May 31, 2017

Feuerberg: Traveling the Mountain

The surface of Feuerberg is irregular, mostly sloped, but occasionally breaking into great cliffs and chasms that rise and plunge dramatically. While much of the base is able to be walked or scrambled up, albeit slowly, the top halves of Feuerberg and Himmelberg are open almost exclusively to those who can drag themselves up steep cliff-faces.

Climbing the world's largest mountains happens at the scale of overland travel. Rather than focusing on every ledge and chimney, travel is abstracted across a hex grid where the hexes have a diameter of 1km, and it takes approximately 1 hour to traverse a hex (mostly due to changes in vertical height and stopping to rest so the party isn't too exhausted to fight). Because of the reduced scale, instead of the full overland travel procedure, a cut-down version is used.

For each hex on the mountainside, the caller must make three choices.

1) Are they looking for paths, or are they pressing overland?

By spending an hour and rolling 6+ on 1d6 the party finds a path, which is generated in an ordinary way. PCs can follow the path, which requires them to follow it as it meanders, or they can depart from it and lose its benefits to travel in another direction.

2) Stealthy or. Straightforward

Traversing a hex stealthily increases the chance of getting lost. While traversing the hex, the caller rolls 1d6. On a result of 3-, the party is lost and they fail to exit the hex. While travelling a path, the party is lost only on a result of 1.

Traversing it in a straightforward way increases the chance of random encounters. While traversing the hex, the guard rolls for a random encounter. On a path, the party can reroll one of the d6s.

3) Safety or Speed

Traversing a hex safely increases the time it takes. It takes 1d6+1 hours to traverse a hex safely. On a path, it takes 1d4 hours.

Traversing a hex speedily increases the risk of an accident. Everyone makes a saving throw. On a failure, they either destroy one item in their possession or they take 3d6 points of damage (PC's choice). On a path, they get +4 to their saves.

Weather and specific terrain types can alter this further, making certain days and places particularly good for stealth, etc.

May 28, 2017

Into the Depths of Feuerberg

I'm going to be running a campaign in Feuerberg (the dragon volcano megadungeon) on Saturdays from 11am EST to 3pmish EST. If you're interested in joining, let me know.

Into the Depths Single Page Rules Summary
Into the Depths Character Sheet created by Beloch Shrike of Papers and Pencils
Into the Depths of Feuerberg (the setting guide)

The shops and gear are on the last two pages of the document, but I'm putting them up in this post so that people can refer to them more easily. Only new pieces of gear with mechanical effects have descriptions. If it says something like "4+" that means "on a result of 4 or higher when rolling 1d6".

(I'm probably going to write an entire post about the pocketwatch item and time-keeping in games at some point; and another about Grunewald's Almanac)

Vendors in Hoch
(Prices in silver unless otherwise noted)
Shops will buy rare, unusual and interesting items related to their wares.

The Dragon’s Claw – run by Gunther Kant

Small Barrel of Corned Gunpowder – Explodes for 3d6 damage in 5m diameter (gold)
Dagger (small)
Custom-Made Obsidian __________ - Allows hitting incorporeal undead and spirits
Flintlock Carbine (ranged)
Full Brigandine Suit (medium armour)
Halberd (great)
Sabre (melee)
Spear (great)
Leather Jack (light armour)
Reinforced Field Plate Panoply (heavy armour) (gold)
Repair Kit – Repair weapons and armour on a 4+
War-Axe (melee)
Zweihander (great)

Church of the Hidden God – run by Yazdan Burjani (gold)

Copyist’s Kit – Allows accurate copying of documents
Fatwas Against ________ - Scrolls of protection
Healing Grievous Wounds
Holy Symbol – stun nearby undead for 1d4 rounds on a 5+
Regeneration of Lost Parts
Removal of Curses
Shriving of Sins
Vials of Holy Water

Can initiate someone as a priest of the Hidden God (10,000 sp)

The Golden Sun Coffee House – run by Madame Kularka (gold)

Excellent Booze
Excellent Coffee
Excellent Tea
Fortune Read
Introduction to Esteemed Personage
Hot Tip

The Hall of Zagros – run by Ranit Anuniat

Cartographic and Surveying Equipment
Climbing Equipment – Climb surfaces on a 4+
Cold Weather Clothing – +4 on saves vs. exposure to cold
Crowbar – Break open doors and chests on a 4+
Flare – Blinds all within 5m radius for 1d6 rounds unless they save
Hammer and Chisel – Allows carving, breaking and driving things into rock
Iron Rations
Iron Spikes
Protective Gloves – Protects hands from acid, poison, heat, etc. Cannot do tasks requiring fine motor coordination while wearing them.

The Hangs – run by Greta Verstirwung (copper)

Bullshit Story
Fried Noodles
Godawful Beer
Stolen Goods
Terrible Whiskey
Warm Beds – Recover 2d8 HP / day of rest

The Hausenner Ranch – run Friedrich Haussenner, Esq.

Bag of Flour
Block of Wax
Butchering Kit – Allows harvesting of monster organs, trophies, etc.
Dangerous Animals Tamed (gold)
Donkey (mount)
Riding Horse (mount)
Fresh Sausages
Gallon of Milk (copper)
Milk Cow (gold)

Olonwe’s Bazaar of Wonders – run by Olonwe

Cartographic and Surveying Tools
Document Case – Protects documents against exposure to fire and water
Fiddle – Can calm beasts, demons, and undead
Fine Tools
Current Edition of Grunewald’s Northern Almanack – Answers questions about flora, fauna, geography, seasons, and astronomical phenomena in Feuerberg on a 4+.
Lock & Key
Mirror – Reflects gaze attacks back on a 5+
Periscope – Allows looking around corners while remaining concealed
Pocketwatch – Allows accurate tracking of time
Songbox – Plays music
Telescope – 10x vision of far objects

Sebastus Wright, Magus (gold)

Dose of Paralysis Poison – Save or be paralysed for 1d6 turns
False Air Capsule – Don’t need to breath for 2d6 hours
Ghost-Blinding Flares – Save or blinds incorporeal undead for 2d4 rounds
Ghost-Translating Skull – Allows one conversation with a dead person
Hekaphage Talisman – Allows reroll of one failed saving throw vs. magical effect
Lens of Decipherment – Translates one document into High Krovian
Oracular Incense – Augury for one question when burnt
Plasmic Key – Opens one non-magical lock
Spider Eye – Comes to life for 2d6 rounds and explores at MV 3
Soul-Trapping Canopic Jar – Incorporeal undead or spirit must save or be trapped within
Vial of Acid

Can initiate someone into the Silver-Veined Sodality for 10,000sp

Town Hall – run by the Burgher Council (gold)

Business License
Citizenship (platinum)
Confusing, Frustrating and Punitive Taxes
Freehold Land Grant – Necessary to establish a permanent home base
Licensed Advocate

Additional special vendors are available upon completion of certain quests.

May 10, 2017

Credit Where Credit's Due

It turns out Talysman over at Nine and Thirty Kingdoms came up with the idea of using reaction rolls for weather first. (I wrote this blog post recently with the same idea). It was probably cryptomnesia since I discovered it while reviewing a random collection of links to OSR house rules (I think it was this thread on in a forum. In general, I think using reaction rolls for random events is a solid idea, one I'll probably be implementing more to handle other random situations requiring a range of possible outcomes (instead of the relatively binary outcome of a saving throw). I like how it makes the charisma attribute more useful (and restores its sense of being favoured by the divine).