Showing posts with label pirates. Show all posts
Showing posts with label pirates. Show all posts

Wednesday, September 4, 2024

Oracular exercise: Fallen starship in the Sargasso Sea

Benign Brown Beast posted The Minideck, a wonderful 18-card set with all kinds of themes combined on a single card. Let's see how it fares when used as a spark/inspirational tool for gaming content creation!

Here's a quick adventure location, generated based on the following draw of three cards:


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


This took me about 5 minutes. Weird nautical adventuring is GO!

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!




Sunday, August 14, 2022

PARALLEL DUNGEONS - a dimension-shifting OSR adventure

I wrote a new adventure! It is a gimmicky one, but also playable & fun. Imagine that there are three dungeons that occupy the same physical space, and the player characters can shift between these three parallel dimensions by using a device. The three dungeons are quite different:

  1. Cave of the Demon Corsairs = hide-out of brutal pirates in pact with dark forces
  2. Mining Tunnels of Q-3296 = abandoned asteroid mining operation
  3. Tranquility & Transcendence = monastery of meditating monks
The area descriptions are presented in three parallel columns, so whenever the party shifts to a different dimension, you can just look to the next column and find the area's description in the parallel dungeon.

I ran a playtest in Esoteric Enterprises, the players were the commando unit of an occult secret agency. They were taken to an island to explore the weird caves. The pirate and asteroid parts proved quite deadly... but the dimension shifting device saved the party's asses a couple of times, and they also used it to circumvent hazards.

Get in on itch.io! (free/PWYW)






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.


Friday, December 31, 2021

1d12 carousing mishaps for pirate campaigns

Happy new year, everybody, carouse responsibly!

Here's a table of 12 carousing mishaps I wrote up for the current naval/pirate themed leg of our LotFP campaign. We are doing Curse of the Emerald Sea. Our Referee "crowdsourced" the carousing table, so each of us players wrote a bunch of entries. These are mine:

  1. You wake up with a treasure map tattooed on your body. Roll d6 for location: 1 buttcheek, 2 forehead, 3 shoulder blade, 4 back of the head, 5 “tramp stamp”, 6 chest. The Referee secretly rolls two d6’s. The first d6 shows if the place is marked correctly on the map (1-2 yes, 3-6 no). The second d6 defines the treasure (1 pirate booty, 2 ancient prehistoric artifact, 3 time-capsule from the future, 4-6 already taken).
  2. You are now wanted by the Royal Navy. Your portrait (50% chance it actually looks like you) is plastered on walls in all ports, inns, even some villages. Trouble with the authority, but “street cred” with anti-establishment types.
  3. You become lovers with a mermaid or merman. At the start of every session, save vs Paralyzation or you are -1 to hit (naval sex is exhausting). If you fall into the sea, there is a 5-in-6 chance your lover saves you from drowning.
  4. You gamble with the Devil. Both you and the Referee roll 2d6. Lower number wins. If you lose, the Devil collects your soul upon your death (you are marked as the Devil’s own while alive, -2 on Reaction from children, sensitives and animals). If you win, you get a gold-plated violin. If the Devil rolls snake-eyes, he takes your soul instantly and leaves you a soulless zombie. If you roll snake-eyes, the Devil is bound to serve you for one day at a time you summon him.
  5. You befriend a pack of rats. They warn you if the ship you are on is about to sink. On the flipside, you now always smell of rat piss.
  6. Take a card from the Deck of Weird Things. Before reading it, designate a PC or NPC as the receiver of the card’s effect. You cannot receive it yourself.
  7. One of your body parts gets stuck in a giant clam, you cannot get it out until the end of the session. Roll d6: 1 right hand, 2 left hand, 3 right leg, 4 left leg, 5 nose, 6 [redacted].
  8. You take part in a coconut throwing contest. Make a series of ranged attack rolls. The first roll is against AC 12, then AC 14, 16, 18… Keep going as long as you hit, and count the hits. At the end, you gain 100 sp for every hit. However, if you miss the first round (vs AC 12), you are ridiculed and unable to use ranged attacks this session.
  9. You get a terrible “hangover”. Which actually means that you wake up hanging over an active volcano or a tribe’s cooking fire. Save vs Paralyze to break free, on a failure take d8 damage.
  10. You anger the gods. There is a terrible thunderstorm, lasting d4 days.
  11. You fall in love with a beautiful person. Turns out, it’s a ship’s figurehead. The love is still real and now you want to steal the statue from its place.
  12. You are challenged to a duel over something absolutely stupid (like preferring rum and coke over rum and gunpowder). 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 refuse, you are a coward and Reactions to you are at -2 in this town. If you agree, roll initiative and fight the challenger (Fighter [carousing character’s level+2-d4], AC 14).


Sunday, December 22, 2019

[Secret Santicorn!!] All Aboard the Terrible Dogfish!

For this year's Secret Santicorn, Deus on the OSR discord server requested "a pirate ship, stocked with treasure, captained by something supernatural"

Without further ado...

(click to download as .pdf)

a weird pirate adventure with a supernatural captain and treasure... Have fun! Happy holidays!