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The Inheritance

This post itself isn't particularly brilliant or groundbreaking, it's just a collection of magic items for you to "inherit" for your D&D, Knave, Into The Odd, or other RPG games. I'm sure you will find at least some of these items interesting, most are dedicated to either make a situation more interesting or embrace the spirit of the OSR. Hell, maybe you can even start some of the PCs off with an item by rolling 2D6, one for the category of item they get and one for the actual item under that category. If you are using a 6-stat-system, replace WIL with Charisma, Intelligence, or Wisdom, whichever you find most appropriate for the item. Just a note, quite a few entries are inspired by this excellent post from a new blog with lots of potential, check them out! Without further ado: Adventurous Equipment ( Nafah ) Light: 1. Sprite Lamp.  A lantern with gold foil inlaid on it, it emits an amber light up to 60' for 4 hours on 1 flask of oil. Once per ...

Shell In The Pit

Hey guys and girls, I'm still alive, just back from a long vacation. Recently I've been running a modified version of the excellent Tomb of the Serpent Kings  by Skerples with close friends and its been an amazing time. One feature that this dungeon has is concerning amounts of skeletons, and at first I've been having trouble making the skeletons interesting until I came up with this handy tool based off of this  post from Chris McDowall. Skeletons ( TentaclesandTeeth ) Skeleton (Level 1) - Chattering human skeletons wielding rusted weaponry and rags. STR 10, DEX 14, WIL 5, 3 HP Claw, Sword, or Ceremonial Dagger (D6) - Immune to poisons. - Piercing damage is impaired against this creature. - Bludgeoning damage is enhanced against this creature. To make more advanced skeletons, choose (or roll) one option below for every level you add onto them, up to level 5. - The skeleton has ragged chain-mail (1 armor), if this option is chosen again, it has battered pla...

In Cauda Venenum

They're biting their tongues. The job went sour as soon as Sir Tarkington noticed the thieves arguing in his store room about shares of loot. The melodic chime of alarm bells contrasts the hectic scrambling of the party as they look for any kind of closet or cranny to hide in. One stands by the door, ready to make a bolt for it as soon as there is any sign of escape. Another stands in the middle of the room with a crossbow and a knife, they would rather die on their feet than live on their knees or in the forced servitude of Sir Tarkington it would seem. The last cowers behind a crate, looking for any boon or sign of good fortune. After a few hurried seconds of hectic searching, fortune smiles back in the form of a small glass vial with a skull and crossbones. Poisons and drugs are really weird to use. In my experience, it's kinda hard to use poisons without making an entire big set of rules about methods of ingestion, time limits, saves, and etc. On the other hand, I use Int...

XXI: The World

Creating something from nothing is REALLY hard, especially when it comes to world-building. I've always ran with the platitude of "start small, think big later". When creating a setting or main adventuring area, I've got a process I run through that generally helps get the creativity flowing and that doesn't need to be performed in any real order: The History: This is just a general three-sentence description of the history of the setting or area the players are going to be adventuring in. It doesn't necessarily need to just be three sentences, but I've found that this is a good amount of space to let creativity branch out later. The Encounters: If you've been reading this blog for any amount of time, you'll probably know that I am a BIG fan of small tables . I generally like making a small table of encounters to gauge what enemies or allies may be seen when going through whatever fresh hell your players are going through. The Bestiary: Th...

In The Bag

Hey, so this is going to be an update from last post because my friends really liked how I handled character creation and wanted me to show the public my starter packages I made for the session I ran earlier this weekend. I'll have the starter packages first and some highlights from my session last for those interested. Blackguard ( Konstantin Vavilov ) Knave ( Konstantin Vavilov )  Occultist ( Konstantin Vavilov )   Now, for the highlights from my adventure I'm testing, SIN, SWINE, SQUALOR: Slipping a lust potion into a bandit camp's water/alcohol supply, resulting in indescribable acts of sex and sadism. Wasting half of the team's torches by lighting them and throwing them into an aqueduct tunnel in attempts to see where it went. Riding a giant pig, steering it by shoving blades down its skull. Convincing a small posse of insane bandits that the team were Gods and Goddesses from another dimension that would bring the posse redemption if they...

A Backpack And A Blade

So, I'm going to be running a session tomorrow, wish me luck. In that time, I've been trying to modify Into The Odd's character creation. Don't get me wrong, I love how quick and concise it is, along with how many fun results it can produce, but Into The Odd assumes an semi-industrial, semi-imperialist steam-punk-ish setting that I am not all that into. I could just make a new character creation table  (check out page 5 to see it), but it seems like it'd take quite a bit of time to make a giant list of equipment like that, and it'd be even more taxing to properly organize the entries by ability scores and HP because I have zero sense of game balance. So, here's some alternatives I've drawn out, along with a few examples: Method 1: Bagful Of Baubles ( Konstantin Vavilov ) I honestly like this method the best, it's just about as quick as the original Into The Odd's methods. All that is needed for this method is a d20 table of trinkets relate...