Showing posts with label in action. Show all posts
Showing posts with label in action. Show all posts

Thursday, November 23, 2017

Modded Maze Rats

I've been out of DMing for several months now, but had some bored friends on Monday and it was decided to do some dungeon crawling. I've had the framework of a custom ruleset building itself in my head for almost a year and felt ready to do some playtesting, so I bolted the important bits onto a Maze Rats chassis and rolled out with the Tomb of the Serpent Kings. Play reports will be progressively added below the rules (more for my reference than for general enjoyment, haha).

Rules as Maze Rats, except:

Dice, Skills:
  • Uses a different dice mechanic that I'm testing for a future system. Stat value, from 1-5, dictates base number of dice a player rolls for actions using that stats, looking for dice to come up as "successes." (Most tasks require 1 success, but some tasks require more, and extra successes may boost the speed, safety, or efficacy of the task.) Characters usually roll with 2-in-6 for success (a result of "1" or "2" counts that die as a success), while proficiency raises this to 3-in-6 and mastery to 4-in-6. Bonus or penalty dice may apply, but rarely more than +/-1.
    • No attack value; roll with stats. (Many characters will end up proficient in some kind of weapon.) Number of successes (hereafter: #s) are compared with monsters' dodge scores (usually 0-2) to calculate a hit. Damage is:
      • 1 damage for unarmed attacks
      • #s for improvised weapons
      • #s+1 for light weapons and ranged weapons
      • #s+2 for heavy (two-handed) weapons
Stats:
  • Health equals Str+Lvl
  • No Attack stat (see above)
Hazard Die:
  • When in dungeon:
    1. Light depletion (torches burn out, lanterns use one out of six portions of oil)
    2. Hunger (characters must eat a ration or gain a point of exhaustion; a great opportunity for a one-hour rest, below under Rest and Recovery)
    3. Thirst (characters must drink water - a waterskin holds three uses - or suffer as Hunger)
    4. Mishap (save or break a fragile item, suffer a fall, make a loud noise, or there is a disadvantageous environmental change like flooding or quakes)
    5. Trace (signs of an encounter that could be pursued or avoided; the next roll of 6, below, will reveal this monster unless measures are taken)
    6. Encounter (roll off your favorite encounter or wandering monster table!)
  • When in wilderness:
    1. Weather change (bad weather may cause poor visibility, food spoilage, exhaustion...)
    2. Hunger (as above)
    3. Thirst (as above)
    4. Mishap (save or become lost, suffer a fall, lose an item...)
    5. Trace (as above)
    6. Encounter (as above)
  • When in town:
    • No hazards, at least for the current campaign. Waterskins replenish, and lifestyle costs may need to be paid (see below, under Rest and Recovery).
Wounds/Exhaustion/Stress
  • Combat and dungeon hazards often incur harm:
    • Each point of Exhaustion incurs a one-die penalty for all physical checks. If built up to a character's Strength value, that character will gain a (possibly) permanent physical disease or disability (asthma, fever, cancer...) when they next sleep.
    • Each point of Stress incurs a one-die penalty for all mental checks. If built up to a character's Will value, that character will gain a (possibly) permanent mental disease or disability (depression, paranoia, psychosis...) when they next sleep.
    • Wounds occur when a character has taken total damage exceeding half their health; a random body part (1d6: 1-head, 2-chest, 3-L-arm, 4-R-arm, 5-L-leg, 6-R-leg) becomes wounded, incurring a one-die penalty for all actions using that body part.
    • Body parts become crippled when a character is reduced to 0hp, or takes damage while at 0hp. That body part becomes unusable; depending on the nature of the damage, a crippling wound to the head or chest will often result in death.
Rest and Recovery
  • A one-hour rest (a break), with food and water, removes one point each of exhaustion and stress per character. (Roll a hazard die if this rest was not prompted by hunger or thirst on the hazard die, above). 
  • A ten-hour rest (making camp), with food and water, removes one point each of exhaustion, stress, and damage per character. The party must make camp each two wilderness turns or fifty dungeon turns (or combination thereof) or suffer a point of exhaustion and stress. The party may not make camp more frequently than one wilderness turn or twenty-five dungeon turns.
  • A full day of rest in town removes all exhaustion, stress, and damage, and costs one silver per character.
  • A full week of rest in town removes all of the above and heals one wound, costing ten silver per character.
  • A full month of rest in town, with skilled medical care, heals a crippled body part (though usually a permanent loss of one point of an appropriate stat occurs), and costs one hundred silver (doctors are expensive!). Non-crippled characters merely pay ten silver per week, and can usually find a job to offset such expenses.
Equipment
  • Silver standard!
  • Prices:
    • 1sp for simple items and most bundled consumables on the Maze Rats item list (rations x3, waterskin, torch x3, bedroll...)
    • 3sp for most other non-combat items (bear trap, lantern, shovel...)
    • 5sp for shields
    • 10sp for most weapons
    • 20sp for light armor
    • 40sp for heavy armor
Character Creation:
  • Start at level 1.
  • Roll a profession (I used Ten Foot Polemic's 200-item list, but the Maze Rats table - item 8 on the Character Creation page - is just fine). Characters are proficient (see above, under Dice) with anything related to their profession.
  • Gain weapon and item as per the profession list above, then roll five more items off the Maze Rats equipment table.
    • Again, with default Maze Rats backgrounds, just roll six items instead.
  • Choose one of the following for combat gear:
    • A light weapon
    • A heavy weapon
    • A ranged weapon
    • Light armor
    • A shield
  • You have 3d6 silver. Spend on any further equipment (above).
  • Choose one extra thing you are proficient at (or, gain a spell slot).
  • Choose or roll for a cosmetic detail or two; default Maze Rats tables are fine.
  • Name your character. 
Levelling Up:
  • At the end of each session, each character may become proficient (see above, under Dice) at one thing they did that session, like using a certain weapon, sneaking, lifting... or may gain an extra spell slot.
  • One person is also chosen to level up their character. You can work out a fair method, but I use The Hat:
    • First session of a campaign: place each player's name in a hat.
    • End of each session:
      1. Check if any new players have joined the campaign since the hat was filled. If so, add their name(s) to the hat.
      2. Draw a name. If at the table, this person levels their character (below). If not at the table (skipped/missed this session/no longer playing), keep drawing. Do not replace drawn names.
      3. When the hat is empty, start again, as if it were the first session of the campaign.
    • Leveled characters gain one health (remember, health = Str+Lvl) and may choose to attempt to increase one stat by rolling a d6. If the result is above the value of the chosen stat, that stat increases by one point.

Session 1 - 11/20/17
Characters:
Quillis, sinecure
Mestis, sinecure
Happenings (spoilers!):
Rolled up starting characters.
Little exposition: just plopped the players up an uninhabited vale several hours from town, told them their paperwork had turned up an ancient map, and that, as minor bureaucrats of the Church, the pagan tomb noted on the map needed to be verified so the map could be filed away if it was accurate.
Cracked the tomb, players slowly and cautiously explored the four coffin rooms, avoiding cracking the sarcophagi but triggering three hazard rolls (rainstorm threatening flash flooding into the now-open tomb, distraught moose outside and unable to enter due to antlers, and an agitated venomous snake washed into the tomb by the rain.
Open the coffins, didn't crack the clay shells until the sorcerer's coffin was opened and the cursed ring revealed. Quillis was very cautious and moved on, Mestis got greedy and pulled the ring off, getting a full dose of gas (incurring one point of damage and one point of exhaustion under my system).
Remaining clay shells cracked from a range with a hefty rock fragment, amulets looted.
Quillis' careful search for trapdoors revealed the hammer trap. Bar carefully removed without triggering trap, Mestis stood ready to trigger trap as Quillis opens the door.
Skeletons (awakened by earlier encounter roll) grab Quillis' wrist; Quillis sacrifices the amulet from his wrist to get free, then signals Mestis, who releases the hammer as Quillis throws the door wide. Three skellies wasted.
Bones sealed into coffin, hammer trap reset, with a tensioned rope across the doorway ready to trigger it (if escaping, the players reasoned, they could slide under the rope and cut it to waste whatever might pursue them).
Rainwater entering the tomb was discovered to drain under the snake-god statue. Party resolved to temporarily seal the tomb, return to town, inform the bishop that the tomb needed cleansing, and acquire more goods and equipment for a second venture to line their pockets with artifacts.
Snake ring "bit" Mestis the next morning. He persists in keeping it on.
Bishop didn't want to waste resources on a sealed tomb, but was persuaded after being given 5sp from "the sale of pagan grave goods." Authorized a return, next time [hopefully] with aid.
Quillis leveled up, now having five hitpoints (Str3+Lvl2) and proficiency in searching for things.
Reflections:
Maze Rats is a great chassis.
Limited backpack space is a bummer. (But a good rule.)
My first time using hazard dice went well.
Crowbars are great.
I'm used to 5E, where it's comparatively uncommon NOT to have darkvision. That is bad. Limited lighting and encumbrance is kind of a needed rule.
First time playing an actual module! (Because I wasn't planning on this session and needed something quick, haha.) Tomb of the Serpent Kings 3.0 has treated me well; I've been able to parse it quickly and effectively. The first level of the dungeon was a perfect size for one session, as advertised.
Players liked the consistent themes so far, and puzzling with the door hammer.

Session 2 - 11/23/17
Characters:
Quillis, sinecure
Mestis, sinecure
Friga, weaver
Tubal-Cain, outlaw
Happenings (spoilers!):
The bishop, having pulled some strings to gain two extra helpers, sent the party back to the Tomb of the Serpent Kings. The short journey to the tomb was accomplished quickly and without incident ["traces" of moose rolled on the hazard die].
Carefully rolling the ominous snake-god statue aside, the party descended into the lower tomb and found a hallway with six serpent-man statues - one, misaligned. Taking note of this, the party discovered an octagonal atrium with six more doors and an open passage leading off, and bad oily water in a pool in the center.
Returning to the misaligned statue in the hallway, they discovered it to move aside and reveal a secret guardroom with a valuable silver icon [20sp] and two functional polearms.
These taken, the sinecures used their quasi-magical wax seals to ward the doors in the atrium, and explored the last passage, which led to a room of clay snake-men (with no loot within). The sound of smashing ceramic awakened two mummy fragments in the oily pool, who stirred and prepared to strike. The Friga and Tubal-Cain noticed this and struck preemptively with a polearm, only to be surprised when it returned from the pool with a hand gripping the polearm's head!
A quick quarrel from Mestis' crossbow sent it back to the pool, dead, while a second hand crawled forth and scratched ineffectually at Tubal-Cain's leather armor, who brutally smashed it with his shield and kicked the fragments back into the pool.
Reasoning that if there is a burial in the pool, there might be burial goods too, the party made use of a fishing net Friga luckily had to trawl the gross waters and pull up 1) a heavy golden chain [35sp], 2) an astrolabe [20sp], and 3) a insane and very angry mummy head making quite the racket. Tubal-Cain smashed it too, out of frustration [but the sealed doors all around prevented any wandering monster checks at the noise].
The party decided to explore the doors in clockwise fashion. Quillis and Mestis removed their seal on the first door to the left from the entrance hallway and slid the stone slab open. Unfortunately, thick dust had covered an electrum plate on the ground, and Quillis' tread triggered it, sending a powerful lightning bolt shooting down the cramped hallway! Quillis and Mestis both fared badly, but Mestis weaker constitution [3hp] failed him and his heart stopped [3 damage inflicted a crippling wound in the torso location as determined by a d6 roll]. The party, discouraged, assembled a quick net-and-polearm litter and bore Mestis out of the deadly tomb, resolving to return with reinforcements.
The bishop approved much of this plan, given the gift of the valuable silver icon from the hidden guardroom.
Reflections:
I feel a little unhappy with my ruling regarding the lightning trap. Electrum shines, and the party had light, but I reasoned the plate would be covered with dust as the rest of the dungeon and wouldn't be visible without a search (which wasn't attempted). Still, perhaps a will roll for the leader (Quillis) to spot the sparkle of danger would've been reasonable. I granted a dexterity roll upon stepping on the plate (to avoid putting full weight on it), but that was failed. Still debating, too, how to translate 4d6 lighting damage into modded Maze Rats - I just did 4 damage (with resistance rolls under strength to reduce it), but perhaps I should've done 2 damage and 2 stress, or 4 damage and 4 stress (which would've given Quillis a mental illness, while also killing Mestis!). I'll have to pay closer attention to translating the damage Tomb of the Serpent Kings dishes out to the very low health modded Maze Rats characters have, and taking opportunities to incorporate stress and exhaustion.
It was a very pleasant post-thanksgiving game. Quillis, Friga, and Tubal-Cain were all played by persons unfamiliar to D&D, and I very much appreciated the down-to-earth approach the immediately took when introduced to Maze Rats - playing it like life(-and-death), rather than a power fantasy (as I've seen too many people starting in late D&D editions to embrace).

Wednesday, March 1, 2017

Maze Rats

I've been wanting to try running Maze Rats for a month or two, and this weekend I finally did. (Maze Rats, as I understand it, is a minimalist OSR tabletop RPG making use of d36 tables to enable flexible ad-hoc sandbox play.)

So, my girlfriend and I decided to roll up a quick character each and go at it. (I don't usually like playing a character while DMing - both because of the mental load and because my player self would have too much knowledge - I figured it was both okay because of the randomized format and necessary because it was just the two of us and having only one adventurer would be lame and boring.)

Character generation was quick, simple, but also pleasantly flexible. We decided to just use the random tables for every aspect of our characters (including stat spreads and equipment!), so here's what I came up with: 
Grimsvald, former coin-clipper, current adventurer.
STR+1, DEX+2, WIL+0. 
Rosy, piercings, wears practical clothes.
Uses flowery speech, but is often mopey.
Wields arming sword and shield, has crossbow and light armor.
Equipment: a crowbar, a roll of steel wire, a fishing net, a horn, a vial of poison, and a small bottle of glue.

Again using the provided tables, our adventurers were tasked to smuggle a large sack full of topaz music boxes to the Bardic Academy. (Topaz was a criminalized substance, because all topaz in the land was cursed such that touching it caused forgetfulness.)

We decided to avoid guard patrols by journeying through the city sewer. (We felt like characters in a horror movie - doing stupid things because genre conventions - but it worked, haha.)

We entered through a butcher's shop, whose slaughterhouse drained directly into the sewers. Passing through the larder below and the abandoned foundation of a nearby building, we abruptly stumbled into a deep crypt. Ghouls!

We ducked quickly out and slammed the door behind us, bracing ourselves against it, but five ghouls proved to be too strong and the ancient door burst from its rusted hinges.

My companion, who had chosen to use a large spear instead of a small weapon with a shield, was quickly torn to shreds when the ghouls won initiative. I was able to barely survive (my shield shattering versus a critical attack roll) and cast my only spell for the day: Levitating Coils.

Smoky coils of force wrapped about me, causing me to rise toward the high, vaulted ceiling out of the reach of the ravening ghouls. I pulled out my crossbow and started pegging the foes with bolts from above. They were driven reluctantly off, but not before devouring most of my companion's corpse. I shut and barred the door behind them.

I retreated for the day, recovering my health and my spell (this time: Claws of Chaos). I found a new companion - one who looked suspiciously like the last one... - and returned to the sewers.

This time, we "borrowed" armfuls of bloody meat from the butcher's larder, laying a trail of delicious flesh from the door of the crypt to the larder itself, then opened the door and hid in the shadows as the remaining ghouls devoured their way to the butcher's storeroom. We slipped through while they were gone without difficulty. 

We encountered a strong vault, likely the cache of some wealthy nobleperson, but were unable to breach it despite application of my crowbar and my companion's hand drill. We shrugged and moved on.

Disaster narrowly overtook us when we stumbled into the basement of a guard outpost, but they were unusually friendly and helpful ("6" on the reaction roll!) and escorted us through their area without investigating our sack of contraband. 

Skirting a deep cistern in the sewer (its walls scrawled with thieves' signs - perhaps indicating the danger of the guard outpost, and/or the presence of a rich vault?), we opened the door to a connecting storeroom, stocked with rotting food... and a strange, dense fog. (Out of character, I was puzzled by this, but my girlfriend suggested that it was dense spores from the mold and fungus consuming the food. Oops.)

I, being first through the door, failed my danger roll and breathed deeply of the dank clouds. I began hacking up blood and my vision dimmed.

I had four rounds to live.

My companion's strength enabled me to be carried back to the guard outpost in short order, where they quickly administered medicine.

Alas, it was not enough, and I died a horrible death as my lungs were consumed by malevolent fungal spores.

Given that both of our characters had suffered one death, we laughed and called it a game.

Definitely a fun time overall. The whole thing took about two hours from the time we pulled out the rules and dice, so definitely quick setup and gameplay! Great ratio of enjoyment to time invested.

My partner-in-crime was "really charmed" - she thought it was "very simple, pretty creative."

Gameplay was a bit TOO lethal for what we were doing (pickup play with only two players); I'm sure it would be unproblematic for parties of more like four members, and for funnel play in a multi-session campaign.
I am, however, a bit addicted to house-ruling, so I might make the change that PCs start with 6 health rather than 4, but then only gain 1 health per level rather than 2; PCs would be ahead of the curve for levels 1 and 2, but then fall behind the default from level 4 onwards - I do kind of like the idea of going from 6 to 12 health (doubling) over a character's career, though, rather than from 4 to 16 (quadrupling). I'd have to play more to see, though.
Even so, my girlfriend and I may end up playing this way again; it would be fun to have a continuing experiment to see how many horrible ways our characters can die. :-)

Ad-hoc, extemporaneous dungeon generation was fun, but perhaps the random tables would be best used to spend half an hour or so (maybe an hour?) generating the adventure and the dungeon before gameplay started - it might offer a good mix between utilitarian quickness and cohesion. Again, I'll have to try that.

I found it strange that the three stats - strength, dexterity, and will - didn't apply to attacks (there is an independent Attack Bonus). Probably for balance reasons?
I ended up rolling Strength to attempt to hold the door shut against the ghouls, and we rolled Strength and Dexterity to use our crowbar and hand drill (respectively) to attempt to crack the vault, but overall they weren't used very much. Perhaps that is intended?
(Oh, I guess I rolled Strength to avoid being infected by the mold spores, but that didn't seem like the right thing to do in that case. The rules say it represents "...stamina, or physical resilience" in addition to "raw power," though, so I guess that was also intended?)

My favorite part was actually the magic system - PCs don't choose spells, but only have spell slots (1 to begin with; more can be chosen upon leveling up) that fill with random spells each night during sleep. I often quibble with RPG magic systems either being too complex or too restrictive, but this hit a great balance between flexibility and ease-of-use, while adding a special dash of creativity and Lady Luck.

All in all: great lightweight tabletop RPG system. I will definitely play again.
(Available here at DriveThruRPG for the wonderful price of "pay-what-you-want." I downloaded it for free because I'm a poor young person who will lose their job this week because their company is being liquidated, but the game deserves at least a buck, probably five or even ten.) 

Wednesday, February 15, 2017

An Oracle of Am-Orphis the Seer

Sometimes, to add a bit of flavor to my campaigns, I slip in the lyrics from any of many deserving death metal bands. Below is a song by Amorphis, "Death of a King" - it recently featured as a mysterious scroll found in the former lair of a necromancer and labelled as an oracle.


When the dawn is bright and new
And the day is full of hope
It’s easy to continue your journey
Like a king on his royal way

You will stand there amidst silence
In the void of endless winter
On the ice of an unknown lake
In the heart of loneliness

There you will meet yourself
There you’ll weigh your crown
On the ice of the lake of death
On the shining mirror of time

When the days are getting colder
And the winds clash against each other
When light is getting dimmer
And darkness shrouds the roads

You will drift into strange byways
Lost in foreign lands
Stranded on frigid shores
On a godless desolate plain

There you will meet yourself
There you’ll weigh your crown
On the ice of the lake of death
On the shining mirror of time

It’s there where your endeavor ends
On the face of a forlorn lake
Under weight of a timeless sky
It is there where you shall die


This is a good one, since it actually IS a genuine oracle, and a clue for the campaign. The players are finding the king in question (more on him in another post sometime) to be an important figure in the region's formative history. His crown, mentioned above, rests at the bottom of a lake, also mentioned above - and the players seek to find it. (Will they succeed? I hope to find out!)

Wednesday, February 1, 2017

The Pool of Prophecy

In a hollow between the gnarled roots of three trees lies a small pool reflecting what dim light filters through the trees’ thick leaves. A trickle from the limestone hills above falls into the pool in a steady cadence, and a similar rivulet runs down toward the river.

The Pool of Prophecy is a location in the wilderness that can be inserted into any game with ease. (I concocted it last week for my weekly game.) My description above assumes several optional details (limestone hills above, a nearby river) which can be tweaked or removed as required.

The Pool shows the first sapient individual to gaze into it strange things.

An example:

A ripple runs across the pool’s surface, though the breezes through the forest branches seem to still. The reflection is not what you expect.

A great tree, knotted and ridged trunk dwarfing those around it, reaches its millions of slender leaves toward the new moon. Suddenly, a blinding un-light of the deepest black smothers the air, and the mighty giant’s leaves fall as ash to the dying earth.

A ripple runs across the pool’s surface. The reflection is new.

A bent figure, clad in hides and crude cloths, steps from the brush into a shaft of pale moonlight. It begins a slow tattoo on an oval drum of stretched hide, which builds menacingly into chilling polyrhythms. The edges of the vision begin to dim even as the figure drops the drum, stretches, contorts, and stands on all fours. It has antlers.

A ripple runs across the pool’s surface. The reflection is new.

At a lake’s bottom, clear but dark, lies a skull. Beside it, half buried in the muck, is a crown of twisted, pointed iron. A dim shadow is seen on the benthos - a figure swimming. Growing larger.

A ripple runs across the pool’s surface. It reflects only quivering leaves and dim stars. 

The repetitions and kennings set a dim and surreal mood, but what potentially has the most impact is the last line. Yes, when the vision(s) are complete, it is always nighttime, and the stars are always visible. Any outside observers besides the party notice no difference in the passage of time, and the party experiences none of the effects of several hours of passed time (hunger, sleepiness, etc.) - they just look up and notice that it was night, though it may have been day when they peered into the Pool. 

The Pool will not function until the sun has risen once more.

Place the Pool in a remote location, one the players will not be able to return to often.

The Pool cannot be affected by touch or artifice: cups and bowls pass through it and emerge dry as if the pool weren't there, and it flows around or pours through dams or other placed obstacles. A player character who attempts to touch or drink from it experiences a faint sensation of cold-warmth, but that is all.

Use the Pool to plant the seeds of plot hooks and important lore in the minds of players. It is best if the visions are unclear at first - but when the players discover what they refer to, the "aha!" moment should be worth any effort. I used three visions since I had several points I needed to prepare the players to discover, but one vision is fine. (My visions also proceed in order of past, present, and future, which is cool but not strictly necessary by any means.)

Thursday, December 29, 2016

Aethra's Cairn

Sometimes, to add a bit of flavor to my campaigns, I slip in the lyrics from any of many deserving death metal bands. Below is a song by Be'lakor, "Outlive the Hand" - it recently featured as an inscription on a lonely cairn on a barren hill, the burial place of one Aethra.


In death she spoke of waiting;
Her final days were long.
These fields have changed since last she wept
Before the silent throng.

She sits where childhood memories lie:
Above, beside, within them.
These carvings have outlived the hand
Which bled to first begin them.

As features of the landscape merge,
The oldest trees are falling.
Awareness sweeps the view aside;
She stares as if recalling.

Seen first beyond the canopy,
They soon had reached the borders.
The clouds, infused with burning breath,
Arrived from coldest corners.

The windswept valley hastens now
As dying words are uttered
From lips of earth and sapling’s strain,
Like leaves, her last thoughts fluttered.

Again it darkens overhead;
The knowledge of it stills me.
And, when the water starts to fall,
Preserve the drop that kills me.


Player reaction was favorable. This will not be the last (nor is it the first) such experiment.