Sunday, December 19, 2021

Monster: Eye Deer

 Eye Deer (this is a bad name, if you use this give it a better name)

A gaunt deer with bone white antlers and a single giant eye on the front of its head.

Stats (going to be very general, nothing too specific)

Health: weak but can still take a few good hits, Speed: that of a deer, Defense: slightly better than unarmored 

Attacks

hoof slam: d6 damage (or whatever is considered average damage for a weak creature)

Wicked antlers: d8 damage to all in front of it and roll a d6, on a 1-2 it takes that much damage and it loses its antlers (or whatever is considered above average for a weak creature_)

Unnerving stare: anyone who makes a head on attack must make a mind/will/intelligence save and if you fail you are unnerved and waste that action

Vulnerable eye: when attacking it head on all attacks have a 50% chance of hitting the eye causing double damage, blinding the deer (use your games blinded rules), and spraying black icore on all in front of it causing them to drink the icore. If the eye is undamaged at the end of the fight you can harvest it, it has 4 doses of icore in it


Drink the icore

roll a d10 and add your con/fortitude/body to it and consult the table bellow 

1- make a con/fortitude/body save, on failure you die, your blood turned into 2d6 doses of icore, otherwise you lose 2 con/fortitude/body as your body is warped and twisted 

2-6 you become addicted to the icore, each day you must drink a dose of icore or you must save against gaining a mental disorder, if you go 3 days without icore you are cured of this addiction, each time you gain this you gain +1 to this con/fortitude/body check

7-12 you gain a brief bit of understanding, you must you must save against gaining a mental disorder and if you succeed then you gain +1 intelligence/mind, each time you gain this you gain +1 to this con/fortitude/body check

13+ strange insight fills your mind, if you are addicted to icore you are no longer addicted, you may ask the dm any one question which they must answer truthfully, you gain a large bonus to your intelligence (or any other similar stat) but your flesh is twisted and weakened, lose a large amount of strength (or its equivalent) and your eyes fuse together and grow into one large eye on the front of your head, the eye has the same properties as the eye deers eye. 

Wednesday, November 3, 2021

Spider generator

 I don't know who needs this but I made some tables to randomly generate giant (or not so giant) spiders 



Roll for size
Roll for legs
Roll for abdomen
Roll for venom
Roll on appearance


Size
1 normal spider size (roll for small size then roll on small bonus)
2-3 small dog/cat sized
4-6 large dog size
7-8 giant, like its larger than a person


Small size
1 like really tiny, like a tack
2 bigger, like your fingernail
3 a tarantula


Small bonus
1 it's a swarm of spiders that form into a giant spider
2 it has super venom, like if it bites you you will die, it can kill many elephants with a single bite
3 its actually sapient and can telepathically communicate with you
4 is actually a very complex spider like automaton, 1 in 4 chance that it is covered in a shell that makes it look like a normal spider otherwise don’t roll on appearance and instead roll on the following table
    1 clockwork, bronze and has lots of gears
    2 modern, made of steal, has wires poking out of it
    3 modern but smooth, smooth plastic
    4 golem, has joints but is mostly just solid metal


Legs
1 long and spindly
2 thick and strong


Abdomen
1 round and bulbous
2 ovoid
3 giant, takes up most of its body


Venom
1 choose 1 of the following [numbness, swelling]
2-4 choose 1 of the following [paralysis, rotting, blindness, nausea]
5-8 choose 2 of the following [paralysis, rotting, blindness, nausea]
9-10 choose 3 of the following [paralysis, rotting, blindness, nausea]


Appearance
Roll a d4 on colors for its base color then roll a d8 on colors and then roll on patterns for the pattern on the spider


Colors
1 black
2 grey
3 brown
4 orange-brown
5 red
6 blue
7 green
8 gold


Patterns
1 stripes
2 spots
3 hourglass
4 triangle
5 circle 
6 square

Wednesday, March 31, 2021

Chess encounter

If you ever want to run a chess encounter where the players face off on a actual chess bored and you want the players to act like chess pieces then that's what I'm doing.

I think I just worded that in the mathematically worst way possible.


So the opponents are the normal chess pieces, they start (they are playing white). 

Then there is your players, based on their class they play as a cretin chess piece, the players place these pieces at the first rank on their side of the board.

The turn structure is simple, the normal pieces go first (you the DM plays them) then one of the players move, all players must move before a player can move again (you can't move fighter and then next time move the same fighter, all other party members must act).

The players win by checkmating the king, the chess pieces win by capturing all of the players. 


The pieces 

The warrior

If your character was a fighter, barbarian, or similar class you are a warrior.

moving/capturing: the warrior moves 3 spaces orthogonally in one direction, all pieces that it moves through are captured.

Shields: warriors have a shield, when the warrior would be captured it instead loses its shield and the piece that captured it is instead destroyed. 


The trickster

If your character was a rogue, ranger, monk, or similar class you are a trickster.

moving/capturing: the trickster moves 3 spaces diagonally, these spaces do not need to be in the same direction, aka you can move north east then south east and then south west.

Dodge: when a piece would move and be adjacent the trickster must immediately move one space orthogonally.


The priest 

If your character was a cleric, druid, or similar class you are a priest

moving/capturing: the priest can move 2 spaces in any combination of orthogonally or diagonally.

Healing: the priest has 2 charges, when a ally piece would be captured within 2 spaces of the priest the priest may spend a charge to have the piece survive and the piece that would have captured is destroyed. 


The magi 

If your character was a wizard, warlock, artificer, or similar class you are a magi.

moving/capturing: magi move and capture like kings.

Blast: the magi has 3 charges, the magi may spend a charge on its turn instead of moving/capturing as normal, if they do this they capture a peace that is up to 3 spaces away, then they can capture a additional piece that is adjacent either diagonally or orthogonally to the first captured piece, this can't be used to check a king unless the king is not adjacent to any other piece. 

Tuesday, March 23, 2021

Monster: Golden Radience

 Ok so I had a cool idea for a monster to use in a old school game that I think is pretty cool.


The Golden Radiance appears as a shimmering semi humanoid form made of light, these beings travel at supersonic speeds and rarely congregate in places for long periods of time. When the Golden Radiance encounters the party it will appear in front of them and then bolt towards one of the players, if they decide to dodge they must make a hard dex check to dodge it, the radiance will then lunge at another party member until it hits one of them or until the players have succeeded against a bunch of dex (like 8 or something) checks in which case it decides to leave.

Stats

HP 1, super speed, no attacks (can only infect), can only be harmed by evil and unholy effects, the chance to hit it is very low, like 5% with a character with good modifiers (for example AC 24 in dnd) 

When the Golden Radiance hits someone it enters into the targets brain and the real encounter begins. 

When this happens the infected person will have a vision, they are on a set of 13 steps, at the top of the steps is a door with light shining through the cracks, at the bottom is a endless void, the character stands on the 7th step, in the middle. Then ask the player for a random memory from their characters life.

If the memory was good (happy, content, general good vibes) your character moves d6 steps towards the light

If the memory was depressing (sad, about fear, paranoia, general bad vibes) your character moves d6 steps towards the darkness

If the memory was violent (glorious combat, pit fighting, a victory, a loss) your character moves d6 steps towards the middle, this ability can slingshot you, ex if you are 3 spaces towards the door and your moved 6 spaces towards the middle you would end up 3 spaces towards the void , basically if your charterer lands on the middle and still has movement just continue the movement.

If the memory was something else (boring or mundane stuff) your character moves d3 steps towards the middle, dose not slingshot you

you ask the player for 2d3 memory's.

If your character has a planer companion/familiar/voice in there head they will tell you what to do
Angelic: speak of the joys of life and it will lead you to glory
Demonic: the path of light is not to be trusted
Fey: follow your emotions and nothing will go wrong 


The End

When you reach the glowing door you accept the Golden Radiance into you, the alien mind alters your own, -d2 int and -d2 cha,  you can cast light once a day, the Golden Radiance thought form germinates in your brain using it as a womb, each month a new Golden Radiance is formed in your mind, you can speak strange words to release it from your mind, the new Golden Radiance immediately fly's off to infect more people, if you wispier it into someones ear it will infect them immediately, if you infect a non player character just choose whichever option fits with its personality, if you do not infect someone with the Radiance and another one is spawned within you you loose -d2 int and -d2 cha as the 2 Radiance fight each other with one dying.

When you enter the abyss the Golden Radiance recoils from your dark and twisted mind and takes all of the light with it, lose d6 max health minimum of 1 (it's to weak to kill you), you become "darker" for lack of a better word as you and everything you hold becomes more gloomy and shadow coverd, you take half damage from effects relating to light and resistance to other effects involving the holy or light, all weapons that you own and keep on your person for a long time deal +1 damage from the dark energy that they absorb, this special damage ignores normal resistances that any angel, holy, or divine creature could have, this attack can harm a Golden Radiance's though it is difficult.

When the time runs up and you are in neither of the other areas the Golden Radiance finds you neither pleasing nor distasteful, gain +d3 in a random stat and -d3 in a different stat

Thursday, March 18, 2021

Horror osr rpg

 So in the ttrpg community there is a group of rpgs under the label osr (old school revolution), these rpgs are based around emulating the feel and mechanics of dnd 1e and 2e but with more polish and better rules. More specifically these rpgs emphasis player skill, deadly combat, dungeon delving, and randomness, these goals lead to a particular play style and feel (dungeon delving) but I think that osr style games can be used for more than just this, I think that these rules would also work well for horror games, particularly for found footage horror like slenderman, Local58, or Siren Head.

I was inspired to do this by this video.


So I am going to start off by talking about the stats as they are usually one of the most important things in a rpg. In any rpg the stats should emphasis a certain way to play and for this rpg we want to emphasis those aspects of player skill, deadly combat, horror, and exploration.

Firstly you are going to be encountering monsters and these monsters will be deadly but it would be boring to just automatically die so we need a stat to represent that. This will be your resilience which gives you more health and lets you survive for longer.

Secondly the characters will also want to fight against the monsters now usually in horror like Slenderman you can't fight against the monster so this is more going to be used for fighting against other people. This stat will be vigor, this is used to attack both at range and melee, it is also used as your physical might and strength.

Thirdly in these story's players are often searching for clues and trying to figure out mystery's so there should be some stat relating to that but it would be boring if you just rolled and if you got high enough you would figure it out so instead this stat gives you a higher chance to get clues as to what is going on but it should never give you everything. This stat will be intuition and when you roll it it can give you hints to help you out.

fourthly often characters will become frightened and mentally worn down, and though madness and insanity are more apart of lovecraftian horror rather than the found footage horror I am going for I still feel that it dose have its place in this genre. This stat will be called reason, it is used to shake off fear, madness, and other mentally degrading things.

you roll 3d6 for each stat, that number gives you a modifier, you just note down the modifier not the number used to get it. 

3-4: -3
5-6: -2
7-8: -1
9-10: 0
11-12: +1
13-14: +2
15-16: +3
17-18: +4


Tests
Tests are always made against a difficulty of 10 and are rolled with a d20.

Modifiers 
Rather than modifying the d20 roll you modify the difficulty, this makes it so that you get to do the minimum math possible, you just have to compare a d20 to a number.

Now I am going to end with classes.

So I only got 2 ideas for classes at the moment but I will probably add more.

Some general class stuff, the max level is 5, you are not a superhero. Secondly you do not roll for health but gain a static amount modified by your resilience, your health is also very low as in this genre a few blows will kill you.


The investigator

As a investigator you are adept at finding things that others could not.

Class health: 1 + resilience (min of +1)
perceptive and smart: you can automatically succeed on a number of intuition tests to find clues equal to your investigator level, this refreshes after you rest


The Survivor

As a survivor you have seen things and you continue to live through force of will.
Class health: 3 + resilience (min of +1)
adrenaline: you have a number of adrenaline charges equal to your level, you can spend a charge to heal 2 health, you may also spend 2 charges when you would be reduced to 0 health to be reduced to 1 instead.


Ok I guess I am not ending with classes, these are some miscellaneous rules

Resting
you rest when you spend a few days doing nothing, usually 4 or 5.

dying
when you take damage at 0 health make a resilience test, if you fail you die, if you succeed you lose 1 in resilience or vigor and you take a appropriate injury or the injury that would be the worst possible thing at the time, some ideas for injury's are below

broken hand: you can't hold something in that hand, you drop what you were holding with your hand
broken leg: you need to limp, most things can catch you, if both legs are broken you must crawl, if both hands are also broken you can't move
great chest blow: the wind gets knocked out of you, you can't do anything for the next d6 turns not even talk

If you have any ideas for classes or anything else I would be happy to hear it.

Friday, March 12, 2021

D4 alternate mimics

 So I don't know why but I don't really "like" mimics, something about them just rubs me the wrong way, maybe its that they just seem so arbitrary, a creature that can cause itself to look like stone wood or metal but nothing else, or maybe its something else, that undefinable "thing" that just turns me away from it.


Either way I decided to make a table of alternate versions of the mimic, these new versions change a few things about it but not much.

roll a D4

1 mimic but more realistic

The mimic has always been a strange creature that dose not make much sense, though it has a clear game play purpose (punishing players that are not careful) the lore reasons, at least to me, have not been that good. So lets start with its appearance, mimics are amorphous brown creatures almost similar to a ooze in some respects, there body works in such a way that no part of it is truly vital to its survival as it has no organs, you can cut it in half and most likely it will just form 2 new mimics though it is much more fleshy and as you hack off parts of the mimic it will lose blood and slowly die. Secondly it has teeth and eyes, as it is amorphous it can just spend time creating and moving around its eyes and teeth and it can make new throats by opening up a new pathway to its stomach. Now time for the mimics main ability, the mimic can transform its flesh to look like and feel like wood, stone, or metal and the mimic is smart enough to transform into something that a person would go near such as a chest or door. I should note that all of these actions do take a lot of time and energy so a mimic can't be a chest then be damaged and retreat and then reaper as a door, it stays a chest.


2 mechanical construct

This mechanical creature appears to be a normal piece of furniture like a chest, crate, chair, even something like a chandelier could be a mimic. The object appears normal but as soon as you come near the clockwork starts working and soon a clockwork creature is lurching towards you trying to kill you.


3 mad man 

So I have not played Dark Souls nor do I know about this specific creature lore but I do love the look of them, just this crazy guy wearing a chest on his head/is a chest. These mimics are actually mad men that live in a chest, they worship FAH'EOXX a dark elder god of greed. Most FAH'EOXX's followers sleep a dreamless sleep inside of their chests, others cut out holes in there chests and bury themselves in the ground, to these cultists there chest is there most prised possession along with the treasure that they store in it. FAH'EOXX has few cultists and they rarely meet together.

From Dark Souls

4 mad house

Some houses are haunted and are then abandoned, but some houses are abandoned and then become haunted, these houses you should fear. This can also happen to objects, a chest left in a old barracks abandoned by its creators, this chest was caringly crafted and used to store supplies, it did its job dutifully, it loved this job, it was made for this job, but then it was abandoned and forgotten by its own creators, the chest grew rage-full waiting for years to lash out at humanity for abandoning it. When you encounter this creature it rattles and shakes and then it bursts, splintering itself, twisting its metal into claws so that it can kill you.

first post

 Probably just going to use this blog to post about dnd and random stuff.

Going to start working on the first post now, probably be done today or tomorrow.

Items Stolen From Dreams

I have, after nearly a year of work, finished one d100 table, its been a long and arduous process and if I'm being honest I probably sho...