Tuesday, April 30, 2024

Underground Doctors (a monster)

 


"The ones in the left and the right are doctors. They are healing the one in the middle, who was sick and had blood. The doctors have put an eye on the wound and have healed it" said my three year old daughter explaining her work.

I can't help but wonder. How many fights has the doctor on the right been on to be so toppled with eyes? What is the mysterious ball that the left doctor is holding in his/her arms?

MAGENTA SLIMES A.K.A. UNDERGROUND DOCTORS (Slime, Neutral), stats as B/X

Armor class: 9
Hit Dice: 2* (for each 1 rolled when finding HP, the doctor gets an extra HD and an extra eye)
Move: 120' (40')
Attacks: 1 strike, 1d6
No Appearing: 1-6 (2-12). On a group of 6 or more, there will be a leader with 1+d6 eyes.
Save as Fighter 1
Morale: 8

These slimes are around 1 to 2 feet tall, but their constitution is sturdy: dense as solid mud. They do not have a mouth and are for the most part quite silent, but at the same time they are highly intelligent, able to roughly understand the PCs if they use gestures. They form small "clans" on caves, where they settle around a "cave of eyes": a location where their shaman has some kind of plantation where 1d6 (artificial?) eyes are sprout from the moist rock, and many more are in the process.

They are not violent but are territorial and may attack to keep invaders away from their lair, or just as part of their martial training. They will do hit and run attacks, covered by surprise, and then run away hoping their victims get the message and turn back. If things go bad, they trust their shaman to bring them back to health with their Eye Healing.

When the shaman puts one eye from his?/her? harvest into a fatal wound, it closes and the treated slime regains 1d6 hp instantly. One or two shamans, who carry a blue ball as if it was a symbol of their position, are always present on a lair (2 in 6 chance to be on a wandering monster group). The shaman will not attack at first, but wait and run away towards the cave and fetch some eyes if he sees that a fellow member has fallen. A PC that has been dropped to 0 hp or less can be treated with eye healing, but will only regain HP on a roll of 6; and the eye won't catch functionally into the body. Eyes will also lose their propierties if carried for more than one day.

The defining act of a shaman is developing the ability to plant eyes in stone. This is done through a (very slow) variation of the Stone to flesh / Stone to mud spells, applied to small portions of rock. This means that in case of need, they can de-petrify any being that has been turned to stone, though it will take a full day's work for a shaman, or half of it if aided ritually by the whole tribe. If attempted on a statue, it will just turn into mud.

This ability makes them relativelly unafraid of stone-turning monsters, to the point that they will try to capture cockatrices and use them as guards at strategic points, or even as a mount for the smaller slimes. Feeding the cockatrices will be a task itself, as the slimes do not need to hunt for themselves (they absorb minerals or something through osmotic exchange). But having to feed their pets might send the young slimes into bushcraft missions, to get mushrooms, carrion or loot the PCs rations.

I knew I had this cockatrice drawing somewhere! In my game, cockatrices are as large as a coyote. Is it hard to believe that a smaller bird can have 5 HD.
 

The blue ball also stores an alchemical compound able to cast an equivalent of "Resist fire" on an area once per day (Unharmed by non-magical heat or fire, gain a +2 bonus to saving throws versus fire-based magic or breath attacks: damage is reduced by 1 point per damage die rolled to a minimum of 1). This allows the tribe to colonize underground places otherwise blocked by magma, and gives them an edge when confronting nearby fire-based monsters.

Design notes: I wasn't sure if allowing PCs to be healed by eye therapy was a good idea, but in case doubt I just made it a difficult chance. What I love about this fuckers is that they are level 2 monsters as an encounter, but together as a tribe can overcome many troubles present in their ecosystem: Magma, fire breath, petrifying attacks, gangs of goblinoids or other thugs, accessing high passages on the wings of a cockatrice, etc. Their defense is built around their intelligence, their drive to tame nature and teamwork as a society. They have reasons to be violent or friendly depending on the situation; and can be very useful some day if befriended.





Tuesday, April 23, 2024

An in-game bestiary (some play report inside)

My new game is going so great. All of them are long time friends, with the exception of a kid, nephew to one of them. I'm getting a lot of advantage of them never having actually played D&D so I am selling all my quirky houserules such as GLOG magic and all d6 pool resolution as "this is the real game guys". And they are really liking it, but not as much as me. They keep me asking for information about new spells (so I have actual pressure writing my long procastinated spellbook). It feels awesome when you just met for a coffee or a walk and they just ask you things about what they found in that dungeon the other day. I know I am doing something right.


One of them happened to be devoured by a ghoul recently; precisely right after he had spent the previous night drawing a portrait of his character (Krim, see above). He died like a hero, tanking a doorway, and two hobbits managed to finish the ghoul shortly after. When the player rolled his new character for the next session, he told me previously that he wanted something:

As I wrote recently, I give characters a "once in your life" object at any time, that must be related to your life background. This is mostly a trick to make characters have at least some tenuous background without the need of writing it prior to play, but has no further impact unless your intelligence is higher than 13 (see full entry if you want). He (an intelligence 9 fighting man) said he wanted to be a former sage, and have a bestiary book as an object.

I quickly saw the potential in this: They are all new players, unfamiliar with the deep lore of D&D beyond what has permeated Final Fantasy, Warhammer and others. This could be a fair way to introduce information that other players take for granted; and the player was actually paying a cost for it: his special object.

So I made it like this: As the character appeared the next day and brought up his book, I made him roll 3d6 and take the middle one: It was a four.
So, his bestiary would give him information four times, after that it would be considered exhausted (actually a great quality I guess). The information would be only about monsters, and it would only have information 50% of the time; you must make a concrete question (are ghouls vulnerable to something?). Failed searches would not tick down uses.

For now they have been only used it twice: One for learning that ghouls are vulnerable to holy water, and another for knowing that ghoul touch produces paralysis. It seems that whoever wrote that book knew a lot about ghouls! Maybe the book is no other than Comte d'Erlette's Cultes des Goules itself!(the fictional book from the Chtulhu mythos)

Before that, the magic user had been picking ghoul drool from its grotesque corpse with his bare hands. They left the room by a new path; the magic user leading the march. I resolved to not have him be paralyzed until two turns had passed for some reason (it felt right). Just at that time, they found a silent, armored knight giving them the back, and then turning his head slowly towards the newcomers.

The magic user got paralyzed right away starting from his hands. The rest of the party (three hobbits, fighting man was dead by then) took him out of the room quickly, all paranoid because they thought it was the gaze of the knight which had caused such effect. They spent the rest of the session recovering a broken mirror from another room (which currently still has a very angry doppelganger inside) and then trying to attack the knight using a mirror to see him, or just shooting at him with the eyes closed. Luckily, they soon understood they had to flee. I had a really bad time trying to not tell everyone of them how cool it was that they were acting so well in a way, but on completelly erroneous assumptions!

I think I am going to put some more books around the setting. Not all of them bestiaries, but can work the same way as that one with other topics; maybe they can even be bought at shops for some ton of money, or even found as treasure. Maybe small town wise men can work like that too: weird people that funnily has an answer to a current problem, and then proceeds to not say anything interesting at all in a lot of time or ever.

Thursday, April 11, 2024

(Idea sketch) defensive/offensive combat maneuvers

Some idea I had for combat rules for a given game.

Armor numbers being something like: 

Light armor: 3
Better armor. 4
Best armor: 5

Then you have a panoplia of weapons with one assigned dice each, for example:

Greatsword: d10
Sword:d8
Dagger:d6

etc.

If you get your weapon and hit greater than the armor, you deal a hit (scratch a heart away, roll for damage or whatever you like to do afterwards)
But after you have rolled "to hit", you can choose to convert that result in your armor score this turn, then roll for attack again.
This can be used for both defensive and offensive maneuvers, and represent the parrying potential of certain weapons, while also adding some "choice" into combat.

Example:

Your PC, armed with Light Armor and a Sword, fights an enemy who has Best armor and a Greatsword.
You know that the greatsword will easily hit an armor of 3 with a d10
You attack first, and roll the sword's d8, and get a 6 (which is over the enemy's armor score)
You can choose between dealing a hit OR adopt a parrying style, converting the 6 into your armor score for the round and trying your luck rolling "to hit" again.

The same idea can be used aggresivelly: Lets say that you rolled a 1 instead. You can choose to keep that first roll as your armor (lowering your armor to a score of 1) but you would get to roll again and maybe take your enemy's last hit.

Certain weapons can be worked out so they have different damage dice on the first roll than in the second, to illustrate they are more defensive or offensive in nature. For example, a spear can have a d10 on the first attack, capable of defending up to 10 ac, but have a secondary attack of d6.
Great axes can be done in reverse: a first attack of 1d6 and a second of 1d12. The first one will probably get you exposed in order to deal the big, bad second attack.

As always, unarmed combat is difficult to model, as anything worse than a d6 will never go through best armor unless the enemy chooses to adopt a worse ac for some reason. One possible way to do it is to have unarmed combat go like (First attack d4/Second attack d6)

Shields can be done by adding an extra d6 to the first attack roll, choosing the best of the two. In this way, it provides help both in the defensive mode and the offensive mode. The shield die cannot be used to deal damage, only to be put as armor... unless the master decides otherwise. I must make the numbers so the combination of sword and shield doesnt deal both better defense and attack than a greatsword, which would render it useless.




Thursday, April 4, 2024

how I do character backgrounds

 Image: Ilya Shichkin

Right now, I have my players choose between four classes: Hobbit, Elf, Fighter and Magic User. Normal people doesn't have levels on any class. They are "level 0" to say. 

Thieves come from a "Thief" background, while Rangers come from a "Ranger" background. Those are in addition to the class they might have. The trick is that no matter which one they choose, it doesn't actually take mechanical effect unless the PC's intelligence has any bonus. 

I am also a fan of backloading complexity, so I tell them to choose background during play, never at character creation.

Now, the long explanation:

As I explained on previous entries, Wisdom is the magical ability score, while...

Intelligence is strictly non-magical. You have a list of backgrounds that are mostly dressing, but when you have an intelligence bonus you get an extra die when performing related tasks (lockpicking, bushcraft, navigation, etc. That kind of marginal stuff). Not only that, but once per character you can retroactivelly produce an item on your inventory that is related to your background or is on the basic items list of the closest rulebook at hand. This is often the main bonus of it.

This means that, unless your intelligence goes beyond 12, your background might give you RP opportunities, or let me, as the GM, give you specific information through a different lens or influence the way that NPCs react to you; but normally it won't give you mechanical benefits. Your ability scores might grow a little bit over time (2 in 6 chance to increase one by 1 every level) but if your intelligence is low, you have little pressure to choose your background. You can even not to choose any at all.

However, if your intelligence is high, is probable that you want to get the most advantage of it. So you will probably want to see the list of OFFICIALLY APPROVED BACKGROUNDS. Notice that by design, they will never give you combat bonuses:

Thief: pick locks, sleight of hand. You get to roll 1d6 per INT bonus, with 5+ being a success.
Ranger: +1d6 per INT bonus while foraging/surprising on the forest (other terrains, like desert, mountain, urban... can be chosen instead)
Sailor: +1d6 per INT bonus on any roll related to piloting a boat.
Engineer: Allows for the Dwarven "structure knowledge" roll, and if a PC has this, you dont need to hire an engineer when you build a castle.
Sage: You can investigate yourself instead of hiring a sage for 2000gp: roll after spending significant downtime into investigation, each 5+ is a success. You can only choose a broad field of knowledge to be a sage of, but you can choose it anytime. You get an extra die if you have access to a library or similar.
Animal Trainer: As BX specialist, requires a success to advance in training every downtime
Armorer: As BX specialist. Low Int armorers can be assistants or smiths.
Alchemist: As BX specialist, a success is needed for each attempt at a potion.

You can make your own, of course, but as always, my advice is that they shouldn't be strictly better than an existent one. To narrow down the exact abilities of a background, a good measurement is to pick an existing skill and enhance it, or allow a PC to do him/herself the work of an specialist. 

Note: Only the thief and ranger backgrounds have been actually tested XD. It sounded clean in my head but now I see it written looks like a mess.