Tuesday, December 7, 2021

#DICEMBER 2021, Part I

 Trying my hand at some #Dicetember 2021 tables. d6 tables - easy peasy.

1: Ammo - What is up with this magical ammo?

  1. Glowing: these arrows glow like a magnesium flare when shot off and for another d6 turns after they hit.
  2. Chaotic: 50% chance it hits a random target within 20' of the original target, but damage is always maximum.
  3. Splintering: The arrow splinters - each point of damage hits a different random target within 10' of the original target (including the original target).
  4. Multiplying: Each morning there are 1d6 more arrows than the night before, up the maximum quiver size of 20. In BXDH/Sorrow terms, the die type will increase.
  5. Piercing: After hitting the first target, a second target behind the first is also hit (roll for it) and the damage is half of the first damage rolled.
  6. Screaming: These make a god-awful racket when fired - targets struck must make a Fear Save (or spells if that is your thing) or run off, also screaming, for 1d6 rounds.

2: Ice - How thick is this ice I'm standing on?

  1. Paper-thin: Dex Check/Save vs. Wands to jump out of the way or fall through!
  2. Window Pane: Move slowly and spread your weight ... or else ...
  3. Beefy: Thick enough for some ice fishing (if you have an auger)
  4. Solid: It is freakishly clear and as thick as the story of a building
  5. Glacial: It is a glacier ... likely has a lot of ice caves, caves of monsters.
  6. Planar: You stand upon the precipice of the elemental plane of ice, it isn't infinite, right?
3: Child - What are they hiding behind their back?

  1. A bunny: 1 in 4 it is dead, otherwise 50/50 it is a happy pet or feral beastie
  2. A knife: dripping with fresh blood!  what did they do ... or do they plan to do?
  3. A grubby doll: looks disturbingly like one of the PCs (of course)
  4. A bag of marbles: normal, unless they throw them on the ground then run away when their older angry sibling wanders in with a club
  5. A deck of cards: want to play a game? No? How about a trick then?
  6. A severed head: an old one, eyes and mouth sewn up, borrowed from their grandmama

4: Rage - how does it manifest itself?
  1. Screaming, yelling, and a general carrying on
  2. Silent seething and withering glares
  3. Passive aggressive action and microagressions
  4. Uncontrollable, destructive violence
  5. Complete and total vengeance, even if it takes years
  6. Double down and don't give up, even if you are obviously screwed/wrong
5: Blade - what is the freaky shape is this sword?
  1. Oversized crescent moon
  2. Grasping withered claw
  3. A circle within a circle
  4. Dozens of overlapping scales 
  5. Silhouette of a sexy warrior
  6. A twisted spiral with some very sharp dangly bits
6: Shame - what is the dark secret they are hiding
  1. Murdered someone close and feels terrible guilty about not being caught
  2. Lied about their prowess and skill, this caused their family to fall apart
  3. They grew up poor/rich and have been lying about too long to come clean
  4. Ate the last piece of cake at the wedding, making the groom cry
  5. Blamed their sibling for a vile act which they committed
  6. Worked for a foul organization for far too long, did terrible things
7: Deamon - what does it want from you
  1. Just little memory - one you won't miss. See? You don't even remember what is lost.
  2. One small cup, brimming with the tears of children 
  3. A saucer of milk from a goat belonging to a farmer that does NOT like you
  4. Three hairs from the braid of Princess Alora (whoever that is)
  5. A pickle. and make it a good one. nice and crunchy. better be plenty dill, too.
  6. Just stay inside your room tonight. No matter what you hear. Shhhh ... take a little nap


Wednesday, December 1, 2021

More on Dungeon Jerks!

Are They Organized?

Roll 1d6, +1 if a leader is present.

  1. Not At All - they are likely slacking off and are surprised 3 in 6. They have no tactics and are uncoordinated in a fight.
  2. Sort Of - Each member acts by themselves without much coordination; individual morale checks (which can cause a cascade of fleeing).
  3. Barely - initial contact is coordinated (volley of arrows for example), but after that it is a free-for-all.
  4. The Usual - they are a group that works together, so it is mostly functional. Run like you usually run a group of bandits.
  5. Adept - Until the first morale check is required, they are going to be a dangerous, intelligent, coordinated foe.
  6. Definitely - they are going to ambush the party (surprised 3 in 6), use ranged and melee attacks in coordination (battle line), focus on threats (kill the mage!) and disengage/not fight if they think they can't win. They are dangerous. 

What is their Style?

Roll 1d6 for some style notes.
  1. Wretched Vagabonds wearing rags and covered in filth
  2. Swaggering Bullies that try to intimidate and belittle opponents 
  3. Reluctant Aggressors that really need you to give up that loot
  4. Classy Gents with decent clothes that politely request your loot
  5. Ugly Reavers wearing animal skins that don't talk much if at all 
  6. Polite Noobs that clearly haven't done this before but don't want to be rude

Who Are They?

Roll 1d6 to identify what type of group they are.
  1. Renata's Robbers (Barrowmaze) - up to their usual bullshit
  2. Local Tomb Raiders - you might have seen them around town
  3. Local Mooks - definitely seen them around town
  4. Renegade Hirelings - screwed by adventurers, now out on their own
  5. Roving Tomb Robbers - recently heard about this score 
  6. 'Foregin' Tomb Raiders - where did these guys come from? what language is that?

Why Do This?

Roll 1d6 to check on their motivation
  1. Criminals doing criminal things - the crew looks like easy marks
  2. Frightened  of the dungeon - but they want those sweet treasures
  3. Need Cash Now and JG Wentworth is not in business - they are desperate
  4. Misguided fools that think they are doing the right thing - somehow?
  5. Thrill Seekers that want to start some shit - just to see where it goes
  6. Deathwish Nihilists that don't expect to live - but live to cause trouble




Tuesday, November 30, 2021

Dungeon-Claim Jumping Jerks

For dungeon entrances that are known and active, there is a chance that some assholes set up a "taxation" station. They basically steal stuff from the party - on the way in, on the way out, etc.

Known Entrance

An entrance is considered known if the party has gone in or come out that way at least once and the dungeon is known to be still active. Folks have to know there is some benefit to setting up. If the entrance is in the middle of nowhere or it doesn't make sense, don't use this. I've been using this in my Barrowmaze game.

Are they Here?

Roll 1d6 and add the "Confidence" modifier. if the total is 6 or more, they are here. They aren't always here, but the more Confidence they have the more likely they are to be around.
  • Confidence starts at 0.
  • Once they set up (the first time they show up, +1 to Confidence
  • Each time they get some good loot from a party, +1 to Confidence
  • Each time they get attacked and lose, -1 to Confidence
If the mod ever hits -1, they fuck off for a while. After a session or two, reset Confidence to 0 and start rolling again.

How Many?

The number appearing is 2d4+half (round up) the total on the d6 roll. So if the "are they here" roll was a total of 7, 2d4+4 of these jerks are around. 

Also, check for a leader type. Roll 1d20. If that is equal to or less than the number appearing, there is also a leader hanging out with their claim-jumping besties.

Claim Jumping "Tax" Jerks
HD:1 AC:8 (leather)       Morale: +9 (or 6 if using 2d6)
50% have short sword and wooden kite shield (-1AC)
50% have bow and 2 daggers
1 in 4 have a better weapon (dagger to short sword, short sword to long sword)
1 in 6 have a better shield (none to wooden kite, wooden kite to metal kite)
1 in 8 have a stat bonus (1-2:+1STR, 3-4:+1DEX, 5-6:+1CON)
Loot on hand: 2d4 copper groats (in a silver-based system)

Claim Jumping Leader Type
HD:3 AC:5 (chain+shield)       Morale: +12 (or 8 if using 2d6)
Always a spear and metal kite shield (spears are cool)
+1 to hit and damage from being a tough guy
1 in 4 have a healing potion
1 in 6 have a major healing potion
1 in 8 have another potion (1-2:gaseous form, 3-4:heroism, 5-6:invisibility)
Loot on hand: 2d10 silver crowns

What Do They Want?

Heading in? They might charge 1 or 2 silver, but that is negotiable. They are more interested in making to loot folks who are beaten down and leaving the dungeon with loot. Heck, they might even hide, then set up once the adventurers are in the hole.

On the way out? As much as they can get. They (think they) have the upper hand and will negotiate hard. In the end, a failed morale check will cause them to make poor choices and demand too much. I'll leave this up to the GM. You know your players and how hard you want to push them.

Total Number of Bandits - Will They Ever Stop?

An infinite amount. There is always some asshat who wants to steal from folks. They never stop. The only way to get them to stop is to set up your own (the PCs I mean - these guys are yours) camp around the entrance with henchmen or hirelings or whatever. Fun!

Wednesday, November 24, 2021

Some Alignment Weapons

Average Spear

Lawful and chaotic characters Save vs Magic or take 1d6 damage when picking this up. Even if they save, they are at disadvantage to use it but it otherwise works as a normal spear.

In the hands of a Neutral character, the spear come alive. It acts as a +2 weapon ... but with some complications. Critical hits and fumbles are ignored - every attack is an average hit or miss. Damage is always 5 (dice are not rolled, average of 3+2) plus STR and any other modifier. Healing (recovery or magic) always heals an average amount. Once per day the wielder can declare any die roll to be average BEFORE it is rolled.

These might suck. Just wanted to throw out a few ideas this morning.

Glaive of Law

Neutral characters simply can't touch the weapon, Chaotic characters that touch it Save vs Paralysis or are paralyzed for 1d6 Turns. 

Lawful characters carrying the glaive (pole-arm +1,+3 vs Chaotic foes) must always speak the truth, are unable to perform illegal or morally suspect acts, and may, 1/day, Command a group (total HD up to 1d4 per character level) and the command will be obeyed (assuming it isn't unlawful).


Chaos Mace

Lawful and Neutral characters see the chaos mace as filthy smear on reality. Lawful characters must Save vs wands or attack the wielder; if the wielder is an ally they can roll with Advantage (or +5 if you aren't into the Advantage thing). 

Damage is randomly determined each time the weapon hits (1d6)

  1. 1d4 to the wielder
  2. 0 damage
  3. 1d4 to the target
  4. 1d6 to the target
  5. 1d8 to the target
  6. 1d10 to the target

Against lawful targets the damage is +1d4. Once per week the wielder makes a Save vs Wands or they get a random mutation (which might be super awesome or crazy terrible).

Monday, November 8, 2021

4 games, 1 campaign ... and the other campaign

I'm running my BXDH game as a living campaign. I have 2 online groups, 1 (soon to be) in person group, and am trading notes with another Boston-area DM that is also running Barrowmaze.

This is NUTS!

When a group does something, it is done: chambers looted, monsters killed, walls marked up, doors smashed, NPCs irritated (or killed off). And each group KNOWS that other groups are playing in the same game.

The only real issue is one of time. My 2 online weekly groups are moving at whatever pace they like, their actions are not happening at the same time on the same calendar. The in person group is going to be western-marches style, so they'll get up to whatever every 2 weeks. Between that and the other group that is running (weekly?) there is/are a lot of events.

So I just mash them together to let things make sense. I don't track who did what when exactly. Time out of time. I'm sure there are going to be cross-over situations. Group A is in the middle of the barrowmaze and Group B decides to do some serious exploration. They aren't going to encounter Group A camped out, but might find evidence of it. When Group A picks back up they'll fnd that the area beyond those doors was already looted - perhaps long ago? Or maybe there are other ways around this place?

I'm leaving it a mystery to the players and not getting too uptight about it.

I do have a google doc that I'm sharing with the Other DM of stuff that goes on. For example, that group went poking around barrow mound #9. My group had already looted it, but Other DM got that note later, so #9 will be looted when his group checks it out again.

So - has anyone else done this kind of thing? How did it go? Any tricks you developed? 

... And I'm also running the biweekly Sorrow game. I may be in over my head, but it sure is fun.

Wednesday, November 3, 2021

Rules for Retirement, Not Dead Yet, and Mentors

Some rules in my BXDH game, likely going to get wrapped into Sorrow as well.

Retirement

The Rule: Starting at 11th level, character may just straight up retire from adventuring. A character can retire by choice at any time, but starting at 11th level there is a 1 in 6 chance they retire even if the player isn't inclined to have them retire. 

My Thoughts: high-level gaming is another thing entirely than low-level gaming. if high level characters are just running around dungeons the same as low-level characters but with more danger, then it is the same game - details are different but nothing has changed. Retirement also allows character to achieve goals and complete their story arc (if such a thing exists) and for players to "Win at D&D".

Not Dead Yet

The Rule: If a character is dropped below 0 HP, they are not automatically dead. They are done with adventuring even if they aren't dead though - lingering injuries or trauma causes a change of mind. Adventuring is tough. Certain death situations (crushed by a mountain, dove into lava, etc.) don't use this rule.

  • Roll 1d6+ damage beyond 0.
  • If the total is 6 or less, the character Survives
  • If the total is 7 or more, the character is Dead
  • A player can choose for their character to be dead if they prefer


Alternate Roll (from Redcaps): Instead of the d6 roll, just make a Death Save. Easier and smoother.

A surviving character is unable to do much of anything except stagger around. They can't fight, run, climb, or cast spells. They are a burden to an adventuring party. In fact if they take any more damage at all they are automatically dead. 

  • If the survivor is brought back to civilization, the crew gains 1000XP per survivor character level (split up as usual).
  • The player's new character gains their share of that XP bump!
  • The previous character is now an NPC once they recover (a few weeks). What this means is up to the GM

My Thoughts: This ties into the Mentor rule below, but also allows for characters to remain part of the campaign as a memorial. It is just plain fun to have your old fighter now running the blacksmith shop in town and tell everyone he used to be an adventurer until he took an arrow in the knee.

Mentors

The Rule: A Retired or Survivor character can become a mentor.   

  • For any given character class, the highest level mentor provides their level as a % bonus to XP for members of that class.

Example: If there are 4 mentors in town, 2 fighters (level 3 and 5) and 2 thieves (both level 4), then fighter characters gain 5% bonus to XP, and thief characters gain a 4% bonus to XP. Mages, with no mentors do not gain a bonus to XP (as their are no mage mentors).

My Thoughts: A reward for good role playing - helping survivors get back to town or actually rocking characters to higher levels. 



Monday, October 4, 2021

Combat Fumbles and Crits

 I've always liked these things ... so here are the rules i use in BXDH:

FUMBLE (You rolled a natural 1 to hit)

Roll 1d6:

1-3: you are disarmed/weapon is temporarily unable to be used

4-5: enemy gets a free attack against you 

6: your gear is damaged [it gets save, failure is broken, success is damaged until repaired]. If using a ranged weapon 50% you need to make an immediate ammo usage check instead.

CRITIAL (you rolled a natural 20 to hit)

You hit and roll double damage dice

  • not double the total damage, just double the dice
  • for example, if you do 1d8+2, on a critical you do 2d8+2
I do that to keep it simple
I'm considering this instead - roll 1d6:

1-3: double damage dice

4-5: act again, right now (attack, disengage, chug a potion, whatever)

6: combat maneuvers - you disarm the enemy, break their armor, push them somewhere or get to move yourself. Likely narrated by the GM with Player input?  I don't want this to overshadow some of the character's special abilities.


In Sorrow, the levels of success (Crits and Fumbles):

Legendary Failure: the enemy just straight up damages you
Critical Failure: on the sent count, the enemy gets a free attack against you
Critical Success: do maximum damage and enemy count is reset
Legendary Success: do damage directly to VIT and stagger the enemy

I like the variable nature I'm using in BXDH, but the defined actions in Sorrow make for a smoother experience. Sorrow is already more complex, i feel adding complexity isn't going to make it more fun.


In both systems, however, monsters almost always have something more interesting that is monster specific for critical (legendary) hits in combat. Giant worms swallow you, ogres throw you across the room, and so on. Sometimes this is determined by the monster rules, but often it is entirely narrative and based on what makes sense at the time.

I used to use the hackmaster tables and for a while the WHFRP tables ... but they are just too much. simple and a little more, not an entire subsystem.