Tuesday, 10 June 2025

Naively simple downtime actions

I have now been running my open table Marmoris game for closer to a year and a half, a game that started out as me setting out to make a small dungeon to introduce a friend to osr-style dungeon crawling or at least the version of that that I have inside my own head.
Those who know what has been going on with Marmoris are likely already aware that the dungeon ended up as anything but small, and the scope of the game eventually left the dungeon and now extends to the players choosing which of the local points of interest they have learned of to launch a new delve into whenever an earlier delve comes to an end. The game has very much broken out of the dungeon and exists as this weird not-quite-west-marches open table arrangement.
What the people who have only heard of the game from the sidelines might not know however is what happens between those delves.

Due to "at-table" play being limited to the act of dungeon crawling or other such "active" activities, during that time we can't really go over all the non-delve things that players might want to set their PCs up to such as performing magical rituals, going into detail on selling the more interesting and potentially magical loot they might have recovered, getting involved in faction play and so on and so on. Doing so would only serve to make people dropping in to the game more difficult even with the open table nature of the game, as well as drag an already slow paced game to a crawling halt.

And then we get to the topic of the post itself, downtime and how it's been handled in that game.
Unlike with more "traditional" west marches style game, the party is not expected nor encouraged to leave their delve at the end of a session. Rather, if they are in the middle of something that requires active participation like delving a dungeon then time gets suspended between the end of the session and the beginning of a new one. As such a delve that lasts six hours within the fiction could very well last three sessions in irl time.
However when the players do decide to return from their delve, be it to recover from their wounds or to sell off found treasure or restock their gear or for any other reason, we enter downtime. From here things get handwaved and simplified but the game is still taking place in the time between the sessions. Here is the behind the curtains look at the whole downtime process in all of it's simplicity:

  • If there has been downtime between sessions, everyone recovers to full hp by the time of the next session for the convenience of keeping the game moving.
  •  We do not track expenditure for food and drink or lodgings, it is assumed that the PCs are able to provide for themselves in at least some manner between delves be it through odd jobs or whatever. This, again, is for the sake of keeping the game running easily due to it's drop-in/drop-out nature so that a player who hasn't joined in for several months doesn't come back to find their PC in severe debt from not being able to pay for their lodgings or starved to death from being unable to pay for meals in the time the PC has not been played.
  •  During downtime, time within the fiction passes 1:1 with irl time. With our scheduling, it means there are two weeks to perform downtime actions between delves.
  • During downtime, each player gets three downtime actions that they can spend as they wish. For my own sanity this is per player rather than per PC, as a single player may have several PCs they switch between depending on where the party is delving or even who are in the active party at a given moment.
    • There is no exhaustive list of any kind for the type of accepted downtime actions one could choose to pursue. The classics of looking for rumours and quests, carousing, training etc are good, but even more specific ones are perfectly acceptable. In fact the more details a player gives me when they submit their list of downtime actions they wish to get up to, the better I can figure out how such actions end up resolving.
    • If the outcome of a downtime action is not immediately obvious to me the GM as I go to resolve it I'll roll a d100 to figure out what the chances of it succeeding are, adding any potential modifiers from the circumstances and the details surrounding the action. Once I know the "difficulty rating" of the action, I'll roll another d100 to see if it succeeds.
      • This is a very simple oracle that can not only inform how the action resolves, but also one that I can ask questions from if I need to figure out further details having to do with any given downtime action.
        E.g. "Okay so the PC is trying to find rumours, are the ones they find about the place they look to delve next?" I roll d100, adding +10 to the result because the player specified they're asking for rumours in one of the taverns frequented by other treasure hunters. Result of 34, +10 makes it a 44. Okay, now roll another d100 and let's see. Second roll comes up as 76, not managing to roll under the difficulty set by the earlier roll, no rumours regarding the place the players plan to delve next. And then I'll proceed to ask the oracle this type of questions until I either get an answer or figure out out myself. 
  • Buying new gear or restocking on gear does not take up a downtime action, only money. This is specifically mentioned in order to allow people to spend their downtime actions in actually interesting things rather than having to appoint someone to get taxed on their actions to go buy new gear for the whole party, as well as to allow last minute purchases at the beginning of a new delve.

I hope the simplicity of the procedure comes across, seeing as as far as I'm aware this gets very close to the minimum viable downtime procedure.
Some may abhor and gasp at the absence of a predetermined list of available downtime actions but I am of the belief that having a list like that runs the risk of stifling player creativity if they have something they wish to get up to during the downtime. Yes, having a list might lower the threshold of participating in the downtime part of the game for the players that aren't as inventive or invested in the game but that is a tradeoff I am entirely willing to take here.

Here's the player-facing part of the downtime procedure:
 

Lastly, an example from the game. This is from the latest batch of downtime actions and I'm only including these here to better demonstrate how this ends up working out, so I'll not provide context or explanation for why certain actions are being taken 😅

The actions, as submitted by a player: 

And the resolution of said actions:
 

Thursday, 27 February 2025

Marmoris Carcerem recap after a year

 I recently came to realise that it has been little over a year by now since I stitched together a handful of different dungeon maps and started to key them as this old abandoned prison complex in order to introduce a friend of mine to osr style dungeon crawling.
It was supposed to be just a small intro dungeon, but as all things ever it went through an amount of scope bloat.

I got my first players for the game pretty much by dragging in that friend I was designing this for along with two people who at that point had been pretty much just "cool people whose art I really like".
Now a year later those two art people have been the core players in this madness after the initial friend that got this whole ball rolling had to drop out of the game due to scheduling mismatches and I love my little goo tasters.

Some half a year or so into the game, I had made a small infographic of how the game had played out thus far, heavily inspired by the Nightwick infographic.

As it has been a hot minute since then, I figured that by this point I should probably make an updated one. Things have happened and play has moved once since then after all.
Or not, at least by much, as you might notice:

But the graphic doesn't tell the full story, especially with how little statistics are actually presented on it.
And because of this I thought, why not also share the delve recaps that I have been writing to share with my players whenever they decide to return back to town to re-stock and re-arm themselves. It's a blogpost that has already written itself after all.
The following will thusly be simply copy pasted record from my notes, with occasional editing to make the formatting readable and sane on this platform. As such you might see the style fluctuate between the individual delve reports.

Marmoris Carcerem - Delves Thus Far

Marmoris Carcerem - Delve #1

Lasted from 6am to 2:40pm
Saw the group finding a ritual site of some nature within a chapel on the prison grounds. Strange red honey related to large flies and corpses was found at the site.
The western gatehouse was opened.
North-eastern tower was likewise broken into and explored, at the cost of jawful of teeth and a promise to a collective ghost. Amulet of Coal was retrieved along with a Potion of Healing.

The Marble Cage has claimed the life of:
- Fig Heronfell, lvl.1 specialist. Ribcage shattered by an incoming table.

Reus Parillaud remains yet to be found.
Additionally one boss, The Warden, was brought down.

 

Marmoris Carcerem - Delve #2

Lasted from 6am to 4:40pm
Saw the group burn down the honeyed altarside, potentially ending the supply of red honey to the fountain underneath the chapel.
Marcus joined the Mummified Preacher in her worship as his fellow adventurers were swept away in a wave of ash, leaving only Brocus to escape.

Second plunge into the dungeon was started minutes after Brocus's escape from the prison grounds, and saw the dismantling of the Warden's Collection along with a run-in with the Cage's torturer.
Finally, as a last push into the complex an underground floor was discovered along with something locked behind heavy metal doors.

The Marble Cage has claimed the lives of:
- Merry, lvl.1 Magic-User. Cleaved in half.
- Walter, lvl.1 Cleric. Suffocated in a wave of ash.

The original objective of pushing into the Marble Cage, Reus Parillaud, remains yet to be found.

 

Marmoris Carcerem - Delve #3

Lasted from 6am of Day 1, to 6am of Day 2
Third delve began with a run-in with the Cage's Torturer. This confrontation saw the individual Iakliitru Vocri leave a lasting wound on the Torturer's face, nearly puncturing an eye.
A haunting by a Disembodied Howl in corridor forced a temporary retreat from the scene.

Key to the skybridge door was found, then lost as the delvers were swept away by a wave of ash in an encounter with the Mummified preacher.
Iakliitru Vocri joined the Mummified preacher in her worship.

Key to the skybridge door was found once more, and the delvers managed to gravely wound the Torturer.
Ivo the Boxman was overcome by Rapture and fell by the hands of his peers.

Healing properties of the "Blood Crystals" was confirmed.

During a nightly ambush Marcus, a magic-user who had joined the Mummified Preacher in her worship, was brought down.

The Marble Cage has claimed the lives of:
- Arionna, lvl.2 Magic-User. Suffocated under a wave of ash.
- Ivo the Boxman, lvl.2 Specialist. Killed by Hilt. 

 

Stygian Garden - Delve #1

Lasted from 7am to 12:20pm
Saw the scouting group explore the manor grounds, engaging three archer cherub statues in the atrium and losing Frida in the process. Only Jaz managed to escape by being mistaken for dead.

Another attempt at the manor and it's grounds was launched immediately after, this time penetrating into the sitting rooms and grand dining hall of the manor itself. Darwyn and Peck managed to stay a hair's breadth away from death dealing with giant spiders and laying the groundwork for possible future retrieval of a gilded chandelier. An old tea set and a golden brooch with combined worth of 232 silver pieces were retrieved from the grounds. 

The Stygian Garden has claimed the life of:
- Frida, lvl.1 Specialist. Impaled by marble arrows.

 

Marmoris Carcerem - Delve #4

Lasted from 6am to the next morning
Saw a group of delvers entering the south-eastern chapel tower through a broken altar window in order to dig up the body of Walter who before them had suffocated and been buried under a wave of ash.
During the endeavour, the church was set aflame once more.

Soon after the smoke from the chapel had died out, another delve was launched by a much smaller force who pushed their way past the sky-bridge and inside the nearby hill finding someone to talk to within the Cage as well as barely surviving a confrontation with a former delver Iak that had taken the offer of the Mummified Preacher.

A number of holy symbols and painted icons were retrieved from a vault within the hill, along with a text in a language none of the delvers could comprehend as well as a still alive head.
Upon returning to camp the head was reformed to a human shape with the aid of Peck, for which she and her companion were rewarded with secrets of the Law and Chaos.

The Marble Cage has claimed no lives.

 

Stygian Garden - Delve #2

Lasted from 9am to 11am
Saw a group of five entering the manor grounds with the intention to rid the dining hall of spiders, only to get ambushed by a gargoyle. By the time the party had retreated to cover, one of the delvers was dead and one left unconscious.
Rin the henchman bravely ran for their now-dead employer's gear, exposing them back to the danger which ultimately resulted in their demise before the delvers lost sight of the attacking gargoyle.
The dead were retrieved and the delvers returned to the cart left outside the compound.

After a retreat back into the treeline and regaining their wits, the delvers returned to the mansion and hauled a number of marble statues as well as few candelabras from the premises before leaving back for Schwarzfus.

The Stygian Garden has claimed the lives of:
- Caspian the Sword, lvl.1 Specialist. Back melted off by strong acid.
- Rin, lvl.1 Fighter. Torn through by the charge of an acid spewing gargoyle.

 

Marmoris Carcerem - Delve #5

Started at 8am to 5:50pm
Saw the death of the Torturer at the hands of Jor and his companions, despite the many traps and attempts at barricading the delvers out of the prison grounds.
The Deeper Prisons were reached for the first time after overcoming the mechanism of a sealing trap, and a prison guard was rescued from within after a near-death experience with Sword Marriage that now freely roams the halls of the Marble Cage. The escape was not without price, as both Bast and Jor lost their lives in securing the getaway of their fellow delvers.

Reus Parillaud was found, dead beyond recognition as thus easily brushed past within the Marble Cage.

Through the action of Jaz, the Marble Cage was forcibly invaded by forces outside of his own control and thus resulting in the deaths of not just the mage but two of his companions, accompanied by the sounds of slaughter somewhere in the halls underneath the complex.

The Marble Cage has claimed the lives of:
- Bast, lvl.1 Specialist. Neck broken from falling down stairs
- Jor, lvl.2 Fighter. Fell down the stairs into caltrops.
- Jaz, lvl.1 Magic-User. Consumed by the horrors they brought forth to this stable land.
- Galendil, lvl.1 Elf. Consumed by the horrors Jaz brought forth to this stable land.
- Edren, lvl.1 Magic-User. Consumed by the horrors Jaz brought forth to this stable land.

 

Marmoris Carcerem - Delve #6

Started at 6am, lasting until 12pm of the following day
- Found the "king's court" destroyed by the sword marriage
- Opened way to the underground river
- Saved a siren-entranced person
- Found first floor's safekeeping vault
    - Bedivere died getting sucked through their armour into a mirror
    - Recovered everything
- Madb fused with the sword recovered from sword marriage
- Madb bought a magical disaster and began digging
- Murder Statue was uncovered in the deeper prisons
- Chained prisoner was retrieved from the deeper prisons
- Night-time skeleton attack claimed the life on Jane Hench
- Asterios struck deals with the being inside a box for total of 30 silver pieces

The Marble Cage has claimed the lives of:
- Jon the henchman, lvl.1 Specialist, death by grenade
- Ulysses, lvl.2 Magic-User, death by Sword Marriage
- Bedivere, lvl.2 Fighter, sucked into a mirror through their own gear
- Jane the henchman, lvl.1 Specialist, death by roaming skeleton

 

Execution of Artamo Sorex

Carried out by Head Executor of Swarzfus, Jean Samons, under the orders of Lord Garrit Pennon and Bishop Elegor Teufel, for crimes of not only undermining the stability of  Schwarzfus and it's communities by cavorting with forces beyond understanding, but also publicly circulating and making known his perversion with the Weird and seducing others to his ways.
The criminal was given to Jean Samons to do with as he saw fit on the night before the execution.
On the hours prior to his execution, the criminal was given an opportunity to repent at the main chapel of the Church of Varchic within Schwarzfus.
Ultimately the execution was a failure, the sorcerer conjured monsters to the scene of his execution, leading to 111 confirmed deaths, among which are included Lord Garrit Pennon and Head Executor Jean Samons.
A colossal centipede, subjugated by Bishop Eligor Teufel, was employed in rounding out the remaining monsters and thus minimizing casualties to the good citizens of Schwarzfus.
An outstanding bounty of 1000 gold pieces has been placed on the head of the escaped sorcerer, Artamo Sorex. Half of the bounty will also be paid out for hints leading to death or apprehension of the sorcerer.

 

Barrowmire - Delve #1

Set off onto the mire at 6am, setting off back to Schwarzfus at 5pm
Setting off to the cloudy morning, the group first found a barrow devoid of anything but scattered bones on their way to the one that had been pointed out to Pommel as holding an entrance to the underground catacomb-maze.
Soon after the descent down to the catacombs, the group was attacked by decayed corpses carrying themselves along the subterranean halls that would claim the life of Pippin the Tunnel Rat.
Owl the Dwarf would soon after fall unconscious from having their sternum mangled by a charging skeleton that Sorli the Fighter who was late to join the party within the barrows quickly dispatched.
After securing the now unconscious but still breathing dwarf the rest of the party pushed deeper, managing to overcome an ambush predator within the catacombs and securing a treasure of 163 silver coins.

Barrowmire has claimed the life of:
- Pippin ShortBird, lvl.1 Tunnel Rat. Overpowered by a walking corpse.

 

Barrowmire - Delve #2

Set off onto the mire at 6am, returned to Schwarzfus at 4pm the following day
Saw the party explore further into the underground catacombs beneath the mire, finding messages left behind by prior delvers as well as coming across two dead treasure hunters.
Saw the party meet a young woman dressed like a witch who appeared out of nowhere and disappeared in much the same fashion.
Had Owl the dwarf lose three of the fingers in their dominant hand due to a reforming skeleton.
During the night Sorli warded the sleeping party against hungry darkness by burning rope.
After Owl's departure back to town, the rest of the party killed themselves in a bout of madness.

Barrowmire has claimed the lives of:
- Sorli Myst, lvl.1 Fighter. Pushed down a ten metre fall by SĂ­omha.
- Bowie, lvl.1 Fighter. Pulled into a ten metre fall along with SĂ­omha.
- SĂ­omha, lvl.1 Fighter. Multiple self-inflicted stab wounds.

Monday, 16 September 2024

Occult West, a record of what happened to Death Valley

So I love the setting and aesthetic of the videogame Hunt: Showdown.
I also really enjoy running horror themed games.

Lately I have been toying with the idea of doing my own take on the premise of Hunt, and idea that I've simply been letting simmer on the back on my mind to see if it might happen to coalesce into something cool and/or interesting sooner or later.

One of these days I ended up editing together a map for it based on the national park of Death Valley:

Rules-wise Luke Gearing's Violence serves as a good base and starting point to start pondering off of, so that base is quite nicely covered.
 
And today I ended up digging a bit deeper into the lore of Hunt and mining it for ideas as to how to frame the game now that I already had a map for it. The vague idea I've had since putting together the map has been to take the idea of "this area is full of weird and scary shit, so sane people don't go there but you can make money by going in".
Very Stalker-esque, but more of a focus on the occult than on the truly bizarre "reality breaking down" thing that Stalker and Roadside Picnic do.

So, here I will now present the first draft.
 

What Happened to Death Valley

Miners.
Miners happened to Death Valley.
Something was dug up from within the mines.
Something that with it, brought a plague.
Plague that would go on to inflict slow and wasting deaths on first the mine workers, then those in town, and spread from there with doctors and wild animals until a full blown epidemic began to rear it's head.

Some weeks after the first deaths from this new affliction had occurred, a new threat emerged. Those that had died of the plague would no longer stay dead, instead clawing their way up from the ground they were buried in. Returning as violent and single minded echoes of the men and women they once were.

Through medical examinations of the walking dead, a thick black phlegm was found where blood would circulate in a healthy and normal person.
Similar black mucus had been observed in those infected with the plague prior to their inevitable deaths.

As time went on and the epidemic reached it's peak, more monstrosities would begin to appear within Death Valley.
Those dead of the infection would walk once more as twisted mockeries of their former selves, one more horrid than the last. Some no longer even recognisable as the humans they previously were. Reduced to unnatural monsters.

By this point the epidemic had to be acknowledged.
The states of both Nevada and California have since put up a bounty on anyone and -thing, be they a man, a woman, a child, or an animal that comes from Death Valley for the area had now come to truly and fully embody it's name.

Rise of Factions

Supernatural Hunters Association

With the public acknowledgement of what had come to transpire within Death Valley, one man stood forth to offer a different explanation.
This plague was no plague at all, but the work of an otherworldly entity. A Demon of some kind. The type that would bring woe to ancient civilisations in the past, and that was now allegedly rearing it's head on the border between Nevada and California.

This man came with not only apparent knowledge of the adversary, but confidence and a proposition of a plan.
An association of hunters with natural resilience to the forces of evil that now ravaged the lands, backed by him and his research on the subject of this unseen force of death would be allowed entry and return to and from Death Valley where they would search for where this demon had first breached from the realm of Hell to the realm of the living in order to seal such wound and keep further evil from escaping to our lives.
Manage this, and what remains of the forces of evil within Death Valley could be, given enough time, culled and weeded out.

Occult Practitioners

While less public, another group of individuals were also now fixing their attention to the valley. A loosely bound band of occult researchers, scholars and practitioners. And murderers.
The types that orchestrate serial disappearances and killings, only caught when they forget to practice enough care. The types that had sought out to, and succeeded in confirming the existence of Hell or at least something comparable beyond the realm of the living.
The types that were all brought together by the discovery of one. A discovery that had allowed them to forcibly construct folks resistant to the type of Evil that had overcome Death Valley. A blood ritual and an injection distilled through means better left unmentioned that would drain all warmth from a man, but through which anyone could be made resistant and thus able to venture within the valley if only they were strong or desperate enough to bear the many side effects.

While less organised and thus lacking clear leadership or chain of command, it is whispered that the penultimate goal of these practitioners is to wrestle unto their control the evil that currently inhabits Death Valley.

Pacific Coast Borax Company

While the SHA and the practitioners of the occult arts were in a race to containing or controlling the source of the Death Valley epidemic, one more notable force had it's eyes set on not the valley itself, but rather what could yet be reaped from within it.
At this point in time Death Valley was one of the main American sources of borax, a crystalline solid that among it's many uses was sought after as a flux used in welding iron and steel.
The valley floor housed two prominent borax works operating off of the rich deposits found within the "Devil's Golf Course", now rendered inoperable due to the spreading epidemic.

The Pacific Coast Borax Company had began exploiting it's vast wealth to search for a solution to keep the deposits exploited and the borax works in operation.
The temporary solutions and countermeasures they had managed to arrive at were naught but amateur's meddlings compared to those available to members of the Supernatural Hunters Association or their competition, but with the wealth afforded by the PCB the inefficiency in their methods could be patched over by money and quantity.

Protected by charms and effigies handed out in sealed boxes, PCB commissioned hunters could be seen setting foot into Death Valley with ease of entry and exit from the area guaranteed by the company they represented.
The efforts of these men and women would center around purging those taken by the epidemic around the borax mines and processing works, escorting workers in for short amounts of time when the risk of infection had been lowered enough, and keeping the mines operational even if their yield would not be able to hold a candle to their output prior to the outbreak that had swept over Death Valley.

Wednesday, 21 August 2024

Chain-Creating Freaks & Fancies - Another blogging challenge

If there are two things I enjoy, then late night posting and bandwagons includes at least one of the them.

On our darling OSR server on the discord side of things I was egged on to try to get another bandwagon, or "a blogging challenge" as they call them nowadays, off the ground.

Ghru from Dark Souls 3, my inspiration for using goatmen

How did we get here?

This all stemmed from a conversation about using "un-vanilla" creatures. As in, taking something like the goblins in the gatehouse of Stonehell and instead running them as lanky goat-men with crowns of tangled horns growing from their heads, or other types of "re-skinning" of things in a similar matter.

From there the conversation continued to drift onwards to creating new things altogether, and how that really is just riffing off of things as well.
And that is not a bad thing, seeing something cool and going "This is cool, I wanna make something based off of it!" is a perfectly fine attitude to have especially in a hobby where we're just making (hopefully cool) stuff up to show to our players.

So, I challenge whoever comes after me to do exactly that, don't worry about originality or anything like that too much and just make something fun out of something cool you find.
Or in this case, something cool I found for you.

The Challenge - Chain-Creating Freaks & Fancies

This really is as simple as:
I will now share what I think is something that looks cool with you.
You will take that something and create some gameable piece from it. A monster, an npc, a magic item, a dungeon, a village. Whatever you think befits the thing.
Once you are done you write it into a blogpost, linking back to this one, and at the end of that blogpost you will share something that you think looks cool.
And whoever comes after you will then take your something and write a gameable piece based from it, linking back to your post.
And we will keep repeating this until someone drops the collective ball.

Or if this goes wild and blows up somehow, all of yous take my cool thing and create something from it and then when you share it in your blog you include something you find cool and we'll keep having these prompts multiply exponentially.

One or the other.

My "something cool"

Okay, I have something that I found quite cool. Mermaids in what to me looks almost like swamp water. Based on this, give me freaks or give me fancies.

Now let's see if this one will sink or swim.

mermaids
Mermaids, by Alayne on Artstation
https://www.artstation.com/artwork/Al3Jxo

This challenge has since been taken on by Mr.Mann of the Foot of the Blue Mountain blog.
Follow the chain over there if you wish to find the out what he has left behind for others.

Sunday, 11 August 2024

Rules and rulings I've been using lately

While doing my routinely alt-tabbing between youtube and discord I realised that I have a small document gathered up of commonly used rules and rulings that I've though significant enough to write down for ease of reference.
So I thought why not share them to the interwebs to be gawked at and picked apart by strangers!

Of course these are just major ones that have been written down by myself, and there likely are a number of smaller things that didn't make it to the post or even the document I keep these noted down in.

God has Left

Each couple of months of irl time Cleric Spells are counted as being at one level lower that they normally would. (ie. Lvl.5 Cleric would cast their spells as if they were lvl.4 one month after the disappearance of Varchic)
No more new clerics are allowed to be made.

Promises to Saints

To offset the loss of clerics, anyone can proclaim promises to Saints.
You must know of the saint in the first place.
You make a promise to the Saint, related to one of the things associated with them, in order to gain a favor from the Saint.
Breaking a promise made to a Saint results in a punishment.
E.g. You promise to the saint of firefighters to stop smoking for good in exchange for the favour of the saint watching over your house to make sure it doesn't burn down

HP, Combat & Wounds

HP represents one's ability to stay standing and push past injuries, rather than "meat points".
You'll still manage to run around with your guts hanging out as long as you have the HP to keep you going through the pain.
Max damage roll gets to nominate a wound on target.
Defender either accepts the wound or tells how they deflect it and at what cost.

Random Encounters

Whenever the players suspect they have triggered a random encounter, anyone may proclaim "I choose Rapture" to instead encounter Rapture.
The character of the player who chose Rapture experiences and encounter with it.
(From: Veins of the Earth)

Night encounters

Two watches per night.
People declare what they want to do during a watch, only people actively keeping watch are geared and and ready to rumble should shit hit the fan. Others only have one thing on hand upon waking up. And no, you aren't sleeping in your armour.
Resting for a watch recovers 1hp.
One of the players on watch rolls d6, on 1 there is encounter | Known Encounter
Same time GM rolls another d6, if the result is same as player d6, there is encounter | Surprise Encounter

Dungeon Blues & Passage of Real Time

Ending a session in a dungeon or otherwise in the middle of action means that no time will pass for the PCs between sessions, while the outside world continues on.
This can lead to situations where the PCs start a delve one session, finish it the next, and leave the dungeon to find several weeks if not months have passed.
(From: Songbirds 3e)

Henchmen

Gain xp at half the rate of PCs.
Ask for half a person's share of treasure as payment.
GM can/will roll morale for henchmen when applicable, usually after party suffers losses or if the henchmen are asked to do something blatantly dangerous.
Player can keep henchmen of up to total combined level equalling to PC level, modified by CHA mod.
Henchmen are a public resource vs PCs that are private to a player, akin to a shared character.
Specific PC has to bring them along, but after that even if the player who brought the henchman along isn't present on some session of the delve the rest of the party can use the henchmen as they see fit.
Henchmen don't get the option of rolling starting funds but instead gotta use the starting gear table.

Note: henchmen rules are something I am still to this day very unsure of, mainly because I do not wish to get all nitty gritty about exact types of torchbearers who'll only carry lights for the party and luggage boys who'll only carry loot or gear for the party and animal handlers who'll only help keep the horses happy for the party and all of these having specific wages they'll ask. Why not just treat them as general helpfuls who get promised a share of the treasure and call it a day?
Additionally, at least in the Lamentations rules that I base my games on I don't remember seeing a mention of how many henchmen a single PC can employ, but personally I think this should in some capacity be limited.
In short, I'm not quite sure if I am satisfied with this iteration of henchmen rules that I am currently leaning on.

Art by me, because blogposts without images look boring


Wednesday, 24 July 2024

Hunger Tide, or what happens when the land grows starved for too long

Flocks of carrion birds, bands of starving wolves, men and women with nowhere left to go and nothing left to sustain themselves on, all living as a single pack.
When enough of them gather together, simply brutalising each other or snatching cattle from nearby settlements will no longer suffice for sustaining them.
Pangs of hunger take over, drowning out both reason and fear alike as the Hunger Tide takes to villages, travellers and even entire towns.

Forming of a Tide

A typical Hunger Tide will form either because of famines among the locals, over-hunting of forests, or after natural disasters.
Animals, men and women find themselves starved to the point that all common taboos weight less than one's own continued survival. Neighbour digs up someone recently passed, not letting the flesh go to waste. A wolfpack brutalises it's own cubs and weak in order to sustain itself. Carrion birds descent down on those still clinging on to life. All are driven by nothing but hunger.

Transcending such preconceived notions as species or friend and foe, a mutually beneficial relationship forms between those simply looking to survive. Men abandons reason and language, wolf abandons care and familial ties, a crow becomes bold and an owl will hunt through both day and night.
Men and women are the bait, stopping caravans and stumbling into villages. They'll use their knowledge of society to lead their packs to new venues of sustenance.
Wolves appear soon after, hounding and corralling the prey as they ensure that none escape. Those trying to act by themselves get snatched, likely starting in-fights within the pack about who gets to eat the first catches.
All the while birds have been gathering, ready to gouge eyes and wreck havoc among those trying to stay organised.

In their wake, villages lay still and lifeless. Caravans are raided with none of the goods taken or even touched. Only bones are left behind, thoroughly gnawed and pecked with not a scrap of meat wasted.

Determining the size of a Hunger Tide

Wildmen - 1d6 x 2d6
Murder of Wings - 1d6 + 1 Read Beak for every two flocks
Wolves - 3d6 + 1 Men-Eater for every 6 wolves

Driven by Starvation - The pack forms over a common sense of hunger, but that doesn't mean they won't still need to sate that hunger somehow if they cannot catch prey.
After each week during which the pack hasn't had enough food to satiate it's members it will lose 1d6 HD worth of it's own either to starvation or from eating it's members, and counts as Hungry in terms of determining their morale until they next get to gorge themselves.
Food Intake - If the amount of food the pack requires is not being handwaved, 1HD of victims will feed 2HD of pack members for a week.

Murder of Wings

Hungry flock of crows, owls, vultures and the likes.
HD: 2d6+2
HP: 4 per HD, each hp corresponds to single avian
AC: 16
ML: 5 (10 if Hungry)
ATT: 4x per round @ +1 for d6 dmg
Eye Gougers - Every hit blinds the victim in one eye. Victim must pass a Con check each morning to restore eyesight, failing three times means the eye is permanently blinded.
- Three successful gouges, or a nat20, on single target means the eye has been removed.

Red Beak

Single crow covered in scars and with feathers missing, it's beak is perpetually stained brown and red from old blood which makes it easy to spot amidst it's airborne flock.
HD: 2
HP: 10
AC: 16
ML: 5 (10 if Hungry)
ATT: Eye Gouge @ +4 for 1d6 dmg
Eye Gouger - Every hit blinds the victim in one eye. Victim must pass a Con check each morning to restore eyesight, failing three times means the eye is permanently blinded.
- Three successful gouges, or a nat20, on single target means the eye has been removed.

Wolves

Tangled fur, hollowed ribcages and impeccable teamwork to split, isolate and dismay their prey.
HD: 3
HP: 14
AC: 14
ML: 8 (11 in Hungry)
ATT: Bite @ +4 for 2d4 dmg

Men-Eater

When a wolf grows disproportionately large it will need more and more food to sustain itself, such wolves sometimes get called Men-Eaters for they are perfectly ready to pounce even an armed hunter or armoured caravan guard to sate that need for food.
HD: 7
HP: 35
AC: 14
ML: 12 (retreats out of necessity, not of fear)
ATT: 2x Bite @ +7 for 2d8+1 dmg

Wildmen (& Women)

Men and women that have tossed away their humanity, now driven by instinct, indistinguishable from their pack of Hunger. Incidentally, this is also as close as one will get to a druid while still lacking the understanding of those who voluntarily discard language and civilisation.
Hides wrestled, bitten and devoured off of those who tried to oppose their position within the pack and feathers plucked from those that mocked their origins, they have truly discarded all emotion but that of simple need.

HD: 1
HP: 6
AC: 16
ML: 6 (10 if Hungry)
ATT: Improvised Weapon @ +2 for 1d6 dmg