Grimtooth |
Friday, November 13, 2020
Three Trap Types to Minimize Boredom
Sunday, November 1, 2020
Golems and Robots
Cybermen = Necrons = Warforged |
Of the canonical D&D races, Warforged are one of my favorites.
Made Men
Constructed life interests me.Where is the line between machine and person? What must it be like to know that you were made for a specific purpose (or made for no reason at all)? Does your creator own you? Can you rebel?
Frankenstein, Pygmalion, Blade Runner, the Iron Giant. Perhaps even Milton's Lucifer?
This is a cluster of themes and questions, that I find myself invoking a lot in my games, both when choosing characters as a player and when building worlds, societies and NPCs when I'm DMing.
For me, it all originates here:
Then the Lord God formed a man from the dust of the ground and breathed into his nostrils the breath of life, and the man became a living being. - Genesis 2:7
Our Successors
Will we be overtaken by our creations? Will they resent us for making them to labor? Will they enslave us in return? Will we become to them, what cattle are to us?
Second Variety, At the Mountains of Madness, Terminator, Battlestar Galactica, the Matrix and the anxieties of Nick Bostrom.
Relics of the Deep Past
What if the past is better left buried? Will the uncovered armies of lost ages resume their wars, unconscious and uncaring towards present people?
The Mummy, The Pastel City, Prometheus.
Friday, September 4, 2020
Ambush!
I'm on vacation & posting from my phone so apologies if the formatting is even rougher than my (admittedly sloppy) usual.
I designed this as an ambush encounter for the White Apes of Thurstle Island's City of the Ancients. But it should be transferrable to any system and most settings.
Friday, August 21, 2020
Thurstle Island: Gnarls of the Forest
Magazine Illustration from 1906 |
The Old Forest's Druids call themselves the Gnarls. They have lived in the forest long past recorded memory and serve the Allwaker, landvættir of the island.
- The Gnarls never sleep. They are always awake. Likewise for their animals.
- Many of them have learned to transform themselves into animals or are skilled wargs.
- They are the religious leaders of the island's vikings and they preside over rituals in the woods on certain prescribed nights.
- They are experts in camouflage and ambush. Often, the first sign that they are nearby will be a javelin protruding from your chest.
- The are closely allied with the forest's trees. They can sense any harm to the trees and will rush to intervene. Some have learned the language of the trees.
- The druids practice human sacrifice to feed the Allwaker and their treants. They will try to capture intruders rather than kill them.
- The smugglers also kidnap strangers in Cove Town and hand them over as payment for passage and concealment in the forest.
- The druids sometimes summon fog to cover the landing of smuggler ships.
- The Gnarls are locked in a covert war with cultists based in Thurstle Island's northwest corner.
- The war is going badly and the cultists are gaining strength.
- They have been transplanting trees into the City of the Ancients for decades. If you see a grove in the City, it's a Druid strong-point.
Sunday, August 16, 2020
Thurstle Island: Barrow of the Twisted Wyrm
The dragon of Thurstle Island is buried in its most traditional dungeon, a prison-tomb filled with traps, puzzles, undead and demons.
How It Works
Pale blue post-it |
- The barrow has three levels and this post details the first one, the upper tomb.
- Lore about this dungeon is seeded all over the island, on stelae, in rumors etc.
- The central chamber is a magical maze. Living creatures cannot pass through the walls but objects and undead can. The party will likely attract the cursed husks of former tomb-raiders here.
- Each of the wings contains a blend of traps, puzzles and monsters protecting artifacts of Ulric's battle with the wyrm. In a few places the horrors below are peeking through.
- A locked stairway leads to the lower levels.
- The second level of the dungeon is crawling with demons and the lowest level holds the remains of the wyrm itself.
- Each level down is a very large increase in difficulty for adventurers. My intent is that the players will explore the first level, leave to gather strength & information, and then return.
- The wyrm is intended as one possible Final Boss for Thurstle Island.
- The cultists in the island's NW worship the wyrm.
- The warrior-monks of the abbey believe they can harness the demon's power for their own ends. They're probably wrong, but even if they are right it will turn out awful.
- The druids from the Old Forest know that something evil is hidden in the barrow but have lost most of the details over the centuries.
Album Cover |
Friday, August 7, 2020
Thurstle Island: The Willing Few, Smuggler Faction Focus
The Tree Fort
Yet another post-it map. |
To keep intruders from stumbling onto their cave-cliff hideaway, Thurstle Island's smugglers have fortified the trail through the Old Forest that leads to their base with traps and an arboreal watch post. Tricky to attack or defend, depending on how the player's allegiances develop.
- Guards: 3d4 smugglers will be present at any given time. Stats as bandits or pirates.
- Battlements: Guards with javelins and bows guard the path from hoardings built in the tree. They have excellent cover and field of view. Rope ladders can be lowered to access the fort.
- Ready Room: The happening hangout spot and a convenient place to retreat if the action on the battlements gets too hot. Games and snacks. If you root around, roll on the "Search the Body" table.
- Stores: A few quiver's of arrows, 2d6 harpoons, flask of lockjaw poison.
- Living quarters: Another option for retreat, higher up in the tree. Not visible from the ground and only accessible from a rickety stair and a narrow bridge. Easily defended.
- Crow's Nest: Very high up, above the surrounding canopy. Gives a good view of the Cliff Path, the Sword Meadow and the Fog Cliff, as well as the entrance to the cave hideout (map) and the trail up to the Fort. Contains a few signaling flags and a spyglass.
- Harming the Tree: Setting a fire or starting to saw will quickly draw a horde of angry druids. The players should know that this is suicide.
Tuesday, July 28, 2020
Thurstle Island: Surface Encounters in the Ancient City
Stats as bugbear. |
- They were supposed to be a military force. Although strong and agile they proved too independent and insufficiently warlike. They just want to be left alone to debate philosophy and take long naps.
- Their pelts are incredibly warm. Vikings highly prize fur-suits made from their hides.
- If you have a lot of gold, you can buy one in the camp.
- The apes do not like to see people wearing their skins.
- After being hunted by the Vikings for years, the apes have become reluctant experts in trap-building and ambushes. The ruins are covered in their cleverly constructed snares, pits and deadfalls. They are amply supplied with glass weapons.
Sunday, July 26, 2020
Thurstle Island: The Ancients Themselves
The Gith
- The Gith, otherwise know as the Greys, are psychic alien humanoids.
- They look like Alberto Giacometti sculptures.
Friday, July 24, 2020
Thurstle Island: Ziggurat of Yog
Another Post-it Map |
Friday, July 17, 2020
Thurstle Island: Notes on Camp
Birka, a historic viking town restoration |
Wednesday, July 15, 2020
Thurstle Island: Oozes of the Undercity
Jared Murphy (King328) |
They had always been controlled through the hypnotic suggestion of the Old Ones, and had modelled their tough plasticity into various useful temporary limbs and organs; but now their self-modelling powers were sometimes exercised independently, and in various imitative forms implanted by past suggestion. They had, it seems, developed a semi-stable brain whose separate and occasionally stubborn volition echoed the will of the Old Ones without always obeying it.
- They hate the cold. It slows their movements and their minds. Even minor chilling magics will dramatically reduce their mobility and power. Freezing an ooze solid then shattering it, is one of the few methods that works on nearly every type.
- They are often disrupted by admixture. Dirt, salt, water. It depends on the variety of ooze what bothers them most.
- They can climb vertical pipes and shafts if the concentration of their bulk is large enough to fill the space. I.e. a 10' Jelly Cube can ascend an 8' wide shaft but not a 15' diameter pipe.
- They can squeeze through cracks and small spaces though the process is usually slow.
- They cannot cross a grate without dropping through.
Saturday, July 11, 2020
Thurstle Island: City of the Ancients
The metallic ink just doesn't translate on screen. |
Nodes are significant buildings. |
Saturday, June 27, 2020
Thurstle Island: Cove Town
Rather than a street map, I opted for a relationship map. |
I want Cove Town to be a place for scheming. In contrast to the traps and monsters of the island's dungeons, the conflict and maneuvering in town is primarily social. Different groups control access to critical resources. Supplies, information and opportunities to hire help require making friends with the right people.
How it Works
I recently solicited the advice of the OSR subreddit on what makes a good starting town. My favorite suggestion was to use the guidelines formatted as the "Gygax 75 Challenge" by Ray Otus based on an old Gary article. The challenge recommends the following components:
- Town Map: Since politics are more important to me than geographic proximity, I drew mine as relationship web. I'll also give them Kevin Campbell village cards as a visual reference on what shops and services are available.
Kevin Campbell via Dyson |
Saturday, June 20, 2020
Zine How-to
Monday, June 15, 2020
DM Tool: Location Table
Saturday, June 13, 2020
Thurstle Island: To the Lighthouse
The Situation
Karl Alexander Wilke from Die Muskete magazine 1926 |
This is intended as a low-level dungeon. The grunts are not very threatening. The boss almost certainly outmatches the player characters but wants to negotiate. Gaining control of the island could be a major boon to the players.
Sunday, June 7, 2020
Thurstle Island: Old Forest
How it Works
- Most of the nodes are features of interest that are useful or interesting rather than dangerous.
- Conflicts and obstacles are concentrated on the paths. The first time, player characters travel across them they will trigger the keyed encounter.
- If they find a way to placate the Druids, many of the more dangerous encounters will be avoided.
- Once the PC's have visited a node, they can "fast-travel" there with a single wandering encounter role
- DM Note: When moving over paths that have already been explored, any encounters that come up will be designed for quick resolution i.e. Druids throw javelins then flee into the woods. I don't want to bog down our gaming time re-hashing the same territory.
- Many of the node locations contain stele (drawn in on the map) . These will reveal useful parts of the island's history and give clues on how to defeat the boss enemies. They will also grant XP bounties when discovered.
Over the Garden Wall |
Thursday, June 4, 2020
Ultra-Bastard D&D: Wounds and Infection
Pseudo-Galen (15th Century) |
For several weeks, I have wrestled my wound and infection rules for Ultra-Bastard. Seeing Josh's recent post on MERP-like wound tables last week and Alex's a couple weeks before that, it seems that this is a topic that's in the air.
- When an attack deals more damage than you have hit points left, your hit points are reduced to zero and you must roll on the wounds table. Hit points do not go below zero
- When a wound receives care (bandages, a sling etc.) you no longer suffer from the temporary effect, but must apply the permanent effect.
- For the purposes of rolls on the wounds table, count every wound that has not been treated. Wounds that have been treated are not added.
- Some enemy attacks may make you roll with an additional plus on the wounds table.
- Some attacks are gross and cause infections. While infected you cannot regain hit points from rest. Some infections grant saves and some get worse over time.
- Optional: Limbs shall be splintered. Once per character (for their whole life) when a blow would kill you, you can instead permanently lose a limb (of course you have the options of a hook, peg-leg, mechanical claw etc.)
- Optional: If an attack reduces you to exactly zero hit points, when you are healed, your hit point maximum is increased by 1 (subject to the hit point cap).
Sunday, May 24, 2020
Thurstle Island: Smuggler's Caves
I started brainstorming how to layout the Smuggler's Cave dungeon for Thurstle Island and the doodle turned into something I liked.
It is widely believed that Thurstle Island has only one navigable beach, but several years ago Skarde the Boneless found a hidden inlet accessible via a system of caves. He recruited a tight-knit gang (the Willing Few) and together they make enormous profits circumventing the Governor's taxes and importing contraband. They have a sideline manufacturing berserker drugs derived from the island's ice snakes.
The smuggler gang, could be an invaluable ally to PCs who fall afoul of the island's authorities. Alternatively, if the PCs want to hunt the outlaws, their hideout is a small, vertically-oriented dungeon.
- This is intended as a low-level adventure, but could be easily scaled up.
- Smugglers have stats as bandits or pirates (5e or OSE) and will attempt to imprison intruders. They are not bloodthirsty and will likely negotiate. They will flee tough resistance and summon help.
- If they are alerted and have time to prepare, some will take berserker salts which grant bonuses equivalent of a barbarian's rage. While berserking, they will not listen or negotiate.
Saturday, May 23, 2020
Thurstle Island: Introduction
Sketch, my own. |
There's a campaign I've had kicking around in my head for six or eight months and I think that after a few more sessions of Mork Borg, my online crew might be ready for a shift to a regular campaign.
The campaign will take place on an island. I'm aiming for a manageable, self-contained area with a few dungeons, two towns and a sinister forest. It will serve as my first Blob Crawl oriented game.
Long ago, when the Giants were as large as mountains. Woden slew the giant Thurstle and threw their corpse into the sea. Thurstle turned to stone and has been an island ever since.EDIT: I will link the pieces below as they are completed.
Tuesday, May 19, 2020
Ultra-Bastard D&D: Leveling Up
Toshiaki Kato |
As an example, this is the advancement table for the Bastard class which combines the traditional fighter, specialist and mage roles.
Saturday, May 9, 2020
Blob Crawl
Smallworld |
I've learned to write good dungeons, but overland travel is a struggle.
Wednesday, May 6, 2020
More(k) Borg
Saturday, May 2, 2020
Ultra-Bastard D&D: Spells & Magic
In Ultra-Bastard, there is not a limit on how many spells a magic user can cast in a day and there are no spell levels. There are other restrictions on spells and many spells come with a cost.
This is a replacement for my previous unsuccessful spell system and is so-far untested. I am still wrestling with the balance and so this is all subject to revision as play-testing occurs. Feedback and suggestions are welcomed.
Spells Known: Every mage has a spell book (or perhaps a bag of scrolls or something similar) and they can cast any spell that they have recorded in their book.
Memorizing Spells: Mages can memorize a number of spells equal to their intelligence modifier. Mages can spend a rest attempting to memorize one spell (an intelligence check).
Casting Spells: Spellcasting is draining. Every time a character starts casting a spell, they lose one hit point.
- Off the tome: When casting a spell from your spell book, make a saving throw (DC is typically 10 + Intelligence Modifier) on a failure, the spell fails, potentially with additional negative consequences. In combat, it takes d4 rounds to lookup a spell, focus concentration and begin casting. If attacked or otherwise distracted, the caster must start over.
- Off the dome: Memorized spells can be cast in combat without having to look them up. Once cast, the spell is no longer memorized. Taking the time to memorize a spell avoids the danger of spell failure for most spells.
- Some spells allow their target to make a saving throw.
- Certain spells require a successful intelligence check to cast.
Thursday, April 30, 2020
Ultra-Bastard D&D: Skills
Skills in Ultra-Bastard are open-ended. This whole sub-system is optional.
- There is not a pre-defined skill list.
- Skills range between +1 and +10.
- When you make an ability check and have a relevant skill you can add that skill value to your roll.
- The more specific a skill, the easier associated checks.
- If you have more than one skill that could apply, use the one with the better bonus (bonuses do not stack).
- Some actions cannot be attempted unless you have a relevant skill.
- If an action would be routine for someone with a skill, the DM can judge it to be automatically successful.
- When a player asks for information about a topic, the DM might ask if they have a relevant skill and tailor the response accordingly.
- Starting skills are determined by your class.
- New skills can be learned and existing skills can be improved during character advancement.
- The DM will need to make a lot of ad-hoc rulings. This is fine.
The DM should offer players guidance on whether skills are likely to be useful in the campaign. I.e. if the game will focus primarily on dungeon exploration, woodsmanship might not be helpful.
Wednesday, March 25, 2020
Return to Mork Borg
The dregs of the Shadow King's prisons made another venture into the warrens under his castle in our Mork Borg Redux. This time exploring a dungeon I created myself. Map, recap and further thoughts on Mork Borg as a system below the fold.
Saturday, March 21, 2020
Delving into the Dark Fort: A Visit to MORK BORG
UPDATE: We're playing again Tuesday, March 24 @ 7:30 Eastern. Let me know if you want in.
A few weeks ago, I bought the much discussed Mork Borg. I read it cover to cover and enjoyed drinking in all of its grotty art.
There's lots of reviews online with a variety of viewpoints. I watched Adam Koebel's First Look and I feel like he does a good job of showing what the game is all about. That is to say, over-the-top, ultra-stylized graphically grotesque. Everything in the book reinforces the feeling.
I've seen criticisms of the book pointing out the "inefficiency" of it's layout. I totally disagree.
The book is very efficient with it's words. If all the formatting was stripped away and the book was converted into a text file, it could be printed on a couple sheets of paper. In fact, they have a one page rules reference that has almost everything you need to run it.
Instead of filling the pages with words, the creators filled the pages with evocative art and creative layouts. They prioritize the transmission of tone and attitude, and since they've been careful and concise they have lots of space.
The book is great. If it appeals to you at all, get it.
Last night, I played it for the first time. With everyone in the NYC area locked-down and flattening the curve, I hosted an online game and ran Rotblack Sludge, the short adventure included with the game. Play report below, spoiler filled.
Thursday, March 19, 2020
Ultra-Bastard D&D: Combat and Initiative
Michael Foreman |
Blogger scrambled my formatting. My apologies for the rough reading.
Wednesday, March 11, 2020
Ultra-Bastard D&D: Social Moves
The moves happen when certain conditions are met and it should be easy for the DM to see what you are trying to do.
These are not the only moves that exist. Some will be revealed in play. Some are only available in particular environments. Some might only happen once.
On a 10+
|
They'll do it for
a fair price or reasonable promise, it's up to you whether you pay up.
|
On a 7 - 9
|
They'll do it but
demand a high price and some concrete assurance right now.
-or-
The DM will tell
you what it will take to make them do what you want. Do it and they will.
|
The existence of this move should NOT be interpreted as an invitation to try talking your way into discount supplies or gear. Your DM did not create a fantasy world for you so they could haggle over the price of torches. Don't be a bad person.
Monday, March 9, 2020
Ultra-Bastard D&D: Basic Mechanics
Santiago Caruso |
- If you are playing with the optional Skills rule, you might add a modifier for a relevant skill.
- An attack roll is an ability check made to hit an enemy in combat. These are often made with additional modifiers. Typically, the target number is your opponents armor class.
- These are especially common in social situations and when gathering information.
Saturday, March 7, 2020
A Few Favorites
Definitely watch this. |
- Frothsof is doing a more thorough blog roundup weekly.
- Anne over at DIY & Dragons has also done a great best-of post recently.
I'll continue posting my Ultra-Bastard house-rules soon.
Wednesday, March 4, 2020
Ultra-Bastard D&D: Hit Points
Mike Mignola, of course. |
Characters have a d6 + constitution mod hit points per level. This is often modified by class options, character advancements and adventuring consequences.
Wednesday, February 26, 2020
Ultra-Bastard D&D: Ranged Weapons
Ultra-Bastard has no restrictions on weapon type by character class and there is no "proficiency" in this system. Class options and character advancement might grant bonuses to a particular weapon.
Ranged weapons typically add dexterity mod to their to-hit roll. Thrown weapons add the better of strength mod or dexterity mod.
Type
|
Damage
|
Description
|
Light
crossbow
|
1d6
|
Cannot
load if you move on your turn
|
Heavy
crossbow
|
d12
|
Takes
a full turn to load.
|
Shortbow
|
1d6
|
Optional: Minimum
strength 13. Fires twice per round.
|
Longbow
|
1d8
|
Optional: Minimum
strength 15. Fires twice per round.
|
You cannot load or fire a ranged weapon while engaged in melee.
Thrown weapons roll the same die for damage as if they were used in melee (but without adding an ability modifier to damage). I.e. a knife does d4, a tomahawk does d6 and a spear does d8.
I don't use strictly defined range limits/modifiers because in practice they almost never come up.
Saturday, February 22, 2020
Ultra-Bastard D&D: Armor
Armor Class (AC) is the number that must be hit to successfully land a weapon attack on an enemy. Monster armor class is a target number for ability checks and player AC is a saving throw. When attacking a monster, a player must roll above the enemies AC to hit. When being attacked, a player must roll under their own AC to avoid being hit.
The unarmored default is AC 8.
I do not associate a particular armor class with a particular type of armor. You can have leather or chain armor from +1 though +6.
Wednesday, February 19, 2020
Ultra-Bastard D&D: Melee Weapons
Micah Ulrich |
Usually, melee weapons add strength mod to their to-hit roll and damage. Certain light weapon add a dexterity mod to their to-hit roll but don't add an ability mod to damage. Which is which should be obvious. If in doubt ask the DM.
Type
|
Damage
|
Examples
|
Minor
|
d4
|
Scalpels, blackjacks,
daggers
|
Light
|
d6
|
Crowbars, rapiers, machetes, hatchets
|
Heavy
|
d8/d10
|
Battleaxes,
bastard swords , spears
|
Great
|
d12
|
Zweihanders,
halberds, mauls etc.
|
"Heavy" weapons can be wielded one-handed for d8 damage or two-handed for d10.
Special Rules. These are optional but I like them.
Knives are scary: Knives roll 1d4 for damage. If the die comes up as an even number, it is re-rolled and the result added to the total. Stabbity-stabbity-stab.
Reach advantage: When two creatures first enter into melee, if either has a significantly longer weapon than the other, she attacks first, regardless of initiative.
Empty hands: It's hard to parry a sword with a knife and even harder with your bare hands. If you are armed with only a small weapon, take a -2 penalty to melee defense rolls. Disadvantage for empty hands. Using a ranged weapon to parry, usually ruins it. Pick up a stick or a chair. Something! Anything!