Author Archive for

25
Feb
13

Into the Woods We Go

In 1984, TSR published N2: The Forest Oracle, a module for characters level 2-4.  I hate it. It’s a ham-fisted, credulity-straining railroad laid down on a track of base Tolkien stereotypes. The landscape makes no sense, there are obvious PC choices that are entirely foreclosed on, and the event-driving NPCs seem to play by a completely different set of rules than the players. This isn’t even getting into a ridiculous table of mishaps borne out of falling into a river (“a magic item, or 200gp if the player has none”) or a comically blunt Raiders of the Lost Ark ripoff.

On the other hand, I also kind of love N2. It’s got a ruined castle camped by worg-riding goblins that would be perfect for putting Dyson’s Delve under. It’s got no less than 4 hidden groves/glades. It’s got what are basically the underpinnings for a nice little sandbox: A dungeonous cavern, lairs for creatures from the encounter tables, and a comically blunt Raiders of the Lost Ark ripoff.

So I’m trying to remediate the module by tearing it down and putting it back together again. I’m modifying the map- expanding it to the local (6-mile hex) ACKS regional map template, re-arranging and rationalizing it a bit. I’m also re-thinking all of it against the ACKS recommendations for building a campaign map, since it seems useful to have a swatch of low-level campaign fodder I can pull out of the binder when I need it. So this is like a kick-off post for that work.

Reworking and expanding a classic map

Reworking and expanding a classic map

JOESKY DOWN-PAYMENT

The ACKS map template I’m using measures 15 x 25 hexes. If it’s a typically-populated realm unto itself, it would clock in as a principality of 100k-120k families.  However, I’m thinking of this as an agrarian/borderlands realm, I’m knocking that population down a rank to a duchy of 52k families. ACKS predicts right around 5200 families in settlements, with 1042 of them in the largest settlement of the realm (you can see it off the river near the bottom of the map above). That’s a Class IV market that brings in 617gp monthly income for the duke.

It doesn’t really sport any other settlements that even show up on a  map at the 6-mile scale: Its most notable settlements after the largest would be 6 villages of 75-170 families that center the counties of the duchy.  Because much of the map is occupied by somewhat hostile territory, I’m collecting two of them into one which brushes up against the Class V threshold for mapping (250 families) at this scale (it’s in the Southwest of the map near an intersection of roads and a freshwater spring in the nearby hills). The rest will probably end up on the roads out of the mountains and forests, which looks grim for the Count and Countess of Marshy Fens up in the Northwest and Lord Scrubland of the North. There’s a reason no one lives there.

19
Jun
12

Dicing Up a B/X Dragon

Monochrome dice would actually be hard to use for this

Monochrome dice would actually be hard to use for this (h/t grognardia.blogspot.com)

This was a side project from a while back: Building on an earlier post, I wanted to lay out a small system for generating a dragon out of a handful of dice, with the idea of running some one shots that pitted whoever showed up against whatever dragon I generated (I think I was inspired by a short story in Dragon magazine in the early 90′s, I forget the name. Middle-aged dragon hunter.).

It’s actually not especially fast, but that was part of the point: I wanted to write the charts up by hand on a big, yellowed piece of paper, and play up the oracular reading of the dice.  I actually like how most of it turns out: Rolling six dice determines the hit dice, breath weapon, alignment, gender, lair type, whether the dragon can cast spells, and (this is the weakest part) name.  It’s also some fun with different ways to generate distributions with dice… In any case, maybe it inspires someone else to do something clever-er…

Dragon Dice Oracle

13
Jun
12

The Value of a Rerolled Die

I’ve seen a couple of blogposts about the advantage/disadvantage mechanic in WotC’s playtest materials that suggested some interest in the underlying math.  I actually find these functions useful to have around in other situations, too, so I’m reposting this bit I wrote up for our campaign wiki.

Average Value Re-rolling a N-Sided Die, Taking the Highest Result

Average Value Re-rolling a N-Sided Die, Taking the Lowest Result

So, for a D20…

The highest of two dice averages 13.825, the lowest of two dice averages 7.175.

12
Jun
12

Generating Non-Standard Undead

As part of my slow-burning Saltbox project, I’m working up material on ghost ships.  I think of them in three categories: Ships with divine purpose (La Grande Chasse Foudre, or a more malign analog), ships of cursed undead taking their anger out on passers-by (Flying Dutchman, or the Black Pearl), and boats of monsters that want to eat your face.  Since I’m usually working with either B/X or ACKS (with occasional recourse to the SRD), this breakdown organizes undead monsters like so (this is ACKS, which gives Ghouls an extra HD):

Since I’d also like to present the population of ghost ships in terms familiar to descriptions of ship crews in these rulesets (“there is a Nth level fighter for every X pirates…”), I’m interested in being able to target the gaps in that chart: If I have a ship of ravenous undead captained by a 6HD creature, what is it?  I could just fiddle with the HD of existing creatures, but I’d like to be a little less predictable.

Instead, I’m taking the target HD, using a base attack damage of 1d6, and calculating the armor class of the creature as 8-HD (for B/X) or HD + 1 (for ACKS).  Then I’m rolling as indicated on these tables for special abilities and quirks of appearance (forgive the slight maritime bent):

 

I expect that the entries will get weirder with use, but I like the way the captains are shaping up so far. As is, they come fairly close to generating the traditional undead monsters as possible outcomes, which I regard as a virtue.

30
Jan
12

Dungeon Notoriety and the 15-minute Workday

Recently over at the Greyhawk Grognard, there was a discussion of how to deal with “the 15-minute workday.” This is a situation in which PCs become so risk averse that they immediately retreat to a safe haven after expending any resources at all in the dungeon, nickel-and-diming their way through the even the shallowest dungeon levels.

In the comments, Talysman responded:

*Discourage* the players from returning to town every time they run a little low on resources? I’m trying to *encourage* them to do that! It doesn’t have to be easy, and things can certainly change between visits, but I think there should be a series of short expeditions instead of “hanging on until the last hp”.

I agree with Talysman that this behavior is precisely the kind of careful management the lethality of an old-school dungeon requires, but I’m sympathetic to Joseph’s concerns that the necessary risk of a dungeon expedition can be eroded if the PCs are risk-averse in the extreme. The solution I would suggest is to make the dungeon itself a resource to be managed: If the PCs appear to be hauling loot up risk-free, others will be emboldened to try their luck in the dungeon’s depths.

Flora's mallewagen, by Hendrik Pot

Download Dungeon Notoriety and Interloper Tables (PDF)

The linked document details what it is essentially a random encounter roll when treasure is brought up from the dungeon; the likelihood of encounter is modified by the secrecy of the dungeon’s location, the party’s health on returning, and the amount of treasure retrieved.  The latter is variable by market class (ACKS’s I-VI reckoning of market size, with I being global metropolises and VI being tiny hamlets), and based on the monthly wage of three heavy infantry and the number of said infantry on the market.  The translation of other ACKS-isms to B/X-like games should be fairly transparent.

Since returning to town from the dungeon is typically a call for a short break in the games I’m in, it should also afford me the opportunity to roll some dice and replace a defeated group of orcs with a NPC party eager to get in while the getting is good.

05
Sep
11

Saltbox Report

I was able to wrangle some of the NYRB faithful into another saltbox this session this weekend.  Because I am either ambitious or masochistic, I also began trying to run the saltbox sessions under the ACKS ruleset.

The latter provided some utterly predictable pain as we shifted from a just-ended B/X session, but I want to soldier on there.  The actual session:  The players collected around Poseidon (a player) and the Venerable Brude (likewise), as they have a small ship.  They set out from the port town of Nantaticut with the intention of finding the lair of a sea hydra killed by the players in the last saltbox session, hoping to scoop up a treasure protected only by li’l baby hydras.

I’ve been running these sessions more-or-less like a hex crawl: Stocked with a fistful of undiscovered islets, kelp forests, and random encounter tables, I let the players put out to sea and look for trouble.  In general, I think this would have a lot to commend it in a more regular game, but it’s a little slow to start with an irregularly attended one.  This sense of slowness is compounded by the mechanics of sea voyages:  Every day begins with a flurry of DM dice-rolling (Wind direction! Weather! Random encounters! Other events!), most of which boil down to a fairly trim description.  This is the area I think the most about improving: How to make the daily rolls more compact.  It’s effectively like randomly generating a dungeon with very similar-looking rooms as it’s explored.  Until the players have a thread to pursue, it can feel a bit like you’re waiting for a fight to happen.

Of course, once those fights start happening, things change in a hurry.  ”Fight” #1: Nixies.  I had included them on my encounter tables in place of some shark entries, and am reconsidering that decision.  On the open seas, a passle of nixies is basically a save-or-die trap.  Retrieving a character lost that way is a deep-water affair.  This isn’t necessarily a bad thing, but it means I need to have thought through that scenario better.  Fortunately, the players bailed me out with some snappy initiative and attack rolls, and the captain of the ship made a difficult seafaring proficiency throw to evade the pursuing nixies.  Thanks, dice!

Fight 2: Cockatrice.  This is an entry from the Flyer subtable that I’ve also thought about removing, but for different reasons: It sounds ridiculous when you start describing it to the players.  ”From the crow’s nest, you see a dark shape approaching.  It appears to be a seagull or small albatross, but as it approaches it seems to be struggling to carry a snake. It flaps awkwardly towards you, and you see that in fact the bird has a snake-like neck and tail…”  What the hell is that cockatrice doing out over the ocean?  Did it get lost in a storm?  With most of the flyers, it’s not difficult to imagine them ranging out over the water from an island, but this thing is an even less aerodynamic rooster.  Roasted by a fireball, dead.

Now, that fireball: One of the things I’ve been dissatisfied with in the saltbox sessions is the resource management of spells.  A norm of a single combat per day allows your wizards to just unload in every fight.  This session I began using a “Blood in the Water” rule to address that: When the crew draws blood in a fight, I immediately make another random encounter check. In this case, it meant that  they were beset by Giant Carnivorous Flies later that night.  While not especially difficult, this is a fun encounter on a ship at night.  The flying beasties are able to position themselves over the water (to their detriment at times), and having them pursue the light sources under which the players are defending themselves is entertaining.

The last phase of the evening was the delve into the hydra lair, where the party killed a couple of small hydra spawn and found an enormous treasure guarded by the mate (or parent?) of the previous session’s hydra: An 11HD regenerating hydra.  This was a wall for the party, but they did seem to hit on a strategy for dealing with the thing next time.

Thoughts for next time:

  1. Instead of stat blocks for pregens, I should have brought character sheets to ease the B/X-ACKS transition.
  2. I need to come up with a way to determine the various characteristics of a day at sea faster: As it was, I found myself “cheating” a few days ahead when the players made plans.
  3. With the melee bells and whistles ACKS has, I wish we would have run into a naval encounter.  Maybe my North Seas tables need to be adjusted a bit to reflect more maritime traffic.
There’s a chance I get to run another session this coming weekend: If so, it’ll be a bit more of a scenario for lower level characters.  If it’s successful, I’ll try to run it again at third-annual Arneson Game Day in NY.
21
Jun
11

Dabbling with the Thief (pt. 2)

(Following up on part 1 here)

So, with the goal of re-organizing the Thief, I’d begin by breaking the Thief skills down into circles, or levels, by the Magic User spell they imitate (or close enough, and with some additions to play up an alchemical angle):

First Circle

  • Intoxicating Draught (Charm Person)
  • Read Languages
  • Sap (Person) (Sleep)
  • Sleeping Draught (Sleep)
  • Sleight of Hand (Ventriloquism)

Second Circle

  • Climb Walls (Levitate)
  • Find and Remove Traps (Locate Object and Knock)
  • Hallucinatory Draught (Phantasmal Force)
  • Hide in Shadows and Move Silently (Invisibility)
  • Pick Locks (Knock)

Third Circle (Just go with it)

  • Elixir (Cure Light Wounds)
  • Paralytic Draught (Hold Person)
  • Sap (Structure) (Fireball)
  • Serpentine Powder (Fireball)

Hear noise I’d treat somewhat differently, awarding an escalating bonus with level.  I’d match this with a bonus to missile weapon damage, with the idea that the steady hand and anatomical knowledge required for the draughts (not to mention the sapping) makes the character a deadlier shot.  It may be too much, but these numbers are all hypothetical. Speaking of numbers:

target numbers for skill checks

Two notes:  First, any character should be able to attempt non-alchemical first and second circle skills.  I’d recommend a target number of 10, with mishaps on 2-4: This is effectively the same as success on 6 and mishap on 1 on a d6, but puts the targets in the same framework as the proposed mechanics.

Second, the preparation of draughts, elixirs and powders should require a facility not dissimilar to a Magic User’s laboratory for research. Moreover, these alchemical efforts should be expensive- 5g and a day of work at first circle, 25g and a week at second circle, and 100g and a month at third circle.

I’d stick with the same hit dice (d4) and combat progressions (Cleric/Thief).  I think a class like this- well, frankly, it sucks less that the Thief, so I’d bump the experience progression up.  This post is already getting unwieldy, so I’ll leave notes about the skills and mishaps for another post.  What do you think?  Does thinking of the Thiefly bits as an outgrowth of tinkering and alchemy work?

16
Jun
11

Dabbling with the Thief

I was too busy to participate in this discussion when it happened, but I’d like to suggest another way to reconsider Thief-type classes.  I’d start with this vision of the BX Thief:

The Thief is a 3rd level Magic User that trades their limitations on number of spells for reduced scope and a chance of failure.  The high chance of failure at early levels is compensated for by improved melee abilities. The chance of failure diminishes as the Thief gains levels, putting the character on a trajectory to perform mundane, sometimes slower versions of a subset of first and second level spells at will.

The Thief knocks-off magic missile with missile weapons; knock with pick lockslocate object with find traps; levitation with climb walls; invisibility with hide in shadows; read languages with… you get the idea.

My reboot of the Thief would be a class that crystallizes this vision: A Thief derivative whose skills are rearranged so that those mocking first level spells are easier than those mocking second, with an escalating bonus to hear noise and missile damage as they increase in level.  And possibly some sapping skill (both kinds!).  This class is a roguish dabbler in sleights of hand, tinkering, archery, and minor alchemies and biologies… a crypto-medieval Indiana Jones, without the respectability of university backing.  Not a pickpocket, but a gray-market businessman with insight into fringe sciences and less-than-respectable studies.

But that’s another post. First, tell me where my vision of the BX Thief is inaccurate.

08
Apr
11

A Coin for Tavis

Tavis’s post today is a great read, but it lacks a Joesky coin.  All the more egregiously, I think, given the spirit he writes it in.  So here’s a quicky for generating a dragon with a fistful of dice (it takes two colors of dice): Roll 2d4, 1d6 (black, for clarity), and 3d6 (white).  The black d6 is what color the dragon is (1=white, 2=black, 3=green, 4=blue, 5=red, 6=gold). Add the 2d4 and the black d6; that’s how many hit dice the dragon has.  Add up the white 3d6: If it’s equal to or lower than the dragon’s hit dice, it can talk and cast spells.  You may ignore the 3d6 roll if it’s a gold dragon (or, alternately, ignore the 100% talking rule in B/X).

Now go read Tavis’s post, if you haven’t already.

05
Apr
11

The Serpent Barque

In Wander Ships: Folk-stories of the Sea, with Notes upon their Origin (1917), Wilbur Basset relates a tale that I cannot help adapting for my sea-borne menagerie.  Not a ghost ship, this one: This is a ship of devlish nightmares in the shape of a Chinese dragon.

The tale begins with some tiger hunters searching for a ship to carry their unexpected prey:

“Back toward the hills,” he said, “where the sun has not yet come, but a few li from Foochow, we set a trap for the great tiger. This morning we heard noises, and coming to the cage found in it a hideous serpent that goes upon his belly and upon short legs. His eyes are dead. and upon his head are horns. At first we were afraid, but the cage is mighty for strength and he cannot escape.”

The hunters appear to have found their man- a junk captain sailing for the South, and Formosa:

“We will see your serpent,” [the captain] said, “and if the cage is strong and your money rings true, he goes south with me.” The captain slipped out of his padded jacket and into a stout coat and went quietly over the side into the boat. Pulling ashore, they dragged the heavy boat upon the beach and made their way to the lonely valley where the cage was. They looked in very frightened upon the prisoner and he seemed small and not so terrible in the sunlight and they forgot their fears and laughed at him.

Pitiable fools, really: Dragons are proud, and- as they discover at sea- do not take mockery lightly.

[A] hoarse and raucous sound, half scream, half roar, once more blared forth, and they saw in the fierce light the broken bars of the cage and the horrid body of the serpent, emerging from his prison. The eyes were as festering pools in some foul desert, lusterless and dead, and above the slimy neck the head seemed raised in the half light to the level of the menacing cloud that was sweeping by and that mingled its vapors with the noxious breath of the monster. During that moment of awful visions, when death from wave monster and storm glared at them as in the light of day, the crew seemed to cling to life only by virtue of that tenacity which marks the sailor of every race. The gulf of darkness that succeeded swallowed up their fears with the great wave, the vision of the monster and the storm cloud, and as the little craft sturdily surmounted the crest of the following wave, so rose their confidence and fortitude, self assertive and buoyant, and they took heart and prepared to defend themselves.

… With fear drawn faces they drew back, then rushed it with uplifted blades. But their blows never fell. Out of the fetid nostrils of the beast issued a cloud of breath that broke upon them with the suddenness of tropic night, encircled them in the roaring of a thousand tempests and drifted lazily on to leeward over their stricken forms. … So quickly had moment passed that but for the broken bodies on there seemed no hold for memory to reconstruct it. No man approached the dead comrades. No man was to take up the fallen sword of the dragon slayer; none dared approach within reach of that death dealing breath.

The junk is abandoned to the dragon in a storm, but rather than sink, it is piloted by the beast:

No man knows the fate of the unhappy junk ,whether she still carries her foul passenger and cruises restlessly up and down the stormy yellow seas, or whether her ribs are bleaching long since upon some lonely strand. Some say she cruises still and is waiting for a captain.

Basset’s notes interpret the tale as a plague metaphor and, as he moves into a broader discussion of the folklore of plague ships, report this snippet from Assemani’s Bibliotheca Orientalis:

Perhaps the oldest European legend of phantom ships is of brazen barks seen off infected ports during the great plague in Roman times. These were veritable devil ships, whose crews were black and headless demons.

Now we’re talking.  Below are LL-style statistics and a description of Bastard Serpents, an unusual subtype of dragon known to pilot ships at sea with a crew of corpses.

Bastard Serpent

The Bastard Serpent is a debased dragon. The parentage of this subtype is unclear and likely variable, though they certainly lay some claim to the red dragon’s bloodline.  Unlike most of their nobler kindred, the bastard serpent is wingless and cannot fly- a humiliation spawning a pridefulness and disdain unusual even for a dragon.  It is a capable swimmer, and at adulthood its serpentine form can encircle smaller ships.  These serpents’ scales are brackish and ruddy, and covered in a thin, muculent film. They uniformly possess a fearsome crest of horns.  They are typically (80%) found in the command of a felucca, skiff, or junk manned by a charred and headless crew.  The falling pitch of this dragon’s horrid breath reduces many victims’ heads to ashes, but those left intact festoon the ship now manned by their former bodies. From this Serpent Barque, the Bastard seeks out victim ships to plunder.

Bastard Serpent
No. Enc.: 1 (+ crew)
Alignment: Chaotic
Movement: 90’ (30’), swim 180’ (60’)
Armor Class: 1
Hit Dice: 8 (5-11)
Attacks: 3 (2 claws, 1 bite) or 2 (1 head butt, 1 bite) or 1 (breath)
Damage: 1d6+1/1d6+1/3d8 or 4d4/3d8
Save: F8
Morale: 9
Hoard Class: XV
XP: 2,060
Habitat: Ocean, Coastal caves
Probability Asleep: 30%
Probability Speech: 100% (3 1st level spells; 3 2nd level)
Breath weapon: Cloud of burning pitch
Breath Range, Shape, Type: 30’ gob; Burning Pitch

Special abilities: Spells; Animate Dead on victims of its breath weapon once daily as Serpent’s Crew

Serpent’s Crew

No. Enc.: 5-10

The remaining flesh of these headless undead is burnt and ashen, and emits a charnel reek.  Treat as zombies controlled by their dragon master; the sight and smell of Serpent’s Crewmen requires a save vs paralysis or flee in fear.




Past Adventures of the Mule

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