Stuffed Crocodile

A blog (mostly) about tabletop roleplaying games

[Traveller] Patron: Tentacly Masters from Outer Space

not actually a picture of a hiver, this is instead an anatomical illustration of Semirossia tenera, originally published in Originally published in: Verrill, A. E. 1880-1881.
I assume the conspiracy theorist doesn't know anything about hivers in the first place.

This is one of multiple I have been writing for the next issue of the Grenzland zine.

Harlon Szhugivelli, professional nutter
Citizen
Required Skills: None
Required Equipment: None
A conspiracy theorist (Harlon Szhugivelli) approaches the PCs. He is convinced there is a secret Hiver cabal on the planet, steering the politics of the world for their “tentacly masters from the dark depths of space” (his words). He wants the PCs to uncover evidence so he can send it in to the local newspaper. The man is clearly nuts, but his credits (20kcr) are as good as anyone’s.

1. There is no Hiver on the world anywhere, but the inquiries of the players catch the attention of a local criminal organization.
2. There is no Hiver on the world anywhere, but the inquiries of the players catch the attention of a local conspiracy.
3. There is a single Hiver on the world. They are really fed up with all those conspiracy theories. They are an ambassador of art, by the fates!
4. There is a single Hiver on the world, they are the last remnants of a Hiver ambassador ship that came by decades ago and left one of their offspring by mistake. The creature is basically feral, but has found an appropriate niche in the underworks of the human colony on this world.
5. There is a single Hiver on the world, they have been found by people who knew what it was and brought up in a human family. Due to various circumstances the hiver can now be found loitering together with other teenage recalcitrants.
6. There is an actual Hiver conspiracy on this world. It’s shadowy masters are using their skill in manipulation to have Kevin become the most common name for newborns for some unfathomable reason.

[Glimmermark] Glimmermärkische Zeytungen – Issue 3

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With 50odd sessions under the belt my Glimmermark campaign enters the third year. Which is maybe not the longest roleplaying campaign I ever had, but certainly one with the most individual sessions.

The secret, it turns out, is to do the right kind of work early on and then consistently offer the game to anyone willing to join.

Which is of course a play style that does not fit all games. If you want high narrative gaming, or character-specific plotlines this ain’t it. If you want to go down into a dungeon and bash some heads and loot treasure, if you want exploration, this might be your bag though.

In my head in call this a low-effort game. Not in the way that I don’t really put effort into it, but in the way that running it isn’t. When my depression really got bad last year and I had to cut down on games because I just couldn’t manage, this was the one that survived with no problems: All the stuff is either already put down and ready to go, or can easily be worked out in the game or thereabouts. The rules (we are using near-stock Labyrinth Lord) are easy enough that my admin tasks are minimal and easily done. Most of the work lately was writing this campaign newsletter, which was why it kept being pushed back all the time until 18 months had passed both RL and in the campaign (we are using 1:1 time).

So here’s the campaign newsletter. It is half in German because that’s the language we play most often on the table, but I established the reference rules as the original English version, so all the actual rules parts are in English as well.

It contains:

  • News and Ads from the Glimmermark – written from the perspective of the castle scribe; this is of course intended both as local color and dropping quest hooks (German)
  • List of PCs
  • List of entourage (hirelings, henchmen, pets, etc.)
  • In Memoriam – a list of all dead characters, which so far were mostly level 1 hirelings
  • The Chronicle of Arkeios: also written from the POV of the scribe, this one gives short summaries of the sessions, as well as additional events that happened in the meantime (plot hooks!) (also in German)
  • Maps – the players are diligently mapping their expeditions in a tool called Mipui which might not be the best tool ever, but which does it’s job admirably well. It also allows me to export the player-drawn maps into the newsletter for future reference.
  • Rules and House Rules – this gives both the reference rules and the additional rules that are in effect
    • Additional Experience Sources – a larger extension of my house rules. We found advancement largely only by monster and treasure xp to be dreadfully slow.
    • Firearms – I posted this separately a while ago, it’s basic firearms rules for the Glimmermark. We recently had established that black powder exists, so early guns should also exist
  • Art for this issue by Kim Holm and Stoneshore

Firearms

illustration of a German 15th ct. Hakenbuechse/Arquebus

Some rules for firearms for my Glimmermark campaign. Guns are a valid weapon for sieges and defense, but might not be as useful for adventuring. A firearm has a certain punch to it, but it needs a long time to reload, and has some other issues that make it difficult to use in a dungeon. Firearms have been around for a while, but have as of yet not made much impact on the otherwise quasi-medieval world of the setting.


Damage Cost
Pistol 1d6 350dr
Hand gu
n 2d4 200dr
Arquebus 1d10 400dr

Bullets, lead (10) acc. To wpn. 10dr
Powder, horn 10dr


* Armor penetration: firearms ignore two points of AC (an AC of 0/+10 is treated as 2/+8)
* Reload times: with 10 second combat rounds a skilled arquebusier only can shoot once every three rounds, that is, if the long match is burning already, and the rounds between are spent reloading.
* Long Match: it takes time starting the match, the match can be carried for a while (burning time as torch), but the distinct smell gives -1 on surprise
* Misfires: a natural 1 on a firearm causes a gunpowder explosion, save vs. death or 1d4 dmg

My Dungeon Game: Skills and Languages

old book illustration of person climbing in ship's rigging (Henri Théophile Hildibrand, illustrating Around the World in 80 Days)

I have been tinkering with my own rules for a while now. And while it still isn’t finished (will it ever be?) I am getting to the point where I could see it being used in a game.

Now mind you, I didn’t really come up with this on my own, I just took ideas from other places and added my own spin to it. The very core of the game used to be the Labyrinth Lord SRD, but I drew in parts from other places over time so I don’t know if much of that is left (the skills as d6 values idea definitely came from Lamentations of the Flame Princess)

Anyway, here is my take on a 1d6 based skill system. This replaces the thieves’ skills and adds further skills from various places (e.g. the Search Roll has become a Perception skill, and the Dwarves’ Architecture ability has become a skill). Languages also are now treated as separate skills. The main idea is that these skills are in fact all available to all characters, but some might have more skill in them than others. Every character gains 1 skill point at every level increase, but Thieves/Specialists/Rogues gain them quicker (at 2SP per level)

All of this is of course very broad, as it’s just taking the vestiges of the B/X skill system and expanding on that. But there’s the question if one actually needs a skill system in a B/X-based game at all, and I would say… well, there’s the Thief already. And you got all those other weird special cases. Why not make this easier to handle?

Skills and Languages

Skills

Skills are additional abilities that characters possess.

Skills are presented in a number of X out of 6. They are checked by rolling a d6. If the number of the die is in the value for the skill this check was successful. The referee might check the skill concealed if the outcome might not be immediately obvious to the character.

If a character has an unmodified 6 in 6 in a skill two die are rolled, and the check only fails if both come up as 6s.

All skills start with a value of 1 of 6, except when modified by other circumstances.

All physical abilities have to be attempted unencumbered, or the character suffers -1 per encumbrance level.

Every character gains 1 skill point per level, to be spent on any skill. Specialists gain additional skill points when they start and level up.

List of skills

Acumen: understanding of value and business, business practices and procedures. With a successful skill check the nature, history and value of non-magical treasure and artifacts can be determined and fakes revealed. Any Charisma check or reaction roll resulting from negotiations dependent on trust, trade or protocol gain a +1 from a successful Acumen check.

Architecture: character can look for things out of place, or in place, according to their knowledge of architecture and building. E.g. finding unsafe parts, determining culture of origin, finding hidden parts, etc. The character has to be looking for it specifically

Athletics: more involved exertions of the body, notably the chance to climb a wall or sheer surface without obvious handholds, but also jumping a great distance, etc. Characters must be unencumbered to use this. Failure means fall from random point in climb.

Carouse: the ability to drink and/or party with no or just minor ill effects. In a wider sense, the ability to function while under the influence of intoxicating agemts. (in general modified by Con)

Herbalism: the ability to identify, find, and safely use herbs, spices, and fungi.

Husbandry: management of plants and animals, agriculture and households, in adventuring terms largely the management of horses, donkeys, dogs, and other animals, although the basic skill should be applicable to other situations.

Legerdemain: Hiding small objects, pick-pocketing, swapping out objects with no one noticing, and other trick actions are governed by this. Also the skill of grafting, entertaining, and courting. Legerdemain consists of all deception skills, and successful use will give a +1 to any reaction roll resulting from a successful Legerdemain roll.

Lore: can be used to recall information about places, people, and artifacts from legends, songs, and poems. This can be used to identify artifacts and places with legendary significance.

Perception: the skill of perceiving and interpreting information about the environment. This is also used to hear noises behind doors, search areas, and any other task that depends on trained senses. Searching takes one turn per 10′ area searched. Note: Finding something does not automatically give mastery of it, a secret door still has to be opened.

Performance: if a person can entertain an audience for at least half an hour the performer can use his/her performance skill as a modifier for any reaction roll of an audience member for a day after the performance.

Medicine: Knowledge of health, disease, and injury. Can be used to assess medical conditions. Can also be used for first aid to heal 1d3 of hp directly after damage occurs. Can also be used to prevent death for someone with a mortal wound: after successful check person is allowed a Fortitude Save. Stabilizing the wounded takes all the time of the medic for the rest of the combat. .

Sailing: The handling and steering of boats, and basic navigation. Certain larger ships might need a certain amount of points in this skill to become usable.

Stealth: How well a character can sneak around and hide. To use this those that the character wants to hide from have to be unaware of the character’s presence. This doesn’t make invisible. If there is no way to hide, or if people search the place the character is hiding he/she still is found. If a character attacks after successful use of hiding this is considered a Surprise attack, even if the enemy is already in a fight.

Scholarship: general and specific knowledge about history, dead languages, and other esoteric fields of study. Scholarship might be used to identify artifacts and decipher ancient messages.

Sneak Attack: Sneak Attacks are attacks made by surprise. A character can multiply the damage done by a Sneak Attack by allocating points to this skill. Assume that the damage multiplier is × 1 for all characters, but for every additional point allocated to the skill the damage multiplier is increased by x0.5.

Swimming: the skill of how to swim. In general everyone should at least have some basic knowledge of this. Skill checks become important when situations are dangerous (e.g. traversing a strong current) or under averse conditions (heavily encumbered)

Tinker: manipulating mechanical objects and contraptions is called Tinkering. Most often used to open locks or disengage traps. The character has to have open access to the mechanical parts of the contraption, and might have to have tools fit for the purpose.

Wilderness: Characters can find food and water during journeys overland, and can find the right direction.

Languages


All characters begin with the local common tongue and one additional language, generally the local trade tongue and something culturally related (e.g. dwarvish). Additional languages can be chosen at the DM’s discretion. A character with Intelligence 13 gains one more, one with 16 two more, and one with Intelligence 18 three more languages.
All characters with Intelligence scores of 9 or more can read and write any language they know that has a written form. At Intelligence 9 literacy is basic, reading is slow and difficult; spelling and grammar are optional; quality improves with Intelligence.
Additional languages can be learned by using skill points.

Note: For simplicity’s sake languages are binary, i.e. they only have one point for fluency, no matter how unrealistic that is.

Edit:

  • changed the Sneak Attack modifier to 0.5 to cut down on potentially game-breaking assassins

Additional Fediverse Tags:
@rpg @osr

Panic!

Karel Verlat - Tronie or Self Portrait as a Man in Terror

I do like random results in my game, especially effects of reaction and morale rolls. I feel the game is much more interesting if I as the referee do not exactly know what is going to happen with any given NPC.

The issue is of course that while I try to come up with reasonable reactions, sometimes my NPCs are too reasonable. So this table is supposed to deal with that. What happens when NPCs fail a morale roll?

Morale rolls come from the wargaming roots of Dungeons and Dragons, and in Chainmail this would mean a retreat.

Fantasy Roleplaying has a lot more intimate combat though. What happens when a group of NPC combatants realizes there is no way for a fight to go their way?

I think in most cases they will try to have a more or less ordered retreat as well. If not able to do so they will surrender. But at the extreme end I would say they should panic.

This might not be completely realistic, but it certainly might get some interesting results in a game.

Panic!

When a character (NPCs) fails a morale check on a roll of 12, roll on Panic! table.

Note: Please remember that NPCs with a morale value of 12 do not check morale.

Panic Table
1. Mindless Panic: character will try to get away from danger in the most direct way possible. If not possible go to result 2.
2. Cower: character will cower in fear, trying to limit attack surface
3. Hysterics: character has a hysteric fit, will have to save against spell to snap out of it. If not possible within 1d6 rounds go to result 4.
4. Fainting: character will faint. Out of commission for 1d12 rounds.
5. Berserk rage: will attack indiscriminately for 1d6 rounds at +1, afterwards go to result 4
6. Heart attack: save against death, otherwise suffer heart attack

[Traveller] Patron Encounter: Space Truckers

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Disintegrating asteroids (source: NASA)

Claire Vallas, Shipping Company Admin
Citizen, Corporate
Required Skills: None
Required Equipment: Transportation

Westom-Karr’as Shipping is a single-system transport company specializing in non-jump mining transports. One of their large mineral transports from the asteroid belt in the outer system has stopped responding to calls. The ship (the Westom VI) is still there, but gives no response to hails. The ship isn’t due for another month, but the amount if minerals is worth millions of credits. It would be good if someone could check out what happened.

Claire is willing to pay 5.000 for a check-in, plus routine maintenance and fuel for their ship in their facilities. If pressed she also can offer an additional contract to deliver supplies to the belt mining facility the Westom VI came from.

  1. An asteroid strike has taken out all the communication antennas, repairs were stymied by lack of replacement parts. The small crew will be happy about any assistance that can be rendered.
  2. An asteroid strike has taken out the main cabin of the ship. One crewman is still hanging entangled in wires (but dead), the other two cannot be found.
  3. The ship is abandoned. Systems are running on autopilot, half eaten dishes on the table. No trace of the crew.
  4. The crew is present but claims no contact with the main world can be established. This turns out to be true. Something is interfering with communications in the area around the ship.
  5. As 4. But there is one additional crew member unaccounted for by the company.
  6. Something psionically active in the cargo has been driving the crew insane. By the time the PCs arrive only one member of the crew is alive, but he has taken on two split personalities from the ones he murdered and ate.

Bless you!

women dancing around fire

Small houserule I came up with while redoing the my xp awards for my campaign:

Attending a church service/religious ceremony of a friendly faith and tithing appropriately to their stature (at least 50gp) gives 50 xp.

It also has a chance of bestowing a blessing. The character tithing needs to roll Save vs. Spell to gain the effects of a Bless spell until the next combat or rest period (whatever happens first).

A critical failure on this roll (1 in 20) instead gains them the effect of a Quest. The PC in question now is taken with the unbearable need to do something specific (ideally something related to the saint/deity worshipped in the temple).

Mind you, you might think this is just a boon for player characters, but the effect of this can also affect opponents, be they clerics, cultists, or members of various tribes. There is a chance any particular group is under the influence of a Bless spell, as long as there is a cleric or shaman attending their spiritual needs.

This also means the local tribes might send out representatives on Quests themselves. An orcish tribe might get the quest to locate a legendary weapon of their tribe now in the hands of the local baron.

My Hobby Year 2025

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My roleplaying stats for 2025:

* ran 35 games on Grenzland (of those 2 Hidden Fortress (Star Wars OSR) and 3 Pirates of Drinax (MgT2), the rest was part of my Glimmermark campaign (Labyrinth Lord)

* played in 9 games on Grenzland (Dolmenwood and the Montag in Zürich games which were largely not on Monday)


* attended 1 convention (Cauldron OSR Euro Con, played 5 games)

* ran/played 19 games of Shadowrun 3rd edition. I didn’t actually keep track who was GMing and who was playing. We are alternating.


* posted 25 roleplaying-related blog posts (now 26)


* published 1 fanzine article in the Grenzland zine

All in all 65 games. 1.25 games per week.

That’s a fair amount.

(Very technically the Lodz Comic festival also might count as a ttrpg convention, but there were like two tables and a miniature painting workshop and thanks to my kid I didn’t get to enjoy anything of it.)

So, how about you? How was your year in this hobby?

Elves can see in the dark…

John Duncan - Riders of the Sidhe

depicting four ornate riders of unearthly quality

Elves are well known to be able to see in the dark… because they glow.

Infravision and darkvision to me never made that much sense for Elves. Why would they be able to see in complete darkness. Every picture of an elf in the woods has them lit by some unearthly glo…. ooooooh.

Yeah, so elves faintly glow from the inside in an unearthly light. Not much, not really that noticeable during the day. But any elf gives enough light to navigate a forest and/or cave. (in other words, about the same range and fidelity as a dwarf’s darkvision)

Benefit: elves (and their companions) don’t necessarily need light sources to navigate complete darkness, although the effect is more like using your phone screen to find your way to the bathroom than a proper light source. Not enough to properly search a room with, but better than nothing.

Drawback 1: Elves are visible in complete darkness. Even extinguishing your torch isn’t gonna make the elf stop glowing unless properly covered. This also means elvish thieves have a -20% on Hide in Shadows unless covered.

Drawback 2: Their glow messes up the darkvision of others. You wonder why dwarves don’t like elves? Well, lots of reasons, but one is that when they are near they can’t use their darkvision properly.

Corollary: Dark elves are dark elves (or shadow elves) because they cast a natural darkness the same way that surface elves glow

A Miscellany of Links pt. XXV

Triassic Life in Germany by Benjamin Waterhouse Watkins

Random Tables

d100 – Hireling Hobbies or PC Pastimes (d4 Caltrops)

D20x5 Great Grails (Archons March On)

d100 Woefully Encysted Creatures (Blog of Forlorn Encystment)

Farmer Drama 2 Ethyria Farm Life + (Elfmaids & Octopi)

Resources

10 Reasons Why the Guild has a Partial Map (Rise Up Comus)

Who feeds all these monsters? Monster Keepers & Menageries (Elfmaids & Octopi)

DOWNTIME DEMANDS OF SENTIENT WEAPONS: Or The Care & Feeding of Excalibur (I Cast Light)

Tireless Antagonisms (English Civil War campaign rules) (The Stronghold Rebuilt)

Encounters

Friday Encounter: Powder Keg (Tales of the Lunar Lands)

Thought

where are psionics from? (Blog of Holding)

What does Protection from Evil protect us from? (Chgowiz’s Hobbies)

Pulp Heroes and Damage (Akratic Wizardry)

Dead Gods Waiting to be Reborn: Ruined Shrines and the Syncretist Cleric in AD&D (Blog of Forlorn Encystment)

There’s a Road to the Dungeon, and It’s Paid for by Adventurers (Blog of Forlorn Encystment)

Action-Oriented Interaction (Aboleth Overlords)

DM Aid

Building Bhakashal – Sandbox Style Open World Gaming (Dweller of the Forbidden City)

Monstrous Mondays: Guardians of the Library (The Other Side)

Yaksha’s Hexfill Method (Part 1) (Seed of Worlds)

Gygaxian Democracy: 100+ more reasons the guild has a partial map (Rise Up Comus)

Curses (DMiurgy)

Against the Elements (Among Cats and Books)

5 Tropes that Make Exciting Stories But Ruin D&D Games (DM David)

Smoking Gun (Magical Revolvers) (dungeonfruit)

Monstrous Mondays: Ghost Lights (The Other Side)

The Smaug Dragon (The End Of All Things)

What it takes to get a drink around here (Town Scrier)

Super simple XP system, take 2 (Methods and Madness)

Props

Scratch Off Dungeon Maps! (glorified notepad)

Hobby History

When did People Start Referring to RPGs as TTRPGs? (Taskerland)

Ruins (Grognardia)

HârnMaster

Map K3: Anoth Delta (lythia.com)

Tashal: Buckthorn House (lythia.com)

Other

Why Knights Fought Snails in Medieval Illuminated Manuscripts (Open Culture)

The Oldest Unopened Bottle of Wine in the World (Circa 350 AD) (Open Culture)

Men with Fangs! (The Horrors Of It All)

Random Weird

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