tag:blogger.com,1999:blog-58020461135422432052024-02-18T23:52:35.005-06:00Buildings Are PeopleOld School RPG MusingsValzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.comBlogger74125tag:blogger.com,1999:blog-5802046113542243205.post-23913677520191181022022-07-27T10:00:00.001-05:002022-07-27T10:00:00.182-05:00I'm back, but I'm at a new blog<p> Blogger is ugly and full of comment spam.</p><p><a href="https://derivativeandduplicative.netlify.app/">Here's my new blog</a>.</p>Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-62137704822841977512020-02-13T20:54:00.000-06:002020-02-13T20:54:00.539-06:00Caverns of Thracia session log: February 2, 2019<div cid="n271" class="md-end-block md-p md-focus" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">System: </span><span class=" md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2020/01/bbx.html" spellcheck="false" style="-webkit-user-drag: none; box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">B/BX</span></a></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">.</span></div>
<div cid="n776" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">Players: Niku and Loretta (Les and Myrtle) and Emily (Bagira.)</span></div>
<div cid="n776" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<b style="font-family: Lato, STIX2Text, "Times New Roman", serif; orphans: 4;">If you're playing in my game, please do not read the following. You may request spoiler-free notes from me if you like.</b></div>
<div cid="n776" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;"><span style="background-color: white;"></span></span></div>
<a name='more'></a><ul>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">The methane smell returned.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Myrtle sniffed the gaping mouth-hole of the demon-statue they'd stolen the eyes from. It smelled more strongly of methane than the rest of the room.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">She placed her torch in the mouth of the statue, which burned the rest of it up quickly.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">She climbed through the hole above to 27a, noting the grate-like holes in the ceiling. Bagira joined her. Les and Florius (a hireling) stayed behind.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Both walked south to explore this cavernous room, setting off a trap which raised the demonic statue slowly upward, aflame. They smelled a horrid rotting meat smell.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Bagira went to the edge of the floor to an abyss. It crumbled beneath her feet and she fell to her death. Emily took control of Florius.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Just as Myrtle was preparing to jump over the abyss at the narrowest point, some silent human slaves ran into the room, looking terrified of something, panicking at the sight of Myrtle as well. She ignored them.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Florius and Les clambered up the statue after it finally stopped flaming and lowered again. They exchanged information and she prepared to jump the gap again, but some gnolls came into the room , chasing after the slaves. </span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Florius and Les decided to continue their attempts to ally with gnolls by grabbing slave legs to pin them down while Myrtle looked on sadly. Then the gnolls took cruel swings at the slaves, knocking 1 into the abyss.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">A good reaction roll + their allied behavior + their believable description of interactions with other gnolls + their offer of information about a healing statue (no longer true - it's out of charges) won them some information about a treasure trove that the gnolls know of but don't care about at 41a. The gnoll also promised them information about a powerful weapon the gnolls don't understand in exchange for tribesmen corpses.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They went to 39, told the guard the name of the Gnoll who sent them (Ringer) and started digging through trash to find the trapdoor Ringer had described. They tied a rope to the hinges of the door and climbed down into a crawlspace (39a) which led to a very cold room (37) with 2 frozen bodies in it. They determined that one was dead and the other was still alive. They brought her away from the cold and revived her.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">She spoke a version of Thracian that sounded foreign, so they tried Gnollish, which she understood parts of. She kept speaking in a strange grammar and saying things that didn't quite seem to be communicated. She didn't always understand them either. They gathered that she still thought the surrounding region was called Thracia, indicating that she was at least 1,100 years old. She was worried that the beastmen down below were considering an uprising and she had to prepare against it, but it appears that uprising already had quite an effect on the dungeon.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">It's about 12:30pm.</span></li>
</ul>
<ul cid="n272" class="ul-list" data-mark="-" mdtype="list" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; padding-left: 20px; position: relative;">
</ul>
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<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">End.</span></div>
<div cid="n689" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">We are trying to hack together a </span><span class="md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2018/11/creating-terse-key-and-more-for-caverns.html" spellcheck="false" style="box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">more referenceable key for the Caverns of Thracia. Join us or make use of our efforts so far</span></a></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">.</span></div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com2tag:blogger.com,1999:blog-5802046113542243205.post-89549535560159070552020-02-11T20:03:00.000-06:002020-02-11T20:03:00.166-06:00Caverns of Thracia session log: January 26, 2019<div cid="n237" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain md-expand" md-inline="plain" style="box-sizing: border-box;">System: </span><span class=" md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2020/01/bbx.html" spellcheck="false" style="-webkit-user-drag: none; box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">B/BX</span></a></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">.</span></div>
<div cid="n681" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">Players: Niku and Loretta (Les and Myrtle) who had only played 5e and Emily (Bagira) who has played many of my games.</span><br />
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;"><span style="background-color: white; font-family: "lato" , "stix2text" , "times new roman" , serif;"><b>If you're playing in my game, please do not read the following. You may request spoiler-free notes from me if you like.</b></span></span><br />
<a name='more'></a></div>
<ul>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Entered main entrance without incident at about 7:50 am.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Saw guano, heard bats. (1)</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Peeked into the hall to the north (2). More bats, deep guano. </span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Went into eastern passage, walked past smashed plaster to secret passage of death, continued around the corner to new ground. </span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Spear trap (6) shot two spears and both missed the party. The sound alerted a gnoll a little further ahead who, unnoticed, ran into a room to the side to alert other gnolls so they could prepare an ambush.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Examined mechanism of trap and set trap with spears again.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Party saw door, carefully examined it and listened. (7) They heard giddy gnolls chattering. One of the party went north into the dark to hide with a bow at the ready. The others called through the door, requesting negotiation with a plan of running back to the spear trap as the archer would attack from the rear. There was good reaction roll and the gnolls accepted offers of food after the party claimed to be against the death cult. The gnolls provided a little bit of information (the passage that continues north slants gradually down) and a promise to not attack the party. (Just these gnolls in this room, not any others.)</span></li>
<li><span class="md-plain" md-inline="plain" style="box-sizing: border-box; color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">The party continued down the very long northern passage to </span><span class="" md-inline="strong" style="box-sizing: border-box; color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;"><strong style="box-sizing: border-box;">LEVEL 2</strong></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box; color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">. (This is the first time anyone has gone down.)</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They entered a cavernous, unstructured area. (42) They walked along the walls to map the area, discovering an artificially-constructed exit south and stairs NE. As they started to ascend the short stair (43) prone gnolls at the landing atop the stair nocked arrows and called out cautiously (another good reaction roll.) They negotiated their way past again, providing credible claims that they were friendly with the other gnolls and offering goods as a show of good faith. They were allowed past and given information of 1 of the 2 nearby traps. (The gnolls only know of one of them. The other is ancient and somewhat broken.)</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">The party slightly examined the temple (45) without ascending the stair, then examined the statue at 44. Bagira could read the Thracian writing on it. They examined the walls carefully and found a flat section of the otherwise rounded, muraled wall. Upon further examination, it had a notched handle-like area. It was pulled, and spears mortally wounded Les who was then dragged to the statue. Its text seemed like it might contain healing power, so the dying man's hand was touched to the statue as the Bagira read the words aloud, healing him at the last moment.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They then explored the passage west, finding a room (53) smelling a bit of methane and containing a gigantic demon-statue whose upper half extended through a hole into a room above.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They went back down the passage, lit an arrow on fire, and shot it into the statue room. There was a small burst of flame.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They returned to the room. No smell of methane.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They climbed up to its head and removed the eyes, which are rubies.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">It's about 10:30am.</span></li>
</ul>
<ul cid="n238" class="ul-list" data-mark="-" mdtype="list" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; padding-left: 20px; position: relative;">
</ul>
<div cid="n269" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">End.</span></div>
<div cid="n687" class="md-end-block md-p md-focus" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">We are trying to hack together a </span><span class="md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2018/11/creating-terse-key-and-more-for-caverns.html" spellcheck="false" style="box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">more referenceable key for the Caverns of Thracia. Join us or make use of our efforts so far</span></a></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">.</span></div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-7956925552316297142020-02-06T09:00:00.000-06:002020-02-06T09:00:01.009-06:00Caverns of Thracia session log: January 9, 2020<div cid="n220" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<div cid="n811" class="md-end-block md-p md-focus" mdtype="paragraph" style="box-sizing: border-box; font-family: Lato, STIX2Text, "Times New Roman", serif; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">System: </span><span class=" md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2020/01/bbx.html" spellcheck="false" style="-webkit-user-drag: none; box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">B/BX</span></a></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">.</span><br />
Players: Emily, John, Erin.<br />
We played as if Sasha's character simply wasn't there.<br />
<b style="font-family: Lato, STIX2Text, "Times New Roman", serif; orphans: 4;">If you're playing in my game, please do not read the following. You may request spoiler-free notes from me if you like.</b></div>
</div>
<div cid="n677" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; line-height: normal; margin-top: 0.5em; position: relative;">
<a name='more'></a></div>
<ul>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">The party pulled back the curtains covering the wall in the chapel and discovered a section of the wall covered in plaster. They chipped away at the plaster until they discovered a secret door behind it. A key taken from the wight opened it.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They proceeded through another narrow hall to (11) to find a disoriented-looking man surrounded by skeletons. A magic-user quickly cast Charm Person on him. </span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They got a bit of Macreus' story. He was placed in stasis for 150 years with the expectation that the death cult would come and get him when it was safe, since they were being hunted by a king. They seemed to have forgotten about him.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">Macreus checked their hands for cultist markings, found none there, and told them they needed to hurry up and finish their initiations. They told him they had been raised in the death religion just like him but that now you have to work to be confirmed before initiation. Macreus didn't quite buy this at first, but trusted his friend the M-U enough to bemoan the times and take interest in seeking reform.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">They eventually agreed to initiation, returned to the chapel, and went through the shouting death door. He then led them safely past a crossbow trap into a chamber with floating, glowing green skull who let them each ask a question that it would answer truthfully before scarring their hands with the sign of death. One asked how to kill him (killing his followers would be the nearest thing to doing so) and another asked him what kinds of wishes she could ask for or some other wasteful thing like that. I've forgotten what the third asked.</span></li>
<li><span style="color: #333333; font-family: "lato" , "stix2text" , "times new roman" , serif; font-size: 16px; white-space: pre-wrap;">He warned against going further south and led them through the safest way he knew out of this dungeon area, south of the place they had found him (11) to climb down to 14 and then up to 15. Just after they ascended, a large procession of tribesmen approached.</span></li>
</ul>
<ul cid="n222" class="ul-list" data-mark="-" mdtype="list" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; padding-left: 20px; position: relative;">
</ul>
<div cid="n235" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">End.</span></div>
<div cid="n683" class="md-end-block md-p md-focus" mdtype="paragraph" style="box-sizing: border-box; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; font-size: 16px; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative; white-space: pre-wrap;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">We are trying to hack together a </span><span class="md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2018/11/creating-terse-key-and-more-for-caverns.html" spellcheck="false" style="-webkit-user-drag: none; box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">more referenceable key for the Caverns of Thracia. Join us or make use of our efforts so far</span></a></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">.</span></div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-62548287073918888952020-02-04T09:00:00.000-06:002020-02-05T09:00:16.718-06:00Caverns of Thracia Session Log Dec 7, 2019<h1 cid="n188" class="md-end-block md-heading" mdtype="heading" style="box-sizing: border-box; break-after: avoid-page; break-inside: avoid; color: #333333; font-family: Lato, STIX2Text, "Times New Roman", serif; line-height: 1em; margin-bottom: 1rem; margin-top: 1rem; position: relative; white-space: pre-wrap;">
<div cid="n190" class="md-end-block md-p md-focus" mdtype="paragraph" style="box-sizing: border-box; font-size: 16px; line-height: normal; margin-top: 0.5em; position: relative;">
<div cid="n190" class="md-end-block md-p md-focus" mdtype="paragraph" style="box-sizing: border-box; font-family: Lato, STIX2Text, "Times New Roman", serif; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative;">
<span style="font-weight: 400;">System: my Knave hack.</span><br />
<span style="font-weight: 400;">Players: Emily, John, Erin and Sasha</span><br />
If you're playing in my game, please do not read the following. You may request spoiler-free notes from me if you like.</div>
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<span class="md-plain" md-inline="plain" style="box-sizing: border-box;"><span style="font-weight: 700;"></span></span></div>
<a name='more'></a><ul>
<li><span style="font-weight: 400;">The party set up an ambush pit in the jungle to lead enemies to.</span></li>
<li><span style="font-weight: 400;">They placed marbles all over the stair at the main entrance.</span></li>
<li><span style="font-weight: 400;">Gnolls jumped out of a tree and ambushed the party. One party member died and the rest fled.</span></li>
<li><span style="font-weight: 400;">They returned and entered the caverns very warily. They kept lights down low and were careful to not disturb bats. (1)</span></li>
<li><span style="font-weight: 400;">They found a dead end to the west. They went east and found a secret door that had been plastered over in a hall. They stepped into a strange magical darkness that didn't allow light to extend very far. At the end of this narrow hall, there was suddenly a wall behind them, entrapping them in a chapel. (9)</span></li>
<li><span style="font-weight: 400;">They became very sleepy and suspected the green candles around the room, so they extinguished them and felt better. </span></li>
<li><span class="md-plain" md-inline="plain" style="box-sizing: border-box; font-weight: 400;">They then began examining the cloaked and hooded figures in the room. Each turned to dust, leaving seemingly valuable skull pendants behind except one which was a patient wight which only attacked upon adventurer proximity. I completely forgot that wights aren't hurt by non-magic, non-silver weapons and they killed it unfairly. </span><span class="" md-inline="em" style="box-sizing: border-box; font-weight: 400;"><em style="box-sizing: border-box;">Sigh</em></span><span class="md-plain" md-inline="plain" style="box-sizing: border-box; font-weight: 400;">. The next minutes would probably have been a very exciting, high-pressure experience, possibly ending in a TPK or in a very satisfying escape or victory. Oh well.</span></li>
<li><span style="font-weight: 400;">The door to the South shouted religious directions about entering to become one with death, so they went through the northern hall instead, discovering a 10' pit in that narrow hall. They maneuvered around it to (10) where wind was blowing.</span></li>
<li><span style="font-weight: 400;">They thought they might have found another way out of the dungeon, which they desperately needed, but after attentively messing with the statue, discovered that its large robe was causing the wind magically. They experimented a bit to see if it was safe to remove the robe and then did so, uncertain. They now have a robe that allows commanding wind.</span></li>
<li><span style="font-weight: 400;">They start trying to find anything of interest in the room, unconvinced that there's nothing here, and start smashing the walls which sound hollow. Each one contains an unarmed undead skeleton with a skull pendant. They make easy work of most of them by stabbing them through holes while the skeletons cannot reach them, though a few walls crumble instead, making for fights that are still fairly one-sided.</span></li>
<li><span style="font-weight: 400;">They happen to to choose the most dangerous skeleton chamber last. It contains 6 armed skeletons in chainmail armed with swords. Opening this final chamber magically caused all of the walls for the other chambers to fall apart. Very lucky. </span></li>
<li><span style="font-weight: 400;">No one is much hurt and the party debates whether or not to mutilate a skeleton and tie it up to convert it into a pack mule. One party member is excited about this and planning it out, another is reluctant to take risks and spend time when they should be finding a way out. The others are somewhat neutral but end up supporting the skeleton-mule idea. It works out, to some degree, but the skeleton mindlessly continue to attempt to attack, bumping into whoever is nearest repeatedly.</span></li>
<li><span style="font-weight: 400;">The party returned to the chapel.</span></li>
</ul>
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</ul>
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<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">End.</span></div>
<div cid="n685" class="md-end-block md-p" mdtype="paragraph" style="box-sizing: border-box; font-family: Lato, STIX2Text, "Times New Roman", serif; font-weight: 400; line-height: normal; margin-top: 0.5em; orphans: 4; position: relative;">
<span class="md-plain" md-inline="plain" style="box-sizing: border-box;">We are trying to hack together a </span><span class=" md-link" md-inline="link" style="box-sizing: border-box;"><a href="https://buildingsarepeople.blogspot.com/2018/11/creating-terse-key-and-more-for-caverns.html" spellcheck="false" style="-webkit-user-drag: none; box-sizing: border-box; color: #aa0000; cursor: pointer;"><span class="md-plain" md-inline="plain" style="box-sizing: border-box;">more referenceable key for the Caverns of Thracia. Join us or make use of our efforts so far</span></a></span><span class="md-plain md-expand" md-inline="plain" style="box-sizing: border-box;">.</span></div>
</div>
</h1>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-38537771667595928842020-01-27T10:00:00.000-06:002020-01-27T10:00:01.253-06:00D&D for preschoolersI've been playing D&D with my 3 year old. Here's <a href="https://buildingsarepeople.blogspot.com/search/label/toddler">our progress so far</a>.<br />
<br />
I wrote some B/X-based <a href="https://docs.google.com/document/d/1238M4sxmsHVOJM5z2TmBqXrCaEMNw2FvvaCd7ciIfBA/edit#">rules</a>. They work!<br />
<br />
Thanks to Losing Games for <a href="https://losing-games.itch.io/mausritter">Mausritter.</a>Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com1tag:blogger.com,1999:blog-5802046113542243205.post-6259481427979969582020-01-24T10:47:00.001-06:002020-01-24T10:51:08.735-06:00Mouse Guard-esque hex crawl with a 3 year oldThis session report is using my in-progress <a href="https://docs.google.com/document/d/1238M4sxmsHVOJM5z2TmBqXrCaEMNw2FvvaCd7ciIfBA/edit?usp=sharing">coin-flip RPG for very young children</a>. It's oldschool-compatible and slightly based on Into the Odd. The content is all from Mausritter. I played with my 3-year-old daughter, Aster.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA2mNVCzejOAPI41xC8fzUPpbTFo7XWmaoTjTYZcpCrX1Hk9jGage0b-YUVlRHIwxtcJ6i4jX-JfAbtH1zbGz6IlrQec62qZ8CtqB_EXbI48QBdHMjS3PTFgOrtID4hTl261OGfxCoq_ax/s1600/2020-01-24+%25281%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA2mNVCzejOAPI41xC8fzUPpbTFo7XWmaoTjTYZcpCrX1Hk9jGage0b-YUVlRHIwxtcJ6i4jX-JfAbtH1zbGz6IlrQec62qZ8CtqB_EXbI48QBdHMjS3PTFgOrtID4hTl261OGfxCoq_ax/s320/2020-01-24+%25281%2529.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZEviGy0NwFxApI05Lq43cPTQgw-z5G-KnfYd4wxw8P-OeKv5US8W1TUTTu8_7kIBzKmtvI5HPMs7gMtMf2SkbaLK1ZTidV_Kbl88bNj4j0t75awKWdgU1rmrOk5Fxi8J9Fw952O05rjd/s1600/2020-01-24.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZEviGy0NwFxApI05Lq43cPTQgw-z5G-KnfYd4wxw8P-OeKv5US8W1TUTTu8_7kIBzKmtvI5HPMs7gMtMf2SkbaLK1ZTidV_Kbl88bNj4j0t75awKWdgU1rmrOk5Fxi8J9Fw952O05rjd/s320/2020-01-24.jpg" width="240" /></a></div>
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<a name='more'></a><br />
<br />
<br />
Holly was camping in a tent, and when she was coming home, she saw some rats carrying all the mice in her village away.<br />
<br />
She gritted her teeth and said, "I'm going to fight those bad rats."<br />
<br />
She knew about a tower built on top of a stump, a very big tree, and a little hut with smoke coming out of the top like someone might be cooking. She decided to go to the big tree. It was pale white and had transparent leaves.<br />
<br />
"Ohhhhhhhhh," She said. Then she noticed the river and it had a log across it. She said, "Like a bridge!"<br />
<br />
Then she climbed up the tree and saw a cave and some more big trees. She decided to go to the hut that had smoke coming from it.<br />
<br />
She knocked on the door. A rat yelled, grumpily "Who are you and what do you want?"<br />
<br />
She said "I am not Aster really anymore, but I am Holly."<br />
<br />
He opened the door. He was big, angry rat.<br />
<br />
Aster said to me "I hold my sword and kill him."<br />
<br />
The rat huskily said, "Hello. Why are you pointing your sword at me? What do you want?"<br />
<br />
She said "Rats tooked all my friends and you tooked all my friends." Then she giggled quite a lot.<br />
<br />
The rat said, "That must be some other rats from across the river. I did not take anyone. There's a village for mice across the river. You might ask them for help." (There's a smuggler hideout in his basement. He totally knows about the kidnapping and was involved but only indirectly.)<br />
<br />
She crossed the river (there were stones that made it possible to do so here.) This village was much larger than hers and there were children playing outside. She got completely sidetracked teaching all the children there how to do forward rolls. Every time a kid asked Holly to explain how to do it, Aster just said "You do it like this" and did a real one for me and then said "That's how to do it."<br />
<br />
Eventually, a father from the village approached and thanked her for teaching the other children and asked her where she came from.<br />
<br />
"I'm not really Holly. I'm just Aster but I'm pretending to be Holly," she said.<br />
<br />
"Where did you come from? I've never seen you here before," he asked.<br />
<br />
"I'm from the other place."<br />
<br />
"Oh, why did you leave?"<br />
<br />
"I need to rescue my friends back from that rats that they was taken away."<br />
<br />
He gasped and commiserated. They discussed possible places rats might be.<br />
<div>
<br /></div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com3tag:blogger.com,1999:blog-5802046113542243205.post-24492556931986601992020-01-15T15:00:00.000-06:002020-01-20T11:34:52.635-06:00BB/XI've been using Knave whenever I want to run a published adventure as a one-shot or a short campaign with newbies. It's been nice for that, and I haven't found anything better for that. However, I always house-rule a bunch of it and have to convert a few things to make it work. Additionally, there a few things I just don't prefer about it. It's good at what it does.<br />
<br />
I wrote <a href="https://docs.google.com/document/d/101PTw4NpTbmtMeOwhEs8ZlVK3e5TT6ecDOD_qRPDvQg/edit?usp=sharing">a system</a> to replace Knave <i>for my use</i>.<br />
<br />
After printing, you'll have 3 very short books: a player book, a referee book, and a spell book.<br />
<br />
<b>Features</b><br />
<ul>
<li>B/X compatibility. Run modules/adventures without any conversion at all.</li>
<li>Transition the characters and game world to B/X rules with little effort.</li>
<li>Minimal rules barrier. Quick, smooth play for players who have not experienced an RPG before. No modifiers. </li>
<li>Slot system for inventory.</li>
<li>Some useful tables.</li>
<li>Dungeon and wilderness creation procedures.</li>
<li>Referee advice.</li>
<li>No cleric, no thief. (It's easy to add them back in, of course.)</li>
</ul>
<b>How to use this book</b><br />
<ol>
<li>The referee should read everything.</li>
<li>The referee may create a campaign world, a hex map, and a dungeon to start a campaign, or just use a dungeon for a one-shot. The referee can use any B/X-compatible products in lieu of creating any of the above.</li>
<li>The players should read the character creation page of the player book. They can reference the rest of the player book if they need to.</li>
</ol>
<div>
You can download it <a href="https://docs.google.com/document/d/101PTw4NpTbmtMeOwhEs8ZlVK3e5TT6ecDOD_qRPDvQg/edit?usp=sharing">here</a>.</div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com2tag:blogger.com,1999:blog-5802046113542243205.post-70161314558782266812020-01-12T07:36:00.002-06:002020-01-12T16:41:51.584-06:00Caverns of Thracia mini review after a few sessions of playI've been running The Caverns of Thracia for a while in a duet game with my wife.<br />
I also run a discord chat PbP-ish Thracia game.<br />
I just now started a new Thracia game with my wife and 2 (until now) 5e-only players. I'm playtesting my BB\X rules with that group.<br />
<br />
+ easy to interpret dungeon details into an overall understanding of the broad situation. Very grokkable<br />
+ most keyed locations are quickly understood without need of interpretation<br />
+ amazing 3-dimensionality and general dungeon layout<br />
+ Factions are good enough and minimal enough to grow naturally through gameplay. They might be better if a smidge more detailed, but they have just the right gaps to fill for me, so far.<br />
+ the whole dungeon is a layered mystery to uncover through exploration and diplomatic play, if the party cares<br />
+ mechanical simplicity. I mostly don't need to look things up or stop to consider what ruling to make<br />
- crammed, dense layout<br />
- some unclear mapping and keying<br />
- poorly organized<br />
- lots of page flipping<br />
- too verbose<br />
- some errors and missed opportunities<br />
<br />
Highlight 1: endless ways to get lost, accidentally go deeper, and master the dungeon through using different routes.<br />
<br />
Highlight 2: the game is complex, layered, and interesting without a confused GM staring and thinking and referencing other pages all the time. (I had those issues with Maze of the Blue Medusa and Hot Springs Island. You may find them a better fit for you though, of course.)<br />
<br />
We're <a href="https://buildingsarepeople.blogspot.com/2018/11/creating-terse-key-and-more-for-caverns.html">attempting to fix</a> most of the minuses from my review with a rewritten key.<br />
<br />Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com2tag:blogger.com,1999:blog-5802046113542243205.post-59670681842206969072019-02-20T14:54:00.002-06:002019-02-20T14:54:34.506-06:00Hot Springs Island Mini-review After 6 sessions<br />
<h2>
Bias/Summary</h2>
HSI was not for me. I had fun with it. My players liked it. They seemed surprised that I wanted to move on at first, but they quickly and accurately pointed out why they thought I wanted to. All of this probably says as much about me as a GM as it does about the book. I'll explain below.<br />
<br />
I run my own rules, but they're similar to OD&D and B/X and Lamentations of the Flame Princess and so on. I have a lot of oldschool ideas about things, but I only started playing tabletop imagination games a couple of years ago.<br />
<br />
Jacob Hurst loves discussing your problems and complaints. I talked with him about most of this. His answers made it very clear to me that basically everything I complain about would not have been a problem if I was a different sort of GM.<br />
<h2>
Praise</h2>
<ul>
<li>Great layout.</li>
<li>Great faction stuff and political play. Fun gonzo setting and ideas, if you go for elementals and planar stuff.</li>
<li>Encourages GM discretion and improvisation.</li>
<li>Hexcrawl rules that make things much simpler.</li>
<li>Players had a great time</li>
<li>Endless tools for escalation and chaos.</li>
<li>It's dense. It's enough material for a (probably somewhat short) campaign.</li>
</ul>
<h2>
Things that didn't suit me but might suit you</h2>
<ul>
<li>No stats or item pricing. System-neutral.</li>
<li>The island is all about overabundance. This is intentional and an interesting change of pace. One of the dungeons is basically made out of gold, for example. Inserting resource management requires some major alterations. This problem isn't a problem if the GM realized it and alters the game to make gold worthless. HSI can focus on barter instead. Barter should be at the forefront of the game.</li>
<li>Juvenile sex humor throughout. It's metal!</li>
<li>A lot of it doesn't work very well in a different or larger campaign. HSI is designed to <i>be</i> your campaign.</li>
</ul>
<div>
<h2>
Clarity/Density Issue</h2>
</div>
<div>
<ul>
<li>Some things are not clear. Example: There's a secret door hidden under an object, but there are no details about how the players might discover that the door exists. The books says that a chime opens it, but there are no specific chimes, so you may be confused about where they would find the chime. You can make up a chime and put it somewhere and create a hook, but you may not realize you need to do this until the players are already at the door. For this reason, I recommend reading far ahead and trying to notice details of this nature OR I recommend being ready to make things up and do something different than the text intends/expects/suggests.</li>
<li>The denseness of HSI requires that you be ready to make things up when you don't know them. If you're the right sort, that's perfectly, wonderfully, fine. If you're more like me, you'll feel like you're missing something and ruining something that could have been great if you only knew the details. This will cause either analysis paralysis or moving on with your own take on things.</li>
</ul>
</div>
<div>
<h2>
Complaints about encounters</h2>
</div>
<div>
<ul>
<li>You have to do a TON of rolling and interpretation for random encounters. You can't leave a hex or leave a room without a new encounter occurring. (Rolling on Chartopia and then printing out lots of results ahead of time is a decent workaround.)</li>
<li>HSI isn't about wandering through mostly abandoned spaces and occasionally encountering a wandering monster. There is ALWAYS something alive there to deal with. Jacob Hurst told me that he doesn't do reaction rolls and that he just intended for the creatures to react to each other, not to the party. He also said that the creatures don't see the players because the players always spot them first rather than rolling surprise, initiative, and distance. The book does not make these deviations from oldschool play clear. I think this is another result of being system-neutral.</li>
<li>Details on random encounters: every single room and every single hex contains at least one encounter. You're supposed to use a slightly complicated 3d6 mechanism to determine which encounter is where. The final result should be a lively, active island. Personally, I found it cumbersome/time-consuming.</li>
<li>To add to the encounter confusion, there are almost no doors in dungeons, so monsters should be coming around corners to join whatever (possibly massive) encounter you're already engaged in.</li>
</ul>
</div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com13tag:blogger.com,1999:blog-5802046113542243205.post-44268165364617845182019-02-05T10:00:00.000-06:002019-02-05T12:20:20.630-06:00Class: Random SpecialistA highly-variable Specialist class but in a slightly GLOG fashion. <a href="https://www.blogger.com/post-preview-auth.g?postID=9046627858767471662&blogID=5802046113542243205">If you'd prefer a bit more sense and player choice, have a look at this.</a><br />
<br />
<i>(This will probably be my last GLOG-related post. I've moved on, though I still use its wonderful magic system. Goodbye GLOG. I learned a lot.)</i><br />
<h1>
Class: Random Specialist</h1>
<ul>
<li>Gain +1 Stealth for each level up to Level 4.</li>
<li>For you, Stealth checks that attempt to do no more than move silently usually succeed without a roll.</li>
<li>Starting Equipment: leather armor, lockpicks, dagger</li>
</ul>
Roll 2D6 twice on this list every time you level until level 5. At level 5 and after, only roll once. If you get the same result twice, take Lucky instead. If you already have Lucky, roll again.<br />
<strong>1</strong><br />
<ol start="">
<li>Assassinate</li>
<li>Bleed Them</li>
<li>Bonded Tool</li>
<li>Cat Brain</li>
<li>Cat Eyes</li>
<li>Cat Feet</li>
</ol>
<strong>2</strong><br />
<ol start="">
<li>Cat Instincts</li>
<li>Cat Legs</li>
<li>Code Language</li>
<li>Contacts</li>
<li>Dodge</li>
<li>Draining Poison</li>
</ol>
<strong>3</strong><br />
<ol start="">
<li>Embarrassing Secret</li>
<li>Evaluate</li>
<li>Fast Talk</li>
<li>Fence</li>
<li>Flighty</li>
<li>Forgery</li>
</ol>
<strong>4</strong><br />
<ol start="">
<li>Frog Legs</li>
<li>Infiltration</li>
<li>Monkey Digits</li>
<li>Mugger 1</li>
<li>Mugger 2</li>
<li>Paralyzing Poison</li>
</ol>
<strong>5</strong><br />
<ol start="">
<li>Poison</li>
<li>Prominence</li>
<li>Quick Hands</li>
<li>Ranged</li>
<li>Recognize Poison</li>
<li>Spider Legs</li>
</ol>
<strong>6</strong><br />
<ol start="">
<li>Tripping</li>
<li>Urchin</li>
<li>Watchful</li>
<li>Winning Smile</li>
<li>Worm Body</li>
<li>You Mean This?</li>
</ol>
<h2>
Assassinate</h2>
For every non-trivial fact (something you can't learn from glancing around) you know about your target, you have +1 Attack and deal +1 Damage on a surprise attack to a max of +6. Usable once per combat.<br />
<h2>
<strong>Bonded Tool</strong></h2>
Propose an item to your Referee or roll a D8 on the table below.<br />
Gain an instance of the item. Name it and describe its appearance, if you like. It's an extension of yourself. It may, however, be replaced by another object of the same kind if you lose or destroy it.<br />
Gain a skill named after the item. Example: if your item is a whip, gain the <em>Whip</em> skill.<br />
Once per day you may automatically succeed at doing something beyond what a normal adventurer would be able to do with the Signature Item. It must be something that, however, could be done by the world's foremost expert on the use of that object. Your ability is <em>not</em> magical. Your ability <em>cannot</em> be used to generate extra damage in combat.<br />
<strong>Example Bonded items</strong><br />
<ol start="">
<li>Whip. Swing from a chandelier. Yoink a little golden statue.</li>
<li>Hammer and Chisel. Create beautiful works of art. Provide components for contraptions. Alter architecture. Shape bone to make prosthetics, false teeth (with a capsule inside.) Perfectly imitate the ancient reliefs in the dungeon.</li>
<li>Cane. Use to strike with the point or length (perhaps more to startle, stun, or knockout than to simply do mundane hit points), parry; throw to achieve same result; throw with a twist so the cane lodges in a gap to hold things apart.</li>
<li>Glue. Piece together a smashed pot. Scale an unscalable wall.</li>
<li>Playing Cards. You can throw/spin a card shaped item to place it. Sharp & strong items could be used like shuriken, to damage or cut open/sever twine. Or to place an item as fake evidence or as a dead drop message. As well as all the obvious card sharp shuffling and sleight of hand.</li>
<li>Lute. Pacify a beast.</li>
<li>Needle & Thread. Attach a mirror to your sleeve. Attach a hooked vial of poison to your wristbone.</li>
<li>Paintbrush. Invent fingerprinting. Tickle a giants feet so gently that it simply shifts its feet in reaction instead of waking up.</li>
</ol>
<h2>
Bleed Them</h2>
If using a dagger, you may choose to make your Attack roll with a bane to twist the knife. It will do D6 further damage per round. You may check Dex to pull it out. Failure = they get to make a free attack against you.<br />
<h2>
Cat Brain</h2>
You instantaneously see the best way to move across gaps/obstacles. (This means you may see and use a path that others would not consider and it means that you can often bypass a Check to move through difficult terrain.)<br />
<h2>
Cat Eyes</h2>
Dimness allows normal vision for you (though colors are as grey for you as for anyone else.) Darkness allows as much vision as if you held a candle (as a normal human in Dimness.)<br />
<h2>
Cat Feet</h2>
Treat your falls as if they were 20' shorter.<br />
<h2>
Cat Instincts</h2>
+2 DEF when wearing no armor.<br />
<h2>
Cat Legs</h2>
Gain a Boon when making acrobatic Combat Maneuver rolls.<br />
<h2>
Code Language</h2>
You can teach the party to speak Oppen Gloppish or some other dialect of the common language a bit more encoded than Pig Latin. This will allow you to speak privately as loudly as you need to, in front of whoever you need to.<br />
This may offend those who have a sense of what is happening, of course.<br />
<h2>
Contacts</h2>
You know one member of a criminal organization per Level. Negotiate where they live with the Referee. Write all of this on your sheet.<br />
These low-class, unleveled thugs, mountebanks and pickpockets are friendly (or are at least willing to be) but are not adventurers or servants. So long as they remain unoffended, they will provide free information.<br />
You will, however owe each contact a favor, if their reaction roll is less than Neutral. If the reaction roll is awful, you'll need to take care of the favor before they're ready to be helpful.<br />
<h2>
Dodge</h2>
If you spend your entire round attempting to dodge and the attacker misses, the attacker loses one of their actions on their turn (usually, this means they lose all actions, but they might have more than one attack.)<br />
<h2>
Draining Poison</h2>
Roll 1D4 to learn which 2 ability scores your poisons can drain.<br />
1.STR 2. DEX 3. CON 4. INT<br />
Using 80 sp of ingredients purchased from criminal contacts, you can create draining poison which deals 2D6 damage to whichever ability score you choose (from the two options that you have) for 1D6 hours.<br />
<h2>
Embarrassing Secret</h2>
Once per session, recall learning of an embarrassing secret about an NPC. The Referee will describe it to you.<br />
<h2>
Evaluate</h2>
You know the market value of any mundane item. Unique items may require an INT Check to evaluate.<br />
<h2>
Fast Talk</h2>
You are an expert blatherer, liar, punner, and trickster. You can persuade any number of people of that whatever you are saying is true for 1D6 minutes, provided it is not obviously untrue. Sober, angry, and intelligent people get a Save to negate. When the effect ends, they realize whatever you've been saying is utter nonsense. They'll be very angry with you and immune to any future use of your Fast Talk ability.<br />
<h2>
Fence</h2>
You may easily appraise most art and antiques. An INT Check may be needed to appraise some objects and to remember something of their history.<br />
<h2>
Flighty</h2>
If you choose not to attack in a round your DEF is the same as if you were playing Plate armor. This only applies if you can see your enemies. <br />
<h2>
Forgery</h2>
Pay 1/10 of a real object's value, then forge it on a successful INT roll. This requires access to the object or detailed information about it.<br />
<h2>
Frog Legs</h2>
You can jump twice as far as one would expect, sometimes even farther.<br />
<h2>
Infiltration</h2>
You may declare that you are leaving the area then later declare yourself to have been one of the minor NPCs present all along, friend or enemy. You can also just walk back in undisguised.<br />
<h2>
Lucky</h2>
Once per day, you can re-roll a failed roll. Explain how things somehow went your way after you failed.<br />
<h2>
Monkey Digits</h2>
Climbing something that anyone could climb is done with a Boon, even without tools.<br />
Climbing with tools allows you to climb silently and grants a second Boon.<br />
<h2>
Mugger 1</h2>
When you hit someone in melee, you may make a Check to attempt to steal something they are not holding.<br />
<h2>
Mugger 2</h2>
For every combat round in which you do nothing other than watch someone, get two Boons to your next ATK or Maneuver roll against them. Only works against the same target once per combat.<br />
<h2>
Paralyzing Poison</h2>
Using 40 sp of ingredients purchased from criminal contacts, you can create paralyzing poison, which paralyzes targets for 1D6 minutes on a failed Save. Strong creatures might get new saves every minute or round.<br />
<h2>
Poison</h2>
If you possess the proper ingredients (150 SP), you can create a single-use vial of poison that deals 2D6 (take the higher result) damage applied to a weapon or in a spiked food or drink. 3 vials/slot, can’t stack damage.<br />
<h2>
Prominence</h2>
Once per round, you can choose to be the most prominent person in a group or the least prominent person in a group. (This does not affect stealth.)<br />
<h2>
Recognize Poison</h2>
May recognize common, detectable poisons on a successful INT roll.<br />
<h2>
Quick Hands</h2>
You now have Quick Slots equal to half of your total slots.<br />
Throwing a small item (such as a dagger or machete) as an attack grants a Boon to the ATK roll.<br />
<h2>
Ranged</h2>
Boon to ranged weapons if you spend a round aiming.<br />
<h2>
Spider Legs</h2>
You may climb a sheer surface with a successful Check, even without tools.<br />
<h2>
Tripping</h2>
Once per combat, you may Check Dex to trip an enemy.<br />
<h2>
Urchin</h2>
A street rat has heard of you and demands to serve and learn. The kid respects you, but probably doesn't trust you. The urchin does not count toward your Minion Cap.<br />
Urchins are willing to do a bit more than a Hired Hand, so long as they're learning the ropes of thieving.<br />
<i>1Grit. Street smart.</i><br />
Give your urchin an equal share of your treasure (and therefore your XP) if you'd like a backup character.<br />
Anytime you don't have an urchin, you may attempt to recruit another, wherever urchins are plentiful. Use standard hiring rules, but they don't require pay. If you have a reputation for getting urchins killed, of course, it will be difficult to hire more.<br />
<h2>
Watchful</h2>
Will notice anyone sneaking or hiding if at all possible. Enemies usually may not surprise the party.<br />
<h2>
Winning Smile</h2>
As long as no bloodshed has taken place and you are the one doing the talking, you get a +1 bonus to all reaction rolls <br />
<h2>
Worm Body</h2>
You can maneuver your body to seem larger than it is and to fit into tight spaces. This allows you to go where others cannot, to make a rope loosely bound around you to seem tight, etc.<br />
<h2>
You Mean This?</h2>
Once per session, you can remove one non-obvious item from a person that mostly trusts you and has spent at least 10 minutes near you in the past hour. Not their sword or their hat, but a key, a trinket, or a letter, or half the wealth they carry. Before the hour is up, you need to tell them that you've taken it. Basically, you retroactively steal a thing.Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com2tag:blogger.com,1999:blog-5802046113542243205.post-90466278587674716622019-01-31T10:00:00.000-06:002019-01-31T17:00:26.453-06:00Class: Specialist and Specialist Arts (GLOG)You want <a href="https://docs.google.com/document/d/1jy53bpX6LRzZDTv1S7pcvuijhQakh6ColUIWXU04a1Q/edit?usp=sharing">this. Click this.</a><br />
<br />
The most current version of my Specialist Class is in this <a href="https://docs.google.com/document/d/1jy53bpX6LRzZDTv1S7pcvuijhQakh6ColUIWXU04a1Q/edit?usp=sharing">Google Doc</a>. Please leave feedback if you like. I'm sure there are mistakes.<br />
<br />
The community project version of the GLOG (if you decide to call all of the classes anyone makes part of it) has glorified the wizard and other casters at the expense of non-magical sorts. Wizards have endless schools of magic to choose from, making them fresh and exciting (and often much more powerful than other classes.) The GLOG feels like the Wizard D&D game. That's really part of its attaction. GLOG magic is pretty awesome.<br />
<br />
I like non-casters better than wizards though, so I tried to remedy that a bit by giving the Specialist class a list of Arts, analogous to wizard schools, to choose from. I strove to keep the abilities non-magical, non-meta, sensible, and unlike spells. If you love the gonzo, meta, story-influencing abilities that dominate some corners of GLOG-land, you may desire to make some modifications.<br />
<br />
I, however, love this class. I'd be content to run a game that only had this class.Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-42294190603187383902019-01-24T10:00:00.000-06:002020-02-07T09:53:23.802-06:00Favorite Free Oldschool Adventures and Locations(I think Dan's list of <a href="https://throneofsalt.blogspot.com/2019/01/a-few-of-my-favorite-things-plus-extra.html">favorite things</a> might have inspired this post. I honestly don't remember. It's good though, so check it out too.)<br />
<br />
Want to grab a bunch of content from the internet and just run it without spending money on adventures/settings and without spending time making your own stuff?<br />
<br />
Here are the very best I've found. These are <i>quality</i>.<br />
<ul>
<li><a href="http://unvisiblecitadel.blogspot.com/2015/05/melan-gabor-lux-bibliography-and.html">Fomalhaut and other adventures by Melan (Gabor Lux.)</a> Not all of these are free.</li>
<li><a href="http://dungeonofsigns.blogspot.com/">H.M.S. Appolyon and Fallen Empire</a></li>
<li><a href="https://www.drivethrurpg.com/product/252934/Tomb-of-the-Serpent-Kings--Deluxe-Print-Edition">Tomb of the Serpent Kings</a></li>
</ul>
<div>
Useful but I don't have enough experience with them to consider them favorites:</div>
<ul>
<li><a href="http://blog.trilemma.com/">Trilemma's one-page and two-page adventures</a></li>
<li><a href="https://dysonlogos.blog/maps/adventures/">Dyson Logos adventures</a></li>
</ul>
<div>
What did I miss? Tell me in the comments.</div>
<h3>
Submitted recommendations I can't personally vouch for:</h3>
<div>
<a href="https://www.dungeoncontest.com/">One Page Dungeons</a> (you'll have to sift through them for the good ones yourself. Comment with your favorites and I'll add them.)<br />
<a href="http://santicore.blogspot.com/">Secret Santicore</a> (see above.)<br />
<br />
<br /></div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com6tag:blogger.com,1999:blog-5802046113542243205.post-83795192402356747772019-01-24T09:00:00.000-06:002019-01-24T09:00:07.594-06:00Low Attribute Scores on Kowloon PlanetWhen your highest Attribute Score is low, you may roll on the table to start with something extra.<br />
<br />
<br />
<br />
<figure><br />
<table><thead>
<tr><th>Highest Attribute</th><th>3-5</th><th>6-8</th><th>9</th><th>> 9</th></tr>
</thead><tbody>
<tr><td><strong>Roll 1d6</strong></td><td>Thrice</td><td>Twice</td><td>Once</td><td>0 times</td></tr>
</tbody></table>
</figure><br />
<h4>
1-3 Beneficial Mutations</h4>
<ol start="">
<li>Ambidextrous</li>
<li>Double jointed</li>
<li>Disease immunity</li>
<li>Poison resistance</li>
<li>High pain threshold</li>
<li>Each of your HD is a D8 instead of a D6.</li>
<li>Independently focusable eyes</li>
<li>Double longevity</li>
<li>Cold resistance</li>
<li>Heat resistance</li>
</ol>
<h4>
4-6 Artifacts</h4>
<ol>
<li>Oxygen tank</li>
<li>Respiratory Filters</li>
<li>Life Vest</li>
<li>Oil of a relaxing fragrance</li>
<li>1d6 doses of a substance that:<br />
<ol start="">
<li>Can cover your body in adaptive camouflage.</li>
<li>Heightens senses of smell and taste</li>
<li>Heightens sense of touch</li>
<li>Doubles Movement</li>
<li>Doubles DEX</li>
<li>Doubles STR</li>
<li>Enhances everything (Boon to all Attribute rolls for 1d6 rounds and then collapse with 0 Grit remaining. Eat and take a full rest or die on the next damage source.)</li>
</ol>
</li>
<li>Belt that causes electrical field to cover skin. (Roll 1d6 each use. 1-5 causes that much damage to the one who touched. 6 causes the pack to melt after doing 6 damage to the one who touched.)</li>
<li>Poisonous tooth (permanently affixed) with 1d6 doses remaining.</li>
<li>Bone-crushing jaws made of strange metal</li>
<li>Cartridge for laser weapon (and roll again)</li>
<li>Technical manual<br />
<ol start="">
<li>Doors</li>
<li>Artificial intelligence</li>
<li>Security system</li>
<li>Energy generation (water wheels to nuclear power)</li>
</ol>
</li>
<li>+1 weapon, made from strange metal.</li>
<li>Collar with spinal needle that causes the wearer to melee attack any within 30’ and gain +2 Attack and Damage -2 DEF. To avoid attacking, wearer may Save once per round.</li>
</ol>
<br />Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-29189426533423666442019-01-22T13:38:00.000-06:002019-01-23T13:34:35.794-06:00Attribute Checks as Saving ThrowsIn this system, Attribute Checks will function with probabilities more akin to Saving Throws.<br />
<br />
Because of the higher chance of failure, the GM must call for checks less often, simply saying "yes" whenever a competent adventurer would be likely to succeed at a task. When the result is clearly uncertain, make an attribute check.<br />
<br />
---<br />
<br />
To create Attributes during Character Generation, roll 1d6+3 for each Attribute. (If your rules increase Attributes when a level is gained, roll 1d6+1 instead.)<br />
<br />
To make a check, roll under your Attribute score on a d20.<br />
<br />
Difficult tasks add d6s to the roll. Skills subtract the results of d6s from the roll, 1d6 per point in the relevant skill.Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com2tag:blogger.com,1999:blog-5802046113542243205.post-29314194031064845722019-01-21T20:33:00.001-06:002019-01-21T20:33:49.064-06:00Updated and Automated Faction GeneratorIt has types, traits, connections to other factions, and conflict.<br />
<br />
<a href="https://docs.google.com/document/d/12msnB7Jky8AKm_qQEP6f64XHtKMYlZBKC3w_pvhp4uA/edit?usp=sharing">Printable, editable Google doc.</a><br />
<br />
<button onclick="selectRandomB5j()">Push for faction.</button><br />
<div id="outputTextB5j">
</div>
<script>function r(x){return Math.floor(Math.random() * x);} function selectRandomB5j(){document.getElementById('outputTextB5j').innerHTML = `This faction is made up of `+[`public librarians`,`secret librarians `,`public relic archivists`,`secret relic archivists `,`archive/library destroyers`,`cartographers`,`researchers wishing to end a disease`,`scholars who have discovered how to kill a major god`,`recyclers of artifacts/junk`,`engineers seeking a modernized city-state`,`city guard/police`,`agents of emperor removing dissidents`,`tax collectors`,`military base of foreign government`,`bandit gang`,`raiders`,`mercenary company`,`bounty hunters`,`independent pirates`,`pirates in service of royalty`,`gentlemen thieves`,`thieves who serve the poor`,`burglars`,`grifters `,`outlaws who are guilty of heinous crimes`,`outlaws who are guilty of easily forgiven crimes`,`outlaws who are scapegoats`,`deserters`,`mafia (roll again for their front.)`,`wilderness guides`,`dungeon guides`,`scavengers of cramped spaces`,`scavengers of open spaces`,`explorer's guild`,`sponsered explorers`,`wealthy thrill seekers who simply must eat a god`,`wealthy thrill seekers who simply must fill their anterooms with impressive antiques`,`wealthy thrill seekers who simply must eat horrible monsters`,`wealthy thrill seekers who simply must eat anything interesting`,`builders (maintenance/repair)`,`restoration builders`,`builders who use dungeon materials `,`builders who are converting the megadungeon into a refuge for the poor`,`builders who are converting the megadungeon into a refuge for criminals who take an oath of loyalty`,`builders who are converting the megadungeon into a refuge for oppressed women`,`builders who are converting the megadungeon into a refuge for minorities`,`builders who are converting the megadungeon into a refuge for magic-users`,`builders who are converting the megadungeon into a refuge for anarchists`,`demolitionists`,`church crusaders`,`cult of a petty god`,`standard/popular church`,`heretical sect`,`pilgrims`,`escaped nuns`,`escaped monks`,`placaters of petty gods`,`awakeners of a dying god `,`members empowered by a petty god`,`killers of petty gods`,`refugees of oppressive government`,`refugees of the dungeon`,`aliens who crashed`,`aliens who are researching but avoiding interference`,`aliens who are gathering people for exodus to a better place… they say`,`aliens who are experimenting on basically anything`,`foreigners from the furthest side of the planet`,`escaped slaves`,`nomads`,`merchants from a caravan/ship`,`local merchants`,`local merchants of beer/wine/cider/cigarettes/liquor/water/drugs/other illicit goods `,`a poor and desperate drug den `,`a rich and exotic drug den`,`food/water hoarders/rationers`,`noble who wants his/her own territory`,`overthrown nobles of a city state who wish to reclaim homeland`,`overthrown nobles of a city state who don't care anymore`,`disgraced, indebted noble and remaining retainers`,`dreamers of a shared, grim dream `,`dreamers of a shared, promising dream`,`revolutionaries seeking to overthrow a city-state`,`conspirators manipulating politics`,`conspirators maintaining status quo`,`beast/monster trainers`,`quarantiners of dungeon creatures`,`taxidermists`,`preservers of wilderness ecology`,`botanist-gardeners`,`producers/gatherers of beer/wine/cider/cigarettes/liquor/drugs/other questionable goods`,`spies pretending to be an acting troupe`,`spies pretending to be a music troupe`,`spies pretending to be a circus`,`spies pretending to be prostitutes`,`transhumans seeking body modification and mutation`,`seers`,`seers (actually witches)`,`seers (actually wizards)`,`miners following rumors of ore`,`intelligent, pacifistic, covered in white powder, undead. (roll again for their front.)`][r(100)]+`. It `+[`acts through other faction(s)`,`acts through others`,`is aloof but avoids harm`,`always whispers`,`welcomes anyone`,`is made of monsters`,`avoids buildings`,`avoids sunlight`,`avoids moonlight`,`benefits from the suffering of others`,`is blunt, honest, and pragmatic`,`is brutal`,`is calming`,`cannot progress`,`is a caravan in employ of [random other faction]`,`causes ruination`,`is a charity`,`collects and produces books about its expertise`,`collects garbage/ruin and makes it into something better`,`contracts with underdark/dungeon dwellers`,`is controlled by others, far away`,`is counterpart to another faction`,`is dead or dying`,`deconstructs`,`is decorated/fancy`,`desecrates holiness`,`desires hatred`,`is disorganized and barely functional`,`makes disposable, temporary efforts`,`has dysfunctional infighting`,`employs harnesses`,`has endless hunger/need`,`enslaves all members`,`entraps the curious`,`has an evil/chaotic influence`,`is fake/false`,`is not observant `,`is generous`,`thinks on the grand scale`,`is hated but protected by law`,`has terrible disease/curse`,`helps downtrodden`,`holds others to high standards`,`has a horrible philosophy`,`has a horrific past`,`hunts and harvests outside city`,`is incredibly wealthy`,`seeks justice at any cost`,`knows future`,`is lethal`,`makes sacrifices`,`is made of masters and slaves`,`is motivated by deity`,`is motivated by old grudge`,`is motivated by old oath`,`needs flesh and bones`,`negotiates with monsters`,`has objects powered by heat/steam/fire`,`is obsessed with something stolen from it`,`is obsessed with time management`,`is obsessed with wind patterns`,`is obsessed with record-keeping`,`is oldest faction`,`only allows use of that which is worthy`,`values only profit`,`is opposite of the standard or expectation`,`is overly-organized and clean`,`is pacifistic`,`engages in painful work`,`seeks pleasure/intoxication/seduction`,`prefers antiques, forgotten things`,`prioritizes supernatural/philosophical`,`pursues perfection`,`has a rapidly-growing membership`,`records history of itself`,`recycles its own materials`,`is regimented`,`requires a piece of each member`,`revives abandoned areas`,`is abrupt/rude`,`is secretive about everything`,`seeks to equalize others`,`specializes in small things`,`takes its specialty to a monstrous extreme`,`spies or steals information`,`steals from other factions`,`is stealth-focused`,`has strict internal laws`,`strikes first and hard when a threat is sensed`,`is the very best`,`does theoretical work`,`trades with monsters`,`is trustworthy`,`uses very large objects`,`has very few members/is exclusive`,`is very subtle and inoffensive`,`has volatile explosives`,`is wholesome`,`constantly uses wild beasts`,`worships horrible thing(s)`][r(100)]+`. It has the aspect of a `+[`ape`,`badger`,`bear`,`bulldog`,`butterfly`,`camel`,`cat`,`chameleon`,`cheetah`,`chicken`,`lion`,`mole`,`moth`,`mule`,`octopus`,`owl`,`parrot`,`peacock`,`penguin`,`pig`,`chipmunk`,`clam`,`cobra`,`cockroach`,`cow`,`crocodile`,`crow`,`deer`,`dolphin`,`dove`,`piranha`,`possum`,`python`,`rabbit`,`rat`,`rattlesnake`,`robin`,`rooster`,`shark`,`sheep`,`elephant`,`firefly`,`fox`,`giraffe`,`goat`,`hamster`,`hawk`,`hound`,`hyena`,`leech`,`skunk`,`sloth/snail`,`spider`,`squid`,`swan`,`tick`,`toad`,`turtle`,`vulture`,`wolf`][r(60)]+`. The leader is `+[`kind`,`careless`,`lazy`,`cautious`,`modest`,`cheerful`,`nosy`,`courteous`,`prankish`,`dishonest`,`rude`,`forgiving`,`suspicious`,`friendly`,`talkative`,`helpful`,`trusting`,`honest`,`wasteful`][r(19)]+`. It `+[`is secretly`,`ally of`,`temporary ally of`,`was once ally of`,`in criminal business with`,`needs help from`,`owes`,`does business with`,`bribes`,`supplies`,`respects`,`created`,`once saved`,`has information about`,`suspicious of`,`unwillingly shares power with`,`wants to possess`,`once betrayed`,`scares`,`hates`][r(20)]+` faction `+[`1`,`2`,`3`,`4`,`5`,`6`,`7`,`8`,`9`,`10`][r(10)]+` and `+[`is secretly`,`ally of`,`temporary ally of`,`was once ally of`,`in criminal business with`,`needs help from`,`owes`,`does business with`,`bribes`,`supplies`,`respects`,`created`,`once saved`,`has information about`,`suspicious of`,`unwillingly shares power with`,`wants to possess`,`once betrayed`,`scares`,`hates`][r(20)]+` faction `+[`1`,`2`,`3`,`4`,`5`,`6`,`7`,`8`,`9`,`10`][r(10)]+`. Optional source of conflict: `+[`deception.`,`sex.`,`murder.`,`theft.`,`addiction.`,`ambition.`,`insanity.`,`love.`,`paranoia.`,`oppression.`,`jealousy.`,`forgotten.`][r(12)]}</script>Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-64809966090900781672019-01-17T10:00:00.000-06:002019-01-17T10:00:05.080-06:00Random Encounter Template Generator (From the Dungeon of Signs Blog)Dungeon of Signs made a very <a href="http://dungeonofsigns.blogspot.com/2016/10/monster-design-and-necessity.html">useful post</a> that provides a nice middle-ground between using a pre-made bestiary for your encounter table and just making something up entirely from scratch. He made a table for generating just the mechanical elements for each monster, leaving the theme and specifics of each monster for the GM to decide afterward.<br />
<br />
I was starting to use the table and decided I'd rather automatically roll it with a generator since I was working at a computer instead of at a table with dice and paper. Here it is:<br />
<br />
<div style="overflow: auto; padding-top: 100%; position: relative;">
<iframe src="https://chartopia.d12dev.com/embed/chart/4847" style="border: 0; height: 100%; left: 0; position: absolute; top: 0; width: 100%;"></iframe></div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com5tag:blogger.com,1999:blog-5802046113542243205.post-66749487865692748612019-01-15T09:00:00.000-06:002019-01-15T12:36:07.801-06:00Fomalhaut/Kowloon Planet 3 - from Barzon to the Capital Ruins<br />
<div>
In Barzon, an island on the Kowloon Planet. (See <a href="https://buildingsarepeople.blogspot.com/search/label/Kowloon%20Planet">previous posts</a>.)</div>
<ul>
<li>Sent Denton to scout out dock - Svanth is checking out docks with Flying Gods (wasps under his control by way of a cube device) hovering overhead.</li>
<li>Discussed whether to take risks killing the hated Ullkmaran and decided to be practical instead. Party is disappointed.</li>
<li>Gang dressed in the armor uniforms of Ullkmaran's dead guards from the warehouse.</li>
<li>Started loading ship; tried to convince Svanth we're part of Ullkmaran's crew.</li>
<li>Zena convinces ship guard we're part of crew; she was hired as guard</li>
<li>Loaded more supplies, killed guard in warehouse.</li>
<li>Denton prepare ship to depart</li>
<li>Threw diambroid at governor Svanth on the dock; blown to bits and fire started.</li>
<li>Blew up other ship with remaining diambroid.</li>
<li>Pangea is captain. Zena is first mate.</li>
<li>Traveled by night to 1408, 1508, 1607, 1707. 1 ship ration consumed.</li>
<li>Traveled to 2105. Ran aground on sandbar. Sent crew into boats to lessen weight. Took 4 hours to scrape past.</li>
<li>Arrived at port at 12:00 noon. Spent another ship ration.</li>
<li>6 other ships at dock. Decided to drink with crew to celebrate and boost morale. Persuaded all 16 to remain with us.</li>
<li>Awaited at dock by</li>
<ul>
<li>man who wanted us to explore the wilderness.</li>
<li>bearded old librarian man. Wizard?</li>
<li>guy who says he can't currently discuss the work he'd like us to do but that we should meet him in the blue building.</li>
<li>mafia lady who offers "family."</li>
</ul>
<li>Zena and Pangea both spent weeks in town taking hallucinogenics to expand their minds and each learned a new spell.</li>
<ul>
<li>Pangea lost 1 wisdom and learned to hold and expel 10x the normal amount of breath.</li>
<li>Zena learned a ranged pilfering spell.</li>
</ul>
</ul>
<div>
Post-game questions for the players:</div>
<div>
1. <i>What was the best accomplishment?</i> Exploding Svanth.</div>
<div>
2. <i>What do you want to do next?</i> Establish an alliance with a local faction.</div>
<div>
3. <i>What would improve the game? </i>The referee should take better notes. (I couldn't remember several details.)</div>
<div>
<br /></div>
<div>
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Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-88020022001066951092019-01-10T11:00:00.000-06:002019-01-10T11:00:09.433-06:00Stealth, Light, and SurpriseMy light and surprise rules are mostly adapted from Gus L at Dungeon of Signs.<br />
<h2>
Highlights</h2>
<ul>
<li>A PC can behave as a scout to increase the party's chance of surprising whomever they might encounter or fleeing before the encounter begins.</li>
<li data-select-like-a-boss="1">Darkness is scary.</li>
</ul>
Read about <a href="https://buildingsarepeople.blogspot.com/2018/11/boons-and-banes.html" target="_blank">Boons and Banes</a> if you're not familiar.<br />
<h2>
Stealth</h2>
<div>
<ul>
<li>Stealth = 5 + Dexterity Mod.</li>
<li>In a group, use the Stealth of the least stealthy character.</li>
<li>Check Stealth to move silently, hide, or pickpocket.</li>
</ul>
</div>
<h2>
Light</h2>
In light, PCs may not surprise monsters or NPCs except in special circumstances, such as when ambushing or when stealthily moving through a jungle.<br />
<h2>
Darkness</h2>
<br />
<ul>
<li>Monsters and NPCs can be surprised with a 2-in-6 chance.</li>
<li>All rolls, including defense rolls, gain two Banes.</li>
<li>In the dark, Hired Hands must make a Morale check every turn.</li>
</ul>
<br />
<h2>
Dimness</h2>
<br />
<ul>
<li>The final 10' of any light source is dim.</li>
<li>Some light sources provide only dim light. (Example: covered lantern, candle)</li>
<li>Monsters and NPCs can be surprised with a 2-in-6 chance if all members of the party are in dim light (monsters may also surprise PCs with the same chance.)</li>
<li>All rolls, including defense rolls, gain one Bane.</li>
<li>Henchmen and Hired Hands suffer a Bane to all Morale checks when in dim light, unless they are skilled in Stealth (5 or better) and are used to operating in such conditions.</li>
<li>A stealthy character (Stealth 6 or better) suffers no Banes from dimness and gains a Boon to stealthy actions.</li>
</ul>
<br />
<br />
<br />
<br />
<figure><table><thead>
<tr><th>Light Condition</th><th>Penalties</th></tr>
</thead><tbody>
<tr><td>Darkness</td><td>2 Banes</td></tr>
<tr><td>Dimness</td><td>1 Bane (unless stealthy)</td></tr>
<tr><td>Light</td><td>--</td></tr>
</tbody></table>
</figure><br />
<h2>
Surprise</h2>
A party that has surprise will act 1st on round 1 without need for an Initiative check and gain a Boon to all rolls for round 1.<br />
<br />
If there is a chance that either party is surprised, roll 1D6.<br />
<br />
<br />
<br />
<figure><table><thead>
<tr><th>1D6</th><th>Result</th></tr>
</thead><tbody>
<tr><td>1</td><td>PCs Surprise in Dimness or Darkness or when opening a door</td></tr>
<tr><td>2</td><td>PCs Surprise in Dimness or Darkness or when opening a door</td></tr>
<tr><td>3</td><td>--</td></tr>
<tr><td>4</td><td>--</td></tr>
<tr><td>5</td><td>Enemies Surprise</td></tr>
<tr><td>6</td><td>Enemies Surprise</td></tr>
</tbody></table>
</figure><br />
<blockquote>
Make sure your players understand how a stealthy character in dim light can scout ahead to prevent surprise.</blockquote>
<blockquote>
Often, instead of attacking on a surprise round, foes should change the battlefield (throw nets, spring traps, set a fire, hide and snipe, send one of their party to bring reinforcements), or deprive the party of a resource (smash backpacks, extinguish torches.)</blockquote>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-30126816743259610232019-01-03T09:00:00.000-06:002019-01-03T09:00:00.384-06:00Factions on Kowloon PlanetI made a <a href="https://docs.google.com/document/d/12msnB7Jky8AKm_qQEP6f64XHtKMYlZBKC3w_pvhp4uA/edit?usp=sharing">faction generator</a> for my sci-fantasy setting. I'm proud of it. It's neat.<br />
<br />
It has <b>types</b>, <b>traits</b>, <b>connections</b>, and <b>conflict</b>. Part of it doubles as an NPC generator that creates <b>appearance</b>, <b>personality</b>, <b>motivation</b>.<br />
<br />
You can make a copy and then edit the file if you like because it's a Google Doc.<br />
<h3>
Caveats</h3>
Two elements may make it less immediately useful for you:<br />
1. Magic is essentially unknown, so there's only a 3% chance of any faction being innately magical (only one entry is about wizards, for example.) <br />
2. Technology is sought out in much the same way magic is in a vanilla fantasy campaign.<br />
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If you're having trouble with Google Docs, click the images below to expand them.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKyddPkN-cPEsOw1Lxq6N9YH4yTObl4D5YkUNjP-le4LhUUSpjcxwscEwIU4FB61j1pFzPIMlo3y3C4MsRe0wfpzZTV2YLnwXH3vKv7oYuBC-rvz6SPym1BMvGdwCsK9imJRFOsiaZhn0x/s1600/23-12-2018+20-00-28.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKyddPkN-cPEsOw1Lxq6N9YH4yTObl4D5YkUNjP-le4LhUUSpjcxwscEwIU4FB61j1pFzPIMlo3y3C4MsRe0wfpzZTV2YLnwXH3vKv7oYuBC-rvz6SPym1BMvGdwCsK9imJRFOsiaZhn0x/s640/23-12-2018+20-00-28.png" width="494" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAXBWOLL6Ddq_60UivY7uTi2ztJIBTTn5Jc6LmYDsZTgrRBdii0zNkIGm7NgaHPfY6jl5asWpAUFcM7pmJlutHbEXRvxxVCe-vohR3D5ReOV1n8CLKm_GzZC7U4ZvZ74iArAbW7UMAx9mp/s1600/23-12-2018+20-00-48.png" imageanchor="1"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAXBWOLL6Ddq_60UivY7uTi2ztJIBTTn5Jc6LmYDsZTgrRBdii0zNkIGm7NgaHPfY6jl5asWpAUFcM7pmJlutHbEXRvxxVCe-vohR3D5ReOV1n8CLKm_GzZC7U4ZvZ74iArAbW7UMAx9mp/s640/23-12-2018+20-00-48.png" width="494" /></a><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjePLJI-FnaE3uittfCjgClvrTx1efsZrpYNrBVbZId4SEGH7vvoXN0y3NplZpMtBmslOn8G6BAJdqqdv5uBRGXXVmJORNTibaUYhYa81rybzEQHo5dfgb0W_pmPOWcLessovhOj-YVdPqN/s1600/23-12-2018+20-00-56.png" imageanchor="1"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjePLJI-FnaE3uittfCjgClvrTx1efsZrpYNrBVbZId4SEGH7vvoXN0y3NplZpMtBmslOn8G6BAJdqqdv5uBRGXXVmJORNTibaUYhYa81rybzEQHo5dfgb0W_pmPOWcLessovhOj-YVdPqN/s640/23-12-2018+20-00-56.png" width="492" /></a><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp3JeFuS4MItdZHOF6IxQA8PGrL1Yn_ilrDEFXH4dp244mN9eRHvQMDYLiRhPa67KQ7cHPjGXb0U0S8-sMuglBGx0PCLH4uG_KlKDd0gkFnLyAKOcMYm_WXjEBmRPGoourb_gWBPDKbkG_/s1600/23-12-2018+20-01-08.png" imageanchor="1"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp3JeFuS4MItdZHOF6IxQA8PGrL1Yn_ilrDEFXH4dp244mN9eRHvQMDYLiRhPa67KQ7cHPjGXb0U0S8-sMuglBGx0PCLH4uG_KlKDd0gkFnLyAKOcMYm_WXjEBmRPGoourb_gWBPDKbkG_/s640/23-12-2018+20-01-08.png" width="494" /></a>Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-57529801229956756332018-12-24T09:00:00.000-06:002018-12-24T09:05:34.790-06:00Sci-Fantasy Extraterrestrial Race - Secret Santicorn for wr3cking8a11 The entire race was struck by poverty, once. For this reason, etiquette is often built around the idea of hiding whatever luxuries exist in one's life, even if most people share in those luxuries.<br />
<h1>
Race name</h1>
The aliens call themselves planet-ers, in their own language.<br />
The word for "planet":<br />
<strong>1d6</strong><br />
<ol start="">
<li>Scrin</li>
<li>Hird</li>
<li>Plett</li>
<li>Plor</li>
<li>Sand</li>
<li>Lith</li>
</ol>
The suffix for "er":<br />
<strong>1d6</strong><br />
<ol start="">
<li>-nat</li>
<li>-ar</li>
<li>-ho</li>
<li>-che</li>
<li>-anan</li>
<li>-ip</li>
</ol>
<h1>
Traditions</h1>
<strong>1d6</strong><br />
<ol start="">
<li>Blood alongside a door marks that a child has recently moved out of the house or died.</li>
<li>Reverence is shown to a guillotine symbol, but no actual guillotines seem to exist.</li>
<li>Wiping sweat from the brow is the standard ranged greeting (like waving.)</li>
<li>Emptying one's pockets in front of someone else is a (usually offensive) sexual gesture.</li>
<li>Inhaling a deceased loved one's ashes in full is considered proper. Inhaling incompletely or not at all is frowned upon. (Contributed by wr3cking8a11.)</li>
<li>There's an insanely popular canon of plays that were almost a hundred hours of performance time in total. People frequently communicate using only lines from these performances. (Contributed by Spwack.)</li>
</ol>
<h1>
Norms</h1>
<strong>1d20</strong><br />
<ol start="">
<li>Children are raised by the parents until the parents have something better to do. Then the children are raised by whoever has been assigned to nursery work.</li>
<li>Maintaining or safekeeping ancient Tech is the most vital task one may aspire to.</li>
<li>You are expected to grow a bonsai tree trimmed in exactly the same ways as everyone else's. If the shape is improper or if the plant looks unhealthy, neighbors will involve local authorities.</li>
<li>When asked "How are you?" the polite response is "starving, but we'll be fine" or anything similar, regardless of the availability of food.</li>
<li>Wearing clothing with a noticeably different color than the clothing worn on the previous day is a show of luxury and therefore a rude act of hedonism. It brings attention to the fact that the wearer is not wearing the same clothing two days in a row. To avoid this appearance, one must slowly transition to other colors or never transition at all. It's perfectly acceptable to have hundreds of outfits so long as three different colors aren't seen in the same week.</li>
<li>Adults don't wear pants because kids wear them. Adults wear shorts, skirts, dresses, etc.</li>
<li>No one has pockets. Wearing backpacks is weak and suggests deviant sexuality in the stronger sex. Carrying things in a bag is the norm.</li>
<li>Speaking kindly of the dead makes elderly people very upset. They make religious signs in response and huff or sigh or swear.</li>
<li>Working on an even day of the week is taboo. "Working" refers to minor labors like lifting objects from the ground, not real work like cooking or farming.</li>
<li>The elderly act as if they are unwise in order to boost the confidence of the young.</li>
<li>A tip is expected for service before service is rendered. The tip amount seems to have no effect on the quality of the service.</li>
<li>Applause is rendered by way of a single clap in unison. Nearly everyone seems to know the right moment to clap, though a few claps lag behind in larger groups.</li>
<li>Guests are always offered a bath just after arrival. A "bath" is a wet towel and a bar of soap prepared for you in a private room.</li>
<li>Anything that might be personal, private, or valuable is handled by non-owners delicately with two hands and closely examined with false awe.</li>
<li>Different colors of flat objects (traditionally flowers or leaves but paper or cloth may be used) may be left at a person's place of residence (with a signature marking) or handed to them to communicate basic messages interpreted by context.<br />
Add blood to any of the following to make the communication very serious/demanding/threatening. (Roll once and read across or roll twice until all colors are assigned.)<br />
<figure><table><thead>
<tr><th>1 Apology</th><th>Yellow</th></tr>
</thead><tbody>
<tr><td>2 Request</td><td>White</td></tr>
<tr><td>3 Gratitude</td><td>Blue</td></tr>
<tr><td>4 Offer</td><td>Green</td></tr>
<tr><td>5 Challenge</td><td>Red</td></tr>
<tr><td>6 Invitation</td><td>Black</td></tr>
</tbody></table>
</figure></li>
<li>They treat all juices as delicacies and drink them socially. Juices are highly concentrated and sipped slowly over a one or two-hour conversation.</li>
<li>Drinking milk is as offensive as forgetting to cover yourself.</li>
<li>Used to offer virgins to the god of Cracks, Fissures, and Pits but now everyone regards this as barbaric and dumps undesired food in such places instead.</li>
<li>Unlucky number only referred to by euphemisms: roll 1d10.</li>
<li>Chewing food whilst in the streets is a symbol of prosperity and good health.</li>
</ol>
<h1>
Beliefs</h1>
<strong>1d6</strong><br />
<ol start="">
<li>Those born in space have lesser intelligence and are likely to be physically weak.</li>
<li>Nut butters enhance the following, but only for this race<br />
<ol start="">
<li>thinking</li>
<li>strength</li>
<li>speed</li>
<li>pheromones</li>
<li>subtle urges sent by the dead and other spirits</li>
<li>lie detection</li>
</ol>
</li>
<li>When anyone burps or farts, it's polite to say "wash your hands" but the young say "curses off" to make the saying more relatable to the younger generation who don't believe in the old "Hygiene"superstitions.</li>
<li>[I need more. Please submit more ideas in the comments.]</li>
</ol>
<h1>
Skin colors</h1>
<strong>1d6</strong><br />
<ol start="">
<li>pale gray</li>
<li>light gray</li>
<li>medium gray</li>
<li>dark gray</li>
<li>black</li>
<li>no light is reflected at all</li>
</ol>
The young have a blueish tint. Those in puberty often have blue spots. The elderly often have raised blue spots, like moles.<br />
<h1>
Mirror race</h1>
There are creatures living beneath the settlements.<br />
They're referred to only with phrases like "our miserable cousins."<br />
A watch is kept near the local passage to the underground, built by this race, long ago. The underground is a ruined city, never really used by the mirror race. They respected their deviant, nearly-mindless brethren enough to build a place for them, but public sentiment favors their destruction now, if a way is found.<br />
<ul>
<li>They cannot survive in sunlight.</li>
</ul>
<ul>
<li>They act stupidly, but always in tandem, for they share what appears to be a simple hive mind. This means they will attempt to surround and flank but won't use complicated tactics.</li>
<li>Number appearing: d20. Unless they are all killed by the end of round x (roll 1d4), d20+3 more will appear from the d10x40 that are nearby.</li>
<li>AC [12]</li>
<li>Move 12</li>
<li>HD 0 (1 HP)</li>
<li>Morale 12</li>
<li>Attack: Claws or bite 1d6. (I'm assuming that all attacks do 1d6 damage as in OD&D.)</li>
</ul>
<h1>
Under-settlement</h1>
<ul>
<li>Only two people can fit in a 10x10' space.</li>
<li>Only one boilermail* can fit in a 10x10' space.</li>
<li>Every passage is very narrow but connected to many other passages like a maze with few dead ends.</li>
<li>If you use a published dungeon, each square is now 5' per square except when only one square wide (those are still 10'.)</li>
</ul>
<h2>
Encounter table for expeditions underground:</h2>
<strong>1d6</strong><br />
<ol start="">
<li>One of them has d6+1hp.</li>
<li>One of them has 3HP.</li>
<li>One of them does d6+1 damage.</li>
<li>One them does 3 damage instead of d6 damage.</li>
<li>Half of them are behind you and half are in front.</li>
<li>One of them makes a stealth attack against whoever is in back at the start of the encounter.</li>
</ol>
<h1>
Boilermail</h1>
<a class="url" href="http://dungeonofsigns.blogspot.com/2012/11/hms-appolyon-sample-boiler-and-plate.html" target="_blank">http://dungeonofsigns.blogspot.com/2012/11/hms-appolyon-sample-boiler-and-plate.html</a><br />
<a class="url" href="http://dungeonofsigns.blogspot.com/2012/11/hms-apollyon-plague-senechal-more.html" target="_blank">http://dungeonofsigns.blogspot.com/2012/11/hms-apollyon-plague-senechal-more.html</a><br />
<a class="url" href="http://dungeonofsigns.blogspot.com/2016/08/hms-appolyon-players-guide-part-1.html" target="_blank">http://dungeonofsigns.blogspot.com/2016/08/hms-appolyon-players-guide-part-1.html</a>Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com4tag:blogger.com,1999:blog-5802046113542243205.post-402200914233611912018-12-20T19:02:00.000-06:002018-12-22T12:03:22.280-06:00Hired Hands and Henchmen<h2>
Highlights</h2>
<ul>
<li>Hired Hands are worthless in combat and aren't likely to be targeted by enemies.</li>
<li>Henchmen do pretty much whatever the players want, so long as they're not treated worse than a PC.</li>
<li>Henchmen must succeed at a morale check or seek other employment at the end of an adventure, but they stop checking morale <i>at all</i> once they've passed two morale checks.</li>
<li>Henchmen take only a half share of the entire party's loot and XP.</li>
<li>Henchmen are rare and usually sought for hire from factions whom the PC must have gained favor from.</li>
</ul>
<h2>
Hired Hands</h2>
<ul>
<li>Hired Hands are ordinary, level 0 folk, not adventurers.</li>
<li>If forced to do anything dangerous, check their Morale. Regardless of success, remove one point from their Morale score afterward.</li>
<li>A Hired Hand is usually an incompetent outcast, such as a street urchin, addict, or bum. They're not willing or able to meaningfully contribute to combat, nor are opposing combatants likely to pay much attention to them.</li>
<li>Standard wage: 5 SP (silver standard) per day plus living expenses.</li>
</ul>
Example Hired Hand jobs:<br />
<ul>
<li>Hold a torch or lantern</li>
<li>Carry treasure</li>
<li>Manage pack animals</li>
</ul>
<h3>
Default Hired Hand</h3>
HD: 0. <a href="https://buildingsarepeople.blogspot.com/2018/12/death-and-injury.html" target="_blank">Grit</a>: 5. ATK: 10. AC: 10.<br />
Morale: 6. ATR: 10 each (roll 3D6 if needed.)<br />
Random Profession + associated gear and dagger, club, or other minor implement of self-defense.<br />
<h2>
Henchmen</h2>
<ul>
<li>Henchmen require one half-share of the party's loot and XP.</li>
<li>A Henchman can replace a dead employer as a player character.</li>
<li>They obey fair orders and act at the same time as their employer (a single PC.) They are bound to their employer and will not leave in order to complete long-term orders.</li>
<li>Check Morale when the situation becomes nigh-intolerable. (Participating equally in a fight does not require a Morale check.)</li>
<li>Check Morale at the completion of an adventure (such as a return from a dungeon). Any failed Morale check results in abandoning the party, never to risk their employment again, at least not without very special circumstances.</li>
<li>After a Henchman has passed two Morale checks, they do not make any more unless mistreated/misused.</li>
<li>A Henchman is generally hired from a faction or while adventuring.</li>
</ul>
<blockquote>
Note About Half Shares</blockquote>
<blockquote>
When a party contains only PCs, everyone has a full share. 4 PCs get one share each. If they're sharing 400 SP, they each get 100 SP. If they brought one Henchmen along, she gets a half share. The result of this is that each PC has 2 shares and she has 1. This makes a total of 9 shares. Divide 400 by 9 to determine the size of a share. It's 44. This means she gets 44 SP and each PC gets 88 SP.</blockquote>
<h3>
Default Henchman</h3>
HD: 1. <a href="https://buildingsarepeople.blogspot.com/2018/12/death-and-injury.html" target="_blank">Grit</a>: 5. ATK: 11. AC: 10.<br />
<div data-select-like-a-boss="1">
Morale: 7. ATR: 10 each (roll 3D6 if needed.) </div>
Random Profession + associated gear and weapon.<br />
<h2>
Hiring Hired Hands and Henchmen</h2>
<br />
<br />
<br />
<figure><table><thead>
<tr><th><strong>2D6</strong></th><th><strong>Hiring Reaction</strong></th></tr>
</thead><tbody>
<tr><td>12</td><td>Refuse, insulted*</td></tr>
<tr><td>9-11</td><td>Refuse</td></tr>
<tr><td>6-8</td><td>Roll again</td></tr>
<tr><td>3-5</td><td>Accept</td></tr>
<tr><td>2</td><td>Accept, impressed**</td></tr>
</tbody></table>
</figure>*Insulted: Reactions of other potential employees in area/Faction penalized by 1. **Employee's morale gets +1 bonus.<br />
<h2>
Morale Adjustments</h2>
+1<br />
<ul>
<li>if housed</li>
<li>if living expenses provided for</li>
<li>if given more than their share</li>
<li>if provided extra comforts</li>
</ul>
-1 per<br />
<ul>
<li>insult to them</li>
<li>unnecessary danger faced</li>
</ul>
-2 for<br />
<ul>
<li>harm that could have been avoided</li>
</ul>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-28059923496368816882018-12-18T09:30:00.000-06:002018-12-18T09:30:05.690-06:00Death and InjuryBefore you read the table, you need to understand Flesh, Grit, and how damage effects them. If you're already familiar with the concept, feel free to skip ahead to Death and Injury.<br />
<br />
Notes:<br />
<ul>
<li>I first learned about the concept of <a href="https://www.lastgaspgrimoire.com/id-hit-that/" target="_blank">Flesh and Grit from Logan Knight</a>, though my version isn't 100% the same.</li>
<li>If you're not into my system, here's <a href="https://buildingsarepeople.blogspot.com/2018/11/cavegirls-emmy-allens-horrible-wounds.html" target="_blank">my favorite system other than my own</a>.</li>
<li>The goal of this system is to be specific, deadly and minimal while still giving players meaningful decisions to make, generating tension, and encouraging narrative variety for the referee. </li>
</ul>
<div>
<br /></div>
<div>
------</div>
<div>
<br /></div>
<h2>
Damage</h2>
Every <strong>Damage</strong> roll removes Grit from the victim in an amount equal to the result of the roll. When there is no Grit, remaining damage is applied to Flesh instead.<br />
<h3>
Grit</h3>
<ul>
<li>Grit is derived from HD. It's basically the same thing as HP, just renamed.</li>
<li>Grit is an abstract measure of a PC's well-being and fitness for combat. Losing Grit represents bruises, scratches, dented armor, torn clothing, aching muscles, depleted breath and so on.</li>
<li>Sneak attacks ignore Grit and apply damage directly to Flesh.</li>
</ul>
<h3>
Flesh</h3>
<ul>
<li>Flesh loss represents broken bones, torn and punctured flesh, blood loss, et cetera.</li>
<li>You have 1 HD of flesh. You never gain more.</li>
<li>When a character loses any amount of Flesh, use the <em>Death and Injury</em> system below.</li>
<li>Rest heals 1 Flesh per week.</li>
</ul>
<div>
<br /></div>
<div>
------</div>
<h2>
Death and Injury</h2>
If any Attribute drops to 0, the character is dead.<br />
<h3>
Flesh Loss</h3>
When your character loses any Flesh, make a Saving Throw. Success indicates <strong>Injury</strong>. Failure indicates death. Additionally, if the Save is succeeded by a margin of only 1 or 2 points, gain a <strong>Scar</strong> in the affected area (see below.)<br />
<br />
When Gaining an Injury, roll 1D6 for anatomy and 1D6 for severity, below. Your character will also lose consciousness.<br />
<br />
Injured characters may be revived after combat with 0 Grit. Any further damage to an Injured character results in immediate death.<br />
<br />
Injuries may be treated in a settlement.<br />
<h3>
Injury Table</h3>
<br />
<br />
<figure><table><thead>
<tr><th>D6</th><th>Anatomy</th><th>D6</th><th>Severity</th></tr>
</thead><tbody>
<tr><td>1</td><td>Head</td><td>1</td><td>3D6 days to recover</td></tr>
<tr><td>2</td><td>?</td><td>2</td><td>3D6 days to recover</td></tr>
<tr><td>3</td><td>Arm</td><td>3</td><td>3D6 weeks to recover</td></tr>
<tr><td>4</td><td>Leg</td><td>4</td><td>Permanent injury (partially disable anatomy or reduce related Attribute by 1D6+1)</td></tr>
<tr><td>5</td><td>Hand</td><td>5</td><td>Severe bleeding</td></tr>
<tr><td>6</td><td>Foot</td><td>6</td><td>Permanent <em>horrible</em> injury (maimed, severe bleeding)</td></tr>
</tbody></table>
</figure>A <em>maimed</em> body part is no longer functional. It might be removed or crippled.<br />
<h3>
Severe Bleeding</h3>
Severe bleeding causes -1 CON per Turn until the bleeding is stopped. (This Con may be healed at the usual rate for damaged Attributes.) Also roll 1D4 each round that the bleeding continues: on a 4, you die. At the moment battle ends, anyone may attempt to stop the bleeding. If they fail to do so, you die.<br />
<br />
Anyone may Check INT, once per round, to attempt to reduce the bleeding (so you will only have to roll 1D4 once per <em>turn</em>) and then anyone may Check INT to attempt to stop the bleeding.<br />
<h2>
Scars</h2>
When you gain a Scar, gain 2 max Grit, and roll 1D6.<br />
<ul>
<li>1: Just a dent.</li>
<li>2-4: Quite a mark.</li>
<li>5-6: Disfigured.</li>
</ul>
Your scar can be used to impress or intimidate. If it's more than a dent it can be used to disgust and will also modify some reaction rolls (sometimes negatively, sometimes positively) if it's visible.<br />
<h2>
Death and Debilitation</h2>
If a player's character is dead or temporarily debilitated, the player should create a new character or take control of a Henchman, Hired Hand, or neutral character.Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com0tag:blogger.com,1999:blog-5802046113542243205.post-25684744630871326672018-12-13T11:00:00.000-06:002018-12-13T11:00:01.366-06:00ConditionsEach of these conditions should be important to modeling issues of survival in harsh environments, but mechanics for them are usually much more complicated than I would ever enjoy as a player or as a referee.<br />
<br />
Making conditions simply occupy inventory slots is a meaningful, appropriate mechanic, and you could really just stop there, but I added a bit more for some conditions.<br />
<br />
<strong>---</strong><br />
<strong><br /></strong>
<strong>Fatigue, Soaked, Cold, Overheated, Starvation, Famishment, and Thirst</strong> use 1 Inventory slot each.<br />
<h2>
<strong>Fatigue</strong></h2>
Fatigue is gained as a result of exhausting activity. A character may have more than one Fatigue.<br />
Fatigue applies a <a href="https://buildingsarepeople.blogspot.com/2018/11/boons-and-banes.html" target="_blank">Bane</a> to all rolls. (this effect does not stack.) A night's rest only removes one Fatigue.<br />
Fatigue can be caused by:<br />
<ul>
<li>getting fewer than 8 hours of sleep in a day.</li>
<li>traveling more than 12 hours in one day (+1 Fatigue per additional hour. A player character may check Constitution to resist gaining Fatigue from travel.)</li>
</ul>
<h2>
<strong>Soaked</strong></h2>
Soaked is caused by being very wet. Soaked things are not on fire and may not be lit.<br />
<h2>
<strong>Cold</strong></h2>
Cold is caused by exposure to a very cold environment.<br />
<h2>
<strong>Overheated</strong></h2>
Overheated is caused by exposure to a very hot environment.<br />
<h2>
<strong>Famished</strong></h2>
Every 24 hours without food, gain one Famished and lose one Constitution point.<br />
<h2>
<strong>Thirst</strong></h2>
Lose 1D6 Con per day (or per 12 hours if overheated) without water. Assume there is a water source available nearby whenever characters are outdoors unless the environment would indicate otherwise.Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com2tag:blogger.com,1999:blog-5802046113542243205.post-45950647749577731552018-12-11T10:00:00.000-06:002018-12-11T21:09:51.281-06:00Retrieving Items from InventoryUPDATE: rule greatly improved due to the comment below!<br />
<br />
Another simple rule that probably hardly seems worth posting about, but I really like it, and it's my own.<br />
<br />
---<br />
<br />
To retrieve an item from your inventory in combat, roll 1d4. If you roll a 1, you've found it. Otherwise, you've wasted your combat round. If you want to look again, you find what you're looking for if you roll a 1 <i>or</i> a 2. Chances increase to 3 in 4 on the third attempt and on the fourth attempt, you find it immediately.<br />
<br />
<div data-select-like-a-boss="1">
Outside of combat you may place an asterisk next to one item which you can place in a handy spot; you will find it without making a roll, though you will still spend a combat round to retrieve it.</div>
Valzihttp://www.blogger.com/profile/08052154892033159242noreply@blogger.com6