Aeons & Augauries
Saturday, July 22, 2023
Another Random Mega Dungeon Map
Friday, July 21, 2023
Randomly Generated Megadungeon Map
a Randomly generated Megadungeon map:
Generated from a program I'm working on. Each tile on the map is 10' by 10', the image is scaled up 200% after generation. No doors just yet and there's still the occasional blocked route now and again but I'm definitely getting a different look from what I usually draw manually.
another one straight out of the program, no cropping or rescaling:
Thursday, June 22, 2023
BFRPG 4th Edition Ammouncement
Congratulations of Chris and everyone involved with the Basic Fantasy Role-Playing Game on getting the 4th Edition of the rules out there and under a new non-WOTC license.
Solomoriah Speaks E18: An Important Announcement - YouTube
It's my current system of choice for my current campaign.
Friday, June 2, 2023
On Drow and Dark Elves.
So this week in RPG-land I've heard that PAIZO is ditching the Drow for a whole host of reasons including how the Drow are still linked to IP controlled by WOTC. Here's the best reason to ditch the Drow... they aren't interesting anymore.
Drow were once interesting but they became boring as we learned more about them, they eventually became little more than dark-skinned leather fetishists with the pretense of matriarchal society. Once upon a time they were the bad guy elves who had to retreat from the sunlit world and were so rare many doubted their existence and somehow because a faction or two of Drow were the primary villains in an early popular series of modules they ended up everywhere including the first Monster Manual follow-up the Fiend Folio and and later as a player option in Unearthed Arcana. They became the rebel-cliche cool kid choice for rebel outsiders among PCs and got boring.
Paizo ditching them in favor of something else is a sensible enough choice, go for it, not every campaign or game needs the same set of options; even TSR has an entirely alternate take of deep dwelling weirdo elves with the Shadow Elves of the Mystara and Hollow World setting(s) in the D&D line that was playable and distinct, you can too.
The concept of light elves and dark elves has it roots in the mythic fiction RPGs draw from so they have a place in fantasy RPGS. In my own current campaign there are Light Elves, Dusk Elves, and Dark Elves and what makes them difference is their connection to the magical realm of Faerie and their personal allegiance to the ruling forces of Faerie. Light Elves are aligned with the Seelie Court, Dark Elves are aligned with the UnSeelie Court, dusk elves have no allegiance to either. In the campaign this means Light Elves and Dark Elves are effectively immortal and can not be permanently slain within the realm of Faerie; Dusk elves are mortal within the realm of Faerie and the Earth having tied themselves deeply to the mortal world or separated themselves far too much from the Faerie spark maintained by the Seelie and UnSeelie courts. A lot develops from this conceptually simple setup and it ties to a loose connection to myth and fantasy. Dark elves can be something different from the Drow and still have a place in an RPG campaign.
Tuesday, May 30, 2023
Hit Points and Archaic Weapon Damage for Gamma World and Mutant Future
Surely, you've noticed PCS and NPCs in Gamma World, and Mutant Future have a lot of Hit Points? You must have also noticed high tech weapons and some mutant attacks do a ton of damage but old-fashioned archaic weapons do pathetically low amounts of damage? Here's how I deal with it.
Leave the HP as is in the rules. They are fine the mutations, radiation, and mutant power rules need PCs with that HP range.
I like a campaign where atomic gladiators, wasteland scavengers and teenage mutant cavemen deal with archaic and makeshift weapons throughout the life of the campaign. So here's how I make that work with the high HP nature of the game: rate weapons by overall quality and key damage to that. I do that by having archaic weapons grouped into Junk, Primitive, Advanced, and Powered categories.
Junk Weapons are cobbled together by relatively unskilled crafters from inappropriate materials, old gift-shop weapons and mistreated salvaged relics. You have a table knife strapped onto a shabby old broomstick well that a Junk Spear. Junk weapons will do the same damage as listed in the rulebook. Any character can make a junk weapon with relative ease.
Primitive Weapons are fashioned with skill from ancient materials, this can be stone or bone if the crafter is skilled in using those materials, or from simple alloys and salvaged metals if a crafter has access to the right type of workshop, tools, and appropriate skillset. A Steel spearhead mounted on a reinforced aged wooden shaft would be a Primitive weapon. Primitive weapons do twice the damage listed in the rules, if listed as 1d6 in the rules it will deal 2d6 damage as a primitive weapon. Trained characters from the appropriate tech level with access to tools and materials can make primitive weapons.
Advanced Weapons are fashioned with skill incorporating advanced materials beyond the capabilities of unorganized societies low-tech societies. Specialists with the right facilities, materials, and tools can manufacture Advanced Weapons. Advanced weapons deal three times the damage listed for archaic weapons in the rule book, if listed as 1d6 it will deal 3d6 damage as an advanced weapon.
Powered Weapons are fashioned incorporating mostly advanced materials with energized or mechanical systems requiring high tech capabilities and supplies. A Plastisteel Blade with a phase inducer and charged power cell would be a Powered Weapon. Powered weapons deal 4 times the damage archaic weapons do in the rulebook, if it is listed as 1d6 it will deal 4d6 damage as a Powered Weapon.
Notes: "but my rule book has separate damages for small-medium/Large creatures" Either do the change for each size class or just use the small-medium damage range and multiply that.
Weapon Category
Junk Base Damage Dice x1 value
Primitive x2 Damage Dice x3 value
Advanced x3 Damage Dice x10 value
Powered x4 Damage Dice x50 value
Use the guidelines above and your scavengers and survivors will be getting more use out of archaic weapons in your campaign and there will be a wider range of loot available with only a little extra paperwork.
Monday, May 29, 2023
Post Apocalyptic Ruin Maps
Fiddling about last night with programming a retro-stlye RPG map generator to spit out "city-size" ruin maps for games like Mutant Future and Gamma World. It's got a lot of work if I really want to do more with it, likely going to tack on an encounter generator to stock the ruins. Here's what it does so far:
Friday, May 12, 2023
Starting Equipment
Basic equipment list The Outlaws of The DragonWrack campaign.
General Equipment
Item |
Cost |
Item |
Cost |
|
Cooking & Food |
Traveling & Exploration |
|||
Ale (1 quart) |
4 cp |
Backpack |
12 sp |
|
Brandy (1 noggin) |
5 sp |
Bedroll |
7 sp |
|
Cooking Oil (1 quart) |
5 cp |
Bladder, Air |
15 sp |
|
Fire Grate |
9 sp |
Blanket |
4 sp |
|
Pan |
24 sp |
Cordage, 10
yards |
2 cp |
|
Pot |
15 sp |
Crampons |
3 cp |
|
Dry Rations (1week) |
5 sp |
Grappling Hook |
12 sp |
|
Iron Rations(1 week) |
12 sp |
Hammock |
5 sp |
|
Waybread (1 week) |
35 sp |
Horn, signal |
15 sp |
|
Fresh Rations(1day) |
4 cp |
Spikes,12 |
3 sp |
|
Smallbeer (1quart) |
3 cp |
Magnet |
2 sp |
|
Salt |
5 cp oz |
Mirror, small |
7 sp |
|
Mint (common spice) |
2 cp oz |
Piton, climbing |
2 sp |
|
Pepper(uncommon) |
3 sp oz |
Rope, hemp |
2sp/50 ft |
|
Saffron(exotic) |
10 gp oz |
Rope, silk |
30 sp/50 ft |
|
Teapot |
12 sp |
Signal Whistle |
3 sp |
|
Tripod |
6 sp |
String. 100 ft |
2 sp |
|
Vinegar (1 guart) |
7 cp |
Skates |
30 sp |
|
Whiskey (1 noggin) |
3 sp |
Skis |
20 sp |
|
Wine (1 quart) |
5 cp |
Sledge |
25 sp |
|
Health and Comfort |
Sled |
50 sp |
||
Bandages (12) |
5 sp |
Tent, small |
9 sp |
|
Brush or Comb |
2 sp |
Tent, large |
50 sp |
|
Crutches |
3 sp |
Tent, pavilion |
250 sp |
|
Rubbing Balm |
5 sp |
Trap, small animal |
12 sp |
|
Razor |
3 sp |
Trap, animal |
20 sp |
|
Soap |
5cp/lb |
Trap large animal |
40 sp |
|
Soap, Perfumed |
5sp/lb |
Travois |
12 sp |
|
Least Healing Tonic |
20 sp/dose |
Waterskin, 2 quarts |
1 sp |
|
Least Healing Plaster |
30 sp |
Waterbag, 2 gallons |
3 sp |
|
Least Healing Clyster |
25 sp |
Writing |
||
Least Healing Poultice |
25 sp/dose |
Blotter |
10 sp |
|
Snuff |
5 cp/oz |
Ink |
5 sp |
|
Perfume (Noggin) |
15sp |
Pen |
12 sp |
|
Pipeweed |
3 cp/oz |
Quill, uncut |
10sp/6 |
|
Pipe, simple |
2 sp |
Reed, cut |
8cp/6 |
|
Illumination |
Stylus |
2,sp |
||
Candles |
10 sp/dozen |
Chalk Stick, dozen |
3 sp |
|
Candle holder |
2 sp |
Charcoal Stick, dozen |
1 sp |
|
Candlestick |
5 sp |
Paper, sheet |
4 cp |
|
Coal Keeper |
6 sp |
Parchment, sheet |
2 sp |
|
Fire Kit |
9 sp |
Vellum, sheet |
5 sp |
|
Lamp, Clay |
3 sp |
Folio |
12 sp |
|
Lamp, Metal |
10 sp |
Journal, 50 sheets |
60 sp |
|
Lantern, Bullseye |
40 sp |
Book, 200 sheets |
200 sp |
|
Lantern, Hooded |
15 sp |
Wax, sealing. |
5 sp |
|
Oil, Lamp |
3 sp |
Wax, tablet |
6 cp |
|
Torches |
5 sp/6 |
Chalkboard, small |
2 sp |
|
Containers |
Tools |
|||
Flask (1 noggin) |
1 sp |
Bellows |
25 sp |
|
Bottle (1 quart) |
2 sp |
Block & Tackle |
15 sp |
|
Jar (2 quarts) |
3 sp |
Chisel |
6 sp |
|
Scrollcase |
10 sp |
Crowbar |
6 sp |
|
Barrel (40 gal.) |
12 sp |
Hammer |
5 sp |
|
Bucket ( 5 gal) |
5 sp |
Hand Drill |
12 sp |
|
Kask (10 gal.) |
8 sp |
Ladder, 10 ft |
3 sp |
|
Chest |
50 sp |
Needle, sewing |
5 sp |
|
Pouch |
3 cp |
Pick Axe |
10 sp |
|
Sack |
2 cp |
Pliers |
5 sp |
|
Satchel |
2 sp |
Pole, 10’ |
2 sp |
|
Trunk |
12 sp |
Shears |
15 sp |
|
Clothing |
||||
Belt |
6 sp |
Kilt or Skirt |
4 sp |
|
Girdle |
9 sp |
Breeks |
6 sp |
|
Sash |
8 sp |
Leggings |
12 sp |
|
Cap |
3 sp |
Hose |
6 sp |
|
Hat |
12 sp |
Trews |
10 sp |
|
Hood or Cowl |
6 sp |
Dress |
8 sp |
|
Cape |
5 sp |
Gown |
20 sp |
|
Cloak |
8 sp |
Robes |
10 sp |
|
Jacket |
12 sp |
Sandals |
5 cp |
|
Apron |
5 sp |
Slippers |
15 sp |
|
Blouse |
3 sp |
Shoes |
6 sp |
|
Tunic |
5 sp |
Boots |
12 sp |
|
Miscellaneous |
||||
Holy Symbol |
5 sp |
Whetstone |
2 sp |
|
Holy Water |
2 sp |
Bag of Marbles |
2 sp |
|
Holy Oil |
3 sp |
Bag of Caltrops |
10 sp |
|
Bell |
2 sp |
Chain, 10 feet |
2 sp |
|
Incense, 6 sticks |
5 sp |
Garlic |
2 cp/bulb |
|
Censor |
12 sp |
Wolvesbane |
8 cp/sprig |
|
Boline or Athame |
15 sp |
Thevish weed |
1 sp/lb |
|
Portable Altar |
50 sp |
Quiver |
5 sp |
|
Musical Instrument |
15 sp |
Oil, Lubricating (pint) |
8 sp |
|
Thieves Tools |
||||
Smudge Lamp |
20 sp |
Glasscutter |
20 sp |
|
Catch Hook |
5 sp |
Goatsfoot |
10 sp |
|
Probe |
3 sp |
Pincers |
12 sp |
|
Prod |
2 sp |
Snips |
15 sp |
|
Punch |
4 sp |
Quicksoap |
10 sp/pint |
|
Pinsaw |
24 sp |
¼ |
Acid |
25 sp |
Weapons
Weapon |
Damage |
WSF |
Size |
Notes |
Cost |
Knife |
1d3 |
3 |
S |
Range:-/10/20 |
2 sp |
Dagger |
1d4 |
3 |
S |
Range:10/20/30 |
5 sp |
Baselard |
1d5 |
4 |
S |
Range:-/10/20 |
10 sp |
Shortsword |
1d6 |
5 |
S |
|
15 sp |
Sword |
1d8 |
6 |
M |
|
30 sp |
TwoHanded Sword |
1d10 |
7 |
L |
|
75 sp |
Hand Axe |
1d6 |
5 |
S |
Range: 10/20/30 |
10 sp |
Battle Axe |
1d8 |
7 |
M |
Range: -/-/20 |
20 sp |
Great Axe |
1d10 |
8 |
L |
|
45 sp |
Baton |
1d3 |
3 |
S |
|
2 sp |
Cudgel |
1d4 |
5 |
M |
|
3 sp |
Quarter Staff |
1d6 |
5 |
M |
|
5 sp |
War Hammer |
1d6 |
5 |
S |
Range: -/20/30 |
12 sp |
Mace |
1d8 |
7 |
M |
|
15 sp |
Maul |
1d10 |
9 |
L |
|
20 sp |
Dart |
1d3 |
3 |
S |
Range: 20/40/60 |
2 sp |
Javelin |
1d4 |
4 |
M |
Range: 10/30/50 |
4 sp |
Spear |
1d6/1d8 |
5 |
M |
Range: 10/20/30 |
10 sp |
Polearm |
1d10 |
8 |
L |
|
25 sp |
Sling |
1d4 |
9 |
|
Range: 30/60/90 |
2 sp |
Short Bow |
1d6 |
5 |
|
Range: 50/100/150 |
25 sp |
Long Bow |
1d8 |
7 |
|
Range: 70/140/210 |
60 sp |
Lt Crossbow |
1d6 |
4 (1) |
|
Range: 60/120/180 |
30 sp |
Hvy Crossbow |
1d10 |
5 (3) |
|
Range: 80/160/240 |
150 sp |
Arrow or Quarrel |
-- |
-- |
-- |
-- |
5 sp /dozen |
Handgonne |
1d10 |
9(2) |
|
Range: 40/80/160 |
200 sp |
Arquebus |
1d12 |
8(2) |
|
Range: 50/100/200 |
300 sp |
Shot and
powder |
- |
- |
- |
- |
20sp/dozen |
(1),(2,(3))- how many whole rounds it takes to load this
weapon
Armor
|
AC |
Cost |
Note |
Quilted |
12 |
10 sp |
If metal is accounted for the armor is “Ringed”. |
Leather |
13 |
20 sp |
If metal is accounted for the armor is “Studded”. |
Scale |
14 |
40 sp |
|
Mail |
15 |
60 sp |
|
Lamellar |
16 |
100 sp |
|
PlateMail |
17 |
400 sp |
|
Field Plate |
18 |
1,500 sp |
|
Full Plate |
19 |
4,000 sp |
|
Buckler |
+1* |
10 sp |
|
Shield |
+2** |
25 sp |
|
Tower Shield |
+3** |
50 sp |
|
Skull Cap |
- |
5 sp |
+2 save vs stunning blow |
Bear Hat |
- |
10 sp |
+3 save vs stunning blow |
Great Helm |
+1 |
25 sp |
+3 save vs stunning blow |
*To the front , ** to front or shielded side
All values above are for normal quality equipment with metal items fashion from Verdin.
Normal unarmored AC is 11. A suit of Good Silver Mail would cost 487.5 sp(60x5x1.5) provide AC 15 to it’s wearer, be -1 to repair and save vs damage at +1.
Equipment can all be modified by Quality and Material
Quality of Equipment
Quality |
QC |
Item Save |
Hit Or Use |
Impact |
Repair |
Craft |
Cost* |
Ultimate |
U |
+3 |
+3 |
+3 |
-5 |
-11 |
x 100 |
Legendary |
L |
+2 |
+2 |
+2 |
-4 |
-9 |
x 50 |
Splendid |
S |
+2 |
+2 |
+1 |
-3 |
-7 |
x 25 |
Very Fine |
VF |
+2 |
+1 |
+1 |
-2 |
-5 |
x 10 |
Fine |
F |
+1 |
+1 |
+1 |
-1 |
-3 |
x 5 |
Very Good |
VG |
+1 |
+1 |
0 |
0 |
-2 |
x 3 |
Good |
G |
+1 |
0 |
0 |
0 |
-1 |
x 1.5 |
Regular |
R |
0 |
0 |
0 |
0 |
0 |
x 1 |
Bodge |
B |
-1 |
0 |
0 |
-1 |
+2 |
x ¾ |
Shoddy |
sh |
-2 |
-1 |
0 |
-3 |
+4 |
x 2/3 |
Duff |
Df |
-3 |
- 2 |
-1 |
-5 |
+6 |
x 1/2 |
·
Cost is a multiplier for quick purchasing of
standard gear , unique items may vary.
Metals
|
AC adj |
Save Adj |
Repair/Craft |
Cost |
Aethril |
+5 |
+3 |
-5 |
x 100 |
Galverin |
+4 |
+2 |
-4 |
x 50 |
Crimsteel |
+3 |
+1 |
-3 |
x 30 |
Orachalcum |
+2 |
+1 |
-2 |
x 20 |
Hepatizon |
+1 |
+1 |
-2 |
x 10 |
Silver |
0 |
0 |
-1 |
x 5 |
Ferric |
0 |
0 |
0 |
x 2 |
Verdin |
-1 |
0 |
+1 |
x 1 |
Ludden |
-2 |
-1 |
+2 |
X ½ |
AC ADJ is listed for whole suit of armor, ½ this with no
fractions for shields.
(Players please note the tables above are all included in the primer.)
Player Characters start play with 3d6x10 sp
Coin Exchange rates/values:
100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece
10 Electrum Pieces=5 Gold Pieces= 1 Platinum Piece
(Players please note the primer has a typo for conversion rates, the rates here are correct).