Sunday, October 27, 2019

Spooky City!

I launched a collective Spooky City set for Halloween and Anxiety Wizard edited it and used it to post a introduction to his City Generator Kit.

I made a video where I generate a Spooky City using the set: Generating a Spooky City!

Here is the cleaned up map:



As a experiment I zoomed in a district and applied the landmark rules to create neighborhoods (this is how I generated the secondary streets). To color the neighborhoods I mixed the district theme with the themes of entries I rolled on the districts table. A other possibility would have been to roll random encounters for each neighborhoods to color them.


Friday, October 25, 2019

Retrieving the corpses of heroes and adventurers


This was written with B/X, S&W or Labyrinth Lord in mind.  
XP/level are awarded for the level of the fallen character. Level 0 character are considered level 1/2.
  • Bringing back the corpse of a fallen comrade or follower: 200 xp/level
  • Mounting a expedition to retrieve back their corpse: 500 xp/level (awarded when reaching the corpse, cumulative with bringing back their corpse).
  • Being the ones who haul back the corpse: 10% of the total reward of the session.
  • Bringing back their meaningful items and bequeathing them to their relatives or love ones: 50 xp/level for each item. (x2 for magical items, x5 for powerful items) 
  • Marking their place of death: 50 xp/level   
  • Slaying the monster that killed them: monster XP worth x2. 
  • Slaying their undead form (if any): monster XP worth x2.
  • Forgiving their killer if it was a accident or a misunderstanding by becoming their ally: 200 xp/level. 
  • Proper funeral and burial in their hometown: 100 xp/level (need to spend as much gold)
  • Carousing in their honor: 50 xp/level  by night of carousing (need to spend as much gold) or +25% to the carousing XP award if you use a carousing system.
  • Funeral and carousing XP are worth half without the corpse.  
So if the group mount a expedition to bring back the body of their level 5 comrade: 
2500 xp for retrieving the corpse + 1000 xp for bringing it back + 250 xp for giving their blade to their son and +250 xp for giving their helm to their daughter, +250 xp for marking their place of death, +500 xp for a hometown burial, +750 xp and a big headache for 3 nights of carousing. For a total of  5500 XP for the group. 


When the group is mounting a expedition to retrieve the body of a fallen comrade or a hero, there is a 1 chance on a d6 by dungeon level that the dungeon influence spread to their corpse.  (By dungeon level, I mean the deeper into the dungeon). To be able to prep the encounter roll when the group decide to form the expedition but keep the result secret.

If the dungeon influence spread over the corpse, roll a d20 to determine what happened:

  1. The corpse have been perfectly conserved, bringing it back will grant a blessing. 
  2. The corpse vanished but one of their meaningful items remain behind as a magical item. 
  3. Their ghost will help the group to retrieve their corpse. 
  4. Their angry ghost haunt their place of death, blaming themself or their group for their death. 
  5. Local creatures moved the corpse for a purpose of their own. 
  6. Vegetation, moss, or mushrooms protect the corpse. 
  7. A mimic consumed the corpse and absorbed their memory, they now believe to be the fallen person. They are helpful but they can sometime try to eat people and not remember the incident. 
  8. The dungeon formed a shrine or tomb around the corpse, resting there grant a boon or blessing, taking back the corpse trigger a magical curse or trap. 
  9. They have risen as a mindless undead that have as many HD as their level.
  10. They have risen as a sentient undead obsessed with unfinished business. 
  11. The corpse have been desecrated, consumed or mutilated and can not be brought back in it entirety. Bringing back their bones give half the xp. 
  12. The corpse have been looted, local creatures or scavengers keep their meaningful items. 
  13. When the corpse is retrieved, their ghost will help the group until their corpse is brought back home or buried. 
  14. A dangerous worm or insect creature nested in their corpse. 
  15. Their undead corpse will walk back home with the group, complaining about everything along the way. Once they arrive back home, their spirit will thanks and compliment the group then leave their corpse. 
  16. Their corpse fused with the dungeon and became a "special" feature that grant boons and curses like a magical pool.
  17. Their ghost befriended a fellow ghost and ask the group to also recover their friend's corpse. 
  18. Their corpse is encased in a armor grew from the dungeon itself and is now a dangerous golem. The corpse remain intact inside the armor. 
  19. They have been brought back to live, they reroll their HP, they are now cursed  with the ability of seeing the tormented spirits of the deaths. They are waiting for the group at their place of death, harrowed by ghosts. Maybe something in the dungeon can quiet the ghosts. 
  20. They have been reincarnated as a young level 01 PNJ of a different appearance or gender, they keep their old stats but are now wiser and gain +2 to their WIS and gain a bonus of +4 to save against death. They are waiting for the group at their place of death. They may have learned something about the dungeon or gained a special insight. 


Thursday, October 24, 2019

Dusty Blog

My blog is all dusty, I have multiple near finished blog posts but I never find the energy or the focus to finish them. I recently quit Twitter so this will maybe help me to post back again. It is not easy to exist in multiple virtual spaces, I am trying to post on instagram, facebook (for my non gaming friends), my patreon, on multiple discords and to publish videos on youtube, to stream a bit and to records episodes of my podcast. I guess that this is not much for some people but I often feel like I am too dispersed. Oh and I forgot that I am also trying to work on zines that I seem to never be able to finish. Shit, just before I transitioned I published around 5 zines on lulu, now nothing... -_-

Hopefully I will post back soon in the Cauldron. <3


-Ev

Sunday, September 22, 2019

Tiny Goons mini adventure: The entity that cried nasty grublings.





  • Oh no! Demon faced grublings are eating everything. (DS6 for a few, DS8 for a swarm)
  • The tiny goons can easily track back their sulfuric and slimy trail to find from where they came. 
  • On the road they encounter a few random creatures who are angry or sad because the demon grublings ate their stuff. 
  • The trail lead to a Nasty-Gross entity that seem in pain, it is cursing nasty words and crying. It tears sprout grubling demons when they touch the ground! 
  • The entity roots are chained down a hole.
  • Someone is cooking down the hole and the smell attract the grublings down the hole. 
  • Climbing down the hole the tiny goons encounter demon grubblings trapped in all kind of slimy traps (traps are DS6).
  • At the bottom the goons find the Creepy-Gross Moleman Chef who chained the entity, he is preparing a delicious and spicy demon grublings soup! The Moleman Chef don't want to share the soup or to liberate the entity (DS10). He may offer to do so in exchange of a fetch quest to get exotic ingredients but he is lying and wont keep his promises. 
  • The key to the chains hang from the roof. Climbing up there is not easy (DS10) 
  • Other kinds of creatures are caged in the kitchen. The kitchen also contain all sort of pretty loot. A mutating and a rotting pepper (DS8) are guarding the kitchen. 
  • Liberating the entity turn it into a Pretty-Gross entity and it will emit magical dust that can be collected or maybe it can even award it flaming heart. 

Tuesday, September 10, 2019

Tiny Goons

I missed the Tunnel Goons jam but here is a quick hack inspired by my blog article about how the gross can be positive too. (PDF version)

You are a ugly but cute creature looking for pretty things in a mutating landscape full of strange entities.
  • Distribute 3 points between CUTE, GROSS and NASTY. 
  • You start with one cute, one gross and one nasty item. 
  • Your max inventory is 6.
  • Your starting HOPE is 10.


When you try to do something roll 2d6 + CUTE, GROSS or NASTY. 
Add one for each item that apply to the situation.
For each item that exceeds your max inventory subtract 1 from any CUTE or NASTY rolls.
If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.
If the task is super important or meaningful a miss reduce your HOPE by the margin of failure.
DS are 8, 10 or 12.

Regain HOPE by: 
  • finding pretty things (d6)
  • making new friends (d6)
  • eating something tasty (d6)
  • sleeping in a warm cozy place (2d6)
  • finding something truly wonderful (2d6)
If you lose all hope you become melancholic and can do nothing until you regain some.

The creatures, entities and obstacles that you encounter are:
(d6) 1-2 small like you (DS8), 3-4 bigger (DS10), 5 way bigger (DS12), 6 gigantic (DS14). 
(d6) 1-2 cute, 3-4 gross, 5-6 nasty.
(d6) 1 spooky, 2 creepy, 3 moody, 4 spiky, 5 sleepy, 6 pretty. 


Advancement
Level up at the end of a game session: add 1 point to one of your CUTE, GROSS or NASTY attributes and raise your HOPE or max inventory by 1. If your HOPE reach 20 you make a chrysalis and become something truly wonderful.

Monday, September 9, 2019

Orc history and tribes generator

I used perchance to craft a orc history and tribes generator:

https://perchance.org/orchistory

You can also generate some cute orc babies to break the heart of your paladins:

https://perchance.org/orcbaby

Wednesday, September 4, 2019

Monsters with no HP

This is just me trying out a half baked idea (don't take this too seriously).

So there was a discussion on the Discord of the Good Friends of Jackson Elias about monsters having HP being somehow reassuring and I thought what if hitting monsters made them react instead of chipping away at numbers.

So you roll to hit as usual, then you roll your damages and consult the reaction table.

1-3 minor reactions table
4-6 major reactions table
7+ critical reactions table

Minor reactions table d6

  1. Recoil: the creature step back a few steps but is still agressive. 
  2. Scream: the creature scream in pain or anger, this may attract unwanted attention.
  3. Riposte: the creature strike back to wound.  
  4. Intimidate: the creature make a intimidation show, if the group retreat it wont pursuit.  
  5. Swap weapon away: the creature swap away or break the weapon that hurt it.
  6. Minor custom move: see creature profile


Major reactions table d6

  1. Lurk: the creature step back and lurk away from weapon range but remain agressive.
  2. Knock down: the creature knock down or throw away who hurt it. 
  3. Furious strikes: the creatures make a series of furious attacks. 
  4. Charge: the creature charge or push back it attackers. If the group run away it wont pursuit them once they exit their territory. 
  5. Defensive stance: the creature step back to protect it wound and take a defensive stance. 
  6. Major custom move: see creature profile


Critical reactions table d6

  1. Retreat: creature retreat toward a defensive area to hide or barricade itself. 
  2. Pin down: the creature tackle down or grab it attacker and immobilize or pin them down. 
  3. Vicious strike: the creature make a critical attack that break armor or possibly kill it target. 
  4. Sweeping attack: the creature make a sweeping attack and gain some ground. 
  5. Lash in pain: small creatures make a weak desperate attack, large creatures trash in pain and damage the location.  
  6. Critical custom move: see creature profile


Some custom move exemples:

Hobgoblins mob:

  • minor: start chanting the blood song > gain buff (on reroll)
  • major: form a shield wall > spear or missile attack (on reroll)
  • critical: champion step forward and ask to duel or parley


Displacer beast:

  • minor: activate displacer field > displacer jump (on reroll)
  • major: teleport attack 
  • critical: teleport away to lick it wounds


Dragon:

  • minor: laugh and brag
  • major: breath weapon
  • critical: leave in anger to destroy nearby village 


Weird slime creature

  • minor: release toxic spores
  • major: life draining pseudopod attack
  • critical: dissolve into the earth and leave behind a corrosive goo

For the player characters?

I guess that this work better with a player facing system like in The Black Hack. 
On a miss the character have to step back and give ground or take a minor wound. 
How wounds work if you have no HP?  Good question... 

Maybe this, roll the creature damages:
1-3 minor wound: no effect but two minor wounds become a major one and then a critical one. 
4-6 major wound: roll to hit or damage with disadvantage (player choice). 
7+ critical wound: make a save or roll on a incapacitated table. 

Or maybe that the monsters make their attack and roll their damages like the players do and consult the same reactions table but each entries offer a choice between a reaction or taking a wound.

This is far from being perfect as this is tackled on a system already existing instead of being it own system. 

Friday, August 30, 2019

Mutliverse Traveler Generator

Just a silly post, don't mind me.
You are traveler from the [d12] [d12, d12] verse.
(Roll and chose between the options provided)
Or just click there.

d12 Roll once
  1. Dark / Gothic 
  2. Fantasy / SciFi 
  3. Cyber / Techno
  4. Queer / Punk    
  5. Cosmic / Mystical
  6. Grim / Lighthearted
  7. Lo fi / High 
  8. Modern / Retro
  9. Pulp / Gritty 
  10. Bizarro / Poetic 
  11. Tragic / Comedic 
  12.  Post-Apocalyptic / Medieval  
d12 Roll twice
  1. Western / Wuxia
  2. Romance / Erotica 
  3. Young Adult / Chick lit 
  4. Noir / Conspiracy
  5. Pastoral / Urban 
  6. Space / Underground 
  7. Picaresque / Heroic 
  8. Medical / Legal 
  9. Horror / Splatter
  10. Political / Military 
  11. Dystopian / Utopian 
  12. Crime / Mystery
Rolling some examples

  • Queer Chick Lit Noir Verse 
  • Fantasy Political Young Adult Verse 
  • Punk Noir Medical Verse
  • Tragic Wuxia Conspiracy Verse
  • Cosmic Splatter Mystery Verse 

Wednesday, August 28, 2019

Keywords maps

As a experiment I used keywords instead of names to fill up a map. I selected the keywords using free associations but I guess that you could also randomly generate them or use a mix of both techniques. Generating them collectively could also be fun.

I think that I like the result, I could easily use the map to improvise a point crawl session. The only annoying thing is that you have to figure out how to actually name things in the game world, I guess that you can combine the keywords with other words to craft names. Like the town with the keyword "sad" could be Sad Street or Sad Sparrow.


You could also use the keywords to generate random encounters. Let's try this.
The red keywords are regions or kingdoms, lets try with Diaspora of Remembrance

On one table we put up 20 keywords located in the region. 
  1. Remembrance 
  2. Sad
  3. Moon
  4. Quiet
  5. Buried
  6. Paintings
  7. Healing
  8. Light
  9. Ghasts
  10. Joy
  11. Old
  12. Memories
  13. Abandoned
  14. Forgotten
  15. Ribbons
  16. Milk
  17. Exiled
  18. Mourn
  19. Roots
  20. Rest
On a other table we put 10 types of encounters
  1. Group of people
  2. Loner or outcast 
  3. Trader
  4. Small beasts 
  5. Large beast
  6. Undead
  7. Spirit
  8. Monster
  9. Conman 
  10. Figure of authority  
If we combine some rolls to craft a d10 random encounters table we get:
  1. Healing + Figure of authority 
  2. Joy + Outcast 
  3. Memories + Undead
  4. Exiled + Spirit
  5. Remembrance + Conman
  6. Ghasts + Small beasts
  7. Light + Undead
  8. Buried + Group of People 
  9. Milk+  Group of people
  10. Forgotten + Trader
I could easily work with this. You can apply the same formula to generate treasures and magical items.