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. 

This is the Wounds & Infection option I promised in my hit points post back in March. 

  • 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.
Map key below:

Saturday, May 23, 2020

Thurstle Island: Introduction

Sketch, my own.
My usual 5e game has been on hiatus during pandemic lock down and so I've been running Mork Borg online (Tuesdays @ 7:30 Eastern, let me know if you'd like to join). It's been a lot of fun, but it started as a one-shot and so follow-up sessions have been a scramble each week to prep a handful of funhouse encounters and puzzle monsters with little over-arching story.

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
When a character levels up in Ultra-Bastard, they gain 1d6 + constitution modifier hit points and gain options from the advancement table for their class. Pick two or roll three. An option may only be picked once per level-up.

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
Hex crawls in D&D don't work for me. I've tried a few times but ultimately I keep running into the same issues.

I've learned to write good dungeons, but overland travel is a struggle.

Wednesday, May 6, 2020

More(k) Borg


The Mork Borg game, that I started on a whim to entertain friends during COVID lockdown continues. Last night, we ran our 6th session. 

Brief re-caps below (including a 10 room dungeon level).

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.
Material Components: Spells require material components which are consumed during casting. Unless specified in the spell description, the components required are basic, interchangeable and easily purchased in a normal town. If playing with encumbrance rules, one inventory slot can hold sufficient components for three spells.