I did a mostly faithful conversion of the black smear present in Pathfinder, but I didn't bother converting their light blindness because it's tedious to figure out what that is and it was never mentioned in earlier entries. I followed the Enraged Eggplant's example in separating some of the creature's advantages to highlight them as their special abilities. Making the poison proved to be somewhat difficult for me.
RPG Thoughts & Resources from the OSR to GURPS (I should've called this blog "The Gith Yankee")
Saturday, February 29, 2020
Dark Creeper & Dark Stalker Racial Templates
I did a mostly faithful conversion of the black smear present in Pathfinder, but I didn't bother converting their light blindness because it's tedious to figure out what that is and it was never mentioned in earlier entries. I followed the Enraged Eggplant's example in separating some of the creature's advantages to highlight them as their special abilities. Making the poison proved to be somewhat difficult for me.
Friday, January 31, 2020
Mongrelfolk Racial Template
I maybe mentioned that I've been running Carrion Crown in GURPS. Well, I've had to make a racial template for mongrelfolk and as far as I could tell there weren't any other GURPS conversions that'd already been made. I decided that I would go ahead with making my own and then share it with everyone since I'm so nice like that. I tried to emulate the prolific Enraged Eggplant in presentation. I don't generally go with boxes or anything, though. I generally stick with humble messes of stats and lines.
Mongrelfolk have an interesting concept, and I think in a campaign down the line I may perhaps introduce them as a PC race in a fantasy campaign.
In addition to what I describe, they are generally a low-tech civilization, so it might be reasonable to assign them TL 1 or 2, perhaps even TL 0.
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| The Mongrelman as envisioned by a Paizo artist |
Thursday, October 10, 2019
Ustalav Map
There are a lot of cool hex maps. Many very cool hex map versions of other cool maps which aren't into the hex thing. For instance -- there are many hex maps of Ustalav or Ytarria (or at least there should be) that one can find in any image search. The problem that I've noticed is that hardly anybody shares the hexographer file (or other file, if you're using another program) for the map so that other referees can modify the map for their own purposes.
For that reason, I'm also going to link the .hxm file of this cool map of Ustalav which I made with Hexographer in preparation for GURPS Carrion Crown. I decided that I might as well share this version of the map before I add too many changes to it to make it fit my wants. I used the Calligraphy icon set, if you're wondering. You should still be able to use your own icon set (or the default set) if you don't have it. Ustalav.hxm
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| Ustalav, 8-mile hexes |
Sunday, September 8, 2019
Lamentations in Niðwundor 03: A Golem, A Pudding, & A Chasm
Rations Used: five rations each
Light Sources consumed: one flask of lamp oil.
Treasure: Electrum Disc (200sp?), Sparamantur’s trinkets (10sp), Black Pudding (20sp), Silver and Emerald icon (200sp), silver and gold inlays from shields (20sp), miscellaneous snakeman scrolls (??sp?).
Kills: Black Pudding, Skeleton, Stone Cobra Guardian.
Total XP: 725 (145 each)
PCs
Light Sources consumed: one flask of lamp oil.
Treasure: Electrum Disc (200sp?), Sparamantur’s trinkets (10sp), Black Pudding (20sp), Silver and Emerald icon (200sp), silver and gold inlays from shields (20sp), miscellaneous snakeman scrolls (??sp?).
Kills: Black Pudding, Skeleton, Stone Cobra Guardian.
Total XP: 725 (145 each)
PCs
- Alphonse Cloutier, a crossbowman
- Goldie, an eldrtitch idiot savant
- Gorgi, a halfing (cannibal?)
- Morrigan, a specialist
- Sister Clover Chipsworth, a nun
- Urist the Dorf
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| The map keeps getting a little bigger. |
Sunday, September 1, 2019
Lamentations in Niðwundor 02: The Zappening
My players are still exploring the Tomb of the Serpent Kings. We've delved a little deeper and discovered some interesting facts about the eldritch idiot savant. When the session ended I really didn't feel very good about it. We ended the session and began making replacement characters about 2 and half hours into the session. I'm not sure if that was my usual anxiety. Later on I let up a bit on myself. Hopefully my players are going to be much, much more paranoid about traps. Maybe someone will bring a ten foot pole.
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| My map got a little bigger and I redrew the rivers (so now they don't defy physics). |
Saturday, August 31, 2019
Lamentations in Niðwundor 01: An Elf, A Thief, & Five Dead Men
I'm running my group through Tomb of the Serpent Kings in Lamentations of the Flame Princess. I have two other players, but one is away and the other vanished in the ether. Hopefully they will be the hinted character at the next session.
I'm calling this campaign Lamentations in Niðwundor (dire wonder), partly because I'm setting it in my little Dwarf Fortress/grim-dark mashup-attempt and I'm hoping to not only use Tomb of the Serpent Kings. For the setting, I went the approach of make a pretty-looking map with some hex map software (in this case, Hex Kit), add towns along the rivers and coasts, and then place dungeons that I want to use in the campaign. Most of the dungeons that I placed down are from Swords & Wizardry modules found with Adventure Lookup or the Pamphlet Dungeon Jam. Surprisingly I hadn't used anything from Dungeon Magazine. Here's the map that I came up with. The Tomb of the Serpent Kings is in between Anshuar and Pogshire (where I started them out).
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| County Anshuara of Niðwundor |
PCs
- Loradiel, Elf
- Jerry, Specialist
Rations Used: 3
Treasure recovered to safety: 4 electrum amulets (10 sp each), Cursed Silver Ring (Save vs Poison or suffer 1d6 damage when removed)
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| Countess Marsana (Wen Xi Chen) |
We started our noble adventures in the beautifully quaint town of Pogshire. The adventurers hear of the wondrous treasures that can be found in the abandoned dungeons. Those dungeons and their treasures, however, rest within the lands of noble lords and ladies. The lords generally expect to see what treasures are brought out of the dungeons and reward the adventurers with a portion of said treasures (or be granted a parcel of land). These lords, however, hold those lands in fief from the Countess (who, of course, got it in fief from the King, who you’d suppose got it from … the Authority?). It is widely understood that treasures brought directly to Countess Marsana (of County Anshuara₎ will save the adventurers a share of the treasure. Countess Marsana has made it known that she will grant a portion of treasure in return for land. A dungeon had been discovered not very long ago after a landslide revealed its entrance. Since it is untouched the Party figures this would be a good ruin to begin with.
Jerry seeks out Loradiel to convince him of dungeon delving. They decide that since they’re so few, they’ll head to the bar and convince drunkards to join them on their quest for riches. Making a disjointed speech, Jerry attracts the attention of three scoundrels and two farmers, hiring them at 2 share each. Alarmed at how many unsavory fellow knaves they have in the party, Jerry and Loradiel plot to kill off the hirelings through poison or tossing them into the jaws of a trap (using them as a living 10 foot pole). The three scoundrels are Bitho, Harold, and Tat and the two peasants are Alvin (fused teeth) and Herbie (toothless). They are, as far as the mechanics are concerned, “normal men.”
The seven miscreants set forth on the road towards the rumored dungeon. Jerry serves as scout, attempting to make sure there are no bandits on the road, as there have been rumors of their ambushes. Jerry notices someones hiding in a bush. He returns back to the group, whispers to Loradiel what he’s seen, and asks Harold to help him shoot a deer, telling him to flush it out of the bushes ahead. Harold obliges and approaches the bush. The man in the bush stands and draws a short sword against Harold shouting for him to step away. Harold, failing in his morale, flees back to the group. Loradiel asks what the man in the bushes is doing. The man stammers unconvincingly and says he’d dropped his locket in the bush. Loradiel launches an arrow at the man and he immediately flees down the road. Loradiel inspects the bushes and finds no locket.
The party continues for the dungeon off of the trail and arrives at nightfall. Despite having been walking all day, the group decides to enter the dungeon. They inspect the entrance and decide that it is old.
Looking into the corridor, they find that there are four strange rooms at two intersections along a corridor that eventually ends at a barred door. The first intersection’s rooms have two clay snake-man statues alongside wooden coffins [a mistake on my part, the statues should’ve been inside the coffins]. The latter rooms have only wooden coffins. Loradiel discerns that the statues are hollow by observing its depression on the soil. Loradiel opens one of the coffins (Room 4) and presses his weight down onto the statue, breaking it and releasing a poison gas that renders him nearly unconscious and at 0 hp. Loradiel steps outside of the tomb after pocketing an electrum amulet and a silver ring from the coffin. Alerted to the dangers of poison gas inside the statues, Jerry instructs the hirelings to tie a rope around one of the statues (Room 2a) to pull it down. Tat, unfortunately, trips into the statue, breaking it open and exposing himself to the poison gas. He’s dragged out of the dungeon and placed next to the semi-conscious Loradiel. Jerry breaks the rest of the statues with arrows, waiting for the poison gas to dissipate.
After this, the party calls it a night and lies down to rest. During the night, Jerry, dubious of the loyalty of the hirelings places the amulets in a sack in one of the coffins and attempts to lift the bar on the door. He discovers that the bar is too heavy for one person to lift. At dawn, it’s decided that Loradiel will rest in his comfortable tent (it’s actually regular, but he’s the only one with a tent so it’s still pretty comfortable). This will earn him some faster recovery [since it was noxious fumes, I’d decided that Loradiel would heal as he had at least half his hp; I think a tent and bedroll allows comfortable healing in the wilderness]. Tat remains with Loradiel, despite feeling fantastic and making a full recovery [1 hp]. Alvin stays out with the two, keeping watch over them and tending to them.
Meanwhile, the rest of the hirelings and Jerry go into the dungeon to futz with the barred door. Right next to the door, they notice that there is a recess above them in the ceiling next to the door. He instructs one, then another, and finally all three of the hirelings to lift the bar. Jerry notices that as the stone bar is lifted that the iron pegs that hold the bar also begins to rise with the bar, but says nothing. Once the bar is fully lifted and the pegs stop rising, the click and clack of mechanisms is heard and the trap is triggered – a massive stone hammer, as large as the corridor, falls from the ceiling and crushes Bitho, Herbie, and Harold into the door with a sickening crunch. They, along with the door, are sent flying into the other room. The hammer retracts back into the ceiling.
Jerry runs back outside to report the tragedy and to recruit Alvin. They go back into the dungeon & they explore Rooms 6 & 7. In Room 6 they find a 20’x35’ room with a southern egress and three wooden, hinged coffins with paintings on their tops. The paintings illustrate a snake-man king and his two snake-brides. In Room 7 they find a horrid statue-shrine to what they figure is the snake-men’s god. They also discover a secret passage below the statue.
Alarmed at the statue and the passage deeper underneath it, Jerry throws rocks at the walls in Room 7. Nothing occurs. He then throws rocks at a bride’s coffin, waking the skeleton. Jerry and Alvin immediately flee. The snake-bride skeleton pursues them, & catches up with and kills Alvin, dragging him back to the “king’s tomb.”
Jerry and Loradiel discretely converse about their predicament. With a sinister plan in mind, Jerry convinces Tat to drag the corpses out of the king’s tomb for burial back at town (or at least under the stars outside of the dungeon). Tat agrees, and while his back is turned Jerry thrusts his spear into Tat’s back, killing him.. Jerry drags Tat’s corpse over to the statue of the snake God as tribute. Nothing else is done with the wooden coffins in the king’s tomb. [I grant 5 XP for killing Tat. This is wrong and not in the rules, but I thought it was funny and inconsequential. This would be a one-time occurrence for levity’s sake]
In the evening, Loradiel puts on the silver ring & discovers it’s magical abilities. His fingernail is transformed into a snake’s fangs. Loradiel takes the ring off & discovers that it’s somewhat cursed, suffering 4 further poison damage (reducing him to -1 HP, with the 2 HP he’d gained from resting for the day).
The next day, head back into town under no delusion that they will ever manage to convince any more villagers to join them on their tomb-raiding excursions. Unless they can convince that naked dwarf and babbling mage over there….
Saturday, August 10, 2019
Target 20 for Swords & Wizardry
I've not yet played Swords & Wizardry, but I've dug through a number of S&W scenarios. Despite not having played it, I really appreciate it. I like that it has three different rules-incarnations for the various OD&D incarnations (despite splitting race and class) and that it can easily be adjusted to match most anything for OSR play. Flexibility and ease of house-ruling is all of what the game is about.
I also like Target 20. It's become my favorite AC system. I did a search for Target 20 and Swords and Wizardry and didn't manage to find anything. So I decided to make Target 20 chats for the three different versions of Swords and Wizardry. I discovered (after I'd finished all three tables) that the Core and Complete Rules attack progressions were the same. Anyway, I hope that this will serve useful for folks curious to combine attack bonuses and descending AC in their Swords and Wizardry games.
White Box Rules THAC9
Attack Bonus
|
Cleric Level
|
Fighter Level
|
Magic-User Level
|
+1
|
1-3
|
1
|
1-4
|
+2
|
4-5
|
2
|
5-6
|
+3
|
6-7
|
3-4
|
7-8
|
+4
|
8
|
5
|
9-10
|
+5
|
9
|
6-7
|
11-12
|
+6
|
10
|
8
|
13-14
|
+7
|
-
|
9-10
|
15-16
|
Core Rules & Complete Rules THAC9
Attack Bonus
|
Cleric
|
Fighter
|
Thief/Wizard
|
+1
|
1-2
|
1-2
|
1-3
|
+2
|
3-4
|
3
|
4-5
|
+3
|
5-6
|
4-5
|
6-7
|
+4
|
7-8
|
6
|
8-9
|
+5
|
9
|
7
|
10
|
+6
|
10-11
|
8
|
11-13
|
+7
|
12
|
9
|
14-15
|
+8
|
13-14
|
10-11
|
16-19
|
+9
|
15-16
|
12
|
20-23
|
+10
|
17
|
13-14
|
-
|
+11
|
18-19
|
15
|
-
|
+12
|
20
|
16
|
-
|
+13
|
-
|
17-18
|
-
|
+14
|
-
|
19-20
|
-
|
Friday, July 19, 2019
GLOG Heresy: Target 20, Armor Class, & "Revised" Attacks
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| WoW fan art of, I'm hoping, an inquisitor. I'd say AC 7. (Astri Lohne) |
Hi folks, I'm here to announce that I'm committing GLOG heresy. Maybe I'm one of those weird people. I like to roll dice, which conflicted with the way that the GLOG's Defense stat works. I also wanted to have the Attack and Defense system simplified a little bit (I guess?) without the extra math (which Luther Gutekunst mentions but while it might not be as much of a problem if you just ignore the 10 it got me thinking) of subtracting from your Attack or Defense stats whenever there's an attack. Finally, I just like Target 20 and figure that introducing AC and attack bonuses would be both welcomed and found comfortable by new players (new Gloggers). Therefore, here I am announcing my heresy and nailing these ridiculous rules to this imaginary cathedral door I like to call a blog.
Disclaimer: I got kinda funny about ascending AC since I'm so excited about Target 20. Disregard any accusations of cowardice and recognize that those are honestly just directed at myself. 😉
Disclaimer: I got kinda funny about ascending AC since I'm so excited about Target 20. Disregard any accusations of cowardice and recognize that those are honestly just directed at myself. 😉
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| Leather Brigandine and Shield, AC 6 |
The original Attack stat changes slightly from a stat-to-be-rolled-under to a bonus. Effectively, it is ten less. There's no change in the progression, and the attack bonus is applied for both T20 and AAC without any change necessary. Here's the typical table for the Base Adventurer with the attack bonus spelled out:
Level
|
Attack
|
1
|
+1
|
2
|
+2
|
3
|
+2
|
4
|
+3
|
5
|
+3
|
6
|
+4
|
7
|
+4
|
8
|
+5
|
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| Dark Dungeons p. 205. |
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| Probably all you need |
Ascending AC: Roll die. Add numbers. Be coward.
AD&D AC: If you yearn for the romanticism of AD&D (1e, 2e, 3x, etc) rather than Basic, then subtract one from the attack bonus and the math will work out the same. For average base adventurer to hit unarmored A/AC 10, they need to roll a 10.
Attack Matrix: No.
Upon reflection, Luther Gutekunst's review of Rat on a Stick (one of my favorite GLOGs) definitely spring-boarded replacing the Attack-Defense system with the Attack Bonus-AC system. I don't really agree with targeting Rat on a Stick as the culprit for the combat subsystem. The Attack-Defense subsystem was developed in Kemp's original GLOG and carried over into the other GLOGs -- those rulesets which don't mention the combat system have an unwritten referral to this combat system. I do agree that the subsystem is clunky and weird, though. As much as my GURPS-aligned heart appreciates roll-under and the change will disrupt the cohesion with the Movement, Stealth, and Save stats, it's just easier presented this way and leaves the original probabilities unchanged.
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| Without a shield, this is a paltry AC 3 |
Tuesday, June 4, 2019
OSRIC Spell Tables for Knave(s)
These tables are for generating the spells that a party of Knaves might find in their adventures. The spells are for OSRIC. Once I determine what class the spell is from and what level it is, I roll a d10 to determine which spell it is from the “Spells by Level” section in the Spells chapter of OSRIC.
Spell Type by Class
1d6 Class
1-3 Magic-User
4 Illusionist
5 Cleric
6 Druid
Spell Level
2d6 Percentage Chance Spell Level
2-6 41.67 One
7 16.67 Two
8 13.89 Three
9 11.11 Four
10 8.33 Five
11 5.56 Six
12 2.78 Seven
Spell Type by Class
1d6 Class
1-3 Magic-User
4 Illusionist
5 Cleric
6 Druid
Spell Level
2d6 Percentage Chance Spell Level
2-6 41.67 One
7 16.67 Two
8 13.89 Three
9 11.11 Four
10 8.33 Five
11 5.56 Six
12 2.78 Seven
Thursday, May 16, 2019
Random Adventure Generation: The Murderer from PC Connections
I was having trouble trying to come up with the introductory adventure for my Banestorm campaign. More importantly, I was having trouble trying to fit the party together. So I decided that to help cement relations between the party and offload some of the brainstorming process onto other creative minds, I would try out the Connections mechanic from Moment of Truth. In character creation, each player makes two connections involving some event between their character and another PC, and another two with an NPC. There is a table provided to help get the ball rolling, and you can also come up with an event from scratch (which is always preferable but not always easy, especially at the start of a campaign where everything is new and a little awkward). In session 0 we spent nearly three hours establishing connections, and something wonderful happened -- a narrative emerged and I got the seed for the initial adventure for the campaign.
For all but one (or two?) of the connections the players chose to roll for a connection. One of the connections was "Death of a Friend." A short while later, that same connection came up again. The explanation for this became apparent -- a murderer is on the loose! This vile killer had targeted the friends of our protagonists. A number of subsequent events involved tracking down and nearly catching this murderer. Clearly the party is hunting this murderer. I had to goal for my adventure, but I still needed to flesh it out further.
For all but one (or two?) of the connections the players chose to roll for a connection. One of the connections was "Death of a Friend." A short while later, that same connection came up again. The explanation for this became apparent -- a murderer is on the loose! This vile killer had targeted the friends of our protagonists. A number of subsequent events involved tracking down and nearly catching this murderer. Clearly the party is hunting this murderer. I had to goal for my adventure, but I still needed to flesh it out further.
In need of more details for this introductory adventure, I decided to turn to an old resource that has served me well in the past: the AD&D1e Dungeon Master's Design Kit from 1987. It's a very helpful book, even more helpful if you're running AD&D1e and not GURPS. But I've been inspired by its forms, advice, and especially its random adventure generator since my second ever campaign. When my ideas are slow to form, using this tool serves as a great aid for a brainstorming session. I decided that I would showcase this process in the blog to help others judge the merit and worth of the Design Kit or at least to show how I use it.
Since I decided that I would record my thought process in cyberspace, this post will be even more stream-of-consciousness than usual as I go through each result, ruminate and consider. The end of the post will probably have the more cohesive gist of the adventure. This would actually have the entire adventure, however. That's going into a Campaign Document Google Doc, where I will have an Adventure Outline waiting to be filled out. That adventure outline will likely change once it meets the players between sessions. If I am so inclined, I might include the adventure outline, copy/pasted into its own blog post. Applicability for other campaigns may be vary incredibly.
Since I decided that I would record my thought process in cyberspace, this post will be even more stream-of-consciousness than usual as I go through each result, ruminate and consider. The end of the post will probably have the more cohesive gist of the adventure. This would actually have the entire adventure, however. That's going into a Campaign Document Google Doc, where I will have an Adventure Outline waiting to be filled out. That adventure outline will likely change once it meets the players between sessions. If I am so inclined, I might include the adventure outline, copy/pasted into its own blog post. Applicability for other campaigns may be vary incredibly.
Generation Record
Basic Plot Elements
Theme: Action/Adventure & Mystery
Theme: Action/Adventure & Mystery
Goals: Clear Name
Hook: Old Enemy
General Setting: On the Sea Lonely Village
Specific Setting I: Ruins
Specific Setting II: Temple/Church
Ally/Neutral: Arrogant Snob
Master Villain: The Destroyer
Minor Villain I: The Corrupted Hero
Minor Villain II: The Hard-Eyed Adviser
Plot: Accumulation of Elements
Climax: Divine Retribution
Optional Plot Elements
Optional Plot Elements
Monster Encounter: Nocturnal Predator
Character Encounter: Mean Drunk
Traps: Pit & Pendulum
Special Condition: Magic Doesn't Work Right
Red Herring: Artifact That Doesn't Work
Omens & Prophecies: Innocent Fulfills Prophecy
Moral Quandaries: Respect Quandary
Chases: Horseback
Secret Weakness: Element or Ingredient
Cruel Trick: NPC Turns Traitor
Initial Thoughts
I'm relieved that I did this. I can see the adventure taking shape. The general setting doesn't really fit too well, so I think that I'm going to have the general setting be a newly invented result for the general setting table -- Lonely Village. I should get into this further in. What I really think is going to happen is that the game will open with the PCs hunting down the murderer. They tracked him to this village where the murderer is staying, hiding, and murdering. The murderer may be attempting to stay as a visitor or hiding in the woods, maybe someone's barn. It could be some people are helping him. We'll see; I'll know better once I go through all these features.
I should also note that while i did this, I made the Required Rolls for the Frequencies of Appearance for the PCs. The Patron and the Ally of one PC aren't appearing, though her Duty is. Another PC's Enemy is appearing. I'll be keeping these noted.
Results Examined In Turn
Theme: Irrelevant, obvious. The theme might be a little bit of mystery, as well.
Goal: I already know what the goal of the PC is. Their goal is to stop the murderer and exact revenge for slaying two of their friends. According to the table in The Dungeon Master's Design Kit, this goal would actually be "Encounter Old Villain." "Clear Name" is likely what our murderer is trying to do. The killer may seize on the opportunity by the other killer who's staying in the village. Their blood lust will shatter that chance, however, and the PCs will discover another murder soon after they meet the other killer.
Hook: Encountering an old enemy is kind of the entire idea behind this adventure, so this result is very appropriate -- it's as if the dice gods will it to be so!
General Setting: On the Sea makes no sense at all. I'd had the idea that the adventure would take place near Hidelban to aid with the transition to the Duty-related adventure which transitions with this one.
Specific Setting I: The murderer could be making their home in nearby ruins, or the Arrogant Snob another NPC may suggest to the PCs that they search there for the killer. Since it's Megalos, the ruins are likely an old, abandoned battlement, fort, or castle. It shouldn't be terribly large (to save myself some work), so these ruins may be very old (perhaps dating back to the 12th century).
Specific Setting II: An NPC could inform the PCs in a church -- perhaps the Arrogant Snob is a clergyman. Alternatively, the Church could become a murder scene, where the priest has been savagely murdered in holy ground.
Ally/Neutral: The Arrogant Snob could be someone who aids the PCs, or the one who eventually betrays them. It's probably the landed knight in charge of the village or the unlanded knight errant who is perhaps helping the murderer.
Master Villain: The Destroyer matches very well. He's a fan of destruction, having a lust for blood and a penchant for cruelty. He won't likely be a magic-user, but he will have some supernatural power. Or perhaps he should be a mad wizard. That might help with his having murdered so many people.
Specific Setting I: The murderer could be making their home in nearby ruins, or the Arrogant Snob another NPC may suggest to the PCs that they search there for the killer. Since it's Megalos, the ruins are likely an old, abandoned battlement, fort, or castle. It shouldn't be terribly large (to save myself some work), so these ruins may be very old (perhaps dating back to the 12th century).
Specific Setting II: An NPC could inform the PCs in a church -- perhaps the Arrogant Snob is a clergyman. Alternatively, the Church could become a murder scene, where the priest has been savagely murdered in holy ground.
Ally/Neutral: The Arrogant Snob could be someone who aids the PCs, or the one who eventually betrays them. It's probably the landed knight in charge of the village or the unlanded knight errant who is perhaps helping the murderer.
Master Villain: The Destroyer matches very well. He's a fan of destruction, having a lust for blood and a penchant for cruelty. He won't likely be a magic-user, but he will have some supernatural power. Or perhaps he should be a mad wizard. That might help with his having murdered so many people.
Minor Villain I: It might be appropriate if the Corrupted Hero were an errant knight.
Minor Villain II: There's no place for a Hard-Eyed Adviser. What does a wild murderer need a Hard-Eyed Adviser for?
Plot: Perhaps it will be accumulating the clues which could point toward where the murderer is hiding.
Climax: The climax is bringing behave to the murderer. Divine Retribution certainly makes no sense.
Monster Encounter: The Nocturnal predador Is the kobolds vampire. It was made by the vampire Lord Claudius Maskill. He's a rabid, bloodthirsty monster. Along with the primary murderer, this kobold will be responsible for murders in the village. The kobolds will attack the PCs while they're sleeping.
Character Encounter: One of the witnesses of the crimes could be the mean and cruel village drunk. I'll use him for comic relief to pass vague clues. Perhaps I can hint that the murderer has a companion by saying that he saw both of the murderers. I'll leave it in the air whether it's just because he's a drunk who sees double.
Traps: Traps don't really make too much sense in this adventure.
Traps: Traps don't really make too much sense in this adventure.
Special Condition: Megalos, where the campaign is mostly set and certainly where this adventure will take place, is a normal mana region. The result "Magic Doesn't Work Right" doesn't exactly make sense here.
Red Herring: This is not relevant or worth being connected. There aren't artifacts in this adventure.
Red Herring: This is not relevant or worth being connected. There aren't artifacts in this adventure.
Omens & Prophecies: There are no omens or prophecies. Prophecies don't really fit Banestorm, in my opinion.
Moral Quandaries: I like the Respect Quandary. I think that it's a great Quandary. It doesn't really fit into this adventure, though.
Chases: If there are going to be chases, I'm going to let them happen organically.
Secret Weaknesses: I don't think any special weaknesses are really useful or appropriate in this adventure. His madness is his weakness.
Secret Weaknesses: I don't think any special weaknesses are really useful or appropriate in this adventure. His madness is his weakness.
Cruel Trick: Clearly, the minor villain should be an NPC who the PCs know and who helps them track down the murderer, only to attempt to bring them into an ambush.
Required Rolls
Required Rolls
Duty: The Duty to her Patron is sort of hard to fit in here, so I think that I will have it appear at the conclusion of this adventure and have it relate to the PCs travelling to the city/town of Hidelban. The
Enemy: Let's say that the enemies are stalking the PCs and will strike at their best opportunity.
Concluding Thoughts
This was very helpful. Here's the tentative adventure synopsis: The PCs begin in the village, having tracked the murderer down to this area. They know the murderer is here because the Arrogant Snob, the landed knight who's lord to this land (I gotta figure out who he got the fiefdom from, maybe the Duke himself), is having them help him investigate. There was a murder here that matches with the murders the Party is familiar with. That's the murder that takes place in the church. The Arrogant Snob will be walking the party through the village and detail to them the murders. A landless knight is in the area as well, helping them with the investigation to catch the killers. The Party will search through likely areas with this landless knight and the arrogant, snobbish, landed knight: barns, stables, sheds, a cave each day. Every night there will be death -- a murder of the kind they expect or an exsanguination. During one night the party will be attacked by the kobold vampire (after this one is slain, the exsanguinations cease). The vampire may disclose the secrets of its sire, or the PCs may not inquire and think this is a random encounter. Tough shit. After this, the landless knight brings them to the ruins, where they have a dope, final showdown and the murderer attempts to ambush them and the landless knight predictably betrays the party.
That's my choochoo train. All these events are probably not going to happen in this order, and may not happen at all. No plan survives contact with clever (or reckless) (or just any) players.
Enemy: Let's say that the enemies are stalking the PCs and will strike at their best opportunity.
Concluding Thoughts
This was very helpful. Here's the tentative adventure synopsis: The PCs begin in the village, having tracked the murderer down to this area. They know the murderer is here because the Arrogant Snob, the landed knight who's lord to this land (I gotta figure out who he got the fiefdom from, maybe the Duke himself), is having them help him investigate. There was a murder here that matches with the murders the Party is familiar with. That's the murder that takes place in the church. The Arrogant Snob will be walking the party through the village and detail to them the murders. A landless knight is in the area as well, helping them with the investigation to catch the killers. The Party will search through likely areas with this landless knight and the arrogant, snobbish, landed knight: barns, stables, sheds, a cave each day. Every night there will be death -- a murder of the kind they expect or an exsanguination. During one night the party will be attacked by the kobold vampire (after this one is slain, the exsanguinations cease). The vampire may disclose the secrets of its sire, or the PCs may not inquire and think this is a random encounter. Tough shit. After this, the landless knight brings them to the ruins, where they have a dope, final showdown and the murderer attempts to ambush them and the landless knight predictably betrays the party.
That's my choochoo train. All these events are probably not going to happen in this order, and may not happen at all. No plan survives contact with clever (or reckless) (or just any) players.
Thursday, May 2, 2019
Divine Knaves: Spitball
I've been thinking about how I would handle clerics in Knave. I've decided that a knave could turn undead if they present a holy symbol (in both hands?) and roll Charisma. It could either be a Charisma Save or it could be an opposed roll against the Undead's Charisma/HD DC. To flavor cleric spells, the spell-objects could be religious relics that perform certain miracles, like the femur of a saint which purifies water, or the bile of an anti-saint which animates the dead upon which it's poured.
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10-Room Dungeon Brainstorm: Tomb of the Honorable Order of Glory (& Possibly Justice)
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