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Posts Tagged ‘design’

Comparison of Dungeon Writing Styles

29 Jun

A follow-up from yesterday’s post, though I would also share how I write up an adventure when using the computer (in this case, google docs):

Dungeon Notes

As you can see, I still use colours to highlight things, but the descriptions are shorter.

 

How I Write Up My Dungeons… with Pictures

28 Jun

Over at Lasgunpacker, which follows on from other blog posts (see the post link and the comments too), there’s talk about keying dungeon entries that’s been quite interesting to follow, and it got me thinking about how I do mine; so I thought I’d share a few images from the notebook I’m currently using for mapping and detailing my adventure for the Take Two version of the City of Bones.

The Queen's Tomb

I’ve decided that I really prefer handwriting my adventures, especially now that I can map with the Dyson-styled hash-marks too fill out the stone between the rooms etc. In fact, I love seeing over people’s notes too, especially hand-written ones, maps too; when I was a young lad, I used to love looking at my dad’s adventures and seeing the maps he’d drawn and the notes he’d made.

My notes in the picture above are a paragraph of two of description and notes, colour-coded notes for special rules, monsters, treasure and headings, and I try to write the stuff out in the order the characters would experience the room, but not always.

Anyway. Just thought I’d share.

 

Alcohol & ACKS

15 Jun

Drunk DwarfSo, in last Monday’s game, poor Ungird lost the use of his legs; but after a lengthy (but uneventful) journey to the nearest free city, they paid to have his legs restored: unfortunately, he now has a bottomless hunger for alcohol.

Which means I now need some House Rules to cover the effects of his consumption; the rules for him not quaffing pints is simple, basically -1 to all saving throws per hour until he starts drinking again. But in ACKS there’s no ruling for the effects of alcohol, so I’m going to make one up (loosely based on stuff I’m read in the AD&D DMG).

Alcohol Effects

Characters can safely drink a number of units* of alcohol in a three-hour period, based on [3+Constitution modifier]. For every unit beyond this, make a Saving Throw versus Poison or suffer some effects; each new drink requires a new save, each failure escalates the severity of the alcohol effects, as below.

The severity drops by one level for every 3 hours that pass without drinking, or to zero after a full night’s uninterrupted sleep. After such a sleep, or when the severity drops, another saving throw must be made to avoid a hang-over (-2 to all throws for 2d6 hours).

Severity Saves vs Fear Int/Wis penalty Temp. HPs Attack penalty
Zero Normal 0 0 0
Light +1 -1 0 0
Moderate +2 -3 +1d4 -1
Heavy +3 -5 +2d4 -3
Severe +5 -7 +2d4 -5
Unconscious N/A N/A N/A N/A
*1 unit = pint of ale, glass of wine, half-glass of spirits; 2 units = 1 pint of dwarf stout, 1 glass of elven spirits; 3 units = orc brew, goblin spirits.

Edit (16/06/12): in the comments below I said I’d reset the save penalty after sleep, but after further thought I’m thinking that’s too easy. So, when Ungrid wakes up after his night’s sleep his consuming hunger retains the penalty of -1 per hour; he can alleviate this by drinking a unit per penalty; so for 8 hours sleep, he’ll need to quaff 8 units to be restored, and quite likely be drunk too. Which falls in with the consuming hunger and addiction.

I’ll have to see how it works on Monday, and adjust as necessary.

 
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Posted in ACKS, Blog, D&D, RPG, Rules

 

City of Bones: the loppe

01 Jun

In The City of Bones there can be found a race of intelligent spiders known as the loppe. These come from the distant and exotic jungle far to the South West, Stranglevine jungle. They come to Godsend for two main reasons: as part of the followers of the Great Weaver, the loppe goddess of creation and fate, or to take part in the gladiatorial matches at the arena; for the loppe are a violent race, tempered only by their priests.

From a design point-of-view, I decided to use the basic class design to make up the two classes below, rather than mess about with creating builds for a new race (which I did last time), and instead trimmed away some elements to give the classes additional ‘powers’ to create the racial traits. It more or less works for me.

The Loppe

All loppe have the following racial traits:

  • Scuttling: as long as the loppe can move freely and is unencumbered, they gain a +1 to their base AC, this increases to +2 at level 7, and +3 at level 13;
  • Tough Hide: all loppe have a base AC of 1, but cannot wear any armour or use shields;
  • Claws & Bite: although loppe are unable to wield weapons (or even objects), and lack any fighting styles, they can use their claws and pincers to fight with- claws do 1d2 damage, their bite does 1d4;
  • Infravision: all loppe have 30′ infravision;
  • Spider-Climb: being spiders, the loppe can spider-climb at-will, as per the spell;
  • Inhumanity: loppe are no human and most races have a natural, primal aversion to them; all reactions with non-loppe are at -1.

Loppe Priests

The priesthood of the loppe are known as Webspinners and are essentially clerics with the following differences:

  • cannot wear any armour, use shield, or weapons;
  • turn undead is replaced by the ability to cast fate once per day, after a turn of meditation (as the spell, see the Players Companion for details).

Lopp Gladiators

Loppe make excellent fighters and excel at gladiatorial combat. At 1st level they attack unarmoured foes with a throw of 10+; this decreases by 1 per level (i.e. they fight like a monster). The claws and bite of the gladiator are more powerful, with claws dealing 1d3 damage, and bites dealing 1d6; the loppe has a damage bonus added to this, +1 at first level, increasing by 1 per three levels. They have saving throws as per fighters.

All loppe gladiators can fly into a murderous rage: the loppe gains a +2 bonus to damage rolls and becomes immune to fear. However, the loppe cannot retreat from combat. Once it has begun, a murderous rage cannot be ended until combat ends.

However, when a loppe gladiator reaches 5th level (Exemplar), his battlefield prowess begins to inspire others to follow him. Any henchmen and mercenaries hired by the gladiator gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with the modifiers from the gladiator’s Charisma, proficiencies, and race.

At 9th level (Loppe Warlord), a loppe gladiator can build a castle and claw his way into a position of authority. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 loppe gladiators of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, the gladiator may ultimately control several castles or even entire realms, though he can expect to face ongoing challenges from humans and demi-humans.

Loppe Gladiator Level Progression
Experience Title Level Hit Dice Damage Bonus
0 Pitfighter 1 1d6

+1

2,900 Gladiator 2 2d6

+1

5,800 Clawmaster 3 3d6

+2

11,600 Hero 4 4d6

+2

23,200 Exemplar 5 5d6

+2

46,400 Myrmidon 6 6d6

+3

95,000 Champion 7 7d6

+3

190,000 Epic Hero 8 8d6

+3

310,000 Warlord 9 9d6

+4

430,000 Warlord, 10th lvl 10 9d6+2*

+4

550,000 Warlord, 11th lvl 11 9d6+4*

+4

 670,000  Warlord, 12th lvl 12 9d6+6*

 +5

 790,000  Warlord, 13th lvl 13 9d6+8*

 +5

 910,000  Warlord, 14th lvl 14 9d6+10*

 +5

*Hit point modifiers from constitution are ignored

Loppe Gladiator Proficiency List: Acrobatics, Alertness, Ambushing, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, knock down, overrun, sunder), Contortionist, Command, Dungeon Bashing, Endurance, Fighting Style (claws & bite), Gambling, Intimidation, Kin-Slaying*, Languages, Manual of Arms, Military Strategy, Precise Shooting, Running, Skirmishing, Survival, Swashbuckling, Tracking, Wakefulness, Weapon Finesse, Weapon Focus.

*see Players Companion.

Loppe Gladiator Saving Throws
 

Level

Petrification& Paralysis Poison & Death Blast & Breath Staffs & Wands Spells
1 15+ 14+ 16+ 16+ 17+
2-3 14+ 13+ 15+ 15+ 16+
4 13+ 12+ 14+ 14+ 15+
5-6 12+ 11+ 13+ 13+ 14+
7 11+ 10+ 12+ 12+ 13+
8-9 10+ 9+ 11+ 11+ 12+
10 9+ 8+ 10+ 10+ 11+
11-12 8+ 7+ 9+ 9+ 10+
13 7+ 6+ 8+ 8+ 9+
14 6+ 5+ 7+ 7+ 8+
Loppe Gladiator  Attack Throws
 Level Attack Throw
1 10+
2 9+
3 8+
4 7+
5 6+
6 5+
7 4+
8 3+
9-14 2+
 
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Posted in ACKS, Blog

 

Random Catacombs

25 May

Here’s something I did today, made a quick random generator for the catacombs under the City of Bones, in case I need something quickly.

Edit: should have added to #7 Stairs: “roll any die, evens means up a level, odds down”, but I guess something like that is obvious, yes?

Random Catacomb Generator

 
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Posted in ACKS, Blog, D&D, RPG