Tuesday, August 21, 2018

i encounter the changeling couturier


I APPLAUD THE FACADE OF THE CHANGELING COUTURIER

1 A confusion of crows flurry about
2 A constellation of mouths on their silvery skin
3 A static landscape always behind their steady gaze
4 Always steps out from behind scenery
5 Like a living marble statue, no arms or head
6 A veil of mist the color of heartache
7 Always seen as exquisitely lit
8 A dragon and a lion race around their feet
9 Three reflections surround them, like trifold mirror
10 A gaggle of goblins with needle and thread


I ADMIRE THE ATTIRE OF THE CHANGELING COUTURIER

1 Buttonlike spiders, a lattice of web
2 Flowing like water a garment of glass
3 Tumbling leaves from the middle of fall
4 Cockle-shells, layered and dangling low
5 Hundreds of bells ringing tiny and shrill
6 Pumpkin-flesh skin between trembling vines
7 A single, thin snake wound around into shape
8 Needleworked nickel and leatherworked lead
9 Fine-as-thread wicker and miniature leaves
10 Butterfly wings bound together with gold


I MONITOR THE MONIKER OF THE CHANGELING COUTURIER

1
2
3
4
5
6
7
8
9
10
Fallow
Cloudy
Cold
Small
Whistling
Auld
Summer
Holly
Starry
Smoky
Alvin
Buckler
Burt
Harry
Jem
Merl
Orin
Robin
Runkin
Tom
Ashling
Belle
Bess
Cosmia
Deen
Jone
Mab
Oona
Stella
Ysolde








I FORGET THE EPITHET OF THE CHANGELING COUTURIER





to the
of

1
2
3
4
5
6
7
8
9
10
Tailor
Hatter
Dressmaker
Glover
Embroiderer
Milliner
Corsetier
Seamstress
Shoemaker
Haberdasher
Master
Princess
Lady
Duke
Queen
Margrave
Countess
Viscount
Baroness
Laird
Pity
Lost
Near
Lesser
Harvest
Saint’s
Snow’s
Broken
Moss
Drowned
Dark
Hope
Hand
Mark
Moon
Dusk
Heart
Birch
Oak
Court

(i.e. Whistling Jem, Glover to the Margrave of Broken Hand)


I ACQUIRE THE DESIRE OF THE CHANGELING COUTURIER

1 A maiden’s firstborn
2 A night with the ruler’s spouse
3 Half of your remaining life
4 The sanity of a noble
5 Light spun into thread
6 A year and a day
7 The dress of a certain fashionwitch
8 Feather-down of a pegasus/firebird/owlbear/peacock
9 An accomplished tailor to take their place
10 Fashion plans of an aspiring rival




I HOARD THE REWARD OF THE CHANGELING COUTURIER

1 Audience with their patron fashionwitch
2 Oversized needle - as an unbreakable two handed rapier
3 Sash of Fearful Symmetry - break to conjure a burning tyger twin of yourself
4 A thread through shadow to the place you wish to be, taking a shortcut through the Gardens of Midnight
5 Moon Woman’s lace - bonus to all nighttime reaction rolls, introduction to Her6 Tabard of Indulgence - you hunger, and hungry things greet you as a friend. Resistance to fire, acid, carnivores, etc. but, save or stuff your face in the presence of food
7 Seam Ripper - use once the unstitch something from this world. It drifts off, elsewhere (as banish I guess?)
8 Perfect Disguise - your clothing changes to fit in wherever you are and strangers will always treat you as a native. You can also use your head like a pistol to shoot someone once but then the glamer disappears
9 Mundane Egg. Will hatch a world if used by an immortal. They will trade favors etc for it; I don’t know how the hell this poor soul got their hands on it.
10 Cruel Motley - jester’s clothes that make anyone laugh to distraction at any jokes you tell, but otherwise regard you with suspicion and fear.


Monday, August 20, 2018

quick journey encounter table

crones +  wraeca king

I have a strange and rarely-useful fascination with procedural generation at the table, so here's a quick GM-facing idea for a shifting encounter table made from one list. I think this could be used along a route transitioning from one area to another - a road, pass or river. Because I am a creeper we will use Patrick's Perse River as an example.

The main idea is the have a list that one could roll particular dice combinations on for particular areas, with some overlap. A d100 list would obviously work just fine for this (roll a d10, then a d20, then d10+10 etc) but I find doing the math for <100 entries tedious and if I'm prepping a game I don't want to write 100 entries. For this we'll use 13 entries:
First third of the journey: roll 1d6
Middle portion: 2d6
Final third: 1d6+7

Number things based on their normal proximity to the start, so 1 might be a homeboy from the starting town, 13 would be someone native to the destination, 7 is something that lives in the middle.

From the post:

1 jukai trader
2 township mercenary
3 orcas
4 freshwater penguins
5 crone
6 stone men
7 castoroides
8 eoten
9 fell metal men
10 wraeca
11 amazons
12 yakmen
13 orcneas

So the Jukai trader will only show up near the city, the castoroides will only appear once you are a fair ways along (and indeed are technically most likely) and an orcneas might be encountered at the tail end.

This schema can be tweaked for larger die sizes or for more stages - 5 stages would be d6, 2d6, 1d6+7, 2d6+7, 1d6+13.

Related image

Tuesday, August 14, 2018

encounters in the BADLANDS




  1. ANTLION. At the bottom of a pit - surprises on 4 in 6, dex save to avoid falling. 8HD
  2. VISPER GRINT, sweating and bleeding through his trenchcoat, hurrying along on foot. He was on his way to a crooked business deal and has $2000 lining his coat but was left for dead after his stage was attacked. Paranoid, will die tomorrow with medical help
  3. 2d4 COYOTES. Will wait til dark to try and raid the party's food or drag off the weakest/most asleep
  4. HOG LIZARD. stats as crocodile, attempts to swallow whole
  5. TUMBLEWEED SPIDER. Tumbleweed blows into a horse, sticks, and it starts fussing - a fat spider is inside drinking blood. 1HD
  6. FATHER MANTEQUILLA. A sleezy, cowardly priest sent to get help for the hostage situation at the RECHAZADO MISSION. Hopes to take his time and hit several brothels
  7. 2d6 PILGRIMS. On a mission of 1 proselytizing 2 killing infidels 3 worship 4 trade
    Members of 1. United Church of the Waiting Remnant 2. Reformed Temple of the Sleeping Lord 3. Returning King Brethren
    2+1HD, all skilled gunners
  8. PORTENT (can be interpreted by fortune tellers) Black coffin borne upon mass of snakes. It's empty, but if you open it an aspect of death will follow you: advantage on damage and intimidate rolls, but these cease and you lose 1HD permanently if you go a day without shedding blood

Monday, July 16, 2018

Toxic Gardens of the Hidden Temple

A heady cloud of opium, tobacco, perfume, and finally sulfur mixes with the mist beneath the waterfall, and you find yourself led, blindfolded and deafened from the crashing roar, out into a courtyard of a spotless but hazy temple.

There are a monks here doing flips, sparring, or sitting motionless amidst the fumes. The head monk is a scarred and one-eyed crabman laughing voicelessly and is known as Master Hatyārē. He will gladly gesture for you to join in with the training, and acolytes will hurry to help you change clothes if you accept.


TRAINING
Once per level you may make a generous donation (d100 x level in gold pieces) and spend a number of days meditating in the Toxic Gardens equal to your level or HD. At the end of that time, Save vs Poison (or Con or whatever you use) as the exposure has its final effect. If you pass, roll on the table below as new insight is unlocked, but lose 1hp/level as your body deals with the toxins. This health loss is permanent.

If you fail your save, you gain d10xp/level from your lesser reflections and instead roll an opium effect & check for addiction.


Using these abilities requires you to yell the name (convoluted series of hand signs optional). These abilities can collectively be used up to your level times/day unless otherwise noted.


  1. Meteor Strike: Make an attack on a target below; if you hit, deal an additional 1d6 damage for every 10 feet you fell. If you miss, you take 1d6 damage for every 20 feet you fell. Can be used as often as you dare.
  2. Stuttering Palm: On a successful hit, have the target phase out of time for 1d6 rounds. Time acts normally on them once they return (so if the floor under them has been greased in the meantime they have to deal with that, etc).
  3. Stop Hitting Yourself: Make an unarmed attack, and the next time that enemy would hit you they must Save vs Paralysis. If they fail they get ju jitsu’d and damage themselves instead.
  4. Threat of Peace, Promise of War: Lock eyes with a creature to learn their alignment. Hold for a round to learn their HD, then one more to learn one (if any) magic or special ability they possess. Distractions (loud noises, attacks, etc) will probably break their attention.
  5. Servant of Breath: Manipulate an object at a distance using the wind. Basically just mage hand for a single action, but the range is earshot.
  6. Chan Style: Make an attack with some nearby improvised weapon. If you hit, you humiliate the target in some way - pull down pants, smack their rump, tie shoelaces etc. All of their allies (but not them) check morale as they see you make a fool of their companion.
  7. Be Swift as a Coursing River: Run across water (or another liquid which would otherwise would not support your weight) up to your normal movement. If you stop though you fall in.
  8. With All the Force of a Great Typhoon: Make a charge attack. If you hit, they get knocked back equal to the distance you travelled. Hitting a wall deals fall damage.
  9. With All the Strength of a Raging Fire: Make an attack at +1 to hit. Your weapon or fist is wreathed in flames and deals 1 extra damage. Victim must Save or be caught on fire.
  10. Inner Steel, Outer Stone: Deal a strike that splits rock. You can break a statue, crack a hole in the wall, or deal an extra d6 to earth, stone, or similar creatures.


PERSONS OF INTEREST
Hatyārē, Master of Autumn - Half-blind but strong as an ox. Does not speak beyond claw motions but knows where everything is here. Will put on a show of refusing any challenges for his title but relishes the chance to wrestle. (Crabman lvl10)

Satha Phnadra - a follower of the Gold Lotus from the southeast. Here looking for armed guards to accompany him safely back to worn-torn Sajavedra; no-one has yet offered. (Lotus Mnk lvl3)

King of All Orcs - a foreigner in a bird mask who speaks in a low, hooting voice. He is well versed in and can teach the art of the spear but does not carry one of his own. Will offer help to worthy causes ...that pay decently. (Fighter lvl6)

Lobsang - timid tender of the cherry trees in the foothills above; moves slowly and speaks with a youthful voice but under his many silk layers the flesh is wrinkled and tough. Will “gift” enchanted fruit to donors for 1d6 x 100 gold pieces each: Calm Mind, Halt Aging, Shield Psyche, Avoid Interest. These all last 10 minutes/100 gold spent on them. (Mummified Monk)

Saturday, June 9, 2018

quick chargen for my jonathan strange game

Base Lamentations of the Flame Princess, using the Pernicious Pamphlet and A Red & Pleasant Land

ROLL 3D6 IN ORDER


CLASSES
class
hp
paralyze
poison
breath
device
magic
Fighter
1d6
16
16
16
15
18
Magician in Training
1d6
13
13
16
13
14
Specialist
1d6
14
16
15
14
14
Fairy Knight (as Elf)
1d6
13
12
15
13
15
Urchin (as Halfling)
1d6
10
8
13
9
12
Alice (R&PL pg 30)
1d6
13
15
14
13
13
Cleric* (PP)
1d6
14
11
16
12
15
Vampire* (PP)
1d6
14
16
15
14
14


*Unlockable class Urchin has Sleight of Hand instead of Bushcraft. Magician rolls for 4 MU spells.


STATUS
Add your modifier to reaction rolls in society
roll
mod
social class
3
-3
General criminals, hobos, and undesirables.
4-5
-2
Average servants
6-8
-1
Working poor, or successful servants.
9-12
0
The middle class. May be referred to as “Esquire”
13-15
+1
Knights and petty nobles. At this rank, you might be called “Sir” by anyone of lower rank.
16-17
+2
Earls, dukes, and other nobles. At this rank you are referred to as Lord or Lady.
18
+3
Somehow in line for a throne.


EQUIPMENT
Roll on the chart (Into the Odd pg 5), replace Arcanum with a roll on Peculiarities table
(Will prep a custom chart later)


PECULIARITIES
One use unless otherwise stated.
numbered key
roll d100 to see what # it is
mummia
PP pg 16
raven's tongue
swallow to speak to birds for a hour
fey thorn
prick hand to get protection from iron for 1 turn
dried athelas
eat to reroll hp
ghostly thread
will slice through one object like a cheese cutter
widow's tears
ingester saves vs poison or is apathetic and inactive for 1 hour
preserved rose
tear up to reroll a reaction with a nature spirit
somnulent bell
when struck all who can hear it Save vs Paralyze or fall asleep for d10 minutes. This shatters the bell
heirarch powder
toss in air to make every being that breathes it save vs magic or spend d4 rounds pointing at their ruler
umber rouge
polishes a blade impossibly sharp. next hit causes bleeding for 1 damage for 1d10 rounds
lesser seal
a minor ranked demon can be summoned once
quicksilver vial
works as a one-time mirror
black moss
ingester saves vs poison or forgets last 24 hours
ancient dust
sprinkled on an object or creature, they save vs magic or age 1000 years
grimoire
"Three Perfectible States of Being" 1-in-6 Angelology
grimoire
"Revelations of Thirty-Six Other Worlds" 1-in-6 Planes
grimoire
"A Faire Wood Withering" 1-in-6 Fairies
spell
instructions to cast "Animam Evocare"
spell
instructions to cast "Teilo's Hand"



You are all done.