Thursday, April 9, 2015

I: Inventory

I think tracking inventory is critically important, at least for the type of game I run. But I also don't want to be looking over every character sheet between sessions. I try to make it super clear how inventory and encumbrance works in my game and give the players the tools they need to keep track of everything.

In my game every item is assigned an ENR (encumbrance rating). Each character can carry up to double their brawn score (not modifier). If a character is carrying more than their brawn score they are considered over-encumbered and take penalties on dexterity and brawn checks as well as initiative checks. 

Most items carried are considered to be "in pack" or otherwise stowed away securely. Up to four items may be designated as "on belt". Stowing or retrieving any in-pack item takes 1 turn. Items on-belt are considered to be "quickdraw" so a character can stow or retrieve belt items without spending a turn to do so. 

In addition to belt and pack storage each character is also considered to have a purse on their belt. A purse can hold up to 49 coins or gems and does not have an ENR. Any sum of coins greater than 50 counts as 1ENR. Additional coins must be stored separately in pack.

Here is a sample from my equipment section:


 Item                           Cost          ENR                   Description
Spyglass 200gp 2 This fragile item may be used to view distant locations in startling detail.
Traveller's Tent 5gp 5 This bundle of wooden poles and canvas may partially shelter up to 2 adult humans. Better than nothing when it rains.
Army Tent 15gp 8 This bundle of wooden poles and canvas offers reliable shelter for up to 4 tightly packed adult humans.
Pavilion Tent 50gp 12 This heavy bundle of wooden poles and canvas offers excellent shelter for up to 10 tightly packed adult humans. Often used by nobles, wealthy merchants or military officers.
Tinder Box 5gp 1 A small box containing flint and steel as well as dry wood shavings. Used to easily light fires.
Tobacco Pouch 1gp 1 This small waterproof pouch holds 10 doses of tobacco.
Torch 1gp 1 This small piece of wood has been treated with a fire resistant resin but is otherwise identical to a club until a torch rag is tied one end and lit.
Torch Rags
(5 rags in sack)
5sp 1 These pitch soaked rags will burn brightly, steadily and slowly. Each rag will burn for 1 hour if attached to a torch.
Glass Bottle
(with cork)
5sp 1 Fragile. Holds about 2 pints of liquid. If used as a weapon the bottle is treated as club for first hit and thereafter as a dagger that can't be thrown.
Waterskin /
Wineskin
1sp 2 when full,
1 empty
A stitched leather bladder. Holds about 3 pints of liquid when full.
Tin Whistle 1gp 0 Makes a loud high pitched noise when blown into.
Hard Liquor
(bottle)
1gp 1 See the glass bottle entry above. A bottle of hard liquor can be turned into a molotov in 1 action with a torch rag and flame. - May consume 2 uses “medicinally”.
Hard Liquor
(Handcask)
25sp 4 when full,
2 empty
Holds about 6 pints of liquid. May be used medicinally for up to 6 uses.
Hard Liquor
(Pony-keg)
5gp 6 when full,
3 empty
Holds about 10 pints of liquid. May be used medicinally for up to 10 uses.
Fortified Wine
(Canteen)
1gp 2 when full,
1 empty
Fortified wine is laced with tonics and restorative medicines plus the biting flavor will shock the drinker into wakefulness while the liquor dulls pain. Holds 3 medicinal uses.
Sturdy Iron-shod Boots 5gp 1 worn or carried These tough iron and leather boots are the best protection available for an adventurers' feet. See the armour section for more information.
Sturdy Gauntlet 5gp 0 (1 if carried) Most of the heavier types of armour come with a set of gauntlets but sometimes even lightly armoured warriors choose to wear them.
Healer's Pouch 5gp 1 Contains clean bandages, herbs and ointments. 10 uses.

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Comments and questions are welcome.

Wednesday, April 8, 2015

H: Hellhound

Hellhounds are the reanimated corpses of enormous wolves. These beasts retain their instincts and pack mentality. Hellhounds hunt and relentlessly track living prey. Vampires especially seem to gain a special connection with these monsters. The most bestial of vampires join packs of hellhounds. Aristocratic vampires keep hunting packs in place of hounds, occasionally hunting terrified village folk across the moors. Like banshees, hellhounds are able to unleash a terrifying howl. This bone chilling howl can literally scare a person to death, freezing the blood in their veins.

Hellhound
AC: 14, MV:60, HD: 2, HP: 26,
Ability   Score     Modifier
Met
16
+3
Dex
14
+2
Bra
18
+4
Wts
12
+1
Cha
10
--
Per
14
+2
Large:
Scent:
Pack Hunter:
Stealthy:
Undead:

Attacks:
Bite: +4 to hit, 1d8+4 dmg,

Baleful Howl: All creatures within 30ft of the Hell Hound must pass a DC 10 mettle save to resist fear, or suffer 1d3 damage from extreme fear.

Possessions:
Wormy pelt, rotten flesh.


















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Comments and questions are welcome.

Tuesday, April 7, 2015

G: Gargoyle


Gargoyles are fiendish amalgamations of beast, man, and demon. In a ritual similar to the creation of orcs, the butchered flesh of many men and beasts are stirred together in a great cauldron. At the climax of the ritual a lesser demon is partially summoned into the mixture. If successful the demon's essence is trapped in the flesh and a hideous half creature is formed. Unlike the ritual for creating orcs, typically only one gargoyle is born from such a caldron, whereas a dozen orcs could be made.  Most would-be masters are unable to successfully bind the beast through force of will, thus they either consume the summoner or escape into the wild.

Although gargoyles often appear quite demonic in shape, their minds are clouded with human and animal instincts. These creatures are far easier to summon than real demons and easier to cow into obedience, although also far less intelligent. gargoyles are weak willed but also notoriously disloyal and easily distracted if sent off on missions by their creator. Gargoyles are thus often used as sentries to guard their master's lair.



Gargoyles can appear in a myriad of shapes and sizes, but they are always a mixture of human, bestial and demonic features. In most cases these beasts are winged, but that is not always the case. Because of their demonic heritage they are unnaturally resilient.




The oldest and most truly demonic gargoyles are deadly opponents. Sometimes their master will furnish them with arms and armour. These greater gargoyles are brutally skilled defenders of their master's realm, using terrain and commanding lesser monsters to maximum effect.

Lesser Gargoyle
AC: 20 MV: 30ft, HD: 3, HP: 33,
Winged flight: 50ft,
Ability   Score     Modifier
Met
13
+1
Dex
17
+3
Bwn
17
+3
Wts
5
-3
Cha
5
-3
Per
16
+3
Darkvision:
Flyby attack:
Damage resistance: 5 against mundane damage,

Attacks:
Claws (2): 1d6+3 slashing dmg,
Maul: 1d6+3 blunt/ piercing/ slashing dmg.


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Comments and questions are welcome.

Monday, April 6, 2015

F: Fairies

Fairies are kind of a strange monster in D&D. Not a threat in the physical way most monsters are, and yet the fae are usually quite powerful. A party that messes with fairies are in for a very rough time crossing the forest. 


I tend to use magic in my games as sparingly as possible, to keep the low fantasy tone and keep magic fantastical. Fairies and the Fae kind of fit into a special niche though, if done properly they can stay low fantasy but still inject some weird folksy type magic into a setting. Kinda like Baba Yaga type witches, moss dwarves and the like. Hedge magic.



Anyways- here is the stats for pixies in my game, I guess they are pretty much fairies.


Pixie
AC: 17 MV: 30ft, HD: 1, HP: 4,
Ability Score Modifier
Met
7
-2
Dex
17
+3
Bra
10
--
Wts
14
+2
Cha
14
+2
Per
14
+2
Winged flight: 30ft,
Tiny:
Fey:
Damage resistance: 10 against nonmagical dmg,
Damage resistance: 5 against magical dmg,
Vulnerabilities: Iron, silver weapons,
Hit and run:
Invisibility at Will:
Improved Invisibility:

Attacks:
Pixie Knife: 1d3 slashing dmg, magical,

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Sorry for another wimpy post. Still feeling under the weather. Maybe I pissed off a fairy?

Comments and questions are welcome.

Sunday, April 5, 2015

E: Ettercap

The Ettercap is one of my favourite monsters. I love the idea of a spider -man that can control lesser spiders. The Ettercap makes a great mini-mastermind type villain in my opinion. A great controller behind attacks or a lair full of spiders. I let my Ettercaps use scavenged weapons and equipment, like rusty swords and broken armour. I also think they should be devious trap makers.

An Ettercap lair would have:
- pit traps that drop into spider nests,
- falling nets/ webs,
- deadfall traps,
- snares,
- spider ambush holes,
- sticky tripwires,
- ankle traps (full of spiders),
- falling egg bombs full of spider swarms,


"At the end of the horrible gauntlet a grotesque half-man-half-spider thing is brandishing a rusty longsword and wearing a tattered cape. At it's feet the bound village girl struggles weakly on a primitive altar. The walls are painted with horrifying images of eight legged deamons. As you charge towards the altar three giant spiders drop down from the ceiling... "



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I'd really like to add some more substantial posts but I've been feeling under the weather.

Comments and Questions are welcome.

Saturday, April 4, 2015

D: Doll Golem


Doll golems are the simplest of constructs.  An apprentice animator will often have several to assist with chores. Even powerful animators may keep a doll golem to fetch spell components.























Doll Golem

AC: 12 MV: 20ft, HD: 1, HP: 3,

Ability Score Modifier
Met
7
-2
Dex
10
--
Bra
7
-2
Wts
7
-2
Cha
10
--
Per
10
--

Small:
Construct Traits:

Lightweight: A single Doll Golem may carry / equip 1ENR worth of equipment (several may combine to carry / use heavier objects).

Teamwork: Up to 4 Doll Golems may occupy the same space and work together to perform an action.

Attacks:
(no attacks unless equipped with a weapon)

Dagger: -- to hit, 1d4 slashing/ piercing dmg,

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Comments and questions are welcome.

Friday, April 3, 2015

C: Choker


Choker
A horrid little monster. Chokers are small grey creatures with clawed tentacles in place of their arms and legs. They are excellent at climbing and love to hide in cracks and corners in the ceiling and then attack stragglers with surprise.

AC: 17, MV: 30, HD: 1, HP: 8,

Ability Score Modifier
Met
7
-2
Dex
18
+4
Bra
10
-
Int
12
+1
Cha
7
-2
Per
15
+2

Stealthy:
Cowardly:
Wall Crawler:
Reach: 15ft,
Multi-attack:

Attacks:
Grasping claws: (2) +4 to hit, 1d6+2 blunt dmg, 


Thursday, April 2, 2015

B: Bards

I'm trying hard to make Bards "not suck" in my game. Here is what I have come up with so far:


Bard
Hit Die:d8
Prime Stat: Charisma,
Light armour proficiency,
Roguish weapon proficiency,

Inspiration:
A Bard gets 1d6 Inspiration points per level + their charisma modifier each day after spending an hour practicing.

Silver-tongue:
A Bard may spend 1 Inspiration point to gain advantage on a Persuasion check.

Bardic Lore:
A Bard may spend 1 Inspiration point to attempt a wits check to recall information once heard from a legend or a bit of gossip.

Bardic Performances:
The range of all Bardic Performances is 30ft. A Performance is an action. Performances can be maintained as long as the Bard takes no other actions or reactions up to a maximum of 10 minutes per level of the caster. Creatures must be able to hear the Bard for the Performance to be effective. Bardic Performances are considered to be charm/ mind control effects and thus do not effect mindless creatures. If a Bard is injured or otherwise distracted during a performance they need to pass a DC 15 wits save or the performance ends.

Novice Performances (1 Inspiration point to begin)
Distraction: Creatures must pass a DC 10 wits save or take disadvantage on their actions this turn.

Fascination: Creatures must pass a DC 15 wits save or they lose their reaction this turn.

Courage: Friendly creatures gain advantage on saves against fear and regain 1hp (cannot be used to stabilize or heal a dying creature).

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Comments and Questions are welcome.

Wednesday, April 1, 2015

A: ADVENTURE TIME!!!

Adventure Time is one of the best shows ever. Full stop. It is not just for kids. Every frame of every episode is jam-packed with joy and love. There really is a lot of heart in Adventure Time, and it tackles some pretty intense and adult themes. One of the characters in the show (The Ice King) is suffering from severe dementia and memory loss- due to a magic crown- but it is an obvious analogue for Alzheimer's disease. The Ice King in particular strikes a chord with me because I have a family member struggling with the disease. Some of the other themes are: coming of age, abandonment, relationships, maturity, innocence, death, fate, fatherhood, family and a multitude of others. I really think that Adventure time will go down as a significant show. One that really broke the mould and is special.


Actual scene in the show, not fan art.

I've seen a few fan rulebooks put out by people who want to play an Adventure Time RPG. I think it would be super fun for fans of the show to get to play in the Land of Ooo. I've actually run a few sessions using a very house ruled version of the Dungeon World rules. 


Awesome.

The game I visualized was set in the Land of Aaa, an alternate universe. One of the MANY awesome things about adventure time is that is is set on earth approximately 1000yrs after the apocalyptic "Mushroom Wars" nearly destroyed the planet. The "fallout" from the mushroom wars caused magic to return to the world and spawned multitudes of bizarre and magical creatures. Portals and alternate universes and timelines and stuff are a thing in the show so it is easy to create a extremely familiar world for fans, and in which I don't have to worry about messing up the cannon or anything like that.


Great Art from Here

To keep the flavour of the game fresh, exciting and Adventure Timey I decided I would make extensive use of the tables found here at the Dungeon Dozen, both for world building and on the fly in play. 

I also have decided to group things (people and places) using the colour method from Magic the Gathering:


White: Plains, grasslands, candy kingdom,
Blue: ice kingdom, snow, water, fish, ice,
Black: vampires, the liche, ghosts, rats, swamp, zombies, assassins, slime,
Red: fire kingdom, lava, goblins, giants, earclopses, dessert,
Green: forest, animals, druids, bears, plants,
Colorless: robots, magic man, Glob, lumpy space, Prismo,


The colours will also double as a very loose alignment system.

White: Law, peace, good,
Blue: Change, wisdom,
Red: Chaos, destruction, anger,
Black: Corruption, death, evil, nightosphere,
Green: Strength, growth, energy,
Colorless: No tendency towards the other colours. Logical or random or uncaring entirely. 

This choice to group things by colour is for my own sanity and to make it easier to make up spells and abilities and such.


The players characters in my group so far have been: 
-A cup of coffee who is also a scientist,
-A hotdog knight,
-A bowl of punch that boxes,
-A dragon made out of fruit,

Good times and plenty of fun. We spent 10 minutes drawing portraits on our character sheets with pencil crayons.

Hope to play more soon.

Comments and questions are welcome.