Wednesday, April 8, 2020

Save Vs Poison: 20 Themed Traps

Glass Medicine Vial, American 20th Century
Traps are an integral part of the dungeon ecosystem and an old school experience; but there are only so many needles-in-the-lock and razors-on-the-handle that you can take before they become old hat. Provided below is a table of 20 traps themed around poisonous inhalants, injections, and powders that are designed to shake things up.

In game consequences of poison are largely excluded from the below descriptions, with some noticeable exceptions where the trap is intended to produce a certain flair. The idea behind not including the description is - first - typically poison results in death; however second - it encourages you, the DM, to come up with something more suitable for your game, your players, your dungeon, and your play-style.

1d20Result
1    Bauble of Belladonna
A small, durable, padded sack containing 2d3 fragile beads of crystal, approximately one inch each in diameter. The beads are slick to the touch: coated in a salve of deadly nightshade. The beads will crack if handled for more than a few seconds, exposing the handler to the poison.
2    Viper's Throne
A seemingly innocuous chair, under the seat of which are two spines, centered where a sitter's mass would rest. The pressure of sitting on the spines will piece the sitter and pressure on the chair causes a virulent ooze to diffuse from holes along their length - exposing the sitter to the poison.
3    Monkshood Mephit
A mechanical walking toy with four pointed legs. When activated, the trinket will attempt to climb into the mouth of the nearest breathing entity. If it succeeds, its shell will crack, releasing a poisonous substance - exposing the target to the poison.
4    Newt Fingers
A glove or other hand-sized hole appearing to control an entrance, gate, or other mechanism within the area. Inside the apparatus is moist - also inside, a brightly colored newt which, if touched, exposes the character touching it to poison. If the character survives, perhaps they can retrieve the newt and use it for later purposes - however it will continue to expose others to poison along the way and will attempt to flee any adventurer-sized creatures.
5    Galling Net
A fishing net, roughly the size of a man (could be larger), with shards of glass, coated in venom. The net is hung below the opening of a pit trap such that the weight of any who fall onto the net will cut them with the glass; exposing them to the poison. Alternatively, the net can be laid to fall when a trigger point is activated, with weights on the corners ensuring piercing by the glass shards.
6    Bear's Claw Rake
A metal rod with several sharp "claws" affixed in a row. Hidden behind a door, around a latch, or in a drawer, when the orifice is opened, the rod turns, raking whatever was used to open it, exposing the lacerated target to a noxious substance was rubbed on the claws.
7    Deathcaps and Shriekers
The room is full of the debris of fallen rocks and a few clusters of oversized mushrooms - 6 to 18 inches in height - a warm orange in color, that dust the character's boots with a yellow powder if they walk too closely. This powder is toxic; if a character inhales it or touches it without a layer of leather between them and it, they are exposed to the poison.

Embedded in each cluster of mushrooms is a shrieker. If one or more of the shriekers shriek, rocks fall from the ceiling - pummeling the mushrooms: which release a cloud of the yellow spores. There is only enough of the stuff for 1d3 disbursements prior to running dry until more are generated over the course of a week or so, but any character within the room or within 5 feet of the entrance will be exposed to the spores.
8    Ivory Death
A piano or harpsicord instrument with half a sheet of music. If a character is able to play the keys in such a way as the short melody is complete, the trap is disarmed and access is granted to whatever the trap is hiding. A contact poison has been smeared on the keys such that a character which does not play correctly or makes an error and touches the wrong key will be exposed to it.
9    Hemlock Handkerchief
A porous handkerchief infused with a fine white dust. A character interacting with the handkerchief will note a fine white powder with a foul odor that emanates from the cloth: exposing the character and any other characters within 5 feet to the poison.
10    Assassin's Brazier
A brass brazier with some ash and some dried fuel; unlit. The ash conceals a toxic substance encased in wax: if the brazier is lit, it will provide light as a torch for one hour; however, any characters in the same room as the brazier after 1d3 turns are exposed to the poison in the form of inhaled fumes.
11    Sonic Sickness
The trapped area has large circular membranes along the walls; almost like drum-heads. If a character walks between them, they can hear a low thrumming. A character which walks through a focal area of the trap must roll vs Poison or be affected by the vibratto, causing nausea and anxiety.
12    Fob of Foxglove
A spring-loaded ball on a chain, similar to a locket or pocket watch, is propped to swing or hung in an inconspicuous location. If the point where the chain connects to the ball is disturbed or pulled, the spring causes needle-like spikes to jut out in all directions; anyone pierced thereby being exposed to the poison.
13    False Facemask
Ahead, a space three feet lower than the current space, filled with a turgid, heavy mist. A poorly concealed secret compartment houses small cloth facemasks. The mist is actually harmless - however any character that dons a facemask is exposed to a hallucinogenic poison, onset after 1d4 turns.
14    Mandrake Music Box
A small box with six keys. When a key is pressed, a chime is heard; each with its own distinct pitch. If they are pressed in the correct order, the top opens and a jack-in-the-box presents a hard, baked biscuit. The biscuit is poisoned.
15    Hellebore Helm
A wooden ship's wheel, the spokes curiously narrowed not unlike blades, mounted decoratively on the wall. A trigger plate connects an axle beneath the floor and up the wall such that the weight of someone stepping on it causes the helm to spin. Several compartments within the helm contain a powdered irritant that is dumped and sprayed into the room by the spinning wheel as though dumped into a fan. Man-sized creatures triggering the trap will expose anything in a 10 foot cone in front of the wheel to the poison; halfling-sized creatures will expose only a 5 foot cone.
16    Liar's Mirror
This mirror - oval shaped, as a vanity - with a moderately decorative frame. However, if a character looks into it, they will see a horrid deformity on their face that isn't truly there. If the character moves closer to the mirror to inspect, the deformity appears worse, but more subtle. If a character touches the mirror or the frame, quicksilver runs off of the mirror and seeps into the skin of said character - exposing them to poison.
17    Scorpion Seal
A metal apparatus shaped like a scorpion sitting on the seam of a double-door in the place of a knob or latch. The claws are mobile, allowing them to be opened and closed. If a character pulls on the stinger, one of the following effects occur  based on the configuration of the claws:
  1. If the left claw of the scorpion is closed and the right opened, the left door will open.
  2. If the right claw of the scorpion is closed and the left opened, the stinger extends a spine, exposing the user to poison.
  3. If both claws are open, the carapace of the scorpion seal opens, dumping 2d6 live (and angry) scorpions onto the floor.
  4. If both claws are closed, nothing happens.
Roll randomly to determine the initial state of the seal.
18    Hidden Rotating Door
A door, hidden in a bookcase or other inconspicuous location, turns like a revolving door to allow access to the behind. If the door is pushed from the right side, it will rotate 180 degrees and then lock when the character can see through to the other side. If the door is pushed from the left side, it will rotate 90 degrees - just enough to isolate the character in a confined space - and then lock, spraying a toxic mist from a vent in the ceiling. A character sprayed in such a manner is exposed to toxin.
19    Strychnine Streamers
A hall or room with paper streamers hanging from ceiling to floor of various muted colors - as though a party had been held. One color in particular, though, of these paper streamers have been coated with poison. A character walking through the streamers without having disposed of them will be exposed to the contact poison - as well as potential paper cuts.
20    Laudanum Ladder
A rope ladder, made of satin, hangs from firm grips leading up a considerable distance to a desirable outcome: perhaps a ledge with treasure or a new level of the dungeon. The satin is saturated with opioid oils. A character climbing the ladder is exposed to the poison and must save or fall. 

Happy poisoning!

Adapted From Plague doctor as a quack, Wellcome Images
Adapted from Plague doctor as a quack.
Original image licensed under Creative Commons Attribution 4.0 International license
by Wellcome Images at the following Gallery Link.

Public domain art piece of a medical vial respectfully pilfered from the National Gallery of Art on April 8, 2020. Attribution in alt text. Plague doctor as a quack, original piece, loaded from Wikimedia Commons and adapted for use on April 8, 2020: cropping borders to better fit the medium. Neither Wikimedia Commons nor the content credit, Wellcome Images, endorses nor is aware of the adaptation and/or use herein.

Sunday, April 5, 2020

Districts and Downtowns: Service Provider NPCs and a Procedure to Generate Them

French Street Scene with a Medieval Turret, Samuel Prout

Quick Reference (or, TL;DR)

The purpose of this post is to provide a quick reference sheet to allow immediate (or perhaps on the fly) indication of service providers in base towns and procedural generation of NPCs to fill those service provider roles. To provide that quick reference, when generating an NPC: roll a fistful of dice - 1d4, 1d6, 1d8, 1d%, and 1d20 - combine the results on the following grid, and enjoy your new NPC.

For a more comprehensive review of the motives, rationale, and explanation for the table results, read on into Districts & Downtowns below.

Public domain artwork respectfully pilfered from the National Gallery of Art on or around April 5, 2020. Attributions in alt text.

Verify Common Adventurer Services per Town Population

Blacksmith: 1 per 1,200 Inn: 1 per 1,200Leveled Healer: 1 per 3,600
Wood Worker: 1 per 400Tavern: 1 per 1,200Porter or Laborer: 1 per 400
Leather Worker: 1 per 400Merchant: 1 per 1,200Fletcher: 1 per 1,200

Generate an NPC!

1d6Sex
1-4Male
5-6Female
1d8Race
1Dwarf
2Halfling
3-6Human
7Halfling
8Elf
1d12Level
1-6Normal Man
7-9Level 1
10-11Level 2
12Level 3
1d4Class*
1Thief
2-3Fighting Man
4Magic User
1d% on your preferred name table.
1d20Physical Characteristic*
1Has a speech impediment, or is mute, making it difficult to communicate.
2Has a lingering injury: such as a bone break that didn't heal right. Likely impacts their day to day life.
3Has a pallor to them - may fall ill more often than most.
4Has a hump or hunch. May impact mobility or first impressions.
5Has sensory issues - perhaps problems with vision; hearing; or smell.
6Has noticeable dandruff - or acne.
7Has gauged ears or otherwise atypical body modifications.
8Is left handed. Eww.
9Has a rotund physique.
10Has a lean physique.
1d20Physical Characteristic* (cont.)
11Has atypically long hair.
12Has a distinct scar or scarring; does not otherwise impact day to day life.
13Has a distinct tattoo or distinct tattooing.
14Has heterochromia iridum.
15Has abnormal facial hair to the norm. In women, perhaps it is simply its presence.
16Is bald.
17Can't sit still. Heals more quickly than is considered normal.
18Has a rugged, ruddy complexion. Likely does not fall ill often.
19Has six fingers on one hand; perhaps granting circumstance bonuses to attempted slight of hand.
20Always smells nice. May impact reaction rolls or similar situations.
* Optional or conditional roll.

Districts & Downtowns

A Priest Processing through a Medieval Street, Francois-Marius Granet
Without cities, settlements, and bases of operation, adventuring becomes quite the short endeavor, lacking places to recover, re-train, and spend your hard-earned gold! Depending on your setting, you'll likely have several settlements - but any game generally speaking has to have at least one: the keep to your borderlands.

Trying to figure out how many buildings there should be, figuring out how many of a given service type should be available, deciding demographics - all of these activities factor into the generation of the town: and all of these activities take time and thought. If you are like me - you like to make towns unique, to make the NPC population memorable: something that draws out the town-creation process and postpones play.

Better, then, that a town should have a mechanism to procedurally generate its occupants the same way that dungeons have procedural mechanisms to populate them. Better then to have a set of rulings that define the population, its demographics, the services available to them in an organic way: producing a unique cast from which an emergent environment can be embellished.

Provided here are the mechanisms I use.

Procedural Generation of the Township

Town Population

Towns spring up because people gather together to exchange goods and services. For that reason, the population of the town should be used as a vague guide on the availability of services. Conventional wisdom gives the following guidance on town populations based on a size descriptor:

Town SizePopulation Range
Village1,000 or fewer
Town1,001 to 5,000
City5,001 to 15,000
Metropolis15,001 or more

The population of the town is up to you - although I have a system  that I use for that, too, said system is outside the intended scope of this article.

Service Availability

Service Probability

Services in town - including weaponsmithing, food and drink, lodging, etc. - and their availability are based on the population of the town in question: as more people means more economic activity, and thus more demand for them.

Each service, or good provider, has a service probability threshold.
The service probability threshold is the number of people typically required to sustain one instance of the given business.

For each service that the player characters might utilize, divide the total population of the town by the service probability threshold of the service in question.
  • Any whole integer represents a single option.
  • Then, roll 1d% - if the result is equal to or less than the remaining decimal (rounded to the nearest hundredth), another option has sprung up.
Thus, in a town of 4,300 people, a blacksmith, say - with a service probability of, say, 1,200 - would have 3.58 active blacksmiths - 4,300 divided by 1,200 - or, 3 blacksmiths guaranteed and an 58% chance of a third blacksmith.

The Blacksmith's Shop, Leon Cogniet and Theodore Gericault
 

What Should my Service Probability Be?

For the purposes of simplicity, common services the PCs might be interested in can be grouped into several key categories: Village services, Town services, City services, and Metropolis services.
  • A Village service is a relatively common need that requires some degree of specialization to successfully produce. Thus, home-industrialists will only rarely fill these roles and a specialist who can produce it will frequently be found in most villages.
  • A Town service provides for a need that is still relatively common, but may be more easily reproduced by home-industrialists or rely on a higher throughput of customers to sustain it: thus, it is unlikely to find one in country villages, but fairly common among towns at crossroads or along highly traveled routes.
  • A City service is thus a service that is likely to be found in cities, but not smaller communities.
  • A Metropolis service, lastly, is a service that is likely to be found only in the largest communities.
Service probability suggestions and a list of common examples for service types is provided below:

Service LevelService ProbabilityNon-Exhaustive Examples
Village400barber, clergy, clothier, healer, leatherworker, porter
Town1,200blacksmith, inn, lawyer, physician, tavern
City3,600engineer, jeweler, locksmith, sage, winery
Metropolis10,800bookseller, magic shoppe

External Resource Shout Out

There was an absolutely fabulous world-building resource I had bookmarked ages ago that broke this down based on an actual census of Paris in the middle ages. These numbers were used to genereate the service level probability categories - but the original resource had broken it down much more so, based off of profession - giving a specific number for bakers, for shoe-makers, for illuminators...

After a couple days of on and off searching, I am unable to find the original resource. There are a dozen programs that appear to randomly generate kingdom data using the information from said resource - and I have written down in a Word doc from 2010 the relevant formulae - but I do not have the URL handy. If you know the site I'm talking about and have it bookmarked, please send it my way. Would be doing the world a service to provide one more link to it!

2020-05-23: Update!
The following PDF was linked to me, as hosted on Donjon:

Medieval Demographics Made Easy by John Ross

It is not the original web site I remember - as the site I recall, when randomizing population, used d8s rather than d4s - but it does contain all the same information I appear to have pilfered for my Excel sheet in 2010! As I said, the world has been done a service - if you are interested in a more deep dive into medieval demographics, specifically a guide for determining Service Probability, the linked PDF is a goldmine of information and appears to the source material for most of the automatic kingdom generators I've found.

NPC Generator

Blacksmith, Alphonse Legros
For each service provided, at least one service provider should be generated. Consider, also, supporting staff based on throughput - for example, a blacksmith in a town where there is a significant mercenary population is likely to have an apprentice or journeyman assistant. A good guide for this is the percentile roll:  

If the town has a 22% chance of having another service provider, but does not have another service provider, it is more likely - perhaps 22% likely - that the service provider has an assistant to keep up with the volume.

Additionally, some services have naturally more staff. Our aforementioned blacksmith can manage their own business - but a tavern master, or an inn keeper, would need support staff: bar staff, cleaning staff, kitchen staff, etc. In terms of how much staff - again, the percentile roll can serve as a guide based on how much business tends to move through the establishment versus how much moves through the competition.

Once the number of necessary NPCs has been determined and their roles preassigned, specifics regarding the so-far blank characters can be rolled.

1. Race

Roll 1d8 and consult the provided table to determine race.

The primary races in my home setting, the Caanish Archipelago, are Humans, Dwarves, Elves, and Halflings. Halflings are more common than other demihumans, commonly residing side-by-side in Human settlements. For your setting - or for settlements not primarily Human in demographic - adjust the table accordingly
1d8Result
1Dwarf
2Halfling
3-6Human
7Halfling
8Elf

2. Sex

1d6Result
1-4Male
5-6Female
Roll 1d6 and consult the provided table to determine sex.

In the Human regions of Caan, men are overrepresented as adventurers and in trades - if your NPC is filling a role, however, that is more dominated by women, invert the result.

Conversely, if you don't want gender disparity in your setting, roll odds/evens instead.

3. Name

Roll 1d% and consult the appropriate name table to determine a character's name.

4. Level (and Age)

1d12Result
1-6Normal Man
7-9Level 1
10-11Level 2
12Level 3
Roll 1d12 and consult the provided table to determine the number of hit dice, by level, the NPC has.

Most characters will be normal men (or women) - but the occasional classed character should reflect their profession: what did they do to earn those levels - and why did they retire?

Foot Solider Standing by a Tree, Sebald Beham
For Age, consider the 1d12 roll relative to the range.
  • If the roll is on the lower end of the range, such as a 7 for a Level 1 NPC or a 2 for a "Normal Man" - consider that this NPC may be younger than typical for someone in their role.
  • If the roll is on the upper end of the range, such as an 11 for a Level 2 NPC or a 5 for a "Normal Man" - consider that this NPC may be older than typical for someone in their role.
This breaks down, of course, for Level 3 - and the table doesn't provide for NPCs of greater than 3 hit dice - but if you are tossing in an NPC of Level 4 or greater, really, that should be on purpose rather than by chance. A Level 4 NPC will be rare - and should likely be a significant community member.

5. Class

If the character has levels, roll 1d4 and consult the provided table to determine the in which class.

For race-as-class NPCs, either skip this step and treat them as their racial class or roll anyway, treating "Fighting Man" as their racial class, but treating a Thief or M-U result as a background: indicating they are outliers from their typical kindred.
1d4Result
1Thief
2-3Fighting Man
4Magic User

For these outliers - why are they here? What motivated their exodus to the borderlands - and why, based on their history, would they be in their current role?

6. Persona or Flair

Roll 1d20 any number of times you see fit and consult the provided table to generate a physical characteristic or personality quirk to set the NPC apart.

1d20Result
1Has a speech impediment, or is mute, making it difficult to communicate.
2Has a lingering injury: such as a bone break that didn't heal right. Likely impacts their day to day life.
3Has a pallor to them - may fall ill more often than most.
4Has a hump or hunch. May impact mobility or first impressions.
5Has sensory issues - perhaps problems with vision; hearing; or smell.
6Has noticeable dandruff - or acne.
7Has gauged ears or otherwise atypical body modifications.
8Is left handed. Eww.
9Has a rotund physique.
10Has a lean physique.
1d20Result
11Has atypically long hair.
12Has a distinct scar or scarring; does not otherwise impact day to day life.
13Has a distinct tattoo or distinct tattooing.
14Has heterochromia iridum.
15Has abnormal facial hair to the norm. In women, perhaps it is simply its presence.
16Is bald.
17Can't sit still. Heals more quickly than is considered normal.
18Has a rugged, ruddy complexion. Likely does not fall ill often.
19Has six fingers on one hand; perhaps granting circumstance bonuses to attempted slight of hand.
20Always smells nice. May impact reaction rolls or similar situations.

Dwarf Musicians of Granada, Gustave Dore

Truthfully, this step is largely optional. By the time you have determined all of the above, often times, something likely to fill this gap will have emerged already, making additional elements simply clutter. To that end, if - by this point - the character and their relationship to the surrounding community is well defined in your head, go with what's in your head; alternatively, if they still feel flat, roll and roll with it until you're comfortable that the NPC is sufficiently organic.

Also - the table above is optional. I almost didn't include the table I like to use, as there are so many blogs and resources out there with NPC traits tables. Use this one - if you like it; use a different one - if you like that one better; or write your own.

Why all the Different Dice?

You could sub out the dice above for an appropriate percentile die - or really, a different die in a multiple, 2-in-12 being equivalent to 1-in-6 and whatnot - without changing the result. If that's better for you - do it. The reason I don't, it means I can roll all six elements at the same time and easily distinguish between them. The same could arguably be accomplished using different colors too - and again, if that works better for you, do it - but for me, I usually like to have a single set of dice at my disposal when I'm preparing a location or adventure: so essentially tossing the dice bag all at once fits my pattern and speeds up the process.

And That's That

Game on, everyone!

Wednesday, April 1, 2020

Mid-Week Map: Creepy Wizard's Basement

Scale: 10 ft.
Click here for a PDF version of this adventure!
Some traps, mechanisms, and elements lovingly plagiarized from anonymous contributors. Public domain artwork respectfully pilfered from the National Gallery of Art on or around April 1, 2020. Attributions in alt text.

A - Old Altar

Crypt of Kirkstall Abbey, Joseph Mallord and William Turner
Room is 30 foot square. 20 feet in from the entry point is a stone altar, cracked on the south side, which appears unused. A pile of stone rubble lies adjacent, as though part of the ceiling had collapsed onto it. Exits are north, through a stuck door, and south, through a double gate. The gate is embedded in a set of iron bars blocking the hallway south; the gate is chained shut, but the chain and lock are both rusty.

B - Crypt Cells

At the end of a 30 foot hallway from A, an iron grate with an unlocked door opens into a wider space that runs 70 feet east to west and is 10 feet wide. On the south wall are three doors - one 10 feet in (locked), one 30 feet in (locked), and one 50 feet in (unlocked); at the end of the space is a double door leading to C. The double door looks damaged, as though it was locked, but forced open at some point. Along the north wall is a barrier of iron bars that runs for 60 feet. There are no doors to the space behind the north grate, which - in the first 10 feet on either end, deepens at a 45 degree angle until, for the middle 40 feet, the space is 10 feet deep. The floor of the main hall is clean; the floor in the grated off section is coated in a viscous grime.

There are skeletons chained to the wall on the far side of the grate. If any of the doors on the south wall are touched, the grime coalesces onto the long-bones of the skeletons and attacks the party, passing through the iron bars as difficult terrain, as the bones are not necessarily connected and will fit through the gaps. 2d6 appear - stat as Zombie, but they resist Cleric turning. In addition to these monsters, three barrels of wine vinegar stand near the west side; a set of armor racks, one housing silvered chain mail (as chain mail, but will ward off the touch of ghosts) are in the middle, and a set of crates can be seen over near the east corner. The crates contain mostly scrap metal, but also a set of silver cutlery worth 120 gp.

Bi

This space is 15 feet deep and shaped like a wide coffin. From the door in the north wall, the room is 5 feet wide; it widens to 15 feet wide by 10 feet in and then shrinks back to 5 feet wide on the south wall at the termination of the 15 foot room depth. A stone sarcophagus with the lid carved to resemble a human male dominates this space; alongside a single sconce atop a free-standing brass element in the south-west corner.

The lid of the sarcophagus is heavy, but can be removed. Inside is a desiccated corpse in fine garments. The corpse holds a jeweled scepter (400 gp), wears a golden torque (200 gp), and clutches a book. The book is bound in leather and is filled only with blank pages.

Bii

This space is shaped the same as Bi. A bookcase has been toppled over on one side; a wooden pen - 5 by 5 - is propped in the east corner.

Biii

This space is shaped the same as Bi. A stone sarcophagus with the lid carved to resemble a hideous corpse dominates this space. In addition to the sarcophagus is a lightweight end table with stains on the surface and two sconces atop two free-standing brass elements.

The sarcophagus lid is heavy, but can be removed. Inside is a deceased adventurer: clothed and equipped normally, but whose body has been turned entirely to salt. If touched roughly, the salt will break apart. On the person of the salt adventurer is a purse with 40 sp and 15 gp,  a signet ring with an emerald in it (150 gp), and a gilded chain necklace (50 gp). The salt adventurer is wearing leather armor, but has no weapons.

C - The Well

This circular room has a radius of 15 feet. A double door exit exists on the west wall. A secret door - faux stone artfully flush with the actual wall - leads into cave tunnels to the north-east. The room is mostly barren, except for a large well in the center of the room. The water is clear, 30 feet deep, 7 feet in diameter, with walls 4 feet tall off the floor. At the bottom appears to be a sword that glows faintly.

The sword is a trap. It is enchanted to give off continual light as a torch and will not rust, though is otherwise a normal sword. If removed from its setting at the bottom of the well, an iron grate slides shut half-way back up the well, closing off exit. If the sword is dropped, the balance of the blade will guide it (mostly: 85% chance) back into the base; the trap will re-set itself after 3 turns (30 minutes) after the sword is returned to the base. A difficult Strength check (or, perhaps Bend Bars) can force the grate open prematurely.

D - Statue

Death: My Iron Surpasses All Others!, Odilon Redon
Main space is 20 feet by 20 feet. To the south is a door to A; to the north-west, a hall heading north - to the north-east, a hall heading east: both of them 10 feet wide. In the center of the room is a statue of Incabulos.

The statue is animated and its eyes follow any magic user or elf it sees. If a magic user or elf comes within striking distance, it will attempt to do so. Stats as Ogre (B40) - except it cannot leave the base to which it is affixed; thus preventing it from striking anyone outside of the 20 by 20 foot area. A thin or nimble character may be able to avoid the statue entirely by simply staying close to the walls.

E - Idol Chamber

West wall runs 5 feet north to south; east wall runs 20 feet north to south. North and south walls extend at an even angle to make the ends meet: the room is 10 feet deep. On the floor is an engraved symbol, 7 feet in diameter, stained by decades of dried blood. In the center of the east wall is a nook - 2 feet wide by 2 feet deep by 4 feet tall - in which is an oversized stone skull: made of basalt, weighing 3,000 coins, with Hessonite garnets for eyes, and with obsidian teeth.
Skull, Hans Wechlin

The skull is enchanted. Its jaw can be maneuvered and if it is fed a freshly harvested vital organ, it begins to speak. If the organ is from an animal, it speaks the language of Chaos and jabbers madly; if the organ is from an intelligent being, it speaks any languages that being knew (or knows) and, up to once per day after which, it will answer questions as per the spell Contact Higher Plane, the plane level being determined by the organ the skull was fed:
  • Kidney - 3rd (4th, if two at a time)
  • Liver - 5th
  • Heart - 6th
  • Lung - 7th (8th, if two at a time)
  • Brain - 9th
If pried out, the eyes are worth 150 gp each; but the statue screams while they are being removed. Upon completion, the jaw goes slack and the teeth fall out, cracking and shattering on the floor. If the eyes are removed, the enchantment is dispelled.

F - Foyer

North and south walls are 20 feet wide, with the north wall open in three narrow halls. East and west walls are 30 feet long. In the center of the west wall is a concave alcove, three feet deep, housing a statue of a gnoll wearing real scale male armor and carrying a spear. Directly opposite on the east wall is a 10 foot section of iron grate leading to G. There is a door in the grate with rods extending into the ceiling and floor to keep it shut. The gnoll's head is moveable - if the head is turned to face the three halls to the north, the rods locking the door will retract. If the head is turned to face the south, a compartment in the south wall will open, spilling 2d3 Giant Crab Spiders (B43) into the room.

G - Auditorium

A hall, 10 feet wide, runs east from the door for 15 feet before opening up to 30 feet wide, north to south, over a 5 foot span. The main room is 20 feet deep beyond that point. An iron brazier, three feet across, sits in the south-east corner, along with a wooden coat rack.

Outside the entry hallway, the ceiling rises to 20 feet; if the characters look, there is an overhanging balcony box (shaded) with no obvious way up. It is bullet shaped, 10 feet square (the casing) and then rounded over another 10 feet (the bullet): in the rounded area, there are three comfortable velvet chairs; in the square area, a round end table with a marble tabletop. On the tabletop is a tea seat of fine porcelain (1,200 gp).

H - Cavern

A natural cavern extends in a north-easterly direction; the walls are irregular and stalagmite/stalactite pairs break up the floor, but it is approximately 10 to 12 feet wide and 40 feet along its south-west to north-west length. Two exits, natural tunnels, lead into the darkness. In the north-east corner, there is a pool of dark liquid. The liquid is inert, but impossible to see through. Under the liquid, there is a short tunnel to I. Anything placed into the liquid comes out cleaner than it was before; clothing is cleaned, swords are shined, a character's skin is fresher and appears more hale, and unprotected inks bleed out of or off of whatever they have been inked onto.

Scene in a Cave, George Cumberland

Halfway through the tunnel to I, a chest can be found by a lucky character tucked into a nook in the east wall. The chest is locked - and when opened, will release an acrid gas that will deal 2d6 choking damage to anyone within 10 feet, save vs dragon's breath to avoid - but inside can be found a scroll of Water Breathing, 120 platinum pieces, the mummified paw of an unidentifiable mammal, and seven gold statues depicting rats: their details outlined in jade (350 gp each).

I - Cave

This oblong natural cave is roughly elliptical in shape - running 20 feet east to west by 10 feet north to south. In the north-west corner, there is a cubic stone projection - the corner of L - with a hole in the floor. The floor of L is roughly 3 feet above the floor of I. In the south-east corner, there is a pool of dark liquid - see H - a tunnel under which leads to H. Halfway through the tunnel, a chest can be found, as detailed in H.

J - Aisle

This 10 foot hallway is 80 feet long and 10 feet wide from the west wall to the opening into K. On the north wall of the hall are four doors - the first (unlocked) at 10 feet, the second (locked) at 20 feet, the third (stuck) at 30 feet, and the fourth (stuck) at 40 feet. The doors are iron grates and can be seen through.

On the south wall, there is a concave alcove - 3 feet deep, chest level, 4 feet high - between the relative position of the second and third door. On it, there is a bust, humanoid features, carved uniformly of basalt. If the party touches it, it has a velvety texture, the eyes and mouth open, and it releases a low-pitch wail lasting 10 seconds. Any sentient creatures in J, K, or D will be alerted and a wandering monster check should be made immediately and one additional time on the following turn.

Ji

A five foot wide hall extends 10 feet northward before opening up into a space, 20 feet north to south and 10 feet east to west. Two weapon racks with shields and blunt weapons are propped against the east wall of the larger space, alongside 6 skeletons standing guard. The skeletons will attack anyone who enters the larger space, but will not exit Ji unless the bust in J shouts for them.

Jii

Shaped as Ji. Inside the space is a water bowl similar to what you would give a dog, a pile of hay in the north-east corner, and two elves.

The elves do not know how they got there.

Jiii

Shaped as Ji. Inside the larger space are three man-cages hanging from the ceiling. None are occupied. A blunt pitchfork is lying on the floor.

Jiv

Shaped as Ji. Contains a single skeletal quadruped, about the size of a man-and-a-half, seemingly stitched together using the bones of different animals. Fights as White Ape (B30), but with undead characteristics: such as immunity to sleep and ability to be turned. The creature will attack anything it sees and will force its way out of the stuck door in 1d4 rounds.

Inside the room is a raised platform on which the creature "sleeps" - as well as a thin shaft leading up. The shaft is about four inches in diameter and seems to be oozing in stale air. Under the raised platform is a crystal on a stand which houses the life essence of the creature. If the creature is killed, the crystal can be removed and is worth 1,000 gp.

K - Loom

Evidence of ceiling cave-in has been pushed to the corners of this 30 foot by 30 foot space. To the north-west, a 10 foot hallway leading to J; in the center of the west wall, a 5 foot hall leading to a tee to M or L; both doors are stuck. Near the south wall, a table has been overturned and a weaving loom appears to have been damaged by falling rocks. Behind a pile of debris on the south wall is a hole in the wall large enough for a man to bend over and walk into - leading to C or H, depending on path. It is obscured from view, but if the players interact with the debris or loom, they are likely to notice it.

L - Brig

This 20 by 20 space has chains on the walls and a pillory large enough for three in the center of the space, the third spot occupied by a humanoid skeleton. The floor is stained and a set of thumbscrews lies in the south-east corner. In the south-west corner, a hole in the floor drops 3 feet into I.

M - Master

Room, 20 by 20 feet, with  one obvious exit in the south-west corner. A secret door - faux stone that will slide down, well-disguised against the actual stone wall - is directly opposite the obvious door: in the north-west corner. Electrum coins are strewn across the floor, taking two rounds to find and pocket them all (450 ep).

A cobweb-covered king-size bed with posts, curtains, and a mirror above has its headboard front and center of the east wall. Each of the four bedposts have emeralds (200 gp) at the head. There are vents in the south wall which allow sound to enter M from L; but the sound from M will not conversely carry back. On the west wall, a bathing pool with a grotesque, a large head flanked by cherubs, for a spigot is slowly drooling clear water. In the base of the bathing pool are embedded crystal shards in a pattern, which can be pried out. There are 12 crystals, 10 silver pieces each.

If the tongue of the grotesque is pulled, the hidden door to N opens.

Fountain: Grotesque, Children and Basin, Alphonse Legros

N - Horde

Walk-in closet, 20 feet east to west and 10 feet north to south, opens up after a 5 foot sharp curve west from the secret entrance. A mannequin on the far wall wears two necklaces(50 gp and 75 gp), a bedecked velvet hat (120 gp), and a silk sash embroidered with golden thread (300 gp). On the south wall is a line of clothing - decaying, but still fancy - some still hung, some crumpled on the floor. The clothing on the floor includes several odd leather suits with oddly placed fasteners.

There is a dresser with mirror propped against the north wall. It has four drawers; one of which has writing supplies and inks (100 gp), one of which has parchment and papers that will crumble to dust and shreds if handled, one of which contains a preserved spider, an unidentified salve (poison: if it enters the system, a victim must save vs poison or lose half of their Strength and Constitution), and some sticks of incense (1d6 x 10 gp). Atop the dresser is a silver chain bracelet (20 gp).

The last drawer is noticeably larger than the other three and is locked and trapped. When the drawer is opened, a rake of claws on a spring, grasping any hands that are on or near the handle to the drawer. The claws are connected to an infernal circuit that funnels life force into a crystal embedded behind the desk. Any living thing scraped by the claws must save vs spells or lose 1d4 x 150 XP and feel exhausted for 24 hours. A character reduced below 0 XP is turned to salt - but can be revived by a high level priest if the party brings the detached crystal along with the salt-corpse. When the drawer is closed, the trap resets. Inside the trapped drawer is a pouch containing multicolored emeralds, 12 of them worth 200 gp each; a locked, but not trapped, case containing 400 platinum pieces, 300 electrum pieces, and 1,200 gold pieces; and a dagger (+1, +3 vs magic users and elves), which speaks lies to the mind of anyone who carries it.

The mirror can be used for scrying, but if removed from N, will melt into mercury and quickly seep into the floor.

Wednesday, March 25, 2020

Weapon Degradation and Durability

Everything breaks with time and use - weapons being an obvious candidate for wear: their express purpose being to clash against one another and against unwilling targets. Here accumulated below are several house rules I've been privy to online discussion of or seen implemented in my or my friends' home games.

Triggering Event

Weapon breakage, in reality, was fairly uncommon - as most were made with longevity and effectiveness in mind. As such, weapon breakage should only occur occasionally - when a triggering event occurs:
  • Rolling a natural one on the attack roll (even probability)
  • Rolling a natural one on the damage roll (favors larger weapons)
  • Rolling to hit the enemy's AC on the nose (favors fighters or other characters with better THAC0)
  • DM rolls in secret whenever a player rolls; if the rolls match, the trigger occurs (even, dramatically reduced probability - but move involved)
Note, list elements are exclusive; that is, you should not use all of them - only one or two, as you see fit - lest you introduce unnecessarily accelerated breakage. In addition, however - if a player does something dumb with the weapon, like trying to hack through a stone door with a blade, it should constitute a triggering event regardless of your normal trigger.

Arbitration of Weapon Damage

Save vs Damage: Simple and Elegant

Save vs Damage
When the trigger event occurs, the player must roll a save versus weapon damage. The target number of the save should be based on the make and quality of the weapon:
  • Iron or steel weapons forged in a solid piece roll against an 8.
    Examples include swords, daggers, and etc.
  • Weapons on a haft or constructed of wood roll against a 10.
    Examples include spears, axes, maces,  and etc.
  • Weapons of simple make or constructed of flimsier stuff roll against a 12.
    Everything else - slings, clubs, etc.
If the save fails, the weapon is damaged. It suffers a -1 penalty to attack and damage until such time as the weapons is repaired. If the weapon is damaged a second time, it breaks.

Repairing a damaged weapon costs 1/3 as much as a new one.
Repairing a broken weapon costs 2/3 as much as a new one.

This rule is simple, straightforward, and easy to implement and track. Very little fiddle factor, no discrimination by weapon type. This is my house-rule of choice between the three here presented: as simplicity always beats simulation and play-ability always trumps plausibility when it comes to improving the quality of the game.

Penalty Ticks: An Accounting Solution

Penalty Ticks
When the triggering event occurs, the weapon acquires a point of breakage. For each point of breakage, the weapon's to-hit is reduced by 1 (or damage; or both!). A weapon is considered broken when the number of ticks equal the damage die - 8 ticks for a d8 weapon; 6 ticks for a d6; etc. A weapon which is not broken deals a minimum of 1 damage on hit.

Repairing a broken weapon costs as much as a new one.
Repairing a damaged weapon should incur cost fractionally by number of ticks.

When implementing this rule, you commit your player to remember the number of ones rolled - sometimes from session to session. It's simple and straightforward, no more difficult to track than spent ammunition, however a player is more likely to forget a penalty than they are to remember a bonus: in that sense, it's on you - the DM - to ensure the rule is followed.

Riding the Dice Chain

Dice Chain Durability
When the trigger event occurs, the size of the damage die of the weapon is reduced by one step - from d10 to d8, from d8 to d6, from d6 to d4, from d4 to d3, and from d3 to 1. If the weapon is reduced below 1, it is broken.

Repairing a broken weapon costs as much as a new one.
Repairing a damaged weapon should incur cost fractionally by number of steps.

I'm torn on this one, in terms of categorizing the fiddle. In the same sense that the player is required to keep tabs of a number of ticks, they are internally expected to translate that into a die roll - but from experience, players will tend to hold the dice they use most - or put them by the character sheet - meaning that they will simply swap them out when the damage occurs.

Magic Weapons

Generally speaking, magic weapons should be special. You may rule that magic weapons don't break - or that they require being used against magic of equal potency in order to experience breakage. Or they could improve their save value by 2 per point of bonus on the item. In terms of durability on magic items, though - they should feel special, and they are special: a player might be bummed to lose or to damage one. At the same time, though, going on a quest to forge Andúril from the shards of Narsil could be a fun wilderness adventure in and of itself.


Final Word

On that note, this implementation - with magic or mundane weapons - will depend on the tone of your game and what enhances the experience for your group.

Got better weapon durability rules? Share them!

And game on, everyone!

Sunday, March 22, 2020

07.07 - The Indigo River Lighthouse


Scale: 10ft
North is pointing to the upper-left corner; non-cardinal directions used below.
 

Main Compound

First Level
M1 - Atrium
The Atrium is an over-designed space 50 feet wide by 30 feet deep. A mosaic covers the floor with the image of a black live oak. Two stairwells lead up to M14; to either side of each stairwell is a large plant in a brass brazier. Characters entering through the Atrium will often meet Ianthe, a young female Elf with a cool-colored tattoo of a bird rounding one eye on the outside of her face and sub-dermal implants used to form a ridge running from her décolleté parallel to her collarbones to the shoulder - who has been charged with the role of Emissary to new visitors. This commonly amounts to simple paperwork and inn-keeping duty - but she is serious about it.

Exits are a double door at the bottom, opening onto a path to a small dockside.

M2 - Bar
This 40x40 tavern space houses booths along the bottom and left walls, round-tops in the center, and a bar running the length of the right wall. It is frequently open into the night, as it is a favorite place for sailors and explorers to drop coin, but periodically sees seekers of grits and coffee in the morning.

Flatware is rudimentary; cups and mugs are made of tin. The bar's stock typically consists of two barrels of ale - replacing any that run out during off hours - and under the bar can be found a dozen or so (1d12+12, on a given day) bottles in varying degrees of fullness of brandies and rums: value 2d6 silver pieces each.

The bar is tended by a female Halfling, Aglea, and her son, Paios. Aglea has an air about her - literally: she has a floral scent to her, always - which tends to put people at ease. Two other Humans help to maintain the bar - Gisela, a barmaid and a Warrior, who gets a fair (or unfair) amount of attention for her excessive curvature, but who is a former party member to Savaric and who is actively trying to get him back into an adventuring lifestyle; and Heminn, a hairless (read, bald) Robber posing as a bar "maid" who is aware of and hunting Millicent on commission - but does not know which other NPC is her target.

M3 - Staff Conveyance
Hallway, 10 feet wide, with a stairwell on the right wall leading to M15. Doors to rooms M4, M7, M2, and M6.

Crammed into corners and along the walls are barrels - some full, others used as storage trays - for the bar in M2. During the evening, these will usually be interchanges between the kitchen and the Cellar in M7; during the day, it will typically be a mess - slowly being cleaned until evening.

M4 - Gisela and Heminn's Bunk
This shared space has bunk beds and a small stone fire burner. Heminn stores, in a cheap chest of drawers, spare clothing and - 50% chance - a pouch containing a writ in cypher defining her mission; Gisela, who is working for the free lodging and beer more than the money, has a locked chest containing her cut of the last few adventures she had been on - a bag of gems work 1,500 gold pieces and an enchanted idol in the shape of an owl that, if carried, will bestow a +1 bonus against being surprised - and a suit of chain mail. Her sword and shield are mounted on the bottom wall. She tends to carry a dagger with her, but if she isn't, it will be lashed to the sword.

M5 - Paios' Bunk
This room contains bunk beds, one of which has had the bunk removed. Paios spends little time here and leaves nothing of value there, sans a suit of stylish clothing that he could wear to a nice event.

M6 - Empty Bunk
This room contains two bunk beds and a small, enclosed stone hearth, similar to other bunk areas, but it is vacant. This space is occasionally used to temporarily enclose particularly drunk patrons - but Ianthe is trying to keep it vacant such that additional help can be acquired for the maintenance of the grounds.

M7 - Cellar
Cooler than other spaces in the building - and darker - the cellar is 10 feet wide, 20 feet deep, and typically houses four barrels of ale. There are also spare liquor bottles - matching the collection in M2 - along a cabinet on the top wall: inventory between 8 and 12 unopened bottles destined to replace those used for patrons, valued at 3d6 silver each.

M8 - Treasury
The heavy door to this windowless room is locked. In it is kept the stow to keep the compound running. There are three chests, between which can be found 900 gold pieces, 3,600 silver pieces, and 1,200 copper. Safety deposit boxes also line the left wall - abound a cubic foot each - but no one is using them. Keys to the room and the deposit boxes are kept by Ianthe.

M9 - Ianthe's Bunk
This 20x10 space contains a small stone hearth and a shelf along one wall, hanging clothing underneath. In lieu of a bed, there is a round-based chair with no back. In the base of the chair is a hidden compartment containing a ring worth 10gp, a necklace worth 30 gp, and 200 silver pieces.

M10 - Study
This 10x20 space, originally a bedroom for the offspring of the previous Emissary, has been converted into a study. A desk can be found here, along with a bookcase containing several dozen volumes of differing challenge to locate in a book market. The chair to the desk has no back.

M11 - Den
Originally appearing to house a storage closet, this 20x20 space has been modified to form a den. In it can be found several hanging plants along the top wall and thick carpets on the floor.

M12 - Record Room
This 10x20 space contains a desk and two cabinets, filled with records for the goings-on of the compound. There is a potted plant by a window.

M13 - Barracks
The barracks houses security for the lighthouse compound: both from visitors and from the wilds. There are eight Veterans that reside here - along with their gear - plus one captain, a Dwarf Veteran named Chedomir. Among Chedomir's possessions include a hand axe, a shield, chain mail, 3d8 gold pieces, a set of Tarot cards, and a set of bones with runes carved in them that he claims allow him to divine truths or futures.

Second Level
M14 - Foyer
Two staircases lead down to M1 from this 10 foot wide hallway. The central space is open to M1, allowing unobstructed viewing. On the right wall hang four tall tapestries - 50 gp each - which depict flora and fauna of the Indigo River ecosystem. To the left, the entrance to inn style rooms - commonly rented by merchants or shippers inbound to Black Hammock, but more frequently by sailors who enjoyed the tavern too much.

M15 - Aglea's Quarters
This private, L-shaped space is the quartering of Aglea the tavern keeper. Paios once resided with her, but having grown, stays there infrequently these days. Inside are two bunks - one more used, one typically covered in laundry. Under the latter is a strongbox full of old letters, a flask of high quality malt liquor (15 gp). Along the left wall are shelves at approximately shoulder height for a Halfling - containing odds and ends, the only interesting piece among which is a jar containing 45 silver and 26 copper pieces. Clothing is hung along a rack underneath the shelves.

Inn Random Occupancy Table
D6Occupant
1-2Vacant
3-4Sailor (or pirate)
50% chance of hang-over
5Traveling merchant or merchant aide
6Adventurer or adventuring party
50% chance of multiple occupancy to cut costs

I - Inn
To house dignitaries, sailors, and merchants not yet permitted into the city, the inn is managed by Ianthe. Each room marked I is furnished much the same; a bunk large enough for two; or three, if arranged lengthwise - allowing feet to dangle off the edge - as well as a small stone coal burner. The inn rooms will be occupied as follows:
  • I1 is empty.
  • I3, I4, I6, and I9 roll for random occupancy on each visit.
  • I7, I8, and I11 likewise roll for random occupancy, but due to their proximity to Alard in room I10, don't stay that way - incurring a -1 modifier to the roll.
  • I2 is occupied by a representative of the shipper - a male Halfling Warrior, Otus, who appears to weigh more than he once did and who suffers from notable dandruff - who financed the Fette Tante, seeking information on what happened to the vessel. He carries a short sword and dresses in fine clothing - including 15 gp in gaudy bedizenment - but has leather armor if he needs to travel and a 200 gp stipend for his mission.
  • I5 is occupied by Savaric (detailed as part of the Kitchen entry, below). He had been renting it while still with his party, adventuring into the Bullywug Wild, but now is still living there despite somewhat depleted finances. In it can be found his spellbook (scribed with seven randomly generated spells, trapped that one who reads it without first placing a key he keeps around his neck into the spine will be exposed to a magical poison cloud), 16 silver pieces, a fine set of pens and inks (200 gp value), and a pouch of baubles for which only he knows the origin or use.
  • I10 is occupied by a mute swamper - a middle-aged Human, Alard, who makes his living hunting and skinning alligators. In the room he occupies can be found an array of scale-working tools; he puts others around him ill-at-ease and tends to do his skinning in the room he occupies. No one can vouch for why Ianthe has not done something about him.

Lighthouse

The keepers of the lighthouse are a retired Human adventuring couple - wife Milla, a Veteran, and husband Vanquelin, an Apprentice, who is notably (but not excessively) older than Milla - having met with the intent to seek fame, fortune, and status in the dark places of the world, they shortly turned to more traditional means as Milla fell pregnant with their first child, Carlomon. They have since had a second, Elias; who has a scar on his left arm from having fallen into a nest of bayonet plants while climbing in a grove of oaks to the north-west.

First Level
L1 - Tower
A single staircase leads up to L6; approximately 5 feet wide and rising at a 45 degree angle from the floor. The remainder of the room contains supplies to power and maintain the lighthouse. Inventory includes:
  • 2 weeks' worth of firewood (lamp fuel)
  • Dried foodstuffs sufficient to feed a family of four for 1 month
  • 4 barrels strong ale
Exits are down, though a double door, and to the right, to L2. 

L2 - Keeper's Foyer
Space is 15 feet wide by 10 feet deep - with a hall leading to the right. The space feels cozy, despite how busy it is - as what was designed to be a thoroughfare has been adapted into a family space. A fireplace is found on the top wall, the remaining space houses two comfortable looking chairs. A mechanical clock hangs by the door on the left wall.

There are many exits: one to the left, leading to L1; one on the bottom wall, leading to the courtyard outside; one at the end of the hall leading to L5, and two in the upper-right corner: the former leading to L4 and the latter to L3.

L3 - Keeper's Quarters
This room is 15x15 feet and contains sleeping accommodations for the Keepers' family. Two armoires house clothing of utilitarian nature. On the wall hangs a two-handed hammer: an heirloom to Milla's family. Unbeknownst to her, it is magical, +1, +2 vs spell-users.

One door on the lower-left leads to L2.

L4 - Keeper's Study

This 15x10 foot space contains a cabinet of records and a desk. The desk contains lined papers and writing utensils; most notes are mundane about the operation of the lighthouse. In a locked drawer in the desk can be found a necklace worth 60 gp alongside 120 gp and 46 sp in specie.

One door on the lower-right leads to L2.

L5 - Closet
Contains a rain cloak, a winter blanket, and tall, waterproof boots.

Second Level
L6 - Stair
On the right, a stairwell leads down to L1 at approximately a 45 degree angle from a platform. On the left, a stairwell leads up, 45 degrees again, to a second platform. From the second platform, a third stair - again, 45 degrees - leads up to L7, narrowing to just over 2 feet wide halfway up.

Both platforms have windows overlooking the surrounding landscape from an approximate 15 foot elevation. Light-blue areas are open - allowing a character to look down into L1.

Third Level
L7 - Overlook
Housing the grand brass reflection mirror and wood-and-peat fire light, the Overlook - during the evening - illuminates the coastline; during the day, it provides excellent visibility into the surrounding countryside.

Its balcony being 30 feet above the ground, a character there perched can see 7 miles on a clear day in any direction.

Periphery

The below is included, copy/paste, from March 8th's post, 07.07 - The Indigo River Lighthouse: Progress Point, as a convenience for reference.

B - Blacksmith

A permanent resident of the Indigo River Lighthouse compound, the blacksmith maintains the metal equipment required to keep the compound functioning as well as the arms and armor of the men at arms charged with its security.
  • The blacksmith is a male Halfling Swordmaster, Nicephor; he is lame in one ankle, which he earned in an ambush while traveling with an adventuring company years prior. His original intent was to return home - but he's since grown comfortable.
  • The blacksmith's apprentice is a female normal Human, Bertrude. She is young - younger than is typical for lone travelers - and frequently dirty. She romanticizes the concept of adventure, which is what drove her to the Indigo River, but has become grateful - based on company - that she is at least making an honest living.
The blacksmith's hut consists of three main spaces; an open 10x10 area with an anvil, a 10x10 foot portico, and a 20x10 foot enclosed cabin. Along the exterior - but in the cover of the portico - are found the blacksmith's trade tools and a chest of coal. Inside the hut can be found the personal effects of Nicephor and Bertrude; Halfling-sized chainmail and a sword hang proudly near the entrance.

Bertrude has a lock-box hidden in her bunk, near the rear of the space. In it is 40 silver pieces and a necklace of semi-precious stones worth 8 gold.

Nicephor carries with him typically 20-40 gold pieces - depending on business. In the evenings, he prefers to spend time at the bar in the Main Compound.

C - Courtyard

Light scrub-grass valiantly attempts to blanket this well-trodden, oft-grazed area. Near the Kitchen (K) is a chicken coop; on each side, enclosing the space from the exterior, is a post-and-wicker fence (dotted lines): constructed of posts every few yards and limbs of one to two inch diameter woven around them and nailed in place. The fence is four and a half feet in height. Near the exit by the Main Compound is an uncovered wagon - it appears to see limited use.

There are two exits through the fence. Beyond the gate between the Lighthouse and the Kitchen, there is a well-worn path heading towards a grove of live oaks in the distance.

G - Goat Pen

This enclosed space sits along a path leading towards a grove of live oaks in the distance. In it, there are a dozen or so goats of varying sizes. There are some construction materials - as though someone had started work on a tower for the enclosure - however there has not been much progress.

H - Hog Pen

Area in white is covered, but open to the courtyard. Area in blue is open to the elements. Inside is mud, a trough, a raised area in back with hay, and a dozen or so hogs of various sizes.

K - Kitchen

This outbuilding, kept away from other buildings due to the incessant heat, is used by culinary staff. In it is a sizeable collection of cooking tools - enough to feed the full contingent of residents. Inside, it feels cramped, as there are more utensils and pans than there are places to store them in addition to a sizeable washtub.
  • The head chef is a male Human, Gill, who seems always distracted, but is likewise always busy. He has two errand runners / assistants:
  • Millicent, a female Footpad who is secretly working as an agent of an old-world power seeking to ensure any industry on the Indigo River supports their own agenda as conflict looms.
  • Savaric, a male Seer who had been adventuring with a group set on making a fortune in the live-oak woods to the west; but in the interim had fallen enamored of Millicent. His party has since gone west without him and he, having worked through his adventuring money, is working for his keep.

Wednesday, March 18, 2020

Blades Shall Be Broken!

Shields Shall Be Splintered is a common house-rule to improve the efficacy of shields and likewise improve the survivability of player characters in old school games. Its ubiquity is likely a result of its age - linked is the oldest reference I can find to it - and of its simple utility: sacrificing your defense in order to stay alive. However, in a recent anonymous online interchange, the idea was presented that there is no corresponding rule to perform the opposite - sacrificing your weapon in order to kill something else! And thus, after some limited discussion,

Blades Shall Be Broken
A fighter may, upon successful hit with a melee weapon, opt to break said weapon in exchange for rolling double damage. Thus, a character striking a giant with a battle axe, the player may opt to have the soft iron of the axe head dramatically fracture, embedding shards of jagged metal left to rust in the giant's rib cage: in so doing, the player rolls 2d8 instead of 1d8 in determining damage dealt.

One of the selling points of Shields Shall Be Splintered was/is that it has a foundation in history. Specifically, in the article linked, references are made to Viking tradition regarding having a three-shield limit when dueling. Blades Shall Be Broken? Not so much - but it'll totally make a good forum story, won't it?

To speak to use and utility, I could see this ruling being useful when facing a large, high-damage foe - trying to take it down before it gets a chance to swing - or potentially against a spell-caster for the same reason. From the economic perspective, some weapons cost more or less than a shield: as such, splintering said shield to prevent damage might be a cost-effective (or cost-ineffective) mechanism to reduce the HP tax of the encounter on the party.

In the next couple of months, I have an Old School Essentials campaign lined up to start; I will aim to include both of these house-rules in it and report back here as to how it goes.

Keep gaming!

Frieren: Beyond Journey's End

N-Spiration - Frieren: Beyond Journey's End About Frieren The saga that is Frieren  started (and continues) as a serialized ...