29 January 2020

What Am I Doing These Days?

Good question. 

I'm working a lot. The hospital at which I'm employed has seen a historic high of childbirths (there was even an article in the local newspaper about it) and the past six months have involved a lot of time at work. I've had a close relative in a medical crisis, and my significant other has been ill and needing a lot of care. Basically? I've had to squeeze what free time I can here and there and the pace of my professional life has been exhausting. The latter to the point I'm considering finding a position somewhere else ... this is a genuine shame because I love what I do and love my position there.

On the gaming front I continue to play in an OD&D campaign here in Austin.

But? My attention has been drawn to the second FRPG: Tunnels & Trolls. It's everything I loved about OD&D, OD&D having become twisted and hidebound in its rules and rules arguments since its (so-called) renaissance. T&T is wide-open and the rules often have multiple suggestions on how to resolve situations and, over and over again, encourage the DM to come up with his own solutions and rules.

But Piper, you may ask, doesn't OD&D do this too? Well, the original set did but as early as the first edition of AD&D the editorial stance became "if you change these rules you ain't playing D&D!" Meanwhile T&T keeps right on reminding folks to Try to visualize evert (sic) combat as a movie scene, and as the judge it's up to you to make things seem logical and fair, not up to some abstract rule or Remember the prime rule as GM. What seems logical under the circumstances? We're telling stories here, not adjudicating a war game.

So, in short? When I have spare time (ha-ha) I'm doing one of the following:


  • Dealing with yet another family health crisis. 
  • Walking. 
  • Going to Kung Fu class. 
  • Playing OD&D. 
  • Designing my dT&T (Deluxe Tunnels & Trolls) campaign milieu. 

How about you?

25 March 2019

Adventure Hook: Honbria's Sorrow

Honbria's Sorrow

An adventure hook taking place in a smaller settlement such as a village, thorpe, or hamlet; located in an area known for gentle, temperate climes.

Once per year (or decade, century, etc.), on the third day of the third month the village experiences a brutal freeze (significantly below zero) for a period of 24 hours. On this day, anyone leaving the comfort of indoors to venture out has a 1 in 20 chance of never coming back. Their clothing, still fastened/buttoned/laced, etc., is the only evidence left behind of their presence.

On the day before temperatures drop markedly. Fights break out, relationships go bad, the tamest of dogs bite, good riding horses become bucking broncos, etc.

On the day afterward temperatures rapidly rise to normal levels. Friendships form, love blooms, everything is normal again.

The locals refer to this as Honbria's Sorrow, she is said to be mourning the death of her children in the dim, dark past of history.

Magic Item: The Helm of LeBab

Helm of LeBab

This magical helm is a curious artifact. When worn by any man-type it permanently bestows complete knowledge of a new language upon the wearer. If the wearer's Intelligence score is 3-14 the language imprinted is randomly determined, for scores 15-18 he has a ~66% chance of learning the language of his choice (3-6 on d6). This works once per person. Donning the helmet again has a 1 in 6 chance (+1 for each additional attempt) of complete removing a randomly determined language (including Common) from the wearer.

The Helm of LeBab bestows native facility with the new language: reading, writing, speaking, idioms/slang, associated hand gestures or body language, etc.).

Traveller: Uplifted Monkeys

Uplifted Monkey (Cercops)

I've always liked the concept of the Niven & Pournelle's "watchmakers" so I've adapted and broadened the concept for MTU. I've used the Blue Monkey as a base for my new race.

Average Specimen: ~15 kg (~30 lbs), 90 cm (~36")

Cercops have a prehensile tail about the same length as the body and opposable thumbs. A cercop's hands and feet are equally dexterous and they will often remove their footwear for intricate tasks. Cercops are extremely adaptable and adept at improvising and customizing equipment.

Diet: omnivorous when needed but primarily frugivores supplemented with seeds, flowers, and insects.

Social: gregarious and inquisitive, cercops can be found in a variety of Traveller settings. They are most often encountered in technical or engineering capacities. They rarely serve as scouts, most eschew being alone (though exceptions exist).

Unique: cercops have developed a needler attaching to their tail. It is carried in a small back holster, the tail slips into it and the needler can be in play in a split-second. Short of a combat situation, this is typically their preferred weapon.

Replacing Lost Limbs & A Notable NPC

Inspired by a thread on a D&D forum ...

Pyka "Zil" Zilarra, human female blacksmith

Zil lives in the largest city in your campaign. She is a talented smith, capable of making ornate customized armors. She is best known for two things: (1) ornate helms inspired by hunting birds (raptor-helms), and (2) her silver limb replacements. These replacement limbs are fully functional within the individual user's DEX score, and are custom-made to match the original in exacting detail; excepting the fact they are shiny silver. They are not available in a matte finish or other metal/color, roll for reaction if the customer asks for this with a bad roll indicating refusal of service.

Hand, foot, eye, ear, and similar: 5,000 gp & 1 month
Forearm, shin, similar: 15,000 gp & 3 months
Whole limb such as leg, arm: 25,000 gp & 6 months

Half on order/fitting, half on completion. Prices and times are non-negotiable. Subjects must be available for the first week of the process for refits and adjustments. Zil cannot replace a missing head without some rather creative referee work, but let's say it would be 200,000 gp and require a year of work.

Zil is tall and burly, dark-haired and swarthy. She has a short temper, though she is slow to violence, and very proud (justifiably so) of her work.

New Equipment: The Handy Pole

Galina's Handy Pole

Inspired by the real life collapsing white cane carried by blind folks, this 10' pole collapses into a compact bundle easily carried in a pack or belt loop. At full length the pole is 10' long, with an iron butt-plate at one end and a slot at the other end. This slot holds various probes, spikes, and cutting blades for disarming or safely tripping traps from a safe (it is to be hoped) distance. The handy pole is not balanced for fighting but will serve as an improvised weapon (my house rules, basically d6-1 damage) in a pinch. This is a non-magical item costing 3 gp, increasing to 10 gp for custom models.

Special Thief's Tools, The Coral Cougar

Coral Cougar's Toolkit

The Coral Cougar was a thief renowned for his stealth and cunning. These traits were emphasized by the air of bumbling and ineptitude cultivated by the sneak-thief, whose true name was Jahk Luso. The kit typically appears as a plain and rather battered black leather valise, which only close inspection will reveals as the finest leather, this item is non-magical and if closed the case will mask the detect magic aura of magical items it contains. These items are:

-collapsible pole: a +1 billy club which, when whipped outward, will grow into a 10' pole. This growth will exert no force when it occurs and cannot, for example, be used to force open doors or force a dead-weight etc. upward.

-Cougar Eyes: a set of lenses allowing low-light vision.

-Ray O'Vak's Torch: a solid feeling metal baton with a wide end holding a lens. When a button on the baton is pressed, the torch will emit a clear light similar to a bullseye lantern up to 60' in one direction only.

-Tabby Claws: these climbing claws will boost the wearer's ability to climb by 25%, not to exceed a 99% success rate. The claws are useless as weapons but may be allowed to parry if thieves can do so in your campaign.

-Picks of the Drab Mouse-Catcher: a set of thief's tools that do not break (my campaign has a small percentage chance of a failed lockpick attempt breaking the pick) and boost lockpicking and small trap removal chances by 10% (not to exceed 99%).

-Pussy Cat's Boots: soft gray moccasin-like boots boosting silent movement by 10%.

-Mouser's Cloak: a soft cotton cloak of finest weave, boosts hide in shadows by 10% when worn.

-Unseen Rope: 100' silk rope that, when deployed, adapts the color of its surroundings and making it difficult to detect.

The Unblemished, Lawful Enforcement Officers

THE UNBLEMISHED

An unofficial arm of the Church of Law. The Unblemished are soldiers and unsanctioned guardsmen in towns or cities where Law holds sway. Because of the church's receipt of the believers' tithes, these troops tend to be very well armed and trained. The Unblemished will typically be armed with mace or club, fighting spear, and dagger; they are almost always clad in plate and carry shields.

Sometimes these men and women, almost always humans, operate with the Blessings of the Nine and the leading members of the local clergy. Other times they operate independent of the local clergy under the command of a Cleric, who may or may not answer (or at least confer) with the local clergy.

The Unblemished cover their faces when in uniform, communicating only with the Lawful alignment tongue. In stressful situations, any being unable to communicate in same will often be detained. The Unblemished are very often fanatical in their devotion to The Nine and will often err on the side of dogma in pursuit of their duties. These fanatics are often rigid and unyielding in their faith, even to the point of great personal cost.

Unblemished soldiers are always found preferably in groups of nine or multiples of nine. In such a case there will be one soldier bearing the sigil on his tabard for each of the The Nine deities. In smaller communities where numbers are lacking they will resort to groups of three.

Adding Some Variety To Men-At-Arms

When your players are hiring men-at-arms, roll d20 for each one. On a roll of 20 (a 5% chance), the MAA has a special item. Roll on the table below.

1. +1 Magic Weapon
2. Magic Item
3. 2-5 (d4+1) Potions
4. Chain Armor (1-4 on d6), Plate Armor (5-6)
5. Map To Buried Treasure
6. Map To Magic Item

Men-at-Arms in my campaign come with a fighting spear, dagger, shield, and leather armor. Armor or weapons rolled will replace the appropriate item from the NPC's standard gear. Any magic item (result #2) rolled should usable by a fighter.

Sword Breakers

Proposed rule for sword breakers.

Sword Breaker: this weapon might more accurately be described as a sword catcher since the chance of actually breaking a well-made blade is remote. The sword breaker is typically used as an off-hand weapon by individuals with DEX 15 or greater. In lieu of a +1 "to hit" the player may use the sword breaker as a shield (effective only against 1 melee opponent, ineffective versus missile fire). During melee, if the player is engaged with a blade-armed opponent and rolls the exact number "to hit" his opponent's DAC [AAC]? That opponent loses his next attack.

Edit to add: +Scott Anderson has a proposal you may like better. On a precise hit your opponent is disarmed rather than losing an attack.

Divine Favor for 18 Ability Scores

I've been playing around with the idea of allowing players with an 18 (I use straight 3d6 rolls IMC) in an attribute score to roll on a divine favor table. Here's my early ideas for the S&W brain trust to evaluate.

d10

1 Tough Skin
2 Quick Healer
3 Ambidextrous
4 Preternatural Awareness
5 Eagle Eyed
6 Discernment
7 Outdoorsman
8 City Slicker
9 Blind Fighter
10 In Fighter


Tough Skin: takes -1 per die for all physical damage rolls against his person.

Quick Healer: heals at double normal rate.

Ambidextrous: can fight with 2 weapons without penalty, or gain +2 to AC with shield.

Preternatural Awareness: immune to surprise and back stab.

Eagle Eyed: notes hidden and concealed doors on 1-2 merely by walking by, and on 1-4 if actively searching.

Discernment: character can detect lies if he is looking the speaker in the face.

Outdoorsman: character can choose the most secure campsites, ties superior knots, build fires under nearly impossible conditions, and forage for food with a +1 bonus to his die roll.

City Slicker: character can instinctively find businesses and factions within a city, cannot get lost in the back alleys and byways. Character can easily discern the nature of encountered NPCs.

Blind Fighter: halves the penalty for blind fighting.

In Fighter: adds +1 to grapple and unarmed/brawling attacks.

Notable NPCs: The Penumbra

THE PENUMBRA

Some say he's a fallen paladin, others that he is a paladin with a special dispensation, still others he's an avenging spirit of some sort. Nobody knows. Clad all in black clothes with a black floppy hat and black cape, he comes and goes like the night. The only splash of color about him is his blood red scarf, usually worn as a mask and obscuring his lower face.

The Penumbra can move silently through shadows with a 99% chance of success. He is armed with cutlass +5. As long as the scarf is obscuring his face he is 75% magic resistant. He is also armed with a rather odd pair of hand crossbows. Though these weapons fire standard quarrels there is no cross-arm or bowstring on the weapon and it readies another quarrel automatically after each shot. These are carried in paired leather holsters hanging from The Penumbra's belt. Each of these weapons can fire up to six times before needing to "rest" for 1 turn to "reload." He fires these weapons akimbo, meaning one in each hand, and they are treated as +2 "to hit" in his hands.

The Penumbra has a hideous, deep, taunting laugh that he can project both vocally and mentally, this causes all creatures hearing it a -1 penalty to all morale checks. The Penumbra can detect evil and detect alignment at will on any being with 6" he can see. Treat him as having WIS 18 and INT 15. If your campaign uses psionics/psychic abilities The Penumbra should be gifted in these arts.

It is said that no matter what black thoughts dwell within the deepest recesses of your mind ... The Penumbra perceives!

Not D&D Related

We used to sing this song in German class. I'd heard a joke version of it in Disney's "The Three Little Pigs" and was rather surprised it's an actual song. This little ditty has been satirized in many other places ...

You'll find a lot of bad translations out there on Google so you'll just have to take my word this is better than many you'll see. Of course, Americanized dialects of German may have some differences, this is German how I learned it in school. Last of all, you'll also find some disagreement about the translation of schnitzelbank. All I can say to that is, again, beware Google and online translation services.

oh, du schone Schnitzelbank!
a Sauflied (song for drunkards)

Ist das nicht eine Schnitzelbank?
Ja, das ist eine Schnitzelbank.

kurz und lang
hin und her
kreuz und quer
Schiessgewehr
Wagenrad
krumm und grad
grosses Glass
Ochsenblas
Haufen Mist (pronounced "misht")
Schnickelfritz
dicke Frau
fette Sau
langer Mann
Tannenbaum
Hochzeitsring
gefaehrliches Ding

O - Die Schoenheit an der Wand - Ja das ist eine Schnitzelbank.

Is that not a wood carver's bench?
Yes, that is a wood carver's bench!

Short and long
Back and forth
Criss-cross (often paraphrased as all over the place)
Rifle (or gun, shotgun, shooting rifle, etc.)
Wagon wheel (rad does not mean red!)
Crooked and straight (or curved and ...)
Large glass
Ox bladder (not ox horn or pale ox)
Manure heap (lit. pile/heap of sh**)
Mischievous boy (like Dennis the Menace)
Fat wife
Fat pig
Tall man
Christmas tree (or fir tree)
Wedding ring
Dangerous thing (a dragon is usually pictured)

Oh the beauty on the wall
Yes that is a wood carver's bench!

Adventure Hook, The Grey King

THE GRAY KING

A young king, untested in battle and new to the throne, threw off a seaborne invasion in the walled port city. Shortly thereafter he died of wounds received in that battle. Now, when danger threatens from the ocean the apparition of the king appears. The gray-tinged image of the king is seated on a plain and battered throne situated upon the wall overlooking the ocean, vigilant gaze turned seaward. He is clad in armor and his gleaming bastard swords rests upon his lap. The throne is flanked by two ever-lit torches, also insubstantial.

Since that time generations ago the city has never been successfully invaded from the sea. Now word reaches the Lord-Mayer a powerful pirate faction plans to invade the city and claim it as a base. Though their armada lurks just over the horizon, the Gray King has not appeared.

Has the city's time come? Or have the pirates done something to prevent his appearance?

The Moorlands Barking Spider, A New Monster

THE MOORLANDS BARKING SPIDER

Found inhabiting grasslands and prairies, these aggressive predators obtain the size of a small dog upon reaching maturity. Barking spiders are covered in hairlike cilia and have geen and tan coloration. They are characterized by their low, rumbling barking call. Besides having a paralyzing sting (save versus paralysis for no effect) and web-spinning abilities, barking spider can also spit a foul musk-like substance up to 20 feet at their target. A successful musk attack blinds the target for 2 combat rounds, temporarily reduces the target Charisma to 3, and increases chances for wandering monsters by +2. These creatures tend to reserve their paralyzing sting for their prey, using their musk attack to warn off opponents and predatory competition.

AC: 4
No. Appearing: 1-6
Move: 3/12
Hit Dice: 3
Special Attack: Paralyzing Sting
Special Attack: Spit Musk
Lair: 70
Treasure: C
Align: N

Nietze's Bridge, A Dungeon Room

NIETZSCHE'S BRIDGE: A 30'W x 60'L abyss into impenetrable darkness spanned by a 10'W bridge. The bridge has no rails and is well-travelled, if the worn stones are any indicator, but otherwise appears quite solid. Peering into the abyss reveals no bottom, if the party drops a torch it falls for many long seconds before hitting the ground.

FOR THE REFEREE: The entire area is under a powerful and very convincing glamer. The bridge is an illusion concealing a 30' drop into a spiked pit. There is a secret door at the bottom, or survivors of the fall can be helped out of the pit by their friends. Here's the rub, though ... the pit is also an illusion. What seems a very long drop into nothingness is actually solid stone floor. The party can easily cross the 60' room by avoiding the bridge and walking "on air."

The Trippelganger: A Meaner Doppelganger

TRIPPELGANGER

Number Appearing: 1
Number in Lair: 2-5
AC: 3
Move Rate: 12
HD: 5+1
Lair Nearby: 10
Treasure Type: E
Align: C

Trippelgangers are faster and tougher versions of the doppelganger (DD Vol III, pp. 4, 13). Trippelgangers tend to hunt alone and discreetly removed from their lair, though it is not unknown for these creatures to live among humans. If the latter, they will usually be found in larger cities affording a degree of anonymity while they plot to spread chaos and dissension. Their motivations for doing this are unclear. In addition to their increased toughness, trippelgangers possess an ability that makes them far more dangerous than their doppelganger cousins, having an innate psionic ability to see into the mind of their victim. The trippelganger will pick a person known and familiar to its victim, using this guise to put the mark at ease. Naturally, trippelgangers possess all the abilities of their doppelganger cousins (imitate whomever they see, sleep and charm immunity, save as 10th level fighter).

Note: this monster was inspired by 2 things. First, my post about the city encounter with the doppelganger. Second, the scene in "The World's End" (2013) in which the alien invaders used familiar faces to put the humans at ease ... unfortunately in one case choosing to imitate someone who had passed on many years previous.

Dungeon Encounter & Magic Spear

DUNGEON ENCOUNTERS: You open the door to find a 30' radius circular room filled with a flickering, subdued amber light. The ceiling is 20' high, the walls are lined from floor to ceiling with shelves holding jars filled with amber liquid. A candle is behind each, producing the captivating shimmering light. The effect is quite lovely. In the center of the room is the bronze statue of a heavy-set woman, head tilted upward and mouth open wide as if calling out. She is armored, armed with spear and shield, and wearing a curious steel helmet sporting a pair of what appear to be bovine horns. The spear, an actual weapon and not a part of the statue, glows if detect magic is cast on it. The spear is ornately carved on the shaft with runes and the steel head is etched with designs highlighting an inlaid gold rune on either side of the head. The weapon is of superior workmanship.

FOR THE REFEREE: The ambient lighting effect is caused by a candle behind each jar. The jars are filled with flammable oil. Touching any part of the statue or its pedestal will cause the statue to sing a high-pitched musical note via a magic mouth spell. This will also cause all doors (when I used this the room had 4 exits) to slam shut, a moment later locks will magically slide into place. If the characters turn and run from the room as soon as the singing begins they will have time to blast through the closing doors before they lock. Otherwise, they will be subject to the trap: all jars in the room will shatter, spilling the oil contained within. Of course the candles promptly ignite the oil and the room turns into a deadly inferno to any creature unable to withstand damage from normal fires.

THE WEAPON The spear can be any suitable magic weapon. I used a home-grown weapon: the Spear of Storms. It was a +1 weapon that could cast a lightning bolt (as the spell) accompanied by a clap of thunder inflicting -1 to all enemy morale rolls thrice per day.

Spicing Up City/Town Encounters

Town/City Encounters: here is an interesting idea! Expand your horizons and make a randomly rolled but mundane encounter into something special. If, for instance, the die rolls calls for a result of "Fighter" make it samurai, a dervish, or Native American dog warrior.

Cleric? How about a witch doctor or shaman (complete with shrunken heads), robed Asian mystic, or fully decked out Jewish Priest of Aaron?

Magic-Users could be an iconic witch with broom and black cat; a modern day stage magician complete with tuxedo, cane, and top hat; or a steam-punk style alchemist.

Thieves are a bit tougher because they generally like to be in the background but you could roll out a few figures from entertainment. Such as black jump-suited cat burglar, or Stainless Steel Rat type of fast-talking confidence man.

Each of these notables, of course, may have an assortment of toadies, sycophants, bodyguards, apprentices, etc.; who may take a dim view of players approaching their idol!

City Doppelganger Encounter

CITY ENCOUNTER: the player-characters are approached by a local (race & sex as appropriate to your milieu) who appears well-to-do. She tells the party she must speak with them.

The Problem: a monster capable of duplicating her appearance has committed a crime while "wearing" her likeness; I used the doppelganger but you may wish to create a monster unique to your milieu. She wants the players to apprehend this monster and bring it to her so she can clear her name.

The Offer: A substantial reward for the party's assistance. The doppelganger must be brought to the patron or patroness at a suitably private location. Naturally, if the PC's are spotted during this caper they will surely run afoul of the local authorities.

The Resolution:

1) The encounter is what is seems to be and the players reap some useful magic items as reward.

2) As #1, but the patron attempts to stiff the party. Some local thugs appear and engage the party in combat after the captive doppelganger is surrendered to the patron. This would be a good time to run weaponless combat! The thugs seek only to delay the PC party a short while so the patron can make his escape with his prisoner. The ruckus may also invite the attention of the city watch.

3) The patroness is insane and has sent the party after her twin. Neither are doppelgangers.

4) The patroness is the doppelganger and sent the players after a completely random VIP with the goal of sowing chaos and spreading dissension in the city. The party will arrive at the agreed upon rendezvous and the patroness will be nowhere in evidence. The doppelganger's long term goals may include insinuating herself (and others like her) into a position of importance within the government. Even more fun? The doppelganger was mimicking another VIP when she hired the player-characters. The unfortunate model for the doppelganger will be arrested and questioned by authorities based upon the PC's description, leading to more problems for the players.

5) It's a trap! An enemy of the player-character party spotted them entering the city and is attempting to sand-bag them. The city watch will receive an anonymous tip and will show up when the PCs try to nab whatever VIP their enemy has designated as the target. The patron himself is an accomplice of their enemy with a high Charisma. In this case the accomplice more or less resembles the target.

6) The patron and the target are one and the same. He is testing the effectiveness of his personal guard and security measures. He will reward the party as promised whether they successfully penetrate his security or not. Of course, the guards do not know the player-characters are merely a test and will treat them as attackers, responding with force to the threat.