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):
As you can see, I still use colours to highlight things, but the descriptions are shorter.
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):
As you can see, I still use colours to highlight things, but the descriptions are shorter.
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.
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.
So, 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).
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 |
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.
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.
All loppe have the following racial traits:
The priesthood of the loppe are known as Webspinners and are essentially clerics with the following differences:
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+ |
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?