Saturday, March 11, 2017

Random exploration opportunities: trails

Next time I GM some hex crawling when we roll "no encounters" I will give a trail to follow. I totally forgot about this simple but nice technique to create exploration opportunities (and choices).

Hex crawling random encounter test (D6)
1) Encounter!
2) Fresh trail left by a encounter
3) Old trail left by a encounter
4) Debris or marks left by a encounter (trail too old to follow)
5) nothing (or a natural landmark to remember)
6) gradual weather change

Dungeon crawling random encounter test (D6)
1) Encounter!
2) Some sensory clue that a encounter is (or was) nearby (but avoidable)
3) Some sensory clue that a encounter is far away (could be debris or a trail)
4) nothing
5) nothing
6) Your light burned faster: - 1d3 torch turns or roll usage die)

I will also use this table for tracking down encounters: http://chaudronchromatique.blogspot.ca/2014/07/following-trail-of-random-encounters.html

Thursday, March 9, 2017

Elven Firefighters campaign

After drawing the elf maiden travelling in a water bubble I posted some drawings about elven firefighters having to protect their forest against fire based menaces and monsters. Sadly I lost those posts when I deleted my public collections on G+.


So here is a repost of what I remember.

The idea was to setup a non grim-misery-crawl OSR campaign. I mostly got inspired by the post "Playing Cute" on Gloomtrain.


  • Most of the characters are elven firefighters (fighter-mages) apprentices who wield water and vegetation based spells. They are level 01 trainees. 
  • The campaign start after their graduation but something happen and the firefighter veterans are cursed into a eternal sleep or are somehow magically disabled. 
  • The safety of the forest now rest on the shoulders of those newbies PCs.
  • The characters have access to some of the artifacts of the firefighter guild, but they have to learn how to unlock their potential. 
  • XP is awarded for doing firefighter stuff. 
  • The sandbox is build around the forest and it inhabitants. 


  • The elves have a firefighter treaty with the other forest dwelling races, including the chaotic races like the Bullywug. The newbie firefighters will also have to keep the respect of those races to avoid losing their help.
  • To add variety, some replacement or backup characters can be from the races that honor the firefighter treaty. It is often a political move for those races to send away a annoying member of their specie on firefighting duty to get rid of him or her.  
  • For exemple this bullywug moss shaman who can summon moss spirits. 


  • Most of the monsters encountered need help with some fire based menace or incident. 
  • Like a troll that was stupid enough to eat something on fire. Now he can't contain the fire in it regenerating fire belly. He is afraid to set the fire of the forest but he dont dare to speak because he fear belching fire out of his mouth. So he get in a lot of trouble and incidents. Simply killing the troll is a solution but there is a big risk that he will explode and set up more fire!
  • So the players have to find inventive solution to deal with the fire based menaces and monsters.

  • As the character level up, the campaign escalade with the apparition of the Dark Fire. A corrupting fire that twist what it burn into monsters. 
  • For exemple a dark fire treant, who is angry and resentful of the firefighters for failing at their duty and letting him burn. The fire treant become a dark fire king that try to spread the fire in the forest.




  • Defeating some of the big monsters should also bring some hope and a opportunity for reconstruction. 
  • Like when the dark fire treant die, if you open it bark you can find a Embers Dryad. If well nurtured this dryad can use her power to help the vegetation regrow after a fire, she can also sense the dark fire and travel between burning trees. Maybe she also have some limited fire control power. People dont trust her but she could be a new replacement character.   

The end game could be about lifting the curse from the firefighter veterans to awaken them or to accept that they are gone forever.

Friday, March 3, 2017

Snail Flailer Character Class!

Snail Flailer
snailflails1.jpg
  • Primary attributes: none  
  • Hit dice: d6
  • To hit: as fighter
  • Saves: as clerics
  • XP: as clerics


SPECIAL ABILITIES  


Weapons and armor training: you can use any armors but you are only trained in the use of flails, morning stars and spiked maces.


Dual wielding flails: when dual wielding flails you can add 1d4 “flail die” to your attack or damage. The flail die size step up every three levels. When wielding a single flail you can add +1 to attack or damage.


Slow but steady: you have -10 to you move but your armor don’t count as encumbrance because your armor is like your snail shell.  


Slimy body: when naked, you can climb at move 15 and squeeze through openings as small as 5 inches across.


Vulnerable to salt: salt causes you damage like burning oil.


Desiccates quickly: you needs twice the water when traveling.


Eyes stalks: you don’t see colors, but you can see 360 degrees all around so you don’t count as having a "back" for the purposes of backstabing.   


Hermaphrodite: you can have babies with anyone. Depending of your partner, some of your babies will be snail or slug persons, some will be cute little flailsnails.


Crawling tongue: you can communicate with snails and slugs. Mutant snails and slugs are harder to understand. If you want, you can start with a angry little flailsnail pet (they are mostly decorative).


snailpets.jpg


Level      Exp.Points   Hit Dice   Flail Dice    Title
1        0                   1d6           d4               Spiked Lad             
2             1565             2d6           d4               Slime Maiden     
3             3125             3d6           d4               Man-at-Flail       
4        6,250            4d6           d6               Morning Star  
5        12,500          5d6           d6               Snail Flail    
6        25,000          6d6           d6               Iron Slug
7        50,000          7d6           d8               Snail Knight      
8        100,000        8d6           d8               Slug Lord         
9        200,000        9d6           d8               Flail Queen          
10      300,000        9d6+1       d10             Mother-Father of Snail-Chains     

Dimensional flailsnailing travel: when you travel to a new flailsnails campaign you may choose to reroll your hit points and to gain a temporary extra HD in exchange of a roll on the random table of the Article 4 of the Flailsnails convention (see table below). After one session of gameplay, you may choose to remove the extra HD to shake off the effect rolled on the table.



Random table of the Article 4 of the Flailsnails convention (1d100):
(penalties cannot take PC below minimum score for the system in question or below 4 hp)


1-3 Blinded
4-6 Deafened
7-9 Gone mute
10-12 Lost an arm
13-15 Lost a leg
16-18 Gone mad: 25% chance of doing the exact opposite of intended action (after action is
declared) each round during times of stress
19 Cursed: Slowed
20 Cursed: Laughs continuously and uncontrollably--must make a wisdom check to speak an
intelligible sentence
21-23 All equipment lost.
24 One of your items is now cursed--new DM secretly decides item and specific curse
25-Sex change. Armor doesn't fit now. Re-roll charisma. (you don’t really care about this one).
26-28 Disease: halve your hit points
29-31 Disfiguring disease--charisma is effectively the minimum, no henchmen
32-34 Brain damage: lose d6 from charisma, intelligence and wisdom
35-36 Major brain damage: lose d8 from charisma, intelligence and wisdom
37-39 Too much light reading during your trip: lose d10 intelligence
40-42 Culture shock--lose d10 wisdom
43-45 Disease: lose d6 from strength, constitution and dex
46-48 Major disease: lose d8 from strength, constitution, and dex
49-Curse: kleptomania
50-51 Pregnant or melded to useless siamese twin -2d6 dex
52-PC smells terrible, scent is obvious to any foe at 100 yards
53-55 PC is on a bender and won't sober up until adventure ends
56-58 PC has become grotesquely obese: -10 dex, always last initiative no matter what system is used
59 Curse: PC can't see weapons, claws, teeth or fire. 50% chance s/he doesn't know it
60 Curse: 17 and 18 are cursed numbers for PC--rolling either # is a fumble
61 Mutation: roll on baleful mutation chart of DM's choice
62 Artificially aged: -d10 constitution -d10 dex, -d6 str, -d20 hp
63-65 Fugitive: extremely thorough authorities are following you everywhere
66 Shrunk to 1' tall
67-69 Hungover: -3 to all rolls
70-72 Type 2 hangover: hearing and vision are only 25% relaible
73-75 Having an Elric phase: can only go 4 rounds without needing to smoke/inject/inhale some exotic substance.
You will run out of it after d4 days.
76 Curse: in any round, all attacks will be against our PC until at least 2 have been successful
77 Curse: if any of your companions fall victim to a spell, you will, too
78-79 Haven't been eating properly on your trip--lose d12 hp, d8 con and d6 str
80 Depressed and pining for home. -5 to all saves.
81 Infected wound. -d6 constitution and -3 to attack rolls
82 Roll twice ignoring redundant results
83-85 Limping. -5 dex, movement is 1/3 normal, blows doing more than 2 hp will knock you over unless you're
braced against a wall
86 Paralyzed from the waist down, you have a wheelchair, though.
87-88 Just tired from all that walking: -d4 to all rolls
89-90 Frostbite on the way-lost 3d4 fingers.
91 Partially possessed by minor demon. Wisdom/will roll in times of stress to avoid aiding forces of evil.
92 Just loves it here! PC spends all free time writing a travel journal or sketching the landscape--cannot rest properly at all.
93-95 Can't speak what they call "common" around here.
96 Can speak it but finds the local dialect intensely grating-especially the way the locals pronounce the words "go" "if" "to"
and "get". Use of those words will cause the PC to attack the speaker for 1d4 rounds.
97 None of these hicks can understand you through your accent
98-100 Your blood is too thick for this climate. You shiver or sweat all day--minus 2 to everything.


bigsnailman1.jpg