Showing posts with label historical. Show all posts
Showing posts with label historical. Show all posts

Sunday, June 1, 2025

[Solo] The Prussian Infantry Marches to Carcosa, Turn 3: Dinner Invitation

Continuing the adventures of the Prussians on Carcosa. See Turn 1, Turn 2.

The Detachment:

  • Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
  • Brother Paul, Augustine monk and scholar
  • Dr. Krowitz, field surgeon
  • 20 disciplined Infantrymen with muskets

Turn 3

Day 2, dawn
Location: Hex 0410, Forest
Weather: 7, Neutral
Encounter: 1, Daytime: 58, 3 Mummies. Party surprise: 1, yes. Encounter surprise: 1, yes. Encounter distance: 100’. Encounter reaction: 7, Neutral

                    Soundtrack: "Mummified Fragment of Everyday" by Zofie Siege


With sunrise, the blackness of night first shifts into an indescribable blue iridescence, then into a purple haze. Light filters through the black leaves. The infantrymen lay wrapped in their cloaks, huddled together for warmth.

Four sentries sit, leaning on their rifles. The last shift was trying, the alien forest full off invisible insects and bizarre whispers. But they persevered – driven by discipline… or fear? 

///

But something else stirs in the forest.

Three dark, gaunt, sickly thin figures stalk between the trees. Their joints seem bloated, yet their movements are fluid. Ribbons and thin veils float behind them. Their gazes are trained downwards. From time to time they examine the leaves of certain trees.

Sunday, May 25, 2025

[Solo] The Prussian Infantry Marches to Carcosa, Turn 2: Prussians in the Mist

Continuing the adventures of the Prussian on Carcosa. See Turn 1 here.

The Detachment:

  • Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
  • Brother Paul, Augustine monk and scholar
  • Dr. Krowitz, field surgeon
  • 20 disciplined Infantrymen with muskets
© Helene Schmitz. Alabama Fields. Digigraphie, 108 x 134 cm


Turn 2

Day 1, dusk to night
Location: entering Hex 0410, Forest
Weather: 7, Neutral
Encounter: 11, None

                    Soundtrack: "Aqua" by Edgar Froese 


Time seems to move in an unnatural way. The march towards the forest takes much longer than anticipated, the dark mass of vegetation seems just a few steps away, then snaps back into the unreachable distance the next heartbeat. Strange mirages flicker and the air vibrates around the Detachment. Perhaps a trick of the uncanny light emanated by the multitude of celestial spheres that chase each other through the sky.

Finally, the violet sun sets. The skyline lights up with an orange glow, then goes black. One of the twin moons rapidly wanes into just a narrow segment. The air grows colder and moist.

It is under the cover of this sudden darkness that the Detachment reaches the forest.

But what a strange forest it is. Lush, dense. Roots, branches, vines. The abundance of growth doesn’t feel healthy and natural: it’s a forest choking under its own weight. And this is only the edge of it; it seems to get denser in the deeper parts, but it is hard to make it out in the darkness.

Friederike leads the way, slashing at vines with her sabre. Her blade gets stuck. When she grabs the branch to pull back the weapon, the bark feels spongy and rugose.

However unlikely that seems, they eventually reach a clearing. For some reason, the trees don’t grow in this depression, just crowd around it somberly like mourners around the uncovered grave.

A fine white mist covers the ground.

“Careful, men. Probe ahead of you with your rifles,” Friederike warns her troops.

But it’s too late. The silence is broken by a scream as one soldier slips and disappears. There is an audible crack of bone breaking… Then the screams resume, coming from deep down.

Wednesday, May 21, 2025

[Solo] The Prussian Infantry Marches to Carcosa, Turn 1

I played a solo session today. A Prussian infantry detachment is somehow transported to Carcosa circa 1810. I was very much inspired by this cool session report by Underground Adventures: an Into the Odd one-shot for a single player, about a group of Napoleonic soldiers on Carcosa.

The Detachment:

  • Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
  • Brother Paul, Augustine monk and scholar
  • Dr. Krowitz, field surgeon
  • 20 disciplined Infantrymen with muskets
(Carcosa art by Rich Longmore)

How I play:

I rolled a random starting hex (0311).
Procedure: 1 Turn = 1 Day
For weather: 2d6 Reaction roll
Wandering encounter: 2-in-12 chance, 1 is daytime, 2 is nighttime


Turn 1

Location: Hex 0311, Wasteland
Weather: 7, Neutral
Encounter: 11, None

...Once the electrified mist disperses, the Detachment finds itself in a strange landscape, a purple wasteland. A violet-crowned sun hangs menacingly above and twin moons race through the light blue sky. The soldiers are nearly blinded by the alien hues.

Friederike checks her compass. The needle whirls around like a madman. It’s useless. So Friederike tries to get her bearings by the strange celestial objects.

Friday, February 24, 2023

Lenormand deck content generation

When you are a DM, everything is a random generator... Oracular/divinatory tools are a great source of inspiration, because they are full of flavor, they tap into archetypes, and so on. I've experimented with a couple of Tarot-based generators. In this post, I'm just going with something rather simple: drawing three cards from a Lenormand deck, and coming up with an encounter, scenario, or situation based on them.

Oh, and a cool thing about the Lenormand deck: it contains 36 cards... so you can roll that with a d66 or put it on a 6x6 matrix if you don't have your deck at hand!

 

1

2

3

4

5

6

1

Heart

House

Letter

Mice

Mountain

Ship

2

Tower

Whip

Cross

Coffin

Child

Bouquet

3

Bear

Clouds

Fox

Dog

Stork

Clover

4

Garden

Snake

Key

Animus

Birds

Fish

5

Anima

Sun

Moon

Scythe

Anchor

Ring

6

Lily

Book

Star

Crossroad

Tree

Rider



Without further ado, six random draws, interpreted:

  1. (tower, clover, anchor) - A tower stands in the middle of a clover field. The edifice leans slightly to the east. A large anchor on a chain descends from the topmost window, as if keeping the tower in place.
  2. (crossroad, snake, clouds) - A normal crossroads during day, but fog rolls in at night, and a serpent slithers out from the bushes. It grants a wish if it can afterwards switch bodies with a human.
  3. (tree, moon, key) - A venerable oak with a keyhole in it. If a silver key is inserted and turned clockwise, the keyhole swallows the key, then expands into a portal. It leads into the Treasure Vault of the Moon Princess.
  4. (sun, rider, letter) - Encounter: Messenger of the Sun King, cursing and shouting “clear the road!”, urging the horse to ride faster; but the animal is at its last breath and will soon collapse from sheer exhaustion. The Messenger carries a highly important message.
  5. (bouquet, cross, fox) - An old cemetery, moss-covered headstone, overgrown crosses. After the abandonment of the nearby settlement, wild animals reclaimed the land. A fox has dug a deep hole into a mound – and a couple of silver coins shine in the dirt…
  6. (fish, moon, house) - A noble estate, the house’s façade reflected in a small pond. The family’s coat-of-arms is a silver crescent on a green field. The eldest son is suffocated by responsibilities; he feels like a fish out of water – but he must take care of his sickly parents.



Thursday, March 3, 2022

Example of the "36 Character Types" random table in use

I posted the "36 character types" table on Reddit, and r/thebalckveil asked for an example of the generator in use. I thought I would save the example here:

"For example, I would use it to create a court intrigue situation. Roll three times to get three NPCs or inspirational details. *roll roll roll*

65 The Weak, 61 Murderers & Assassins, 21 The Avaricious and Grasping

Interpretation:
NPC #1: Prince Bernardo, the king's eldest but sickly son, heir to the throne (The Weak)
NPC #2: Jacopo, the ambitious husband of the king's daughter (The Avaricious & Grasping)
Situation: Prince Bernardo fears that Jacopo, the newcomer to the family, will try to take advantage of his bad health and seize the throne for himself. Prince Bernardo hires assassins (Murderers & Assassins) to take care of the matter.

How to use this situation in your game? Well, there are a couple of ways, for example:
  • The party is approached by Jacopo, who fears for his life and hires bodyguards.
  • The party is approached by Prince Bernardo's agent, who wants to hire them as assassins.
  • The party hears rumors about the tension between Prince Bernardo and Jacopo, and might try to exploit the situation. Or they hear rumors about the Prince hiring assassins."


Tuesday, March 1, 2022

Lamentable Blades: swashbuckling combat house rules for LotFP/OSR games

This is a set of house rules for swashbuckling combat, dueling and mustache-twirling. Based on LotFP, but usable with any similar OSR game or B/X clone like Old School Essentials or whichever you prefer. Main features: Armor Class is replaced by a Defense Class based on the character's Hit die type, because swashbuckling characters rarely wear heavy armor or armor at all. If you are not happy about your Defense class or Initiative, you can reverse them as an action. There is a reaction-like Repost available & quick-and-easy rules for wrestling

Basically I wanted to do a mash-up of LotFP and Flashing Blades: add some attack options, but without bogging down combat.

Read the rules in this post or grab the free/PWYW PDF over at itch.io!


Buccaneers #19


LAMENTABLE BLADES

House rules for Lamentations of the Flame Princess. For 17th-18th century dueling, swashbuckling and moustache-twirling.

Stats

Initiative = d6 + Dexterity modifier, rolled individually at the beginning of combat (but an action can be used to invert it)

Attack bonus = base attack bonus (according to class and character level) + attribute modifier (based on weapon type: Strength or Dexterity)

Defense class [replaces Armor class] = 10 + Dexterity modifier + the character’s Hit die (Fighter d8, Cleric/Specialist d6, Magic-User d4), rolled at the beginning of combat (but an action can be used to invert it)

Combat

At the beginning of combat, everybody involved rolls individual Initiative and Defense class.

Actions/Maneuvers

At the beginning of each round, declare actions in reverse initiative order. One can also declare whether they are taking an aggressive or defensive stance.

If unsatisfied with the Initiative or Defense class rolled at the beginning of combat, there are two options:

Improving Initiative

The character forfeits all other actions and attacks, and concentrates on acting earlier in the next round. Invert the character’s Initiative roll (if the character rolled 1 on the d6, it becomes a 6, 2 becomes a 5, 3 becomes a 4). During this round, the character is assumed to have taken a defensive stance. The new Initiative activates on the next round.

Improving Defense class

The character forfeits all other actions and attacks, and tries to regain balance, gain a foothold, cover their rear, etc. Invert the character’s Defense class roll (if the character rolled 1 on a d6, it becomes a 6, 2 becomes a 5, 3 becomes a 4, etc., depending on the Hit die). During this round, the character is assumed to have taken a defensive stance. The new Defense class activates on the next round.

Attacks

The combat roll is a d20 plus the character’s Attack bonus and any modifiers (from chosen tactic, situational advantage or disadvantage, encumbrance).

Combat modifiers

 

Situation

Attack bonus

Defense class

 

Notes

Charge/Momentum

 

(…swinging on a chandelier, jumping down from a balcony…)

+2

-2

Successful attack causes damage and knocks down the enemy for 1 round. Unsuccessful attack causes the attacker to lose balance instead. Levelled characters can save against Paralyzation.

Aggressive stance

+2

-4

-

Defensive stance

-4

+2

-

Off-hand parry weapon

*

+1

Additional +1 on disarming attempts

Off-hand offensive weapon

*

0

Roll damage for both weapons, take higher result

Armor worn

-1

-1

-1 damage to wearer

 

Simple attack

Make a combat roll. If the result is equal to or greater than the target’s Defense class, the attack hits and does damage. Damage is defined by the weapon used and adjusted if the target is wearing armor.

Multiple attacks

This type of attack is only available if a levelled character is facing off against two or more “mooks” (0-level enemies). Instead of making a single one, the character gets a number of combat rolls equal to their level. Each such maneuver (simple attacks or disarms) must be directed against a different enemy, and each attack is made as if the attacker was level 1.

Riposte

The target of an unsuccessful attack might follow up with a riposte. Only one riposte can be made in one round. It is rolled either as a simple attack or a disarming maneuver. An additional +1 bonus applies if the original attack was half or less than half of the target’s defense class. Ripostes don’t have to be declared.

Disarm

Make a combat roll. If the result is equal to or greater than the target’s defense class, the disarming maneuver is successful. An off-hand parrying weapon grants +1 on the disarming attempt.

Stun

Make a combat roll. If the result is equal to or greater than the target’s defense class, the target is stunned and cannot act for a number of rounds (1 round for unarmed attacks and bladed weapons; a number of rounds equal to the damage rolled for blunt weapons). However, only a flat 1 damage is dealt to hit points. Levelled characters can save against Paralyzation to avoid getting stunned.

Facing multiple foes

Defense class is unadjusted if the number of “mooks” is equal to or less than the target character’s level (or group of characters combined level). Otherwise, there is a -1 penalty for each attacker over this number. When levelled characters or monstrous creatures attack, total their levels or hit dice and compare with the target.

Unarmed combat

Punch/Kick

As a simple attack, does 1d2 damage plus Strength modifier. Can be used to stun an enemy or attack multiple enemies.

Wrestling/Overbearing

Everybody involved in the brawl rolls all their Hit dice and adds their Strength modifiers; totals are compared; higher wins. The next round the struggle continues, however the last round’s losers subtract one from their effective hit dice. If any of the sides has no Hit dice left, they are completely subdued.

Being equipped with a net, rope, man-catcher or anything similar grants an additional die on the roll.

 

House rules to use in conjecture with Lamentations of the Flame Princess: Rules & Magic. This product is an independent production by Tamás Kisbali/Eldritch Fields and is not affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.

Art taken from Buccaneers #19 (Jan. 1950), now in the Public Domain.


Saturday, February 26, 2022

36 character types (extracted from Georges Polti's "The Art of Inventing Characters")

Georges Polti (1867-1946) compiled long classifications of different types of literary devices. His most famous book is "The Thirty-Six Dramatic Situations", a description that was also taken as a prescription by future authors. He also did a similar work on character types, "The Art of Inventing Characters". In it, he outlines 36 types of literary characters.

36 you say?

THAT'S A D66 TABLE OF COURSE!

So I took the e-text of the 1922 English translation (available on archive.org!) and turned it into a random table. There are also freakin' subtables for each of the 36 entries, with a dozen or so types.

Warning: Mind, though: the source text is quite awful. It's essentialist, moralizing and misogynistic. It's naive in how the author thinks that a classification of things (including literary constructs) is the revelation of the true nature of the whole world, and a key to understanding human psychology.

Nevertheless, here's a random table!

Good for melodramatic RPGs?

 

 

 

CHARACTERS

1

1

VESTA

The Pious

2

The Wise

3

The Faithful

4

JUNO

The Jealous

5

The Vengeful and Just

6

The Strict and Severe

2

1

NEPTUNE

The Avaricious and Grasping

2

The Despotic

3

The Ambitious

4

MINERVA

The Daring and Romantic

5

Adventurers

6

The Eloquent and Boastful

3

1

VENUS

The Seductive and Seducing

2

Courtesans

3

The Vicious

4

APOLLO

The Impassioned

5

The Chimerical

6

The Intellectual

4

1

MERCURY

The Shrewd

2

The Traitorous

3

The Knavish

4

JUPITER

The Arrogant and Insolent

5

The Haughty and Dignified

6

The Majestic and Protecting

5

1

CERES

The Generous and Prodigal

2

The Gay and Sensual

3

The Vulgar and Practical

4

VULCAN

The Earnest and Serious

5

The Deluded and Discouraged

6

The Unselfish and Devoted

6

1

MARS

Murderers and Assassins

2

The Violent and Rebellious

3

The Bold and Fearless

4

DIANA

The Tender and Sentimental

5

The Weak

6

The Pure





Subtables for each type: