Tuesday, September 24, 2024
[Dungeon] Hole of the Goblin King
Saturday, September 21, 2024
A variant for Magic Word spellcasting
For Magic Word spellcasting, see, e.g., Papers & Pencils or d4 caltrops! The
gist is that instead of a fixed spell list, the Magic-Users are given a list of
words which they can combine on the fly into spells. So it leads to more
free-form and varied magic.
Here’s a simple variant on using such a system.
- Magic Words are recorded in the M-U’s spellbook.
- Every day, a set number (depending on level) of Words can be memorized.
- The M-U can opt to cast one-, two- or even three-Word spells. The more Words, the more powerful the spell can be.
- After casting, all but one Words are crossed off the memorized list. If a one-Word spell was cast, that Word is crossed off.
There is a tactical element: if you want to keep a particular Word, keep casting it with other components, so that you can keep your lil’ favorite. But, of course, don’t be afraid to kill your idols either.
As for the number of Words available for daily memorization,
2 + caster level feels alright. So that’s three Words for a starting M-U.
Example
Gambozo, Magic-User 2, memorizes these Words from their spellbook: Darkness, Mind, Water, Free (rolled from the d4 caltrops list)
During their next adventure:
- They cast Water of Darkness, a sort of flowing/mobile
darkness that engulfs creatures (Darkness, Mind,
Water, Free) - Then they cast Free Mind to break out a comrade from under
vampiric influence (Darkness, Mind,
Water,Free) - Then they cast Mind Darkness to wipe the memories of a guard
(Darkness,
Mind,Water,Free) - And they have a weak single-component Darkness to cast if they need to cover their escape.
Quick recommendations for interpreting new spells:
Caster level |
Range |
Area of effect |
No of targets |
Damage |
1 |
10’ |
1’ |
1 |
d6 |
2 |
20’ |
5’ |
2 |
d6 |
3 |
30’ |
10’ |
3 |
2d6 |
4 |
40’ |
15’ |
4 |
2d6 |
5 |
50’ |
20’ |
5 |
3d6 |
6 |
60’ |
25’ |
6 |
3d6 |
etc.
Putting more component Words in a spell can bump it up a bit.
Sun Ra, because why not |
Wednesday, September 4, 2024
Oracular exercise: Fallen starship in the Sargasso Sea
Fallen starship in the Sargasso Sea
· Cigar-shaped
shining metal vessel, at 45 degree angle, half of it waterlogged
· Residual
cosmic radiation caused mutations in local flora & fauna:
o
Kelp
monsters
o
Fire-vomiting
seagulls
o
Sentient
krill swarms
o
Seaweed
which accelerates healing when applied as bandages + causes weird plant-based
mutations
· Inhabitants:
Pike-people from Beyond the Dog-Star
o
Elongated
silvery bodies, fluid movements, naga-style, four upper appendages
§ weaponry: anchor-guns and boarding
hooks
o
Actually
fear saline water
o
They
kidnapped 6 people from the planet, who are now in suspended animation in the
waterlogged area
o
Want
to repair their ship and leave the planet
Wednesday, August 21, 2024
d10 Treasures of great potential for science fantasy settings
- Stash of discharged but functional energy weapons, enough to arm a squad
- Giant metal bird with broken wings, large enough to carry 20 men
- Weapon of mass destruction, lacking its trigger mechanism
- Recipes and formulae of miracle cures, written in undeciphered language
- A portal of instantaneous travel to other realms, but the coordinates are unknown
- Two dozen giant eggs, unhatched, but full of life
- Treasure map engraved on basalt slab, vital fragment missing
- Great sage or warrior in suspended animation on the verge of death from incurable disease
- Air-generator or Water-purifier, sealed by mad curse
- Satellite array and radar complex that, due to a malfunction, kills anybody who interfaces with it
Bonus: The local community’s relationship with the artifact:
- Secretly researched by a small group
- Actively and openly researched by all
- Worshipped by all as a divine effigy
- Feared, shunned and quarantined
- Buried and hidden, unbeknownst to all (but rumors exists…)
- Buried and hidden, guarded by a small group (but rumors exists…)
Sunday, June 2, 2024
d50 Delinquent Werewolves from Outer Space
- Abductee
- Alpha Bitch
- Beach Bum
- Beatnik
- Biker
- Brainiac
- Carnie
- Cat-Creature
- Catholic School Dropout
- Deceptively Square
- Drag Queen
- "Exotic"
- Franken
- From Outer Space
- Ghoul
- Goo Goo Muck
- Graverobber
- Grease Monkey
- Greaser
- Gun-Toting
- Hobo
- Hooker
- Junior Delinquent
- Leather-Clad
- Mod
- Mutant
- Pin-Up
- Psychic
- Psycho
- Psychonaut
- Punk
- Reefer-Mad
- Rock'n'rolla
- Roller Derby Champion
- Satanist
- Stiletto-Wearing And Stiletto-Wielding
- Suburban Escapee
- Surfer
- Tattoo-Artist
- Tiki
- Trucker
- Twins
- Undead
- Vampire
- Voodoo
- Werewolf
- Witch
- Witchdoctor
- Wrestler
- Zombie
Tuesday, April 30, 2024
Black Snakes Gang - an AD&D Bandit group
I really
like the Men-type encounters in the AD&D Monster Manual. The listings
include all kinds of rolls to flesh out the group of ne’er-do-wells, be that
Bandits, Brigands (which are, we learn, chaotic evil Bandits), Buccaneers,
Pirates (that is, chaotic evil Buccaneers…) or what have you.
Generating
them on the fly is a pain in the ass, but during prep/hex stocking you can
create the whole group that has a lair and sends out patrols/raiding parties in
their area.
Here’s a Bandit group, rolled up by hand:
THE BLACK SNAKES GANG
Leader: 10th level fighter
Lieutenant:
7th level fighter
Personal
guards: 6 x 2nd level fighters
Elite
fighters: 3 x 3rd level fighters, 2 x 4th level fighters,
1 x 5th level fighter, 1 x 6th level fighter
No magic-users
or clerics.
Regular
bandits: 60
Equipment (total no. of combatants: 75):
medium horse, chainmail & shield, sword 10% 7
light horse, leather armor & shield, spear 10% 7
light horse, leather armor, light crossbow 10% 8
leather armor & shield, sword 40% 30
leather armor, pole arm 10% 7
leather armor, light crossbow 10% 7
leather armor, short bow 10% 8
Lair:
Type:
informal camp
Important
prisoners: 12
Camp
followers/slaves: 15
Treasure: 4,000 sp, 4,000 ep, 300 pp, 40 gems
So this is what you get just from the Monster Manual.
For additional details, I would use my humanoid lair generator. The Black Snakes lair in a ruined manor, they are plagued by inner strife and low morale. Perhaps all those elite fighters are planning a coup.
Tuesday, April 16, 2024
Medieval Cappadocian dungeon design!
Room 2
At the
south side of the east wall of Room 1 a small rectangular opening leads into
Room 2, a narrow rectangular room with a bench along west, east and south
walls. The room is roughly barrel-vaulted at its north end and has a flat
ceiling at the south end, carried above a cornice. West, east and south walls
at this end of the room have a decoration of arched blind niches; those on the
west and east walls taper off at their north sides. The niche of the south wall
contains a large rectangular window, overlooking the valley.
Room 8
The porch,
like the church, was plastered, but most of the plaster has fallen away. Fragments
remain on the east wall, around the church entrance, and on the easternmost
edges of north and south walls. Just below the cornice on each side is a
painted inscription of seven lines on the north side and three lines on the
south. The lines of the inscription appear to be complete and since they occupy
the whole width of the plastered area of the porch it is possible that the
plaster did not extend right across the porch wall, but was confined to a
narrow vertical band the width of the inscription. Unlikely though this may
seem, the alternative is to assume that by chance the area of plaster with the
inscription has been preserved while the rest is lost. The text, a
dodecasyllabic poem, is as follows:
‘Let no one
be misled by the desire for wealth for the love of money has destroyed many. For
this flesh is earth, clay and...’
The poem
appears to refer to the tomb chamber below it, but clearly does not supply any
information on the inhabitants of the chamber.
Room 12
A secondary
opening in the west wall of Room 12 leads into Room 13, described below. The
only original opening is the rectangular entrance from Area 10, described above,
which opens into the south wall of Room 12. In the southeast corner of the room
a chimney has been cut through the ceiling, and the room is much blackened by
smoke.
Room 18
There are
two openings in the south wall of the east gallery: to the west, the entrance
to another elbow-shaped passage leading to the east end of the south gallery
(18c) and to the east an opening into the long tunnel (b) which links the east
wall of Room 18 with Room 13.
Room 28
This is a small barrel-vaulted room with cornices, a transverse arch and wall arches, like so many others of the monastery. One lunette is decorated with a relief carving of a horned animal. The location of the stable suggests that the tunnel was once the only entrance to the monastery, and that horses and pack animals had to be left at the foot of the hill and the tunnel entered on foot. The room with the horned animal may conceivably have been a gatehouse of sorts.
Thursday, January 25, 2024
3x10 initiation rites
Saturday, January 20, 2024
[Dungeon] "The Arnesonium" - a Blackmoorian exercise
Tuesday, January 9, 2024
Lycanthropy rules, based on the Turn Undead table
A simple
system for player characters infected with lycanthropy!
There are
two types of transformation: voluntary
or forced.
Forced transformation happens under setting-specific
circumstances: full moon, passing of a comet, meteor shower, drugs, anger or
stress, trigger word for hypnotic suggestion, etc.
The player
must roll on the following chart, 2d6 for voluntary transformation, 3d6 with “disadvantage”
(roll 3 dice, keep the 2 worst).
|
Lycanthrope type (HD) ** |
|||||
Level * |
Wererat (3) |
Werewolf (4) |
Wereboar (4+1) |
Weretiger (5) |
Werebear (6) |
Devil Swine (9) |
1 |
- |
- |
- |
- |
- |
- |
2 |
11 |
- |
- |
- |
- |
- |
3 |
9 |
11 |
- |
- |
- |
- |
4 |
7 |
9 |
11 |
- |
- |
- |
5 |
T |
7 |
9 |
11 |
- |
- |
6 |
T |
T |
7 |
9 |
11 |
- |
7 |
D |
T |
T |
7 |
9 |
11 |
8 |
D |
D |
T |
T |
7 |
9 |
9 |
D |
D |
D |
T |
T |
7 |
10 |
D |
D |
D |
D |
T |
T |
11 |
D |
D |
D |
D |
D |
T |
12+ |
D |
D |
D |
D |
D |
D |
- = transformation and uncontrolled rage for a number of rounds equal to
double the Lycanthrope HD, then transform back and crash (unconsciousness for 1
hour)
11, 9, 7 = roll equal or higher to retain control for a
number of rounds equal to character level, then rage for a number of rounds equal
to Lycanthrope HD, transform back and check for crashing (save vs Petrification
or lose consciousness for 1 hour)
T = transform and retain control for a number of rounds equal to
character level, then transform back; unable to transform again until after a
night’s rest
D = transform, retain control and transform back at-will, no crashing
* Reddit user Maz437 proposed an addition to the system:
This is based not on absolute character level, but on "levels spent with the curse".
However, that also means that mightier high-level characters (who level slowly), will spend a LOT of time trying to learn to control the disease, which is also a bit strange (logically, a high-level character would have an easier time retainig control).
** HD values based on OSE. Modify as needed...