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Saturday, March 13, 2021

#BlameCrawl D100 Adaptations & Mutations OSR D&D


1 - 2. You can no longer rest or sleep. After 2 days you suffer penalties to all activities. Every day after that you may make a Saving Throw to sleep. Death may result from this effect, or they simply in a constant state of exhaustion.

3. Rapid weight loss (1D6 pounds a day). If not medically treated you will most likely die.

4. Enhanced pain pathways (take 1D4 extra damage from all sources).

5 - 7. One random Stat decreases by -1D4.

8 - 9. Two Stats decrease by a point.

10. Damage vulnerability: take 150% damage from one energy source/type.

11 - 12. Your nose deteriorates and falls off; -1D6 Charisma.

13. You break out head-to-toe in unsightly, painful, and leaking pustules; -2 Charisma.

14 - 15. Useless new small limb (grows until it us surgically removed).

16. Useless disgusting growth (grows until it is surgically removed).

17. Your posture degenerates over the course of a week making it imposible to stand up vertically. Eventually you have to walk on all fours.

18 - 19. Achille's Heal (Movement Penalty). 

20. One of your physical features slowly begins to change in an unpleasant way; -1 Cha.

21 - 24. Diminished Sense (1D6: 1 hearing, 2 sight, 3 - 4 smell, 5 taste, 6 touch).

25. You get 2D6 inches shorter over the next 1D4 weeks.

26 - 27. You exude a semi-steady flow of black ichor from your ears, and hearing is 50% less effective.

28. Skin on one random limb forms painful blisters that makes movement with it difficult (-2 penalty with it).

29 - 30. Hyperactive metabolism: you need 150% more food than normal.

31 - 32. Photosensitive (-1 penalty to all actions if you are in a bright area).

33. Emit Bodily Stench.

34 - 35. Your ears begin to deteriorate and fall off in 1D4 hours (hearing penalty).

36. Your teeth begin to all fall out.

37. 1D20 lumps form all over your body.

38. An irritated legion forms on your arm that continues to grow for the next 1D8 weeks (your Hit Point Maximum goes down -1 per week).

39. Your finger and toe nails fall off.

40. Your breath reeks and gets continuously worse for the rest of your life (-1 Cha).

41 - 43. Boils form all over your face.

44. One of your eyes shakes constantly causing severe headaches (-2 to hit targets).

45. Your hair falls out.

46. Your voice changes noticeably.

47 Devolution: remove one mutation per day.

48 -50. Color Change (1D6: 1 eyes, 2 fingernails, 3 hair, 4 skin, 5 tongue, 6 teeth).

51. Your fingers increase their range of motion by 150%.

52. If you have a missing body part it regrows itself over the course of the next 1D6 days.

53. Your arms grow +1D8 inches in 1D4 weeks.

54. Your legs grow 1D6 inches longer in 1D4 weeks.

55 - 56. You grow +1D6 inches taller over the next week.

57. Your blood glows a slight green color in complete darkness.

58. Resist 1D6 damage from one type of energy.

59. 1D4 Damage Resistance.

60. Enhanced sense (1D6: Sight, Hearing, Touch, Taste, Smell, ESP).

61. You need to eat half as many calories per day.

62. Your natural healing rate doubles.

63. Faster (+10 feet of movement per round).

64. Life Leech (absorb "Energy" or "Life" from Biological Beings) 

65. Drain 2D10 hit points of battery life from machines with just a touch.

66. Your skin looks visibly older (your cells have aged 1D4 years).

67. Your pheremones make insects stay at least 20' away from you.

68. One Saving Throw decreases and another one increases.

69. Your blood becomes thicker and bleeding wounds heal almost instantly (take 1/2 normal damage).

70. Resistance to Disease (+4 to Saving Throws).

71. Secrete skin poison that you are immune to.

72. Resistance to poisons (+4 to Saving Throws).

73. Your skin can change color and texture to better blend into your environment.

74. Enhanced physical attack (1D4 damage with bite and claw attacks).

75. Hypoactive metabolism (you need half as much food).

76. You need to eat 1/4th as many calories per day.

77. You become very twitchy but you tend to notice things others miss (+4 bonus to perception type checks).

78. Immunity to all poisons.

79. Melee attacks also deal 2D4 poison damage.

80. Mule's Endurance (you are never fatigued).

81. Sonic echolocation (Sonar).

82. Photosynthesis / greenskin (you can go without eating if there is sunlight or U.V. light.

83. Excrete edible nutrients from skin.

84. Your skin thickens and provides 1D4 damage reduction.

85. Flexible Bodily Control (Agility/Dexterity Stat Increase +2).

86. Your class/race/species abilities are twice as beneficial.

87. One random Stat increases +1D6.

88. Immunity to all diseases.

89. You need to eat 1/10th as many calories per day.

90. Add a +2 bonus to all Saving Throws.

91. Two Stats increase by a point.
92. Hit points increase by 1D6.
93. Hit points increase by 1D10.
94. Hit points increase by 2D6.
95. Hit points increase by 1D20.
96. You only need to sleep for 1D4 hours a night.
97 - 98. One random Stat inceases.

99 - 100. Two random Stats increase.

Friday, March 12, 2021

Birthright: Designing a Domain from Scratch (AD&D 2nd Edition)

 


In the back of the rulebook in the Birthright AD&D 2nd Edition box set there is a set of guidelines to make a Domain / Kingdom from scratch. I had some time to kill so I whipped one up.

You roll to see what your Regent's Bloodline strength is like normal. I got Great which turned out to be 29. I get 29 + 2D10 Domain Points so I ended up with 37 of those.

I have a Warrior which makes Provinces cheaper (1 point instead of 2). 

Kingdom Name: Karnoth

I decided to go with 8 provinces with the following levels: Serwith 4/0, Vellasht 2/0, Karnell 2/0, Vlelnish 2/0, Xorth 2/0, Bellosh 2/0, Kersh 2/0, and Dorlashtin 1/0. All those zeros are a representation of the lack of magical sources.

I then bought 9 points of Law Holdings, and 1 point of Temples in the capital.

For the terrain I chose Hills and that was free.

I bought 20 gold bars for the starting treasury, 2 levels of castle in my capital, and 16 gold bars worth of Troops (2 archers, 4 infantry, and 2 pikemen).

I should probably add in more temples but I had fun making this.



Monday, March 8, 2021

#BlameCrawl D100 Tables (Bio-mechanical Hellscape, Blame!)

I started running that campaign loosely based on the Blame! anime / manga that I mentioned awhile back. I remixed some ideas from Augmented Reality for the following tables.


https://www.drivethrurpg.com/m/product/202175


Zone 1 (D100)

1. Extreme security protocols

2. Newly renovated

3. Decrepit and rundown

4. Unusually busy

5. Empty/quiet

6. High tech equipment

7. Abandoned edifice

8. Hidden squatters

9. Human taxidermy 

10. Grown by nanites

11. Incomplete

12. War zone (tribe vs. tribe)

13. Fire damage

14. Years of clumsy modification

15. Bright glowing neon signs

16. Temporarily reinforced for repair work

17. Extremely leaky

18. Encased in plastic

19. Labyrinth entrance

20. Skywalks to other structures

21. Anti-drone system

22. Well guarded

23. A.I. guardian

24. Taken over by junkies

25. Utilized solely for storage

26. Windows broken with expansive view

27. Moisture collectors

28. Unpleasant micro-climate

29. Infested with dysfunctional bots

30. Accumulated trash heaps

31. Unusual smell

32. Too hot for living creatures.

33. Very few working lights

34. Very noisy pipes

35. Catastrophically polluted

36. Bad wiring; high EMF

37. Wind tunnel

38. Tinted glass and carbon nano-tubes

39. Powerful electro-magnet

40. Automated human dissection room

41. Malfunctioning incessant alarm

42. Slowly collapsing or subsiding

43. Under Surveillance

44. Human experiments

45. Prone to flooding

46. Causes sickness

47. Data storage library

48. Crumbling structure; unsafe

49. Biohazard

50. Cluttered with debris

51. Hydroponics & plants

52. Artificial synthetic plants

53. Hidden room

54. Net sphere log in center

55. Area is locked down after alarm

56. Power plant

57. Robot taser arms

58. Hydroponics vat with algea

59. Security drone (damaged)

60. Security checkpoint

61. Air is difficult to breathe

62. Hair loss with extended exposure

63. Chemical vats; eyes water

64. High U.V. lights

65. Toxins on all surfaces

66. Acid burns; floor unstable

67. Malnurished settlers

68. Overfed settlers with sludge pipes

69. Vertical tunnel; leads to other levels

70. Sealed room with stale air; 1D100 corpses

71. Subway system

72. Air purifier system with 20 air tunnels.

73. Storage area with crates of preserved food

74. Data vault

75. Insane A. I. Trapped in local area

76. Human prisoners being tortured by bots

77. A human vs. human atrocity happened here; fight over food

78. Cloning facility: 80% effective

79. Weapon scanners; weapons trigger lasers

80. Cyborgs harvesting parts

81. Exhaust fumes fill area

82. Smell of burning plastic

83. Piles of salt fill room

84. Piles of sand and vats of oil

85. Acid sprays non-bots

86. Artificial limb assembly line

87. Drains let water leak out of floor

88. Opiates being grown under lights

89. Hum of a cleaning bot

90. Insect hive; honey-like combs

91. Massive gears spinning

92. Water purification system

93. Human (bug) zapper

94. Scrap metal storage

95. Ancient weapons cache; training area

96. Poison vapors vent into room

97. 1D20 cybernetic limbs connected and moving

98. Large area submerged in chemicals

99. Hovering bot with no head

100. Vat of oil with 3 submerged armored corpses


Zone 2 (D100)

1. Hologram entertainment system

2. Garbage scrap bots

3. 1D20 destroyed bots; missing parts

4. Diseased humans with bleeding gums and flaking skin

5. Bot with human skin bolted all over it

6. 1D6 driverless vehicles

7. High-tech weaponry in sealed cases

8. Pipes filled with liquid food/stimulants

9. Skull collection of silicon-based creature

10. Den of mutated mammal predator

11. Forsaken tribal site; abandoned 100 years ago

12. Bot collecting DNA samples of victims

13. Hacked human with A. I. Implant

14. Breeding vats of silicone-based lifeforms

15. Enhanced psycho brainwashed killer

16. Cult devoted to an immortal cyborg comprised of 1D20 people.

17. New bots testing new weapons

18. Robot civil war; A. I. Generals

19. Human organ poachers

20. Abandoned chemistry lab

21. Brainwashing station

22. Bots being tortured by bots

23. Silicone-based bloodhound trackers

24. Tracker Implanters

25. Food factory

26. New synthetic life experiments

27. "Human" cannibals

28. Pilgrim wanderers from 30 levels below

29. Human looking for a cure to disease

30. Forgotten bio-weapon

31. Chemical weapons

32. Sealed off hospital facilities

33. Mercenary contractors

34. Surveillance drones

35. Spiderbots & electric synth webs

36. 1D20 identical clones in stasis

37. Humans with implanted bombs

38. Slavers / flesh harvesters

39. Autonomous factory making infinite shoes

40. Medbots that "heal"

41. Nanite swarm

42. Child-like bot sleeper agent

43. Hunter-seeker drones

44. Polymer skin graft facility

45. Subsonic frequency emitter

46. Faceless clones

47. Napalm spray emitters

48. Armor and weapons cache

49. Machine prophets

50. Blade wielding bot weapon master

51. Escaped body modified human

52. Human protecting bots; original programming

53. Wirehead

54. Tribe of warrior death cultists

55. Tribe of artists and fungi brewers

56. Corpse collectors/sellers

57. Human breeding cages; A. I. Captors

58. Turf war between 2 tribes over a watersource

59. Caravan of traders

60. Human with too many metal implants

61. Damaged bot dumping ground

62. Human infiltrator working for bots

63. Human cleric with bots in the pews

64. Security passcards for entire level

65. Exo-womb facility with 1D10 growing fetuses

66. Cybernetic implant station

67. Self-attaching cybernetic hand

68. Anti-pollution rebreather

69. Bot who randomly goes into standby mode

70. Swarms of spiderrats

71. Horde of razorhounds

73. Hard to spot dropping wallbots

74. Spinebots bore into nervous system

75. Skinless canine-human hybrids

76. Painkiller injection station; addictive

77. Repurposed killer bot; spray paints murals

78. Bot recharging station

79. The hanged human gallery

80. Helpful information bot

81. Pipes full of food sludge

82. Rotten food

83. Fresh water pipes

84. Tainted water pipes

85. Massive grinding gears in huge room

86. Holographic forest

87. Decontamination chamber

88. Biological scrambler trap

89. EMP grenades

90. Bio-detector (100')

91. Bot-detector (100')

92. Insects attack to protect hive

93. Safeguard bots attack

94. Garbage chute

95. Food generator

96. Water purification system

97. Silicone-life birth center and nursery

98. Builder bot assembly

99. Tool factory

100. Starvation chambers; all full of corpses


Zone 3 (D100)

1. Storage  

2. Habitation  

3. Garbage Chute/Compactor  

4. Reclamation Chamber  

5. Boiling Vats  

6. Information Hub  

7. Research and Development  

8. Genetic Mapping and Splicing  

9. Dissection Tables  

10. Abandoned Settlement  

11 - 12. Transportation (Horizontal)  

13. Prison  

14. Cemetary  

15. Death/Extermination Camp  

16. Power Plant (Nuclear)  

17. Power Plant (Hydroelectric)  

18. Power Plant (Coal)  

19. Power Plant (Wind Turbines)  

20. Power Plant (Life-forms, Matrix-style)  

21 - 22. Crematorium  

23. Cafeteria  

24. Harvest/Sorting Chamber  

25. Cloning Chamber  

26 - 27. Control Room  

28. Transport Terminal  

29 - 30. Cult Temple  

31. Market  

32. Recreation Centers  

33. Waste Disposal  

34. Food Generators  

35 - 36. Water Fountains  

37 - 38. Cleaning Centers    

39. Oracle's Domain  

40. Administration Hideout  

41. Silicon-life Birth Center  

42 - 43. Silicon-life Base of Operations   

44. Painting Hall (replicas of famous paintings made with 3D models, made of wire, steel, cables... perhaps they attack).    

45 - 46. Warehouse of Artificial Body Parts  

47 - 48. Warehouse of Silicone-life Body Parts  

49 - 54. Insectoid Hatchery

55 - 60. Assembly Yards

61. Staging Ground

62 - 66. Hydroponic garden

67. Command Center

68 - 70. Replicator station 

71 - 74. Tool Factory

75 - 78. Incubation vats

79 - 84. Warehouse of frozen organic body parts

85 - 88. Water Purifiers

89 - 94. Mutators

95 - 96. Cult Shrine 

97 - 98. Ancient Machinery

99 - 100. Transportation (Vertical)  


Found Items / Artifacts / Wealth / Equipment (D100)

1. Some Form of Wealth  

2. Replacement Limbs (Organic)  

3. Replacement Limbs (Artificial)  

4. Ammo  

5. Cybernetic Armor  

6. Biological Scrambler (Nondetection as a Life-form)  

7. Bolt Thrower & Ammo  

8. Computer Interlink Implant  

9. 1D6 Humans and Gear  

10. Cloning Device (Heavy)  

11. Artificial Eye Implant  

12. Batteries  

13. Water Purification Tablets  

14. Living Armor  

15. Artificial Skin  

16. Silicon-lifeform Skin  

17. Organic Skin  

18. Organic Organs  

19. Artificial Organs  

20. Mental Imprints of a Person  

21. Laser-cuter  

22. Jar of nanites  

23. Salvage or Repair Parts  

24. Map of a Nearby Area  

24. Map of the Entire Level  

25. Map of the Level Above or Below  

26. Sensors: (1D3: IR, UV, thermal sensors)  

27. Light Sources  

28. EMP Grenade  

29. Machine Override Switch  

30. 1D6 Android Batteries.  

31. 1D10 Batteries in a "Leather" Satchel.  

32. A Bio-detector is Found (Range 100 Meters).  

33. A Movement Detector (Range of 30 Meters)  

34. 1D20 Doses of a Paralyzing Drug  

35. Canister of Acid  

36. A. I. Disabler (Range of 10 Meters)  

37. Aquatic Breathing Equipment  

38. Vat of Chemical Defoliant  

39. Security Key Card (For This Level)  

40. Security Key Card (For a Level Above or Below)  

41. First Aid Kit  

42. Spray Can of Artificial Skin  

43. Holographic Floor Emulator (Trap).  

44. 1D6 Gas Masks  

45. Engineering Kit  

46. 1D20 Doses of Amphetamines  

47. Journal of Local Deceased Resident  

48. Electronic Goggles  

49. Holographic Face Emulator Necklace  

50. Surge Lance (1D20 Shock Charges)  

51. Welding Device  

52. Medical Analyser  

53. Android Diagnostic Tools  

54. Android Nano-fix Gel  

55. Personal Field Generator  

56. Pain Blocker (1D20 Doses)  

57. Ambient Portable Energy Lamp  

58. Android Battery Charger  

59. Radiation Decontamination Gel  

60. Electronic Smartpad  

61. Armor Cache  

62. Weapons Cache  

63. Energy Absorption Suit  

64. Radiation Suit  

65. Protein Disruptor Spray  

66. Canister of _____ (Roll on Pipes Table)  

67. Builder Blueprints  

68. Holographic/Virtual Forest  

69. Artificial Pets (Mostly Harmless)  

70. Spray Paint (Mundane)  

71. Spray Paint (Liquid Mirror, Invisibility Up to 30cm Depth)  

72. Spray Paint is Infused with AR Tags (Can be Displaced with Magnetic Field).  

73. Cannister of preserved synthetic blood.  

74. 1D20 Doses of a paralyzing drug in syringes.  

75. Water  

76. Water purification tablets  

77. Bacteria / virus killing tablets  

78. Scrap metals  

79. Ancient helpful artifacts  

80. Living Armor  

81. Artificial Skin, Silicon-lifeform Skin, Organic Skin  

82. Organic Organs, Artificial Organs  

83. Device containing someones mental imprints  

84. Laser-cuter  

85. Jar of nanites  

86. A local map  

87. Repair tools and replacement parts  

88. IR, UV, thermal sensors  

89. Machine override switch  

90. A small cache of 1D6 android/bot batteries is found.

91. Backpack full of bandages, and adrenaline injections

92. Steel barrel full of liquid fuel

93. Preserved drinkable liquids

94. Poison darts and blowgun, suit of improvised armor

95. Bucket of nails, screws, bolts, etc.

96. 1D100 feet of chain with 1D10 padlocks

97. Metal cube of unknown use

98. Deck of plastic playing cards, 1D100 metal dice (D6s)

99. Jewelry, necklaces, earrings

100. Garrote, gloves, oily leather armor/2nd skin


What's in the Pipes? (D6 Simple Table)

*Thanks for making these Arturs Leitans*

1. Consumable - drinks, drugs, food, etc.

2. Resource - something that might be immediately usable.

3. Chemicals - something that might need to be processed to get out something else.

4. Toxic and hazard - toxic felt like poisonous gasses and hazards like other kind of threats, but there arent that many of them.

5. Organic - stuff that is alive.

6. Miscellaneous - stuff that did not fit elsewhere, like transportation, communications, wires, and some other gunk.


D100 What's in the Pipes?

1. Oil  

2. Sludge "Food"  

3. Water  

4. Coolant  

5. Gasoline/Fuel  

6. Nutrient Rich Plant Oil  

7. Synthetic Blood  

8. Sewage  

9. Empty  

10. Bugs  

11. Fungus  

12. Wires  

13. Corrupted/Rotten Liquid  

14. Poison Gas/Fumes  

15. Poison Liquid  

16. Air Intake  

17. Food for Silicon Life  

18. Liquid for Silicon Life  

19. Preserved Meat Slurry  

20. Artificial Food  

21. Mutagenic Chemicals  

22. Cleaning Chemicals  

23. Preserved Human Blood  

24. Hydrogen/Helium Gas  

25. Parasites in Water  

26. Human/Insect Hybrids  

27. Ball Bearings  

28. Screws/Bolts  

29. Broken Parts  

30. Life-sustaining Vat Liquid  

31. Healing Serum  

32. Coolant  

33. Fire retardant  

34. Mundane Muck  

35. Protein mix  

36. Mood stabilizers  

37. Liquid Intelligence  

38. Hot Steam  

39. Insecticide/Fungicide  

40. Liquid Nitrogen  

41. Metallic slurry  

42. Acids  

43. Recycled Materials  

44. Tiny Repair Bots  

45. Alcohol/Fermented Spirits  

46. Gel  

47. Saline  

48. Saltwater  

49. Hollow Travel Tunnel  

50. Tube Ladder  

51. Raw Dirt and Minerals  

52. Muddy Water  

53. Grease  

54. Irradiated Food Sludge  

55. Poisoned Food  

56. Amphetamine Laced Food  

57. Leaking pipe (Roll Again)  

58. Steaming pipes  

59. Very Rusty Pipe  

60. Empty Fallen Pipes  

61. Clear Glass Pipes (with Visible Life-forms Inside)  

62. Ammonia  

63. Trisodium Phosphate  

64. Bleach  

65. Amniotic Fluid (Organic)  

66. Amniotic Fluid (Silicon-based Life)  

67. Amniotic Fluid (Artificial)  

68. Liquid Smoke  

69. Food with Parasites  

70. Food for Insectoids  

71. Food for Silicon-based Life-forms  

72. Harvested Liquid Memories  

73. Artificial Liquid Memories  

74. Opiods/Pain Killers  

75. Liquid Pain Inducers/Amplifiers  

76. Liquified and Preserved Human 77. Remains (Soylent Green)  

78. Plaguewater  

79. Purified Water  

80. Ground Up Insectoid Flesh  

81 - 82. Power Wires (Deadly High Voltage)  

83. Power Wires (Medium Voltage)  

84 - 85. Power Wires (Low Voltage)  

86 - 88. Communication Lines  

88 - 89. Boiling Hot Water (to Heat the Area)  

90. to 100. Perfectly Healthy Nutritious Food



Sunday, February 21, 2021

1D20 Generic Fantasy Plot Seeds



Roll 1D20

1. A main building in a town or city collapses, killing all inside. A major natural cave system is discovered beneath it.

2. A dying dragon in its death throws crashes into the town square of a city. A statue of an old hero pierces its heart. The dragon then morphs into an old man that looks like the statue.

3. A storm foretold by a prophet 100 years earlier arrives and destroys the land. The prophet is killed by being impalled by shattered tree debris.

4. An army of a Lord who has ignored the King's call for peace are marching to attack another rival Lord.

5. Outlaws who have kidnapped many prisoners already attempt to capture the characters.

6. An enraged four legged animal is haunting the land. It is rumored that is never sleeps and with each victim it grows ever larger.

7. Pilgrims are travelling to a site to either worship at a shrine or set up a new one. They are carrying a holy artifact or bones of someone they considered holy in life.

8. A caravan of refugees are fleeing some natural calamity or battle with hopes of finding a new home.

9. Tax collectors and their bodyguards are handing out fines and collecting unpaid taxes.

10. A herd of animals is being shepherded along on a main road or path.

11. A small group of knights are on a quest and ask for guidance and assistance.

12. Some peasants are moving some crops or hearding animals from one farm to another. 

13. Travelling merchants try to sell their wares from their ornate wagons.

14. Ex-lepers claim that they have found a cure to the disease. They appear perfectly healthy but it is only an illusion/glamour that conceals their sickness.

15. An entire congregation was murdered instantly in the middle of a church service.

16. A madman dwells in a cave outside of town who claims to be the founder of an important and ancient settlement. He seems to know details about the past that he shares between his violent and bloody fits.

17. A child who has vivid dreams shares his nightmares with 1D100 others every night, or even during the day if they are napping.

18. Undead are raised in a local cemetery. They were soldiers who were not at rest because they were betrayed by a local magistrate. They will attack that magistrate's town for revenge then fall to dust.

19. A race/species that has attacked a settlement for hundreds of years decides to change tactics. They offer a mountain of wealth to become peaceful settlers in the surrounding lands. Their subterannean homeland is besieged my more powerful creatures.

20. Violent underground pressures force an entire 1D4 levels of a megadungeon up above ground level. It's also now tilted and the levels are uneven.


Here's another one.

Roll 1D20

1. A hardy form of fungi was brought above ground 1 year ago, and its spores have spread the species far and wide, and it's taking over areas once populated by brush and trees. 

2. A disease causing blindness in children, pets, and farm animals spreads across the land. Up to 25% of the cases are fatal.

3. A gateway to some distant land or abysmal plane has been opened by a power hungry mage. They died during the ritual. A bloodthirsty mob has emerged from beyond looking for spoils.

4. A farmer has recently found a secret door in his basement to a massive underground lair. A ruined and tortured form of humanity was locked down there a millennia ago by some cruel Wizard-King. They are peaceful unless provoked. They have brought the farmer gifts.

5. A cache of old and deadly weapons has been found and a Lord has given his trusted servants these weapons. They all now think as one as a malevolent spirit in the blades now works patiently to slaughter the Lord and fill his corpse with his own spirit from beyond the grave.

6. Highwaymen ambush the characters. They are trying to gather enough funds to buy a remote and forlorn castle and make it their base of operations.

7. A new ore has been mined in a remote bywater kingdom, and to the nobles it is the latest trend. It is slowly making them sick however as it slowly leaks out a rare form of magic energy that makes living things ill over time.

10. A band of ex-soldiers who fled from the horrors of the battlefield have banded together to thwart nobles from slaughtering the innocent in their wasteful wars. They are called The Sundered Shields.

11. A greedy Lord is kicking peasants out of their homes and slaughtering those who refuse. Some major excavation or building project is planned.

12. Shoeless and shirtless monks wander the land begging for food and shelter and in return they give out blessings, work, and teach those who are illiterate to read.

13. A herd of rare deer, the color of ivory, have been spotted on the outskirts of a local town. Since their arrival the crops grow in abundance, illnesses are non-existent, and all the biryhs have gobe smoothly. They are protected by everyone in the town. Those who slay them are put to death publicly and violently as a warning.

14. Disgruntled townsfolk with torches and pitchforks in hand march on a local official who has gone one step too far.

15. A blue-green comet called The Dragon's Breath fills the night and day sky for 1D4 weeks. Many see it as an omen of change and great upheavel in the days to come.

16. An unlucky coin is mixed in with normal coins that were recently given (or found) by the characters. It changes successes into odd failures and seeks to torment its owner in all ways. It in actuality is a wizard who tried to turn the silver coin into gold and failed.

17. A unique hybrid monstrosity bred in captivity and abused for years by its creator finally killed its cruel master and now wanders the King's hunting grounds and nearby areas.

18. A beautiful meteor storm bombards the world for 1D6 days. Those who find one of the fragments and touch it will mutate and gain a few new abilities or physical qualities.

19. 1D100 preserved corpses have been discovered buried upside down in the king's castle walls. Each one is holding a unique card from a Tarot-like oracle deck, except each one deals with calamity and tragedy. 

20. Adventurers find the body of a revered Saint or... God. They bring the entire sarcophagus to a prestigious temple. Miracles and good omens are evident in the surrounding areas. 

Monday, January 11, 2021

Playing in a New AD&D Campaign

The last campaign that I ran was a Basic Fantasy campaign at the library for kids. My son got to play too. That was before the pandemic though. That seems like a lifetime ago...

For the last year or so I've mostly just been posting RPG stuff on MeWe and less so on Facebook. I've been posting a few things on the blog here and reading RPG books when I can get some free time.


Recently one of my old gaming buddies invited me to a newly formed AD&D face-to-face group. There are just 4 of us total in the group (the DM, myself, and two other platers). I can't tell you how awesome it is to just play again! 

The DM hasn't ran or played in a game for over 30 years! So, while he is a bit rusty, he said it's like riding a bike. He's been doing a great job of setting up the local area with NPCs, monster threats, mysteries to solve, and options for us players to choose from. 

He's running a hodge-podge system that is mainly first edition AD&D with the non-weapon proficiencies of 2nd, and some ideas from Basic like initiative. He is not too concerned with the letter of the law and I like that loosey-goosey style he has. 

As a DM/GM myself I'm really trying not to be That Player who is annoying. So far, so good on that front. I just keep quiet if my GM brain sees what's probably going on before the other players do. Sometimes us old GMs have just spent too many hours behind the screen/curtain. Like I said though, I'm having a blast though. Good times.

I'm playing a Dwarf Cleric named Ulfgar Trollhammer. The Clan was in the setting already so that's where the last name came from. He worships Dumathoin the Dwarven God of Secrets. He's all about revealing the caches of gems and minerals hidden in the ground. So far he's killed some Orcs, Troglodytes, and a Jackalwere (which he skinned and made its head into a sweet helmet). He's gotten to 3rd level after 4 sessions, but the threats have been dangerous and almost deadly. Hehe. The DM was impressed how much we risked, but in the future us players will have to be more careful. Those Troglodytes almost TPK'd us.

I hope life calms down out there enough for you to find a group to play in. Maybe playing online/remotely is the safest bet right now for you. Anyway, I hope you get to chuck some dice in one way or another.

Thursday, January 7, 2021

Looking for an RPG Editor? Matt Click Can Help!


Matt helped me to get my first RPG PDF into shape before I published it. He's all successful now but he's looking for more work. If you have a project that needs some TLC or you just need a good editor, send him a message.


Tuesday, December 22, 2020

Revised Wolfen Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races lately for my homebrewed ice world of Marth. I've always been a fan of werewolf / humanoid wolf races in D&D. They are somewhat based on the Palladium wolfen and I picture them having a quasi-Buddhist and shamanistic culture.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


REVISED LL AEC WOLFEN

Requirements: DEX 8, WIS 8 

Ability Modifiers: DEX +1, INT -1

Ability Min/Max: STR 3/18, DEX 8/19, CON 6/18, INT 3/18, WIS 8/18, CHA 3/18

Wolfen are covered in thick warm fur. They typically weigh about 185 pounds and are between 5 ½ to 6 feet tall. Though they tend to be peaceful friendly people, they defend their territory and families with their lives. Many wolfen meditate on the open tundra, listening for guiding wisdom on the colf wind.


Special Abilities

*Wolfen can use any weapon granted to them by class, but they are limited to natural armor made from materials like leather, hide, pelts, and scales.

*Cold Resistance: They take half damage from cold and 150% damage from fire.

*Wolfen have excellent hearing. They hear noise as if they were a thief of the same level but with a +1 bonus.

*They can track as well as a ranger can due to their strong sense of smell.

*In addition to normal melee attacks wolfen get an extra free bite attack. The attack roll is modified by their DEX modifier. It deals 1D4 damage + STR modifier.

*Wolfen can speak common, elvish, gnoll, wolfen, and yeti.


Wolfen receive the following saving throw bonuses: 

• +4 save versus breath attacks 

• +1 save versus wands 

• +1 save versus spells or spell-like devices

• +6 save versus cold


WOLFEN CLASSES AVAILABLE & LEVEL LIMITS

Wolfen may select from the following classes, with the indicated level limits. 

Druid 10

Fighter 12

Monk Unlimited (wolfen monks deal +1D6 extra damage due to their claws)

Ranger Unlimited

Thief 8


WOLFEN THIEF SKILL ADJUSTMENTS 

Wolfen thieves receive the following bonuses and penalties to thief abilities: 

Pick Locks -15% 

Pick Pockets -10% 

Move Silently +15% 

Hide in Shadows +10% 

Monday, December 21, 2020

Revised Uldra Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races lately for my homebrewed ice world of Marth. I tweaked the gnome and halfling races, and I also added in a few uldra abilities from various AD&D sources like Dragon Magazine. I eliminated the ice dwarf, gnome, and halfling from the setting of Marth. The uldra here replace all three. 

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


REVISED LL AEC ULDRA RACE

Requirements: DEX 8, CON 8

Ability Modifiers: +1 CON, +1 INT, -1STR

Ability Min/Max: STR 3/16, DEX 8/18, CON 8/18, INT 3/18, WIS 3/18, CHA 3/16

It is said that uldras are distant ancestors of the elves and dwarves, and share many of their idiosyncrasies. They have a wide range of appearances, and average about 3 1/2 feet tall. They tend to be very slender, averaging 80 pounds. Uldras generally dwell in hills or on mountainsides, and they often wander free over the barren tundra. Their habitations often overlap with elves, and these two races are typically very friendly, if not familial, to each other. Uldras are renowned for their ability to tame wolves and wild dogs, and most of them travel with one of these domesticated animals.

Special Abilities

*Uldras are small and may not use large and two-handed weapons, but they may use weapon and armor as indicated by class. Also their armor class rating is one better due to their size and innate knack for avoiding danger.

*Uldras are immune to cold damage, but they take 200% damage from fire. 

*Their skin is cold to the touch and all their melee attacks deal +1D6 extra cold damage. Arrows and bolts fired by them deal +1D4 extra cold damage.

*They have a 2 in 6 (1-2 on 1d6) chance of detecting dangerous or unsafe natural terrain, and finding wilderness snares and traps. Uldras must be actively searching for these abilities to function.

*They always know true North, and those who try to track them find no tracks, even in deep snow, as their feet leave no trace.

*Uldras have an uncanny ability to disappear in the frozen wilderness. In bushes or other outdoor cover (like snow), they can hide with a 90% ability.

*Uldras speak the common tongue, dwarvish, elvish, uldra, wolfen, and yeti. They can also communicate in basic fundamental ways with most natural animals.

*Optional Cantrips: If you are using cantrip spells in your game they can cast a number of them per day equal to their level.

*Note that uldras and the other races do not have darkvision.

 

Uldras receive the following saving throw bonuses:

• +2 save versus breath attacks
• +2 save versus poison
• +2 save versus petrify or paralyze
• +1 save versus wands
• +1 save versus spells or spell-like devices

Uldras are resistant to poison and paralysis and as such they receive bonuses to defend against these effects. In addition, their small size grants them a bonus to finding cover and avoiding danger.


ULDRA CLASSES AVAILABLE & LEVEL LIMITS

Uldras may select from the following classes, with the indicated level limits.

Druid Unlimited

Fighter 6

Illusionist 8

Magic-user 8

Ranger Unlimited

Thief 10


ULDRA THIEF SKILL ADJUSTMENTS

Uldra thieves receive the following bonuses and penalties to thief abilities:

Climb Walls -5%

Find and Remove Traps +7%

Move Silently +15%

Open Locks -10%

----


Artist: John Bauer

*Note that in Marth the Druid replaces the Cleric.


Saturday, December 19, 2020

A Song of Ice and Fire House Fortunes for Birthright AD&D 2nd Edition

In the A Song of Ice and Fire RPG House Fortunes is a thing you can roll for once per month. This I think is something that could easily be added to the Birthright domain turn as another step.


To make this work add up all of your holdings and provinces and for every 10 that you control you get a +1 to the roll. Also add your Regent's character level to the roll. Aditional modifiers could apply if you possess non-weapon proficiencies that apply. I suggest only a +1 modifier per proficiency however. 


D20+lvl+modsHouse FortuneD20+lvl+modsHouse Fortune
1Disaster17Decline
2Disaster 18Blessing
3Curse 19Curse
4Decline 20Blessing
5Disaster 21-22Growth
6Growth 23Curse
7Decline 24-25Growth
8Growth26-27Blessing
9Curse 28Boon
10Decline 29Curse
11Growth 30-31Blessing
12Boon 32-34Growth
13Decline 35Blessing
14Blessing 36Boon
15Growth 37-41Growth
16Curse 42+Boon


Boon

Choose two of the following: a beneficial alliance, a peace treaty to end a war, an arranged marriage, a free tradecroute is created, one new holding (level = 1D4), 1D8 GBs, or 2 armies.

Blessing

Choose two of the following: a peace treaty to end a war, end border crossings and conflict, one new holding (level = 1D2), 1D4 GBs, 1 army, increase an existing holding 1D2 levels.

Growth

Increase a Province by one, a holding by one level, and build something for free.

Decline

Decrease a Province by one or decrease a holding by one level.

Curse

Choose two: 1D4 armies disband, lose 1D4 GBs, holding destroyed, all of the holdings of one type decrease by 1 level.

Disaster

Choose two: An alliance is broken, plague in the land (decrease all provinces by 1), -1D6 GBs, lose a province, 1D4 holdings are destroyed, lieutenant is murdered, 1D4 roads are destroyed, all holdings of one type are decreased by one level.

----

Artist: Albrecht Altdorfer


Friday, December 18, 2020

Revised Elf Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races today for my homebrewed ice world of Marth. I also added in a few extra special abilities from AD&D. There are several sub-species of elves on Marth, and their descriptions are down below the main LL AEC details.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


Revised LL AEC Elf

Requirements: INT 9

Ability Modifiers: See the sub-races below.

Ability Min/Max: STR 3/16, DEX 7/19, CON 6/18, INT 9/18, WIS 3/18, CHA 3/18

Description: Elves are slim fey beings with pointed ears, and narrow faces. They typically weigh about 120 to 160 pounds and are between 5 to 5 1/2 feet tall. Elves are very talented fighters, users of magic, and they have an innate connection to the natural world. The life span of these creatures is a dozen centuries long which they often use to persue artistic pastimes.


Special Abilities

*Elves are immune to charm and sleep spells of all sorts. They also only need to sleep for 4 hours for a full night's rest.

*Because of their connection to nature, elves are immune to the paralysis ghouls can inflict.

*When employing either a bow of any sort other than a crossbow, or a short or long sword, or a scimitar, elven characters gain a bonus of +1 to attack rolls.

*Elves get a +4 save versus cold.

*Elves can speak: common, elvish, goblin, gnoll, neanderthal, uldra, wolfen, and yeti.

Note: Elves and the other races do not have darkvision.


ELF CLASSES AVAILABLE & CLASS LEVEL LIMITS

Elves may select from the following classes, with the indicated level limits.

Assassin 10 (Shadow Elf Unlimited)

Druid 8 (Blood Elf Unlimited)

Fighter 7 (Shadow Elf Level 10)

Illusionist 11 (Twilight Elf Unlimited)

Magic-User 11 (Twilight Elf Unlimited)

Paladin (Knight) 6

Ranger 8 (Blood Elf Level 10)

Thief Unlimited

Note: the Druid replaces the Cleric in the setting of Marth.


ELF THIEF SKILL ADJUSTMENTS

Elven thieves receive the following bonuses and penalties to thief abilities:

Skill Adjustment

Pick Locks -5%

Pick Pockets +5%

Move Silently +7%

Hide in Shadows +10%

Hear Noise +1*

*Elves receive a better dice range for hearing noises. For example, 1st level elven thieves hear noises on a 1-3, and at 9th level it is 1-5. Hear noise may never be better than 1-5.


ELF SUB-RACES

The following abilities are in addition to the information above, or modify the above abilities.

Blood Elf

(They survive only by drinking the blood of animals and other humanoids).

Ability Modifiers: CON +1, CHA -1

*Cold Resistance: They take half damage from cold and 150% damage from fire.

*Keen Eyes: When blood elves are actively searching to detect hidden and secret doors they are successful with a roll of 1-2 on 1d6.

*Track Like a Ranger: They can track things when out in the wilderness exactly like a Ranger can, but this does not apply to tracking creatures in underground environments. They also have no movement penalty over ice and snow.

Shadow Elf

Ability Modifiers: DEX +1, WIS -1

*Backstabbers: When using daggers and shortswords they deal +2 damage.

*Poison Drinker: Immune to All Poisons.

*Deadly Silence: If alone and not in metal armor (or if well in advance of a party) a shadow elf character moves so silently that he or she will surprise monsters 66% (d6, 1 through 4) of the time.

Twilight Elf

(All are born blind without eyes)

Ability Modifiers: INT +2, STR -1

*Blindsight: They can sense all foes within 20 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

*The Bond is Strong: They get a free loyal familiar: Even if they are not a Magic-User. They can only see through the eyes of their familar as they have no eyes themselves. They can also bond with one willing humanoid and see through their eyes as well.

*Born of Magic: They only need 4 hours of meditation or rest to regain their spells. They can cast one extra spell per day for every spell level that they can cast. Example: +1 1st level, +1 2nd level, etc.


Sub-raceHeightWeightEyesHairSkin
Blood5'6"160Red or PinkWhite w/ BeardWhite, Red Veins
Shadow5'3"140Green or VioletBlackGray
Twilight5'0"120NASparse WhitePale Gray


----

Art: Creative Commons

Revised Dwarf Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races today for my homebrewed ice world of Marth. I also added in a few extra special abilities from AD&D. There are several sub-species of dwarves on Marth, and their descriptions are down below the main LL AEC details.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


REVISED LL AEC DWARF

Requirements: CON 9

Ability Modifiers: See the sub-races below.

Ability Min/Max: STR 8/17, DEX 3/17, CON 9/19, INT 3/18, WIS 3/18, CHA 3/16

Dwarves are a particularly hardy and stubborn people. They value high quality craftsmanship, precious metals and stones, and live deep underground. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky muscular build.

Dwarves typically band together in clans which are not mutually exclusive or hostile but they are highly competitive. They have a reputation for having surly attitudes, and are particularly gruff with elves. Rocky hills and mountains are the favorite abode of these sturdy creatures, and their clanholds far below the surface of the world are breathtaking to behold. If they survive their toils in the mountains and the bloodlust of battle they can live to roughly 350 to 400 years old.

Special Abilities:

*Due to their short height, dwarves cannot use most two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class. 

*No matter what class they choose dwarves are proficient with all hammers, and spears.

*Due to their great hatred of goblins, giants, ogres, orcs, and trolls, all dwarves gain a bonus of +1 on their attack dice rolls to hit these opponents.

*When dwarves are in melee with giants, ogres, trolls and yetis, these monsters must deduct 4 from their dice rolls to hit their dwarven opponents due to the size and skill of the latter in combatting these large creatures.

*From their experience underground, dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function. 

*In addition to languages known based on the character's intelligence, a dwarf character will also speak: the common tongue, dwarf, elven, goblin, neanderthal, orc, and uldra.

P.S. Note that dwarves and the other races do not have darkvision.


Dwarves receive the following saving throw bonuses:
• +2 save versus breath attacks
• +4 save versus poison
• +4 save versus petrify or paralyze
• +3 save versus wands
• +4 save versus spells or spell-like devices 

Dwarves are hardy beings, resistant to magic and poison, and as such they receive bonuses to defend against these effects. In addition, their small size grants them a bonus to finding cover and avoiding breath attacks.


DWARF CLASSES AVAILABLE & LEVEL LIMITS

Dwarves may select from the following classes, with the indicated level limits.

Assassin: 9 (Unlimited for Gray Dwarves)

Druid: 7 (Unlimited for Fire Dwarves)

Fighter: 10

Paladin (Knight): 8

Ranger: 9 (Level 12 for Fire Dwarves)

Thief: Unlimited

Note: the Druid replaces the Cleric in the setting of Marth.


DWARF THIEF SKILL ADJUSTMENTS

Dwarven thieves receive the following bonuses and penalties to thief abilities:

Pick Locks +7% 

Find and Remove Traps +10%

Climb Walls -10%


DWARF SUB-RACES

The following abilities are in addition to the information above, or modify the above abilities.

Fire Dwarf

Ability Modifiers: CON +1, WIS -1

*Firestarter: All melee attacks with metal weapons deal +1D6 extra fire damage. Wooden weapons will be destroyed by fire after one use by them. Their skin is also warm to the touch, and they can raise the temperature in confined sealed spaces as a small fire would.

*Soul Forge: Any spell that is cast by a fire dwarf that deals fire damage is treated as if it were cast by a magic-user one level higher.

Gray Dwarf

Ability Modifiers: CON +1, CHA -1

*Iron Bones: All their damage rolls deal +2 extra damage.

*One with the Stone Father: They can hide with a 90% chance if they stand completely motionless next to any type of rock or stone of roughly the same size as the character. This ability works even if they are in plain sight. They can also walk though a number of feet of stone equal to their character level. Example: a 6th level gray dwarf can walk though 6 feet of stone.


Sub-raceHeightWeightEyesHair Skin
Fire4'6"180Solid Black RedLight Brown
Gray4'0"150Solid Gray Black (Balding)Pale Gray


*The Ice Dwarves have completely died out. It is unknown what killed them, but other... beings have taken over their silent halls.

----

Artist: Haidy Wittmann, THE DWARF.

Creative Commons Art.

https://commons.m.wikimedia.org/wiki/File:Haidy_Wittmann_art_%22Dwarf%22.jpg

Thursday, December 17, 2020

Free Dungeon Doodles for Your Published RPG Projects

Hey everyone, 

This year sucked, so have some free dungeons.


If anyone wants to use some of my free dungeon doodles in a published or online project (blog, PDF, Zine, etc.) just credit me as Tim "Samwise7" Harper. Feel free to edit them, key up the rooms, remix them, color them in, butcher them and glue them together, whatever you want to do. \m/

Here's hoping that 2021 isn't as terrible. Happy Holidays!


Dungeon 1

https://drive.google.com/file/d/122iip-jemKhQEEdRXUNjKSvI6PGJGJPo/view?usp=drivesdk

Dungeon 2

https://drive.google.com/file/d/1NGOX07H9-xSBx-Yvs7d9__n2zc1S0BVv/view?usp=drivesdk

Dungeon 3

https://drive.google.com/file/d/1wzBecV4Bn4u2jpNrmG-8JWz-fFuqWEMS/view?usp=drivesdk

Dungeon 4

https://drive.google.com/file/d/1T-I6JKv43hMVSaTc9MocgwEeArkFrrWZ/view?usp=drivesdk

Dungeon 5

https://drive.google.com/file/d/1zw0KYlCLp_KumgRgCxQ4b-z4GeZfTs9C/view?usp=drivesdk

Dungeon 6

https://drive.google.com/file/d/1BtDMoYyGYM-eCBeUhYsjU7eTEd0rIxYD/view?usp=drivesdk

Dungeon 7

https://drive.google.com/file/d/1ynuzfeJ4nU-4wFOv-be5VS2a0p-WY_gI/view?usp=drivesdk

Dungeon 8

https://drive.google.com/file/d/1QSU7TGxCssfNZaDqmIs3RxJ4nxkgfrJv/view?usp=drivesdk

Dungeon 9

https://drive.google.com/file/d/1enMS-tRGYtuwunCrmH5H6u84ptDeHYDc/view?usp=drivesdk

Dungeon 10

https://drive.google.com/file/d/1OK3hq3Y2I3fODEfUy4Ao4naJ_kE3FSi1/view?usp=drivesdk

Dungeon 11

https://drive.google.com/file/d/1HIYFiFeowjIahzkvbivnHzsuEGugqw22/view?usp=drivesdk

Dungeon 12

https://drive.google.com/file/d/1kHTI9LlZR2ZYj-7qdv6UssQI89U1vkgy/view?usp=drivesdk

Dungeon 13

https://drive.google.com/file/d/1RAgfKqG8S0j1N3UxC8FikY9HfMyyyJ7v/view?usp=drivesdk

Dungeon 14

https://drive.google.com/file/d/1f-9vcy2IjiCVWL4voCI1ziNpuZ5xYQxA/view?usp=drivesdk

Dungeon 15

https://drive.google.com/file/d/1bs3ZgKnlKkOVfIixs_lAaBW8llJ1jVHW/view?usp=drivesdk

Dungeon 16

https://drive.google.com/file/d/1KxcSdqW71yP8ab7MOeu6NeSug7bMiasR/view?usp=drivesdk

Dungeon 17

https://drive.google.com/file/d/11bnp5quAkxiwdn4yHjCmXGRfO7p3PSem/view?usp=drivesdk

Dungeon 18

https://drive.google.com/file/d/1HFUD2YBGiRlEPAhv6WF8YZoN0h58KGYd/view?usp=drivesdk


Tuesday, December 15, 2020

D66 Critical Hit Damage Table

This was designed for D20 type games. I bet it would work well in a sci-fi game where energy weapons such as blasters and laser swords are present. Powerful artifact / magic weapons might use it as well.

It might be good to only use this when players roll a critical hit. Perhaps a nasty Big Bad antagonist could use them as well. It's REALLY deadly if you roll doubles...

To roll a D66 it is best to use two different color dice (2D6) and designate which is the 10s column and which is the 1s column. For example if you had a Red die for the 10s and a Blue dice for the 1s and you rolled Red 5, Blue 6, then the result would be 56.

Note: I created this in a blurry haze of sleep deprivation and "tired tears." Yawwwnnn.


D66 Critical Hits Table

11. x9 Damage

12. Regular Damage +2

13. Maximum Damage

14. x2 Damage

15. x3 Damage

16. x4 Damage

21. Regular Damage +1D6

22. x7 Damage

23. Maximum Damage

24. x2 Damage

25. x3 Damage

26. x4 Damage

31. Regular Damage +1D6

32. Regular Damage +2

33. x5 Damage

34. x2 Damage

35. x3 Damage

36. x4 Damage

41. Regular Damage +1D6

42. Regular Damage +2

43. Maximum Damage

44. x6 Damage

45. x3 Damage

46. x4 Damage

51. Regular Damage +1D6

52. Regular Damage +2

53. Maximum Damage

54. x2 Damage

55. x8 Damage

56. x4 Damage

61. Regular Damage +1D6

62. Regular Damage +2

63. Maximum Damage

64. x2 Damage

65. x3 Damage

66. x10 Damage


Optional Rule I: in addition to the regular damage sustained above, the target of the critical hit also bleeds an amount of damage equal to the 1s column. For example, a roll of 64 would mean they are bleeding 4 hit points per round until the wound is tended to, wrapped in a bandage, or magically healed.

Optional Rule II: in addition to the regular damage sustained above, the target of the critical hit also has to deal with another complication based on the 10s column.

1. Target is knocked Unconscious no matter how many hit points they have remaining.

2. Target falls flat on their back. They are Prone, but they can make attacks or defend themselves with a penalty.

3. Target must make a Saving Throw / Dexterity Stat Check / etc. or they break a bone of the DM/GM's choosing.

4. One piece of armor/clothing, an item, a shield, or weapon is utterly destroyed.

5. Target falls flat on their face. They are prone, and cannot attack or perform any actions other than composing themselves and standing up (if they are able to). This might be a round of Stun in your system of choice.

6. Target must make a Saving Throw / Constitution Stat Check / etc. or die.

Monday, December 14, 2020

A Song of Ice and Fire Historical Events for Birthright AD&D 2nd Edition

The Historical Events table from the ASoIaF RPG can be folded into the Birthright Random Events table, or be another step in the turn. It could be a way to randomly increase/decrease holdings & provinces every so often. I'm going to try to translate that table into AD&D 2nd Edition Birthright lingo below.

Call it a Destiny / Winds of Chaos / Winds of Fate sort of thing perhaps. Maybe it would only once a year (at the end of every 4th Turn).


Roll 3D6

3). Doom

4). Defeat

5). Catastrophe

6). Madness

7). Invasion/Revolt

8). Scandal

9). Treachery

10). Decline/Descent

11). Infrastructure

12). Ascent

13). Favor

14). Victory

15). Villain

16). Glory

17. Conquest

18). Windfall


Ascent: +1 to Diplomacy rolls, Regain a lost Holding or Province (Treat as an automatically successful Contest & Investiture), +1 Free Army, and +1D6 GBs.

Catastrophe: -1 to a Law Holding, Population loss (-1 to Province), Lose 1 Army, and -1D4 GBs.

Conquest: -1 to a Fortification, +1 to Diplomacy rolls, Gain a free new Non-Law Holding, -1 to a Law Holding, Population increases (+1 to Province), and +1D4 GBs.

Defeat: -1 to a Fortification, -1 to Diplomacy rolls, Population loss (-1 to Province), Lose a Holding or Province (Automatic loss to a Contest and Divestiture), Lose 1 Army, and -1D4 GBs.

Decline/Descent: -1 to Diplomacy rolls, Lose a Holding (Automatic loss to a Contest and Divestiture), Lose 1 Army, and -1D4 GBs.

Doom: Lose 2 levels of Fortification, -2 to Diplomacy rolls, Lose 1 Province (Automatic loss to a Contest and Divestiture), -2 to a Law Holding, Deadly Plague -1D4 to a Province, Lose 1D4 Armies, -1D6 GBs.

Favor: +1 to Diplomacy rolls, Gain a new free Holding, +1 to a Law Holding, and Gain one free Army.

Glory: +1 to a Fortification, +1 to Diplomacy rolls, +1 to a Law Holding, and Gain one free Army.

Infrastructure: Choose 1D4 of the following: +1 to a Fortification, +1 to Diplomacy rolls, Gain a new free Holding, +1 to a Law Holding, Population Explosion +1 to a Province, Gain a free Army, +1D6 GBs.

Invasion/Revolt: -2 to a Law Holding, Lose population -1 to a Province, Lose one Army, and -D4 GBs.

Madness: 1D4 - 1D6 (total is gain or loss to a Fortification), 1D2-1D4 (total is a modifier to Diplomacy rolls), 1D2- 1D2 (total is how many Provinces you gain or lose), 1D4 - 1D2 (total is how many Holdings of your choice you gain or lose), 1D4 - 1D6 (total is how many levels of law holdings you gain or lose), 1D6 - 1D6 (total is how much you increase or decrease Provinces), 1D4 - 1D6 (total is how many Armies you lose or gain for free), and 1D6 - 1D8 (total is how many GBs you gain or lose).

Scandal: -1 to a Fortification, -1 to a Holding of your choice, and Lose 1 Army.

Treachery: -1 to Diplomacy rolls, -1 to a Law Holding, and Lose 1 Army.

Victory: +1 to a Fortification, +1 to Diplomacy rolls, and Add one free Army.

Villain: +1 to Diplomacy rolls, -1 to a Law Holding, Lose population -1 to a Province, and Add one free Army.

Windfall: +1D2 to a Fortification, +2 to Diplomacy rolls, Gain a Province (Treat as an automatically successful Contest & Investiture), +2 to a Holding, +2 to a Law Holding, Population Explosion +2 to a Province, +1D6 free Armies, +1D10 GBs.