Showing posts with label OSR Generic. Show all posts
Showing posts with label OSR Generic. Show all posts

Monday, 31 October 2016

Tentacloids



Remember Lianta (free Patreon download)? She is a powerful opponent and her attacks might make you grow tentacles. When you're covered with them, you will become her mindless servant - a tentacloid!

This tentacloid article includes stats, information and rules for these beasts and how to become one just in one page!

Download: HERE

You can get tentacloids and other cool OSR stuff from my Patreon page. If you dig it, you can support me starting $0.10!

Friday, 30 September 2016

[Patreon] Purple Of Green Priestess Yolanda Ziggurat + Final Redemption

Been a busy (and awful) month. Now releasing two Patreon things I've been working with past month. Here is a lady who stalks the Monster-Land of Yingvaerd baptizing monsters, evil, and chaotic creatures. She wants to make you evil, too!

Thanks to my patrons, you can download her PDF HERE!

And here is Final Redemption, a religious outpost to Monster-Land.



Thanks to my patrons, you can download the map PDF HERE!


Sunday, 25 September 2016

Church Of Westra

Church Of Westra by +Kookko Jaskinen 

INTRODUCTION

One of my favorite parts about DMing is the world building. For me one of the most important elements in a fantasy word that feels real and immersive are the religions and beliefs. Whenever I sit down to create a new setting I seem to spend most of the time thinking about the world's pantheon and the Gods individually. This religion is something I came up when I wanted to create a single God religion mostly followed by humans. The setting that I created this into is a high magic setting so I wanted to make this sort of a "simple man's" religion. I think this religion works well outside of the original setting too, as we are using this in totally different campaign and setting with my buddy Thaumiel Nerub. So that being said go ahead and use this in your own worlds if it pleases you. The illustrations are quick and little bit shitty references (drawing isn't my strong suite) trying to help you envision my idea.

THE LORE

"The God of all good things..."

Westra is also known as the "Timeless Wanderer" as he wanders through the realm disguised as an old man dressed in rags. Wherever he went he healed the sick and injured, blessed the crops and granted light for the ones dwelling in the dark. Every time he performed such a miracle he told everyone to have faith in Westra and pray for Westra's blessing. Needless to say that most people thought that he was just another mad wizard. However, there were some people who were so impressed and happy because of this helpful stranger that they started to pray and build altars, shrines, and even churches for him. Many lords and kings felt that their position was threatened by this strange man as more and more people fanatically preached about his miracles. And so these people were labeled as heretics and they were banished from cities and towns. They quickly found each other and formed the original congregation of the Church of Westra, also known as "The Wandering Congregation".
They followed in the footsteps of this strange old man wandering across the realm and preaching about Westra waiting for signs of their God's actual existence. The first sign came in the form of powers and abilities that the most fanatic members of the congregation started to manifest. These members became the leaders of the congregation. Performing miracles of their own they started to call themselves "clerics" (or priests, whatever fits better into your setting). The second sign came when the congregation stumbled upon a cave where they decided to spend the night because of the terrible storm and they were not the only ones with the same plan. The same old man that once told them about Westra had already set up camp in the cave and that night the very first divine service was held. On this service the old man told the truth to his loyal worshippers that he was indeed Westra in disguise and passed his divine wisdom and teachings. The clerics recorded Westra's every word that night and so the "Book Of Wisdom" was created.
During the service Westra told about his vision of a cataclysmic (or apocalyptic even, if you prefer) event looming in the near future. Westra promised that all who follow his teachings would survive that event unharmed. The third sign came when the event that Westra spoke of actually happened, and the people who were part of the congregation survived just like Westra promised. After this event no one could deny the divine existence of Westra and the church quickly established a sturdy foothold in the realm.

CHURCH OF VESTRA TODAY

The church is alive and well and churches and even temples can be found in most of the major cities and towns. In villages and settlements there is usually an alter or a shrine. Clerics work in these holy sites or as wanderers honoring the origins of their lord. The clerics address their equals as Brothers/Sisters and their superiors as /Fathers/Mothers. Every church and temple has an elder cleric in charge and the entire congregation is led by the High Cleric. All the members address the High Cleric as High Father/High Mother. The overall theme of the congregation is very strict and disciplined and the hierarchy is respected at all times. The average members of the congregation (your simple Jill's and Joe's) are of course at the very bottom of the food chain kneeling before the clerics to stay in good terms with their God. Clerics bend the knee to elder clerics and disrespecting your superior is believed to be one of the most effective ways to be smited by the wrath of Westra himself.
Church of Westra is known the be the "simple man's religion", because of the fact that the congregation never questions their God or superiors. Whenever the phrase "behold the word of God" is spoken (or written) by a superior member of the congregation, all the inferior members must believe, obey, and accept or face the consequences. This means that kings and lords mean nothing to the congregation. This usually creates a lot of tension between the congregation and the rulers of the realm.
The strict code of onedience is not seen as cruel or wrong by the congregation because that's the way it always has been. But people outside the congregation often see this as twisted. The rules of hierarchy are of course more relevant to the clerics serving in the temples and churches than to the clerics wandering around the realm. This is the reason why wanderers are usually people with authority issues or people who prefer the solitude on the road. Wanderers rarely stop at temples or churches, but when they do, the same rules of hierarchy apply for them. Usually wanderers work alone, but some wanderers work in small groups. In a group like this the same hierarchy applies; one of the clerics is the elder cleric in charge, just like in a temple or a church.
Those who wish to become clerics must pass the Path of Enlightenment, a physical and spiritual training known to be extremely challenging. Before one can step on to the Path of Enlightenment, one must be a baptized member of the congregation.

THE HOLY SYMBOL
The holy symbol of Westra is fairly simple, but has a specific meaning to it. It is made from any material at hand. For example a blacksmith could make himself one from iron and another peasant could carve one from a piece of wood. The clerics of course put more money into their symbols and usually have them made from silver, or even gold. Jewels are rarely used in the holy symbols, but the center dot might be a ruby in the holy symbol of the High Cleric.
The black dot represents Westra himself looking down to the world. The dark gray part (the carved part in worn symbols) represents the congregation as Westra takes care of his followers and worshippers first and foremost. Finally the light gray part represents the rest of the world and it's inhabitants as Westra looks after all the mortals of the world.

THE OUTFITS OF THE CLERICS

Clerics working in the temples or churches are dressed in white robes with a bright red cloth belt. The holy symbol is always worn on top of the robes. They never wear hats. The outfit of an elder cleric is similar with the exception of a bright red shoulder cape. The robes of the High Cleric are the same as those of an elder cleric with the exception of a holy symbol stitched onto the chest part of the robe and the jewelry worn on top of the cloth belt.

DOMAINS

Last, but not least, I wanted to include my vision for domains of Westra, because the setting I created this religion into is being played with D&D 5th Edition* rules.

  • Life
  • Light
  • Nature
  • Knowledge
_____________________________________________________

*Church of Westra has also appeared in The Black Hack and Labyrinth Lord.


Sunday, 21 August 2016

Because the international community of roleplayers has been so awesome to me, I decided to lower the price of Crypt Of Doom - A Compilation Of Patreon Supported 2015 Material to pay-what-you-want, both PDF and print (print at cost + postage). Original prices are $6.50 for PDF and $13.10 for POD. So now is your change to get all this for free:
  • About Level Drain
  • Æg Artifacts
  • Auspices
  • Bazaar Of Extraordinary Items
  • Bearries & Bearletons
  • Bubghia: The Hunters In Forests
  • Child Of The Rainbow Dust
  • The Church Of Stab
  • Dungeon Beneath The City
  • Encounters In Snowy Locations
  • Epic Mëtal Awesome Weapons
  • Eyes Of The Hidden Moon
  • Lioness Of The North
  • Monster Skeleton Creator
  • The Museum Of Artifacts
  • Night Leeches
  • The Rheum In The Fields
  • Sea Wizard's Coral Tower
  • Simple Adventure Generator
  • Stones Of The Gods
  • Tasty, Groovy, Poisonous Shrooms
  • Throne Of The Stone Cyclops
  • Tower Of Tremors
  • Witch's Cauldron Mishap Table

Get it here: http://www.rpgnow.com/product/175132/Crypt-Of-Doom--A-Compilation-of-Patreon-Supported-2015-Material

And if you like the material, you can support me to create more at: https://www.patreon.com/cryptofdoom

Thursday, 30 June 2016

Random encounters in minor cities and major towns.

A direct continuation for my last post (random encounters and events table for capitals and cities)! You can download the file from my Patreon page, for free, thanks to all those awesome people who support me!

Here are 5 randomly chosen highlights from the table:

  • An eminent person has died. Cortege runs through the city and silence has been declared for a day. No one shall make any noise, or be punished.
  • New houses are planned, but old buildings are on the way. The problem is, that it is not that simple to just evict the residents or businesses located there, even though they could buy new apartments and spaces from the new buildings - not everyone has that kind of money in their pockets! Demolition and construction works are on hiatus. The overseer of this project wants to do everything legally and as nice as he can, but his assistant secretly wants to do anything possible for the work to continue - from threats to arson and murders! This is his first project, and he wants the result to be glorious!
  • A retired fighter is screaming and yelling and fighting imagination monsters with his stick. He is obviously confused and disoriented.
  • All the cats have fled the city. Finally a wererat living deep in the sewers has found a right resonance for his device to get rid of the beasts that eat his cousins.
  • The burial hill is full now, and there are many who refuse to bury the dead elsewhere, or burn the bodies. They demand that old gravestones should be moved elsewhere, or even to be destroyed to make more space for newly dead. But others are agaisnt of disturbing old graves. As a demonstration few keep their dead next to their outdoor as a reminder, that something should be done fast! There is a high risk of vermins and health hazards and the rot is starting to stink.
  • And more! 36 in total!
Side note: I discovered millions more typos and horrible mistakes than my text usually contains. I will fix them as good as I can in near future :(


Thursday, 23 June 2016

Random encounter and events table for capitals and cities

You can download the file of 3 pages and 48 encounters and events from my Patreon page. It's free!

This table includes things like:


  • Runaway horse pulling a cart and wrecking havoc! It smelt zombies with some intelligence and brain function left masquerading as beggars. The zombies wanted to eat the horse and its driver alive. the driver is just about to be eaten by the zombies cornering him...
  • A building is aflame. All nearby are requested to help extinguish it.
  • Around 50 rats from normal size to a size of a dog run down the streets biting everyone and -thing they ram.
  • Mother of twelve, who is struggling with her flock. No one knows that these children are demon seed waiting to grow up to start mayhem and devastation. Their smile is empty but sweet.
  • A couple is selling weird small beasts and critters from the Purple Forest to be exotic pets for the rich. Few of these beasts and critters are extremely dangerous, but the couple don't care for the sake of profit. They have not captured the beasts themselves and don't know what they are, which one are dangerous nor how they behave. They have cooked up the descriptions themselves.
  • A hot air balloon is floating above the city. Out of arrow's reach. Dwarves are observing the city streets and making notes. They try to track the ley lines to pwer their new invention.
  • And 42 more!
Image from: http://openwalls.com/image?id=1524

Wednesday, 22 June 2016

New Cleric variant, Martyr

Instead of "Turn Undead" these Clerics have an unique power they invoke when they suffer. When someone purposely hurts them (monster attack, no. Friend whipping, yes) or they wound themselves, they immediately regain one spell and can cast it as memorized. By suffer they might even memorize more spells than they normally could!

One Hit-die (1d6) worth of damage allows them to chose one spell level. If the martyr whips himself dealing 3d6 damage, he can chose three one level spells, one first and one second or one third level spell to memorize immediately.

Martyrs are willing to suffer for their cause, and by suffering they gain great power.

They are not restricted to blunt weapons, but can also use daggers and knives to harm themselves.



Friday, 13 May 2016

Adventurer goes to dangerous dungeons, because...

Sometimes you just want to roll a character and go explore the dungeon your Game Master has prepared for the evening. No stories or drama, just some simple and fun exploration where your character is an avatar for you to survive the dangers to get to the treasure. But maybe this game, after a dungeon or two, will develop into a full campaign? Or is this just a snack you play sometimes when not all of your group manage to play the campaign the game night?

Here is a table to make a quick background why your 1st level adventurer wants to risk his life for treasures. Obviously, for one-shots he wants to risk his life so you can have fun, but there is always something behind that.

RalfHuels (photographer), Anja Arenz, Chris Kunz, Dossmo, Niamh, Paolo Tratzky, Svenja Schoenmackers / , via Wikimedia Commons

1d4:

1. DEBT. You owe money. And couldn't get it together. Only way out of this trouble is adventuring, because you have heard rumors of this dungeon where loot awaits for those who take the challenge.

  • You or your family (50/50) owes money for (1d6): 1. Tax collector. | 2. Dowry | 3. Landlord | 4. Kidnappers | 5. Wizard who helped with magic | 6. College fees
  • The amount of your dept (1d4): 1. 10 x 1d8 GP | 2. 100 x 1d6 GP | 3. 1,000 x 1d4 GP | 4. 10,000 GP (UH-OH!)
2. FAMILY IN TROUBLE. Someone in your family needs the money, or what you can get with it, desparately. Only you are courageous, or stupid, enough to go to "that" dungeon for treasures.
  • Some possibilities are, that (1d6): 1. Your family member is sick, and 500 - 1,000 GP is needed for magimedical attention. | 2. Crop this year was awful, need to compensate. | 3. You just want a better life for your family. | 4. You want proper education for your siblings, and that is not cheap! | 5. No more peon life, but freedom of your family costs. | 6. A family member of yours went to trade to far-away Realm and is now in trouble. Maybe he got robbed, or the ship sank. She desperately needs money to get back home safe.
3. MY LIFE IS BORING. There always are those individuals who don't have any proper reason for adventuring, they just go into dungeons and give some hasty reasons why they do so.

  • They might be (1d6): 1. Lazy son or daughter who thinks that housework and farmwork are dull and real life is out there. Dungeons is a good start, right? | 2. Noble or highborn, who is sick of too secure environment. Don't run the stairs, that wooden sword is too sharp, all those restrictions. Now it is time to go! | 3. You already have an adventure or two under your belt. Just enough that you opened your barbershop or some other business what you always dreamed of. But that is quite boring in the end and adventuring was more fun. | 4. Orcs, puddings, skeletons, dragons? I want to see all those creatures. | 5. With money I could do so much more - everything. Earning money is slow and hard work because I didn't born silver spoon in my mouth. A dungeon or two should earn me enough to have fun, and it can't be that bad, right? | 6. No one notices me, especially that guy. Maybe if I'd go for an adventure into a dangerous dungeon, he would finally notice me?

4. SOMETIMES REASON IS JUST RANDOM! Do you need a reason? NO! You say. But there is always a reason. Let's ask few adventurers, why they want to go into that smelly dark dungeon with old traps, weird monsters and loot (1d6):
  1. I am just curious what the dungeons are like and what's inside.
  2. Sun is too bright and I get sunburns easily. Dungeons, cool and dark, would be perfect for me.
  3. Being a guild apprentice is so boring. Real experience and education is out there.
  4. I want to kick ass! Monster ass! Because sheriff said, next time I kick ass in a town it'll be the last time I kicked ass for a while.
  5. There might be hope with monsters and maybe I could convert them to The Right Religion.
  6. I lost my special item, and I cannot find it anywhere. I am sure it is in that dungeon.
__________________________________________________________

You can find better version in PDF from my Patreon page! Go download it and check out my other creations!

Tuesday, 10 November 2015

OSR Hit locations for Ascending AC


METHOD:

  • Natural d20 die result, when successfully hit with to-hit bonus, also determines the hit location.
  • Natural 1 die result is always a fumble (determined by DM or other optional rules).
  • Natural 20 is a critical hit with other optional rules.
  • Results 2 and 12 let the target hit to choose the hit location.


HP DISTRIBUTION (optional rule):

  • Every damage from a successful hit is reduced from character's hp value.
  • The damage is also reduced from a hit location.
  • Hit locations have individual hp based on character's hp value (normal rounding rules, minimum 1).
  • When a hit locations hp is reduced to zero, that body part is incapacitated. Healing takes one week per negative hp.
  • A save versus death must be made every time a body part with negative hp suffers damage. A save is made in a penalty of negative hit points of that body part. If the save is unsuccessful, that body part is lost. If head, chest, or abdomen is lost - you die.

HP DISTRIBUTION EXAMPE:
Bermund, 3rd level Fighting Man has 13 hit points. His hit location hp would be:
Head: 3, Arms 7, Chest 9, Abdomen: 7, Legs: 4.

COMBAT DAMAGE EXAMPLE:
Orc swings his axe at Bermund with roll result 17, hitting him at chest. The damage is 4 points, so Bermund's total HP is reduced to 9 and chest's HP to 5. Next blow hits his right arm with die result 19 dealing 5 damage. His total hp is reduced to 4 and right arm's hp to 2. Third hit strikes the right arm again, dealing 3 damage. Total hp is at 1 now, and right arm at -1. Bermund rolls d20-1 to save, and fails. His right arm is chopped off.

COMBAT HEALING EXAMPLE:
Bermund's right arm doesn't heal, as he doesn't have got it any more. It takes one week though, to bring the stump from -1 back to 0. After one week, his stump of a right arm is healed.
His chest is healed in five day's rest and he is back to maximum 13 hp after 12 days of rest.

BONUS: ALTERNATIVE HIT LOCATION DISTRIBUTION:
+Joshua Fox at Google Plus suggested these hit locations saying:
I'm not an expert, but I recon the fighter works hardest to protect their head, followed by their body. Their arms are constantly exposed to danger by attempting to strike their opponents or ward off blows, and the legs are just a bit harder to protect given you're focusing on the head and body.
So I'd say something like

  • 20: crit, attacker's choice
  • 9, 12, 19: sword arm
  • 8, 11, 18: offhand arm
  • 2, 7, 17: leg on same side as sword
  • 6, 16: other leg
  • 5, 15: abdomen
  • 4,14: chest
  • 13: head
  • 1: fumble, and defender's choice 

_______________________________________________

Disclaimer: I haven't playtested this. So I have no idea if it works or not! I suggest you only let player characters use this as counting hit location hp for all orcs and skeletons is a lot of work. Just describe how they suffer!

Thursday, 10 September 2015

Magical OSR Friendship


This is how I feel.

OSR text by +S Robertson, idea and the rest of it by me.
Feel free to use how you like to.

Friday, 4 September 2015

Finnish OSR news: SL&VL zine and ToG review

SL&VL Zine

SL&VL is an abbreviation for the Finnish OSR-community Siniset Luolat & Valkeat Lohikäärmeet (Blue Dungeons & White Dragons), and this is the first published product, an OSR-zine, the group made.

The PDF is now available for free in Finnish (get it HERE) and the A5 size print is in proof phase. Before I review the zine issue 1, I have to wait to get it in print (placed order 5 minutes ago). I've seen the PDF so many times, I need to feel it in my hands.

The premise is Castle Caldwell re-imagined, with additional material. There's an illustration by me and the map is by me (from +Jonas Mustonen's original layout).

I am proud of our group, for making this happen. Currently we are starting to work with the second issue.

The crew in the first issue are: +Tommi Brander+Jonas Mustonen+Wille Ruotsalainen+Mikael 
Tuominen, and myself.



Some OSR reviews in Efemeros blog

+Sami Koponen is not only a great guy, my friend, publisher, and roleplaying games enthusiast and pioneer of modern ages, but also a blogger. He has reviewed aforementioned SL&VL zine and my Temple Of Greed. Also +Lamentations of the Flame Princess gets space there.
Sami wasn't very impressed with Finnish OSR but he admits that he doesn't know the (DIY) scene that well. The article is well written, though.

You can read the article in Finnish HERE, and google translated to English HERE.

What do you think?

Wednesday, 19 August 2015

Patreon powered OSR material from April to July

I started to create Patreon supported one-page (some have more pages, though) OSR material this May. My creations go public with one month's delay. So public April's material my patrons have already had in May and so on.

If you want to check out my Patreon page, where you can support me starting from $0.10 per thingie, go check: https://www.patreon.com/cryptofdoom

If you want to go and have a look at what's published for public, you can download them here: https://cryptofdoom.wordpress.com/

I keep DIY feel with each item I publish. It's really fun thing to do!

Here's a spoof for what's already out there for You to download for free, and have fun with:

BEARRIES & BEARLETONS
These berries eat bears and turn bears into hungry undead skeletons!

ËPIC METAL AWESOME WEAPONS
Simple and quick rules to create epic, metal, or awesome weapons. Which deal 1d20 damage. Not to forget some nifty special effects.

BAZAAR OF EXTRAORDINARY STUFF









This bazaar has a random table worth of things going on.
https://cryptofdoom.wordpress.com/2015/05/28/bazaar-of-extraordinary-stuff/

THRONE OF THE STONE CYCLOPS



















A small dungeon, with a big, nasty fella in the end.
https://cryptofdoom.wordpress.com/2015/06/03/throne-of-the-stone-cyclops/

ABOUT LEVEL DRAIN











My thoughts of level drain in general with some ideas how to make level drain into the fiction. Special thanks to +Franky Borny for art!
https://cryptofdoom.wordpress.com/2015/06/10/about-level-drain/

TASTY, GROOVY, POISONOUS SHROOMS







Random table to create different kinds of mushrooms.
https://cryptofdoom.wordpress.com/2015/06/16/tasty-groovy-poisonous-shrooms/

NIGHT LEECHES








When the adventurers sleep, these suckers come to feed from another dimension.
https://cryptofdoom.wordpress.com/2015/06/19/night-leeches/

THE CHURCH OF STAB












In this church, everyone stabs!
https://cryptofdoom.wordpress.com/2015/06/27/the-church-of-stab/

CHILD OF THE RAINBOW DUST















Impregnating pollen, tiny exploding kids.
https://cryptofdoom.wordpress.com/2015/07/12/child-of-the-rainbow-dust/

TOWER OF TREMORS (more than 1 page!)


















A science-fantasy location mini-module.
https://cryptofdoom.wordpress.com/2015/07/29/tower-of-tremors/

THE RHEUM IN THE FIELDS














Deep underground, a nasty entity wants to evolve.
https://cryptofdoom.wordpress.com/2015/08/12/the-rheum-in-the-fields/

And more to come!

__________________________________________________________

If you liked these, consider supporting me. With your support I only don't get awesome motivational support but also some cash to buy stuff. Stuff like office supplies I need to create material; pens, Sharpies, paper, ink cartridges etc. I also use my patron-money to support other Patreon-campaigners, but also to buy other OSR material! You don't only support me to do my thing, but you also support me to support others!

If you are curious what else I've created, please visit RPGNow [link] to find pdf and pod products from pay-what-you-want to very affordable prices!

Thank you for reading, and I hope you liked the material I've created this far! There will be more patron-supported material, soon!

And super huge thanks for my supporters. You are a backbone for me. I appreciate you so much! Thank you.

Thursday, 16 July 2015

[map] To Necropolis...

I never get tired to these...


In an old monastery there is an oubliette that leads into caverns... Are the lizardmen slaves to the undead from Necropolis? What are the horrific creatures the myconoids guard? Was the trap in the burrow earth element trapping those poor adventures into the soil?

Dowload pdf HERE.

Cult Caves


Yet another map Inspired by http://meta-studios.com/dg/dungen.html

This dungeon is a lair of the cultists. They have a crypt of dead bodies, a mortuary to process the bodies and a big maze for some reason. I suppose that the giant ticks enter from the crevasse in the cellar.

You can download the pdf HERE.

Sunday, 12 July 2015

Kobolds Dungeon

http://meta-studios.com/dg/dungen.html
Above is a link to a cool website, which generates random dungeons. I generated one and decided to use it as an inspiration to draw a dungeon. It is Saturday, I am a bit bored but too tired to do anything constructive. So I took my Sharpie and started drawing.

The original created with website looks like this.

SCANNED IMAGE, not edited, with warts and all:

You can DOWNLOAD the PDF HERE.

Tuesday, 23 June 2015

Mead & Mayhem Booklet Edition now PDF and POD

Photo samples of cover and content
New, revised edition of Mead & Mayhem is now available in both print and pdf! The layout is all new from the original, there are additional pictures and the covers are way much cooler!

You can get a copy at RPGNow: http://www.rpgnow.com/product/149761/Mead--Mayhem-Booklet-Edition

Costs are:

  • PDF: $1.79
  • Print-on-demand + PDF: $4.90
What is Mead & Mayhem, you ask? +Rob Monroe (he also edited the text) from Charm Monster wrote:

"Here is a sample of how one such fight goes down:

Things kick off when some rowdy dwarves smash up a barrel of beer to fill their flagons, resulting in the floor becoming slippery. Punches begin the fly as people slide into each other. Suddenly, a group of adventurers burst out of the wine cellar (which I guess is attached to a dungeon). They enter the melee, already in murderhobo-mode.  As the brawl gets more and more out of control, someone begins shouting out accusations of theft and assault at the tavern's owner, adding paranoia to the mix of heated emotions. Seizing on the opportunity, members of the local thieves' guild begin to nick the coin purses of anyone distracted by the bar fight. And finally, as if summoned by the drunken brawl, a coven of witches dance nude on the tavern's roof, drawing a crowd to the building."

Yes, Mead & Mayhem is a random generator for tavern brawls using d30 with 40 different entries!


Wednesday, 20 May 2015

[LotFP/LL/S&W/OSR] Knife fighting

Pic from: http://www.gutterfighting.org/
Introduction

In The Brotherhood Of Rose novel by David Morell there was a knife fighting scene between two agents. They used knife hand to attack and off-hand to parry opponent's attack. That is an inspiration for this post. I decided to use LotFP as a default for writing this, but this is easy to adapt to other OSR games like Swords & Wizardry and Labyrinth Lord, as long as you remember that Armor Class values are a bit different in those. LotFP unarmored default is 12, in S&W it is 10. Both of those are ascending. In Labyrinth Lord default unarmored AC is 9 and it is descending.

Mechanics

In this example I use a character with leather armor which is 2 better than unarmored in every edition. In addition the example character has +1 modifier (-1 in descending) to AC from his Dexterity Score.

This is how his AC looks:
Unarmored--with Dexterity--With leather armor--TOTAL
------12------------13--------------------15-----------------15

When using a fighting technique, where you use your main hand to attack with knife AND your off-hand to parry opponents knife strikes, add 2 to armor class. The AC would consist of the following:

Unarmored--Dex--Leather--Technique--TOTAL
------12--------13------15----------17----------17

So, to hit the character and inflict knife's d4 damage to HP opponent needs to roll 17 or higher. Just like by-the-book. But parrying with your hand hurts, am I right?

When the attack roll hits the range of the "technique", which in above example would be 16 and 17 of AC, one point of damage is suffered. Why?

0-12 is the default how hard anything human sized is to hit. 12-13 is how much the guy with DEX bonus dodges and moves around. 14-15 is where the actual armor comes in play. 16 and 17 are your hand blocking the knife's sharp blade, so naturally roll results of 16 and 17, which in AC scale represent your hand result damage.

In A Nut Shell:

Fighting with a knife using off-hand to parry gives +2 to AC, but the AC values in that +2 ranges when rolled with to-hit (with attack bonuses) deal 1 HP damage.

Monday, 18 May 2015

I fixed low monster xp for B/X style games

Monsters don't give much experience points in earlier editions and similacrum systems (OSR) because the point of the game is treasures and exploration. Generally if you want to kill tons of monsters you should choose a game with less deadly (early levels) combat and better support for monster killing.

There are cheap and quick fixes for character survival; max HP at first level, dead at -X instead of zero HP, starting HP equals to CON score etc. These fixes give characters few extra hits to survive but don't change the advancement.

Here comes XP multipliers for monsters!

So, when characters kill monsters in creative or cool ways, X2.

When they kill monsters in sneaky ways, X3.

When they survive the combat uninjured, X5.

The point is to make fights rewarding and to encourage players to do everything else than roll dice taking turns (and propably die - also boring).

Avoiding monsters gives normal monster XP, so spotting them and getting around them is still a reward. Now you can concider the risks: should you sneak past them (X1 XP) or try to maul them with cunning and survive unharmed (X5 XP).

True, if you engage many fights you will get more XP than default. You are more likely to lose those extra experience points, though. With your character's life!

I have to admit I am a little loose on handing experience points. I don't have months to see players' characters to grow in power, and they will be dead or retired at some point anyways.

Once I even gave solid 10x for all monster XP for more heroic and combat oriented game! It's all about what you want from your campaign and what will be the focus. The focus of the campaign is a good start to determine the source for XP.

One-shots and adventure module gaming RAW is fine. In that kind of game experience is not numbers on the paper (is it ever only that) but the challenge and the story for the players to have fun with.

Well, that's how I roll.

Wednesday, 1 April 2015

The fools of Aprilstown

Aprilstown is a small and remote village of farmers and few traders. Once a year, in the first day of the spring, they have a big festival. The purpose of this festival is to please the God Of Random to keep the spring coming and to keep the cold spell in spring away. The reason why they don't sacrifice to the goddess of spring or weather, is unknown. Maybe they think that as spring is unstable it is God Of Random to be blamed.

During the festival the chief of Aprilstown, uses his sacred Springcrystal granting special powers for the foolest of the village (INT and WIS total score under 10). This special power is an ability to cast one random first level Magic-User spell during the festival.

The villagers think, that if a fool casts random spells for his own, possibly silly intentions, the God Of Random will be pleased and the spring continues to arrive.

This years fools are:

William, who has been a little slow from his birth, is hard worker at a farm. But he hates that cow who always runs him down the fields. This year, William cast Magic Missile at the cow. The rest of the week William will spend in stocks thinking what he'd done.

Samantha is a funny lass, usually pulling pranks on everyone. She's tried almost every possible work in the village with no success. She always makes more prank than is useful. She found Floating Disc under the table of the festival cake to be hilarious. But the villagers were prepared, so luckily they had another more delicious cake hidden in town hall.

Gilbert, twenty years ago returned the patrol against orcs badly wounded and wasn't the jolly old himself from there, cast a Protection From Evil on himself. At least one night he could enjoy the festival and not worry too much or see the nightmares he encountered.