Tuesday, May 7, 2013

The night at the inn

To keep with the concept that Vornheim is like a mega-dungeon, when the group pass the night in a inn I check for encounters.

The chance of having a encounter depend of the quality of the inn:
  • Luxury: 3 on 6 (+1 to reaction bonus) 
  • Secure: 1 on 6
  • Standard: 2 on 6
  • Poor: 2 on 6 (-1 to reaction bonus)
  • Piss poor: 3 on 6 (-2 to reaction bonus)
(Carousing add +1 to the chance of having a encounter) 

Next I roll a d6 to determine the nature of the encounter:
  • 1 Witness something weird or supernatural.
  • 2-3 Get in trouble.
  • 4-5 Hear a interesting rumor or superstition.
  • 6 Meet someone that could be a interesting contact or ally.
And I improvise from there. 

I also roll on the same table when the group pass through a large crowd of people in the city.



Saturday, May 4, 2013

Swarm of Psychomycosis Megaspores

I tried to illustrate the Psychomycosis Megaspores from False Machine.
I imagine them more as lone stalkers, but I guess that sometime you can encounter swarm of those beautiful horrors.
I also imagine a assassin cult secretly planting a megaspore into a target household.

Thursday, May 2, 2013

Bird Knight

I din't had anything game related in head, so I drew a bird knight.


Wednesday, May 1, 2013

Bat Goblinoids Underground Dwellers

I don't really know what they do, but I have drawn those bat like goblinoids. Well they seem to love rings. 


Monday, April 22, 2013

Ectoplasmic censer helm

Nut much time time to post today. A "quick" drawing of a mysterious ectoplasmic censer helm guarded by nockers goblins.


Friday, April 19, 2013

Rat-thing chimera or humunculi carrier

A giant rat-human-pigeon chimera that terrorize some small folks like pixies, brownies or mouse people.
Maybe the pigeon head have cockatrice's petrifaction powers, the human head have charm powers to attract victims and the rat head naturally carry diseases.


Or maybe it just a swarm of creepy rat-things with homunculi growing on their back.
Maybe the homunculi heads can cast together a paralysis spell if there is enough of them (each one constantly repeat a single word or syllable of the spell).

Thursday, April 18, 2013

New spell: summon twisted nose imps

Summon twisted nose imps
Magi-user level 1
Duration: see below
Range: 10'
The spell summon 8 incompetent, stupid and malicious imps that will try but totally fail to follow the magic user commands. 1d8 of the imps will have 2 hp, the remaining are half sized and have 1 hp each. All imps have a AC of 13 and a ML of 5. They do 1 point of damage when biting or do weapon -2 damage (-3 for smaller ones). The nose imps have a tremendous sense of smell (they can smell anything: gold, hope, keys, etc...), but they have a hard time communicating information. They have 1 on a d6 chance to understand (and try to follow) any of the mage commands (or to do or communicate anything useful).

The imps remain until killed or when the exasperate mage ask them to leave. But naturally they only have 1 on a d6 chance to understand the mage command when asked to go away.

Monday, April 15, 2013

House rule for fear in Barrowmaze and stress.

There is a optional house rule in Barrowmaze for fear. Each time the player characters have a close encounter with undeads they loose a point of wisdom. At zero wisdom they go crazy and are removed from play.

This made me think about stress rules in some games like InSpectre.

Just brainstorming here, but I could consider those stress rules for a game like LotFP:

  • Each time a character have a close encounter with death and the unnatural they have to mark a point of stress on one stat of their choosing. (players choose how to represent this, too nervous, feel weak, can't concentrate, shaky hands, etc).  
  • Stress points eat stat ratings and reduce stats effectiveness (or not?) 
  • Once stress points reduce a stat to zero the character is shaken and can't fight, use his skills or spells. (But is not removed from play) 
  • When stress points reduce a stat to zero it also permanently reduce it score by 1. 
  • Fear spell and other horrible spells cause 3 stress points (or a random number?). 
  • A companion dead cause 2 stress points (or maybe 3?).
  • When receiving multiple stress points in one instance, you have to apply them all in one stat, you can't split the points to distribute them over multiple stats. 
  • Resting in a camp: remove 1 stress point.
  • Resting in a safe inn or house: remove 2 stress point. 
  • Healing and courage spells remove 1 or a random number of stress points?
  • Carousing remove 1 stress point (or a random number & the use of the carousing event table). 
  • You can soak a number of stress points equal to your level before starting to record them on your stats (?). 

You can simply record stress points beside your stats. But maybe this is simply too complex. But I like that players can choose how stress affect their character. GM don't have to hold back awarding stress points since players can distribute the stress where they want.

That said, right now I don't think I would use those house rules. But I am kind of tempted to try them.