Showing posts with label dungeons and dragons. Show all posts
Showing posts with label dungeons and dragons. Show all posts

Wednesday, 18 July 2012

Burn the Dark Lord!

So, our heroes face a Dark Lord, an evil and vile sorcerer (usually. Why are so many bad guys magic users?)... Cool. A bit cliche, but cliche for a reason - evil and vile sorcerers are excellent villains to face. They've got class.

And by class, I mean a hat with horns on it. 

But say you're in a bit of a rush. Well, allow me to present a set of tables for creating a dastardly magic user quickly.

First, he or she needs a name - there are various random generators out there, but none I personally particularly like. I'm sure you can work out something. Maybe name him after a disease? I've always loved "Anthrax" as an evil name.

Now, assuming that your villain is a wizard (a pretty safe assumption), then they'll need spells. I heartily recommend Zak's method of quick spell selection (the battle oracle in the same post is kinda neat too, especially if the PCs consult an oracle before facing the dark lord).

What other dastardly tricks can the dark lord do? One of these, mostly likely. (WARNING, annoying use of bad punctuation and CAPS LOCK. Probably for irony purposes or something).

As an optional third step, what's stopping the PCs from just killing the dark lord? Roll a d20. First 12 results are off this table here, the remainder are below (subtract 12 from result). If you don't like any of these, just do your darndest to make sure they stay out of the PCs' combat reach until a suitably dramatic moment.
  1. Lich. Hey, it's a classic. Can't be killed unless you find the little box holding his soul. 
  2. Annoyingly complex lich - soul split into several bits, each stored in different objects in different places. Can only die when they've ALL been destroyed.
  3. Dead man switch - if the bad guy is killed, then something even worse gets to use his dead body as a portal to access the world.
  4. Soul-bound siblings - somebody the PCs like is actually the twin of this guy, and if one dies, so does the other. 
  5. Minor God - like Thor or Loki from the Avengers, not entirely immortal, but really damned tough. In D&D terms, probably has several times the HP of the entire party put together, and recovers very quickly.
  6. Baldur-dash - made deals with the spirits/gods of every inanimate material, bar one type of tree (Holly? Oak? Palm-trees?). Can only be hurt by weapons made out of that kind of tree. 
  7. I Think I'm a Clone Now - is actually one of several duplicate copies, all equally skilled. If you kill one, another will arise from the shadows to take over his schemes. 
  8. Was never born in the first place - how he exists in defiance of the laws of causality is a mystery, but he can't actually be killed until targeted with a reincarnate spell. 

So... what's the evil plot? Roll a d30, or pick.
Obviously, these are all cribbed from movies, books, or games, and still need some fleshing out. Try not to assuming that the PCs will do anything in particular, just make sure they're in the Villain's path.
  1. He has kidnapped the princess and transformed her into a swan (or other beast), and will only lift the curse if she agrees to marry him, giving him legitimate claim to the crown.
  2. Plans to sacrifice a prophetically-picked virgin on the night of the eclipse, after which he will be able to transform into a dragon. 
  3. Has captured the prince and replaced him with a polymorphed lacky. Now living the high-life at the grace of the strangely-acting "prince". Must regularly get blood samples from the prince to maintain the spell. 
  4. Has sent vile minions (orcs are traditional) to retrieve the artifact forged by an even greater and more evil sorcerer in the depths of time. If she gets it, it will greatly magnify his arcane powers. 
  5. Leads army of vile minions (again, probably orcs. Undead are good for this as well, though) on devastating rampage through the kingdom for shits and giggles.
  6. Seeks to kill the boy whom prophecy says will kill him, so that he can concentrate on world domination scheme without worry.
  7. His immortality is actually the result of a power possessed by a girl he has had imprisoned for many years. She just escaped, and now he desperately wants her back. 
  8. Trying to get samples/plans of the powers of all the most mighty threats in the world (that alchemist's strength potion, that thief's invisibility enchantment, that inventor's submersible), so he can replicate them for himself.
  9. As #8 above, but actually just wants the powers to sell to the highest bidder.
  10. Has been sealed away in a prison deep underground for millenia... and still is. However, has managed to reach out and recruit minions to free him. They've nearly dug through to him, and when they do free him, he's going to be VERY hard to stop. 
  11. Is the subject of an unpleasant curse which prevents him from enjoying food, drink, or the pleasures of intimate company. Breaking the curse requires spilling the blood of the governor's son on a hidden island. 
  12. Already has VAST arcane power, and uses it willy-nilly. Unfortunately, this is more than local reality can stand, and if she keeps it up, the universe is going to fall apart. 
  13. Is releasing a plague to cripple every other magic-user on the planet, so that he will be unopposed. 
  14. Has built a moving fortress that can level whole cities that don't wish to bow to him. Now chasing the princess who managed to get her hands on the designs showing the fortress's one weak spot. 
  15. Loathes new music, and has ruled that only certain specific tunes may be played in her domain. Has awful taste in music.  
  16. Seeks to open a portal to another realm, to allow an extradimensional army access to the world. Once they've pillaged what they want, they will let him rule the remains, or so he believes. 
  17. He has outfitted her army with weapons of frightening power, all in turn powered by a great artifact left behind by the gods, and intends to burn the cities of the world to the ground if not stopped. 
  18. Seeks to eat the heart of a star given human form to renew his youth and power. 
  19. Wants the other two parts of the crown that, when re-formed, will let her command an army of unkillable clockwork golems. 
  20. Has stolen the Book of Peace that protects the great city from constant terrible weather and bad luck. Probably, again, for shits and giggles.
  21. Is having a mighty monument built in his honor, out of pure vanity, using slave labor. 
  22. Seeks the key to unlock the gate that will allow his overly-tentacled patron access to the world. Actually summoned the key many years ago, but lost track of it since. 
  23. When the stars align, will unleash titans to battle and defeat the gods so that she can take their place. The mortal world probably won't survive being a godly battlefield. 
  24. Trying to hunt down the Orb of Ultimate Knowledge, a device allowing access to every bit of information that will ever be known to mortal kind, if the user has the willpower to command it. She kidnaps the descendants of those who hid the orb, intending to use ancestral memories to find it. 
  25. Is propagating monsters of a particular type (some kind of contagious undead?) so that when they're killed by the heroes, she can collect the energy they release when they are destroyed. With enough energy, will be able to get her soul back. Doesn't really care how many people die along the way. 
  26. Previously a member of an order of monster-hunters, she got sick of the order making compromises, and decided to join the monsters, leading them to hunt down the order, and anybody else nearby. 
  27. He leads a cult of fanatically loyal followers on a mission to activate a series of ancient weapon emplacements. While he's told them that activating the weapons will pave the way to heaven, he hasn't told them that it will do so by killing everything on the planet. 
  28. She is ruler of an area due to monopoly on something that the local populace needs - food, water, air. But now somebody knows where the thing that will break that monopoly is hidden, and she's going to try to capture them before they can reveal all. 
  29. He is trying to capture the oracle who can lead him to the rune-bound iron cauldron that can raise an army of unstoppable undead. 
  30. She seeks the sacrificial victims and ancient tome required to resurrect her dead lover. Plans on doing a little romantic civilization-toppling when she has him back. 
Visual details - roll two or three times. For conflicting results either re-roll, or work out some way that the Dark Lord is BOTH, such as having a combat form, or concealing her appearance with illusions. 
  1. Bald
  2. Intricately styled hair
  3. Has only one eye
  4. Rubbish beard
  5. Young and handsome looking
  6. Terrible teeth
  7. Very fat
  8. Quite old, but still handsome-looking
  9. No nose
  10. Peculiar skin tone - pasty white, ashen grey, etc. 
  11. Large nose
  12. Horned helmet
  13. Black armour
  14. Very tall and well muscled
  15. Gaunt
  16. Impeccably well-dressed
  17. Significant portions of body replaced with golem components (clockwork? Stone? wood?).
  18. Actually exudes smoke or fire. 
  19. Really severe makeup. 
  20. Tall, even by evil villain standards. 

There you have it, some terribly haphazard tables for making bad guys. I realize they're unlikely to be overly useful to anybody, but writing them was fun and interesting. 

Wednesday, 27 June 2012

Marx & Monsters: A Radical Leftist Fantasy Sandbox

Credit: anndr on deviantart
China Mieville's New Crobuzon novels portray a corrupt city where the forces in power are utterly morally bankrupt. In stark contrast to the cliche-ridden rut of modern fantasy literature, no shining knights or noble lords infest the universe of Mieville's fecund imagination. His characters are drawn from the radical bohemian crowd that thrives in the interstices of this city - anarchist journalists, labour organisers, avante-garde artists, and disgraced scientists. It's no surprise when you consider the author's political leanings - he's a dyed-in-the-wool Marxist with a PhD in International Law who actually ran for Parliament as a Socialist in 2001. In this context, power structures are examined from the perspective of the downtrodden and the oppressed - and found deeply wanting. Rather than holding the status quo as some natural state of goodness, a crippling stasis is held in place by the forceful action of the corrupt and powerful.

Narratives that build from this perspective tend to resonate with our inner sympathetic selves. It's no coincidence that most great adventure stories are told from the perspective of the underdog - the Rebel Alliance against the Empire, Indiana Jones against the entire Nazi Reich, and so on. Upstanding moral heroes who act to preserve the status quo make no sense in the sandbox-style gaming so beloved by the OSR, which is why dungeons tend to be filled by roguish heroes and wandering murder-hobos. Preserving the status quo is an inherently reactionary position to take up, and that's why Superman makes no sense as a hero in a sandbox - he needs an active threat, a pre-meditated plot to respond to before his narrative actually takes place.

In contrast, making the heroes of your game revolutionaries fighting against a capitalistic status quo makes perfect sense from a sandbox perspective, and from an anarchist perspective where all power is inherently suspect, your freedom fighters are the upstanding moral heroes. When you compare the problem faced by the radicals with the problem faced by your traditional sandbox rogue, the inherent similarity of the narrative becomes obvious:

     The Rogue
  1. The world is filled with horrible monsters.
  2. We can't possibly kill all the monsters. 
  3. But if we kill enough, we might save some people and get stinking rich from treasure.
     The Radical
  1. The world is ruled by the corrupt and powerful.
  2. We can't possibly destroy all of the corrupt power structures.
  3. But if we destroy enough, we might lessen the burden of the proletariat or inspire a broader revolution.
Basically, you are building a game where the terrorists are the good guys. So what do you need to build a sandbox for a motley bunch of Marxist revolutionaries?


Characters & The Party

Characters should be drawn from the anarchists, the downtrodden, labour organisers, bohemians, radicals - those who have an interest in overthrowing the established power structures. In keeping with the tradition of sandbox adventurers, you don't want to create too much background for the characters, but they need to have a rationale for opposing the entrenched hierarchy. A random generator for motivations and radical affiliations is probably all you need; they can still be fighters, wizards, and rogues, but they're fighters, wizards, and rogues from outside the system's social consensus. If you have all the characters start off as members of some revolutionary cell or outlawed organisation, you've got all the motivation you need for the "adventurers" to start robbing some banks.

Experience Points & Rewards

There are a tonne of articles around the blogosphere explaining why the old-school "treasure for XP" mode of play helps deliver the ideal sandbox experience for roguish adventures. In short, the idea is that "treasure for XP" rewards inventive play in a way that "quest XP" or "monster XP" simply doesn't - you have no incentive to face that monster other than its treasure, and if you can steal or capture the treasure through other means beyond direct confrontation, you're just as well off.

This is the sort of play we want to encourage in our revolutionary PCs, but "treasure for XP" might not create the right kind of incentive. Our mystical Marxists aren't adventuring to gather wealth and become part of the establishment - they're here to bring down The Man, and liberate the proletariat from oppression. We're looking for something that encourages inventive play towards the destruction of capitalist power, not accumulation of it.

Option number one is simply to rephrase the idea of "treasure for XP". Instead of gaining XP per unit of wealth acquired, you could award XP per unit of capitalist wealth destroyed or redistributed to the oppressed classes. It's a reasonably simple method that might work if you want to keep the granularity of old-school experience systems.

A second option would be something similar to the experience model of Dungeon World, where experience is awarded based on a series of end-of-session questions answered by the party. All you have to do here is change the questions to something more appropriate for our anarchistic adventures. Instead of the questions:
  • Did we learn something new and important about the world?
  • Did we overcome a notable monster or enemy?
  • Did we loot a memorable treasure?
and marking experience for each "Yes" answers, you might ask:
  • Did we learn something new and important about the City?
  • Did we overcome a notable source of oppression?
  • Did we lessen the burden of the proletariat? 
and award experience on that basis.

Setting & Locales

The Marxist sandbox has to be a city - in fact, it has to be the City. The traditional sandbox might be a border region perched on the edge of a monster-filled wilderness, but Marxist fantasy simply doesn't happen without industrial smokestacks belching forth noxious gasses in a city heaving with oppression, and the PCs can't be oppressed if they can simple escape the oppressor's power by leaving the city. It is a place like Sigil, or Sharn, or MoBu City - a city that's a world within itself. It should sprawl over many varied districts, each with their own unique character, some impoverished and ruined, others decadent and corrupt. Mapping the city probably defies logic and the ability of the game master, but Chris Kutalik might help. You might want to write a random generator for neighbourhoods, or steal an existing city and turn it in upon itself, using the perspective of a bottom-rung anarchist.

James Maliszewski talks about the importance of locales to the old-school method of play with his usual eloquence here; sandbox games don't run on pre-written plots. They need baroque locales for adventures to plunder and depths for adventurers to plumb. In a traditional sandbox, these are ancient tombs, lost temples, and haunted caverns. Our Marxist sandbox will instead be populated with mansions of venal judges and captains of industry, hellish factories, opulent banks, guard barracks, and corrupt temples. You can even have dungeons and caverns beneath the City, populated by the local powers of the underworld. Each locale should be ruled by some element of the oppressive hierarchy, the monstrous rulers of our anarchists' nightmarish world. In a twist on the traditional idea of the monster's lair, the various elements of a specific reactionary power's base may not all be located in one area. A bank may have branches across town, the town guards are certain to have many watch-houses, and an underworld figure may own several establishments across the City. You should treat these in some way as being part of the same adventure locale; if the players want to destroy the bankers' power, they may have to hit several different branches, or perhaps they just have to kidnap the owner from his harem-palace in the High Tower and hold him to ransom.

Monsters & Antagonists

The antagonists of your Marxist sandbox will be the varied agents of oppression. Since this is a fantasy game, you should make them as monstrous as possible; the high priest isn't just corrupt, he's a vampire. The secret police might employ mind flayers to rip the secrets from captured revolutionaries, or the underworld mob boss could literally be an ogre. Generally speaking, you can divide up your antagonists into a few categories:
  • Predators: those who feed on the suffering of the populace, either literally or metaphorically. Opiates and Enforcers serve their needs, if perhaps indirectly. 
  • Opiates: those who try to keep the populace ignorant of their suffering. 
  • Enforcers: those who keep the boot on the neck those who try to rise up above their assigned station.
  • Destroyers: the dark side of your revolutionary protagonists, these are not oppressors but instead destructive forces who aim to break everything down, not just the agents of oppression.
The front structure of Dungeon World might be an inspiration here when it comes to designing your sandbox, but with an important difference: the villains of the City are, with the exception of the destroyers, concerned with the maintenance of the status quo, not its downfall. In fact, this idea is what makes the City such an excellent sandbox for old-school gaming - the status quo mirrors the initial situation of a wilderness sandbox, infested with monsters and hostile to human life. Without the character's intervention, the machinery of oppression will simply continue to grind away, a boot stamping on the face of humanity forever. 

Note: this post has been edited to remove references to a litigious individual

Sunday, 6 November 2011

The Icebone Wand of Arng-Duvool

(this item came about thanks to my ruminating on One-Ring-Like artefacts in D&D-like campaigns, and how one has to make sure they're more dangerous in the hands of the bad guy than they are useful in the hands of the PCs, otherwise the whole dynamic shifts a heap, and you're dealing with a different kind of scenario)

Believed to have been crafted from the thighbone of a god or demigod, killed to free the world from the last ice age, the Icebone Wand of Arng-Duvool holds vast magical power, far beyond that of most mortal mages, and can be wielded by any being who possesses the will to do so, even if they are not themselves a mage or wizard. It would be the ultimate weapon, did it not possess a severe flaw: when its power is used, it saps heat from the user. Even a small manifestation of its magic can leave a wielder shivering and in desperate need of a warm fire, and any serious spellwork will cause frostbite and hypothermia, or even death by flash-freezing.

But for a lich, an undead abomination composed of only a skeleton, unable to feel winter's chill, the wand would be the ultimate prize...

Sunday, 17 July 2011

[To Coin a World] The Elves of Yonda and the Downunderdark

As mentioned in my previous post, wizards are a repressed minority in elvish society. But as John asked in the comments, why didn't they just rise up and overthrow their magically-powerless subjugators and declare the elf kingdoms and magocracy?

Well, a few generations ago (which, considering the elvish lifespan, means quite a long time by most standards) that's exactly what the wizards tried. At the time, there were even more elvish wizards than there are now... but they still failed. Elves are actually rather bad at wizardry, taking decades to master arcane arts that the rarer human wizard can master in a few years.

While the elf wizards could do a whole slew of things that the warriors they battled could not, they in turn could not do a few things that the warriors could. Like wear armour. Or fight with a sword when they ran out of power. Or jog up some steps without getting winded. Ultimately, the wizards lost.

The survivors of the attempted rebellion were rounded up, and banished to the mainland of Yonda. While Yendys is a tropical paradise, Yonda is a sun-blasted, high-background-magic wasteland, infested with spiders and snakes and all manner of other poisonous monsters. Many of the exiles died, and those that didn't were warped and twisted. Their pasty complexions, the result of years spent studying indoors were burnt, their hair bleached, their eyes constantly irradiated by the arid climate and harsh sunlight. The magic of the land coupled with the peculiar biology of the elvish people meant that their descendants have obsidian-black skin, white hair, and sinister red eyes to this day. The survivors, after the first few years, got so sick of their prison continent that they took the desperate measure of burrowing and escape tunnel. Under the ocean. While this utterly insane idea was probably the result of extended sunstroke, it actually worked. The crust of the Coin is shot through with vast carven networks stretching from the Hublands all the way out to the Rim, and the "Dark" elf rebels took to these caverns, and mostly haven't returned to the surface since, so strong is their loathing of sunlight. They now have vast underground kingdoms, ruled by the best wizards among them, and have a long-standing hatred of their surface kin.

So, in short... the dark elves of the Coin are Australian Convict Wizards.

Thursday, 14 July 2011

[To Coin a World] Wizards in Elvish Society

The Elves of the Coin have a peculiarly lopsided society. Most elves live in settlements hidden deep in the woods, or in the elvish city of Yendys, on its idyllic island off the coast of the hellish continent of Yonda. Apart from a few who act as scouts and rangers, patrolling the elvish borders and promising a swift and arrow-studded death to intruders, the vast majority of elves live relaxed lives that most human nobles would be envious of.

Which is a bit strange, considering that these elvish nobles have no peasant class to support this lifestyle. There are no farmers, goat-herds, bakers, plumbers, or carpenters among the elves (excepting certain individuals who take up such lives as hobbies or artforms). So how does elvish civilization function?

A wizard did it.

Or more accurately, a whole bunch of wizards do it every day with a host of spells designed to do away with the underclass workforce. As a result elvish wizards are in fact treated as an underclass themselves. In a society comprised of beautiful socialites and athletes, the bookish magi are shunned and ignored, unless some spell has failed and needs replacing.

Understandably, some elf wizards are less than happy about this, and leave. Many elvish adventurers are wizards primarily because of this. They might be considered ugly and "common" by elf standards, but to a human, any elf is beautiful, and wizards are people to be given respect (if you don't want to end up as some type of amphibian). To a lowly elf plumber-mage, the adventuring life is like a dream come true.

Monday, 16 May 2011

The Poisoner's Art

two ideas for poisons that would be interesting to see used in combat.

Heartshredder

Victim gets +2 on ALL rolls for 30 seconds (however many rounds that would be in your particular edition), after which must make a save. On a success, the victim loses half his HP and Strength points. On a failure, his heart explodes and he dies.

Excrusiator
Lasts 1d6 hours. During that time, the victim takes damage from horrendous pain equal to half the "natural" result of any dice rolled. A successful initial save will halve all damage taken.

Sunday, 15 May 2011

[To Coin a World] Locations around Pyresburg

The Dead Rat Tavern
The original owner of the Dead Rat Tavern, a seedy joint down by the docks, was not the wisest of men, and stiffing a sorcerer half his fee for brewing a dozen barrels of illegal Liquid Fire is a classic example something only an idiot would do. Nobody was surprised when a string of bad luck ended with the tavern burning down, and the owner being arrested less than a week later. What has surprised many is the original owner's nephew re-opening the tavern in various locations around the city. The word various is used since the sorcerer's curse seems to still have plenty of juice in it, causing the tavern to be spectacularly destroyed on a regular basis. Why the new owner doesn't just walk away from the establishment is a mystery.

The Adventurer's Guild
The previous PyresBaron founded the official Adventurer's Guild in an attempt to rest taxes from the heavily-armed vagabonds that frequent the city. The project was a complete failure, as the city's adventuring population, while small and usually quite fractious, banded together in their utter refusal to band together. Now the small but rather grandiose building sits and molders, its windows boarded up and doors locked.

The Pyresburg Zoo.
The zoo has a long history in Pyresburg. It started out as a facility to house creatures used for fighting in the Arena, but was later expanded to house the private menagerie of one of the Pyresbarons. When the Arena was burnt down in the great fire, the Zoo miraculously survived, and shifted its focus to showing its exotic animal collection to the public.

Pyresburg Academy of Magic
Originally the Academy was one of the best on the Coin, famous the world over for producing wizards of the highest caliber, especially in the field of fire magic. Sadly, about 20 years ago, the Academy buildings exploded in a fireball of horrendous proportions, causing the great fire. When the fire was put out, the only surviving wizards were the handful of students and staff who had been elsewhere at the time. This handful were tasked with rebuilding the institution, no easy task after the loss of hundreds of years of accumulated magical works. Now the Academy has a more reasonably sized staff and a sizable student body, but they're desperate for additions to their library. PCs with looted books, or a new spell they've found or developed could do well visiting the new Academy.

The Catacombs
The ground under Pyresburg has more air in it than an Orzorvian Cheese. Basements (including those of the destroyed university), sewers, crypts, smugglers' tunnels, dwarf squats all jumble together under the streets. Many valuable things are lost, or appear, in the undercity, but many unpleasant things frequent the darkness down there as well...

The Pyre
A 25-foot-wide, 120-foot tall solid tower topped with a great fire, the Pyre for which the city is named has stood on its small rocky spit, serving as a lighthouse for as long as recorded history. In times of danger it is also used as a signal to the surrounding countryside by the simple expedient of adding an alchemical agent to change the colour of the flame.

Tuesday, 10 May 2011

Fighters of Pyresburg

Pyresburg, jewel of the Grand Reman League, is a city renowned for many things. It's arena is not one of them. A dilapidated ruin, it hasn't seen use in over a century. Yet the populace still have the bloodlust of the old Reman Empire. So how do they get their fix of stylized public violence? Two different groups, near antitheses of each other...

The Barfighters' League.
The rich folk of Pyresburg have a strange relationship with the poor. On the one hand, they hold themselves aloof, but on the other, they find many of their "quaint" traditions fascinating. Combine this with dilettantish boredom and a surfeit of money to gamble and the end result is nobles ensconced in private booths of seedy bars, watching professional barfighters duke it out, and gambling on the outcome. The fights are staged, but for all that various crime bosses try to rig them, the fighters are usually too drunk, stupid, or dedicated to their violent art to be relied upon to follow orders in the heat of a brawl. They will, however, usually follow the rules: no weapons (except for bar fittings), no spells, no bothering the rich folk.

The Duellists' Association
Conversely, the poor are always interested in how the high-flyers act. Even how they fight. Many nobles train as swordsmen, and will challenge each other to public duels over the most minor slight. These duels are almost never (intentionally) to the death, and are mostly about showing off and gaining the adulation of the crowd. Official Association Rulekeepers watch such fights and will declare a winner on points, based on style, technique, flourishes and sportsmanship.

Members of both groups despise the other, although their fighting styles share a great deal of theatricality. Adventurers could combine them to great effect in combat, although they would be jeered at mercilessly by any "pure" fighter


Thursday, 20 January 2011

Idwinmor's Items of Interesting Inchantment

1. Nym's Wandering Hands: a bag containing 2d4 animated severed hands which will follow verbal commands of whoever holds the bag.
2. Shield of Sliding: a +2 large shield that, when stood one, will slide across any surface almost frictionlessly.
3. Brassiere of Fire Elemental Control (aka The Burning Brassiere): allows the summoning and control of a fire elemental while worn. If the user is male, the elemental will commend him on his open-mindedness and willingness to ignore conformist notions of gender-specific clothing.
4. Bottled Ocean: when uncorked, water pours forth from the bottle. The ornate silver stopper comes loose at the slightest provocation.
5. Amulet Collection of Protection: a huge number of minor protective amulets all tangled together. Collectively they count as a +1 protective item, but they weight nearly a stone, and if disentangled from one-another they lose their powers (which may not actually be magic so much as the sheer mass of amulets will absorb attacks...).
6. Wizard's Hat of Disorganized Storing: comes in a variety of styles, and weightlessly store any item that will fit through the head opening. When reaching inside, a random item from those stored is retrieved.
7. Mask of Disguise: a simple domino mask. Unless a person actually sees the user don or remove the mask, they will never realize the identity of the mask-wearer, no matter how distinctive the rest of their appearance is.
8. Scroll of Tavern Portal: user and up to seven companions are instantly transported to the nearest location with a sizable quantity of alcohol on hand. The user may activate the scroll a second time to return all those effected by it to their original locations.
9. Cursed Chainmail: this +2 chainmail works like normal, so long as it is given to a new user every week. If not passed on within that time, the wearer takes double damage from all attacks until the armour leaves his possession.
10. Boots of Exhausting Speed: when activated, the wearer moves at twice his normal speed. Afterward the wearer must rest, and cannot take any action (aside from gasping and wheezing) for a period of time equal to the time spent running.
11. Silent Ring: the wearer cannot make noise of any kind while the ring is worn.
12. Errol's Rope: this rope with attached grappling hook can be hung from a point in thin air.
13. Winged Boot: would allow the wearer to fly with perfect maneuverability and great speed if found in a pair. This singular boot instead allows the wearer to fly at their normal movement speed, with all the grace of a drunken cow.
14. Loadstone Pauldron: a hefty shoulder guard that can be attached to any metal armour, giving it a +3 magic bonus. However, all attacks from metal or metal-headed weapons that miss somebody adjacent to the wearer will be re-rolled and applied to the wearer.
15. Eon Brandy: this bottle of alcohol is older than recorded history, and is so strong that if uncorked the mere fumes will render everybody nearby drunk. Actually drinking it would probably be lethal to most mortal beings.
16. Nevermiss Sword: a +3 sword that, on a miss, makes another attack against a random target within reach (this can include the original target, the wielder's allies, and even the wielder himself). New randomly-targeted attacks are made until the sword actually hits somebody.
17. Tiara of Timeliness: the wearer does not age in any way, and is immune to all damage, attacks, and anything that would change the wearer. However, when the tiara is removed, all such effects catch up.
18. Shoe Souls: These rune-stitched shoes can each bind the soul of a being that dies in the presence of the wearer. The shoes may be questioned by the wearer (but are under no compulsion to answer him). Smell faintly of ectoplasm.
19. Butterfly Sword: a +5 sword that deals no damage on a hit, but instead explodes into a cloud of butterflies, distracting the target. The sword reforms in the owner's possession at the next dawn.
20. Eric's Excellent Knife: will cut through ANY non-living thing, given a few minutes, or hours, depending on the material in question. In combat, works as a normal knife, but will reduce the target's armour bonus by 1 with each hit, due to bits being cut off.

Sunday, 7 November 2010

[AW-style move]Recall a Cure

Recall a Cure (d20+Knowledge+Mind)
Roll when a party member is afflicted by some horrible condition (such as a curse, disease, or whatnot), and you need to remember how to cure it.

14-: the GM picks one option from the following list.
15-19: as above, but the player picks instead.
20+: the players gets to pick three.

  • The cure is nearby, and won't take a long journey to reach.
  • Acquiring the cure will not require spending much money.
  • The process of getting the cure will not be overly dangerous.
  • The party won't owe anybody any favors in exchange for the cure.
  • The process of getting the cure will give the party some other benefit in addition to its restorative properties.

Sunday, 24 October 2010

Microlite20/Troubles and Treasures House Rules

I was recently lamenting the fact that, due to all the changes I and my group have made to MicroLite20, I can't just point to a single document and say that that's our rulebook. So, I decided to list the main rules changes we've made as succinctly as possible. Unless otherwise stated, everybody conforms to the original m20 rules available here, or here, by Greywulf.

Races:
In addition to Humans, Elves, Dwarves and Halflings (Gnomes), there are also Half-Orcs (+1 Str, +1 Phys and Sub), Planetouched (+1 Mind, +1 Know and Com), and Constructs (+5 on saves against poison, disease and suffocation/drowning).

Feats:
every odd numbered level opens up a feat slot. What feats you can take are determined by race and class, but you don't get a feat automatically. Sometimes a feat needs to be learned from a teacher, sometimes you pick it up to replicate, long-term, something the GM let you do on a special occasion. A compilation of feats will be forthcoming at some point. Until then, this is an optional rule.

Rogues:
sneak attacks deal an additional 3+level damage (this is not connected to the Rogue's Subterfuge bonus).

Fighters:
no change.

Wizards:
Wizards can use books, wands and staffs as focuses for magical energy, working like ranged weapons (light crossbow, shortbow and longbow, respectively). They get no favoured/signature spells (but spells are cheaper, and they have more hp, see below).

Performers (Bards):
Get 2 + level + Mind bonus uses of their music per day. By default they can use music to charm individuals, hypnotize crowds, and counter other sound-based effects, and can do other things with the right feats. They can wear light armour, and get +2 Subterfuge, Knowledge, and Communication.

Invokers (Clerics):
Get no spells or turn undead uses, but get to pray without any penalties, and with an optional re-roll. They can also tend to another character, allowing them to make a new save against an on-going non-permanent effect, or to spend a healing surge with a re-roll.

Combat Actions:
Use the normal D&D 3.5 system of 1 move action, 1 standard action, or 2 move actions, or one full-round action.

PC Hit Points:
Are rolled using a d8. Every character gets 4 healing surges plus their Strength bonus, per day. They may spend a healing surge as a standard action to heal 1d8 lost hp. Any healing effect will require the usage of a healing surge.

NPC Hit Points:
Are either 5 per level for "mooks", or 10 per level for "boss" monsters/characters encountered on their own. NPCs have healing surges, but most can't use them unless they have some outside effect working on them (such as a cleric). The GM will say when an NPC gets down to half it's hit points (is "bloodied").

Skills:
Skills are equal to the character's racial and/or class bonuses, plus half their level, rounded up.

Attacks and Damage:
Attacks are divided into Strength attack (non-light melee weapons), Dexterity attack (light melee and thrown weapons), and Mind attack (bows, crossbows, firearms and spells). Each is the relevant ability modifier plus the character's level. There are no iterative attacks, although dual-wielding works as in the M20 books. Additionally, characters add half their level (rounded down) to their damage rolls.

Spells:
Adventuring wizards know all the spells in the Adventurer's Spellbook, and can learn/create more, although the highest level of spells that is possible is level 7. Spells cost 2 hp per spell level, minimum of 1 hp. This damage is normal damage, and can be healed by anything that normally restores lost hp. If a spells is experimental, or of a spell level too high for the wizard (greater than character level+1, halved), there is a 50% chance the spell will backfire and do something weird and random. Otherwise that only happens when the wizard rolls a natural 1. Spells cast through prayer work the same way.

Carrying Capacity:
Objects are weighed in Stone (14 pounds, or 6 kilograms), rounding off, with 1000 coins weighing a stone. A character can carry half their Strength score in stone, rounding up, without any trouble. More than that can only be carried for short periods.

XP and levelling:
XP is handed out for fights, carousing, and eXPloration. Characters have to achieve something to go up a level (defeat a worthy foe in a new way, commit a new crime, learn a new spell, spread fandom/religion to new people, or something along those lines).

New Cleric Mechanic/AW-Style Move

Balance issues are yet to be tested...

Pray (1d20+Communication+Mind-10)
A character may only try to do this once per day.

14-: nothing happens
15-19: receive one miracle
20+: receive three miracles

Clerics ignore the penalty, and may re-roll the check, although they must take the second result, even if it’s worse.

Miracles:
  • 1d6 damage, + 1d6 per two character levels, damage to all unholy creatures in 30 ft. (save for half). Said unholy creatures may halve the damage they take, but if so they must flee from the praying individual.
  • Cast a level 2+ spell as if you were a wizard. (GM may veto spell if it doesn’t seem to match your god of choice, or alternately say that some other power supplied the spell...).
  • Ignore the fact you're wearing armour for spellcasting purposes.
  • All allies within 30ft. may spend a healing surge as a free action, and may re-roll the result.
  • All allies within 30ft. may roll a new save against any negative ongoing non-permanent effect they’re experiencing.
  • Be given another chance to pray for a miracle today.

Friday, 20 August 2010

Apocalypse Dungeon Style Moves (part II)

Fly (1d20+Knowledge+Dex - Stone carried):
Roll if you want to do anything other than cruise around at more than half speed and/or turn gently.

Miss (14-): lose control and drop 1d4x10 ft.
Hit (15+): pick 1
Good hit (20+): pick 3

  • Move less than half speed
  • Hover (need to be moving less than half speed)
  • Tight turn
  • Fly Straight up
  • Regain control (after you lose control, you'll need to do this before you try anything else)


Leap (1d20+Physical+Str or Dex - Stone carried):
Roll when actively leaping across a chasm or down from a ledge.

Miss (14-): pick 1, take 1d6 damage
Hit (15+): pick 2
Good Hit (20+): pick 3

  • Reduce damage by 1 dice
  • Move 5 ft. laterally (counts as 2 picks if you didn’t have a run-up)
  • Move 10ft. laterally and take 1d6 damage (counts as 2 picks if you didn’t have a run-up). You may only take this option once.

Carouse (1d20+Physical+Str)
Get 1d6 xp, spend 100 times that in gp. Double in a major city.

Miss (14-): GM picks Mishap.
Hit (15+): Player picks Mishap.
Good Hit (20+): No Mishap.

(optionally, the player can decide that any result under 20 will result in a random mishap)

Monday, 9 August 2010

[Microlite20] The Alucard School of Serious Swordplay

Most fencing academies on the Coin focus on pure swordplay - that is, dueling against opponents armed themselves with swords. The École d'Alucard in Languille, in contrast, is a far less traditional school. Recognising the more complex dangers of the modern world, the École d'Alucard arms its students with the techniques and talents necessary to brandish their blades in battle against a wide range of opponents - axe-wielding orkish barbarians, duergar musketeers or even in the more advanced classes, tentacled monstrosities of death.

Fencing Feats for Fighters


Fencer's Fancy Footwork
Prerequisite: Nimble Sworsdman
When wielding a one-handed blade, you may move one square whenever an enemy misses an melee attack against you. (immediate action)

Unconventional Parrying Technique
Prerequisite: Fencer's Footwork
Once per turn, you may choose to parry any melee attack against you. Roll an attack roll. On a 15+, you parry the attack but may not make any attacks in the next turn. On a 21+, you parry the attack and can attack in the next turn.

Alucard's Anti-Archery Adaptation
Prerequisite: Unconventional Parrying Technique
You can use Unconventional Parry Technique against ranged non-magical attacks.

Tentacle Slashing Slayer
Prerequisite: Unconventional Parrying Technique
You can try to remove a creature's arms and tentacles as a standard attack. Roll an attack roll. On a 15+, you only slightly wound the creature, forcing it to recoil somewhat. It cannot use its limb next round. On a 21+, you severe the relevant limb and deal damage as normal.

Tuesday, 3 August 2010

Stealing from Apocalypse D&D

Apocalypse D&D, by Tony Dowler, is awesome. While I'm not planning on using it myself, there are certain aspects that I full intend to use in my own D&D campaign. Below, mostly for my own use, are two Moves, almost direct quotes from Apocalypse D&D, with a little jiggery-pokery to make it use a MicroLite20 stats and system.

Spout Lore (Knowledge)
Spouting lore means taking some time to examine or observe the thing and demonstrate your great intelligence. To spout lore regarding a device or magical artifact requires that you handle the thing experimentally, like tasting a potion, or pointing a wand.

Roll (1d20+knowledge+Mind)
1-14: you have no clue.
15-19: ask one question.
20+: ask three questions.

Questions about anything:
  • Is it dangerous to me?
  • What’s its name and history?
Questions about a thing:
  • Who is its previous or current owner?
  • How does it work?
  • What does it do?
  • What’s it worth?
  • Is it magical?
Questions about a monster:
  • What type of monster is it?
  • How could I prevent it from attacking me?
  • How effective is (particular plan or method of attack) likely to be?

Hold a Parlay
(Communication)
To Hold a Parley you need to be in a position to spend some time talking and making your wishes known. Do this when you have an opportunity to interact with potentially hostile parties, monsters, or individuals.

Roll (1d20+communication+Mind)
1-14: you don't get much out of it
15-19: Hold 1, spend to ask.
20+: Hold 3, spend to ask.
  • What’s your real name and identity?
  • Is your character telling the truth?
  • What’s your character really thinking?
  • What does your character intend to do?
  • What does your character wish to do?
  • How could I get your character to do __________?

Friday, 16 July 2010

[Coin] Peculiar Player-Made Spells

I require that all wizards must learn a new spell before they can advance a level. While they could just buy a scroll of a spell they don't know off somebody, I actively encourage them to make up entire new spells. Here are a few that have appeared in my game.

Summon Angry Psychedelic Cat
Level: Wizard 1
Duration: 1 round/level
Range: 10 feet/level

A strangely-coloured cat appears above the head of a single target within range and immediately attacks it. The cat will continue to maul the target until forcibly removed, at which point it will attack the closest living being. If killed, the cat vanishes in a puff of smoke.

Handful of Bees
Level: Wizard 1
Range: 25 feet + 5 feet/2 levels
Duration: 1 round/level

A small mass of bees flies from the caster's hand to attack one target within range. Each round, the target takes 1d3 damage, and must make a fortitude save or take a -2 penalty on all attacks rolls, skill checks and AC for 1 round. Creatures with damage reduction are immune to the bees.

Summon Slightly Annoyed Baby Crocodile
Level: Wizard 1
Duration: 1 round/level
Range: 10 feet/level

A small crocodile (HD 1d8+2; AC 14; Bite +1 [1d4+1 damage]) appears within range and attacks a target of the caster's choice. Once the target or the crocodile is dead, it vanishes in a puff of smoke.

Summon Angry Normal-Sized Crocodile
Level: Wizard 3
Duration: 1 round/level
Range: 10 feet/level

A crocodile appears within range and attacks a target or targets of the caster's choice. Once the targets or the crocodile is dead, it vanishes in a puff of smoke.

The following spell has been theorized, but not yet developed:

Summon Berserk Giant Crocodile
Level: Wizard 5
Duration: 1 round/level
Range: 10 feet/level

A giant crocodile appears within range and attacks a target or targets of the caster's choice, with a +2 bonus because of how angry it is. Once the targets or the crocodile is dead, it vanishes in a puff of smoke.

Fertile Channels
Level: Wizard 2
Duration: instantaneous

When cast on a nearby pool or stream of water, this spell imbues it a little positive energy and a whole heap of fertilizer, and in an arid environment, will actually call up more water. The water is not drinkable (see aforementioned fertilizer), but is great for growing plants, and affects undead as if it was holy water.

Tuesday, 29 June 2010

Other Weapons in the Goblin Arsenal

As you might have noticed from my post here and my follow-up here, I like using goblins. Particularly Warhammer/Magic the Gathering-esque ones that use crazy techniques to attack the PCs. Apparently, some other people like them that way too, as I've found three nifty links to new ways for goblins to be deadly, silly, and annoying all at the same time:

Saturday, 29 May 2010

Sneaky Sorceror Spells

Whitefire's Unseen Archer
Level: 2
Duration: 10 minutes/level or until discharged
Range: 10 feet/level
Target: one bow or crossbow, and 1 bolt or arrow per level.

This spell allows the caster to use a bow or crossbow from a distance, albeit at a -1 penalty for every 10 feet away the weapon is. The weapon can be moved up to 20 feet per round, and can be fired once per round, until the duration has expired, or the weapon has fired all its enspelled ammunition. Both the weapon and the target of the weapon must be in line of sight of the caster.

Mask Under the Mask
Level: 5
Duration: 1 hour/level

Much like the spell Disguise Self, this changes the caster's visual appearance. However, unlike that spell, if the disguise is pierced (through feeling the target, True Seeing, or Dispel Magic), there is a second disguise underneath, which includes tactile, olfactory, thermal and auditory disguising on the caster, and which cannot be detected by True Seeing unless the caster loses an opposed Magic Attack roll.

Thursday, 27 May 2010

Doodle Dungeons

Made during boring moments at work.



I've since been informed by John that I should make them smaller, as he prefers microdungeons. Good thing for him I've got work next week.

Wednesday, 5 May 2010

The Coin

The world is flat. Any fool can tell you that. Of course, long ago, the fools of a past age thought it was flat like a shining coin, soaring through the void with its three luminous moons like some mad god's lost change.

The discovery of a bunch of elephants and a planet-sized turtle adhered to the other side of the "Coin" kind of upset this theory, but sadly, by then, the name had stuck.

So, this is my campaign world. A little Discworld*, a little D&D kitchen sink, far more planning than is healthy, and far less planning than it seems to warrant. The map above was originally created by TheLoneAmigo, then got tweaked by me (you can blame me for the horrible shade of orange on the deserts, him for the place names).

*which is to say, a lot Discworld.