Wednesday, December 23, 2020

Odd pre-Christmas thoughts (FKR)

A friend or two alerted me to the Free Kriegsspiel Revolution this last year and I have given it a fair reading a few times. While it never jumped out at me as exceptionally interesting, something keeps itching at the back of my brain regarding FKR. Last year I even delved into the murkiness of the Arnesonian playstyle and wrote my own version of early-play D&D and spoke frequently with my buddy Norbert about that early play style. I think some of that discussion was the forbearer to Norbert creating the FKR play style.

If you are not familiar you can check out Norbert's blog for far, far more details here: http://darkwormcolt.blogspot.com/ but in my amateur opinion it boils down to this:

Only roll the dice to determine an outcome if you cannot do this using good judgement.

Like I said, this has been rolling around in my brain and last night I was reading some FKR stuff about using dice versus not using dice. I found it quite interesting. I woke up this morning with this thought dancing around my brain.

As players, myself included, we would rather leave the story up to random dice than an impartial game master. We accept that some things will happen that are very unlikely to happen, rather than having an impartial GM who would arbitrate the outcome using logic.

Why is that? We have modifiers to the results through attributes, levels, and gear but in the end we allow the dice to completely and arbitrarily determine the results. Seriously, think about it. 

A third level fighter is fighting a single goblin. Player rolls a 1 and the fight goes from a simple thing that the fighter should easily succeed at, to suddenly he lops of his leg/breaks his sword/guts the cleric nearby (again, likely determined by another random roll on a Critical Fumble table). Stepping back and looking at this from a not-in-the-moment viewpoint, if you came across this in a novel or your favorite TV show, I bet you would groan about how silly that was. Here though, we accept it. Why??

Now, a friend of mine would say the following:
1) It adds a level of fun, chaos, interesting and unexpected outcomes.
2) As a GM I have the power to limit that amount of silliness in my game.

I would agree on both these statements. I too enjoy the silliness that results from Tim rolling three "1"s in a row and lopping of Joe's ear, breaking his magical crowbar+2, and setting his hireling on fire. This is hilarious and fun all at the same time. Also correctly, you are right, as the GM I have the innate power to control those aspects of the game, choosing to roll only when I want and deciding when I want to allow the dice to determine the results*.

Anyway, just some thoughts I felt I needed to put down on digital paper and get out of my head this morning.


*As a side note, I would add that as a GM I have often 'rolled the dice' behind the screen and ignored the result, deciding before I roll the outcome and simply narrating the result as I saw fit at the time. Usually this is because of story elements or plot development that I am working on for the larger campaign.

Sunday, December 20, 2020

The Mines at Torgath

The mines were abandoned decades ago and since that time various groups have moved and claimed the tunnels as theirs. Some come to work the mines, some did not.

Today, various factions control separate parts of the mine and fight to hold on to what they 'own'. Sometimes alliances are made of broken, some slink through the shadows in hopes of rich on the gems hidden in the rock, others simply trying to stay hidden from whatever sent them into this frightful place, others hoping the gems can make them wealthy and powerful.
AREA OF CONTROL/ENCOUNTER AREA
1- open area/contested, any faction may be encountered here
2- Jango "Dead eye" Darvil and his gang, holed up and storing their stolen plunder in this section, they are currently in a fragile truce with the spiders
3- Xavtheenix the spider queen raises her brood and plans her return to outer planes, the mushrooms have....done things to them
4- Illyana the water spirit and her twin sister Ayllaya spend their time desperately searching for the Arragean Pearl which she believes was lost in the rocks in the bottom of this pool, they will 'insist' any male visitors assist them in their search
5- Mervin Quentin Beauregard Farnsworth III, a rare gnomish druid, hides here from those seeking him for crimes against nature, his magical nature and overflowing magical vermicitude has caused glowing mushrooms to blossom through the mine
6- Bento Happlestep, a brave halfling explorer has been secretly sneaking in and mining to great wealth, he keeps the other factions away by frightening them with illusions from a magical wand, he is terrified of the mutated spiders he has encountered
7- The ogre Bloodfinger Tribe has moved in and began mining, Ovilax Skullsitter sees the gems as a way for him to secure the ogrish throne for himself, he recently snacked on a mushroom which doubled his strength

The mines are quite notorious for their resplendantly abundant gems and crystals. Another well known fact that the rock here is full of the dangerous ore known as rhydonium. Anyone spending the time to mine (with proper equipment) has a 2 in 12 chance (2d6) per turn of discovering a valuable gem or mineral. On a roll that results in doubles however, rhydonium is discovered and immediately and violently discharges, causing d6 damage to all within ten feet of the miner.  The miner takes double this damage.

If ore is discovered, consult the table below. First roll for ore discovered, then roll to determine the quality of the deposit. Take the core ore value and multiply by the listed quality modifier. How large this ore is I leave up to the DM.

ORE DISCOVERED
2-4: Silver, value 1gp
5-6: Electrum, 3gp
7: Gold, 5gp
8: Blue quartz, 10gp
9: Red Garnett, 20gp
10: Rock Crystal, 40gp
11: Diamond, 10gp
12: Viz, 500gp

ORE QUALITY
2-5: Poor, x1
6-8: Fair, x2
9-10: Good, x4
11: Superior, x10
12: Majestic, x50

The mushrooms and their effects I leave to you. Enjoy.

Saturday, December 12, 2020

Steve's Witebörd Dungeön!!!!

Yesterday my buddy Steve shared a map he drew on the whiteboard in his office (which is funny in and of itself because he's like the head dude at a big factory) with us. I asked if I could redraw it, which my group immediately codified by saying I was going to Jacksonize the map. So, here you go!

Monday, December 7, 2020

The Pit


 A fairly simple map, but one I feel could keep a party of adventurers busy for the better part of two to three sessions. And, more importantly, where does that pit lead to........?

Sunday, November 29, 2020

Sigyn's Kurgan

I came up with an idea for an advance given my plethora of free time this weekend with the kids gone and wife working, I was itching to play/run something. I am an avid fan of Norse mythology and while reading I discovered a great story about a Norse king that sacrifice his own since to Odin to prolong his own life. An idea quickly formed and I drew up a dungeon and scribbled up the adventure. On the suggestion from a friend, I opened up the Fiend Folio and fleshed it out. Those Brits sure love the Save versus Death. Wow. In the space of four rooms I killed four characters! 

Here are my scribbled notes from the game, make what you will of them. I may clean it up to a more 'published' nature in the future.

Friday, November 27, 2020

downtime = moar maps

Kind of a lame holiday here, oldest child has moved out to her own place and the youngest opted to visit her sister for their first Thanksgiving, leaving just me, the pups, and the wife at the house. Add to this, the effects of 'no travel Rona' and the in-laws stayed away as well. Puts a completely different soon on the holidays.

So, I drew maps...

Thursday, November 26, 2020

Old School map legend

Insomnia struck me last night and while I could not fall asleep I came across the old TSR module M1 Blizzard Pass. Being a map nerd, I was immediately drawn to the map which had a wonderful legend (or key) and decided to make a new one to model my latest style. This is probably useless to anyone but me, but hey, "Wohoo maps!"

Have a Happy Thanksgiving to those celebrating.

Wednesday, November 25, 2020

The Odelsrett Kurgan

 

Print it out and write up a fun location to kill your friends! Have a Happy Thanksgiving.

Wednesday, November 11, 2020

Leonardo's Last Retreat (also, Roll20's Set Dimensions tool)

 

On a previous post, a regular visitor to the site mentioned that he often struggled to get my maps to line up with the grid system in Roll20. I did a little investigating and figured out a solution. This map should work and fit perfectly with the default 70x70 pixel grid in Roll20.  Follow the following steps:

1) Create a new page, and makes sure the grid utility is on and set to 70x70, see below for an example.


2) Upload the map above to your Library. Make sure you are on the Map Layer (red circle on the image below), and then drag the map onto the Page. Notice how Roll20 by default shrinks the map, annoying, but ok.

3) Next you will need to right click on the map, move to Advanced, and then click on Set Dimensions.


4) Set the map image to 2100x2800 pixels. You may need to move the map depending upon how large you set the page size. 


5) This particular map will fit in the default page set at 25x25 squares. However, after setting the dimensions in step 3 you will have to move the map to fit into the visible page (or resize the page under settings). I have done this in the image below.

6) You can see here the map lines up perfectly with the default grid settings.


Now, understand that this will work for this map and most future maps, my previous maps were not created using this template and thus will not work in this manner. I may go back and change the most recent ones I have done as I may be able to port them over to this new template. I will have to see.

AND finally, here are a couple different versions of the map used in this tutorial.



Tuesday, November 10, 2020

Sunday, November 8, 2020

The Mausoleum of Red Guard of Thar-Gaona

This time I did not do a hatching because, well, I do not care for it as much as I used to, plus there are plenty of old school style clone wannabees out there.

Saturday, November 7, 2020

Tomb of the Flayed Lord of Kerzagoth

You come here for maps, don't you? Been a while, eh? Sorry about that. Here you go. I did this map up in three different 'styles'. The first is for all you people out there that think hatching is the best style. This one is for Tim, apparently his ink is made from the blood of angels or something.

Bezio style, my current favorite for mapping. 
(oops, left out the 'S' for the secret doors...use your imagination)
And a greyed out one for those of you who whine about the black ink used to print a map
(who the fock prints maps these days?)



Monday, October 19, 2020

Adventures in Marshall Barony, ep 11&12


THE CAST O' CHARACTERS:

CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief
Steve - Dosta Grimm, a fucking elf
Shane - Gordo the thief/ then Brother Allman
Bryan - Brad, human fighter (out due to real life injury!)

I am behind so I am going to do a quick wrap up of the last two sessions from memory. Wish me luck.

Ep 11. They decided....decision made by Shane's Gordo running into the room to search. A quick search was done and some treasure located before the skeleton's came to life. Unfortunately Gordo met his end in the watery tomb. With the danger out of the way, they explore and uncover significant treasure, enough that they immediately opt to depart and head back to Kalynn. Then on to Bordain (see below).
PC casualties - one, Gordo the thief (Shane)

Ep 12. Halfway to the river out of Kalynn, a massive storm comes over the mountains and vomits a torrent of rain upon the party. Raymando's horse throws a shoe and is unable to carry his weight. Now, their trip is cut short and they will need to slog through flooded trails to reach the village on the banks of the Phoenix River to the south of Kalynn.

They enter the small village and are immediately assaulted by the foul smelling murky pool of mud/water north of town. Some odd looking cow-type creatures are standing in the knee deep mud, slurping the water via their short, elephant-like trunks. With a powerful storm drenching the party, they opt for the first building, the Burnwood Inn. They are greeted by a friendly tall man and served a good meal. Cynemær Warwicke, a tall and strong looking man runs the inn with his wife Ainsley Brighteyes, beautiful elven middle-aged female.

They encounter what appears to be a group of thieves (noted because of the thieves cant signal their leader returned to Raymondo). The only odd thing that occurs is that a centaur comes into the inn for dinner and takes a seat at a nearby table, a seemingly normal event here in Shiteton. They bed for the night, then head out to shop, spend gold, and learn about the new village. 

Next door is The Trading Post, a sort of adventurer's general store ran by Hedley Stroude, a thin, animated glasses-wearing human (I believe I used a player at the table to describe him exactly). Full of energy and ready to help purchase and sell goods to the party, he manages to give them decent prices and the party is mostly happy with their dealings with Hedley. As they do this Raymondo heads just down the street to the blacksmith to repair his horses shoe and meets Algar Brickback, a grumpy, unhappy dwarf. While repairing the shoe, he mumbles to himself about a miserable childhood and an unloving father. Next the wander to the Adventurers’ Guildhouse, a sort of local hangout for adventurers. Oddly enough, Dosta, a freaking elf, fluffs his feathers up, strolls up and tries to sound like a badass to some rough looking hirelings and somehow managed an amazing display of bravado, endearing a hireling named Vax Blackrim, and two porters named Artug Bleakmaw, and Bodma Theriem.
PC casualties - none!

DM's Thoughts: SIX PLAYERS!

I was extremely worried about the new village. I had also jerked the players' chain a bit. At the end of ep 11 they wanted to buy horses and travel cross-country THREE days to Bourdain, I had agreed. Then hopped up on CBD and painkillers, I rolled three or four times to see if they ran into random encounters. Ha! Three or four times?  Get the fock outta here! When I came to my senses a few days later, and the monumental task of fleshing out a CITY hitting me in the forehead, I said F that and created a small village along the way. Thus, Shiteton was born.

I started to draw up a map on Saturday, then finished it Sunday morning. Over the next two days I fleshed it out with people and locations, hoping I would have enough laid down that I would be able to run it smoothly.

Let me just start with I HATE shopping trips to town. They tend to be boring and characters wander about trying to learn as much as possible about the town, never sticking together for long. Players dig for intel about the area, possible new places to explore, new things to buy, hirelings to....hire, etc. It tends to turn into one massive information dump for the DM and making this not suck is usually a difficult chore. Numerous new NPCs to describe, discover, and talk to. Lots of information needs to be prepared before hand, ready to spit out at the players, and more importantly, being ready to toss shit together as players wander off the tracks and dig for oddball information from the village NPCs.  Oddly though, this time it really felt pretty easy. Maybe the players were easy on me, maybe I had prepared just enough, or heck, who knows. It went pretty smoothly and I think everyone had a good time.


THE GRAVEYARD
Grey, a short-lived archer (Shane)
Misstep, wayward magic-user
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names


Saturday, October 17, 2020

The Mound of the Menhir

I drew up a quick map this week during multiple bouts of insomnia. Glory to the Lord of Stress. I imagine The outer menhirs floating in patterns, slowly circulating around the central stone. Why? That's for you to discover.



Sunday, October 11, 2020

Legends of Gath

 Ok, I need a hand. So life sucks amiright? Well, my buddy Christian has been making this really cool setting, a single page at a time for his post-apocalypse death world called Gath. You can check it out at his blog Destination Unknown.

I got this nutty idea today that we need him to turn this into a hex crawl, a la The Dark of Hot Springs Island. Seriously, if you don't know what that is, take a moment and educate yourself.

Anyway, today I played around with a hexmap to get him started. Now, I need your help. We need to make him do this. Harass him. Bug him. Send skellies and mutants! We world can only get better with a Legends of Gath hexcrawl!



Saturday, October 10, 2020

Welcome to Shiteton

I am behind now two weeks in updating the game sessions (though in honestly, they draw little visits to the site, so I may just stop doing them anyway) but I like to share the maps I am working on for my game. I have enjoyed the style used by Glynn Seal of Monkeyblood Design for use in the Midderlands products. For me it is quick, forgiving, and easy to throw a map together, I think this took shape over a few hours on Saturday and Sunday last week. If you like this style, I encourage you to check out the Handy Maps product from MB Design.

Shiteton (yes pronounced just like it looks) is so named because of the large, smelly, sulfur-spring feed muddy pool to the north of the little port village. I am not going to go into the details for this village as my players are just starting to explore the busy port. 

While small and of only a handful of buildings (the area east of the village is cluttered with dozens of farms), this is quite populous, busy, and a major hub of industry and commerce. The village sits along the northern coast of Goblin Head Lake, just south of the Troll Mountains, an area rich in ruins, caverns, barrows, and an adventurer's paradise. Additionally, the village has a couple large and well-known merchant companies located here. They offer explorers the opportunity to sell off larger than to be expected quantities of treasure than one would guess given the small size.

click to embiggin!

Anywho, I hope you like the map and perhaps in the coming weeks we will see me posting more details and fleshing out the village as my players explore it. Take care!

Tuesday, September 29, 2020

iso ongelmani

This is my number one problem:

These are mythic spaces that run on dream logic.°

°Sourced from a blog post shared to me by my friend Shane: 

https://www.paperspencils.com/two-week-megadungeon/

I struggle with this when designing adventures, I feel it grabbing me in it's tightening grip, I feel it limiting my voice and creativity. But, I cannot do anything to stop it. I make one room fantastic and weird, then move to the next room and my logical brain works up a connection as to why whatever weirdness I cooked up was there. Why? Dammit, why?!?


Also, that two week mega dungeon sounds cool as hell to try! Damn you, Shane!

Saturday, September 26, 2020

Adventures in Marshall Barony, ep 10

THE CAST O' CHARACTERS:

CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief
Steve - Dosta Grimm, a fucking elf
Shane - Grey the archer, fighter stylized as a archer / Gordo the thief
Bryan - Brad, human fighter (out due to real life injury!)

SESSION 10
This one will be short. First, our game night was the day Google experienced one of its rare "shit stops working" days and everyone had issues. One could not log into Gmail to access Hangouts, Meet would not allow them to connect, ugh. I thought about suffering and trying to use Zoom but I would rather sacrifice my left nut. Second, well, not much happened.

Once we got everyone connected the group seemed quite skittish and chicken tonight. I had a special treat for them tonight, a unique creature I am sure none of them have ever seen:

It rose out of the green pool and studied the group. They immediately backed up and staked the door shut. I am glad I did not too much thought into this encounter....

Next they went back to the wailing wall and opened the false wall. Behind it was a large room with two altars and a deep moaning coming from a connecting room. Soon, two zombies - the likes (again) that they had never seen. While they were dark and ashen in color, a deep fire burned inside them, leaking out of cracks in the 'flesh'.
An arrow was fired at one, it stuck in its chest and being wood, immediately burst into flame. Then a spear was thrust through one's chest, it too burst into flame. Some Holy Water was tossed at them, the attack missed but covered the floor, the 'creatures' avoided this so another flask was tossed on one. It struck and seemed to put out some of the flames inside it, but then it roared back and the flames flared up as if in anger. Our troupe deemed this too odd, and backed out of the room, again staking the door.

Next was a flooded room. They had passed over this room at least four times, only returning when no other clear path seemed survivable. Opening this door revealed a tall altar with a tall curtain along the wall behind it. Rather than step in the knee deep water, they began using a grappling hook and rope to pull the curtain down, revealing three skeletons again the back wall along with two statues of a fancy knight in armor (which matched the mosaics on the side walls.  This room proved to be quite scary and the party refused to enter it as well. 

We stopped there for the evening.

DM's Thoughts: I guess looking back, this Barrow is pretty tough, with strange and new monsters that no one has ever seen before. It is kind of funny because all of old grogs all say "Running away is sometimes the smartest option" yet when it happens in a game it feels empty and hollow. After listening to Tim's podcast (click here to give it a listen) I realized that I may need to tone it down a little. I have been pretty hard on these guys. They are first level, I have killed a PC or NPC in every session except two. I will have to think upon this over a couple of hard ciders.

I will say, I wondered why they keep forgetting the many magic items I have given them. Oh well, lead a horse to water and all that....

THE GRAVEYARD
Misstep, wayward magic-user
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names


Friday, September 18, 2020

Adventures in Marshall Barony, ep 9


THE CAST O' CHARACTERS:
CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief
Steve - Dosta Grimm, a fucking elf
Shane - Grey the archer, fighter stylized as a archer / Gordo the thief
Bryan - Brad, human fighter (out due to real life injury!)

SESSION 9
Wow, not even sure where to start with this one. I knew it could be deadly, I built it that way but if caution entered their mind, perhaps my list of PCs and NPCs killed would be less. But here we are.

We entered the barrow, they quickly discovered two statues with glowing gems behind them, Grey opted to use the statue to climb up and read the gem for removal. As he did, he used....and I am quoting here...."his ballsack to step up and reach the gem." Needless to say, the penis broke off and this set the tone for the rest of the session. 

Penis jokes were spread wide and far...
Next the discovered the room to the north, flooded and opted to not open the door, instead exploring the crack behind the last statue. And that was their mistake....
Grey was immediately covered by a Green Slime. I gave him the option to step out of the way (he said "I look up" just as it dropped on him) but he instead stood his ground and while he did damage to it, he was also covered, and trapped, beneath the slime. Dosta threw a flask of oil on it while Olwen lit a torch and subsequently set it aflame. A few moments later, and a few HP less, they managed to subdue the slime, sending caustic thick smoke in the dungeon. They quickly decided to push forward, locating the crack and heading deeper into what appeared to be a natural cavern. A cavern filled with fucking frogs! 

Now, the smoke was blocking everyone's vision, and the crack was tight, but our 'heroes' pushed onward and were ambushed by luckily only one full grown frog and her two babies. Attacks began in earnest but the smoke and tight passage caused havoc on any attempt at tactics and Grey bravely stepped forward...into the pool of water....hoping to get a clear attack on the momfrog.

He felt a sting of pain and looked down to see the two babies munching on his legs, one with a critical. He fell beneath the water, a dark water grave. Fear began to set in (I think) and the party began to (smartly) retreat back into the barrow, sealing the crack by knocking over the statue.

They then turned back and headed up the hall to the north, lifted a portcullis, and discovered another statue. We let Shane spawn his third character for this campaign, Gordo the thief, and he opted to climb this statue as well, for the gem. Yozzat was able to locate the release that allowed the statue to slide forward, in this case, grabbing and pulling the statues ballsack. ;-) When it slid forward it revealed a hole with a metal-rung ladder leading down into darkness below.

Opting to not go deeper and to the next level of the dungeon (where undoubtedly the GM has 2HD creatures to kill them!), the group opted to continue further into the tomb. Another statue and they came upon another door. Due diligence provide just a mild smell and no sound from beyond so they opened the door...

And were immediately smacked in the face with the most horrible, rotting smell emanating from a large sunken pool of vomit-green liquid in the middle of the room. Most of the party reacted by vomiting too.

We stopped there for the night. Tonight was the largest group we have had together and it was a hilarious, raunchy, good time. Thanks guys, I needed that.

THE GRAVEYARD
Misstep, wayward magic-user
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names

Thursday, September 17, 2020

Death & dismemberment

Yeah, I know, this isn't breaking any new ground here but I felt like our game has become very, very deadly. I thought perhaps death is becoming boring and I should do something about that. So, this is my attempt to cobble something lite, flexible and easy to use in-game. This is also hobbled together based on lots of other sites such as Robert Fisher, Trollsmyth, Blood and Guts.

DEATH, DISMEMBERMENT, & LASTING WOUNDS

When one of the following occur, the player will use the table below to determine the result. If the damage would drop a character lower than 0 hit points, those additional points of damage are added to this roll. Example: Bob takes 7 points of damage while only having 3hp, leaving 4 points extra. Bob's player rolls 2d6 on the table below but adds 4 to the total of the roll to determine the result.

Note that most NPCs, mooks, or low level monsters will NOT use this table.

When to roll:
  • When an attack reduces a character to zero or less hit points
  • When a character suffers additional damage after already being reduced to zero hit points
  • When a character falls more feet than their level times ten, example: Bob is 2nd level and he falls 30 feet, he would take 2d6 damage, then roll on the table below even if he were not reduced to 0hp
Roll 2d6 (add a number equal to any additional damage after the character is reduced to 0hp):

  2-3   no additional effect
   4     stunned (no furthers actions this round)
   5     knocked down & stunned for d6 rounds
   6     bleeding badly, will bleed out in d6 rounds unless treated
   7     broken ribs, d6 weeks to heal
   8     1-5: broken limb bone, 2d6 weeks to heal naturally
          6: eye removed
   9     1-4: crushed limb bone, 3d6 weeks to heal, will not fully heal naturally
          5-6: eye removed
  10    severed limb, will die in 3d6 rounds unless treated
  11    mortal wound, will die in 2d6 rounds unless treated
  12+  instant death

Any roll of 6+ has a 50% of permanent scarring, which can reduce Charisma. Additional side effects may be caused by wounds such as a leg never fully healing and having their movement reduced; a crushed arm may not be able to wield a weapon but could hold a shield. DMs will determine any additional side effects based on the severity of the attack.

As to be expected my players frowned upon this....so, I guess I will just keep killing their PCs instead of giving them a second chance at life....  ;-) 

Wednesday, September 16, 2020

Tiny Dungeons play report, Sky Pirates!

So Christian from Destination Unknown and I have been somewhat excited about this silly little game called Tiny Dungeons and have pretty much been talking about it off and on since last weekend. Tuesday night while talking he said basically "I am on lockdown in LA, life sucks, save me and let's play something." So Wednesday during the day my mind was just swimming with ideas and I approached him and asked if he wanted to get together for an hour or so, give the system a run through, see if we liked it in play or not, he agreed.

I had a very, very rough idea based on a setting write up in the back of the rulebook called Skies over Rocét, a sort of airships over poison-mist covered lands. I really didnt work on it until my drive home, originally planning to do just a simple fight or something to move through the ropes of combat or something. Then, I got stuck in traffic and the mind went cra-cra. What follows are the text messages I sent him while stuck in traffic (rambly, train of thought voice-to-text follows, you were warned):

So what I'm thinking for a one shot is a world like any other D&D setting, move forward 500 years and suddenly the low altitudes all get covered in mist. Some societies were able to move to high altitude locations and set up cities and develop trade routes using magical or maybe non-magical airships. Society has reestablished itself and now you have small pockets of humanity scattered on the higher regions of lands, mountaintops hilltops, etc but the myths are deadly not because of a gas or something like that but because of what lives in the mist, much like the movie The Mist.

Now ships move from location to location and trade but there are also pirates that haunt the air and look for ships to capture and steal. In addition there are treasure troves aplenty hidden in the mist below that only the bravest and most foolhardy venture into the mist or in the locations when the mist manages to part and expose locations

I think your character would be a young member of a very small pirate crew who are looking to make a name for themselves. Perhaps they have discovered the location of an interesting structure that they could explore for treasure. Their Mistseer has calculated that the mist should part for a brief amount of time tomorrow, the crew will head that direction and hopefully explore that area for treasure before the mist rolls in

Tech is about 1700s, pirates, flintlock, cannon. Magic exists but somewhat rare (feared). Airships are built around massive creatures with airbags, a byproduct of their digestion is that they create extreme lighter than air gases which enter these pockets and the pilots use to control altitude.

So if you went below deck in a ship you might pass something that looks like a tentacle that runs to different portions of the ship with airbags spaced evenly around it to keep the ship level.

Airbag creatures have a mental capacity similar to that of a cow, so they are bred, fed, and maintained merely as a sort of service vehicle to enable aircraft to fly. Different size creatures will power different size craft from something the size of a horse to something as large as an elephant

You live in New Angeles, when the mist rolled in, a few rich folks in LA went up in Yosemite and established a small community there. A short while later the first Gasus Baggus appeared and enabled them to roam, which they used to collect stuff they needed to survive. Luckily enough 'natural way of living' and hippy people had joined them and they survived. After a couple of years a ship arrived offering to sell things from the old world. Later these folks, rougher and meaner but far outnumbered, set up at the edge of town. Locals called them pirates but they framed themselves as explorers of the Ruined Below. Fast forward 50 years and the two have melded well enough, like two different neighborhoods and carry on an uneasy existence. The explorers go out to find useful bits of tech, things not available on the top of El Capitan, and trade for food, medicine, etc. A merchant class has sprung up and they trade with other remote communities. Sometimes the explorers provide security for the merchants.

I got home, fed and walked the dogs, went to the local Chik-fil-A to pick up a sammich and the most excellent waffle fries for dinner. While eating I hammered this out:

DM note: Making up the crew on the fly was extremely easy. I had the entire crew of seven people written up in under five minutes. You essentially need a name, a trait or two (leave one slot open for you to add one on the fly if you want, good for emergent play Jason!), and maybe a weapon. During play I ended up adding that Krak had a large backpack and on a successful Save Test, any reasonable item they might need could be pulled out of the pack (rope, wrench, grappling hook, etc)

The trip out to the site was uneventful and we soon came upon the site of the wreckage. The large craft had settled on the edge of a cliff over looking a river in a valley. The surrounding area was mostly rolling hills with just a few bits of shrubbery, providing just a few spots where someone could hide in an ambush. We circled the wreckage and Christian was satisfied it was safe, the captain slowed over the wreckage and a rope ladder was dropped to the deck below.

We had planned originally for just an hour or so and ended up running for over two hours. With my slim notes above, I was able to flesh out and smoothly run the game. Combats were smooth and quick and the system mechanics allowed for quick and decisive resolution of checks and tests. We easily managed combats with the PC, three NPCs, and multiple enemies, to include a situation with the boss monster in the boat...the giant and starving gasbag. Christian thought outside the box and ended up feeding the two bad guys TO the starving gasbag, and quickly reinflating the gasbag's airsacs (which provide the lighter than air gases which provide buoyancy for the airship). It was quite ingenious of him and he went from returning to the Captain's airship with a handful of items to returning  WITH AND ENTIRE AIRSHIP AND ALL ITS CARGO! 

Notes on Tiny Dungeons: Thus far I am really enjoying this system. It reminds me of a system like Fate Accelerated or Risus, both systems I liked that I eventually ended up leaving on the shelf because of inherent issues within the system that imo ruins them. FAE has a pretty wide swing on the power level of the Approaches, ime this causes drastic power level differences for the players (and bad guys). This causes chaotic fluctuations in the games. Risus, well, long story here, but fuck Risus. 

Anyway, so far in the one game I have ran and one that I played (solo) the Tiny system is providing a more constant and reliable resolution system than FAE or Risus. I am currently planning two more Tiny X sessions with different folks to test out the system more.

Monday, September 14, 2020

The Gatehouse on Cormac's Crag, session eight

renamed to reflect the current situation!

THE CAST O' CHARACTERS:
CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief 
Steve - Dosta Grimm, a fucking elf
Shane - Misstep, wayward magic-user
Bryan - Brad, human fighter (out due to real life injury!)

SESSION, THE EIGHTH
Joined now by two more players, Steve and Shane, the party stood over the barrow mound entrance. The entrance was merely a dirt-covered depression on the side of the mound and would require some hard work with shovels and pickaxes to expose what likely lie beneath: a stone block!

Only, our group headed out to the Midgemarsh sans shovels and pickaxes! What in the flaming hells?! Ok, this was an oversight, I will admit, on both our sides. We use OSE and OSE is mysteriously lacking any sort of mining or digging items on the provided equipment lists, so they did not see it in an equipment list and I failed to mention it prior to us heading out to the mound. Luckily, their friendly guide Dimgert IS a miner and luckily had a shovel and pickaxe in his gear.

For future reference I submit an expanded equipment list (prices listed are per Fudwick's Emporium in Kalynn) (side note, Blogger sucks balls for tables):

Shovel 5gp

Ladder, wooden 10ft   1gp

Black & tackle, small 10gp

Pickaxe 4gp

Ladder, rope, 20ft   10gp

Tent, small (2 people) 25gp

Sledgehammer, hvy 10gp

Chain (per foot)  4gp

Tent, large 6ppl        60 gp

Sledgehammer, lt 6gp

Piton, steel, set (2ea)  1gp

Pulley system, heavy 100gp

Anyhoo, a few party members joined Dimgert, while a couple went wandering, 'on watch' or something and did not help dig out the entrance. This is where things began to go astray. It was going to take a while to dig out the slab covering the entrance which gave me the perfect opportunity to sneak my random encounter giant frog closer to the group. This would allow it to use the frog's special leaping ability. Two PCs caught on that something was stalking them, but because they were not helping to dig, this actually ended up putting the party in MORE danger. They managed to remove all the dirt and could now begin working on sliding or lifting the stone slab to access the barrow below the mound.

The frogs were able to sneak up while the group was digging and launch a surprise attack on poor Dimgert, swallowing him whole in the process. One frog attacked the group at the mound while another attacked Olwen. The mage Misstep ran forward and attacked with this staff, and was subsequently also swallowed. Luck favored the party though and they were able to subdue the large creatures, pull out Misstep and retrieve most of his items undamaged.
Again, the party decided to waste more time, cutting open the frog, searching its innards and collecting up the meager treasures inside. Suddenly a group do f six Lizardmen appeared off in the distance, jogging quickly towards their position. MOST of the group began frantically to slide the door, just 6" at a time to make the opening wide enough to allow the group inside the barrow. At the last moment the group was able to dive through the three foot wide opening and into the darkness below. They tumbled down a flight or two of stairs and ended up laying in a flat hall with a terrifying skull serving as a gate to the tomb. 

A quick aside... the party leapt into the barrow and only after being inside at the bottom of the stairs did anyone remember they had left the shovel and pickax. 

THOUGHTS ON OSE/BARROWMAZE
So far I think the system is working quite well. We saw a little more concern this session with movement being limited but overall this session was riddled with players not working together imo. I think some of the delay could be caused by my own DMing style. I tend to be pretty easy going and I have decided to take a step back and enforce some rules and be a little more strict in some areas (such as movement and encumbrance).

I have not in the past really focusing on random encounters too often, in fact I think we only had a single encounter on all of our trips back and forth to the gatehouse. I checked each time but the players had been very fortunate. Perhaps the players thought I was not use the random encounters much. I am overall trying to showcase the fact that the Midgemarsh is one dangerous freaking place. We have had THREE random encounters spread over two sessions just getting to the Barrowmound! 

Next session will be inside the mound and likely end in more death. This one is going to be tough, and the players will have to think things through and be smart...

THE GRAVEYARD
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names

Monday, September 7, 2020

Tiny Dungeon, solo report!

 My friend Christian was looking at some systems yesterday and we got to talking about Tiny Dungeons, a system I have looked at previously but deemed 'too lite' for my gaming group. I had additional thoughts about how lite it was and if it would be good for long-term play. 

I grabbed the book, a copy of Four Against the Darkness, some paper and dice and went to town....er, to the dungeon! First up, I wanted to make a character to see how the process went. Amazingly simple. I grabbed the Halfling Heritage from the Tiny Dungeon TinyZine Compendium 2019 and put together my usual halfling named Snikle Wiffleberry because I can. ;-)

Then I grabbed one of the characters included included in the TD Quickstart Characters, picking The Retired Blacksmith War Veteran, I can totally see a grumbley old dwarf, penniless because he drinks away all his money to make the horrors of war fade away into nothingness. After all, Snikle is not stupid, if he was going plundering he would probably grab a strong veteran looking for some loot to take as a partner on an expedition. 

So I had my two characters, Snikle the halfling and Grond the war vet:



Then I needed something to explore. I decided to go with Four Against the Darkness because it has a very simple, but effective, dungeon generator that works really great for short, quick, little things like this. A quick side note - I downloaded the Tiny Dungeons Solo Rules but I do not recommend them. The writing is subpar and confusing. I ended up using my so1um rules a few times to answer questions when I came upon the need.

First up, the starting chamber (mapping starts at the bottom of the page image below). Of course I got the one with three doors.... Anyway, we went to the far right and immediately bumped into two skeletons. I used simple initiative, each side rolled a d6, highest went first. The skelies won initiative, both hit Grond and Snikle for one attack. Grond killed his skelie and Snikle killed his, but then...

Holy shit! The Rise Again trait is kick ass!  
The damn things rose from the dead again! After a skelies is hit, you make what is called a Save Test, roll 2d6 and if you get a 5 or 6, they rise back up! We ended up killing them numerous times before they finally succumbed and no longer rose from the dead.. That is a mean trait!

I made one mistake here, no doubt because of the newness of the rules. I forgot that ALL things get two actions in combat. Two moves, two attacks, or one of each. While I had the characters strike twice, I only had the skelies attack once.

Going through the door, we discovered an empty room (yeah random rolls!) and then a locked door (via my so1um rules). Grond used his Massive Anvil Hammer to bash the door down (I used a normal attack roll, gave the door two HP) and they discovered a healing fountain! Each healed their wounds before continuing.

A few random rooms of halls and emptiness, we encountered a pack of Goblin Swarmlings, these were easily dispatched by our team (could have been far worse with a 2d6 encountered and I only rolled a 2 and a 1). Following their deaths, we discovered a gem worth 20gp. Score! Snikle is gonna use it to wow that elf babe back in town.

Entering the next room, the shit got real. Fast. A medusa surprised the team, immediately attacking with her Stonegaze trait. I made this on the fly. FAD said we encountered a Medusa with 4hp and Stonegaze ability (the FAD rules were not compatible with TD, so I decided she could use it two per turn and when a successful attack was made, meaning she locked eyes, the character had to make a Save Test or be turned to stone. If she remained alive after three turns of turning someone to stone, it became permanent. Back and forth we went, different sides each winning initiative and the pair somehow managing to make their Save Tests. Grond and Snik slowly wore her down until we got her to 1 HP left and the halfling finally failed his Save Test, instantly turning to stone before Grond's eyes! She had Grond down to 4 HP from his full 8 and she only had 1 left. Grond knew he had to cut her down for his friend to be restored so he doubled his efforts. Winning initiative, he was able to cut that bitch's snakedreads off and then remove her head. Snik slowly returned to the living. 

After collecting their treasure, jewelry worth 150gp (surely enough to sparkle that elf maiden's eyes) and a Wand of Sleep, the pair quickly skedaddled out of this tomb and headed for the safety of a pub, a tall ale, and a thin elf maiden.

Thoughts on TD:
I LOVED the simplicity of the system. I easily made up the medusa's stat s on the fly and could see myself doing this with minimal prep for a game, getting a game ready to run in very little time. I also liked the versatility of the system, I think you could run nearly any genre with ease and almost no work using the TD rules. Star Wars? No problem. Fantasy? No problem. Cthulhu? No problem. Pulp heroes? No problem. I can see where some people have said the game lacks the ability for depth or advancement, but I think you could use this for a solid 8-10 adventures and still have a great time. I can see where the a few traits are so powerful that they stand the chance of upending a game, but that is what a good DM is for. 

Anyhoo, I would recommend the Tiny Dungeons rule set, and I cannot wait to get in a game or run some sessions for others!

Sunday, September 6, 2020

The Gatehouse on Cormac's Crag, session seven

  

THE CAST O' CHARACTERS:
CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief 
Steve - Dimzad Shatterstaff, a dwarf (out because of work)
Bryan - Brad, human fighter (out due to real life injury!)

SESSION, THE SEVENTH
With this session I had decided I wanted to expand the play area a little. I have been thoroughly enjoy GoCC but I wanted to give the players a little more opportunity to explore the area and what it has to offer, options for things to do, etc. For one, I felt like the area around Kalynn is ripe for exploration that we have yet to even dip our toes into. So, Thursday afternoon, during a late lunch, I devised a plan....

We all knew Joe was going to be doing some serious shopping now that they had gold, and he was already roaring to go when we all logged into the Google Meet. Luckily, we went through that quickly, got Tim's new character a token, and I went over a few things I wanted to make note of before the game started (the previously posted discussion about movement and encumbrance).

We began in town and the characters noticed a sort of ruckus going down at Pepsy's Pub n Inn. It seemed some adventurers had returned with a large horde of gold and treasure. The group hustled their way into the crowd - there is only standing room inside -  and discover it is actually a group of dwarven miners. The miners had been up in the Mourning Mountains when one of their party broke his arm. Unable to continue mining, they opted to head back later than usual, to Kalynn. As night fell, so did a thick fog and they decided to camp.

The Dwarven Miners:
Dimgert Flathammer of the Kragagor clan
Morgart Rockaxe (broke leg)
Findorn Farseerer (broken arm)

Early in the morning they were startled by the living dead moaning as they stumbled into their camp, reaching out with their dead claws! Scared and fearing for their lives, they high-tailed it out of there in the early morning hours with the sun still sleeping and a thick fog still blocking their view. In their anxious flee, they managed to enter the Midgemarsh. 

The Midgemarsh is a feared place. A miserable swampy mess filled with biting insects that makes all living things life suck. Ages ago, the river to the east called the Barrow River flooded it's banks, as it did, the river flooded the barrows that were hidden there and flushed their contents into the Midgemarsh. Consequently, the inhabitants of said barrows were not happy. They began to wander. Additionally, the Barrows River Valley was not the only place with barrows. The Midgemarsh (which used to be a lovely plain filled with rolling hills) was full of it's own barrows! Needless to say, now you have unhappy undead, mad their homes were disturbed, wandering (and sometimes fighting with) the original inhabitants of the Midgemarsh, more undead!

Anyhoo, the new thief in the group, Raymono attempted to swindle the treasure from the dwarves. Posing as a royal inspector of some sort. His reaction rolls, as expected (it IS Tim after all), go poorly and the one non-drunk dwarf is not fooled. Further attempts are cur short by the local lord, a few of his muscle, the town reeve (a fat, no good ahole), and the local Irnoch priestess named Sister Íde show up.  Lord Rothrod (I renamed him from Lord Ross in David's book as Ross is my father's name and felt too close to home) asked for the crown and believed it belongs to an ancient civilization that used to live in these parts. Sister Íde studied the crown and determined that it needed to be sent to the Grand Temple of the Divine in Sunderia for further study. With that she departed and Lord Rothrod waved his men off. Once allow, and as if not wanting his men to know he has a heart, he offered the dwarves a bag of gold coins for their now-lost crown.

After things settled down and the lord left, the party began questioning the dwarves, determining that the horde was found in a barrow the dwarves fell into, killed a skeleton, and escaped. The two dwarves, Morgart Rockaxe (broke leg) and Findorn Farseerer (broken arm) would be laid up for at least a few weeks. The party convinced Dimgert Flathammer to serve as a guide....

The next morning, the group headed off, led by Dimgert. An hour or so into the marsh, they heard some splashing nearby. They discovered a skeleton chained to a downed tree. Olwen immediately goes to town on it's skull and ended its miserable 'life'.

Rather quickly, they discovered a rotting body floating in the water nearby, Olwen started to search the body...but then Joe remembered Rotgrubs and decided not to search. The noise attracted another group of skelies who attacked the group. Suddenly, the rotting body sprang to life! The battle was fierce but luckily, this time, all party members survived!. 

They party continued until Dimgert lead them to the opening. Yozzat was lowered down into the hole and searched for about twenty minutes to find a secret compartment with additional gold within. Beyond that, it appeared all had been discovered. While he searched below, Olwen searched above.

And before long, he found what he came here for....more barrowmounds!

    
Maps wiped from https://www.patreon.com/afternoonmaps (I know, blasphemy that I am not using my own map, oh well)

THE GRAVEYARD
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - ??? (Vance)

HIRED HELP
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names