Tuesday, April 12, 2022

OSR: Znapkakka

Sweat trickles down Ned's brow. The air is filled with dust, mold, and decay in this underground hellhole. Every breath is a desperate sob. The thief's tired muscles scream for a recess, back heavily bent under the weight of the rolls of expensive silk.

Sir Edgar the Lion's Heart. Mightiest sword this side of the Vale. Pffft. Foolish prick with a silver spoon up his arse, that's what he was. Won't be having any share of this textile treasure now. Didn't Ralagazzam the Wise tell him to drop the plate before delving to the bowels of the ol' dungeon? Those fucking roaches turned out to be more than the senile fantasy of the dreaming wizard.

Real vermin, big as plump rats from the City. Air around them smells of ozone, sweet and pungent. But oh, Sir Knight knows no fear, let's charge and slice those beasts. Snapped Edgar with lightning from the sky (or their bowels) before his first war-cry was over. His plate all charred and blackened, and the pungent smell of baked flesh to boot. Despite their rat-like size, the roaches bled green ichor as any other critter would, after a taste of Ned's sling.

"Ok, right, left, straight corridor with the scintillating blades where t' porters were turned to mince, and we're out o' here, ya?"

"Hmm according to my notes it should be right, RIGHT, straight, and out. See?"

The wizened magician points on a soaked and stained joke of parchment with tiny scribbled notes all over it. Crap. Why hadn't they used chalk to mark the way? Or caltrops? Crap. Crap. Crap.

"Ok, quick then mage, ma back's gonna snap!"

The pair makes their way back, quick, much quicker than the way they came in. Gone are the meticulous examinations done to every flagstone, every stain on the walls. Right, right, and... where are the blades? Instead, a circular chamber opens, onyx columns sustaining the ceiling up high, wherever that is.

The mage's torch flickers, suggesting a... throne? seat? at the edge of its light. A hulking figure with arms like logs, over sized head like an inverted pear, fangs like daggers menacing in the shadows.

"Fuck your map, mage" - Ned whispers.

"Ah the mighty Bürokraken. Not all is lost, my dear Ned!" - replies a hopeful Ralagazzam.

Znapkakka

HD: 1/2 (2HP)
Omen: ozone smell, sweet and pungent. Barely audible rapid taps of their legs against the cobblestone.
Appearance: big bloody roach, zaps of lightning around them.
Number Appearing: 3d6
Wants: a meal! metal!
Armour: as Leather.
Movement: Normal speed as unencumbered 120' (40').
Morale: 7 (unimpressed of fire)
Save As: as Fighter 1 (D: 12 W: 13 P: 14 B: 15 S: 16)
Attacks: +0 to hit. Bite as dagger (d4) and Electric Shock, if applicable.
Special:

  • Electric Shock: d4 extra damage to those within melee range wearing chain, plate, or other significant metallic armor (or more than 200 coins).
  • Despise Clean Water: accustomed to putrid humidity in dank undegrounds, will flee at contact with pure (holy) water, and heavily avoid it.

    Saturday, April 9, 2022

    OSR: Fuck Water

    From now on, I officially declare that I forego the tracking of water from my games!

    Or rather, we assume that Rations come with water (or cider, weak ale, watered-down wine, or similar). Why?

    • Food is a resource to be taxed by the perils of wilderness travel or the claustrophobic dungeoneering. That's it.
    • Nobody tracks water in my games anyways. My players just don't care about it. If tracking it becomes relevant (plenty of horses, trasversing barren plains or a desert) we can always reintroduce it.
    • We streamline the hunger and starving resource to just one currency to track for the players. Simpler for them, they will do that.
    • The B/X rule of rest 1-in-6 turns or -1 to all rolls is very often ignored. I've also ignored its existence on occasion. We could rely on the more abstract and popular overloaded encounter die. The point is, we can add a tiny addendum to the rule, as follows:

    You can forego the need to rest in the dungeon every hour if a Ration per individual is quickly consumed.

    This achieves yet another significant choice for the players, another push your luck decision. Attack the character sheet and all that. This is a low-hanging-fruit addition to an otherwise dry rule. And it's a lot more palatable if you think about knaves needing water and a nervous bite when crawling through cramped tunnels, instead of stuffing their faces.

    PS1: Of course, alcohols and spirits still remain as they are. Precious lubricant when parlaying with humanoid factions is very much appreciated. Ah, and also as treasure if found and expensive or frivolous enough (bottles of elven wines, dwarven rum, etc.).

    PS2: I know this tampers the fourth level Cleric's Create Water spell. If you use Clerics, just replace it with a better option, it was a lame spell anyway. Problem solved.

    Thursday, April 7, 2022

    Jackalope 2022: Virboko

    Killerklown#1256 requests: "A creature and it's ecology from which a substance for precise oracles can be "harvested" "

    A Failed Test

    "Does the Moon fit inside the Sun? Or is it the other way around?"

    "Does it matter? Are not the skies the domain of the indomitable Virbokos, anyways?"

    "Give an answer, Practical. Or your tongue will turn to ash and blow in the morning wind across the yellowed plains."

    "Not the Silence! I implore! The other way around it is then, Master." - sobs and wails and weeps and stomps.

    "Bite back your tears, Juvens, for this is known. You are wrong.
    People die. And so do books. When great Euk blessed us his words on papyrus, we protected them from fire, floods, worms, and the whims of tyrants. For failing would mean his memory dying a second time.
    You will look up and observe the sacred Virbokos for a month. That will tach you about the Sun and Moon. If your progress is as meager as your temper, practical, Silence it will be."

    Virboko, the Indomitable and the Librarians of Euk


    The Virboko: A flying bull with wings that creates thunder when charging forward to its prey. Catching one is like catching lightning in a bottle. Fool adventurers and mercenaries try their stab at the task, for a hefty bounty provided by the Librarians of Euk (known as the Cult of the Soaring Bull).

    The Cult of the Soaring Bull are a collection of monks centered on the study of the words of Euk, a local sage long dead. Sky and firmament also take a center stage in their studies, as does the reverence to the mighty Verboko. Contrary to popular belief, however, the monks are somewhat pacific and discrete.

    After years of thorough training and apprenticeship, those monks able to get the corpse of a Virboko (by ANY means possible) get promoted from Practicals to the title of Master. At that point, a series of events ensue.

    The tip of the bovine horns are filed and sniffed in a ritual at the light of the full Moon. This produces hallucinations, that are portentous and accurate (5:6 chance) but worryingly dangerous when consumed (Save vs Poison). Upon survival, the Master is allowed to wear the bovine horns as a helmet, and the pelt is treated and tanned for use as a mantle. From that point on, Masters tend to have sporadic violent and vindictive behavior, sometimes forced into their wise teachings. But this is rare.

    As celebration, the Virboko's tail is prepared in a stew with carrots onions and potatoes. Wineskins flow as a crimson lubricant, a celebratory feast ensuing for three days and three nights.

    But before all of that, we have to understand the indomitable Virboko. Native to the vast and arid golden plains of the Krelp plateau, they roam this relatively flat land as kings and masters of the territory. Their origin lost in time, many claim them a distant cousin to the famed Owl-bears, another failed biological experiment in Wizards' shameful history. Regardless, Virboko can see the color of magic, the sight of which makes them furious and violent, wanting to destroy its source.

    Lastly, fear their rampaging stomp! It breaks a trail on the soil if they fly as high as fifty feet high, its sound echoing as an ill omen through the barren Kelp. It could see you squashed like an ant.

    Virboko

    HD: 7
    Omen: stomping echoes resonates through the plains; earth starts to shake as with a mild earthquake
    Appearance: hulking bull with green-dark hide, and ebony wings as a corvid's
    Number Appearing: d3
    Wants: protect its vast territory and offspring at all costs
    Armour: as Chain (5 [14])
    Movement: unencumbered 120' (40') on ground / 240' (90') if flying
    Morale: 10 (assuming 12 will never give up combat)
    Saves: as Fighter (D: 8 W: 9 P: 10 B: 10 S: 12)
    Attacks: 2 x push (1d8), 1 x horns (2d6, 3d6 if it charged)
    Special: 
    • Magical Attraction: attracted to and infuriated by the color of magic, will charge at the sight of it whenever possible.
    • Rampage Stomp: anyone caught under the trajectory where the Virboko is flying (at 50 feet or less altitude) muss Save vs Paralysis or suffer d6 damage and fall to the ground.

    New Magic Items

    Viboko's Horn Essence
    One use, has to be sniffed.
    Hallucinations cloud the ecstatic mind of the consumer, which are premonitorily accurate (5:6). This produces visions of the future, up to 1 year ahead, filled with symbolism. There is, however, a serious chance of serious consequences when consumed (Save vs Poison or fail into catatonic fits for 2d6 weeks).

    Mantle of the Flying Bull
    The wearer's alignment can't be Lawful whilst wearing the mantle. Once per day they can enter a crazed rage, which increases their HP, saves, and to-hit bonus as if they were 4 Levels higher. If they want to calm themselves down before that, they have a 4:6 chance of failure, to which they would attack allies and anyone or anything within sight.

    Monday, March 28, 2022

    OSR: The Hearing Menhir

    Tucked among the modest brick houses of the sleeping village of Torins protrudes a 50-foot-tall opal menhir. Its rune-covered surface diffracts the falling sun light. A bronze basin rests on top, where every night oil gets dosed and lit by the villagers, without exceptions. This tradition being carried on by generations.

    The highly superstitious simpletons swear that failing to do so will cause a thousand ghosts to awake and accost the living. This rumor is false. In truth, it will shatter the menhir, revealing its entombed contents, and the entrance to a prison dungeon of civilizations long forgotten.

    The ears of a thousand foes of old, slayed in battle, rest buried under the phallic structure. Since the pile of bodies after war was eclipsing the sun, a more practical approach prevailed. Together with them a long-forgotten (cursed) magical sword known as Repentant is hidden, wrapped in stained rags.

    Repentant is a +1 Sword (+2 against Clerics, Priests, and those resurrected).

    Marta Sokołowska

    Torins

    Population: 220
    Ruler: Mayor Sico (Thief 4, Neutral), stoic, lean, in his youth a renowned trapper and woodsman. Has 5 archers, and can gather up to 20 militiamen if in dire need.
    Main occupation: local trappers (rabbits, foxes), apple farming. Laughable economy. Locals are known for their brawn and resilience, and get their water from a nearby stream.
    Features: an inn, "The Repentant", a repurposed barn, poorly mended. Sees the odd pilgrim elated about the Hearing Menhir, and disappointed traders in search of stocking on furs and apple cider.
    Oddity: the singing of local cuckoos is interpreted and recorded as omens by the inhabitants, and used sporadically for important decision-making.

    Saturday, March 26, 2022

    OSR: Languages and Common as Trade Common

    As languages came up in an interesting r/osr Reddit thread, and people seem to like this small tweak I've been using, I will leave it here for everyone else that doesn't frequent that particular cesspit of the internet :-) :

    In (most of) my long-term games, exluding one-shots and short one and done adventures, Common is Trade Common, a signed language. This has several implications:

    1. It normalizes signed languages.

    2. Makes PCs have to drop their weapons to be able to communicate. Better chances of negotiation and faction play.

    3. Implies that mostly humanoids will be using it. To speak with dragons, unicorns, oozes, etc you better come prepared and bring a wizard linguist or translator. Another money sink for wealthy adventurers!

     

    Addendum(s)

    In the above, I usually regard encounters where no language is shared between both parties (case #3) with a 3d6 take lower 2 reaction roll, then adding/substracting appropriate Charisma modifiers, of course. And make a heuristic X-in-6 chance for a given group of humanoids to have at least one individual speaking Trade Common (based on group size, remoteness and isolation, etc.).

    Note that I think languages have a strong untapped potential, since it is hard (at least I think so) to come up with interesting and satisfying procedures and methods to make it as interesting as they are in the real world. It is a tough nut to crack!

    I like what Dwiz proposes, creating a tree of languages and their relations before game starts. I also like things like Lamentations "Languages" skill, and giving different difficulties based on where the language is from in the game world, if it's a dead one, etc. The language tree could par well with this other tweak u/Falendor proposed on the Reddit thread:

    Partial fluency can be quick and fun. I've rolled 2d6 and picket that many words the NPS and PC share. Required both of us to get creative. Idioms are great but take a little forethought in my experience.

    You can of course go to one extreme, and make Everything be able to talk, as MartinO proposes. Which of course has profound worldbuilding implications and will change the flow of the game significantly, I suspect.

    Of course, we cannot forget the importance of Alignment languages. I recently read Three Hearts and Three Lions, and one can see how prevalent the concept is throughout the Appendix N! It is, however, something that I think hasn't aged well, and most novice players not familiar with the sources scratch their heads at the concept. (At least that has been my experience.)

    I'm sure there are a ton of neat house rules and procedures that have evaded my ageing eyes.|
    Please share away!

    Saturday, March 19, 2022

    OSR: The Cage of Death

    A metallic symphony echoes through the boulder-peppered plains.

    Tethered by a hundred feet of rusted chain to a boulder, floating in mid air, you see this cage covered in moonstone lichen. The size of a building, it holds the bones of a female hill giant, clutching with her last breath at a chest made of oak. The chest itself is embraced in a tangle of chains and locks.

    Legend goes, Atiange, the Devil Titan, walked these plains with a hair-string belt. In her sleep, as she twisted and tossed, clumps of hair stuck into the soil. As she woke up, spitting with the morning phlegm, the rocks were formed.

    The chest contains 4000 silver pieces of ancient coinage, and a basin covered in gold (worth 1000gp). There is also a mummified feline as big as a stallion. The ghost of Atiagne's pet cat will haunt anyone touching the giant's goblet without first burying the master's skull.

     

    Atiagne's Ghost Cat
    HD: 5
    AC: as leather
    Attacks: +[HD] to hit, 2 x Claw (d4 + 1), 1 x Bite (d10)
    Movement: 150' (50')
    Saves: as Fighter [HD]
    Morale: 10
    Special:
    - Pursuit: always pursue prey that flees
    - Terrifying visage: seeing the cat for the first time, succeed on a Save vs Spells or flee for 2d6 rounds.
    - Incorporeal: can pass through solid objects. Can only be damaged by silvered or magical weapons, and magical effects.

    Wednesday, January 19, 2022

    Patchland; Gygax 75 Week 1

    This is my stab at completing the Gygax 75 challenge by Ray Otus. Many others have tried and failed. Some even managed to complete it, so there is hope. Anne has collected some worthy entries in a post.

    Week 1: The Concept (this)
    Week 2: Surrounding Area
    Week 3: The Dungeon
    Week 4: Town Features
    Week 5: The Larger World

    PATCHLAND

    Patch, a campaign World healing from a War that shook its foundation. Ruins upon ruins upon ruins define it. The survivors attempt to rebuild the harsh reality. 

    A current feel of slumber and slow prosperity, as the decades of peace brought some solace. Despite the Undead that plague the Night.

    Heightened Awakened are revered as Gods of flesh and bone. Their very recent origin, a great puzzle.

    1.1 Notebook

    For this one I'm going digital.... Markdown notes and a folder of images will have to do for now.

    1.2 Pitch Points

    • Three Dead Periods. Ruins upon ruins upon ruins. All collapsed due to avarice, malice, black fate. Or a combination thereof.
      • First came the era of the Saurids (Millenia): Alien, ancient, extinct.
      • Second came the Telonian Empire (Centuries): Strictly organized. Technological advanced. Ruthless colonialists. Remnants still alive in city-state of Konfian.
      • Third came the Mageocracy (Decades): Competing city-states ruled by magicians. Culminated in the War of the Sages, leaving a wreck behind, and the current vacuum.
    • Undead take over the land at Night. Since the end of the War of the Sages, mindless undead prowl at night with ferocity, tainting the land at their passing. Only the Blue Flame, a prized and secretly guarded alchemical oil reagent keeps them at bay. Cities, towns and settlements fight for this prized possession.
    • Tangible Gods and religion. Petty Gods walk the land, the latest stage of an Awakened (Heightened). They inter-mingle in the day-to-day life of mortals. Their recent origin is not fully understood.
    • Magic is taboo and shunned away. Given the recent War of the Sages and their preceding short-lived but brutal Mageocracy. Recent events are imprinted in everyone's memory. Magic is strictly regulated. Prosecuted for those that don't abide by the existing limiting rules.
    • Technological advancement is akin to our Bronze Age. Aside from a few exceptions and tiny clusters of genius, like the Blue Flame and the city-state of Konfian. Copper is the official currency, but is rarely used.
    • There are four humanoid classes: Warrior, Thief, Magic-User, Awakened. And four race-as-class options: Kraa, Marionette, Telonian.
      • The first three classes are self-explanatory, with just some personal extra options and tweaks compared to their B/X counterparts. For example, Magic-User have both Wizard and Cleric spells available, as well as some malus to reaction rolls. Awakened are humans that came back to life, but unlike the Undead, with sentience and free will; they can perform minor miracles and possess mutant-like super-natural abilities.
      • Kraa are the First Men: neutral, secretive giants with long beards and impenetrable grey robes, that have seen all three Dead Periods from the sidelines. Marionettes are tinkerer constructs made of tin, branch and wood. Telonian are the remnants of the Telonian Empire of old: wise and powerful and decadent devils.^

    Thorgal, attempting to steal the coffer

    1.3 Sources of Inspiration

    • Warbreaker by Brandon Sanderson. Thematic idea of Breath, undead, petty Gods that are enhanced humans come back to life with sentience, awakening objects, etc. Recent read of mine, its ideas have dictated this challenge's skeleton.
    • Points of Light and its assumed gameplay. The undead and Blue Flame tie into an open table or west marches game play structure. See this link for instance.
    • Thorgal by Van Hamme and Rosinski. Thorgal is a tale of Swords & Sorcery & Science & Sandals. A true classic. A "softer" Conan that provides a good aesthetical ground. It has some issues (female character agency, for instance), but I dig the aesthetic and illustrations, as well as the imaginative stories.
    • Our own Roman Empire as inspiration for the Telonian Empire.

     

    ^ Note: I prefer to leave race-as-class options locked until they are encountered in play. Make for excellent replacement characters when inevitably the first batch perishes adventuring.