Monthly Archives: August 2019

Tuesday Toot!! | Class Ideas

Tuesday TootG+ is closing closed. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Update: Art Sketch version is now here (link below update too).

Background: The classes in the were first published on G+ (when that existed). This document brings these class ideas together in a convenient downloadable .pdf:

Class Ideas - Cover.png

One paragraph summary of the classes

Standalone classes:

Augur – beardless dwarves with an innate sense for metal detection. To use their abilities, they must be free of metal items.

Catabolyist – a non-Vancian magic-user who can use their body like an alchemical battery. They can gamble life-force for additional magic. But it’s a dangerous gamble that could irrevocably damage their health.

Shire Runner – a halfling woodsman, with two possible paths. One path is ranger-facing the other is druid-facing.

Shaman – a fighting wild-man/woman with woods magic. This class may absorb a race/species specific ability from a defeated foe. The Shaman can follow four possible paths, each with different spells.

Bolt-on classes:

Gambler – open to the daring-do classes, fighters and thieves. Luck (or at least the belief in Luck) affects everything about them. Highly superstitious, these superstitions only proliferate as they progress.

Infiltrator – specializes in getting into secure locations without being noticed, and in obtaining sensitive information. They have a connection with an insidious and ruthless organization.

Urchin – is a street kid that has learnt to survive. In reality, this is a proto-class before the PC dual classes to their ultimate adventuring profession. The Urchin is blessed with intuition, insight and pluck.

Wereman – when lycanthropes turn good. A person cured of lycanthropy can sometimes harbor the menace within them, albeit in a semi-benign form. This class is often destined to hunt for the lycanthrope that infected them (and their descendants and corrupt cousins), trying to rid the world of this terrible curse!

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Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony and my ‘1998 Dungeon‘.

Tuesday Toot!! | Inktober 2017

Tuesday TootG+ is closing closed. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background: Now that G+ is gone, I can’t really see me doing this again in a hurry. Anyway, I only got to 13 out of 31 drawings done. Below is the post I did about the experience and what I learnt, and the art (I’m not sure I have the original scans/photos, of these anymore, but these are the best I’ve found to date)

Inktober 2017 was an interesting exercise for me. I’ve not really drawn consistently since before I was about 16 years old. As you will see I only got to Day 13.

What did I learn (in no especial order):

:: I learnt that drawing is harder than I remember
:: I learnt that drawing is like a muscle, use it or lose it
:: I learnt that other people do genuinely enjoy seeing new art (despite the work not being that professional; possibly because it is not professional!)
:: I learnt I don’t have a ‘style’ (perhaps not unduly surprising)
:: I learnt my inherent understanding of anatomy has decreased (a lot!)
:: I learnt that improving would take lots of work

Will I try again in 2018? Not sure!

Why did I stop at Day 13? – Various reasons – Mainly, I think the Inktober format burnt me out . I wanted to draw something interesting (at least to me) each day, and at least the topics of Days 14 to 17 didn’t inspire me enough to go on.

Perhaps that’s a total cop out – I was very pessimistic about Day 7 (Shy), but that along with Day 3 (Poison) are amongst my favourites! I found that I enjoyed theming Days 10 to 13 with the front cover of the first edition of the PHB (which helped me maintain my interest near the end).

Anyway, thanks to all those that viewed, liked and commented on the original postings!

I’ll shut up now, and you can look at the drawings!

Drawings:

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Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony and my ‘1998 Dungeon‘.

The Gambler | a ‘bolt on’ class for the daring-do classes; a class heavily influenced by Luck & Superstitions

Edit: A .pdf version can be found here: Link
and a template Hex Flower Engine can be found here: Template

 

Lucky 1.pngThe Gambler 
The Gambler is a person ruled by fates, omens and fortunes. They perceive everything through the lens of luck and chance. For a Gambler, everything happens for a reason. For a Gambler Luck: is as real as a baked potato; is cat-fickle and has a mood; is flattered by rituals and appeased by signs; is consistently unpredictable; is offended and implacable; is passionately for or against you; is never fair; is dangerous to define; is like your best friend’s lover.

 

Class restrictions
This bolt-on class is open to persons of physical dare-do, i.e. fighters or thieves.

Current Luck State
Every session roll 2D6 using the navigation Hex (see below) to determine the Gambler’s current Luck State (LS). The new LS Hex is determined by moving from the current LS Hex to the new LS Hex in the 2D6 navigation direction. LS is also determined if the player rolls a ‘crit’ or ‘fumble’; there’s a gamble, or if anything unusual/significant happens in the game (i.e. there is a shift in the fates).

Hex Flower Engine:

Gambler HFGambler HF Key

Luck Points
When the Gambler levels up, they: gain ‘Luck Points’ (LPs) equivalent to the PC’s level (so 5 LPs a gained upon attaining 5th level); any previously hoarded LPs are lost; and they may exchange their current LS Hex for Hex 10.

LPs are used to help change the outcome of the 2D6 navigation roll, hence the current Luck State. That is, after the 2D6 navigation roll is made, the player must decide if they are going to spend any LPs, to lock in the current Luck State. Spending LPs moves the 2D6 navigation direction by 1 face per LP spent. So, spending 3 LPs would in effect reverse the navigation direction. Halflings get +1 LP per level, but must take on an extra superstition at first level.

Superstitions
Each level the Gambler acquires a new superstition, e.g. three at 3rd level. Preferably, the superstition should be based on an event that happened during the levelling up period. Each superstition should be significant and indexed to character level, and hence should be more onerous than the last. DM input may be required here.
Breaking a superstition – all LPs are lost. If LPs are already at zero, then move to Hex 1.

Background
If you’ve got no idea what this post is about, the below links give some context:

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Tuesday Toot!! | Hosiery of Ten Steps

Edit: in my haste to publish another post, I’ve managed posted this one a day early!

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link

:: Hosiery of Ten Steps ::

Summary
Magical socks, stockings, tights etc. that allow the wearer to project their footfalls

HoTS.png

Detail
Once a day the wearer can, without moving location, project their footfalls as 10 steps in any direction away from themselves.

The combined distance of the 10 footfalls cannot exceed about 30 feet. Each footfall following on from the last. The combination of steps must be something the wearer could naturally do. If fancy footwork is involved, an ability check may be required.

For example, if the user wanted to stride forward and kick a door, they could do this without actually moving from the position they were standing in. Indeed, they could do this even if they were restrained or tied up.

Therefore, the user should be able to put this item to creative use, e.g. creating a diversion, testing for traps, ‘walking’ past a portcullis and kicking a duck, checking the sturdiness of a rope bridge etc.

The wearer also has the option to choose to get some sensory feedback from the projected footfalls, as if they were actually doing the walking/striding/jumping. While the wearer’s weight is projected with the footfalls, it is optional if an accompanying sound is also included.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Tuesday Toot!! | Oil of the Arcane

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link

:: Oil of the Arcane ::

Summary
An oil that makes an ordinary weapon magical for a limited time

OoA.jpg

Detail
The oil contains essence of magic. When applied to a weapon (or even hands/feet) the item is imbued with a magic surface for about 24 hours.

This allows the weapon to hit creatures that can normally only be harmed by magic weapons.

When the oil is freshly distilled the treated weapon can also hit creatures located in the ethereal/astral planes etc.

Rarely, sometimes the oil has added components that give bonuses to hit specific creatures. For example, the oil with added silver flecks may give a bonus to hit lycanthropes.

It is reputed that the oil is made from the brains of psionic creatures. An unopened bottle normally contains enough for 6 applications. The oil’s smell elicits memories of tears.

A small rodent skull is usually found in the bottle as this helps to stabilise the oil.

The item offers the advantage that a party can fight a creature only hit by magic items without the GM having to give the whole party magic items.

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

‘You sank my BattleDungeon’ … | Procedural Grid-Crawl Dungeon using the Battleships game as a template

An idea for making a quick dungeon using Battleships as a template for a Grid-Crawl.

image_preview  A more readable pdf version can be found here: Link

Battleships Dungeon
Using the Battleships game as a template to procedurally generate a
20 room, 2 level (Grid Crawl) dungeon

Method
This is a method and explanation of how to use the Battleships game as a template to make a procedural dungeon map in about 5 minutes. Of course, this could be any kind of point crawl, not just a ‘dungeon’. A simple one page method (without the explanations) is given at the end of this document for easy use.

:: Step 1
Start with two blank ‘Battleships Maps’ (probably best to renumber the top line ‘1 to 10’ rather than ‘A to J’), e.g.:

1

Left Grid                                                                        Right Grid

This can be done with the physical game i.e. with the plastic pieces etc., or by simply using paper grids. The Left Grid is the entry level and the Right Grid is the second level of the dungeon.

:: Step 2
Place the ‘ships’ on the grids (as if you were playing the Battleships game). If doing this on paper grids, just shade the squares, e.g.:

2

Left Grid                                                                       Right Grid

:: Step 3
In each of the Grids put a Red Peg in the diagonal positions, except for the top leftmost cell (i.e. put these in positions 2;2, 3;3, and 4;4 etc.), e.g.:

3

Left Grid                                                                      Right Grid

These Red Pegs are simply a visual reminder that these rooms do not connect to themselves.

The START location is on the Left Grid in cell 1;1 (marked with an S). The BOSS encounter (or adventure goal, quest item etc.) is located on the Right Grid in cell 1;1 (marked on with a B).

The battleships are being used in this method to introduce an element of chaos, and to force the DM out of any unconscious bias in later peg placement.

:: Step 4
Put a White Peg in each Column somewhere, i.e. where there is a gap (shown as light shaded Blue Pegs below), e.g.:

4

Left Grid                                                                      Right Grid

:: Step 5
Look across each Row, if a Row does not have a White Peg in it somewhere, then add one (shown below as light Green Pegs), e.g.:

5

Left Grid                                                                   Right Grid

In the example above, this would be in Rows 6, 8 and 10 on the Left Grid; and on the Right Grid that would be Rows 4, 7, 9 and 10. If doing this on paper the Green Dots could represent secret doors. However, doing this might make the dungeon appear more linear looking to the players. To increase interconnectivity, hence ‘jaquaying-the-dungeon’, simply add a few more pegs (e.g. 3) at random.

:: Step 6
Finally, remove one Red Peg from each Grid. Optionally, consider replacing this with a White Peg (to be visually distinct). Below this is shown as a red X, e.g.:

6

Left Grid                                                           Right Grid

Please note: the map looks busy in this example because I’m using colours to aid explanation. In reality, you’d just have Red and White Pegs. The red X represents the point where the two levels interconnect. So in the above example, this could be stairs going from Room 4, Left Grid to Room 7, Right Grid. Of course, there is nothing stopping you adding more level interconnections. Again, this will help in ‘jaquaying-the-dungeon’. For simple bookkeeping, remove the pegs from matching positions e.g. 4;4 Left Grid leads to 4;4 Right Grid, and 7;7 Grid Left leads to 7;7 Right Grid. The connections do not need to be stairs, they could be tunnels etc. If doing this on paper, a mega dungeon can be made easily by simply using multiple paper grids and interconnecting them in this way.

What is this gibberish?
Here’s a link to my initial post about Grid-Crawls, hopefully that helps, else see the below example: Link

Below is a brief example of how to navigate a Grid-Crawl map:
The example does not consider any encounters in the rooms etc.

• The PCS start in Room 1 on the Left Grid, i.e. corresponding to Colum 1; Row 1. This position is marked with an S on the map.

• The DM Looks across Row 1 and down Column 1. There is a Non Red Peg in the 5 and 9 positions (see arrows), i.e.:

7

Left Grid

This means Room 1 connects to Rooms 5 and 9.

• The PCs decide to go to Room 5. In Room 5 the DM Looks across Row 5 and down Column 5. It can be seen that there are Non Red Pegs in the 1, 3, and 4 positions, i.e.:

8

Left Grid

From this it can be seen that Room 5 connects to Rooms 1, 3, and 4.

• The PCs then go to Room 4. The DM Looks across Row 4 and down Column 4. There is a Non Red Peg in the 5 and 7 positions, and a red X at the 4 position, i.e.:

9

Left Grid                                                    Right Grid

From this it can be seen that Room 4 connects to Rooms 5 and 7. Also, Room 4 Left Grid connects to Room 7 Right Grid, e.g. as marked by the red X on each grid.

• The PCs therefore can now move from the Left Grid (upper level) to the Right Grid (lower level) if they choose to …

• And so on.

Map
For the sake of completeness, I’ve gone to the effort of drawing out the Grid-Crawl above as a Point Crawl (please see maps below). I’ve done this just to show what kind of map this method generates. To be fair, part of the point of this system is for the DM not to have to draw a map (unless of course that brings you joy). The players are free to map as they will, and the DM might enjoy seeing their work :O|


The second map uses the option for secret passages as mentioned in Step 5 (i.e. for the Green Dots)

These point-crawl maps were made using: https://csacademy.com/app/graph_editor

Quick Method – Battleships Dungeon
Step 1
Start with two blank ‘Battleships Maps’ (probably best to renumber the top line ‘1 to 10’ rather than ‘A to J’).

Step 2
Place the ‘ships’ on each grid (as if you were playing the Battleships game). If doing this on paper grids, just shade in the squares.

Step 3
In each of the grids put a Red Peg in the diagonal positions, except for the top leftmost cells; i.e. at positions 2;2, 3;3, and 4;4 etc. In the paper method use a solid ‘dot’ in place of the peg.

Step 4
Put a White Peg in each Column somewhere, i.e. where there is a gap. In the paper method use an open (unshaded) ‘dot’ in place of the peg.

Step 5
Look across each Row, if a Row does not have a White Peg in it somewhere, then add one (these might represent secret passages).

Optionally, add a few extra White Pegs at random to increase same level interconnectivity.

Step 6
Finally, remove one Red Peg from each Grid. Optionally, consider replacing this with a White Peg (to be visually distinct). In the paper method you might put this down as an X.

Optionally, add an extra interconnectivity pathway between the grids (i.e. dungeon levels) in the same fashion.

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.