Thursday, March 10, 2022

Nest of the Circuit Roaches - a small sci-fi horror adventure!

I wrote (by hand!!) a small sci-fi horror adventure, Nest of the Circuit Roaches. It takes place on a space station or planetary outpost, and the party is tasked with cleaning out the titular Circuit Roach infestation before the swarm drains all the data & electricity.

It's system-agnostic, OSR in soul, and a good fit for Mothership, Traveller, Stars Without Number.

It's free/PWYW at itch.io!

There are a couple of versions. The main version is the hand-written "pocketmod" booklet. But I also included a typed-up one-page dungeon and some other files and maps for ease of use.


The title came from the wonderful "Generic Room Stocker" by Michael Raston. Great inspirational resource, highly recommended.



Tuesday, March 8, 2022

6 Tarot-based NPCs (using Captain Ahab's oracle)

Phill Loe over at Captain Ahab's Leg wrote a great post about oracles - symbolically charged random generation methods for use in gaming. Phill made some great Tarot-based generators, and I tested the monster generator before. This time his quick NPC creation method caught my interest, let me quote (emphasis mine):
"I always bring a deck of tarot cards with me to the gaming table. They can also be used to answer questions about the world—but I find that they can be a little cryptic if you’re asking the deck anything concrete like “what does this magic item do?” or “what taverns are in the area?” They are much better at generating high-level concepts.
For NPCs, I will use a simple three card layout. The left card represents the character’s past, the middle card represents the character’s appearance or how they “seem” to other people, and the right card represents the character’s motivations. It’s generally important to try to make that character’s motivation something the party would potentially care about."
This is an interesting method, so I gave it a try, and generated six NPCs. Each spread took about two minutes. I based my interpretation on personal visual associations with the iconography (I have a Rider-Waite-Smith deck), in certain cases a simple printout of Tarot meanings, and in two cases rolls on the "36 character types" table.

Six Tarot-based NPCs

  1. King of Wands, inverted + Page of Wands, inverted + Knight of Cups
    Scion of disgraced noble house, disguised as a lowly servant, conspiring to achieve personal grandeur.
  2. The Empress, inverted + The Fool, inverted + Six of Cups
    Matronly woman, grieving the loss of her sons in the recent war, asks to retrieve lost heirlooms. 
  3. Ace of Pentacles, inverted + Four of Pentacles, inverted + The Devil
    Adventurer ready to gamble away everything but a single gold medallion – it was given to them by a dead friend, but is in fact cursed and the source of bad luck.
  4. Four of Swords, inverted + Knight of Swords + Seven of Pentacles, inverted
    Famed warrior, the last of his militant order, must lead a last charge, while dreaming of settling down and growing grapes.
  5. Ten of Cups + The Tower + Knight of Pentacles
    Family sorting through the ruins of their destroyed home suspiciously optimistic about the future.
  6. Two of Swords, inverted + Ace of Cups, inverted + The Magician, inverted
    Mysterious stranger from the Upper Spheres dispenses healing water, but preaches against the tenets of local authority.


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:

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.
Source




Thursday, January 13, 2022

Ulfire Tablets #1 - a sword, planet & sorcery roleplaying zine - out now!

 


It's alive!!!

Finally, the first issue of the science fantasy/planetary romance zine Ulfire Tablets is done and public! Huge thanks to all the authors, it was fun to edit your stuff. 

In the future, I hope to expand to other planets and settings, and new contributors are welcome: get in touch here or see my other contacts in the zine itself.

Get it here: https://eldritch-fields.itch.io/ulfire-tablets-1

It's free!

Read it on your screen or print it at home as a neat 32-page booklet + cover.


Table of contents and a short overview:

  • The Chessmen of Carcosa is a chess variant. You cannot have a proper planetary romance setting without a chess variant. In this boardgame, you sacrifice pawns, summon beasts from the outer dimensions, and fight to defeat the opposing sorcerer king! We wrote this together with a friend (we often collaborate on weird shit) and playtested over the summer. It's a fun, over the top game, give it a spin!
  • M.W. Hess contributed two awesome pieces: a write up of Mushroom Mans (sic!) of otherworldly colors; and a quick overview of faithful dinosaur mounts. 
  • In true old school fanzine spirit, there is a piece of short fiction, recorded to cuneiform holodisk straight from a sorcerer king's mind!
  • I love random generators, so I included one for coming up with arcane technological/magical artifacts. There are six ready-to-go examples in there as well.
  • Dan St. Cyr gave us 20 fighting styles for post-apocalyptic barbarians!
  • And there is a review of Xuhlan, a pretty cool sword & weird science setting!

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).


Monday, November 22, 2021

Fifty more 21-word dungeon rooms!

I wrote fifty more short dungeon room descriptions (see the original ten here)!

All 60 rooms in a single PDF!


11. Mush-Room

Cavemen lurk behind row of giant mushrooms that split the room in two areas. Enemies shake fungi to release hallucinogenic spores.

12. Arena of the Phoenix-Spider

Great oval hall, knee-deep layer of ashes. Gold banners from 100’ tall ceiling. Arachnid monstrosity rises to challenge all two-eyed creatures.

13. Oozey Oozebornes Bedroom

Small and cluttered, rare alchemic manuals and implements everywhere. Domesticated ooze lives under bed, obeys simple verbal orders (“fetch!”, “engulf!”, “sit!”…).

14. Tidal Chamber

Long, narrow room, floods/empties every 6 hours. Blueprints of experimental submersible vessel engraved into granite walls. Sluice leads to underground sea.

15. Spider Theatre

Contrast between total darkness all around and cone of light projected at smiling mask on pedestal. Giant spiders drop from ceiling.