Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Monday, March 22, 2021

DM Log #1: Letters and Thieves

    Since November I have been running a weekly Swords & Wizardry Hex-crawl for a group online using Roll20 and Discord. The group has had several adventurers come and go during that time including some unfortunate deaths along the way. Our current line up consists of the remaining adventurers who after returning from the misadventures at the castle previously believed to be owned by the legendary Rogahn and Zalegar. The team consists of of Lenny aka "Lippy" the acquisitions expert, Kira the cleric of Drammond(god of adventure and luck), and Luca the most recent graduate of the Beltaine wizards college.



    Looking to sell what little loot they could acquire from the castle in the city they find out a local noble just outside the city is known to make purchases of the more rare and strange. They request an audience and are well met by the elven noble, Aramis. They work out a deal to sell a still fine quality but no longer magical rug, and some of the jewelry they found but more interestingly he has a job offer for them. He mentions a friend of his is being blackmailed by the thieves guild in Hampstead, that they have a letter which if it fell into the wrong hands would be disastrous for his friend and her family. He offers 1,500 gp to the group on its safe recovery and its contents still sealed. They have a month to retrieve and return the letter and no one is to know who hired them to retrieve it. It is in a brown envelope with the signet of lady Windgrace of Hampstead. The group agrees and heads back to the city to rest up and head out in the direction of Hampstead.

    They meet a young traveling mage by the name of Elfaine at the Bronze Gnome(tavern/inn) who is looking for a life of adventure and signs on to travel with the group. The next day they resupply their provisions for themselves and their hauling donkeys and head off in their large cart on the road to Hampstead. The weather is favorable and things go quite well with no major encounters for the first few days giving the mages time to trade and share spells with one another and to pass the time telling stories of their few exploits.

    On the night of their 4 day on the road Elfaine while on his watch hears something rummaging through their gear but by the time he noticed and aroused the rest of the team whatever it was ran off in the dark. Every one checks their gear and Luca notices his spellbook has been taken! Elfaine is appalled that some one or something would be so disrespectful as to steal a mages book and finds some tracks leading from their camp. He throws all caution to the wind and hurriedly follows them to a nearby cave with the rest of the group giving chase behind him. Once inside of the cave and ignoring the cries of his new friends to hold up and wait he listens and hears what sounds like chewing just around the corner behind a cave wall. The rest of the group catches up but fearing the worst they decide they have to confront now what ever has Luca's spellbook. They turn the corner and come face to face with a 6ft long giant badger.


    The badger is not particularly happy to have uninvited guests in its lair and drops the book and gives a wicked hiss of defiance. Lippy lets loose a arrow from his short bow and scores a hit and has drawn its attention to himself. Elfaine throws 3 darts, one of which embeds itself into its flank while Kira swings wildly with her mace missing completely in the dim light from the torch. Luca casts his prepared shield spell on Luca to hopefully provide him some protection. The badger furious at this point scores a wicked slash with its massive paw and knocks Lippy to the ground and unconscious. Elfaine throws some more darts to some affect but no where near enough to deter the raging beast. Kira seeing her chance rushes by and grabs the book. Luca unsheathes his dagger and stabs at the badger but  does nothing more than draw its rage towards him. The badger turns and unleashes its full  fury on him with a series of savage slashes across his throat killing him instantly. Kira comes in from behind and with all her might brings her mace deep into the back of its skull caving it in and the badger goes limp.

    After the bloodshed is done with the survivors drag out the bodies of their friends and the badger and head back to their camp to recoup. Watching over Lippy he eventually awakens to find the rest of the group cooking some strips of badger over the fire and saying their goodbyes to Luca over a makeshift grave they dug. They decide to let Elfaine hold on to his spell book for the time being and with nothing else to do here head back on the trail to Hampstead hoping they don't encounter any further issues along the way. The next few days went much like the first however they saw in the distance a castle up in the mountains but they opted to leave it alone for now but took note of its location. Eventually they find a road sign pointing east to Hampstead. The find that the road ends at a steep sheer cliff that plummets 50ft down into a chasm. The guards on the other side request to know their business and they state they are travelers with business in Hampstead. The guards tell the to not cause trouble and the draw bridge is lowered and they enter into the city. Requesting directions to the inn our heroes find themselves at the Hairy Cavalier. The tavern side is not overly busy with just a few of the local working men at a table chatting and drinking, 2 green robed men sitting at another table quietly drinking and keeping to themselves, and in a booth sitting across from each other are 2 robed figures looking like they didn't want to be bothered.


    While Kira procures room and board for the group as well as stabling of the donkeys and their cart, Lippy purchases some drinks for himself and 2 extra and heads over to the booth and sits down offering a drink to each of the other gentlemen and begins to prattle on slipping in the occasional thieves reference to see if either of them may provide some information on the local thieves guild. They are not particularly forth coming with any useful details and they make it clear they are just passing through and while accepting of his generosity their sour demeanor is evident they wish for him to be on his way. Kira during this time strikes up a conversation with the farmers and hears rumors of kobald sightings within the mountains and that they do not take kindly to those who trespass within their territory and are known for being especially clever and cruel. She also learns from them that there is a local temple to Drammond which just so happens to be a pilgrimage location for the faith which she takes note to visit first thing in the morning. She walks over to the booth with Lippy and the hooded men and inadvertently offends one of them which Lippy buys them another round of drinks and all seems to be fine right up until closing time. Kira feeling bad about what she said to offend the man as he is getting ready to walk out the door just puts a hand on his shoulder to get his attention and he spins around and has a hand on the hilt of his dagger and lets her know under no certain terms is she to lay another hand on him less she lose it at which she quickly calls over to the inn/tavern keeper and says that his tab and breakfast are on her and that she meant no disrespect now or earlier. He grumps at her and decides to leave with out causing any further commotion. The group then heads to their rooms and calls it a night.



Sunday, March 14, 2021

Hex Crawling Methodology

    Hexcrawling has became my preferred method of dungeon mastering my games, more often then not I am just as surprised by the situations as my players are. However even running such a free wheeling and open ended style still requires some prep work and some solid foundational structure to run smoothly.

    Over the years I have been collecting resources and tools for running in my games. Many are quite useful on their own and when combined together I have found they work wonders in preparing some very interesting results for the players to find. Below you will find all of the tools I am currently using in my own home campaign as well as the methodology used to go about doing so. This is intended to become a living document as various items and tools may get updated or exchanged for others as well as other category items are added or expanded upon.

     With out further ado I present the TOA: Hexcrawl Methodology v1.0


Tools used:

Hexmancer - Here

CDD#4 - Encounters Reference.pdf found Here

Wilderness Hexes - Here

D30 sandbox - Here

City Encounters - Not currently available for purchase, will update the blog here if that status changes

Nocturnal Encounters - Here

650 City Encounters - Here

Road Encounters - Here

Unique NPC - Here

Forests D100 - Here

Hills, Mountains and Plains D100 - Here

Marsh D100 - Here

Bandits - Here

Rumors - Here
================================

Hex Generation:

1: Roll hex type via Hexmancer generator or the terrain by hex table page 82 from CDD#4

2: Roll for unique feature, however use a d20 and add +1 on the odds for a feature
ex: wilderness rolls go from 1-2 to 1-3.

3: Roll d100 with a 20% chance of unique terrain based on type, from the wilderness hexes

-----------------------

Wilderness Encounters check:

1: Roll 3d6 for each 1 there will be encounter appropriate to the type of terrain, roll on the random encounters table page 84 from CDD#4

2: If an encounter is rolled, roll on the appropriate d100 chart for the terrain

-----------------------

Thorps, Villages, Towns, Cities:

1: Roll for size & pop, class & race, leader level, and settlement resources from page 104 on CDD#4 and take note of the availability modifier, if a player wants to know if something is there and you haven't planned for roll against the availability modifier

2: Roll on the shops and structures chart on page 108 of CDD#4, 1d4 for thorp, 1d6 for village, 2d6+4 for towns, 1d10+10 for city.

3: Roll for city encounters during the day roll on City Encounters, Nocturnal Encounters for night time

-----------------------

Taverns:

1: Roll on page 36-37 of d30 sandbox companion for tavern name, and details

2: Using pages 105-106 of the CDD#4 determine which type of establishment it is then roll for # of tables and rooms, baths, security, entertainment, stable, carriage house, and chance of clientele currently in the establishment. During the Day 1d4-1 patrons already there, 1d10-1 at night. Roll on unique NPC chart for traveller.

3: Roll on rumor truthfulness on 105 of CDD#4, then on the rumor generator

4: Every hour check for new patrons coming in, 2 in 6 chance that 1d4 additional patrons arrive and 1d4 leave. Then check for bar event per tavern type in CDD#4 page 106

Fight - one on one, subdual damage used
Brawl - many fighters involved, subdual damage used
Vicious - Many fighters with weapons drawn

-----------------------

NPC:

1: For townsfolk, or any non-classed/non-noble roll their details from page 26 of the CDD#4 or pages 46-48 of d30 sandbox

2: For classed roll their details on page 26 of the CDD#4 or pages 46-48 of d30 sandbox then stats and gear from pages 38-41 of the d30 sandbox


And that is pretty much it, it gets the job done and at least for me is a fairly entertaining process. If you find this useful or even if not leave a comment and let me know. Also let me know what tools you use not covered above and or any other sort of procedures you have came up with to help generate useful and interesting hexcrawls.

Thursday, June 7, 2018

Return and Rumor Generator

It has been almost a year since I have made any new content for the blog here and it feels good to be back. A lot has happened in the last several months to keep me plenty busy and sadly pretty far from gaming. Thankfully things are starting to wind down enough that I can consider getting a new group together as I prepare for U-Con this year. As I have a fondness for random tables of various utility it is only fitting I make my return with my latest creation: The Random Rumor Generator(patent pending).

This is still in a semi-rough draft format but the general gist of what it does and how it works can be seen below.

<> - Roll on appropriate table

WHO:

1 <NOBILITY>
2 <MERCHANT>
3 <UNDEAD>
4 <CLASS>
5 <HUMANOID>
6 <GUILD>
7 Sage
8 Giant
9 Barbarians
10 Peasent
11 Guard
12 Miner
13 Dragon
14 Cult
15 Were-Creature
16 Mercenary
17 God
18 Demon
19 Fey
20 Bandits


WHAT:

1 Kidnapped/Ransom <NOBILITY, MERCHANT, or CLASS>
2 Are searching for <OBJECT or PLACE>
3 Has Stolen <OBJECT> from <WHO>
4 Are plotting against <WHO>
5 Has a magical <OBJECT>
6 Is on the run from <WHO>
7 Has lost <OBJECT>
8 Hates <WHO>
9 Secretly in love with <WHO>
10 Has hidden a <OBJECT> in <PLACE>
11 Is looking for adventurers to <reroll here>
12 Has poisoned <NOBILITY, MERCHANT, CLASS>
13 Has information about <WHO, OBJECT, or PLACE>
14 Is imprisoned <PLACE>
15 Secretly controls <PLACE>
16 Is creating a magical <OBJECT> through a sacrifice
17 Is in the service of a god
18 Is in the service of a demon
19 Wishes to control <PLACE>
20 Has been asking around about <WHO, OBJECT, PLACE>

OBJECT:

1 <WEAPON>
2 <ARMOR>
3 Ring
4 Amulet
5 Crown
6 Stone
7 Book
8 Wand
9 Mirror
10 Scroll
11 Potion
12 Gem
13 Ship
14 Candle
15 Earrings
16 Statue
17 Mask
18 Box
19 Cards
20 <BODY PART>

PLACE:

1 Ship
2 Village
3 Town
4 City
5 Kingdom
6 <UNDEAD, HUMANOID, or MONSTER> lair
7 Grove
8 Forest
9 Lake
10 River
11 Mine
12 House
13 Castle
14 Ruins
15 Church
16 Temple
17 Fort
18 Cave
19 <MERCHANT> shop
20 <GUILD> hall

NOBILITY:

1 King/Queen
2 Prince/Princess
3 Duke/Duchess
4 Count/Countess
5 Lord/Lady
6 Duke/Duchess
7 Baron/Baroness
8 Knight (Sir/Lady)
9 Reroll, Cousin to
10 Reroll, Disgraced


MERCHANT:

1 Inn Keeper
2 Tavern Keeper
3 Blacksmith
4 Armorsmith
5 Weaponsmith
6 Alchemist
7 Tailor
8 Cobbler
9 Cook
10 Baker
11 Fletcher
12 Boyer
13 Brewer
14 Cartwright
15 Candle Maker
16 Cooper
17 Weaver
18 Fishmonger
19 Grocer
20 Banker

GUILD:

1 Merchant
2 Assassin
3 Mage
4 Craftsman
5 Adventurer
6 Church


CLASS:


1 Assassin
2 Cleric
3 Druid
4 Fighter
5 Mage
6 Monk
7 Paladin
8 Ranger
9 Thief
10 Reroll


UNDEAD:


1 Skeleton
2 Zombie
3 Ghoul
4 Ghast
5 Ghost
6 Allip
7 Banshee
8 Shadow
9 Wraith
10 wight
11 Silent Knight
12 Death Knight
13 Crypt Thing
14 Coffer Corpse
15 Mummy
16 Specter
17 Apparition
18 Vampire
19 Demi-lich
20 Lich

HUMANOID:


1 Elf
2 Dwarf
3 Gnome
4 Half-Elf
5 Orc
6 Half-Orc
7 Goblin
8 Gnoll
9 Bugbear
10 Catfolk
11 Bullywug
12 Drow
13 Githyanki
14 Kenku
15 Lizardmen
16 Kobald
17 Merfolk
18 Rakasta
19 Hobgoblin
20 Troglodtye

MONSTER:

1 Giant Spider
2 Worg
3 Wyvern
4 Hydra
5 Rust Monster
6 Disenchanter
7 Roc
8 Giant Rat
9 Owlbear
10 Otyugh
11 Peryton
12 Pegasus
13 Naga
14 Minotaur
15 Mindflayer
16 Medusa
17 Harpy
18 Griffon
19 Gorgon
20 Cockatrice

WEAPON:

1 Short Sword
2 Dagger
3 Dart
4 Mace, light
5 Warhammer
6 Spear
7 Long Sword
8 Bastard Sword
9 Two-Handed Sword
10 Short Bow
11 Long Bow
12 Wrist Crossbow
13 Heavy Crossbow
14 Lance
15 Mace, Heavy
16 Axe, Battle
17 Axe, Hand
18 Staff
19 Club
20 Reroll with a +1 enchantment

ARMOR:


1 Helm
2 Boots
3 Robe
4 Leather
5 Chain Mail
6 Ring Mail
7 Plate Mail
8 Shield
9 Bracers
10 Reroll +1 enchantment



BODY PART:

1 Eye
2 Nose
3 Tooth
4 Heart
5 Spleen
6 Bladder
7 Claw
8 Brain
9 Bone
10 Hide/Scale/Fur


Overall its a good way to get a rough idea of some rumors flying around in your taverns when the village people have too much time on their hands. Let me know what you think of this in the comments section below or give your 2 cents and let me know how it can be improved. Looking forward to hearing from you all.

Tuesday, August 23, 2016

Beware the lowly kobald - Using history to create a truely deadly advisary




    By now most have heard the tale of Tuckers Kobdalds where the kobalds on level one were some of the meanest and straight up cleverest opponents in the dungeon. I have always felt this should be the norm and not the exception. Kobalds in the world of Aeril are as a race isolationists, preferring to be left alone, yet are devastatingly clever in particularly in the art of guerrilla warfare and trap making. They are also exceptionally territorial and do not take kindly to uninvited guests. That is not to say they cannot be reasoned with but you better pay attention, bring gifts of food or treasure, and most of all be respectful.

    Kobald lairs tend to have several warning signs that can clue you in that you are entering their turf, usually skulls on poles, strange markings on trees, cavern walls, or large boulders. Trust nothing you see in kobald territory else be prepared to suffer dire consequences. Below are traps used at various times in warfare throughout history that I could see kobalds using or devising in the protection of their home and property. At the bottom I will also be providing links for those who would like to read up on history themselves and possibly expand on these ideas a bit.






Hanging Snakes

    One of the simplest traps and can be used pretty much anywhere is the placement of venomous snakes tied to a branch, over a doorway, or any where some one not paying attention can walk right into. The snake being tied up for several days and most likely hungry and angry will likely lash out at anything or any one stumbling into it. Viscous and effective.

Snakes inside bags, packs, and chests

    Continuing with the use of natural biological weapons, snakes as well as spiders, centipedes, or any other naturally occurring venomous creature works well as a trap or deterrent to any one snooping through a kobald's treasure.

Noxious/Explosive Gases

    Kobalds are masters of their domain and such are always looking to harvest anything of value from the terrain. Bladders full of swamp gas can make for a terrible time that can sicken those who breath it or if exposed to an open flame create a explosive reaction. Kobalds know this and will setup pressure plates holding back several of these that when triggered release the the stored gas into the area. If flint is available a secondary effect could cause a spark to ignite flammable gases. From here the options and trigger mechanisms are endless. Possible places used are totems, chests, corpses, discarded equipment, etc.



See-Saw Spike Trap

    A simple setup using 2 boards one acting as the pressure plate and the other covered in sharpened spikes setup on a fulcrum so when stepped upon, swings the spiked end up and into the face/chest of the victim. Not uncommon like most spiked traps to be covered in some sort of poison, green slime, or other noxious material. 

Foot Traps

    Sometimes it is better to maim then outright kill. Various forms of spiked foot traps where stepped on impales the foot or the spikes are lining the pit at a downward angle to trap the foot and stab at the leg/ankle which may not be as heavily guarded by armor. Almost always poisoned and will cause most who step on them to howl out in pain. The effect is two fold as the victim has now given away their location, and are now an additional burden on those who have to carry or assist their injured comrade. If they are stuck in the trap for a period of time, monsters or a squad of armed kobalds may come scouting to finish off stragglers.

Caves & Tunnels

    Kobalds have a natural advantage in small cave and underground networks. Their small stature allows them to move quickly while any one taller then a dwarf or gnome will have to hunker down and move slowly through the area. this provides more opportunities for traps, such as the before mentioned pit spikes, rigging dead ends to entrap the unweary, or just cause a cave in. Most conventional weapons are also useless due to the cramped environment.

Upping the Stakes - Kobalds with Class

    Depending on the ruleset your using, kobalds who wish to strike out on their own make amazing rogues/thieves, assassins, and sometimes fighters. Assassin being the most likely in my opinion being able to sneak around effectively, work with various poisons and traps, and understanding the need to strike quick and disappear into the shadows or terrain. A monster race army like orcs, trolls, gnolls, etc would do well to seek the services of a kobald squad of fighters, trap makers, and assassins to soften up enemy ranks, remove upper level personnel, and strike demoralizing fear into the enemy.

Final Thoughts

    This was just a quick exercise at taking a look at our own world history, in this particular case a good majority from the Vietnam war, and find a way to use it for gaming ends. This does not make light of the horror that actually occurred during this time and hopefully it will inspire those who read this to do some research into the topic and learn from the past. Sometimes before moving forward you should look behind you first.

Further Reading:

http://www.cracked.com/article_21738_the-5-most-horrifying-booby-traps-in-history-war.html

http://peteralanlloyd.com/general-news/viet-cong-booby-traps-during-the-vietnam-war/

http://vietnamboobytraps.weebly.com/non-explosive.html

Wednesday, September 16, 2015

Unique NPC Encounters d100 Table

Today I thought I would present something a little different but could be useful in any old school campaign. For those situations when you want to introduce a unique NPC to the party to spice things up either while the party is travelling or possibly hanging out at a local watering hole, strange and unique people are all abound. Most are mundane people who are going about their business but some are specialist who may be looking for work or could be handy contacts in the future or possibly a villain on their own devious mission.




Download: Unique NPC Encounters

Monday, September 7, 2015

Desert Area d100 Table

It has been a while since I have done a d100 table and felt that my game worlds deserts are a bit lacking in the populated department. So I present to you my latest in my series of d100 tables for your wilderness needs.



Download Deserts