Tuesday, December 25, 2018

Visions of Fassulia

Visual Summary of Fassulia

The following is a visual summary of Fassulia, a land where my players are heading. You should listen to this in another tab as you scroll down.































A Set of Unified Wilderness Travel Procedures

Wilderness Travel Process:

1. Players are given current weather, date, and information about current hex 1 and daylight left 2
2. Players declare travel intent (We head northwards through the forests)
3. Hex Weight 3 is calculated from conditions, terrain of current hex, and party actions
4. Hex Weight is subtracted from party's Travel Pool 4
5. Player with highest Journey skill is checked against (in secret) if failed see 5a
5a. Roll for Wilderness Complication 5
6. Wilderness Anecdote 6 is rolled for if an encounter see 6a
6a. Wilderness Encounter 7 is rolled for
7. Players are moved into destination hex and are given information about the current hex and daylight left
8. Players make take other actions within a hex 8


Rather than having a unique mechanic for weather, I simply substitute weather as an encounterable monster, which generally fits in with the folklore of many cultures viewing the weather as an entity itself. The reaction table below determines if the weather is gonna be pleasant or hostile.

So the distribution is 2-5 as poor, 6-8 as neutral, and 9-12 as fair. It's pretty simple to assign different effects on the weather. I've also added the categories of bad and terrible for the effects of rolling multiple poor reactions in a row, rolling poor weather while in poor weather resulting in bad weather and rolling poor weather while in bad weather resulting in terrible weather. For bad and terrible weather treat further reaction rolls of neutral and fair reactions as a reset into neutral weather. Every time you roll for the weather also roll a 1d6, the value of that die determines how long the current weather situation lasts.

SummerCloudyHotDroughtFlash Fires
Spring/AutumnCoolRain StormsFlash Floods

Weather Mechanical Effects Table
for those traveling outside or in wilderness without shelter
Fair+1 to Wilderness Traveling Skill
Poor-1 to Wilderness Traveling SkillIncrease hex weight by 0.5
Bad-2 to Wilderness Traveling SkillIncrease hex weight by 1.0
Terrible-3 to Wilderness Traveling SkillIncrease hex weight by 1.5
HotUnless you have water supplies
Save or take 1d4 damage from the Heat* 
DroughtAs Hot, but 2 water rations needed per day
Flash FireAs Drought and a 1 in 6 chance of  Flash Fire
Flash Fire: all must save or 3d10 damage
RainUnless you have cold weather clothing 
Save or take 1d4 damage from the Cold* 
StormsAs rain and 1 in 10 chance of Lightning: 
Lightningrandom member must Save or 3d10 damage
Flash Floods
As Storms and 1 in 6 chance of Flash Flooding. 
Flash FloodingSave or swept away and begin drowning
SnowUnless you have cold weather clothing
Save or take 1d6 damage from the Cold* 
HailAs Snow and Save or take 1d6 damage from Cold
BlizzardAs Hail and 1 in 6 chance of Blizzard.
Blizzardthose outside take 4d10 damage save for half
*This damage cannot reduce a character below 1 HP


So the effects of weather changes based on the season and we have a way to track the days so why not simply combine the two into a calendar. Each season is composed of three months and each month is composed of 30 days. This gives us a year with 360 days, and is honestly good enough for me to use in game as a referee. Many cultures used lunar calendars and it is a useful heuristic for making a gameable calendar. So in real life the moon changes from New Moon to Full Moon over 14 days. I'll use 13 days between the New Moon to Full Moon, 1 day of New Moon, and 3 days of Full Moon. You can start every month on the New Moon which causes days 15-17 to be the Full Moon. This gives us a 30 day cycle and three usable states of the moon the effects of which are detailed on the table below.

Moon StateEffect
FullMonsters get +2 HD and Undead treat each HD as having rolled an 8
NewComplete Darkness at Night 100% chance to be surprised
ChangingNo Effects

Information about current Hex

The following information is given to players while in a hex:
1. The terrain of the current hex
2. What terrain they can see in the cardinal directions
3. What hex contents they can see

You are all in the New Rind Timberlands: The trees here menace from numerous wild angles, each one primordial by its girth, and their limbs a tumult of bifurcated extensions. To the north are mountains, to the east and south is a large lake, and to the west are more of the New Rind Timberlands. You can see the town of New Rind from here as well as the Harpy's Road heading northwards.


There is enough daylight for an average man to cross 3 hexes across plains in daylight. As there is extra light in summer which grants an additional hex to cross, there is more night in winter which grants one less hex to cross.

Daylight is dependent on the season
4 hexes Summer
3 hexes Spring/Fall
2 hexes Winter

Pressing on in darkness:

If a hex is traveled in under darkness it requires a Journey (wilderness travel skill) roll on a 1d12 instead of 1d6. Further encounters are rolled for twice and each character who doesn't burn a torch counts as surprised in an encounter.

This information would be given qualitatively instead to of quantitatively to the players.

The sun is setting in the sky, night will fall soon. If you don't make camp soon you will end up traveling under darkness.

Hex Weight

Hexes of different terrains have a different weight to cross them.

Terrain of Hexes Crossed:
Plains counts as 1.0 Hex
Hills/Forests/Lakes counts as 1.5 Hexes
Swamps counts as 2.0 hexes
Mountains counts as 2.5 hexes

Certain conditions may also alter the weight of a hex

Traveling conditions alter conditions:
Traveling on horseback: Decrease hex weight by 0.5 to a minimum of 0.5
Hex has a road: Decrease hex weight by 1.0 to a minimum of 0.5
Traveling during Poor Weather: Increase hex weight by 0.5
Traveling during Bad Weather: Increase hex weight by 1.0
Traveling during Terrible Weather:  Increase hex weight by 1.5
Hunting while traveling: Increase hex weight by 2
Searching a hex while traveling: Increase hex weight by 2

Travel Pool

As previously mentioned an average man can cross 3 hexes of plains a day. This number can be referred to as his Travel Pool and be subtracted from as he crosses hexes which are not plains.

It is summer so the man has a Travel Pool of 4. He chooses to travel along a road through hills while also hunting. 1.5 - 0.5 + 2.0 = 3.0. Upon doing so he would have a Travel Pool of 1 left, and if he choose to simply travel without hunting he would be able to cross another hills hex before night falls.

Wilderness Complications

Character Skill

The other part of wilderness travel is how well a character can navigate the wilds. As far as I know only LotFP has a dedicated skill (Bushcraft) for determining how well characters travel through the wilderness (if this an incorrect way of using this skill let me know). In my games characters have a 1 in 6 skill which they can improve for traveling through the wilderness. If characters are successful in their travel attempt, nothing happens. Otherwise consult the table below.

Wilderness Complication Table
1 Stalked - Wilderness Encounter strikes in 1d4 nights or at sign of advantage
2Dire Circumstance - Next Wilderness Encounter roll is at a +6
3 Misdirection 1 in 6 chance of being lost, 2 in 6 for Swamps
4Incelement Weather - Weather worsens by 1 category
5Menacing Landscape - Next encounter occurs in Compromising terrain
6Miasma - Save or Disease

Wilderness Anecdote

For each hex traveled through a wilderness anecdote occurs.

Wilderness Anecdote Table
1Find a Lair of something
2Find a Spoor of something
3Find Tracks from something
4Find Traces 1 of something
5Find Traces 2 of something
6Find Monster encounter

Further while traveling through the wilderness, characters may take actions on their journey (such as searching a hex or hunting) each such attempt or traveling through a hex with a lair within it incurs an additional roll of the Wilderness Anecdote Table. 

Wilderness Encounter

So in a dungeon, a wandering monster check is resolved rather elegantly in regards to location. However, in most wilderness expeditions there is a great deal of locational abstraction in regards to how far the players travel. In order to not adjudicate every monster from attacking them in their sleep, the following procedures generate a more varied and randomized placement of wilderness monster encounters. There are present rules for Surprise and Reaction rolls so there is not a further need to describe them here.

Wilderness Monster Encounter Location Table

1As you sleep in a camp
2As you rest in a camp
3As you rest for a moment on the trail
4While you're moving through the wilderness
5While you're moving through harsh terrain
6While you're moving through compromising terrain

This roll should be done in conjunction with the surprise, reaction, and distance roll. Each terrain gives a different effect and this should make the wilderness more memorable if not more horrible.

Distance of Harsh or Compromising Terrain:

Harsh: Safe terrain 1d6*10 feet away
Compromising: Safe terrain 2d6*10 feet away

Harsh Terrain Effects Table

PlainsTall foliage hides holes in the ground, 1 in 6 chance of falling prone if you move
Hills Loose dust is kicked up by the wind here, characters not using a hand to cover their faces must roll under their constitution or start hacking for 1d4 rounds with a -2 to hit and armor
ForestDense foliage 1 in 10 chance of taking an additional 1d4 damage from a damaging attack
Waters (Fresh)Your back is to waters 1d4*10 feet below you with nowhere to turn
Waters (Sea)As waves crash against the boat rocking it mercilessly 1 in 10 chance of save vs falling into the sea every time you move
SwampsMire up to your knees, Movement is at two thirds speed and your armor is at -2
Mountains Perniciously near a precipice with a 1d6+3*10' deep drop

Compromising Terrain Effects Table

The horizon stretches far and wide here, if fleeing a monster. The monster rolls morale twice and takes the higher in continuing to pursue.
Crumbling stones menace below your feet, must roll under movement or slide 2d4*10' away from your companions
Forest Vicious Foliage 1 in 6 chance of taking an additional 1d6 damage from attack
Waters (Fresh)Your back is to waters and large stones 2d4*10 feet below you with nowhere to turn
Waters (Sea)Massive waves crash against the boat rocking it mercilessly 1 in 6 chance of save vs falling into the sea every time you move
SwampsMire up to your chest, Movement is at one third speed and your armor is at -4
MountainsUpon a minuscule ledge if you take damage you must roll under third dexterity or fall down 2d8*10 feet

Weather effects on Encountering Monsters in the Wilderness

DroughtAll participants takes 1 point of damage* at the end of every round of combat
Flash-Fire All participants takes 1d4 points of damage* at the end of every round of combat
Storms Missile fire occurs with a -2 penalty
Flash FloodsAs Storms and 1 in 20 chance of lightning strike at the end of  every round of combat
Hail Missile fire occurs with a -2 penalty
BlizzardAs hail and visibility limited to 30'
*This damage cannot reduce a character below 1 HP

Actions within the wilderness

A character may attempt to roll under half of their wisdom in order to Hunt, Forage, or find Herbs, this takes as much time as
Hunting costs 1d4 arrows and gives 1d4 rations if successful.
Foraging gives 1d3 rations if successful.
Herbalism gives a single beneficial herb which can act as medicine if successful.

A character may roll under half of their wisdom in order to search the hex for anything.

A character may roll under their wisdom in order to search the hex to find the location of something they are aware like a dungeon or another hidden hex feature.

Each of these actions incurs another wilderness anecdote roll and takes up as much time as traveling through a hex with a  Hex Weight of 2.0.


In real life, animals are hunted for their materials. Certain creatures are eaten while others are turned into usable materials. Below are simple abstractions for the usage of monsters once they are hunted.

Usable Corpses:

If a monster is brought down to 0 hp, then there is a 1 in 6 it took excess trauma and it's corpse is unusuable. Any attacks which deal over 10 points of damage or poisons, fires, magics, and similar awful effects increase the chance of a corpses being unusable by 1 in 6.

Eating Monsters:

Certain monsters with a magical or truly awful nature cannot be turned into consumable rations. If the monster has poison or inflicts disease, then it cannot be turned into field rations. Otherwise a monster slain can be turned into a number of field rations equal to it's HD. Thus a Giant Elk which has 4 HD can be turned into 4 field rations. Field rations last for only two days.

If one has access to salt, fire, and tools one can turn a monster corpse into regular rations. This process takes a number of hours equal to the HD of the monster and grants a number of rations equal to its HD squared. Thus the Giant Elk could be turned into 16 rations. Monsters that have poison have a 1 in 6 chance of each ration being safe to eat.

Valuable Parts:

A quick measure of how much one can fetch for the valueable parts of a monster can be determined by the table below. Any monster can be rolled on the Corpse Value Table to determine how much it's parts can be sold for.

Corpse Value Table 1d6

1-3Worth HD^2 * 3 Silver
4-5Worth HD^2 * 6 Silver
6Worth HD^2 * 9 Silver

Each time a is monster encountered the corpse value should be rolled for only once on the table, unless one such monster is encountered with more HP than 5 * the number of HD it possesses. This would represent an especially magnificent specimen of higher value, resulting in an increase of the multiplied silver value by 3. In the case of the Giant Elk previously described above for eating rations, assuming it was rolled to have a corpse value of (4)^2 * 6 = 96 silver, one having more than 20 HP would have a magnificent crown of horns which would be worth 144 silver.

Venoms Sacs/Special Organs:

Monsters which deal poison can have their venom sacs or other special organs harvested in order to make doses of that poison. Such an organ harvested contains a number of doses of poison equal to the HD of the monster. The value of selling such poison can be reflected as costing half of the corpse value.

Wednesday, October 3, 2018

Rind Timberlands

Be careful in the woods north of New Rind. Stay to the roads. 

The trees here menace from numerous wild angles, each one primordial by its girth, and their limbs a tumult of bifurcated extensions.
Hex M19

Numerous trees are blackened here bearing the signs of repeated thunder-strikes.

There was once a roadside inn which operated here. Now it is a ruined place filled with signs of violence. Blood stains the wooden floors and corpses remain.

In a nearby grove stands the entrance to the burial complex of an dead king, filled with traps against intruders. There are two entrances into the complex. One is a broken roof into a hall of statues where a tribe of man-eating ghouls, each with a distended maw like that of a crocodile (the same who ruined the Inn) maintain a mockery of the king's culture. The other is an entrance which has numerous false and trapped passages. The burial chamber of the king himself was actually a prison which is now empty, but is still full of treasure. The king walks again as the king of the ghouls, two burning flames where his eyes were, with the ability to mutate those he touches into bestial creatures with a maw of massive teeth which opens from their throat to their stomach. The king fears thunderclaps and will hide back inside his coffin inside the prison during thunderstorms.
Hex M21

The forest here is marred by signs of violence and vengeance. Something here has ripped trees from the earth and thrown them elsewhere, gaping wounds where roots once grew mar the terrain. Where there is an absence of ruined forest, walls of thorns and nettles menace from all sides. The only structure remaining here is a rotted house overgrown by nettles. Characters who travel through this hex must roll twice for monster encounters and are unable to naturally gain hp while in this hex.
Hex M23

Many travelers make camp here, The remains of a fire and depressions in the earth mark this clearing as a common resting place.

Here is the deeper and darker portion of the woods where many runes repeat through the bark of the trees. The sky is absent and here and the vegetation incredibly thick. A Leshiy "That Which Thickens Bark" makes this portion of the forest it's domain maintaining numerous growths of rare lilac flowers. Those who study the runes etched on the trees here can learn the spells [Flame Giant's Boon] and [Command] and this process requires 20-intelligence score days per spell. "That Which Thickens Bark" may cast these spells freely as if rolling 3 magic dice.

The lilac flowers here can be made into the ingredients for luxurious dye. For 300 silver and  4 weeks of labor by at least 4 laborers (lower numbers of laborers increase the number of weeks needed) one could establish weekly profit of 2d4*25 silver from an enterprise which would require a minimum 10 laborers + 1 foreman.
Hex M25

While the underbrush is incredibly thick and overgrown, there is a house atop of a tree where a lone hermit, who possesses the power of prophecy and resides in solitude.

A stream emerges uphill from a massive cave system below the ground. Within the cave system is a tribe of devolved atavistic humans now more bestial than mannish and forgotten by those who live in these woods. They worship the demi-humans who used to live here. The deeper one enters, the more one finds urns of flame burning bright and illuminating the caves. Many of the tunnels are trapped and collapse behind those enter, forcing them to travel deeper into the cave system. Inside the cave system is a city which has seemingly sunk into the earth from above.

Characters who travel through this hex and have a wilderness encounter have their chance of surprise tripled.
Hex N26

Amid the trees here, there is farmland now fallow and full of cobwebs. It may make suitable shelter but would not keep out the rain. Thorns and low hanging branches menace from all sides here, as if trying to tear at those who wander.

A vast and towering mushroom stands above the trees here, a series of many spore-mounds and wide caps rising above the ground as tall as a castle tower. The fungal ridges allow one to climb into the structure 20' off the ground. Inside is entry into a fungal complex below the ground. Numerous magics still remain to force the structure to remain standing. Illusions of ancient men in armor spun from glass haunt this place, turning into a spore could if attacked. At the bottom is a large horde of silver and brass armor as well as a stone throne. There is a 2 in 6 chance that each of the spore-cloud illusions is actually a mummified warrior wandering the place guarding it.

Characters who travel through this hex and have a wilderness encounter have a 1 in 6 chance of taking an additional 1d6 damage from any damaging attack due to the thorns and branches.
Hex N24

A look-out tower rises over the glen here. A few wooden poles form a semblance of a fence around it. A few canvas tents stand here and a small fire smokes. Horses are hitched to a nearby tree and a few men talk amongst themselves here. This is Boar-hunt Glen. The site where nobles hunt boars in the woods in the summer.

A wide fissure here can be seen from a distance entering deep into the bowels of the earth. It has broken to the sealed tomb of an ancient king. There is a petrified tree above the tomb and within it the head of a vast iron axe can be seen.

The axe can be pulled out of the petrified tree if the character pulling at it can roll 2 d20's and both are lower than their charisma score. The Axe deals 2d6 damage and needs to be wielded in both hands. Once it is used to slay a living being, the spirit of the axe emerges and grants an additional +2 to hit and damage as it possesses the wielder for the duration of the combat. This possession has a 1 in 6 chance to occur during any combat and prevents the wielder from retreating from combat.

Here the North Harpy Road to Skyferla runs Northeast to Hex O25 and to the 3 Toad Hot-springs it runs southeast to Hex O23
Hex N22

The forest here is thick with the sound of predators. high past the tree cover tremendous vines each as thick as a man spiral upwards elevating a series of stones as large as a house above the trees. Beneath the tower of vines and stones is a vast clearing. During the full moon two Leshiy's "That Which Dyes Blood Red" and "That Soaks Blood Into Soil" emerge from the trees nearby and watch as creatures flock and fight to the death, their spilled blood staining the earth a permanent red. If characters happen to be here during the full moon "That Which Dyes Blood Red" will ask if they wish to fight on it's behalf. If they agree treat it as if three wilderness encounters occurred at once. If they are victorius in combat, "That Which Dyes Blood Red" will bless them by anointing them with the blood and viscera of their foes granting them a permanent +3 on reaction rolls from animals.

There are two massive earthen mounds forming a triangle with the tower of vines and stones. These are the dwelling places of the Two Leshiy and are sites where one could commune with one.
Hex N20

Past the three bridges leading into the Town of New Rind, are numerous spiked pits from previous wars. Those who leave the path into the woods have a 2 in 6 chance of falling into an old 15' pit full of wooden stakes and taking 2d6 damage. Further there is a 1 in 6 chance that the pit is the largest one which is actually 30' and contains numerous corpses of an ancient war and from them 15 Ghosts arrise and clamor for vengeance.

Beneath the three bridges leading to the town of New Rind, there is a deep valley. At the base, a flower here blooms only under the full moon, if eaten it cures any ailment.

Beneath the Arena of New Rind, there is a sealed stone door. Past it is a massive winding stair ending in a massive darkened pit. Within the pit is one of the last giants who will sell you answers to your questions in exchange for the sacrifice of any noble-born person into the pit.

Here the South Harpy Road to the 3 Toad Hot-springs runs northeast to Hex O21
Hex N18

Numerous low stone walls spread outwards from a small hill. crude sigils repeat around the hill and dwelling within the stonework are 25 Goblin Shadows and 7 Stilt Walkers.

There is the remnants of a stone tower atop the hill and below it is a deep pit. Those that descend downwards into the tower's depths find a enormous but blind serpent. He offers to seel the secret of raising the dead in exchange for a figures sanity. One is able to further continue down the stairs past the serpent's head and find a single black one-way passage. Those who enter through the passage way find themselves in the domain of the dead. A vast petrified forest where there is no sun, but only twilight and mist. Those who have died in the forest can be found wandering here.
Hex O25

There is the Dungeon of Nemir's Tomb here.

Aside from the single path meandering through the trees, the underbrush is incredibly thick and those who wander must go slowly to avoid tripping over roots or brambles.

Further away from the path is a re-opened dirt grave surrounded by the three corpses of grave-robbers all seemingly drained of fluid. Inside the grave were 7 wights which now stalk through out the area.

Here the North Harpy Road to Skyferla runs southeast to hex P24 and to the 3 Toad Hot-springs it runs southwest to Hex N24
Hex O23

Numerous trees here bear tusk marks at their roots. A herd of 10 Boars meanders throughout the undergrowth.

Past the trees is a ruined church of a broken roof and shattered walls. Within the church basement is a 10 HD undead with only 10 hp bound in chains and surrounded by 10 silver idols of saints. Those who meet the undead's gaze must save or become possessed, the entity can only control one being at a time. Those possessed are told to break the chains so the creature can leave. If spoken to and asked to remove the Idols, it will enthusiastically scream yes! Once out of the presence of the idols, the creature's hp is re-rolled as if encountered and is able to compel creatures to throw themselves on their swords.

Here the North Harpy Road to Skyferla runs Northwest to hex N24 and to the 3 Toad Hot-springs it runs southeast to Hex P22
Hex O21

This segment of the forest is marked by small yellow mushrooms and increasingly congesting spider webs. Those that venture further into the woods may find numerous corpses trapped in spider webs hanging down from trees. Spider webs the size of horses repeat among the trees here, thickening where they completely cover the ruins of a village. The village spreads out from a depression in the woods, where an abandoned mine is hidden by foliage and walls of spider silk. The mine is fulled with massive cobwebs and from this mine 14 man-eating spiders, each able to speak as if men, emerge to hunt. If one investigates the mine, past the numerous cables and gears mobilizing the exit of earth upwards and stone statues of men, one may a dozen opals, each the size of a fist, arranged in a helix by webbing. Here a massive 6HD man-eating spider is worshiped by the other, upon one of it's mandibles it wears a ring which casts [Stone to Flesh]. It has 2 magic dice for purposes of casting. The ring allows the wearer to cast [Stone to Flesh] as a scroll, but the magic dice gained from the ring returns on rolls of 1-3.

Here the South Harpy Road to New Rind runs southwest to hex N20 and to the 3 Toad Hot-springs it runs southeast to Hex P20

Here the Helm River runs south to Hex 019 from Hex P22
Hex O19

Amid the trees here is a ruined village. Within the village are a few erected tents where 20 bandits make their base. They patrol the woods here, trying to rob those who pass by. There is one house in the village which they have found up by chains and nailed boards to, as if to prevent entry. If the house is entered the character with the lowest constitution, begins to hear whispers in their ears urging them to jump into a nearby pit within the center of that house. The pit is 50' deep and the character takes damage as they would from falling. If the character survives they find a skeleton bearing a sword and a sack of 58 golden coins, each worth 10 silver and each bears an awful grimace.

Here the Helm River runs southeast from Hex O21 to Hex P18
Hex P24

Preceding the village of Skyfrela, numerous trees have been cut down creating a wide berth between the trees and the wooden fence around town.

Deep in the forest is a a looming phosphorescent fungal growth larger than most houses which dwarves the surrounding foliage and trees. Inside is the Tribe of Fungal-Fellows. Men clad in clay masks in gray woolen cloaks who are known throughout the land as proficient assassins. These are demihumans who are actually mushrooms hidden beneath the robes who can split themselves into copies. Entry into their domain is limited by a single pass which is manned by three such masked figures.

Following numerous claw marks on trees is a wide pit from which rancid stench emerges. within dwell 7 Korvkulaks.

Here the North Harpy Road to the 3 Toad Hot-springs runs northwest to Hex O25


[Blood to Stone/Stone to Blood]
R:10' T:being  D: instant
Target must save or turns to stone. If [dice] is less than HD of target, the process takes 1 turn and the target gets an additional save attempt.
The reverse of this spell cures petrification of [dice] HD of creatures or may be used to turn unworked stone into blood.

[Flame Giant's Boon]
R:touch T:being  D: [sum] turns
Target's flesh receives no damage from sources of flame or heat

R:30' T:being  D: Instantaneous
Target must save or attempt to comply with a [dice] word command for their next round. If sum is 12 or greater no save allowed

Town of New Rind:

Vast towers of stone rise above wooden buildings each bearing a different banner. A thin rampart of stone surrounds the towns and various men clad in armor walk weapons upon their back. A vast arena filled by wooden seats is adjacent to the road flowing into town

Notable Features
What was once a large castle is now know as the Academy of Knighthood where many a sons of nobility are sent to learn the finer arts of chivalry. While the majority of those granted titles of nobility follow these traditions the older generations of men who earned titles of nobility did so by valor in combat. A contingent of them still linger in town decrying "polite warfare waged by a man clad in steel upon the back of a horse" and advocate a return to the time where "slaughter wrought by a man naked save for the blood splattered across his brow was a measure of his worth".  A vast Cathedral named after the Angelic Winged Mirage ushers benedictions to those who pass through.

The arena outside of town hosts jousting and melee tournaments every first of the month, many squires and many passing knights seek to earn valor and fame there. Crippling alcoholism grips the town and many of the men passed out drunk in alleys are in fact prolific combatants regardless of age.

Unique Purchase
Edict of Chivalry - This is essentially an insurance policy purchased from the Academy of Knighthood offering a ransom to those who would instead kill you. Costs any amount of silver and offers ten times that in ransom to those who hold your prisoner and takes up 1 inventory slot.
Journal of Aged Berserker - Reading this memoir takes a month and offers advice on how to slay your foes. After reading it make an Attack Roll and if it would miss then you gain a permanent +1 to your attack score. Costs 250 silver, takes up 1 inventory slot, and is easily ruined.

Powerful Figures in New Rind-
1 - Kruvar, Jarl of New Rind. Has widespread contacts throughout the Kingdom of Hringepi. Wishes to again wage was as in the past and is restless for action instead of overseeing his land.

2 - Adsen, Minor Jarl of New Rind, Commissar of the Academy of Knighthood, has dozens of knights loyal to his aim, Fanatic in raising martial might using modern technology and weapons within New Rind instead of the brute warfare of the past age. Beset with this goal and will not cease. Wishes to turn town to teetotalism.

3 - Olav, Owner of six of the largest wineries in New Rind, has network of people watching and waiting recording information for him. Seeks to maintain liquor flowing in the streets and wealth into his pockets.

Village of Skyfrela:

A wedding occurs in a few days, woman to be married has many suitors who seek to ruin it (1d4+2 Stats as Bandits). Further, men from New Rind seek to press youth here to join the Academy of Knighthood.

Powerful Figures in Skyferla-
Mikhael, the village elder.

Wednesday, August 29, 2018

Why Stabbing Random Townsfolk Has Less Repercussions Than You Think! On Justice In The Iron/Viking/Medieval Age

I don't know who made this

In modern society, you can commit a criminal action if you break a law set out by the state forbidding certain actions. This would be like tax fraud, possessing drugs, or murder. In the iron/viking/medieval age things were different as criminal law wasn't as well developed.

So we have mainly two types of law in our society. Tort and Criminal. Tort refers to actions which harm someone or deprive them of something. Criminal refers to actions which harm the state or deprive them of something. Many crimes one can commit are both. For example if you murder someone you both deprive them of life and also break the law of the state.

In the iron/viking/medieval age instead of a state or society you instead had a king or ruler and there was much less overlap between the two. So if you killed a random peasant you wouldn't necessarily harm the king but you would greatly harm their family. So the family would likely take revenge but the king would likely not take an action. Instead of the king's men investigating the murder, the family would take actions against you either in the form of more murder or payment.

So for people during the iron/viking/medieval age it’s essentially just paying damages to someone else or the king or you specifically do something banned by the king. It’s up to you and your clan to atone for actions or damages made by you.

Here is a collection of the actions which would carry repercussions in the iron/viking/medieval age and how they would be solved:

Crimes vs Man

Murder - Pay a weregild (man price) if their family doesn't try to kill you vengeance. Sometimes you'd also have to pay to the king as well.

Injury/Assault - So accidental injury wasn't a thing outside of Rome (I think), so you would have to pay a fine to the family or individual you harmed which would be proportional to the damage.

Larceny - You would have to either give the item back and may be assaulted from who you stole or pay a fine for what was stolen.

Crimes vs The King

Murder of a king's man - There is a much higher price here than a normal weregild. I'm sure he could also kill you for this but I don't know the specifics.

Crimes against the community - This is like arson, livestock mutilation, or disturbing the peace. Technically this is all the king's property and you're injuring him/stealing from him.

Forbidden action - If the king forbids something and you do it it won't end well.

On Crime Prevention

So a iron/viking/medieval age settlement wouldn't have police who would seek out crime and prevent it and solve it. You would have people who would patrol the town in order to keep order but it wouldn't be to prevent crime. If they came across a murdered body they wouldn't necessarily investigate but instead would maybe clean it out of the way. Further if someone had wronged you it was up to you to fix that wrong. You might petition your king for help but who knows what happen there? If someone stole from you you could possible get a thief-taker to track them down or you could possibly get someone to help your family gain vengeance. But most wealthy people would have guards walk the streets with them for protection instead of trusting the policing force to protect them.

Further if accused of a crime there wasn't much recourse for what you could do. In some soceities you simply needed witness to dispute it, in others you could try to have an ordeal to prove your innocence but the king would never have to prove your guilt. He's the king.

Other Stuff

So you have to pay taxes and may have to become part of an irregular militia in times of war. Certain things may be taxed more as well, but generally you pay with items not with wealth, like a baker may pay tax with bread instead of coin. Foreigners had less legal safety, but their hosts could grant them protection or an extension of their family. Also this could go for orphans or such as well.

Some places also have "outlawing" which is when legal protections don't apply to you anymore, but that does come later historically. However, a similar concept that someone could be killed like a dog with no repercussions wasn't unheard of.

Conclusion/In Practice

So in your games by altering such laws per kingdom you could add more verisimilitude or differentiate each area more. Further, the inclusion of the iron/viking/medieval age justice system could emphasize the nature of your setting.

Thursday, June 28, 2018

Abandoned Mines above the Caverns: Procedural Tiny Dungeon Generator 2

Below is a generator for some small dungeons which can be used to construct abandoned mines as well as cavern complexes. These will result in less treasure than most dungeons but can be the source of troglodytes which may spread out from their awful homes to menace the country side. These dungeons are created procedurally and can be rolled for as the party enters them. For the Caverns, you fill the cavern table with monsters, and then roll for room contents.

Abandoned Mineshaft Complex Generator

Mines Layout

Tunnels extending out from central hub room from which the mine complex is entered.
1-32 Tunnels of 1d6 Rooms
4-53 Tunnels of 1d6+1 Rooms +
 1 side path between two shortest tunnels
64 Tunnels of 1d6+2 Rooms +
1 side path between two longest tunnels +
1 side path between two shortest tunnels

Outermost room of the two longest tunnels will allow descent into random rooms of the caverns below

Mineshaft Room Contents 1d8 + 1d8 (Roll twice per room)

1The shaft here is supported by numerous wooden pillars.
2The ceiling buldges down from above, as if about to collapse inward.
3A wheelbarrow has been abandoned here, its wheel broken.
4A lantern lies broken here, now a cracked shell of glass.
5Three wodden pillars have fallen from the wall here, and now lie as rubble.
6From this wall ore was once taken, all that is left is a gaping orifice.
7 A deep hole has been dug here and a ladder leads down into it.
8The walls here is broken, its stoney flesh littering the floor.
1-3Unstable tunnel, rocks fall from ceiling for 1d8 damage
4-5Tunnel Collapses and exit into room covered by stone only passage further inwards, can be removed with 2d4 manhours of labor (assuming a roll of 4 three characters and a hireling could remove the stones in 1 hour and one character in 4 hours)
6-7Collapsing floor into random room of caverns below, fall deals 2d6 damage
8Blackdamp - Open flames snuff out while encased lanterns dim further there is a 1 in 6 chance of a damp requiring a save vs poison or unconciousness and death if they remain in that area
1-4Crazed Miner who has been trapped here some time ago 
(Stats as bandit with 2 HD and undead morale)
5-7Swarm of Bats 
(flees after taking 1 hp but is able to attack entire party at once for 1 hp)
8Monster from Caverns Below
1-31d10 nodules exposed of precious ore 
each worth 1d6*10 silver and requires 1d6 turns to remove all
4-61d6 nodules of exposed gems 
each worth 1d4*20 silver  and requires 1d6 turns to remove all
71d8 nodules of mined precious ore 
each worth 1d6*10 silver
81d4 mined gems 
each worth 1d4*20 silver

Wandering Monsters 1d8

1-4Crazed Miner
5-7Swarm of Bats
8Monster from Caverns Below

Caverns Below Generator

Rooms: 2d6+Number of Tunnels Above

Cavern Layout*

1-3Two linear rows of equal rooms connected to each other by
 sidepaths equal to number of tunnels above
4-5Two floors and two staircases that connect between them. 
Top has number equal to tunnels+1d6. 
Bottom has the other 1d6
6Many floors each has number of rooms 
equal to number of tunnels above
*To construct a Larger Cavern, simply fill the mineshaft columns above with cavern room contents

Cavern Room Contents 1d6 + 1d6 (Roll twice per room)

1A massive pool of water covers the majority of this cave.
2Numerous stalactites hang from the ceiling above.
3The roof of the cave hangs low limiting your ability to stand tall.
4The cave here is barely wide enough to walk through.
5Water falls from a ledge above.
6The cave winds about instead of being easily visible and understandable.
1 Lesser Inhabitants 1st roll
2 Lesser Inhabitants 2nd roll
3Lesser Inhabitants 3rd roll
4Greater Inhabitants 1st roll
5Greater Inhabitants 2nd roll
6Terrible Inhabitants
1-3Fossils embedded in the wall 
worth 1d8 * 50, each 100 silver corresponds to 1 encumbering item requires 1d8 turns to remove from wall
4-5 Exit out of the cavern
6Strange Protohuman Relic carved from pale stone 
worth 2d6*30 silver

Wandering Monsters* (1d4)

1Lesser Inhabitants 1st roll
2 Lesser Inhabitants 2nd roll
3Lesser Inhabitants 3rd roll
4Greater Inhabitants 1st roll

*Determination of Cavern Inhabitants

Lesser 1d8 

(Stastics unless specified as different are 1 HD, Armor as shield, 1d6 damage, movement as unencumberd man, average morale)
1 2d4 Armored Trilobytes crawling out of a stagant pool of water
(armor as chain and shield)
21d4 Giant Bats unfurling their wings from the cavern's roof 
(2 HD, low morale)
3 1d2 Cave-Fishers reeling themselves towards their filaments
(attack from range and if successful embeds filament strand within target)
41d6 Claw Shrimp floating up form the water below
(Two Claw Attacks for 1d6)
51d3 Giant Centipede spiraling downward from stalagtites
(Attacks with poison, high morale)
6Stone Mimic silently ambushing as it opens its eye 
(surprises on 5 in 6, and morale as undead)
71d2 Snapping Slamanders swimming out of some submerged hole
(On hit pulls target into water, dealing 1d6 every round)
81d4 Opilions converging along the walls
(Crawls on wall, if fails morale plays as dead)

Greater 1d6 

(Stastics unless specified as different are 3 HD, Armor as shield+leather, 1d8 damage, movement as unencumberd man, high morale)
1-3Double number of appearing Lesser inhabitants
4 1d2 Serpent Bats screeching and flapping their awful wings from above (Attacks ignore shields, Movement as double that of unencumbered man)
5 1d3 White Apes howling and  as they feast on the corpse of a 
(Roll again for monster) (No reaction roll are always hostile)
6 Scythe Trilobyte lunging a blade out of a pool of water 
(Armor as Plate + shield, 2d6/2d6 damage)

Terrible 1d4

1Double number of appearing Greater inhabitants
2Terror Mole bursting forth from the walls of the cavern
 (as Troll with burrowing speed equal to man in plate) 
3Banished Jotun thrashing and screaming out of chains and shackles
 (as Hill Giant but half movement)


The following can be applied separately or in tandem to make the caverns inhabitants more fantastic

Sentient Creepy Crawlies:
Each Lesser and Greater Inhabitant has a 1 in 6 chance of being sentient and being able to speak.

Cave-dwelling men dressed in creepy crawly skin:
Each Lesser Inhabitant has a 1 in 6 chance of a man dressed in leather/chitin (Stats as bandit + modifications of inhabitant) One Cavern room has secret entrance to small hamlet at bottom of cave.

Each Lesser Inhabitant has a 1 in 6 chance of being a demi-human race (Stats as lesser inhabitant with Double HD) One Cavern room has secret entrance to small village at bottom of cave.

Goal of Procedures

Procedural generation of mines and caverns beneath. Alot of inspiration was taken from the film The Descent and a mechanical incentive of "we have to go lower to escape" was emphasized. For this reason a treasure listed within the caverns is an exit from the dungeon which has a slightly greater than 12% chance of appearing within a room. With an average of 7 rooms within a cavern (not counting the additional rooms from the tunnel) this means that there is a 64% chance of the average caverns below having at least one exit out of the mines. There is a 9% chance of a mine shaft being collapsable which has a 2 in 6 chance (trap chance) of triggering per party member who travels through it. Assuming a party of 4 PC's and 2 hirelings there's a 91% chance of that party triggering a collapse of stone behind them which means they would have to either go deeper into the mine to search for a way out. Further each room has a 9% chance of being trapped to collapse downwards into the caverns. Assuming the previous party there is a 91% chance that one of them collapses downwards into the caverns and as there is a 64% chance of the caverns having a secondary exit there is only a 34% chance a party would have to travel upwards to exit the mines. The mines contents were weight towards being filled with traps rather than monsters and the caverns below infact are the opposite and have no traps. This was to create two states of the complex with the abandoned mines being desolate and the caverns teeming with life but both would still pose a threat to those who would explore.

The mines and caverns are further filled with treasure which is weighted to be produced as within the walls of the mine instead of on the floor. The intent here is to create reasons to return to the dungeon at a later date with hirelings and pickaxes to excavate it. The different value of gems and ores within a dungeon are randomized so that multiple dungeons could be created differently. Thus a referee could create a mine for iron or gold and have their contents feel different for the players. The creatures within the caverns (without modifications to make them more fantastic) are constructed to have a variety of different inhabitants which would change per cavern complex. This would allow multiple cavern complex to feel different from one another lest each cavern complex encountered would have the same trogodyte denizens. Lastly the stats of the denizens are arranged in such a way that the fantastic elements could be easily consturcted. For instance the cave folk who wear the chitin of trilobytes would be better armored and the demihuman centipede folk would be easily made rather than intricately written out.

Playtesting and Adjustments

I have run three sessions of exploring such abandoned mine sites. The only significant change from the initial draft was to reduce the amount of lethal blackdamp found in dungeons to facilitate movement downwards into the caves below. The players reactions to the valuable nodes of gem and ores as well as the fossils embedded in the walls of the dungeon was to fomulate plans to return and excavate them later instead of recovering them during the first dungeon expedition. The abandoned mines greatly reward cautious exploration and preperation beforehand as the danger of avoidable traps is much greater than that of monsters.