Friday, March 18, 2022

Quick humanoid lair generator for wilderness stocking

This is a dead simple generator of wilderness lairs. Good for stocking a big hexcrawl map or for on-the-fly use. This is where your tribe of orcs or gobs or human bandits live.

  1. Roll d66 for the Lair location.
  2. Roll d66 twice for some extra Details about the inhabitants of the Lair.

Lair location: 

 

Type

1

2

3

4

5

6

1

Cave

Flooded

Gorge

Grotto

Cave system

Mine

Dungeon

2

3

Camp

No shelter

Lean-to

Tent

Hovel

Military

4

Ruin

Homestead

Tower

Shrine

Manor

Outpost

Settlement

5

6

Structure

For Ruin and Structure, the first die also indicates the overall size of the building (4 – small, 5 – medium, 6 – large).

Details:

 

1

2

3

4

5

6

1

Plague

Curse

Haunting

Inner strife

Leaderless

Starving

2

Recently defeated

Low morale

Fleeing

Lost

Traitor in ranks

No offspring

3

Spring

Stream

Pond

Waterfall

Well

Ample food

4

Valuable resource

Workshop

Prisoners

Traps

Mounts or vehicles

Livestock

5

Co-habit with different type

Talented storyteller

Talented healer

Talented magic-user

Leader of different type

Allied with local faction

6

Superior weaponry

Double treasure

Magic item

Cult idol

Sacrificial altar

Ley-line nexus

 

A couple of examples (for the numbers and the monster types, I just used the wilderness encounter generator from OSE):

  • [55, 16, 66] In the hills, 115 Kobolds occupy in a medium-sized ruined outpost. They are starving, but won't move on because they live atop a sweet ley-line nexus.
  • [11, 13, 26] In the swamps, 25 Trolls live in a flooded cave. At nights, the ghost of a devoured victim haunts them. They do not have children.
  • [45 65, 64] In the forest, 150 Brigands squat in a small ruined outpost. They are actually cultists, and have set up a foul idol and a sacrificial altar to their god Stand-and-Deliver.
  • [62, 35, 46] In the jungle, 85 Elves live in and around a large tower. They dug a deep well in the basement - the only source of clean, germ-free water in the fetid jungle. They have a herd of herbivorous dinosaurs (a source of meat and eggs).

See more fully worked examples under this tag.




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.).