Showing posts with label swashbuckling. Show all posts
Showing posts with label swashbuckling. Show all posts

Sunday, September 24, 2023

1d10 pirate rumors and superstitions

For weird nautical and pirate campaigns!

  1. The blood of a sea serpent can be used to create an infallible compass.
  2. Commander Noland’s treasure is buried under the breeding ground of the man-eating crabs.
  3. In calm weather on midsummer day, the reflection of your ship is real and you can climb over there to find all the treasure that was stolen from you.
  4. Captain Kate “Ruthless” Hawk ascended to the night sky and became a patron saint. Pray to her every day, and she shall send down a mist to cover your escape route.
  5. Patch up your sails with captured flags and ride the winds twice as fast.
  6. The old pirate king is still alive, imprisoned in the Imperial fortress! The new pirate king is illegitimate!
  7. Some shanties are nasty enough to dislodge nails from wood.
  8. Every ghost ship has a heart. Steal it to claim command over the vessel!
  9. The pearl divers of Taboo Island can talk to fish.
  10. You can capture thunder in a brass bell. But beware, you can only keep it imprisoned for a week!




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.


Thursday, February 24, 2022

1d10 more carousing mishaps for city-based campaigns

 Ten more carousing mishaps! Can be combined with the Three Musketeers table or used in any fantasy or historical fantasy urbane campaign.

  1. During your night-time escapades, you discover a shortcut leading through the hidden alleys, rooftops, dark sewers. Once this session, you can lead the party through this shortcut to any place in the city, ten times faster than it would take normally. However, each member of the party must roll a d6. The character who rolls highest takes that much damage from an unforeseen attack or mishap along the way.
  2. First, you just talk to a stranger in a bar. A mysterious stranger with a mesmerizing gaze. Next thing you know, their fangs sink into your neck. Luckily, the assailant flees before sucking you dry. You take d6 damage from blood loss. Any time you encounter a vampire, there is a 1-in-6 chance (cumulative, if you roll this mishap more than once) it is this particular fiend.
  3. You turn a corner and witness a masked man stabbing a foreign sailor to the death. The killer looks at you, then drops a pouch on the ground and says, in a hoarse voice: “You’ve seen nothing”. He then leaps over a wall and disappears into the night. The pouch contains 200 sp.
  4. A fortune teller reveals a source of imminent danger. Roll d6: 1 blades, 2 fire, 3 poison, 4 height, 5 water, 6 black magic. This session, the first time you are threatened by the type of danger rolled, you automatically fail your save or automatically get hit, and take double damage.
  5. You are drawn to games of chance this night. Both you and the Referee must roll 2d6, higher roll wins. If you win, you get half your carousing money back. If you lose, you must spend double for this carousing attempt. The amount of experience points gained does not change.
  6. You befriend the owner of a drinking establishment (perhaps you healed their favorite parrot or saved their son’s ass is a brawl). The next time you go carousing, you get a 100 sp discount. The amount of experience points gained does not change.
  7. Your body is a temple and you should be more careful what you drink! You wake up with a terrible hangover and a strong acidic aftertaste. Once during this session, you can regurgitate the contents of your stomach (10’ cone, 2d6 damage, save against Breath Weapons for half).
  8. A random item belonging to you is stolen, but soon you rediscover it – hanging from a place at least 100’ high (like a tower or a flagpole).
  9. The place you party at has extremely loud music (out-of-tune experimental bagpipe drone orchestra?). Your hearing is ruined for this session. You are surprised on 3-in-6 and fail all checks or saves depending on sound.
  10. A tasteless remark earns you the ire of a stranger. At the worst possible time during this session, this person shows up and hinders you in some very annoying way (embarrasses you during an important meeting, trips or tackles you during a fight, casts an appearance-changing spell, sicks a pack of stray dogs on you, etc.).


Sunday, January 30, 2022

1d10 carousing mishaps for Three Musketeers campaigns

Our LotFP campaign is moving to Paris, to play Terror in the Streets. We're gonna play as D'Artagnan and the Musketeers! Our Referee, as per usual, crowdsourced a carousing mishaps table from us, these are my 10 entries:

  1. You and your carousing mates go on a wild carriage ride. Save against Paralyze to see if you can hang onto the speeding vehicle. If you fall, take d6 damage. If you stay on, the coachman is so impressed, you get a free day of service (access to a four-wheeled coach with two horses for a full day).
  2. You save a young boy or girl from trouble. Turns out, they are a junior member of the thieves’ guild and owe you a minor favor: this can be some information, or stealing a small thing for you. You can always find the person hanging out around the Cour des miracles.
  3. Referee’s eyes only! Somebody plays a trick on the character. The character’s weapon is replaced by a poor-quality copy. It breaks on the first attempt to use it in a fight.
  4. You get into a fight with the Cardinal’s Men: it’s a good ol’ brawl, with improvised weapons. The fight ends in a draw, but you get to keep your improvised weapon, roll d6: 1 leg of lamb (1 tasty ration), 2 leg of chair, ornately carved (club with d6 damage or worth 10 sp), 3 mop or broom, 4 silver tray (usable as small buckler or worth 50 sp), 5 chain that used to hold a chandelier, 10’ long, 6 bottle of wine, miraculously not broken during the scuffle (magic item, bottle made out of unbreakable glass).
  5. You get into a fight with the Cardinal’s Men. You challenge their leader to a duel. Roll d6, the fight is: 1 to the death, 2-4 to the first blood, 5-6 to disarming. You are too drunk to gauge your opponent’s skill, but they might be lower or higher level than you. If you back out, you are a coward and Reactions to you are at -2 in this city. If you agree, roll initiative and fight (Fighter [carousing character’s level+2-d4]).
  6. You get into a fight with the Cardinal’s Men and fall into a trough. Everybody laughs at you, news spread quickly. You and your whole group gets -1 on Reaction rolls this session.
  7. You get into a fight with the Cardinal’s Men (of course). No blood is shed, but they slice up all your fancy clothes. You go back home and change into your second set of clothes (if you have one), and on the way back you get into a fight with a rival Musketeer (you both have your eyes on the same beautiful lady/handsome lad). No blood is shed, but your clothes are ruined AGAIN. Next you borrow a shirt from a comrade, but get into a scuffle with a trash racoon, and the animal tears the shirt into pieces. THIS IS A CURSE. THIS SESSION IF YOU PUT ON CLOTHES, THEY TEAR OR BECOME USELESS PRETTY SOON.
  8. You reach a transcendental state of drunkenness and break down the walls of reality. The god Bacchus appears to you, and accepts you into his entourage. Your character gains some traits of a maenad or a satyr. Maenads have long flowing hair (cannot be cut), an insane stare, and can cast Charm Person 1/day. Satyrs have hooves, pointy ears, small horns, lots of hair, +2 on Saves against Poison. Both of these types can just about pass as a human with the aid of disguise, but sober people make Reaction rolls at a -2 when encountering them.
  9. You learn that a prominent noblewoman or nobleman has no lovers at all, is not engaged in any conspiracy or scheme, and has absolutely nothing to hide. How is this even possible? French nobles are obliged to have secrets and take part in court intrigue. This person is probably an alien from another planet, who tries to blend in and look inconspicuous. If you sneak into this person’s mansion, roll a d6: on 1-3, you find a piece of alien technology, on 4-6, you are beaten up by guards and take d6 damage.
  10. You wake up wearing a very fancy hat. It has three gilded ostrich feathers in it, each worth a 100 sp.
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