Friday, February 7, 2014

Orks!

Rafael Chandler made a Random Orc Generator.
Quick test! d10!
  1. # Enc. 1d8. Move 90′ (30′). AC 13. HD 1. Attacks: 1. Damage: 1d8. Morale: 11. Moss-covered Wood Orcs carry weapons of bone and shields of hardened bark. These orcs are known for their loyalty, as well as their tendency to hoard the bones of their enemies, which are arranged into letters that spell out prophecy. A tribe of these orcs will be led by a 3 HD chieftain who inflicts 1d10+1 damage. Treasure: d20 gp, 1d4 gems.
  2. # Enc. 1d4. Move 90′ (30′). AC 13. HD 1+1. Attacks: 1. Damage: 1d6+1. Morale: 10. Thick-necked Stone Orcs usually have quarry dust upon their hands. They take half damage from edged weapons. These orcs are known for their loyalty, as well as their tendency to impale their captives on long wooden stakes. A tribe of these orcs will be led by a filthy gnoll who consumes an orc child each week. Treasure: d20 sp, d20 gp, 1 small gem.
  3. # Enc. 1d6. Move 90′ (30′). AC 15. HD 1+1. Attacks: 1. Damage: 1d6. Morale: 10. Six-armed Spider Orcs clamber head-down as they attack. Each shield they carry gives them an AC bonus of 1. These orcs are despised for their sadism, as well as their tendency to fill dungeons with treasure chests containing nothing but spores. A tribe of these orcs will be led by an orc priestess with 3 HD; she can cast two first-level spells. Treasure: d20 gp, d10 pp, 1d6 gems.
  4. # Enc. 1d8. Move 120′ (40′). AC 16. HD 2+1. Attacks: 2. Damage: 1d8+1. Morale: 10. Thick-necked Stone Orcs usually have quarry dust upon their hands. They take half damage from edged weapons. These orcs are reviled for their treachery,as well as their tendency to hoard the bones of their enemies, which are arranged into letters that spell out prophecy. A tribe of these orcs will be led by a captured adventurer whose torture only stops when he provides useful tactical advice. Treasure: d20 gp, 1d4 gems.
  5. # Enc. 1d6. Move 150′ (50′). AC 16. HD 2. Attacks: 2. Damage: 1d8+1. Morale: 11. Swift and cannibalistic, Blood Orcs usually inhabit jungles. These orcs are known for their nobility, as well as their tendency to impale their captives on long wooden stakes. A tribe of these orcs will be led by a troll with low self-esteem. Treasure: d20 gp, d6 pp, 1 mysterious key.
  6. # Enc. 1d8. Move 150′ (50′). AC 15. HD 1. Attacks: 2. Damage: 1d6. Morale: 10. Silent and unblinking, Aquatic Orcs emerge from the depths to eat the flesh of land-dwellers. These orcs are reviled for their treachery,as well as their tendency to feed captured religious leaders to starving swine. A tribe of these orcs will be led by a troll with low self-esteem. Treasure: d10 cp, d10 sp, d6 gp.
  7. # Enc. 1d6. Move 120′ (40′). AC 15. HD 2. Attacks: 1. Damage: 1d4+1. Morale: 11. Scarred and pitiless, Desert Orcs hail from the shimmering sands. These orcs are known for their cowardice, as well as their tendency to sacrifice married couples to their dark gods. A tribe of these orcs will be led by a captured adventurer whose torture only stops when he provides useful tactical advice. Treasure: d20 cp, d12 sp, d8 gp.
  8. # Enc. 1d8. Move 120′ (40′). AC 16. HD 1. Attacks: 1. Damage: 1d4+1. Morale: 10. Thick-necked Stone Orcs usually have quarry dust upon their hands. They take half damage from edged weapons. These orcs are known for their nobility, as well as their tendency to impale their captives on long wooden stakes. A tribe of these orcs will be led by a filthy gnoll who consumes an orc child each week. Treasure: d10 cp, d10 sp, d6 gp.
  9. # Enc. 1d6. Move 150′ (50′). AC 15. HD 1+1. Attacks: 1. Damage: 1d8. Morale: 11. Calm and cautious, Mist Orcs are found near the shore. They can breathe water as well as air. These orcs are famous for their courtesy, as well as their tendency to impale their captives on long wooden stakes. A tribe of these orcs will be led by a 3 HD chieftain who inflicts 1d10+1 damage. Treasure: d20 cp, d12 sp, d8 gp.
  10. # Enc. 1d4. Move 90′ (30′). AC 13. HD 2+1. Attacks: 1. Damage: 1d6. Morale: 10. Fur-clad Primordial Orcs from distant lands. They regenerate 1 hp per round until slain. These orcs are famous for their arrogance, as well as their tendency to hoard the bones of their enemies, which are arranged into letters that spell out prophecy. A tribe of these orcs will be led by an orc priestess with 3 HD; she can cast two first-level spells. Treasure: d10 gp, d8 pp, 1 parchment map.
Awesome!

Wednesday, January 29, 2014

About an invasion that never happened

So, a while back ago, when Monte Cook's Numenera sprung out to existence, our group wanted to test it. Given the premise of being sci-fi-ish RPG rather than trad fantasy, I wrote an intro, which would start very much like DCC RPG's funnel, but every player would create one 0th level character. Foci, descriptors etc. would be added on the fly, on appropriate moment, good role-playing etc. Everyone would start out with abilities of 10 and effort 1.

So, minimal background, first:
I live in a certain town in a certain alpine valley, which is somewhat famous for what happened here during the WW1. Because of the front, landscape is drilled with tunnels, trenches, nearby mountains and remote ravines still hide rusted scraps of weapons, bomb shrapnel and skeletal remains of the fallen. Such is the case of Castle, a hill that rises two hundred meters above the basin, on top of which ruins of thousand year old bastion still stand. The hill is drilled with caverns and there is a legend that a secret tunnel leads from the castle to town below. The cavern system is vast and not completely explored because of many cave-ins and seismic activity in the area.

Valley of Emerald River
This document is not polished, nor finished, as we never really had a chance and will to play it, so feel free to use it if you like it. I found out that cypher system was not my cup of tea, anyways.

You can grab The Egg Of Smohl here.

Saturday, January 25, 2014

About daily travel distances

I got this idea yesterday while walking the countryside.
In RPGs there are these travel distance tables and they more or less all claim that a person can walk 24 miles/8hrs(day). I think that these numbers are exaggerated. For normal men, I think, 10 miles a day is enough to feel it next day. So, let's try a different and cruel approach to daily travel distance covered.
Basically, a character can move up to his Constitution in miles per day without problems. Anymore than this, he makes endurance checks or suffer Constitution damage. So one lazy and/or sickly character could move as far as 3 miles per day max and an athletic character type would move as far as 18 miles per day normally.
I would say +-33% for roads, mountains, weather etc.

I don't know why, but - Source.
MOVEMENT RATES

PC/NPC adventurer can normally travel as much as her/his/it's/their CON in miles before they must stop and rest for that day or push forward. If you push forward, you make a lucky roll below, but allow to burn STR to avoid the check.
 Round distances to 5 if you like.
Make another check in half the normal distance.


You press on and ...
0 - This journey starts to wear on your nerves.
1 - Your nagging causes your wizard to save vs. your roll or lose a random spell for that day.
2 - You stumble and easy DEX check or Unlucky bruise: -1 to all rolls for one day.
3 - Trip-a-friend - same as above, with an obvious difference.
4 - You step but your ankle does not agree to cooperate. Lucky check or sprain the sucker: -1d (or-4) on combat and movement die due to poor footwork.
5 -  Your backpack or belt-pouch becomes lose and you lost the marbles. Spend 10 minutes packing back.
6 - Your eyes are heavy and in you drift for a moment. In your vision, your patron appears and gives you a quest to distant land which you must uphold or suffer their disapproval.7 - Gremlins infest your footwear: Lucky roll or it smells so bad that you immediately attract a troll to bug your party.
8 - You lost half of your consumables somehow (potions included).
9 - Traveling fever - gain a random disease from the area.
10 - Double vision - make a save or lose it on next perilous crossing.
11 - This is bat country - bats swarm you and you must fight them off or suffer -2d (or -6) on all checks until rested.
12 - Break a leg - this is bad. Hard check or your limb becomes useless and needs 12 HP in healing to function again.
13 - Foot of lead - your feet become heavy and you sink into matter to some extent, you leave obvious tracks and every distance counts double.

Start with 1d4 + Luck then go to 1d6, 1d8, and 1d10.

Horses double the CON value in mileage, fast horses triple it.
Beasts travel up to their HD before losing interest in chase.
Humanoids add 10 to their HD.

Carts & caravels coming soon.
Maybe.

Copy of this post is at www.drunkenwizard.org