgB/s1600/demonD.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It brought you flowers?</td></tr>
</tbody></table>
Animal material can be added to a tissue sample when creating a new body to give it similar characteristics (like <a href="http://thebonehoard.blogspot.com/2014/11/feverlings.html">feverlings</a>). Whether special abilities are duplicated is up to the DM, but this would likely increase the material cost at the least.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-YHaxtzNOVJo/VyqFNZAveuI/AAAAAAAABek/T_VS1y4xvlwjlxj3OQ9s8wotPGuvzXuMwCKgB/s1600/demonC.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://3.bp.blogspot.com/-YHaxtzNOVJo/VyqFNZAveuI/AAAAAAAABek/T_VS1y4xvlwjlxj3OQ9s8wotPGuvzXuMwCKgB/s1600/demonC.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Vatlings get cold too</td></tr>
</tbody></table>
<b>Costs</b>:<br />
Base 50 gp * spell level<br />
Size: 1.5' tall and 1 HD per spell level<br />
Lifespan: 3 hrs / 3 days / 3 weeks / 3 months / 3 years / 3 decades / 3 centuries<br />
Cost doubles each category you go up in lifespan<br />
Time to create: spell level number of days, doubles at each lifespan category<br />
Takes twice as long without a proper lab<br />
For each offspring you induce it to create pay the material cost again.<br />
Reproduction is triggered by introducing certain chemicals to the mixture, they don't just start budding while walking down the street. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-qKd5DexpyQY/VyqFN-o6dWI/AAAAAAAABek/L6CsIILuWRcmta6QLzicRldJY9KnrFdkQCKgB/s1600/demonE.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://2.bp.blogspot.com/-qKd5DexpyQY/VyqFN-o6dWI/AAAAAAAABek/L6CsIILuWRcmta6QLzicRldJY9KnrFdkQCKgB/s1600/demonE.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The smarmiest vatling</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
So, a body only capable of holding a level 1 spell that lives only 3 hours after creation costs 50gp and one day of labor.<br />
A body for a level 3 spell that will last 3 months would cost 50 * 3 * 2 * 2 * 2 = 1,200 GP and 24 days to grow. It'd be 4.5' tall and HD 3.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-NL4smZwTQ3Y/VyqFN_oRrsI/AAAAAAAABek/6ozuaHHmrbsGt-QgMq4rwhn6Z6J5ZgC3gCKgB/s1600/demonG.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://3.bp.blogspot.com/-NL4smZwTQ3Y/VyqFN_oRrsI/AAAAAAAABek/6ozuaHHmrbsGt-QgMq4rwhn6Z6J5ZgC3gCKgB/s1600/demonG.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Tired of your shit Pamela</td></tr>
</tbody></table>
You can make a body larger than it needs to be.<br />
They can cast themselves once per day.<br />
They get personalities over time, but start off automaton-like.<br />
Their appearance is rapidly modified by whatever spell they contain (smoking coal-mouths for fireball, etc). <br />
New ones don't automatically like you! Do a reaction roll with your level - their level as a modifier. Bad reaction rolls result in them trying to escape or murder you.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-aTITaXkQ2jw/VyqFN2eaEXI/AAAAAAAABek/GOGeyiohL1c3B6qzFvji--MG5pfco4NNwCKgB/s1600/demonF.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://1.bp.blogspot.com/-aTITaXkQ2jw/VyqFN2eaEXI/AAAAAAAABek/GOGeyiohL1c3B6qzFvji--MG5pfco4NNwCKgB/s1600/demonF.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Helping!</td></tr>
</tbody></table>
Uh yeah that's all I got for now. I'll probably change stuff when I run it and realize it's broken.<br />
<br />Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-45358058451766047172016-05-02T13:31:00.000-07:002016-05-04T18:28:50.507-07:00Demon-spellsRiffing off / reinterpreting the idea thread Scrap Princess and Arnold K. have going <a href="http://monstermanualsewnfrompants.blogspot.com/2016/04/life.html">here</a> and <a href="http://goblinpunch.blogspot.com/2016/05/mutant-spells.html">here</a> about spells being an actual lifeform. I am a literal-minded fellow so I took it towards spells originating as flesh-and-blood creatures.<br />
<br />
So, spells originally come from demons. Many demons have the ability to project their consciousness outwards from their bodies, manifesting as fireballs or choking mists or whatever. Unmoving, vacant gazed, their bodies wait until the consciousness returns (usually quite quickly). Some people a very long time ago figured out how to trap those roving consciousnesses, first as a defense, then utilizing them as weapons. All spells are therefore unique entities, although there is some commonality in function between them.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://vignette1.wikia.nocookie.net/warhammer40k/images/6/69/NurgleManifestation.jpg/revision/latest?cb=20130323211642" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://vignette1.wikia.nocookie.net/warhammer40k/images/6/69/NurgleManifestation.jpg/revision/latest?cb=20130323211642" height="320" width="316" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I don't know what level spell this guy is but it's bad news [<a href="http://warhammer40k.wikia.com/wiki/Nurgle">src</a>]</td></tr>
</tbody></table>
Each page in a spellbook is a spell-mind trap, with the mental key belonging to the sorcerer. You can get a spell from someone, but the process is akin to building your own cage based off their design, and then breaking theirs to steal the spell-mind within. So there's no copying, only taking. Spells are memorized by constructing mental prisons for these spell-minds. The more experienced a caster you are, the more of your mind you can compartmentalize, sacrificing non-essential zones for temporary spell storage. This is why wizards are so weird, they're re-purposing parts of their brain that are normally used to interact like a human being.<br />
<br />
The spellbook mind-traps will collect the dispersed consciousness of a spell after casting. Scrolls are easier to make since they don't need the functionality of the re-trapping, the consciousness is just set free permanently. <br />
<br />
You can gain new spells by:<br />
Stealing from someone else<br />
Making a contract with a demon for the temporary use of its consciousness<br />
Overpowering a minor demon and taking its mind<br />
Killing other spellcasters and taking the spell etched on the inside of their skull<br />
Breeding new ones (the most common method)<br />
<br />
Spells on the insides of skulls: From Logan Knight <a href="http://www.lastgaspgrimoire.com/lets-see-whats-been-on-your-mind/">here</a>. Sorcerers, in order to cast spells, warp their consciousness into a prison, becoming more spell- and demon-like themselves in the process. At the end of their lifespan their mind partially congeals into a unique spell etched on the inside of their skull - the effect being proportional to their power and related to their subconscious desires or obsessions. Pyromaniacs usually result in fire spells, paranoid schemers an insidious fear spell, lepidopterists a hurricane of butterflies, etc. The spell-mind retains a fragment of the personality and secrets known by the person. Basically, cast your dead friend/enemy once a day.<br />
<br />
Breeding new spells: First you gotta transfer the spell-mind to a corporeal body. Then get it to reproduce. Made bodies are used for this process, special empty-minded homunculi created to mature and reproduce rapidly [edit - <a href="http://thebonehoard.blogspot.com/2016/05/vatlings.html">vatlings</a>]. Arms, eyes, stability are optional since it's just a temporary vessel, though the size of the body does need to be proportional to the spell's power. 1/6 chance of the spell mutating at this point, per Arnold's table. 1/12 chance of the spell mutating such that it loses the ability to cast and becomes inert. When different spells interbreed there's like a 3/6 chance they don't mix right, and something weird and bad happens. Like terrible mutants, spell fallout, or what-have-you. Homunculi require expensive ingredients, and more problematically, an initial sample of demon-flesh. It's a lot easier to get this initial sample from other sorcerers than the source, though that dilutes the potency.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://vignette1.wikia.nocookie.net/berserk/images/f/f8/Demon_Fetus.jpg/revision/latest?cb=20080611151726" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://vignette1.wikia.nocookie.net/berserk/images/f/f8/Demon_Fetus.jpg/revision/latest?cb=20080611151726" height="260" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A temporary homunculus [Berserk]</td></tr>
</tbody></table>
Regardless of result, the offspring are not automatically friendly to the caster. Do a normal reaction roll, a negative reaction indicating it casts itself at the first available opportunity upon maturation and will try to escape if possible. There are special "free-casters" that don't actually memorize spells, but travel with one or more allied homunculi they convince to cast themselves when needed (Ash Ketchum style). Their power is constrained by the difficulties of traveling with multiple obviously demonic creatures, and that powerful spells can dwarf them in size. (I dunno, like 2' tall per spell level?)<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://vignette1.wikia.nocookie.net/warhammer40k/images/5/50/Nurglings6th.jpg/revision/latest?cb=20120811155631" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://vignette1.wikia.nocookie.net/warhammer40k/images/5/50/Nurglings6th.jpg/revision/latest?cb=20120811155631" height="320" width="307" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Level 1 spell homunculi? [<a href="http://warhammer40k.wikia.com/wiki/Lesser_Daemon">src</a>]</td></tr>
</tbody></table>
<br />
Escaped spells can be problems. <a href="http://www.lastgaspgrimoire.com/gobbos/">Gobbos</a> are presumed to be escaped spells that have lost their ability to cast but retained their artificial fecundity intended for lab use. Higher-level spells that are ogre-sized are a more deadly threat. Even more deadly when through mutation a strain re-gains their ability to cast themselves. <a href="http://thebonehoard.blogspot.com/2014/11/feverlings.html">Feverlings</a> happen like this too.<br />
<br />
Spells take on personalities and gain stronger wills the longer they've been thought. A 1st level spell doesn't own a large share of your consciousness and so hardly matures at all. A spell with its own body matures much more rapidly. One can only imagine the plight of mighty sorcerers trying to shut out the voices of trapped elder demons. The bargains to convince the spell to be cast must be dire indeed.<br />
<br />
Gaining new spell-effects: Other than mutation or getting spells from the wild, some sorcerers master a drug-induced hallucinatory trance that allows them, at great physical and emotional strain, to alter spell-minds currently memorized. This causes loss of XP as areas of the mind are broken down in the process. It's a strong mental poison that alters all within the mind. For the comparatively smaller spell-mind, this means a proportionally more total change, but there is a cost to the host as well. The trance can be controlled somewhat through extensive preparations.<br />
<br />
Demons hate sorcerers especially because sorcerers are all running around with trapped fragments of demon-minds in their heads. Killing sorcerers has that extra relish of vengeance. Killing sorcerers probably releases/casts all their spells at once, so watch out for that I guess.<br />
<br />
Also I just got WFRP 1e and it's awesome.Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0tag:blogger.com,1999:blog-516655009061498520.post-87178849528339017512016-02-20T20:56:00.002-08:002017-07-19T13:22:36.627-07:00A Generator Game[Edit - Refined and PDF'd version <a href="http://thebonehoard.blogspot.com/2017/03/index-card-d.html">here</a>] <br />
<br />
Game playtested with my friends a single time - so take with a grain of salt. It's sloppy fun though, and part of the point of it is to end up with play artifacts that can be used elsewhere.<br />
Requirement: an understanding of how some D&D concepts work (DCs, combat mostly). It's nice to have a reference for average AC, HD, damage, and DCs as well for folks less familiar.<br />
<br />
Start the game with a stack of index cards. Each person makes (should take < 15 minutes in the making phase):<br />
<br />
- A class + starting item (at a minimum, HD and level-up requirement [kill three snakemen per level, etc], but trapfinding bonuses, attack bonuses, special abilities are nice)<br />
<br />
- A piece of loot <br />
<br />
- A spell (either go Vancian with your spellcasting or have a spellcasting DC on each spell, detail what happens on success or failure)<br />
<br />
- A monster (HD, attack bonus, AC, damage, you know the drill) [probably start with 1-3 HD monsters, go up 1-2 HD with each playthrough)<br />
<br />
- A trap (needs a DC to find the trap, plus what happens when it goes off)<br />
<br />
- A room (basic quick sketch, links up to some or all of the 4 sides of the index card, can have Things and/or Monsters in them, which will randomly be drawn from the created stack of cards, plus whatever special things/rules are there)<br />
<br />
You can't start with your own class, randomly draw until you get a class you haven't played before and isn't your own. Write up a one-line character on an index card, no need for ability scores. Shuffle the stack of rooms, stack of monsters, stack of spells + loot + traps. Draw a room, for each monster symbol draw a monster and deal with it, for the other things try to search for traps before flipping over the card to see what it was. When the monsters run out, reshuffle that deck. If there are a bunch of people playing probably draw two or more per monster symbol. Flip over new rooms from the deck when you explore through the exits. When you're done with the dungeon go back to the making things phase and add them to the pile.<br />
<br />
I had spellcasting working as a pool - you started with Xd6 in your pool and expended portions on casting spells, you could add in red dice to the casting that did damage to you equal to what they rolled, which was maybe too brutal but hey. <br />
<br />
I probably didn't explain everything, but y'all probably get the gist of it and will want to change parts anyhow.<br />
<br />
The game has like 0% chance of actually being balanced the first playthrough but that's part of the fun. Our testing found us comically underpowered at first and dying after finding a useless piece of loot, crawling through a shitter, and being murdered by the first monster we encountered. Eventually some folks drew OP classes or weapons and they actually managed to survive to level up, and it got easier. Probably best if you retire adventurers at level 3 or 5 maybe, since the dungeon doesn't scale as much.<br />
<br />
It's fun, and you wind up with a weird assortment of monsters, classes, spells, etc. We had lizardmen, dryads, buzzsaw rippers, terrible wizard apprentices, etc as PC classes, and weirder things as enemies. Like most games, probably best played with a drink in hand.<!--15-->Asterhttp://www.blogger.com/profile/10718046570892329949noreply@blogger.com0