Saturday 2 March 2019

Injury table by damage type

This is my injury table.  There are many like it, but this one is mine.
I made this post  on reddit about how modern players like to make cool characters that they can enjoy playing for a long time and I proposed a houserule to give new character a bit of 'plot armour' so that they don't die unexpectedly in old-school games.  The houserule is basically each PC gets four chances to turn a lethal blow into a severe injury (use the table to generate).  After they use up their four chances they are just as mortal as anyone else.
I've been meaning to make a death and dismemberment table that gives you injuries that are related to the type of damage that the character suffers.  Enjoy!


Monday 18 February 2019

Beginner GM adventure book - D&D product idea

Foreword. Skip this if you are strapped for time or bored easily ;)
It's not a particularly novel opinion to think that Wizards of the Coast's published adventure modules are well below the standard of many products put out by indie publishers. See Justin Alexander's review of 'Waterdeep: Dragon Heist' and Gus L's review of 'Lost Mines of Phandelver' to get an idea for why people think this. Lately I have been seeing a lot of people on reddit.com/r/rpg discussing adventure design and GM-ing style and a lot of what I've seen there, and also experienced irl in modern D&D games I've played, suggests that a lot of people are designing their own 5e adventures and campaigns in a very similar style to WotC's published modules.
The best description I can give of this particular style is that these adventures are written like fantasy novels. Much care is taken to have dramatic 'cinematic moments' and to ensure the story has good pacing and a satisfying ending. The problem with this is that RPG players aren't following a script and will undoubtedly make decisions that will upset the GM's plans and 'ruin' the adventure.
Now this is a very different style of adventure design to what a lot of old TSR modules and current indie modules subscribe to, where the players are just given a setting and situation to interact with that responds to their choices and ultimately leads to very dynamic and unpredictable gameplay. A lot of GMs (especially beginners) don't know about this alternative design style, and many who do either don't really understand it or don't have the tools or knowledge to run a game with it. What I really think the modern RPG scene needs is a product designed to teach new GMs how to design and run adventures in a more open-ended and less railroad-y way.


The Pitch
The book will be divided into two parts. The first part is a series of ~5 small adventures, starting with one that is very easy for the GM to run and slowly increasing in difficulty as you go. Each adventure will contain everything a total beginner needs to run it, as well as ample advice for dealing with common problems and commentary on the theory behind the adventure design. The second part of the book is a workshop for designing and running your own adventures in a step by step approach. The book will be compatible with 5e D&D as that is the biggest scene for beginner RPG enthusiasts right now.


The Adventures
Each adventure will be quite different from the others and will teach different skills and concepts:
  1. Simple dungeon crawl. This gives the GM some practice running an adventure without many moving parts to keep track of. It will give them advice on dealing with character death and players giving up on adventures prematurely.   
  2. Adventure with a villain. This will be an adventure where the players are competing with a single autonomous adversary. This teaches the GM how to improvise as the villain plots against the players and reacts to their actions. It will give them advice on dealing with the villain being defeated 'too early' and the players making strange or unexpected decisions.
  3. Mystery/investigation. In this adventure the players have to look for and follow clues in order to uncover a mystery. This builds upon the improvisation skills the GM practised in the previous adventure but introduces multiple moving parts and     autonomous NPCs. It will give them advice on players missing clues, guessing the truth too easily and killing important NPCs.
  4. Heist. One of the hardest types of adventure to run; the players form a plan and execute a heist. This challenges the GM with keeping track of many moving parts at the same time. It will give advice on players not knowing how to tackle a problem and players being imprisoned and/or prosecuted.
  5. Sandbox/factional intrigue. For this the players are not given any particular goal but are presented with a situation where multiple parties are vying for power, and are allowed to interact with, influence and disrupt the situation in whatever way they like.  The GM has to react to the players actions and improvise how they affect the course of events while keeping track of the schemes being carried out simultaneously by multiple NPCs. The GM also has to prepare for the players to begin coming up with their own goals and adventures within the framework of the game world. It will give advice on players messing around, doing silly stuff or not interacting with the adventure and players making choices that upset the game world in a severe way.

I haven’t done as much planning on the second part of the book, but if this idea goes anywhere I will update the blog when that stuff starts to take shape.

Challenges
Apart from the obvious issue of finding time to write all this stuff, the biggest challenge will be trying to market this book to the mainstream D&D audience.  For this product to have the intended effect of raising the standard of GMs in the RPG world it needs to actually reach the people who will benefit from it. A lot of 5e players seem to either prefer homebrew content to published material, or are loyal to official WotC products (often because they don’t know about indie RPG products).  Finding a way to get this into as many hands as possible is something I will continue to consider if this project goes anywhere. Feel free to tell me your ideas if you have any ;)

Thursday 31 January 2019

"Professions" - Rules for creating slightly more advanced LotFP characters

A classic situation that comes up when a player who is used to modern D&D is recruited for a game of B/X-derived D&D is when they tell the referee that they want to play a 'Dwarf Cleric' or a 'Halfling Fighter' or a 'Barbarian'.  Usually this leads to difficult conversation where the ref attempts to explain to the new recruit the concept of 'race-as-class', and that B/X D&D doesn't have any of the flashy classes from AD&D/3e etc., often leaving them confused or disappointed.  The following is my idea for how we can alleviate this disappointment and also make character creation a little bit more interesting without disturbing the delicate framework of the B/X rules.

The basic idea is that when you make your character and choose their class, you also choose or roll for a 'Profession', which provides a small, thematically appropriate boon.  Four of these professions are based on the four standard classes, while the others are based on classes from modern D&D.  This way you can simulate most of the possible character concepts that exist in modern D&D.  Here are some examples:
Paladin = Fighter + Acolyte
Druid = Cleric + Ranger
Dwarf Cleric = Dwarf + Acolyte
Elf Rogue = Elf + Burglar
Halfling Bard = Halfling + Bard

Some of the professions are restricted for certain classes.


Professions

Roll or choose


Fighter d8 Cleric d6 Magic-User d6 Specialist d8 Dwarf d6 Elf d6 Halfling d8
Warrior
-
1
1
1
-
-
1
Acolyte
1
-
-
2
1
-
2
Apprentice
2
-
-
3
-
-
3
Burglar
3
2
2
-
2
1
4
Barbarian
4
3
3
4
3
2
5
Ranger
5
4
4
5
4
3
6
Monk
6
5
5
6
5
4
7
Bard
7
6
6
7
6
5
8



Warrior
  • +1 to hit
  • +1 hp
Acolyte
  • Learn three 1st level Cleric spells, prepare/cast one per day
  • Use Cleric scrolls
Apprentice
  • Learn two random 1st level MU spells, prepare/cast one per day
  • Use MU scrolls
Burglar
  • +1-in-6 to Tinker, Sleight of Hand, Stealth skills
Barbarian
  • Rage mode
    • Max damage all melee attacks
    • Must attack something every round
    • Must pass poison save to turn off
    • Take 1 damage per round
    • Remain conscious until -3hp
Ranger
  • +1-in-6 to Bushcraft skill
  • Animal companion
Monk
  • Unarmed attacks deal 1d6 damage
  • Perform one slightly impossible martial arts maneuver per day
Bard
  • Musical proficiency
  • Followers have +1d4 morale
  • +1 Charisma



Notes
This assumes you are using LotFP rules.  If you're using a different ruleset it shouldn't be too hard to convert for.  An important thing to remember would be that in rulesets where armour and weapon usage is restricted based on class, people who choose the Warrior profession should have the same weapon/armour proficiency as Fighters.

Sunday 28 October 2018

Alternative character creation and advancement rules for D&D

I've been playing tons of Bloodborne and Dark Souls in my spare time so it's time for me to impose another souls-borne-inspired blog post on you.  In DS/BB you get to choose a class for your character which determines your starting equipment and stats.  Some of the classes are objectively more powerful than others, some are geared towards beginner players and some are only good if the player is experienced and knows what they are doing.  Often TTRPGs worry a lot about balance between classes and will try to make them all pretty evenly matched at level 1, but I thought it might be cool to have classes that are less balanced for more variety of play experience.

The 'balance', or probably better called 'fairness', comes from classes being randomly selected instead of chosen by the player.  I've written up d10 classes, which I've decided to call 'backgrounds', along with rules for character creation and advancement.  As you'll see, ability scores are sometimes rolled with a different formula to 3d6 depending on the strengths and weaknesses of the background.  I have roughly based this off of LotFP but with the key difference that I'm using d8 skills instead of d6.  This is because skills are improved each level in a similar way to the CoC/Runequest roll-over mechanic, and using a d8 will make skill progression a bit slower.


The 'Hedge Knight' background is sort of like an easy mode while the 'Nobody' background is like a hard mode (similar to the 'depraved' class in DS).


Character Creation
Roll 1d10 to get your background then refer to the relevant tables for your abilities, HP, skills, starting equipment, saving throws and levelling speed. Attack bonus for level 1 characters is +1 unless otherwise stated.

  1. Hedge Knight
  2. Cutpurse
  3. Cultist
  4. Lord's Bastard
  5. Galley Slave
  6. Hermit
  7. Merchant
  8. Barbarian
  9. Graverobber
  10. Nobody

Character Advancement
Upon gaining a new level, your character will gain 1d6 + Con mod hit points and may improve saving throws. Any skill that your character has used in a dangerous situation since the last time you gained a level has a chance of being improved. Roll 1d8 for each of these skills, and if you get a higher result than your skill, increase the skill by 1. Do the same for attack bonus, which caps at +8.


Hedge Knight
You were once a knight but fortune has left you without a lord to serve or lands to protect. You wander the land subsisting with little more than your martial skills.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 2d6+6
Con: 2d6+6
Dex: 3d6
Int: 3d6
Wis: 3d6
Cha: 3d6
1d8 + Con mod
Bushcraft 2-in-8
Attack +2
All others 1-in-8
Any two weapons
Chain mail
Backpack
2d6 x 10 sp
Paralyze – average
Poison – good
Breath – average
Device – average
Magic – poor
Very slow

Cutpurse
You were probably born on the streets. You have survived this long only by pilfering the valuables of wealthier folk.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 2d6+1
Con: 3d6
Dex: 2d6+6
Int: 3d6
Wis: 3d6
Cha: 3d6
1d6 + Con mod
Search 2-in-8
Sleight 2-in-8
Stealth 2-in-8
Tinker 2-in-8
All others 1-in-8
Dagger
Simple clothes
Backpack
1d6 x 10 sp
Paralyze – average
Poison – average
Breath – good
Device – good
Magic – average
Slow

Cultist
Regardless of where you came from, at some point in your life you were seduced by the promise of eldritch power.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 3d6
Con: 2d6+1
Dex: 3d6
Int: 3d6
Wis: 2d6+6
Cha: 3d6
1d6 + Con mod
Languages 2-in-8
Search 2-in-8
All others 1-in-8
One random spell book
Robes
Backpack
3d6 x 10 sp


Paralyze – average
Poison – average
Breath – average
Device – good
Magic – good
Average

Lord's Bastard
Even though you were born of noble blood you are of a lower social rank than your brothers and sisters and will never own land or inherit great wealth.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 2d6+1
Con: 2d6+1
Dex: 3d6
Int: 3d6
Wis: 3d6
Cha: 2d6+6
1d4 + Con mod
Architect 2-in-8
Languages 2-in-8
All others 1-in-8
Any one weapon
Leather armour
Backpack
5d6 x 10 sp
Paralyze – poor
Poison – poor
Breath – average
Device – average
Magic – average
Average

Galley Slave
Years of gruelling toil have hardened you and now that you have your freedom, anything is possible.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 2d6+6
Con: 2d6+6
Dex: 3d6
Int: 2d6+1
Wis: 3d6
Cha: 3d6
1d6 + Con mod
Bushcraft 2-in-8
Climb 2-in-8
All others 1-in-8
Club
Simple clothes
Backpack
1d4 x 10 sp
Paralyze – average
Poison – average
Breath – average
Device – poor
Magic – poor
Fast

Hermit
You have spent a considerable amount of time by yourself away from civilisation. While you have little to your name, you have learned much in your private studies.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 2d6+1
Con: 3d6
Dex: 3d6
Int: 2d6+6
Wis: 3d6
Cha: 2d6+1
1d4 + Con mod
Bushcraft 2-in-8
Tinker 2-in-8
All others 1-in-8
One random spell book
Simple clothes
Backpack
1d6 x 10 sp
Paralyze – average
Poison – good
Breath – poor
Device – poor
Magic – good
Fast

Merchant
You have travelled far and wide, making a living from ripping off customers and avoiding tax collectors.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 3d6
Con: 3d6
Dex: 3d6
Int: 3d6
Wis: 3d6
Cha: 2d6+6
1d6 + Con mod
Languages 2-in-8
Tinker 2-in-8
All others 1-in-8
Any one weapon
Decent clothes
Backpack
4d6 x 10 sp
Paralyze – average
Poison – average
Breath – average
Device – average
Magic – poor
Average

Barbarian
You are not from here. Your customs are mysterious and your language might as well be gibberish but you know how to survive in the wild.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 3d6
Con: 2d6+6
Dex: 3d6
Int: 2d6+1
Wis: 3d6
Cha: 2d6+1
1d6 + Con mod
Bushcraft 2-in-8
All others 1-in-8
Axe or club
Primitive clothes
Backpack
1d6 x 10 sp
Paralyze – good
Poison – good
Breath – average
Device – poor
Magic – poor
Average

Graverobber
Work begins for you at nightfall. You have lived off selling the nice things that people bury with their loved ones. It's not like they need them anyway.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 3d6
Con: 2d6+6
Dex: 3d6
Int: 3d6
Wis: 3d6
Cha: 2d6+1
1d6 + Con mod
Climb 2-in-8
Search 2-in-8
Stealth 2-in-8
All others 1-in-8
Crowbar
Dirty clothes
Backpack
4d6 x 10 sp
Paralyze – good
Poison – good
Breath – average
Device – average
Magic – poor
Slow

Nobody
No one knows where you came from. You were born with nothing and have only ever had nothing your entire life, but you are destined for great things.
Abilities
Hit Points
Skills
Equipment
Saves
Levelling
Str: 2d6
Con: 2d6
Dex: 2d6
Int: 2d6
Wis: 2d6
Cha: 2d6
1d4
All 1-in-8
Wooden pole
Wretched clothes
Backpack
One lucky silver coin
Paralyze – poor
Poison – good
Breath – average
Device – poor
Magic – poor
Very fast


Character Advancement Chart
Level
Saves
Experience Points Needed (Levelling)
Good
Average
Poor
Very Slow
Slow
Average
Fast
Very Fast
1
11
14
16
0
0
0
0
0
2
11
14
16
3,000
2,200
2,000
1,750
1000
3
11
14
16
6,000
4,400
4,000
3,500
2000
4
11
12
14
12,000
8,800
8,000
7,000
4000
5
9
12
14
24,000
17,600
16,000
14,000
8000
6
9
12
14
48,000
35,200
32,000
28,000
16,000
7
9
10
12
96,000
70,400
64,000
56,000
32,000
8
9
10
12
192,000
140,800
128,000
112,000
64,000
9
7
10
12
384,000
281,600
256,000
224,000
128,000
10
7
8
10
576,000
422,400
384,000
336,000
256,000


Monday 6 August 2018

Giant Castle setting/adventure - Backstory overview and The Cult faction


This is the first follow up to my post from the other week about designing a campaign setting based around a giant's castle. I am going to make a few posts over the coming weeks and months fleshing out the various factions and NPCs present in the setting. Before that, a brief overview of the back story of the setting for context.

Few records of human history in this region have been kept, but the following is what everyone in the land knows about our heritage. Once upon a time, mankind ruled over this region. The best wizards, clerics, builders and politicians from around the land built or uncovered something very important on a hill in the centre of the region. Scholars disagree as to the nature and function of this place; some believe it was a site of religious significance, others claim it was a place of arcane power, and others say that is was merely a huge vault to store treasure. The truth has been lost to time, or deliberately suppressed. One day, out of nowhere, the Giants appeared. They laid waste to our relatively tiny towns and villages and took over the structure on the hill, building a huge castle on top of it before enslaving the thousands of people who lived in the area. After generations of living under the rule of the Giant King (name tbd), a group of powerful wizards hatched a plan to rid the land of their oppressors. They infiltrated the great castle and used their magic to open a number of portals to other dimensions, summoning various bizarre and dangerous creatures from alien planes. The Giants were killed or driven out by the extra-planar monsters and humanity was free from them at last. The castle still remains though, and it is still plagued by demons and other creatures to this day.


Faction - The Cult

Humanity's tragic history is enough to ruin any belief in a higher power looking out for our interests, but people will almost always gravitate towards beliefs systems that give them comfort about their inevitable death and downplay the meaninglessness of their existence.  Members of the The Cult believe not in gods, but in a peaceful afterlife in the Eternal Kingdom In The Sky.  If to live is to suffer, than surely to be dead is to be in bliss?  Believers in The Cult's teachings comfort themselves with the knowledge that they will go to heaven when they die, but they can't seem to shake that little niggling bit of doubt that tells them that their doctrine is rubbish and can't be proven.  So they are always searching for proof that their beliefs are justified.  This is what has brought them to the castle.  They believe that the Original Site that the castle was built on was a temple, and would surely contain the proof of eternal life they so desire.

Members of the Cult act gentle and saintly when speaking to outsiders but tend to be completely fanatical once you get to know them.  They wear greys, whites and blues - the colours of their Eternal Kingdom In The sky and like foggy and cloudy weather.  They absolutely hate wizards and will often brawl or skirmish with them if they run into them on expeditions.  They also claim to be hunters of demons, although nobody seems to have actually witnessed them defeating anything other than demon's lowly minions.  

Typical followers

  • Level 0 commoners, mildly armed
  • Do low-risk reconnaissance or look after their base
  • Friendly, won't try to convert you straight away but will try to lure you back to their base to talk to a priest who will
  • Silently judgemental

Typical priest

  • Level 1-2 priest (see previous blog post)
  • Do the same stuff as typical followers but also explore for artefacts, perform ceremonies and give spiritual guidance
  • Wear robes and carry vials of holy water
    • This holy water, when shaken, will evaporate into a gas that hangs in the air and can burn/choke undead
  • Want to convert you

Typical knight

  • Level 1-3 fighter
  • Wear metal armour with white or grey surcoat
  • Kind and 'chivalrous' until they learn that you are an enemy of the church, then openly hostile and potentially violent
  • Hunt demons, wizards, thieves and vampires - usually badly
  • Want to die a good death

Important NPCs

Archmissionary Carlin

  • Level 5 priest
  • In charge of the whole operation in the castle
  • Younger than you expect
  • Tries to get you to convert by telling you about how much of a great community they have in the church
  • Likes to carve wood for a hobby
  • Dresses like a typical priest but is armed with a mace and wears chain armour under his robes
  • Questioning faith but doesn't let on because he doesn't want to fail at his job

Quartermaster Lisa

  • Level 4 priest
  • Low-key total nutcase
  • In charge of the base
  • Practically worships Carlin, but will turn on him if she finds out his wavering belief
  • Avoids talking unless to proselytise, punishes people by cutting their tongues out
  • Wears gambeson instead of robes, armed with hand axe

Sir Kleland of the stone fields

  • Level 8 fighter
  • Captain of the knights
  • Ripped
  • Claims to have killed a demon once, won't stop talking about it
  • Doesn't talk about his past, generally assumed to be traumatic
  • Pretends to be devout but is really only in it for the money and excuse to kill stuff
  • Sword expert, will spa with you just so he can humiliate you when you get rekt by him
  • “I came from the mud”
  • Basically just a high school jock with a sword and full plate

Blacksmith Smith

  • Level 2 specialist
  • Level-headed (in comparison to everyone else)
  • Makes and repairs weapons/armour/horseshoes etc.
  • Secretly buys and sells enchanted runes
  • Filthy
  • Speaks in a way that assumes you believe in the same stuff as the cult even if you aren't one of them
  • Looking forward to a nice peaceful afterlife
  • Modest

Base

  • Re-purposed from a giant stable
  • Contains:
    • Chapel
    • School
    • Sleeping/dining space
    • Blacksmith
    • Armoury
  • Fairly well-guarded
  • Occasionally bothered by minions of the Apiary Demon who lives nearby, no one has been able to slay it yet so mostly everyone just pretends it doesn't exist
  • Hole in the wall behind Smith's workshop leads into the kennels, only gives access to one pen which is locked and barred with metal

Tuesday 17 July 2018

Multiple dungeons in close proximity - campaign setting concept

I'm sort of going to jump on the recent Dark Souls bandwagon here and talk about some stuff I liked about Dark Souls 1.  In addition to all the cool level design that has been discussed on other gaming blogs and forums extensively, one thing I thought was really nice was having a central 'hub' area of the world (Firelink Shrine) where the player can access multiple different areas.  This has got me thinking about how something like this might work in a TTRPG setting or adventure.  Imagine a campaign setting where there are several large dungeons all in close proximity to each other with a central safe area that the players can use as a base.  This allows them the option to basically explore multiple dungeons at the same time, as there would be nothing wrong with them exploring a few rooms of one dungeon before moving on to the next one and coming back to the first one later.  In adventures where a dungeon is the only interesting thing for miles around, the players are just going to try and explore as much of it in one go as they can.


There are lots of different ways you could implement this, e.g. the central hub is a city, and the multiple dungeons lie beneath the city.  I came up with an idea for this concept that I think could be really cool, but would be a lot of work to design and write.  The idea is that the adventure/campaign takes place in a castle that was built by giants.  All the buildings and fortifications are at least 3 times bigger than human-sized ones, meaning that the whole thing would be the size of a small city.  The giants have long since been driven out but other equally-unsavory creatures have moved in to the abandoned buildings.  The enormous bailey and maybe some other parts of the castle are relatively safe, there might even be other civilised humans living there, but the major buildings, underground tunnels/sewers and especially the great keep are all highly dangerous dungeon environments.  Since the buildings are enormous compared to the human PCs, each one would be sizable dungeon that the beasties now inhabiting them would have built their own structures on top of.

There are a few things about this concept that would make it an interesting and unique setting.  The different dungeon areas could be interconnected in a number of ways due to their proximity, adding to the Dark Souls vibe.  Since most of the structures in a castle complex are above ground, there's a lot of room for player creativity in finding different entry points into the dungeons.  The setting would also function to an extent as a megadungeon, but without the players being confined to the dungeon for the whole campaign and having the option of leaving to pursue other adventures and coming back later.  I can just imagine the players getting deep into one of the dungeons and discovering a passage or section that can only be accessed with something they have to go into a completely different dungeon to retrieve.


A huge project like this has a number of major issues that might be easy for an experienced game designer to solve but difficult for an amateur like me, so here's some problems and possible solutions:

Problem: Size and scope of the project.  Something like this will require a huge amount of time dedicated to not only mapping out each area but designing interesting NPCs, monsters, factions and puzzles to fill them with.
Solutions:

  • Collaborate with other people to increase the amount of work done over time.
  • Do one area at a time and release each one sort of like a little zine.  The issue with this is that the whole concept of the multi-dungeon layout won't come to fruition until after the first few areas are completed.
  • Reduce the scope of the project, have only a small number of dungeon areas and have each be fairly small in size.
Problem: Backstory and realism.  There has to be a reason for why the players will want to explore the castle and for why there are hostile entities residing there.  The standard monsters that just live in dungeons because it's their natural habitat (oozes, undead etc.) will get boring very fast if that's all there is in the whole complex.  The setting needs to feel realistic and not as if all the monsters are just placed there for the sake of killing or getting killed by the PCs.
Solution:
  • Start the project by designing the history of the castle and surrounding lands.  This is a whole lot of extra work but will lead to a more organic layout of the areas and relationships between NPCs, factions and monsters.  Will probably make another post soon with my basic ideas for this if I go ahead with the project.
Problem: Where do I start?  With a project as big as this I don't really know what to tackle first.  Broad strokes and then fill in the details?  Or start small and work my way out?
Solution:
  • Make an action plan before starting anything else.  This will ensure that I always know what I need to work on next.  Here's my basic idea of an action plan for this project:
    1. Work out history of the setting.
    2. Identify important NPCs and factions.
    3. Make a list of dungeon areas.
    4. Assign themes and purposes to all areas, keeping in mind the factional interplay.
    5. Identify the most important features of each area, including locations and inhabitants.
    6. Design a very simple layout of the whole complex and the major points of physical connection where you can get from one to the other.
    7. Begin mapping each dungeon, starting with basic layouts and locations of important features and progressively adding more complexity and detail.
    8. Before each dungeon is fully stocked, begin adding features that are narratively or functionally connected to features in other dungeons.
    9. Finish stocking each dungeon, and make sure there are reasons for the PCs to want to explore every part of each area.  Treasure, knowledge, shortcuts, access points, special items, important NPCs, you get the picture.  Make sure the existence of these things are hinted at in other parts of the complex.
    10. Write up any random tables that are needed; a lot of stuff can be left up to random rolls such as monster inhabitants of less important rooms and mundane treasure.
    11. Play test.

If I find the time to get started on this massive undertaking I will post my progress on here.  At this point I've only gone as far as surfing through google looking for information on medieval castles, but I don't think that is really going to help me get this project off the ground.  Now is the time to stop procrastinating and start writing!  Wish me luck.

Monday 30 April 2018

Melanic Moors Random Tables

So my LotFP group have had enough of Deep Carbon Observatory and have decided to gather up all their weird treasure and head to the nearest city.  I decided to use some stuff out of one of Patrick Stuart's other books, Fire on the Velvet Horizon, to flesh out the nearby areas.

The thing about FotVH is that it's basically a campaign setting, but instead of having each location clearly laid out and described in simple English it forces you to decipher little bits of information given to you in the text, and you have to put all these tiny puzzle pieces together to get a full picture of the universe.  The two locations that seem to recur in the text the most are Jukai City and it's neighbour the Melanic Moors.  I'm planning to run Jukai using a lot of stuff from Vornheim, but in order to run the Melanic Moors I felt the need to condense all the information I could find about them into some random tables.

And here they are:

Random encounters d12

1-4.  2d4 swamp drunks
1 - Dismals
2 - Singers
3 - Morokie Men
4 - Fluke Boys
5.  Bog Elves
6.  1d6 Eel Amaranthine (only at night)
7. 2d4 Potemkimen
8. Blathering Bird
9. Sanguine Crane
10. Hornbills
11. 1d4 (explodes) Snapkegs
12. The Catastrophe Tree


Random landscape feature d6
1.  Island made of reeds
2.  Black lake
3.  Floating island
4.  Abandoned watchtower (50% chance occupied)
5.  Sunken forest
6.  Acidic mangrove


Random import d10
1.  Tools
1 - Machetes
2 - Axes
3 - Weapons
4 - Misc
2.  Pots/pans
3.  Lamps
4.  Fuel
5.  Candles
6.  Sheets
7.  Clothes
8.  Fast shallow draft boat
9.  Sail
10. Drugs or booze


Random export d20
1.  Woods
    1 - Gaharu
    2 - Sandalwood
    3 - Sappan
    4 - Hhorn
2.  Puccoon silk
3.  Virid steel
4.  Caged fruit hound
5.  Catastrophe tree leaves
6.  Bird feathers
1 - Blathering
2 - Sanguine Crane
3 - Hornbill
4 - Peacock or Kingfisher
7.  Snapkeg (parts)
8.  Treasure
    1 - Rare art
    2 - Rubies
    3 - Sapphires
9.  War-puppets
10. Medicine
    1 - Bezoar Stones
    2 - Dried swamp fauna organs
    3 - Aloe wood
11.  Hostages
12.  Edible bird nest
13.  Honey + Beeswax
14.  Diseased spines
15.  Rice
16.  Opium
17.  Riddles  
18.  Liquid shadow in snail shell
19.  Spices
20.  Hex dragoon services


Random source of navigation d6
1.  Strong booze
2.  Psycho on a leash
3.  Neurosyphilis
4.  Narcotics
5.  Hallucinogens
6.  Sleep deprivation


Random Wetland Passage d20
1-3. Dry passage (walk)
4-6. Shallow water (wade)
7-8. Lake blocking path (go around or boat)
9-11. Deep water (swim or boat)
12. Running water [d6]
1-4. South
5. East
6. West
13-14. Sea of reeds (push thru or go around)
15. Roll again + Man-made passage
16-18. Thick grass (slow walk)
19-20. Soft mud (keep moving or sink)


This is by no means a complete kit for running a Melanic Moors adventure but it should help with making travelling through there a bit more interesting. I might post an adventure hook table as well sometime soon. Hopefully someone out there finds this interesting!