Showing posts with label Wanderlust. Show all posts
Showing posts with label Wanderlust. Show all posts

Friday, October 20, 2017

State of the Goblet - October 2017

Just a small update, as things are actually happening. I'm working on a Horror game which I hope to have finished tonight and properly laid out shortly thereafter.

Firstly, the second Chromatic Soup is done. Grab it here! Its a nice slice of Americana goodness, hobos, demons who fell up to earth, and floral hellscapes.

The Wildwood Manuscripts are nearing completion. The goal is to do a zine proper, cover a region, and then cover that region through various seasons of change and threat pack/module based incidents. But first things first is to make a gameable material product, which is what the first issue will be.



Part I: Eight Classes, 200 spells (all designed without levels), Random Generators for Class-Specific Gear, and Class Specific Rumors. Basic rulings spelled out in two pages, this is an OSR game with ascending AC (base 10) and d6-based (Number-in-6) Skills.

Part II: Random Generators for Shoddy, Exquisite, and Mundane Arms, Equipment, and Armour. So each character can have a bit of style to them beyond just "short sword." Plenty of fluff to it, but I think that's useful.

Part III: Given the WWMs are inspired by Beyond the Wall's choice of rulings (on some level, there's some LotFP in there) it felt only right to do some Adventure Party Generators for how you all know one another or have met in the past. Generators are for: The Mercenary Outfit, the Expedition, the Pilgrims, and the Deserters. Different classes have some specific options of fluff to choose. Used to generate starting hirelings/henchmen, and rumors the party knows.

Part IV: The Journey. Finalized "Wanderlust" rules from my first post on the blog, with random generic encounters for each of the roles. This took a bunch of effort to write. It was very tiring to do so. I think it'll be fun to have the encounters/incidents, even if you don't run with the system.

It is long at the moment, it might be trimmed a little. Not much setting to it beyond implications in the classes, but that's sort of the point. Ultimately even if folks don't like my choice of rulings, I hope they can at least use the rulings.

Working with an illustrator on it too. Art order for: the Eight Classes, Weapons, and Armor.
Maybe some spot art if need be. We're trying to cultivate an aesthetic for this, while not making it so colorful that none can afford it being printed.

That being said, may as well be lavish if I can.

I want this out by Late November at the latest. Its about 75% done text-wise, just a matter of making sure it all vibes well and has a semblance of balance. I hate writing spells, but they're important enough.

Depending on how dead I am at that point, it'll likely be a quarterly thing.

Should have a few more things for the blog shortly, but I'm busy at the moment. I'll also be participating in this year's Santicore. Should be fun.

- Brian.

Sunday, September 3, 2017

Wanderlust: Scout Travel Events [3 Samplings]

Events for the Scout
What follows is a sampling of a d30 list of events for the Scout to encounter upon a failed Scout skill roll. Events are not necessarily hazardous or wicked, but they represent a chance for further attrition of resources and potential loss of life. A success on a Scout skill means you’ve successfully avoided encountering anything off the beaten path. A success on a Scout skill means you’ve prevented the party from stumbling into something that’ll make the trip take even more time. It is assumed the events of Scouting take place roughly a half to a full mile ahead of the party proper. Such that the party can arrive at the Scout’s current location if the Scout were to wait within 15-30 minutes, depending on how fast or burdened the rest of the party is.



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1. The Scout has found a well-hidden cache of weapons and a crude map of the nearest of settlement with circles and triangles drawn on certain buildings. There are no tracks easily visible and the weapons have a few days dew and lack of care upon them. If the Scout opts to take the weapons, there will be 1d8 weapons overall (axes, swords, and spears mostly), and there will be a 3-in-6 chance that the original owners of the weapons will come looking for them in the direction the Scout is travelling within 1d4 days.

Roll a d6 to determine the purpose of the weapons being hidden. On a 1, they are weapons being stockpiled by a group of bandits hoping to rob a nearby town and take it over. They will attack the party if the party took the weapons. On a 2, the weapons belong to a wandering weapon master (level 3 fighter) who was marking down the location of students who have paid their tuition. He will not attack the party outright but he will demand them back and call them dishonorable thieves. On a 3, the weapons belong to a group of would-be heroes who were plotting to take down a monster in their own town but could not risk discovery. They will try to get the party on their side to help, but their friends they wanted to save will be dead due to this delay. On a 4, the weapons belonged to a tomb robber and the map was found in the same crypt as the blades; she has no idea what the map is about but she will demand payment for the goods that she re-appropriated if the party takes them. On a roll of 5, the weapons are haunted by a ghost whose descendant was tracking down the children of a kinslayer who destroyed the ghost’s battalion. These weapons demand blood so the ghost may rest. On a roll of 6, the weapons belong to a group of assassins who were trying to run a frame-up operation. They will try to trick the party into completing it for them by planting false evidence and making them murder their targets, then taking out or getting the party arrested.

If this event is rolled a second time re-roll the d6 to determine the purpose. If the purpose is the same, then run this instead. The weapons were left behind when another party of adventurers had to abandon camp after being attacked in the night by a monster. Their bodies are located 1d8 miles away, outside a monster’s lair, and there is an obvious trail of dried blood and monster tracks. There will be 1d4 survivors of the encounter in the nearby settlement, down on their luck and traumatized. Providing them with these weapons or the head of the monster will make them loyal hirelings for the party’s next adventure.

If this event is rolled a third time, and the same weapon purpose was rolled, run this instead. The cache of weapons are clearly belonging to the local government, baring their mark, and have been freshly coated in blood. Vials of poison are located nearby as well, and the map instead gives the layout and patrol schedule of a nearby government building. By the time the party catches up with the Scout, 1d4 cultists dressed as local guards or soldiers will arrive and accuse the party of plotting an assassination. The party will need to fight their way out or be arrested. If they choose to go willingly, they will be used as the fall guys when the cultists end up killing their target and taking a precious item from a religious building. In 1d6 days, should the cultists kill their target, a malign event of religious significance and horror will happen in the settlement. Choose what fits your cult, or roll a d6.

On a 1, a child is born with horns, it cackles and devours its mother before turning into smoke and vanishing in the night. On a 2, the moon is blood red and the recently dead rise (including anyone the cult killed) as zombies. On a 3, it rains blood and any who are hit by the blood must make a WIS save or go violently insane until the rain stops. On a 4, all domesticated animals start loudly revealing horrible secrets and infernal truths in a creepy voice that carries on the wind. On a 5, a bolt of lightning will strike the center of worship of that settlement and set it ablaze, demons of torment will rip the flesh off the chief preacher. On a 6, a devil of great power will steal the skin of an important local figure and begin undermining the community with brutal laws and vicious murders.

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2. The Scout has stumbled across the lean-to of a hermit who has moved far away from the rest of civilization for one reason or another. The Scout must make a DEX save or have been spotted by the hermit, though if the Scout makes the save they instead spots the hermit. The hermit will be knowledgeable in regional lore, though unlikely to share it. He wishes to be left alone and there's a 1-in-6 chance he is convinced that the party will make others aware of his location which will drive the hermit to violence. The hermit will only become sociable in the event that the Scout or the Party wish to barter with him, in which case he desires sharp knives, hatchets, flatware and cookery equipment. He will not trade outside his own favor, and much of what he has to trade will be tubers, mushrooms, and other foraged goods.

There is a 1-in-20 chance that any food or tea the party consumes from the hermit will make them mildly ill in 1d6 hours. If the hermit is antagonistic it is a 1-in-3 chance. The hermit may have a companion, roll a d6. On a 1, it is a mutt dog who loves the hermit beyond compare. On a 2, it is an old wolf who was cast out by her pack and has accepted the hermit as a companion. On a 3, it is a boar with a lame leg which will someday be dinner but is now a whiny scrap-beggar at any meal. On a 4-to-6 the hermit is alone.  

If the Scout rolls this event again in a different hex the hermit will be a blind trapper whose mind, sight, and voice have been stripped of him by too much moonshine. He will act much the same as the original hermit, though he will be entirely unintelligible and far more homicidal.  Any additional re-rolls of this event in other hexes see the Scout finding an abandoned shed in disrepair. There is a 4-in-6 chance of finding foraged foodstuffs growing wild in what would've been storage containers and rotten cabinets. There will be enough to feed 3 people, though it will be woody and rough eating.

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3. The Scout has stepped into a nest of ground hornets, though they’ve yet to sting. The Scout must make a DEX save to remove their foot from the nest, a failure causes 1d4 damage in painful blistering stinger welts the marks of which will not fade for a week. On a success the Scout is able to pull their foot out successfully and should they have a container available they will be able to extricate some bitter honey from their foot and leg to save for later. Honey, even from foul ground hornets, can help preserve the health of a wound and prevent infection.

If this event is rolled again by a different Scout, repeat it as before. If the event is rolled again by the same Scout, the Scout has learned to watch their footing. By following the sound of buzzing this time, the Scout has stumbled upon a large alcove of hives and honeycombs. There is a 1-in-6 chance that a wild beast (a bear, or a regional equivalent) is currently carving up a hive to feast upon the sweet golden honey. The Scout may make a DEX save to sneak and harvest honey in a container, though they will need to make a DEX save for every hive they tap. Each hive will contain enough honey to fill two gallons worth of containers, and there will be 1d8+2 hives. A failure on this DEX save alerts the bees who will begin stinging the Scout with reckless abandon for 1d4 damage a round until the Scout has fainted or fled from the area. If the Scout takes all of the honey, there is a 1-in-6 chance they will be trailed by a wild beast (a bear, or regional equivalent) who is very curious as to where its favorite snacking substance has gone off to.

If this event is rolled a third time, the Scout has stumbled instead upon a beautiful cerulean tulip within which sits a Honeysuckle Faerie. She appears to be made of golden liquid honey in a dress of flower petals and a crown of pollen. Those who can speak the language of the fey will be able to parlay her for information on the area, and perhaps learn of the treasures of her hated enemies (likely goblins or bears). She commands swarms of bees which she will be very protective over, but who are loyal to her enough to sacrifice their lives in an attempt to kill her enemies.

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Design notes: So essentially, it is a d30 list that has to allow for a minimum of three permutations per item; so that way the list can be interesting even on rolling doubles. It takes a lot to get these working, and I mostly jot ideas for them down in a notebook while on the subway. A lot needs to be brought up/fixed when I transfer them to proper typing. All the same, I'm unsure about the system but I like the results. Working on it all the same. I'll be the first to admit this is long neglected but has potential. d30 with 3 permutations for five different roles is an undertaking, but it has potential.

Thursday, April 13, 2017

Wanderlust: Hexploration on a d6 (Part 1 of 6)

How to Explore the Wilderness
What follows is a d6 skill-based way to further divide up responsibilities for adventurers while they are wandering the wild world, moving from hex to hex, and enduring the elements. They need to roll equal to or under a number on a d6 to avert an event from cropping up, and the number they need to roll is determined by Modifiers to two of their statistics. I find this to be appropriate as in most cases it will see a character with at max a 4-out-6 to succeed, as reaching the vaunted +3 modifier bonus is something far beyond the means of most adventurers in their early days.


Adventurers need to take up one of four roles to successfully manage most issues while travelling, these roles are: scout, guide, look-out, and quartermaster.


Scouts blaze the trail, go out in front of the group, and raise the call if something needs to be noticed. Scouts are successful on a roll of their DEX+CON modifier out of 6.
Guides follow the stars, notice the weather, and keep the party from getting lost. Guides are successful on a roll of their WIS+CON modifier out of 6.
Look-outs take the role of night watch, keep an eye out for traps and ambushes, and acknowledge the spoors and signs of future problems to come. Look-outs avert a mishap on a roll of their DEX+WIS modifier or lower out of 6.
Quartermasters are in charge of the supplies and making sure everything is properly rationed, nothing spoils, and accounting for items they have gone missing. Quartermasters avert a mishap on a roll of their INT+WIS modifier or lower out of 6.


If your system does not make use of Attribute Modifiers, consider using the following table to determine a character’s skills for wilderness exploration.


Attribute
Attribute Modifier
3
-3
4-to-5
-2
6-to-8
-1
9-to-12
+0
13-to-15
+1
16-to-17
+2
18+
+3


So let us take an example character:
Moximillian is a Level 1 Thief. His stats are as follows:
STR - 9 (0)
DEX - 13 (+1)
CON - 8 (-1)
INT - 11 (0)
WIS - 13 (+1)
CHA - 12 (+1)


Moximillian would have Adventuring Skills as follows:
Scout: 0-in-6
Guide: 0-in-6
Look-Out: 2-in-6
Quartermaster: 1-in-6


For a fresh off the streets berk, Moximillian makes a decent look-out (he’s gonna notice something 33% of the time) and he can keep track of the supplies (but he’s a thief, so bare that in mind). But he is not a man made for scouting or guiding people through the wilderness.


Now that seems like a pretty rate, all things considered. But that is before we factor in supplies and the environment. If Moximillian is the look-out and he’s say, found spoors of a beast they might encounter down the line, he can enjoy a +1 to that roll of look-out because he’s already enjoyed some success and knows to be on the look-out for something. If he sets up bell traps (some string, empty cans, et cetera) give another +1 to that roll of look-out.


So Mox, as look-out, knowing there’s something out in the woods at night because he found signs of it earlier opts to set up some alarms to make sure he knows if it gets too close to camp. He has a 4-in-6 chance to avoid an event, which is not to say that this will scare away the beast but rather it will prevent the beast from getting the drop on him and the party. There is still a 2-in-6 chance that the beast will sneak into camp and wreck havoc.


Plotting Adventure
A Scout who has gathered rumors gains a +1 to get where he needs to, but a Scout who has consulted with rangers, wilderness guides, local cartographers or someone important who truly knows the area will roll with a 4-in-6 (instead of their Skill, unless that is higher). They operate this way until they suffer their first event or go somewhere they’ve been warned not to go and realize this.


If you have a set destination and the means to get there without getting lost in the wilderness (following a road, even an old one, is better for you than wandering through the woods, because a road is meant to lead somewhere civilized), a Guide rolls at a 4-in-6 (instead of their Skill, unless that is higher) until they operate away from the plan by going off the beaten path.


If the Look-Out has traps, alarms, coffee, knows the wilderness, or consults with the same individuals the Scout has, they may operate under the same 4-in-6 roll (instead of their Skill, unless that is higher) until the end of their first night.


Before you leave town, if you properly requisition enough equipment (a number of days/weeks of rations per person, sleeping gear, camping equipment, et cetera) a Quartermaster rolls at a 4-in-6 (instead of their Skill, unless that is higher) until they suffer an event on the adventure. Things always tend to run smoothly until they begin to fall apart.


If the entire party or at least those in these four roles, have done their above mentioned due diligence, the party gains Advantage (roll a d6 twice, take the better result) until there is a failed roll. At that point, these bonuses are lost and the party is left to their own skills to make their way through the wilderness and to their destination.


I would consider putting a hard cap on event avoidance of 5-in-6, unless there is some conceivable reason that nothing could possibly go wrong. Things should always be able to go wrong. Adversity is the mother of innovation. And these static bonuses from having properly prepared for adventure do not account for the penalties of bad weather, visibility or other environmental concerns.


When do I roll?
Scouts roll once a day, they're going ahead and blazing the trail after all. A Scout may choose to roll with advantage (roll a d6 twice, take the better result) but they will suffer a Constitution disadvantage for the rest of the day due to them meticulously trying to find the  best route.


Guides roll once at the start of a journey, enter a new biome/region, or when they get lost. Guides are more of a supervisory position and provided they can keep the party on the right path, they won't encounter many things they couldn't plan for.


Look-outs roll once a day or night, they’re the ones taking the first watch. A Look-out may choose to roll with advantage or to also serve as look-out during the day, but they will suffer a Constitution disadvantage due to their long hours spent in cautious perception. It is often wise to have an additional look-out.


Quartermasters roll anytime the party gains new resources or treasure, because with such items comes the threat of rot, theft, and strange circumstance. A Quartermaster automatically passes any Skill test if they are given a full day to go over their supplies and make sure everything is up to par.


Travel Modifiers
The following three tables show typical modifiers to Skills for travel purposes. A storm itself is an event, and should be treated as its own event within the adventure. It is listed here, alongside things such as war and visibility to give penalties that will help trigger these things being the present and dangerous issue they ought to be--and of course, there must be room for the players to succeed in marching through a storm without getting lost or waylaid by opportunists.


Penalties stack with one another. If ever there is a 0-in-6 on a check, there is a triggered event that cannot be avoided.


Weather Effects, Normal Intensity.
Weather
Effect
Rain
-1 to all checks. Morale Check saves.
Hail
-1 to all checks, 1d4 damage if you do not make camp or find shelter.
Snow
-1 to Scout & Guide checks. -2 to Quartermaster checks.
Storm
-2 to Scout & Guide. -3 to Look-Out & Quartermaster checks.
Visibility Issues
Visibility
Effect
Low Issue (Mist, Wind + Weather, Low-Light)
-1 to all checks.
Moderate Issue (Fog, Rainstorm, Snowstorm)
-2 to all checks.
Heavy Issues (Hurricane, Blizzard, Monsoon)
-3 to all checks.
Darkness of Night
-2 to all checks.
Special Circumstance
Special Penalties
Effect
War
-2 to Scout, Guide, and Look-Out checks.
Drought
-2 to Quartermaster checks.
Famine
-2 to Quartermaster checks.
Plagues
Disadvantage for Quartermaster checks.
Civilized or Peaceful Region
+1 to all checks.


This system should incentivize various materials for exploration and proper map-keeping. Below are some example items and what sort of bonuses they should provide.


Regional Map - Gives a +1 to Scouts or Guides, to prevent them from getting lost by way of wandering into a new region. It can provide insight on the region one is already in, as well as information on notable landmarks, but it grants no bonus for finding your way around the region unless you are within 6 miles of the nearest notable landmark or a road or town which you can use to re-orient yourself.


Astrolabe - Allows you a +1 to Guide rolls made at night, for the purpose of following the next day. You do not suffer penalties usually associated with rolling an exploration roll at night when you use an Astrolabe.


Compass - Gives a +1 to Guide or Scout rolls made to reorient the party or recover from being lost. A magnetic compass is reliable and circumvents the issue of needing to rely on the north star and the sunrise, which can be an issue in certain latitudes or times of the year.


Chests, Barrels, and Crates - Keeping your supplies and rations in securable containers rather than in backpacks or sacks. This gives a Advantage to Quartermaster rolls made to prevent theft, rot, or damage to one’s equipment. This also grants Advantage to Look-Outs by providing an extra barrier for things to be stolen away by predators or opportunists. Advantage is lost as soon as one of these rolls fails, but can be regained after spending time in town or thoroughly cleaning out the containers or buying new locks.


Dogs - All guard dogs or familiars who have better hearing than the adventurers have a 4-in-6 chance to hear anything as a Look-Out. Dogs cannot provide greater information, but should they suspect something they grant Advantage to Look-outs trying to find the object of their attention.

Final Notes This should ensure that there are plenty of potential little events going on the journey from Point A to Point B, and events are not necessarily bad but rather they prevent you from getting to Point B on time and they all have a risk to them for a potential reward.


Next time: Some lists of events for each role, both on the road, off the road, and at camp. Just for sake of variety.


After Note: As with 5th Edition D&D, you either have Disadvantage, Advantage or Neither. Disadvantage cancels out Advantage, Advantage cancels out Disadvantage. It doesn’t matter how many are stacked against you or stacked in your favor.

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