Friday, 26 July 2013

Magic Drugs

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Deadtreenoshelter wanted some magic drug results.
Random table?
Or random tables with unnecessary subsystem?

How this works. Character takes a drug , they roll a d4. An exploding d4. When/if it explodes the next time that character takes that drug they roll a d6. An exploding d6. If it explodes, next time that character takes the drug they roll a d8. All the way to an (exploding) d12. Each time the character moves up the dice chain they will need twice as much of that substance to get any effect at all.

An overdose happens if this roll reaches 12 + their con modifier.

Assume 6 hours for the duration of any effects if not otherwise mentioned. For spell effects assume level 4 for purposes of duration.`

Some drugs when you reach a certain die rolling threshold , after which you are addicted. If you stop taking the drug you suffer withdrawal effects.
Here is some magic drugs:

FLUME: the vapours, sweet mist, broil
a thick paste that is heated in bowls and then resulting bowl trapped vapour is inhaled. The paste is microorganism invested volcanic mud. OR mudman essence depending on your levels of fake science.

General effects are warm pleasant feeling and languidness, relaxing both mentally and musclelly. Like a big cup of lemon ginger , tiger balm and codeine.
 OTher effects:
1. Smoke gentle puffs out of ears, drench in sweat, will need to drink 4 times as much water
2.Overheat and pass out for 1d4 hours
3.Resist cold (as the spell)
4.Heal 1d6+1 hitpoints
5.Counts as if had a nights rest.
6.Skin gets very soft and tender. Armour or even clothing is very uncomfortable, like -2 to all actions uncomfortable.
7.Patches of hair fall out
8. Temporarily lose of 2d6 points of dexterity for 2 days.
9+ character chooses any of the above , overdose on 12+ con modifer

Addiction for flume happens when they start rolling d8s.
Withdrawal means anything less than sauna temperatures effects them as freezing weather.
Lasts a week.

Overdose: gradual internal combustion , you take 1d6 each round for an hour unless submerged in freezing water. Also con save or lose 1d4 points of dexterity.

Long heavy use include excessive sweating, bloatness and hairloss.

. ANGELSHIT, angleshit, distal, stretcher
General effects include time dilation, alertness, sharpened spatial awareness.
Commonly taken as tiny black beads that are held under the tongue, like a ball bearing of frozen oil.
Its obtained by collecting and  refining the dark dew found on spider webs near the throughfares of night-guants.

1. VOmiting. Character spends the next couple of hours throwing up.
2.They may reroll any wisdom or intelligence check made in the next 5 hours.
3.Regain the use of a spell to do with perception or travelling
4.+2 to any rolls to do with balancing or climbing
5.Deeply unsettled (shaken) by corners
6.They can fold something into a space smaller than itself. You will need to use angelshit again to get it out again.
7. Loss of all motor control
8.Lose 1d6 of their valued items. They are now in bizarre hard to reach (yet nearby) locations
9.All objects of a randomly determined colour are displaced to them, as the spell.
10.They know the exact location of one object of your choice
11.Truesight as the spell, but looking at certain geometric shapes causes 1d6 damage                      (1.triangle 2 .rectangles    3. circles. 4. squares)
12+Character chooses one effect from the above.
Also overdose if the roll is 12+con modifier


Overdose : as the maze spell but they are lost in your immediate environment somehow, angles and common distances  turn on them becoming impossible chasms and fractally tense thickets. No-one else will be able to see or interact with you , other than extremely brief glimpses out of the corner of their eyes. They will be trapped like this for a number of hours = 10 modified by the results of an intelligence check (so if they succeed by 6 they are trapped for 4 hours, if they  fail by 2 they will be trapped by 12 hours etc)
 Edit: I forget to mention if you roll a 20 on this intelligence check the duration is in years.

BROOD, crazyants, the bugs, waspmilk
General effects: fearlessness , energy, increased pleasure in kinetic and tactile sensations.
Made by from the liquified contents of foot long butterfly cocoon that has been infested with parasite wasp eggs. Made into a green paste and rubbed onto the gums.
Heavy long term use include weird coloured bruising all over the body, constant minor hallucinations, and a weird chemical smell.

Specific effects:
1. 1d8+1(temporary) bonus hitpoints
2.Do not feel pain
3.formication prevents concentration will scratch self to bleeding
4.Hallucinate bugs everywhere not fear
6.+1 str/dex for 1d4 hours
7.Crave inorganic substances as food, like coal, dirt, tar, or sulphar. Will save to resist immediately eating .them if available
8.They may reroll any perception or awareness checks
9.random bug parts grow out of them. This is permanent
10+ character can pick one of the above, also overdose on 12+ con modifer

You are addicted when you start rolling d8s on  this table.
Withdrawal is maddening formication , insomnia , hear constant buzzing noises. If not restrained will inflict damage  on self each day from scratching and trying to cut out insects believe to be inside body. Each day of withdrawal character attempts a will save . IF they fail they take 1d8 damage per failed will save .Like if you have failed 4 you take 4d8 damage when you fail one. Withdrawal lasts a week.

Your organs sprout legs and try and climb out of you. Save or die.

GRINNING LILY, silverweed, liars bush, white hand, entrancer
Delicate flowering fern. The pale white leaves are smoked. General effects include  heighten concentration, euphoria, lack of boredom, fascination with everyday things, improved memory. Long term heavy use effects include your teeth being extremely shiney.

Specific effects:
1. Total retention of anything read
2.Become completely absorbed in nothing. Will save to respond to anything
3.Perfect recall of past events
4.Delusion that they can understand all languages include those of animals
5. As above but you really do understand one of those languages.
6.Can memorize a spell one level higher than usual. Int check to cast without mishap
7.minor telepathy, nearby surface thoughts heard.
8.will mistake a written word for the thing it describes
9.gain a random nearby persons memory as your own
10+character chooses one of the above, overdose on 12+ con modifer.

Very addictive, addicted as soon as character starts rolling d6s on the table.
Withdrawal: insomnia, agitation, will save or will obey a spoken or written instruction. Lasts a week.

character  will do nothing other than start saying every word they know and as they say them , they forget them. Will lose fluency in a spoken language in hour unless gagged. Also save or lose 2d6 intelligence.

Thursday, 18 July 2013

Fossil City Encounter Table+ firey heavey ship rules

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technically Zzarchov got in first but this one is easier 
M. Diaz 
has requested an encounter table for a fossil city.
1. Chronolily
2. Shoggoth
4. Kun
9.vaccum elemental
10. Dust elemental
16.Brain mole
17.rogue illusions that trap you in them
18.Sand taken
19. Stray parts of clay golems still performing their duties
20.ghost sharks

OKAY I'll do the rules for a fighting on a burning ship in heaving water.
The On Fire part
The first round of the combat the d.m rolls a d20. Anyone who rolls that number in that round (attack rolls , saving throws, damage etc) is now on fire.
The second round , same procedure but the d.m rolls two d20s. Anyone who rolls either number catches fire etc.
3rd round 3d20s etc, until doubles are rolled. At the point the ship proceeds to break apart and sink.
(the mast falls through the hull or something)

The Heaving water part.
Fumble chance is now 1-2 and you must make a dex save , in addition to the normal fumbling or fall into the ocean. The condition "being in the ocean" does not stack and negates the conditions "being on fire" unless there is a sub condition "white phosphorus"

Monday, 15 July 2013

NPC faction interactions

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF rorschachhamster
Has requested a quick and easy npc faction interaction matrix.

Here it is
roll 2d6

(1) Abandonment, rout
2 Evasive
3 consolidating
4-5 fortifying
 6-8 information warfare
9 probing
10 skirmishing
11 raiding
12 seizing
(13) Purging

After each roll mark each factions action with a counter on the above table. If a faction is successful with 2 aggressive actions ( 10 +) in a row add +1 to their next rolls until they receive a significant setback of some sort.
If a faction has been the subject of  significant losses -1 to subsequent rolls.

Explanation of the results:
Abandonment , rout: Faction is making no attempt to salvage or co-ordinate fleeing actions, severe demoralisation, members seeking to save their own skins above all.

Evasive: faction avoids engaging with aggressors or committing itself in anyway. Will still hold on to important resourses but contested or non-essential ones will not be fought for

Consolidating : the faction is reviewing its forces, bringing up old alliances and assessing where best to uses its strength

Fortifying: the faction is strengthen its defences and/or forming new alliances

Information Warfare: This is everything from espionage, to scouting, propaganda campaigns, misinformation, feints, bluffs, attempts to woo neutral party's+slander other factions

Probing: Subtle attacks to test another factions strengths.  Maybe disguised or through a 3rd party.

Skirmishing: Encroaching on another factions territory until it engages their forces there. No attempts to seize assets, merely to harass and draw up factions forces. Numerous attacks , retreating from strength but exploiting weakness.

Raiding: forces are send out with a specific goal in mind and will risk severe losses to achieve it. Goals include
1. looting/obtaining portable resources
2.destruction of resources providing assets
3. Terrorism, destruction of emotionally significant assets, ie civilians
4. Symbolic, such as the capture of ritual objects, or destruction of historic object
5. Tactical: a keep or watchtower or specific force
6. Assassination /kidnapping

Seizing: As raiding but a faction attempts to take and hold onto another territory or asset

Purging: The faction is systematically and thoroughly attempting to destroying every aspect of another in all out war

Give every faction a number of counters. Take away counters for attrition and losses. (say 1 for a successful attack , 3 for losing) . When a faction has  half as much as the strongest faction, -1 to rolls on this table . When a faction has half as much or less than every other faction, start rolling twice and taking the worst.

You might want to have X amount of counters come in each turn , and have this reduced or increased via the control of assets and alliances.
The consolidation action should give some counters, the fortify action reduces the loss from a conflict, etc.

I am being vague here because this starts getting into too much specifics to keep being broadly applicable, but hopefully it is obvious how to make a little sub-system for yourself


Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Sporadic posting might follow , depending on how long it takes to get my computer fixed.
It is getting fixed because it is broken.

Anyway here is a quick mechanic thing for fighters if you feel they need improved damage abilities or the like at higher levels. And/or you don't want them to need magical items to "keep up"

 Pretty much DCCs stunt die but diet version for less mechanical impact on your d&d fighter.
At level 4 you get 1d4 to add to damage , OR your armour class vs one attack, OR someone elses armour class if you can feasibly get in the way. At level 6 it becomes a d6 and at level 8 a d8 , etc.

Variations / complications:
Allow the die roll points to be split amongst the things it can be spend on.

Allow additional effects to be added on to damage at cost of a certain amount of points from the die.
SO blinding a foe for a round might worth 2 points, or knocking them back 10 feet 3 points or disarming them 4 points.

Possible (slight) risk of "oh only fighters can do stunts because of this"  like the "only thieves can sneak" rumoured rule emergent property. Why would you do that? Let everyone do dumb stuff as usual, and fighters can get to do dumb stuff as well putting the hurt on.

Add/spend the die roll on saving throw(s) as well.

Damage resistance? Nah I think this is too mechanically significant compared to damage and a.c bonuses.

Patrick has been doing blog post requests 
SO post your requests on the comments

Sunday, 7 July 2013

Down World

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF trying "world of dungeons" out .

It's basically the Dungeons and Dragons cartoon.
Well except you are all dead and live in this empty house and can't interact with the modern world outside but beneath you is everything and there is too-big-crows on the roof that will sell you things but you don't have any money. More like the goonies where there is pirate tunnels beneath everything the fountain . More like neverwhere but you pass right through everyone outside but that giant red knight with a flaming sword.

You can go down, you can go out , you can go somewhere else.

You can be from whatever age. You have a handful of memories.
You might have a name. But you are in this house with these other guys.

ATTrIBuTES: str, con , wis, int , cha, dex
Roll a d4 . Roll another d4. Subtract that one from the first roll. That is your attribute. (so -3 to +3) Add +1 to one of your choosing.

You have 1 Hit Die (d6) + extra hit dice equal
to your COn.

 roll all your hit dice and keep a
number equal to your level to determine your
hp. when you rest and consume a ration/
waterskin/wineskin, you may re-roll your
hp. if you are attended by a healer, roll an
extra hit die.

Skills: Pick 2

SkILLS: if you have an applicable skill, you
can’t miss. a roll of 6 or less counts as a
partial success, but with a bigger compromise
or complication than a 7-9 result.

Choose Abilities: (2)
 Skirmish(+1 damage and worn
armor counts as one type lighter)


 Slay(+2 melee damage)

Hardy(+6 hp).

Backstab(attack from concealment
to do +3 damage)

 Lucky(once per day, turn
a miss into a partial success)

always go first and can react when suddenly

Tinker(you can attempt to quickly
pick a lock, pick a pocket, or disarm a trap)

 Cure(you can attempt to neutralize
poisons, remove curses, or heal wounds with
a touch)

Vision(take drugs to commune
with your deity for divine guidance bad ideas).

Cantrips(you know three
simple magical powers: Candle, Shadow,
Throw Voice)

 Command(you can attempt
to command any spirit, demon, etc.)

(you may perform occult rituals—detailed in
ancient tomes and scrolls)

 Pet(you have a loyal and effective
animal companion)

Scout(when you scout
ahead you always spot the target before
it spots you)

 Volley(+2 ranged damage)

Wild(you can converse with and attempt to
command animals).

Choose a Vocation:
This will have effects.










When you attempt something risky, sum 2d6
and add one of your attribute scores, based on
the action you’re taking. (the gm will tell you
some of the possible consequences before
you roll, so you can decide if it’s worth the risk
or if you want to revise your action.)
A total of 6 or less is a miss; things don’t go
well and the risk turns out badly. A total of
7-9 is a partial success; you do it, but there’s
some cost, compromise, retribution, harm, etc.
A total of 10 or more is a full success; you do
it without complications. and a total of 12 or
more is a critical success; you do it perfectly
to some extra benefit or advantage.

Saturday, 6 July 2013

MEanwhile surrounded by half formed things stillborn yet mewling

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Things hatching from the earth

1. A new sun. It will attempt to consume the old sun. If it succeeds everything will be different now.
2. The inverse of your form in discarded skin. It has been lonely for a very long time time
3.Luminous bug eating children
4. Bottled men
5. Shadows from the previous sun
6.Drill bombs from the other side of the world
7.Fruiting bodies of the vast mycelium web that is the actual form and purpose of every tunnel and every burrow
8. Everything that flies
9.Soldiers of Glass
10.Breath stealing cats
11. Nightgaunt Whispersmiths
12.Wise Vermin
13. Spider Keys
14. Traitors tongues
15.Crawling Spears
16. Everyone buried under the wrong name
18.Vast Plumes of Mold
19.Air Drinking Roots
20.Very Stubborn Fish

Things Sewn Into the Air

1. Old Spider Troubling Hobbits
2.Virulent Misinformation
4. Mirror/Window.
5.Hungry mouths
6.Scabrous citadels
10.Bard Flesh
11.Wicked/unlucky Children
12 Cloaker Priests

Subtle or Unlikely Weapons

2. Caged song birds
3. Human Hair

Things Buried Long Ago in Snow

1.Things somewhat like pets and somewhat like weapons
2.Things somewhat like armour and somewhat like furniture
3.Castles of Hair
4.Flea Kings
6.Tarry Brides
7. Contracts with the tides
8. Thief Eggs

Things falling slowly from the sky

1. dead ghosts
2.Invisible jellyfish winged angels
4.Obsidian knives
5.Mummy infested islands
6.Giants Hearts

Rogue Elements



Where do we put all the ruins?
1.Duh everything is ruins