Dungeon Smashing Empire
Monday, April 1, 2013
ON THE ROADS - WANDERERS in KOS
ON THE ROADS - (some) WANDERERS in KOS
When traveling the roads, PCs will encounter many other people traveling from place to place. The Incantation for Safe Travel only prevents
non-sapient monsters and Bleed-Throughs from treading upon the road; other humans and beastmen are eager to relieve travelers of their valuables.
Make a check every 2 turns
Near a city: 85% of 1 encounter, 40% chance of 2 simultaneously
Near a town: 50%
Near a village: 25%
Near a bridge: 25%
Everywhere else: 5%
Most of the time, there will be a visible dustcloud to indicate the presence of another party at 1/4 miles. however, if the encounter roll was double-digits (as in, 77, 88, etc)
then a curve in the road or a hill pass blocks the other party from view until the last second, at which point you will be in Close Encounter range. Characters with survival training
or extraordinary senses may be able to avert surprise; this is left to the DM's imagination of circumstance
i
1. HOSTILE
2. CARAVAN
3. ADVENTURERS
4. PILGRIMS
1. HOSTILE ENCOUNTER
1. slavers
2. raiders
3. brigands
4. louts
5. local villain
6. "toll keepers"
7. con men
8. monsterfolk raid
9. Dust Devils
10. Wayward Knight
2. CARAVAN
1. 1d20 freemen to market, +1d10 tradesmen, 50% chance of 1d6 youths armed with simple weapons, 25% chance of local authority figure (elder, warrior, etc).
2. 1d20 farms from market, "
3. moving away - 1d3-1 freeman and his family carting all their posessions on an pack lizard. eager to know road ahead, know little of area
4. messenger - carrying an important message of some kind. Heavily armed, well-paid and with a very fast horse or lizard or riding bird.
5. 1d4 x 1d4 haunted-looking people. they have seen ghastly things and wander without purpose.
6. LOCAL FIGURE & RETINUE
7. surly locals - unwilling to trade, will give deliberately false and dangerous advice
8. mishap - blocking the road and causing annoyance
9. Slaves for sale
10. Jon Mith
11. "Rooster"
12. rich folks traveling with large retinue
13. Soldiers - templars, knights, light infantry, cavalry, heavy infantry, mixed units, mercenary band, militia, free companies
14. evil caravan in disguise - yellow morths wait in the carts among other horrors
15. giant elephant-wolf-like creature carries a small town on its back
16. fortune tellers! forecasts! lucky charms!
3. Adventurers
1. 1d2 MERCENARIES. Currently looking for work (50%) or already on a mission (50%). friendly with any other members of
the Mercenary Brotherhood. In general, their advice can be trusted. Mercenaries often travel together for mutual protection.
2. 1d3 Skalds, willing to play for money or teach songs for money
3. traveling smith
4. Philosopher a) looking to hire somebody to get something, b) visiting a special and dangerous place, c) visiting a local friend, d) seeking muscle to take somewhere dangerous for little reason
5. peddler / tinker
6. woodsmen
7. prospector(s)
8. adventuring gang
9. Enigmat
f the encounter roll is 00, you have encountered one of the Six Slain Thanes or the Pale King himself. Pray to your Gods for clemency
Friday, March 29, 2013
some FEATS
Some FIGHTER FEATS
Each feat must be learnt from a person who already knows it. The cost of training depends on the trainer but is generally 100-200 for a simple feat,
and as much as 20 years of service for an awe-inspiring one. Sometimes feats can also be learnt from ancient texts or strange magic visions, etc
Only PERSONS of ACTION (not PERSONS of LEARNING or PERSONS of the GODS) can learn these feats.
You can know any amount of feats, as long as you meet the requirements.
the Salmon Leap - Req: Fight 13 a leap of incredible distance and/or height
the Weapon Feat - Req: Fight 12 perform incredible weapon dances / tricks / juggles. amuse onlookers,
the Great Toss - Req: Fight 12 hurl a very heavy object, or a smaller object very far
the Iron Hands & Feet - Req: 14 End plunge hands into boiling water without harm, dance on coals, etc
the Incredible Juggling - juggle whatever
the Hero's Chant - Req: Pow 13. inspire allies, banish all fear of death, dismay weak foes
the Battle-Howl - terrible scream frightens enemies, effectiveness based on Fight of character
the Perfect Shot - Req: Agl 18+, Fight 18+, this is the goal of all Northmen. the Perfect Shot is the one shot which always succeeds and always pierces, no matter the distance.
the Feat of Thunder & Lightning - Req: Fight 15+, Pow 15+. clashing of arms cracks the sky and terrifies everyone, causes flying creatures to fall and blinds the weak
the Squirming Feat - Fit through anything the size of your head!
the Trick of Walking on Eggs - Req: Thievery 13
the Feat that Dazzles, like the Sun - Req: Pow 17. Shock enemies by revealing your total majesty. inspire awe in your followers such that they bow at your feet
Endure Labor
Sober Up / Sober up Another
Always Awake
Splendid Amongst the Glorious - Req: Pow 18+. Men gladly follow you into the maw of death.
The Wolves' Lope - Req: End 14, must be lightly encumbered. Loping run conserves energy while doubling normal overland travel speed
Torch Trick - hold a torch and a shield at the same time, keep torches from going out during battle
Fire Trick - start a fire anywhere!
Graceful Slayer - when fighting, swap Agility and Fight any time you want
Corpse-Reaver - Fight 14+. Enemies are terrified by your horrifying bloodlust / martial accomplishment. they must test for morale every time you kill someone
The Stomping Trick - Favorite trick of Blood Bull God! wild stomps and leaps encourage friends, amuse onlookers, harm foes based on Fight of character. a true devotee can stomp through shield-walls and crack the earth with his mighty stomps
these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears
this list does not include most of the Archery feats except for the Perfect Shot (the most well-known one)
Wednesday, March 27, 2013
MONSTER-FOLK, MONSTERS, ANIMALS, etc
MONSTER-FOLK
Monster-Folk is an all-inclusive term for sapient human-like creatures who have one or several extremely abnormal attributes [relative to the human standard]
This classification includes humanoids who are part animal (centaurs, minotaurs, wolf-heads, dog-people), humanoids who display characteristics of multiple monsters
or animals (myreauthogue, mauristatia, mongrelmen), humanoids that look like humans but with abnormal features (snitch-men, filchers, ogres) or creatures which are sapient
but clearly unrelated to humans in any other regard (zutt, mercanes). Many of these folk have always existed, but since the Great Cataclysm their numbers and varieties
have exploded. Many are hostile to humans, but it should be remembered that the majority are not "evil". Nonetheless, many humans have a policy of "kill on sight". In most human societies, they are received as second-class citizens or worse.
MONSTER
Monster is an all-inclusive term for unintelligent creatures who display composites of animals attributes (frog-dogs, cave-lice, serpi), have magical abilities (cave-anglers, gem-spiders), or otherwise
show drastic deviation from pre-Cataclysmic animal norms (chop-hawks, lowders, kraw, Pelgrane). They are generally hungry, predatory and unafraid of humans.
Monsters have always existed, but never in such great numbers or so many differing forms as now.
ANIMAL
Animals are unintelligent creatures who existed before the Great Cataclysm and continue to do so in a largely unchanged state. Some animals such as Kossic Hounds
and Carnivorous Goats could debatably be classified as monsters, but since they are largely domesticated, people consider them animals.
The primary difference between a "Monster" and an "Animal" is that an animal responds according to basic needs and stimuli - hunger, fear, discomfort, desire to mate, etc
Monsters, on the other hand, behave according to laws which are largely foreign to humans and "normal" animals. they may assume a hostile attitude without any logical provocation, behave in a manner which seems irrational, or seemingly defy presumed laws of physics and physiology. they are often belligerent
BLEED-THROUGHs (also known as Ghosts, Demons, Dimensional Flotsam, Undead) are inhabitants or elements of the Other World (sometimes called Underworld, Spirit World, Afterlife, or Anti-Space) which
manifest themselves in the material world. These manifestations take innumerable forms. All are inimical to life and to the substance of existence in general. They are generally uncontrollable and
unfathomable.
DEAR MYSTERY +1'er
Thank you for +1'ing all of my recent posts.
it is terrible to admit but i think everybody is enamored of positive reinforcement. i like to think that i would continue to post my incognizant dungeon-farts even if nobody read them and even (especially) if everybody hated them but it is cool and affirming when people are supportive and engaged (engaged is the best of all). and feedback is more important than disfavor. so thank ya! you beautiful, basement-dwelling bastards
my love for you people is like a whale that compulsively swallows krill
anyway throw ideas at my face. i love that shit
it is terrible to admit but i think everybody is enamored of positive reinforcement. i like to think that i would continue to post my incognizant dungeon-farts even if nobody read them and even (especially) if everybody hated them but it is cool and affirming when people are supportive and engaged (engaged is the best of all). and feedback is more important than disfavor. so thank ya! you beautiful, basement-dwelling bastards
my love for you people is like a whale that compulsively swallows krill
anyway throw ideas at my face. i love that shit
Tuesday, March 26, 2013
INCANTATIONS
INCANTATIONS require no special stats and can be cast while wearing armor. anybody can learn them and there's no limit on how many you can know.
They take a variable amount of time to cast but usually are too slow to use in combat.
The only restriction is, you have to find somebody to teach you them. Usually, it costs about 100 Moons to learn an incantation. rarer/more powerful ones cost more (as much as 10,000 Moons)
THE ESSENTIALS - you will find it extremely difficult / impossible to survive without these
INCANTATION for a SAFE REST - very common, requires only a shelter. must be cast before nightfall
INCANTATION for SAFE TRAVEL - very common. prevents assault by monsters when on a road. ensure the spell's protection by offering at roadside shrines
(you'll see them - stone plinths covered in coins of all age and description). stealing from roadside shrines will forever banish this protection
THE OTHERS
INCANTATION to SAFEGUARD THE HEARTH - protects a newly-built house. expensive but common
INCANTATION of PEACEFUL REPOSE - passing-rare. protects corpses
INCANTATION of TRADE - known only to servants of the Laughing God. ensures a trade area is safe and allows comprehension of languages within that area. Duration depends on favor with the Laughing God
INCANTATION of COMPREHEND LANGUAGES - rare
INCANTATION to START A FIRE - passing-common. starts small fires, torches, campfires, etc
INCANTATION of MENDING
INCANTATION of DRYING
INCANTATION of WARMTH
INCANTATION to WARD OFF INSECTS
INCANTATION to CATCH A FISH
INCANTATION to AID in HUNTING ANIMALS
INCANTATION of QUICK COUNTING - very useful when you find a hoard of treasure
INCANTATION of ACCURATE MAPPING - almost essential for subterranean explorers
INCANTATION of the THUNDEROUS VOICE
INCANTATION to CREATE A SPECIAL BOND
INCANTATION to FIND A THIEF
INCANTATION to MAKE A FIGHTING STICK - a magic fighting stick might not be the ideal weapon but sometimes you don't have options
INCANTATION to BANISH A GHOST - expensive
INCANTATION to MAKE FOOD - expensive but worth it
INCANTATION to JUMP SAFELY
INCANTATION to FIND A CHEATER
SONGS of KOS
SONGS
these songs must be learnt individually. when a song is performed, it will produce one or more effects on the audience. effects are listed below. a talented musician will produce strong effects; a poor musician may produce opposite effects
the uplifting tune (common, simple) - generally hummed or whistled loudly by multiple people. bolsters morale. calms stress. makes work pass easily. defuses angry situations. makes people willing to work together. makes people willing to die for greater cause.
the remembering tune (uncommon, moderate difficulty)- sung quietly, sometimes accompanied by percussion. brings back memories of the past. these memories may be wistful or bitter.
Remember Krynn! (uncommon, difficult) - generally chanted loudly, often to musical accompaniment. fosters gung-ho attitude. reduces fear. inspires acts of heroism. popular with kings etc
lullaby (common, simple) - induces tranquil, healing sleep
Where is That Page? (rare, simple) - helps find lost pages in a book or manuscripts in a library. brings unbidden memories to mind and aids in lateral thinking. Helps find a lost object or search a location when hummed quietly. allows musician to automatically remember details learnt earlier in the campaign but which they may have forgotten
sing away the fear (uncommon, moderate difficulty) - the more people singing, the less any of them feel fear
harmony song (uncommon, difficult) - multi-part harmony grows stronger with all who sing it; coordinates efforts and aids in mental intuition between people
the 77 Work Songs of the Red Boatmen (uncommon, moderate difficulty) - sung and chanted loudly. makes work productive. helps endure tedium
the Mindless Marching Tune of the Legions (uncommon, simple) - makes the miles pass without effort
the Song for Fathers (common, moderate difficulty)- simple percussive rhythm. each person has their own song about their father. if you had a weak father or a poor relationship, this song will make you feel worse. if you had a strong father and a good relationship, it will inspire you to follow in his footsteps. people who knew one another's fathers can aid in constructing a single melodic harmony. very effective in strong communities
the Step of the Sun - very fast and difficult to sing; requires musical accompaniment for best effect. induces frenzied excitement, lust, and great zest for life. popular among common folk
the Challenge Song (uncommon, moderate difficult) - requires vigorous stomping or percussive backing. insults an enemy. creates anger in them. excites a crowd. bolsters oneself or a friend who is duelling. if you sing this song and lose the challenge, you will look doubly foolish.
the Sad Song; the One which is only a Reflection (rare, requires incomparable skill) - generally performed solo, before an attentive audience. this song inculcates incomparable melancholy in a willing listener. it hearkens them to all bereavements and those things which are irreconcilable with daily life. perhaps the greatest song of the hideous age of Ruined Kos. anybody with the slightest melancholy of soul will be profoundly moved
Wednesday, March 20, 2013
MERCENARIES of KOS
I want some Mercenaries!
1. Youths
2. Footlings
3. Weapon-Bearers
4. Minion (useful)
5. Minion (useless)
6. Mercenary
Youths have average stats in every regard and carry only a sack and a cudgel or club. some might also have slings. They have little
practical advice, no experience, but are eager to prove themselves and usually follow orders.
Footlings are desperate farmers, outlaws, bored hunters, etc. They usually possess traveling garb and some form of common weapon -
a pitchfork, a self-bow, a heavy club, dagger, etc. They are otherwise no better than Youths, and have less morale
Weapon-Bearers are militia-men, former soldiers, warriors-in-training, etc. They gain +1 attack and +1 init. They are equipped
with one or two war-weapons such as a spear and shield, a sword, a war-bow, etc. They may have battle-harness or thick garb.
They have some experience of combat, and may have useful tactical advice. Footlings and Youths
will listen to them.
Minions are somewhere between commoners and mercenaries.
from http://roll1d12.blogspot.com/
Surprisingly Helpful Hirelings
d12
1. Darx the fletcher: constantly making new & improved arrows out of found materials
2. Munn the torchbearer/unemployed cartographer
3. Man-at-arms Zim: trained under famous chef (killed by Zim in an unfortunate incident), capable of making rations into a memorable dining experience
4. Wahu the wary: detects traps/secret doors with latent psychic powers
5. Keen-eyed Kruun: more likely than average to spot objects of value
6. Brill the bat-whisperer
7. Switt the suddenly self-sacrificing: will fling self between master and incoming dangers
8. Moogumbo the spear carrier: generous with hand-crafted juju bags of protection
9. Frix the fleet-footed: an exceptionally fast sprinter
10. Corgo the cognizant: able to remember important detail forgotten by adventurers
11. Cosmopolitan Cruin: knows one language unknown to adventurers
12. Man-at-arms Flang: never leaves home w/out at least three doses of his mother's mystical tonic of healing
Useless Hirelings
d12
1. Panic Attack Jack: tunic, sword, 2 in 6 chance of freak out in combat
2. Huroo the mentally deficient yet totally bold and confident torchbearer: loincloth, torches
3. Thuy the Crafty: threadbare toga, boasts of melee skills but requires armament(s), runs off immediately with whatever he is given
4. Typhoid Tujam: hospital gown, dagger, 1 in 6 chance of dying per turn
5. Cleem of the Pukarat people: two-handed sword, breechclout, a barbarian so ferociously savage and given to violence as to be a constant liability
6. Jurusan the Tremulous: leather cuirass, short sword, 3 in 6 chance of dropping his weapon each round in combat
7. Yukant the treasure-hauler: farm hand outfit, pitch fork, mule, provides continuous stream of arguments against everything he's asked to do and every possible course of action
8. Lin Fin the torchbearer/extremely patient doppelganger: wide-brimmed hat, tunic, poisoned dagger
9. Bad Shot Yot: Leather armor, short bow, full quiver, 2 in 6 chance of targeting party member in combat
10. Famished Frajor: sword, shield, leather, eats rations immediately, persistently asks everyone for theirs, wails piteously if denied
11. Brang the despondent barbarian: fur shorts, battle axe, clan wiped out before his eyes as a child, now seeks suicide-by-dungeon at the earliest opportunity
12. Chulanthes the turncoat guide: in cahoots with nearby dungeon personality to deliver party into ambush
Mercenaries are full-fledged brothers of the Mercenary guild, with unique armaments and combat abilities. Many of them operate in companies or
war-bands, with their own rules and methods. Each Mercenary has his own prices, agendas, and specialties. see forthcoming post about Mercenaries
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