Saturday, 30 December 2023

Trying out solo play

Yesterday I was scrolling through Itch looking for anything interesting, as one does, and happened upon Tales of the Burned Stones. I've never really been one for solo games, but recently I've been feeling the itch to revisit my Souls-inspired world that I ran for some of my friends back when I was first testing out Have Axe, Will Travel.

A world that is essentially a kind of "shadow real" based on my current sandbox campaign world. A place that is forgetting itself and thus allowed to be just bits and pieces woven together. Place where memories are tangible things that one can collect, and the more you have the more sure you can be that you exist.

And as such I thought I might as well give this solo play thing a try, since with my current schedule I'll more than likely not be able to shove yet another game in there.

What am I using?

For the base system I am going with the aforementioned Tales of the Burned Stones, but forgoing the implied setting even if it is extremely loose since I have a world in mind already that I wish to play in.

To supplement that, I am using Print Weaver for generating my stats based on which prints marks i have the most and the least rather than the method in Burned Stones that suggests rolling dice on a table and seeing which lands the furthest and which closest to you.
I am also generating my starting equipment based on my finger prints on top of taking the one Lasting Item from Burned Stones character creation.
I'll likely be leaning on Print Weaver for more things as well as I think it's got a very nice vibe despite being a bit too overtly mechanical system-wise for my own tastes.

For oracles I have a Rider Waite tarot deck, the oracle tables in Burned Stones, as well as Chris McDowall's Ask the Stars.

That being said, from this point onwards will be my journalling of the journey of Dyrkyr as I stumble onwards trying to make sense on how to generate things on the fly for myself. The journal bit might have typos but I at least try to write something that can be understood when read by someone else than just me.

The Character

----Dyrkyr - Silver Foot----
Resilience: 6 / 6
Coins: 200
Heritage: Human
Background: Strider

Grit: Available

Str: d8 / d8
Dex: d6 / d6
Wil: d4 / d4

Inventory:
Great Maul - d6 - Lasting item
Plate Mail
Short Bow - d6
Quiver w/ 3 arrows
Book w/ 3x random scrolls:
    - Hammer - conjures a large phantom hammer to crush it's target (d8)
    - Salve - heals by 1+[dice result over 4] (d8)
    - Hitbond - grants two targets a shared pool of extra Resilience equal to 1+[dice result over4] (d8)
Ring of Secret - Causes silent footsteps (Memento)
Globe Compass - Reveals cardinal direction and elevation

----Abilities----
Spotter
Look for exploitable weaknesses in opponent by rolling d10. On 1-2, find a weak point and future rolls can be done with Good Positioning, but you've been Spotted yourself. On 3-4, find a weak point and future rolls are at Good Position. On 5+, find multiple weak points and future rolls are at Excellent Position.
Cost: 2 Steps

----Looks----
Frame: Muscular & Athletic
Head: Round & Angular
Hair: Dreadlocks
Memento: Ring
Appearance: Exotic
Virtue: Patient
Flaw: Cowardly
Financial Background: Noble
Motivation: Creativity

The Journal

Chapter 0 - Where am I?

Somewhere where there are no rulers left, the proverbial throne has been emptied by the way of the sword. That much is what I remember.

There's an empty throne room, wands and staffs broken and scattered on the floor. But no bodies.
Wrong.
There's a single dead person here. Emptied out eye sockets stare from hollowed out cheecks and rubbery mummified skin. He, or she, has been wrapped in heavy wallcloths and placed laying on the throne.

I choose not to investigate any closer, instead opting for the wrenched open double doors barely standing on their hinges. They lead to a hallway.
The light coming in from the windows is meager, it must be late into the evening right now.

Wherever I am, I have no recollection. I barely remember my name. Dyrkyr.
The corridor take a turn to the left from here, it appears this room is at the end of it. Whatever devastation had come here is not present outside the room. All I see is moth eaten and mouldy carpets, enormous roots poking through the ceiling and having crashed through the walls as well as the debri of stone brickwork they have strewn about.

I choose to inspect one of the larger roots more closely, try to figure out what it is.

The root is dry, fine ash gathered on it's uneven surface. Was there a fire here?
Glancing back at the corridor, blackened streaks and the disappearance of the long carpet past a certain point suggest it's possible. Just that the fire for some reason hadn't reached all the way here, which is why I hadn't realised it at first.

Now, time to move on. I still have no idea of my bearings.
Where does the corridor take me?

The corridor is dotted with windows on it's left side, letting in the orange light of dusk or dawn.
At the end of it an open archway where stands a rusted metal cage, like a birdcage but mansized. It hangs precariously over a dark pit on thick metal chain stained with rust. On the floor of the birdcage, there is a large pressure plate.

I carefully prod at the bars of the cage with the pole of my maul to see how bad the rust is.
Couple bars clang free from their frame, bouncing off the stone walls and making a terrible racket on the way down.

If there's anything in here apart from me, it now knows it's not alone. The clattering was loud enough to raise the dead.
And this contraption does not look safe.

Now what?
I start trying to ascertain if the pit itself looks climbable, there are the enormous roots breaching through the walls of this place after all.

Yes, my intuition was right. I might've not heard the bars bounce off of them but the longer I spend looking down into the darkness the more I can make out roots of differing sizes invading into it from the sides.
However, it's pitch dark down there and I have no light with me.

I start checking through my gear, looking for something to start a fire with.
No luck, although hanging from my belt in a small leather harness is a book I don't recognise. I only vaguely remember it's supposed to contain magic.
Perhaps something that might help, I hope.

I take a couple of steps back from the birdcage contraption and sit down, the large maul I have been carrying rested against the wall and ready to be grabbed should anything startle me.
And begin studying the contents of the book.

It contains the following spells:
- Hammer - conjures a large phantom hammer to crush it's target (d8)
- Salve - heals by 1+\[dice result over 4\] (d8)
- Hitbond - grants two targets a shared pool of extra Resilience equal to 1+\[dice result over4\] (d8)

// (End of session 1 @ Random encounter. Did it come from the elevator drop? Yes, but... it was silent enough to get a jump on me)

I am too absorbed in studying the book and the spells within, several ashen spectres like dust and sand in the vague shape of a man are swarming out the archway and obscuring my view of the birdcage contraption.
The position is bad, there are more of them than there are of me and they are already within striking distance.

I choose to employ my strength, the one thing I have going on for me right now, to swing my maul wildly at the many-faced cloud of ash and dust now lunging at me from the archway.
I manage to repell them, but at a cost. The maul slips from my hands, sent flying towards a window on the left hand wall by an unexpected lack of grip strength. It mashed through the windowsill, leaving a cloud of plaster and flinging stone shards in every direction. And then is to not be seen again.
Fuck.

The force of the swing dissipated the form of the spectres, but they now start to emerge again from the scattered ash swirling in the hallway.
I am surrounded.

I flee, turn tail and dash straight through the one that had gotten behind me.
I am left with my eyes covered in stinging ash as I leave the spectres behind, half stumbling and half running back down the corridor towards the throne room.

I attempt to outrun them, there were staves laying in the room. My hope is that I can use them to fight off these things.
They are fast, soon enough I see the gray ash swirling around me at the edges of my vision. They are too fast, skeletal hands with no solid form claw against my sides and slip in through the cracks and joints of my plate armour causing stinging burns.

I arrive at the double doors leaning off their hinges, the room is like I had left it. Empty, save for the once-royal carpet leading to the throne occupied by it's mummified sovereign. And the ground, littered with staves and wands. I quickly dive down, grapping a staff in both hands and start swinging them wildly in order to scatter the phantoms tormenting me.
Unfortunately all this achieves is spreading their forms all around me, causing myself to once again be surrounded.
Then, seemingly out of nowhere, several of the wands and broken staffs on the floor start to stand up and float into the air like as if pulled up by strings.

Before I have the time to react, several staffs come flying through the ashen spectres and straight into me. My armour takes the brunt of the blows, but my body definitely feels the reverberations as they tenderise my muscles. 
Worried for my own life, I slip through a gap in the swirling ashes that I have those flying staffs to thank for and bolt towards the door. Back into the corridor.
By the time I've broken visual contact with the spectres I notice my belt feeling lighter. A pouch hanging from it has torn open and is now empty. I think I remember keeping money in it.

Never minding the pouch, I continue running. My mouth dry and eyes filled with ash. Heaving for air, I collapse onto my knees by the end of the corridor.
I look behind me but see no signs of the swirling cloud of ash that had been tomenting me. I do however notice the contents of my quiver, my three arrows, scattered halfway through the corridor.

I choose not to retrieve them for I fear the floating staves or the reappearance of the ashen spectres.

I weight my options.
Going down the pit would require light which I do not have.
The windows look wide enough to fit through, but the view from here opens down to a sprawling city. I mist be several hundred metres high right now, a fall that I cannot afford to take.
Going back is a dead end, both figuratively and literally.
I need a weapon.

I come to the conclusion that attempting to climb down the dark pit is my only option. There are footholds in the form of the number of roots penetrating through the walls, but beyond the first few meteres there will be no light.

I begin the climb, making may way past the man-sized birdcage hanging inside ths shaft and lowering myself to the nearest root.
Gritting my teeth, after the first few metres it no longer matters wether my eyes are open or closed. At that point I'm doing the climb based on my sense of touch alone.

The dark gives me time to think and be immersed in myself and I come to realise how little I know or remember about why I am here. In fact, I realise I barely remember much of myself at all.
Digging deep inside my head, out of the small number of things I am able to conjure up the memory of a grand gallery filled with paintings and beautiful wall cloths swells to the top. A very warm and loving memory, certain type of fondness and appreciation for the work put into those things and the different things they attempt to convey.

After what has felt like an eternity, I start to notice light filtering in through my eyelids again.

I'm standing in a passagaway drowned in ash. The floor isn't visible, the scene looks like a gray beach conjured into the high arched corridor running left to right from where I'm entering.
This must be where those phantoms had originated from. I shudder at the thought of having to wade through here.

Cautious still, I keep scaning my surroundings for clues as to where I might be or where I might wish to go.
The stupendously high cathedral-like ceiling has collapsed in several places, letting in the same orange dusk-or-dawn light that was seeping in through the windows earlier. Several long polearms poke out from the mounds of ash, all rusted beyond use.
Whatever has happened here must have happened a long time ago.
To my left, the corridor terminates after maybe twelve or so metres in narrow double doors the height of half of the corridor.
To my right, the corridor continues straight beyond what I can see. Larger pieces of the collapsed ceiling blocking my view. Definitely looks like something I could go around and climb over however.

// (End of session 2 @ doom dice 3/6. Grit is used. Now have to decide which way to go)

Conclusion

So far the adventure has definitely been intriguing, and I am slowly starting to figure out where this must be. Finding out that the room I started my journey in was some sort of a boss room or the end of a dungeon was a rather cool one.

Still definitely need to figure out how to properly run the game system-wise since Burned Stones suggest handling combats as challenge checks when playing solo but in the fight with the ash spectres I wasn't sure how to adjucate for how they should be defeated. If running it as a challenge which I did, I needed to succeed five checks but that to me felt like just buying time would mean they would eventually get brought down by time rather than my character.
The next combat I run into I'll be trying to run with the actual combat rules and see how that feels instead.

One difficulty that I realise I'll also be definitely running into is generating the rooms and corridors of the place I am currently exploring as so far I've simply been asking the stars if the corridor continues, does it continue straight, is it a junction, does it bend left, does it end in a large room etc etc.

Session 3 here.

Saturday, 25 November 2023

Churn Stroke Burn impressions - This town is not going to exist in two weeks

To get the disclaimer out of the way, I received a pdf of Churn Stroke Burn from it's author and promised I'd in return write not-quite-a-review but rather my impressions on the adventure scenario after having read through it once or twice.

The reason this will have to stay as not-quite-a-proper-review is because I've only read through most of the book with proper thought, occasionally glancing over things, and because the time I'll get to run this scenario at my table will likely be somewhere in the foreseeable future so I can't really give any commentary on how well the stuff put forwards in the book translates to a game played at the table since as we all know, no plan survives contact with players.

Edit: This might just be me incessantly rambling about the book while trying to not give out the contents of the adventure at all which in retrospect may not be the best way to get people interested in an adventure, but apparently that is the way I decided to go abou it.

So, what has Sean Richer been cooking?

What is Churn Stroke Burn?

Churn Stroke Burn cover, Asmo Grimae
First of all it's a gorgeous looking book that originally caught my attention while browsing the Exalted Funeral store. The cover art is this golden sketched out view of the salt witches that play a central role in the adventure, made by Asmo Grimae whose art I absolutely adore (and don't really see that often anywhere anymore after having left twitter myself).

The interior has the aesthetics of a scrapbook filled with views and memories from the adventure scenario itself, being this mixed media collage of sketches, images and tape holding it all in piece but without making the text illegible. In fact the book is really readable despite the chosen visual style for it, as as far as readibility goes my only complaint is the map for the "second act" point crawl with the map being cut into two to better fit the two page spread, but for some reason the two halves of the map aren't aligned at same height so seeing where some of the arrows between locations are pointing takes a bit of parsing. (And for those wondering, the reason why it's laid out like that is likely to make it more coherent with the visual of scrapbook the book is going for.)

The base premise is that somewhere out at the sea something is happening. The sea horizon archs upwards instead of diving down and disappearing into the distance, salt witches have appeared in town, the storm cult that reveres lightning is acting up and weird storms and horrible monsters strike against the town time and time again from the sea. Not to mention the ships being washed up on the beach or crashing against the rocks when the lighthouse refuses to function, or the worrying number of vessels out on the sea flying strange flags, a telltale sign of pirates.
And all of this isn't the real problem, for that lies in the eye of the storm. Way out at the sea a leviathan of a whale dreams of storms and floods.

But let's get to the meat and potatoes, what are these "three acts" the adventure scenario consists of?

Like said, the adventure scenario is essentially a three act structure that moves forwards as players proceed along further and further in finding out what is going on and why and maybe even get to resolve the whole mess, potentially doing some initial back and forth between the "act 1" and "act 2" before going for a finale of chaos, stormy waters and crashed ships in the "act 3".

Starting from the act one of the town and getting to know the gist of roughly what is going on as well as getting introduced to the few different factions, the players will eventually head on to the "second act" stuff once they have accrued enough reasons to go out to the sea (and believe me the're a ton of stuff in the town that give them reasons to go out to the sea).
Going out to the sea isn't made particularily difficult either despite the fact that the PCs likely start without so much as a makeshift raft to their name as opporturnities arise left right and center to either acquire different kinds of vessels to go out to the sea with, hitching rides from other people going out to the sea, assembling your own vessel from the numerous beached ships around the town or even finding secret underground tunnels extending all the way under the sea.

And at the end of it all is the quite literal eye of the storm, the thing that is getting teased and hinted at here and there throughout the entire adventure. Once you step in stepping back out will be difficult, and unless you've ended up there very early you likely won't have time left to really turn back either.

Sure, but what are the "three acts" in terms of content?

The first act, like explained before, is a town stocked with fourteen distinct locations. Each of which have at least two encounters or events associated with them, one for when you go there the first time and another one for when you visit there a second time.
I really like this, makes the town feel alive without needing to give detailed schedule or timeline of what happens during each day in the town. It gives the town a very similiar feel to how Witchburner ended up feeling when I was running that for one of my groups.
There's also a d30 table for daily events, as well as a well as a d30 table of "nightly raids" which spells all sorts of disasters and monsters to encounter for those staying up all night doing investigating.

Example of the d30 event table, as well as the scrapbook aesthetic of the product.
All the page numbers you see in parentheses are links inside the pdf, yay for ease of use!

The second act is a point crawl of eight locations with each of them presented in a similiar fashion to how the town is, except this time each location is more concerned with how the players are approaching them (by the sea or by the hidden underground tunnels) as well as how they are leaving from the locations (again, sea or tunnels) with information about the location (and surrounding ones when leaving) is given within the context of their choice of approach, with some approach-specific encounters and events sprinkled in here and there.
Just like with the town, a setup that is very runnable without too much preparation or needing to memorise a bunch of stuff about each location. If the players decide to visit one of the locations out on the sea again, their first visit has already defined within the fiction how that place is and what can be expected to happen there so the GM has bunch of things to work with to come up with their own spice if they wish to keep the locations alive.
Like with the first act, the point crawl section also has d30 tables of happenings to roll on as the PCs move between locations. One for when they are moving from place A to B on the sea and a separate one for when they are moving from one location to another through the tunnels.

The third act is the most chaotic one, as is only thematic for the scenario as a whole. It is a location at the end of the small point crawl that is the second act, containing within a depth crawl similiar to what Gardens of Ynn and Stygian Library are.
The depth crawl is generated with the help of four tables. One for the location, one for an encounter, one for a complication and one to see what of value is left in the place. There are thirty entries to each of the tables. And of course one more d30 table to roll as when the PCs are moving from one location to another.
And of course, the goal here is to go all the way to the deepest end in hopes to resolve all of the storm and weird happenings centered around this very place.

Some things of note

One thing that I want to highlight about the book is just how tied in everything in here is to the DCC dice chain. Love it or hate it, this entire adventure is very clearly written specifically with DCC in mind. 
For me personally this means I'll have to come up with some effects for things that don't rely on manipulating the dice chain if/when I get around to running this adventure as my system of choice still remains to be LotFP. Not any gargantuan undertaking by any means, but just something to keep in mind if you happen to run some other system for your game as well.

Another thing I wish to get out of the way, and this is a very minor gripe with the book, is that while the art style and visual coherency of the book overall is amazing and it oozes style and vibes that already give you a feel for how the author might want you to present the world, the maps for both the town and the point crawl by sea stick out like sore thumbs.
There's a very limited number of other things that pop out as breaking the overall art style but the maps are definitely the biggest offender, which for me just means that if I get the opporturnity to run Churn at some point I'll make my own maps which is something I like doing anyways especially since there really isn't anything in the book that the players should have to map for themselves.

The pointcrawl map, biggest offender in clashing art styles in my opinion.
Looks very scifi in what is otherwise old-timey scrapbook in my eyes.

I should probably also finally mention the Drain Die which is a very central mechanic to keeping the chaos of the whole adventure ramping up as time goes by.
Whenever there is a random d30 table in the book, more often than not instead of rolling a d30 on it you roll on the table with whatever the current Drain Die is at. The Drain Die starts at d3 on the first day of the adventure and steadily grows by size with each passing day along the DCC dice chain before finally reaching the full d30 on the thirteenth day.
The first few entries on each table are usually rather mundane and don't have that much anything weird or eye catching, but the higher the entry is on the table the weirder and more chaotic things get. Get high enough results and you might even get some of the results might even contain hints as to what is truly going on and what is causing all these terrible storm and other happenings, or in the worst case scenario just straight up spell doom and destruction to the town and it's surroundings as they get wiped off the map.'

And a neat little detail to finish off this section, the back of the book has the DCC dice chain incorporated into it's design so if you get the physical book it'll be really easy to reference should you forget how your d3 turns into a d4 followed by d5, d6, d7, d8 and all the other weird in-between dice no other system uses.

Overall thoughts

In case it wasn't clear already, I love the general aesthetic the Churn Stroke Burn has. It oozes the spirit of a miserable town where things are only goin to get worse as time goes on but that may once have been a rather nice place to live at. The amount of weird in there is definitely way higher than I usually have clearly visible in broad daylight in my games, but it's justifiable by the current conundrum the town is facing as the scenario kicks off.
This is something I could definitely just drop in to my pre-existing sandbox and run as is with minimal changes to anything, just some mechanical tweaks to fit the DCC specific things in a more general B/X framework.

I'll have to admit I was slighty worried at times about the tone of the whole scenario, seeing things like albatross men or giant sea otters in the bestiary but having read the thing through I think they are justified well enough that they won't come off as overtly silly or out of place, especially when the whole premise of the adventure is that things are getting progressively more and more out of hand and chaotic as time passes.

Then there's one elephant in the room, the price of the physical book. Yeah, $100 is quite a steep one but also somewhat understandable considering just how much art has been crammed inside the book from various different illustrators. Not only that, the book runs thick at 233 pages so the printing costs for producing the product istelf are surely not super cheap either.
Would I pay the $100 for it myself? After having read through the book, despite really liking the content I honestly couldn't recommend it for that price. The pdf is absolutely worth the asking price of $30, but personally I'd be willing to pay something closer to $60 for the physical book so perhaps if I catch it at a sale I'll grab one.

There definitely is a lot of content and play hours crammed inside the adventure, running my own games at a very slow pace I could see it taking a good several months to run my players through the scenario with our usual schedule of one session every two weeks.

Overall a big recommend, grab the pdf from DriveThruRPG or keep an eye on any sales on the physical book and dive in - but do try not to drown.

Wednesday, 15 November 2023

Dungeon Dilemma - Medusa Curse

 So these kind of small detached encounters or dilemmas are something I've been wanting to see made for a while now after I thought one up and never really shared it other than in a passing conversation on discord.
Now however I had come up with a second one too ad instead of just leaving these bouncing around inside my head I thought I'd write one of them down in an attempt to start a small trend in the blogosphere that I could then harvest the cream of the crop from since surely other people have bunch of interesting ideas to throw into the pile too.

Thus I present to you:

Medusa Curse

A relatively simple prison that can be dropped within a dungeon or temple or shrine or whatever your adventurers likely are going to be delving, constructed with sacrifices of eight individuals to bind a monster/villain/whatever to a place.

Setup:

  • 3x3 grid of 15' by 15' rectangular rooms, each linking up to their adjacent ones and each separated by heavy curtains rather than doors.
  • Each outer room has a statue of a mage/priest/whoever were the ones to seal the bad thing here.
    • These statues each are facing in towards the middle room.
    • Statues in corner rooms have a 50/50 chance of looking towards either of the doorways leading in.
  • In the middle of the middle room stands a statue of <insert whatever ancient evil was sealed here>, bound up and with a hood or a sack of some kind covering their/it's entire face.

How it works:

The statues are a result of a "medusa curse", an affliction which transfers from one person to another through sight, mimicking the way a medusa's gaze works.
When something roughly the size of or larger than the affliction's current host enters within the host's line of sight the curse will begin transferring to it's new victim, un-cursing it's current host in the process.
  • Treat this in the same way you treat regular petrification in your games, except additionally if somebody gets afflicted by it the "statue" they got it from is now un-petrified.
  • Yes, this means halflings and dwarves are safe if you decide all the outer "statues" are human sized.

Mixing things up:

Something to consider is how would other denizens of whatever dungeon you drop this into have interacted with it in the past.
Are there perhaps petrified adventurers frozen in weird poses in the first few rooms with the original "statues" missing from those rooms? Did the evil that was sealed here get freed and is now roaming the dungeon, luring it back here and tricking it to get re-petrified being a potential way to deal with it?
What if instead of something immesurably evil being sealed here, it's evil cultists that have sealed an angel or a hero of old in this place?



Tuesday, 22 August 2023

Sometimes you just can't get the PCs to take part in adventuring

What follows is a short retelling of the not-even-quite-misadventures of a particular group of PCs from what was intended to be me running an adeventure module I had recently acquired - Chaotic Caves.


Anything but Chaotic, and especially not Caves

They've already broken out of the sandbox I originally prepped for them for running Chaotic Caves, instead hightailing it out of the town and back towards civilization.

This because they went to the other side of the river, had an unfortunate encounter roll during their first night camping an a charging goblin-analogue with it's d4 damage managed to oneshot their MU during the encounter.

As a result the party had sworn off from going into what was like 3/4 of the sandbox laid out for them, instead returning to town where I tried to give them something to do by having a local cleric hire them to hunt down a witch that was occasionally dropping by the town according to rumours.

They found the witch, had a nice little talk with her and even ate some soup as it was offered.

Upon their return to the town they dropped by the cleric to try to convince her that this is a nice witch so there's no need to do anything, which of course got them on the cleric's bad side.

That escalated since their new MU kept insisting to the magic hating cleric that the witch was a nice person which culminated in the party being given an ultimatum of either the witch dies or the village gets burnt down for heresy since locals are colluding and dealing with the witch.

After that they just up and left the town fearing the church might now come after them.


Out of the sandbox, and beyond

They since have travelled to another smaller village roughly half a week away from from the original sandbox location, a village where people are taken by a wave of interest in writing poetry.

An abandoned church with a weird marble orb of roughly one meter in diameter crashed through the floor of it, the orb growing physically larger the closer one gets to it and when poked with a dagger the blade would effortlessly disappear inside the object.

There too they heaved and hummed around the orb for almost an entire session before leaving it be and going back to the village.

The game is seven sessions in and the only adventure the party has had has been delving through a small series of barrow mounds which had a single monster inside it, a ghoul they slew on their first delve but due to their poor mapping skills they've dedicated another session to continue delving through.

At the very tail end of last session it took me "trapping" the party inside an abandoned stone hut with a single door, onto the inside of which was written "To Ynn by the way of Resting Woods" to get them to finally resign to doing something risky with their lives and try a bit of good ol' adventuring.

And even this is because outside the hut it's a downpour and the only ways out are the door that now leads to Ynn when opened from this side and the few shattered windows.

And even that is a maybe since we had already spent three hours of the session helping out with small tasks in a dingy backwater village surrounded by adventure hooks that nobody would look into or poke at, the only reason they even ran into this hut in the first place was that they wanted to move to a larger city and decided to cut through some forests and open plains rather than spend a month's detour on actual road.

I pray they don't remember the hut has windows they could crawl out through.

Thursday, 20 July 2023

Magical Trinkets & Curious Baubles

Inspired by a recent community challenge within the Alexandrian community.
6 of each for your convenience, all of them something that could fit a location or a faction in my ongoing sandbox.

Magical Trinkets 

Spearhead - Copper, Rusted

  • Anything the spearhead can be attached and fastened snugly onto will grow to the perfect length of a spear in relation to it's wielder's height
  • Once unfastened, whatever the spearhead was attached to will rust away

Black Lotus Flower - Delicate, Quick to wither, Addictive

  • Placing a single petal underneath one's tongue will cause their consciousness to slowly drift out of their body and slip into the space between planes
  • Placing two petals underneath one's tongue will make the effect instantaneous
  • Any more petals would kill a mortal man, severing the connection between their consciousness and body irreparably
  • If dried and ground into powder, will instead forcibly pull the consciousnesses of other beings into one's body which can potentially grant them power comparable to a god for a fleeting moment

Everburning Candle - Otherworldly, Self-sustaining

  • As the wick burns from the top, more appears at the bottom of the candle encased in candle-wax
  • The bottom of the candle gets progressively wider as this "replacement" of wicker takes place (the candle is cone shaped)
  • This can cause candle holders to get encased in wax or things to get crushed under the candle's increasing weight

Yellow Gunpowder - Susceptible to dampness, Exotic, Animalistic smell

  • When burnt will explode as normal, but procures a roar like that of a lion instead of the noise of a tearing explosion
  • Being caught in an explosion of this substance will leave victims mauled as if assaulted by wild beasts

Hog Bristle Brush - Old, Worn, Slightly oily

  • This brush is capable of extracting pigments out of things with it's strokes
  • When dipped into oil the stolen pigment will seep out of the brush and onto the liquid
Wicker Effigy - Small, Fragile, Pagan
  • Grows increasingly warmer as wild beasts or monsters draw close, hot enough to burn a hole through a pocket or sear flesh when within few metres of such beings

Curious Baubles

  • Silver cutlery set, anything eaten with them has a slight metallic aftertaste
  • Stuffed and mounted horse head, always in minisculely different pose than when it was last observed
  • Small coil of spiderweb the thickness of string, and just as easy to handle without breaking
  • Prayer beads that appear always covered in shadows despite any nearby light sources
  • Old misshapen glass bottle, covered in barnacles and filled with seawater
  • Small travel bible sized book with no title, pages inside are covered in rows upon rows of small holes (braille writing)

Picture unrelated, but blogposts without ones are boring.
Composite edit made of public domain assets, by me.


Wednesday, 22 March 2023

[Secret Santicorn 2022] Encounters, NPCs & Monsters for Crawling Through Shopping Malls

Secret Santicorn was here again and this time I was around to slip my name into it as well.
For those not familiar, Secret Santicorn is a secret santa type event in the OSR-sphere where people gather around to toss blogpost prompts into a pool which then gets randomised around with the hopes that everyone gets a prompt they did not enter in themselves.
For me, I was given the following prompt:

"Encounter(s), monsters, or NPCs for a (potentially horror-themed) game set in a giant 80s/90s nostalgia-inspired shopping mall (maybe like https://sameissharkinjapanese.blogspot.com/2021/03/mall-rats-monsters-of-megamall.html or https://sameissharkinjapanese.blogspot.com/2021/03/mall-rats-more-monsters.html or just do your own thing)"

I've taken a look through the provided blogposts and tried flipping through the Mall Rats rules to get a grasp on the tone and how monster statblocks and checks work and while I have to admit the setup may not be my usual cup of tea I shall try to make something up.

------------
Later Note(s):
I ended up writing these things with B/X style stats in the end as I am more familiar with that and can more easily feel out things in that framework.

This is me pushing this post out after remembering it three months into 2023 since I don't want to keep the post hanging for another god-only-knows-how-many-months if I were to again delay posting this until it is completely finished.
Hope this is to your liking!
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Encounters

  1. Mannequin Pile
    • Mannequins. Mannequins atop mannequins atop mannequins.
      They're piled high all the way up to the third floor of the mall in this open space.
      Most of them broken, shattered from a fall from somewhere in the upper floors, this pile looks like somebody has been hauling every single mannequin in the entire mall to here and thrown them into a pile.
    • Looking at the pile more closely, all of the mannequins have their limbs broken in a deliberate manner.
    • Dragging sounds from the third floor, somebody chucks another mannequin down onto the pile.
      • This results in moans and groans from the pile, the mannequins are in pain.
  2. Distorted Music
    • Suddenly the lights explode on, amplified by spotlights that someone has hung off of the railings of upper floors of the mall all over. A distorted and worn out track starts to blast all over the mall out of speakers that were thought long dead.
      • (Linking Park ran through a some sort of distortion filter would fit perfectly here, the more "emo" you can go with it the better. I recently ran into this which fits the bill perfectly: Rouri404 - Open Water)
    • Thinking about it logically, there are only so many places in the mall where all of this could be controlled from.
  3. Dark Hallway (of roaches)
    • A cramped side alley cutting past collapsed bits of the mall appears completely impervious to any attempts to light it. Flashlight reveal nothing but slight movement and weirdly shining darkness.
    • In reality the entire way is covered in thousands of small black cockroaches.
    • Tossing something into the darkness will make the entire path explode into action as the cockroaches scramble out of the way, potentially deciding that the shortest path out of there is by rushing past/over the PCs
  4. Morse-Code Elevator
  5. Explosion of Glass Windows
    • Sudden near-harmonic crackle of shattering and falling glass.
    • With barely time to react, the PCs find themselves caught in a rain of sharp pieces of glass as something causes the remaining glass ceiling windows of the mall above them to shatter violently.
  6. Lost Child Announcement

Monsters

  1. Giant Rat
    • Large as a cat, on top of being a cowardly pack animal, giant rats have adapted to the mall life perfectly.
      They make nests inside walls and pop out to dig for trash and the occasional unfortunate urban explorer that they'll then drag into their cramped tunnels. Hungrily eating their catch while waiting for the other members of their colony to come back with more food.
    • HD 1 / HP 4 / AC 14 / ML 5 
    • +1 to hit Bite @ 1d4 damage
    • Regroup: A rat will run away and come back from unexpected angle with an additional rat in 1d4 turns.
      • This can quickly turn into exponentially more and more rats appearing until the swarm decides that it's strong enough to take on their prey.
  2. Furbies
    • Somehow it all began with the furbies. Maybe it was something to do with the experimental life-like AI, a wish of a child upon a falling star, or some secret government operation, but the end result is what we are living in right now.
      These little gremlins get absolutely everywhere, know no bounds of personal space and have a knack for causing accidents all around them.
    • HD 1 / HP 3 / AC 14 / ML 12
    • Noncombative: Furbies themselves have no way to defend themselves or to directly cause harm to anyone.
    • Freak Accidents: For whatever reason, reality seems to bend itself towards accidents and catastrophes around furbies in a true Final Destination manner, the little gremlins needs but be near humans and the effect kicks in.
      The more furbies there are nearby the stronger the effect, thus when they hit the shelves of stores in droves the results were devastating.
  3. Roaming Salesman
    • Nobody knows where they are still crawling out of, but sometimes you can run into them in the abandoned malls. A perfectly cut suit, accentuated with a tie and a salesman's smile with a box of samples to show for the potential customers as they step into view from behind a corner and start their pitch.
    • HD 1 / HP 5 / AC 12 / ML 6
    • +1 to hit Suitcase with product samples @ 1d6 damage
    • Dear Customer: The salesmen never start out as hostile when encountered and will try to defuse any potentially violent situations. Their only goal being to sell whatever product they are representing to anyone they come across.
      • Turn to walk away from one, and they'll simply jog along you while still keeping on with their pitch.
      • Shut a door on one, and they'll raise their voice just enough to be heard through it.
      • Threaten one with violence and they'll back away courteously while still sneaking in remarks about how owning their product would avoid this whole situation.
    • You Need One of These: The salesman is trying to get you to purchase a...
      • New electric vacuum - Near-complete silence, no more annoying hoovering sounds that scare your pets and wake up your spouse!
      • Portable mini fridge - Take your perishables with you on that picnic without a worry of them going bad on the way!
      • Flat LCD television - None of those bulky boxes, a picture frame for your moving picture needs to hang on a wall!
      • Small emergency radio - Doesn't even need batteries, just crank it up like this!
      • Anti-eavesdropping walkie-talkies - Each comes with their own earbuds!
      • <Something useful the PCs have been looking for, commercialised to hell and back>
  4. Pizza Dough "Slime"
    • A terror risen from dumpster of a local pizza place! The dough never stopped rising, it now bubbles and flows onward looking for more flour and water to add to it's expanding mass, and boy it can hear all that red water circulating inside you!
    • HD 2 / HP 9 / AC 12 / ML 9
    • +2 to hit Lunge @ 1d6 damage, then grapple as it pulls you inside to add to it's mass.
    • Ever Expanding: Whenever the dough kills something be it a rat, living furby or a mall explorer it absorbs it and gains another Hit Die and additional +1 to hit.
    • Kneaded Body: The dough is immune to most conventional weaponry. Both blunt and sharp implements will simply strike into it and get stuck.
      • It's make does however make it weak to fire and heat, baking it's doughy body into pleasant smelling crisp which not only make it able to be harmed but also makes it very difficult for the dough to move around.
  5. Mannequin
  6. Other Mall Explorers

NPCs

  1. Mall Santa
    • Dirty man clad in even dirtier santa outfit, complete with the fake beard that is now stained gray rather than the jolly white.
      The rats are his friends, much to the puzzlement of everyone who has caught a glimpse of him skulking between the staff rooms and the liquor store.
    • Unaccustomed to human contact, the drunkard acts like a caveman around others.
    • Running on booze, the fastest way to this man's heart is through a bottle of liquor raised on his lips.
      That is all that it takes to convince him for almost anything, that is how deep his addiction runs.
    • He knows about the rats and he knows how to trick them. Nobody else knows how he does it, but he has often been spotted talking to rats or treating them like one would a loyal pet dog.
  2. Shaken Janitor
    • He's barricaded himself inside the camera room, watched it go down all the way from when the furbies first drew blood to the mall getting abandoned and the rats settling in.
    • Trapped in the camera room, the only exit is a ventilation shaft he crawls into to sneak to nearby shops when he finds himself starving.
    • Too cowardly to try to make a run out of here, he probably couldn't function in normal society anymore after surviving off of tap water, skittles and whatever has been left in the nearby chinese restaurant's kitchen.
    • If befriended, he still has access to any functioning security cameras around the mall and can provide information on several locations and what roughly to expect over there.
  3. Way Too Accurate Magic 8-Ball
    • It sits on a small "altar" made of trash inside a toy shop
    • Shake it and ask a question, the 8-Ball will answer elaborately although it only knows of this mall as it's entire world.
      It feels almost like having a conversation with someone, or maybe you too have been cramped inside a mall for too long.
  4. Squatter Jim
    • He comes and goes as he pleases, having constructed his own quarters and entrances to the mall. Sometimes he brings treasures to the outside with him to trade, a couple of times he's crawled out of there all bloody and beaten, needing to rely on the good will of the people to get himself fixed up, but this is where he lives.
    • Knows a couple of secret and relatively safe exits and entrances around the mall.
    • Protective of his home, doesn't like mall crawlers creeping around too close to where he has his hidden dwelling.
    • Will trade information, treasures and anything else he might need for items useful in everyday life.
      Toothpaste, bandages, books, batteries, maybe even a new flashlight.
  5. Urban Explorer
    • Trapped, injured, and probably rat food if not something worse unless somebody finds him soon.
    • He will cry out if he hears you, as he fears for his life and can't dig himself free from the rubble that fell on him.
      • This will naturally alert anything else close by, but he's been getting panicked and desperate.
    • He was carrying a pack of tools and gear on him that may still be of use even after his passing.
    • If rescued, he will inevitably slow you down.
      Should you manage to rescue him and get him outside, he will be indebted and do his utmost to reward you.
  6. Stray Cat
    • Roughed dirty fur and attitude for days, pick her up and get your face clawed.
    • Can be found in and around shortcuts and hiding spots inside the mall, this stray cat has it's own safe highways that cut through the mall and allow her to go where she pleases and when she pleases.
      • She'll bring over small "gifts" that she finds in the abandoned mall, making sure to drop them so as to not get caught or petted without her explicit consent.



Musical Inspiration:
KEYGEN CHURCH - ░█░█░░█░█░█░

Dead Fader - Kaiman's Head

SILENT POETS - Asylums For The Feeling

Rouri404 - Open Water








Wednesday, 4 January 2023

Personal "Appendix N" - Some notable pieces of fiction and media

I recently saw in passing some people talking about what would go into their personal Appendix Ns and so the idea started to bounce around in my head.

This list is by no way exhaustive, but I've listed some picks here on the type of things to check out which I feel have definitely shaped and influenced my view on things and where I get some of my ideas from.
It isn't a list of "here's bunch of cool stuff I've liked" but rather a list of things that I've enjoyed and that when combined might result is something like the type of games I tend to run myself.
The things listed here are also in absolutely no order whatsovere but rather just listed out as they popped to my head

----Literature----

H. P. Lovecraft

Neil Gaiman

Dan Abnett

Ursula K. Le Guinn

Dmitry Glukhovsky - Metro Series

China Mieville - The City & The City, Embassytown

Arkady & Boris Strugatsky - Roadside Picnic

M. John Harrison - Light

Alastair Reynolds - Prefect




--Manga--

Nihei Tsutomu - Blame, Biomega, Abara

Sakamoto Shinichi - Innocent, Innocent Rouge, Kokou no Hito, #DRCL midnight children

Sakurai Gamon & Miura Tsuina - Ajin

Hayashida Q - Dorohedoro

Oshimi Shuzo - Happiness

Nishin Masumi - Heartless

Kagyu Kumo - Goblin Slayer

Kentaro Miura - Berserk

Kui Ryoko - Dungeon Meshi



----Music----

Cryo Chamber

Avatar

Sopor Aeternus & the Ensemble of Shadows

Heilung

Apocalypse Orchestra


----Videogames----

Souls-series (Demon's Souls, Darks Souls 1 - 3, Bloodborne, Elden Ring)

Hunt: Showdown

Darkest Dungeon

Disco Elysium

Planescape: Torment

Morrowind

Battle Brothers

Alice: Madness Returns

Dishonored

GTFO

Fallen London

----TTRPGS----

James Edward Raggi IV - Lamentations of the Flame Princess

Ville Vuorela - STALKER: The SciFi Roleplaying Game

James T. Hook - Have Axe Will Travel

Pelle Nilsson & Johan Nohr - Mörk Borg



--Modules--

Logan Knight - Sleeping Place of the Feathered Swine

Zak Smith - Frostbitten & Mutilated

James Edward Raggi IV - The God That Crawls

Patrick Stuart - Deep Carbon Observatory

Luka Rejec - Witchburner

Kelvin Green - Forgive us, Terror in the Streets, Curious Conundrum of the Conflagerrated Condottierro


--Supplements--

Sam Sorensen - Lowlife

Paolo Greco - Book of Gaub

Patrick Stuart - Veins of the Earth

Charles Ferguson-Avery - Into the Wyrd and Wild



(All art are photomanipulations by me, based off of public domain images)