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Showing posts with label WFRP. Show all posts
Showing posts with label WFRP. Show all posts

Friday, October 30, 2020

Cross System Conversions

     I like mixing and matching between multiple systems, genres and milieus, as my various random encounter tables will show.  One of the things I have somewhere is a sheet of paper detailing my cross system AC conversions.  But I can't find it so I'm going to rebuild it with a little help.

     My basic approach for conversions has been to use armor description as the starting point, if you know what chainmail is in AD&D and Runequest, then you can figure out the rest of the armor classes from there.  And since monsters are rated on the same scale as humans (at least for all the systems I can think of); the process is to look at the table I just derived and assign the appropriate AC.

    THAC0, %to hit, attack roll - whatever you want to call is more subjective for me.  Usually, I'll look for a comparable monster in the system I'm converting to and peg the attack roll to the comparable.   Take for example, the 'Great Kommata', a gigantic Martian flying beast from Space 1889: it has two attacks Talons and Drop (rocks).  Comparable is a Roc from AD&D, two 3-18 attacks at 18HD.  Add in a rock attack like a stone giant throwing, but can only hit one character.  Presto, all I need to run a combat encounter with one.

     Converting to Chivalry & Sorcery is a bit different, as I all have to do is select the appropriately sized attack form, say 'MLB' or Monster Large Bite and it gives me the attack rolls against every armor class.  

     Magic is either a spell for spell translation to the target system or I need to define the effect in the target system.  For example, "Crumble Wall" in Warhammer FRP is  similar effects to "Transmute Rock to Mud", the stone dissolves into sand instead of collapsing into mud.  The description is different, but the effect and therefore the level is really the same. 

    This shouldn't be a surprise to the grognards, system conversion has been around since at least the AD&D DMG, right there starting on page 113 where they give conversions for Boot Hill and Gamma World to AD&D (The text mentions both Metamorphosis Alpha and Gamma World, even though Jame Ward wrote both, they use different armor scales).

   What I didn't realize until I was looking the the C&S Saurians book, which I was sure I'd reviewed last year, but haven't, is this little gem.


     Look at that conversion from D&D and Runequest to C&S.  Of course, the Runequest conversion is handwaving the difference between bronze and iron armor in RQ (iron is 1.5x as strong); so I'd take it with a grain of salt.  Still it's a good reason to rebuild my AC conversion table that I've misplaced.

 

Description   From AD&D  C&S ACKS WFRP MA GWRQ
Banded Plate ACKS, C&S, AD&D 4 4 5 1 4 4 5
Brigantine / Brigandine C&S, RQ7 3 3 1 5 7 5
Chain Mail ACKS, AD&D 5 5 4 1 4 6 5
Chain Mail Hauberk C&S 4 7 5 1 4 5 5
Chain Mail Shirt C&S, WFRP, RQ 5 5 4 1 4 6 5
Chain Mail Shirt & Plate Cuirass C&S 2 9 6 1 3 6 5
Cuirbolli RQ 8 2 2 0/1 7 8 3
Cured Hide MA, GW 7 3 3 0/1 5 6 3
Duralloy Shield MA +4 +4 +4 +1 1 +4 16
Energized Armor GW -4 15 14 3 -6 2 14
Full Carapace MA, GW 5 5 4 1 3 4 5
Full Plate C&S 1 10 7 1 2 4 6
Furs or SkinsGW 8 1 1 0/1 7 8 2
Hardened Leather Cuirass C&S 8 1 2 0/1 7 8 2
Heavy Furs or Skins MA 8 1 1 0/1 7 8 2
Heavy Scale Armor RQ 6 4 3 1 5 7 5
Heavy Shield C&S +1 +2 +1 +1 6 +1 12
Hide & Fur ArmorACKS8 1 1 0/1 7 8 2
Inertial Armor GW -4 15 14 3 -6 2 14
Lamellar Armor ACKS 4 4 5 1 4 4 5
Leather Armor ACKS, AD&D 8 1 2 0/1 7 8 2
Leather Jack/ Jerkin WFRP 8 1 2 0/1 7 8 2
Light Scale Armor RQ 6 4 3 1 5 7 4
Light Shield C&S +1 +1 +1 +1 6 +1 8
Linen Armor RQ 8 1 2 0/1 7 8 2
Mail Coat & Hose C&S, WFRP 4 7 5 1 4 5 5
None AD&D 10 0 0 0 8 10 0
Padded Armor AD&D 8 1 2 0/1 7 8 2
Partial Carapace MA, GW 7 3 3 1 6 6 5
Piece Metal Armor GW 5 5 4 1 3 4 6
Plant Fiber Armor MA, GW 7 3 3 0/1 5 6 4
Plastic Armor GW 0 11 9 3 -2 3 10
Plate Armor ACKS, AD&D, RQ 2 9 6 1 2 3 6
Plate Cuirass C&S, WFRP 3 6 5 1 4 5 6
Power Scout Armor GW -4 15 14 3 -6 2 14
Powered Alloy Armor GW -4 15 14 3 -6 2 14
Powered Assault Armor GW -8 19 18 4 -10 1 18
Powered Attack Armor GW -8 19 18 4 -10 1 18
Powered Battle Armor GW -4 15 14 3 -6 2 14
Powered Plate Armor GW 0 11 9 3 -2 3 10
Ring Mail ACKS, AD&D 7 3 3 1 5 7 4
Scale Mail ACKS, C&S, AD&D 64 3 1 5 7 4
Shield ACKS, AD&D, WFRP, GW +1 +1 +1 +1 6 +1 12
Shield of Non-metallic Substance MA +1 +1 +1 +1 6 +1 8
Soft Leather C&S, RQ9 1 1 0/1 7 9 1
Splint Armor C&S, AD&D 4 3 3 1 5 4 4
Studded Leather AD&D 7 3 3 1 6 7 5
Superior Chain Mail C&S 4 8 5 1 4 5 5
Thin Metal Armor MA 5 5 4 1 3 5 4
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
None AD&D 10 0 0 0 8 0 8
ACKS - Adventurer, Conqueror, King:  Ascending armor class
AD&D - Advanced Dungeons & Dragons: Descending Armor Class 
C&S - Chivalry & Sorcery: Ascending Armor Class
GW - Gamma World: Descending Armor Class
MA - Metamorphosis Alpha: Descending Armor Class, starts at 8
RQ - Runequest: Armor absorbs damage rather than setting the target to hit.  Also the armor can vary by body part, i.e. you can wear a plate cuirass and have only soft leather on you legs.  Note, I hand waved the difference the system makes between bronze and iron armor.
WFRP - Warhammer Fantasy Role Playing: Armor absorbs damage rather than setting the target to hit.  Also, the armor only protects certain body parts. Leather is rated 0/1, as it only absorbs damage from blows where the damage is <=3.  If the damage is 4 or greater, all of the damage affects the character.

Converting RQ and WFRP armor to other systems, I'll use the highest value provided. 
 

Thursday, October 22, 2020

Feudal Wilderlands: Severnais Random Encounters

   The final aid I'll develop for adventuring in the Severnais is a set of random encounter tables.  As before, I'm pulling in creatures from pretty much every game in my library to give encounters that sense of whimsy I enjoy.  


     I should also note that I have a set of Random Encounter Generation home rules that are consulted before I get to these tables.  Over the years I've moved from most of my random encounters being combat and experience point oriented to designing a system that will generate information for the players about the area.  What I have below are tables of challenges they may encounter, or they may just see evidence of and start looking over their shoulders for the monster to appear.

     Encounter areas follow natural ecosystem and movement boundaries.  Looking at the map of the Sverenais, I determined that there are four encounter areas.

     North Dearthwood  The area of the forest north of river flowing out of the Dearthwood into the Roglaroon and the tributary of the Conqueror's River as well as the Conqueror's river upstream from there.  Looking at the Wilderlands of High Fantasy booklet, there are three "Lurid Lairs" listed in the area for Wood Nypmphs, Pixies and Hippogriffs.  From that I have determined that I will use the "Fairy or Sylvan" table in AD&D and the "Elf Wood" table in Runequest when generating the appropriate encounters.  I also ended up with two encounters from Call of Cthulhu in that area, so I've decided that the entire area is subject to planar instability, where 'nexus points' to use the Empire of the Petal Throne terminology naturally appear and enable all sorts of beings to enter the Wilderlands.

     Victory Hills  Not a canonical name, but what I'm calling the hills where the Conqueror's River rises.  They extend up to the River Stillring, most of them are outside of the Severnais proper, so I can re-use them as an area when I detail the heartlands around the City State itself.

     North of Severn  and South of Severn The Severn provides a natural barrier to movement dividing the encounter areas.

     Note that I'm leaving the actual boundaries of the encounter areas rather vague.  These are all or almost all mobile creatures that can have overlapping ranges.  Also, I can roll the encounter and if there's a reasonably close boundary, decide which challenge I want the party to encounter. 

About half the challenge encounters are from AD&D and I expect are familiar to most readers, the source of others are indicated below.

Roll North Dearthwood Victory Hills North of Severn South of Severn
1 Elf War Party (RQ) Humanoid #4 (MA) Centisteed (GW) Snake Python
2 Chimera    NPC Party    Halfling Changer (MA)
3 Al'mi-raj (FF) Giant Skunk Orc Ankheg
4 Wood Nymphs
Lair Hex 2818 (5)
Apparition (FF) Gnome Wild Dogs
Lair Hex 3515 (18)
5 Star Spawn of Cthulhu (CoC) Sphinx (ACKS)    Wild Horses
Lair Hex 3311 (12)
Amoeba (WFRP)
6 Men, BanditWeretiger (ACKS)    Patrol Men, Merchant
7 Bearoid (MA) Giant Ant Merchants (EPT) Arn (GW)
8 Patrol Wild Boar Fire Lizards
Lair Hex 3011 (3)
Hawk (normal)
9 Cthonians (CoC) Leprechaun Yexil (GW) Buzzers (MA)
10 Needlemen (FF) Patrol Llama (Dreamlands) Rust Monster
11 Elf Chénlh (EPT) Men, Brigands Wolves
12 Sprite Stirge Kobold Cockatrice
13 Troll Giant Stag Beetle Basilisk Throgrin (ACKS)
14 Hippogriffs
Lair Hex 3318 (2)
Men, Berserker Goblin Demon, Artificer (Infernum)
15 Pineto (GW) Men, Dervish Elf Giant Centipedes
Lair Hex 3612 (10)
16 Harpy Elf Url-worm (Dreamlands) Sun Worm (WFRP)
17 Cockatrice Men, Brigand Men, Bandit Rakox (GW)
18 Pixies
Lair Hex 3017 (40)
Dark Fungus (MA) Men, Merchant Patrol
19 Su-monster Rényu (EPT) Giant Toads
Lair Hex 311 (11)
Men, Merchant
20 Giant Stag Hlýss (EPT) Small Warrior (MA)  Wolves
(ACKS) Adventurer Conqueror King,    (CoC) Call of Cthulhu,    (Dreamlands) H.P Lovecraft's Dreamlands, a CoC Supplement,    (EPT) Empire of the Petal Throne,    (FF) Fiend Folio,    (GW) Gamma World,    (Infernum) Mongoose's Infernum - Role Playing in Hell,    (MA) Metamorphosis Alpha,    (WFRP)  Warhammer Fantasy Role Playing

(#) - A number in parentheses indicates the number encountered in the lair.  All are from The WIlderlands of High Fantasy.

Creature notes:
Al'mi-raj (Fiend Folio) - Chaotic unicorn bunny

Amoeba (Warhammer FRP) - converted this one to Chivalry & Sorcery earlier

Apparition (Fiend Folio) - ethereal skeleton, can cause heart attacks

Arn (Gamma World) - a 1.3 meter bug that can be used as a riding mount by very small humanoids

Bearoid (Metamorphosis Alpha) - 12' tall golden psionic golden bear.  Uses bows and clubs.

Buzzers (Metamorphosis Alpha) - mutated bees that can blast a party with pure energy.  Enraged by psionics and magic use.

Centisteed (Gamma World) - 16 legged horse that can carry two.  Comes equipped with a force field.  No cupholders.

Change (Metamorphosis Alpha) - mutated robin with chameleon powers.  No attacks, immune to spells and psionics (too bird-brained).

Chnélh (Empire of the Petal Throne) - ape mutants.  Sharp claws and teeth.  Use spears and clubs.  Treat as cavemen, but look like Australopithecus 

Cthonian (Call of Cthulhu) - immense thing squidly worms.  Can crush with their bodies, constrict and drain blood with their tentacles.  Oh, they can cause earthquakes too. 

Dark Fungus (Metamorphosis Alpha) - psionic fungus brain.  Don't touch

Demon, Artificer (Infernum) - a squat little demon, one of the Engineers of Hell.  This one can understand and fix mechanical devices on a roll of 5+; has +3 natural armor and weeps poison tears that it uses to coat it weapons.

Elf War Party (Runequest) - 1d6 brown elves (look like deciduous trees) armed with bows and swords (bronze) .  They have a decided resemblence to the local trees, oaks, chestnuts, laurel and pine, with bark like skin, interweaving bracnhes for hair and knobby fingers like twigs.  They will be neutral or hostile to halflings and humans; friendly or neutral to 'meat elves' and down right aggressive to other races.

Hawk (normal) (Adventurer Conqueror King) - just a normal small raptor.  If a character can plausibly attract it, it can be trained to hunt small game.  Otherwise, 50% chance it attacks a wizard's familiar.

Hlýss (Empire of the Petal Throne) - six legs and a chitinous shell.  FIght with weapons and a sting, ofetn have jewels set in their shell.  Collect humans, probably for hosts for their eggs.

Humanoid #4 (Metamorphosis Alpha) - Walks on all fours, has poison claws, low intelligence.

Llama (H.P Lovecraft's Dreamlands) - all the possible monstrosities and I roll a normal llama.  Treat as a pony that climbs like a goat

Merchants (Empire of the Petal Throne) - 3 merchants, 8 guards, 23 slave bearers with merchandise.  Merchants and guards have elaborate chlen-hide armor (treat as scale mail, but less cumbersome) and weapons (have 5% chance of being broken if parried by iron/steel weapons).  They have exotic glass wear and chlen hide armor for sale - preferably will trade for iron.  The leader has an "Eye of Abominable Detestation" (treat as double strength wand of fear) and an "Eye of Incomparable Understanding" (treat as area effect Comprehend Languages spell).

Needlemen (Fiend Folio) - humanoid zombie plant.  Shoots needles at you

Patrol (Chivalry & Sorcery) - one knight, a squire and two sergeants from a local fortress.  In the Dearthwood, 75% chance that it is instead 1d4+2 Duneal foresters (treat as rangers) or elves.

Pineto (Gamma World) - ambulatory plant that can carry heavy loads.  Can be ridden, but without the proper saddle, you take damage every turn.

Rakox (Gamma World) - oxen with eight horns and a carapace.  

Rényu (Empire of the Petal Throne) - Humanoid dogs.  Can speak and use weapons, can't use magic.  Can be captured and trained, exceedingly loyal servants.  Detect secret doors like elves.

Small Warrior (Metamorphosis Alpha) - mutated ants with a mass mind that can generate a force field

Sphinx (Adventurer Conqueror King) - I called this out to remind myself to check for the differences between sphinxes in ACKS vs AD&D.  Turns out you can generate a random encounter with a sphinx in ACKS, but there is no entry in the Monster section for it.  Treat as a Criosphinx. - 

Star Spawn of Cthulhu (Call of Cthulhu) - miniature, but still gigantic copies of Great Cthulhu, 60 feet tall.  Tentacles claws to match their size.  Use magic and cause insanity.

Su-monster (AD&D) - forty years of gaming, never encountered one of these or added it to one of my adventures.  Cross between an ape and an opossum with psionic attacks.

Sun Worm (Warhammer FRP)  Shjockingly, a 6' maggot that discharges electricity.  Double damage if you're wearing metal armor. 

Throgrin (Adventurer Conqueror King) - looks like a hobgoblin, paralyzes like a ghoul, regenerates as a troll.  Nasty little buggers.

Url-worm (H.P Lovecraft's Dreamlands) - man sized worms that feed off oils secreted by the dhole.  Used by the halflings of D'haz for unspeakable practices.

Weretiger  (Adventurer Conqueror King)  - treat as AD&D weretiger, with they are naturally stealthy and have a -2 on surprise checks

Yexil (Gamma World) - big (3 meter long with 8 meter wing span) orange furred mammal.  Shoot frickin' laser beams from it's eyes.

Sunday, March 2, 2014

Game Report - Battle of Smålplotz

When last seen our intrepid party (minus the dwarf) had just entered the settlement of SmÃ¥lplotz, consisting of a large ornate hunting lodge belonging to Baron Ludendorf, a cousin of the Elector-Count and a half dozen small dwelling of the local hunters and trappers.  Inquiring at the lodge they found that the lodge keeper was quite willing to rent out rooms when the Baron wasn't likely to find out and the dwarf was sitting drinking with a unkempt looking human dressed in a peasant smock, but wearing a beautiful wolf skin, clasped with a copper wolfs-head brooch.  The dwarf seemed none the worse for wear, and based on what the human was wearing, the party quickly deduced that Brother Peter was a cleric of Ulric; a member of an order known as 'The Brother's of the Wolf' or 'Ulric's Dogs' to the vulgar.  The wolf skin would be from an animal that he had slain singlehandedly with weapons he made himself, a la the opening scene in 300.  The bard and the elf had heard the rumor that all of the Brothers are lycanthropes themselves.
     After explaining to the lodge keeper that they had been exploring the mountains from Wolfenburg, which he didn't believe but they paid cash,  the party picked up a few rumors of a hill giant organizing goblins in the mountains, a nearby wizard's tower and had a lengthy discussion about a fox raiding the local chicken coops once a month.  A fox that none of the locals, despite making their livings as trappers and hunters, had been able to capture.  A series of strange killings of animals and an old prospector out by the hills.  Brother Peter told them of his dreams sent by Ulric involving a blood red moon and and a haunting piping.  The party decided to ignore all of the adevnture hooks and to travel on with the nun and the aircrew to the nearest town of Hovelhof where a coach might stop by in a week or two. (You can lead players to adventure but you can't make them follow clues.)  The elf having a financial interest as the nun had promised them money.
    
The following day, halfway to Hovelhof they encountered Sergeant Hans Schultz, his nephew Johann and two other mounted sergeant's at arms and several dozen levied peasants marching up the road to SmÃ¥lplotz. 
   Schultz questioned them about where they had come from, as he would have remembered such a strange party (two elves and a dwarf) and of course the beautiful Fraulein, had they come through Hovelhof. 
   When the party told him the tale of having come from Wolfenburg, he informed them the province of Hochland was raising it's forces in response to the sack of Wolfenburg and Hans and his lads had been dispatched to deal with a band of chaos beastmen said to rampaging through the area.  He praised them for bravely cutting their way through escorting the beautiful Fraulein and said he needed experienced fighters like them to lead the pimply faced lads in the levy.  This was not greeted with enthusiasm by the party, especially when he offered to send Johann and one of the other sergeants as an escort for the nun and her companions to Hovelhof.  The elf insulted him by questioning his men's trustworthiness;  Hans pointed out that if they hadn't heroically escorted the nun, then they had deserted.  And the Elector-Count was a kind man who would probably let them stay in a dungeon for a long time before, regretfully, passing judgement and having their sword hands struck off. (You can however make the choice just a little bit clearer.)
     The nun offered to write a letter of introduction to her boss, which was accepted in bad grace as she refused to let them read the contents before she sealed it.  The elf is fearful that it's a Rosencrantz and Guidenstern letter.  All they know is that it's addressed 'Oldenhaller - Nuln' and that she sealed it with some sort of housemark.  And so they bid adieu for a time to Fanny, Captain Mario, Dietrich, Volf the Intrepid and Mrs Munchner.  Zilda's player having decided to bring in a new character (Zolda?) to rather than continuing to play Volf.

Friday, January 17, 2014

Insane Lists


As promised earlier, here are the lists of Insanities and how they effect the characters.  They've been culled from such authoritative texts as Chivalry & Sorcery, Warhammer FRP and Call of Cthulhu.

All penalties are cumulative.





Eccentricities  

Minor afflictions that add color
Die Roll (d100) Name Description
01 – 08 Absent Minded The character misplaces one random item per day. They must take 20 in order to find it.
09 – 16 Allergy The character sneezes in the presence of or develops a rash from touching a common substance or animal
17 – 24 Biting Fingernails The character bites their fingernails constantly
24 – 32 Headaches The character suffers from blinding headaches. These headaches are brought on whenever the character needs to make a Will test. Whether or not they succeed or fail the original test, they must make another test at the same DC-2 or develop a headache for 1 hour. During the course of the headache, they are at -4 on all saves, attacks, skill checks and initiative. The good news is that they're so mad they get +2 to hand weapon damage rolls
33 -40 Narcissism The character is so in love with their own image that every time they pass a reflecting surface, they must make a Will save DC16 or spend 1d4+2 rounds primping
41 – 52 Nervous Rash The character develops a rash.
Roll d6:
1-2 on the face or hand lowering Charisma by 2.
3-5 Chest or back, not effect as long as they wear clothing.
 6  Groin – and it itches all the time
63 – 60 Nightmares The character suffers from nightmares. This has no effect on the character, but any spell casters trying to sleep in the same or adjacent rooms must make a Will save DC14 or be unable to recover spells
61 – 68 Shaking The character develops tremoring in the hands. Ranged attacks are at -2 and there is a 5% chance of spell casting failure. Arcane and Divine
69 – 76 Stammer The character stutters like Eric Idle in A Fish Called Wanda. 10% chance of spell caster failure.Arcane and Divine
77 – 84 Talking in Sleep The character talks in their sleep.This has no effect on the character, but any spell casters trying to sleep in the same or adjacent rooms must make a Will save DC12 or be unable to recover spells
85 – 92 Talking to Self The character talks to themselves constantly. Opponents get a +1 on Perception checks
93 – 00 Tourrette's Syndrome The character cannot say six words without cursing. Charisma -2. (-4 with the opposite sex)


Minor Disorders

Behaviors that provide a minor disadvantage to the character.
Die Roll (d100) Name Description
01 – 05 Introversion The character becomes painfully shy and self centered. Charisma is -2
06 – 10 Mild Acrophobia The character is afraid of heights and makes Will saves at -2 when standing less than their height away from a ledge with a drop at least equal to their height
11 – 15 Mild Addiction The character develops a chemical dependence on a substance; usually alchohol, but tobacco, coffee or any smoked or ingested substance is possible. Whenever the character goes with out the substance for 24 hours, they make Will saves at -2
16 – 20 Mild Agoraphobia The character is afraid of open spaces and makes Will saves at -2 whenever out of doors
21 – 25 Mild Ailurophobia The character is afraid of cats and makes Will saves at -2 in their presence
26 – 30 Mild Animosity The character harbors ill will towards a specific group. Roll d6:
 1- Opposite Sex;
2- Same Sex;
3- Specific Race;
4 – Shorter creatures;
5- Specific religion or other group;
6 – Gingers.
Charisma is at -2 when dealing with the object of the animosity
31 – 35 Mild Aracnopohbia The character is afraid of spiders and makes Will saves at -2 in their presence
36 – 40 Mild Astrophobia The character is afraid of thunder and lightning and makes Will saves at -2 during thunderstorms
41 – 45 Mild Claustrophobia The character is afraid of confined spaces (Any dimesion less than twice their height * the number of cratures in the room) and makes Will saves at -2 whenever in such a space
46 – 50 Mild Cynophobia The character is afraid of dogs and makes Will saves at -2 in their presence
51 – 55 Mild Hemophobia The character is afraid of blood and makes Will saves at -2 iwhen they can see it
56 – 60 Mild Heptephobia The character is afraid of being touched and makes Will saves at -2 when within 3 feet of another creature
61 – 65 Mild Hippophobia The character is afraid of horses and makes Will saves at -2 in their presence
66 – 70 Mild Hydrophobia The character is afraid of water and never bathes. Charisma -4 or -2 if they use perfumes
71 – 75 Mild Hypochondria The character is convinced they are becoming ill and spends their level in glod pieces daily on cures and nostrums
76 – 80 Mild Musophobia The character is afraid of mice and makes Will saves at -2 in their presence
81 – 85 Mild Ophidiophobia The character is afraid of snakes and makes Will saves at -2 in their presence
86 – 90 Mild Scotophobia The character is afraid of the dark and makes Will saves at -2 when without a source of light
91 – 95 Mild Toxicophobia The character is afraid of poison and must make a Will save DC 14 to eat any food not prepared by themselves or tasted by another
96 – 00 Mild Xenophobia The character is afraid of strangers and has a -2 Charisma penalty when dealing with people they have not met


Serious Disorders 

Issues that will change how the character acts

Die Roll (d100) Name Description
01 – 04 Depression In the face of the overwhelming futility that is life, the character must make a Will save DC 15 to make any decision. Charisma -4
05 – 08 Heroic Idiocy The character ignores all fear affects and must make a Will save DC the opponents total hit dice to resist immediately attacking
09 – 12 Kleptomania The character comulsively tries to steal trinkets and small objects and must make a Will save DC 20 to resist the impulse
13 – 15 Megalomania The character is full of their own importance in the world and will stop at nothing to increase their power.
16 – 19 Schizophrenia The character develops a separate personality, with individual Intellligence, Wisdom and Charisma stats. Randomly determine the new personality's alignment and career interests. The personalities switch whenever a Will save is failed. Experience must be split evenly between all personalities
20 – 23 Serious Acrophobia The character is afraid of heights and makes Will saves at -6 when standing less than their height away from a ledge with a drop at least equal to their height
24 – 27 Serious Addiction The character develops a chemical dependence on a substance; usually alchohol, but tobacco, coffee or any smoked or ingested substance is possible. Whenever the character goes with out the substance for 24 hours, they make Will saves at -6
28 – 30 Serious Agoraphobia The character is afraid of open spaces and makes Will saves at -6 whenever out of doors
31 – 34 Serious Ailurophobia The character is afraid of cats and makes Will saves at -6 in their presence In any encounter invloving the creature, the character is initially petrified and will always be Surprised.
35 – 38 Serious Animosity The character harbors ill will towards a specific group. Roll d6:
 1- Opposite Sex;
2- Same Sex;
3- Specific Race;
4 – Shorter creatures;
5- Specific religion or other group;
6 – Gingers.
Charisma is at -6 when dealing with the object of the animosity
39 – 42 Serious Aracnopohbia The character is afraid of spiders and makes Will saves at -6 in their presence In any encounter invloving the creature, the character is initially petrified and will always be Surprised.
43 – 45 Serious Astrophobia The character is afraid of thunder and lightning and makes Will saves at -6 during thunderstorms
46 – 49 Serious Claustrophobia The character is afraid of confined spaces (Any dimesion less than twice their height * the number of cratures in the room) and makes Will saves at -6 whenever in such a space
50 – 53 Serious Cynophobia The character is afraid of dogs and makes Will saves at -6 in their presence In any encounter invloving the creature, the character is initially petrified and will always be Surprised.
54 – 57 Serious Hemophobia The character is afraid of blood and makes Will saves at -6 iwhen they can see it
58 – 60 Serious Heptephobia The character is afraid of being touched and makes Will saves at -6 when within 3 feet of another creature
61 – 64 Serious Hippophobia The character is afraid of horses and makes Will saves at -6 in their presence. In any encounter invloving the creature, the character is initially petrified and will always be Surprised.
65 – 68 Serious Hydrophobia The character is afraid of water and never bathes. Charisma -4 or -2 if they use perfumes. The character makes Will saves at -4 when near a large body of water
69 – 72 Serious Hypochondria The character is convinced they are becoming ill and spends twice their level in glod pieces daily on cures and nostrums
73 -75 Serious Introversion The character becomes painfully shy and self centered. Charisma is -6
76 – 79 Serious Kleptomania The character comulsively tries to steal trinkets and small objects and must make a Will save DC 20 to resist the impulse
80 – 83 Serious Musophobia The character is afraid of mice and makes Will saves at -6 in their presence In any encounter invloving the creature, the character is initially petrified and will always be Surprised.
84 – 87 Serious Ophidiophobia The character is afraid of snakes and makes Will saves at -6 in their presence In any encounter invloving the creature, the character is initially petrified and will always be Surprised.
88 – 91 Serious Scotophobia The character is afraid of the dark and makes Will saves at -6 when without a source of light
92 – 95 Serious Toxicophobia The character is afraid of poison and must make a Will save DC 14 to eat any food not prepared by themselves or tasted by another
96 – 00 Serious Xenophobia The character is afraid of strangers and has a -6 Charisma penalty when dealing with people they have not met. In any encounter invloving the creature, the character is initially petrified and will always be Surprised.


 Debilitating Disorders

Issues that prevent normal movement and adventuring

Die Roll (d100) Name Description
01 – 19 Amnesia The character loses all memories
19 – 25 Catatonia The character is immobile and unresponsive, literally frozen in position. They may be carried.
26 – 38 Pantophobia The character is afraid of everything, and jumps and starts continually. They make all Will saves at -8.
39 – 57 Paranoia Not necessarily an issue for many characters, because the DM is out to get them.
58 – 71 Severe Agoraphobia The character is so afraid of open spaces that they refuse to venture outdoors
72 – 85 Severe Claustrophobia The character is so afraid of enclosed spaces that they refuse to venture indoor
86 – 100 Stupefication The character stands drooling and babbling inchoerently. They may be led, but will take no self directed actions




Friday, December 27, 2013

Nine Virtues of Magnus the Pious - module review and play report

The Nine Virtues of Magnus the Pious is a Warhammer  Fantasy Role Play introductory module, I believe for the second edition.  I know that the stat blocks don't quite match up with the first edition.  As soon as I read through it it I knew that I was going to run it.  It's not your typical dungeon crawl, instead it's a MacGuffin hunt set in the midst of a city being sacked.

In format, it's a copiously and sometimes inaccurately illustrated forty two page PDF.  The first ten pages are illustrations and backstory.  As most of it is irrelevant to the players or the plot, I used it for inspiration and freely changed details to make it fit in with my campaign.

Despite the fact that it has a whole city to play in there are only three set encounters outside of the building where the MacGuffin is held.  The city is divided into four parts:
   The western bank of the river Wolfen, which is held by the defenders;
   'No-Man's Land' - those parts of the eastern bank visible to the defenders where the party can be attacked by BOTH sides.
   'Altered States' - those parts of the city devastated by the magical attack that leveled the city walls
   'Utter Mayhem' - everywhere else in the city.
No details are provided for the western bank, the plot quickly rushes the players across the river.

Each type of the area on the east bank has a short list of random encounters, with a 60% chance pf encounter every ten minutes.  I thought that would be far too small of a selection, but in play it turned out that no random encounter was ever repeated.

The action is divided into two scenes to use the Mythic terminology: getting to the City Hall and finding the MacGuffin inside the building.  There's a climactic fight on the roof before the party exits via a balloon.

    The motivations for the two main NPC's are what makes this module so much fun to run.  The adventure starts off with the party trapped in the doomed city and drafted into it's last desperate defense against the horde of mutant Chaos worshipping barbarians.  Their sergeant volunteers them to assist a nun in recovering a Holy Relic from the other side of the river.  Except she's not a real nun she's a cat burglar who's been truing to steal the relic and sees her chance in current situation.  And the sergeant is actually her accomplice. So the party is being used as dupes and meatshields to begin with.

Even better as the horde gathers outside the City Hall, effectively trapping the party, the cat burglar/nun leads the way to the roof where her accomplices are waiting in a balloon to lift the party to safety.

Except the accomplices have decided to double-cross her.


Play report below the jump.

Sunday, December 15, 2013

New Campaign and Mini-Recap

     We started a new campaign this month, and for my sins, I'm back behind the screen. I've taken advantage of my time off to look at how I run the games and decided to make some major changes. Previously I've tried to ensure I had all of the answers to any question my players might ask - down to writing a door generator that told me which side had the hinges. Perhaps my wife is right and I am a bit of a control freak - just a little.

     The campaign concept has been influenced by the soloplay I did (much) earlier this year, using the Mythic game system.  I liked the directed randomness, an odd term but the best way I have to describe it. I also realized that I never have time to do all the preparation I would like before its time to run the adventure, so I need to use modules in addition to anything I create.  Thirdly, I'd like to bring in things from different systems. Many of the bloggers did a post on their gaming bookshelves, showing them overloaded with systems. I'm no different, other than many of mine residing in electronic  format rather than paper.  And the last constraint is that the group is using Pathfinder, so all the mechanics would need to be D20.

     I decided, since I have most of the Warhammer Death on the Reik adventures,  I would use the WFRP setting.  It's much different from the group's standard fantasy setting, in that it has elements of horror and firearms. I'm using the Mythic Fate Chart and Chaos Factor make the setting more 'alive', instead of my usual pre-scripted effort.  And as time goes on I'll bring in monsters and artifacts from other settings.

    I'll do a full recap of the initial session and some lessons learned, but here's the short form.  I found what may be the most awesome published adventure ever in The Nine Virtues of Magnus the Pious, (WFRP 2?) where the characters start in a city in the middle of being sacked - and the situation goes downhill from there.  After taking damage from friendly cannon fire and being chased through town by mutant Mongels, they reached the climactic fight scene on the roof of the City Hall between the thief who had suckered them into helping retrieve the MacGuffin for her and her partner who was double crossing her.  All was going well, too well, they had taken out the doublecrosser who ordered the crew of the balloon to leave as he sank back dying.  The Dwarven Magus decided those guys weren't going to get away and jumped a Flaming Sphere into the basket of the balloon. Neatly destroying the only way for the party to get out of town.

     My initial reaction was to declare a TPK, as I had previously decided that the balloon was filled with hydrogen. However the players convinced me that the Hindenburg would be a better model of the physics of a hydrogen fire than David Weber.  They then chased the survivors into a Chaos Zone, eventually into the local Cathedral of Sigfreid (patron deity of the Empire).  Now at this point, they were so far off the map and out of the adventure script that I had no idea of what they would find or how I would get them out of the city. Especially as the mutants were starting their final assault on the defenders.

  I used the concepts of Mythic and crowd sourced it.  I asked the players what they thought they'd find when they opened the door of the Cathedral.  They decided that they would find the balloonists stuck right at the door.  That was a bit self-serving of them, so I altered the scene to they found the balloonists whirling around and slowly rising out of sight in the middle of the dome.

Thursday, February 14, 2013

Beastiary - Ophies Amphipterotoi




Winged serpents, described by Herodotus as the guardians of the frankincense.  These snakes feature one or two pairs of feathery wings and a poisonous bite.

The snakes are at home in warm desert climates, but may be found anywhere, even crossing the sea during their spring migration.

Certain birds, notably the Black Ibis, will flock together to fight these monstrosities in vast aerial combats at that time.  The ground under these battles becomes littered with the carcasses and skeletons of the vanquished.  And are often sought out by aspiring necromancers as a source of guardian undead.

Ophies Amphipterotoi are usually small, but a swarm may include tiny, medium and even large specimens.

Combat An Ophies Amphipterotoi has a poisonous bite attack, large specimens also gain a constrict attack.


Statistics by game system.

3rd Edition / Pathfinder

SizeSmall  [Large]Hit Dice1d8 (4 hp) [3d8 (13hp)]
Initiative+3 (Dex)Speed15 feet/60 feet Flying
AC17 (+1 Size, +3 Dex, +3 natural) [17, +3 Dex, +4 Natural]AttacksBite +4 melee
DamageBite poison [Bite 1d4 and poison]Face/Reach5ft /5ft
Special AttacksPoison [Improved Grab, Constrict 1d8+2]Special QualitiesScent
SavesF2, R5, W1 [F3, R6, W2]AbilitiesSt 6 [16], Dex 17, Con 11, IQ 1, Wis 12, Cha2
SkillsBalance +4, Hide +8, Listen +8
Move Silently (Flying) +6, Spot +6
FeatsWeapon Finesse (Bite)
Climate/TerrainWarm landOrganizationSingle or Swarm (2-12)
Challenge Rating1 [2]AlignmentNeutral
Advancement3-5 HD (Large)



1st Edition

Adventurer, Conqueror, King

FrequencyRareNo Appearing1 or 2-12
Armor Class7 [3 ACKS]Move4"/24" Fly  [ 90'(30')/ Fly 180' (60') ACKS]
Hit Dice2 [5 Large] % in LairNil
Treasure TypeNoneNo of Attacks1 [2 Large]
Damage/Attack1d4 Poison [/Constrict 2d8 large]Special AttacksPoison
Special DefenseNoneMagic ResistanceStandard
IntelligenceSemi-AlignmentNeutral
SizeSmall [Large]Psionic AbilityNil






Chivalry & Sorcery

Body3 [10 large]
Weight 3-9 [150 large]
Move30/300
Armor0
% Hit+10%
% Dodge-05%
Attack Mode
1xWDFMSS 1 Strike + Poison
1xWDFMGS 1 Strike + Poison: 15% Bash +Constrict 2 dice)
Experience75
.



Runequest 2e

STR1d6 [26+6 large](3-4) [(13) large]Move4/12
CON 2d6+6  (13)Hit Point Average11
SIZ1d6 (3-4)Treasure Factor6
INTNil NilDefense+05%
POW1d6+6 (9-10)
DEX3d6 (10-11)
CHANilNil




BiteSR10Attack 25%Damage 1d4 + Wyvern Venom Potency 4
ConstrictSR10Attack 15%Damage  2d8 [Large]




  Warhammmer Fantasy Role Playing 1e


  M    WS    BS    S    T    W    I   A    Dex    Ld    Int    Cl    WP    Fel 
3 33 0 1 [3 large] 2 [3 large] 3 [5 large] 30 [60 large] 1 - 24 6 30 30 -
Ophies Amphipterotoi fly as Hoverers,.  Large Ophies Amphipterotoi inject two doses of Snake Venom in a bite, others inject a single dose