KIWF! is a log of my thoughts on D&D and the DCCRPG, inspired by the OSR.
Also, a place where I will post my own RPG for all to use.

Sunday, October 19, 2014

J RPG Fluff product: Considerations of the Fantasy World

Found this lovely thing at Yellow Submarine today. It's a compilation of columns from Role & Roll magazine about misc. fantasy RPG topics by Yūya Kobayashi  (小林裕也). It's all system-agnostic stuff featuring the creatures, items, and locales one could find in your standard high fantasy setting. It's available on Amazon.co.jp.



I liked the section on mounts. Reminds me I need to include those humanoid mounts from the Dying Earth stories. Horses need to become rare in my campaign. 

Some Fantasy anatomy is explored in these pages about birdmen and centaurs.

Inviting copy from the book obi (belt, also called koshimaki)

Thursday, October 9, 2014

1d12 Things for you to stat

1: Aunt men
2: Orgone Energy Guzzler
3: Flat dragon
4: Manhandlers
5: Slime-clops
6: Rammun's Melting Revanent
7: The First Heart
8: Space Spore Spirits
9: Electric Bugalootron 4000
10: Child Riders
11: Endagering Chillofax
12: Moose from Hell

Tuesday, September 2, 2014

In a Fevered, Trance-like State, I Fixed the Bard

Bards and skalds can be found in any court. But those that adventure have a certain set of skills. This is pretty generic; I imagine it would be good for 0D&D, B/X/LotFP, DCC, etc.

  • They can remember things others forget. This is because they use rhyme and verse to memorize epic tales, news, bon mots, and other things that get them fed. If a bard wants to see if he knows something about the thing that the party really wants details on, the DM can roll 2d6 and add in the Bard's Int mod as well as a circumstance mod. High rolls give clues.
  • They can weave magic into their lyrics. This does not work during a fight.  That takes too long and you will be cut, jack. It might work during a battle, if the bard is, like, say, playing on a mountaintop while armies clash below. It will work on a captive audience. Literally tied up is best, but the partons at a quiet pub or a lord's court will do.
    • You learn one song each level. It just comes to you.
  • They can be blind, yet skillful swordsmen. This is a choice you make at character generation. 
  • You can conceal a weapon in your instrument, should you decide to become a wandering assassin bard. This isn't a rules thing; I just wanted to remind you that bards are  a lot cooler when they aren't about singing in a fight. 


Here are the bard songs of power:

  • Ballad of Bravado: give each listener a d30. They can roll this during a fight, provided it happens by the next dawn, and replace any to-hit or stunt roll with it. Then it turns into a d24, and works its way down the die chain.
  • Canticle of Kings: Listeners might kowtow to the regal might of a hero of sufficient character and bloodline.
  • Carol of Cheer: Listener has a chance to shake off any melancholy or insanity
  • Chant of Chivalry: Induces listeners to take up causes, enforce justice, or go to war for a pretty face.
  • Coronach of Canceled Time: Reduces listeners to a metaphysical melancholy that will ensorcel them into a state of suspended time.
  • Dirge of Dancing Dead: Placates mindless undead into a swaying stance-- even if they don't have auditory organs left.
  • Jeremiad of Justice: Listener likely to admit guilt that the bard suspects them of. 
  • Keen of Killers: All listeners are enraged and do an extra die of damage.
  • Modony of Manipulation: listeners are charmed. +4 to reaction rolls against the bard.
  • Serenade of Seduction: Listener may become ridiculously enamored of the bard
  • Threnody of Thoughts: Listeners hear the secrets of the dead spirits of this place. Let the players ask a question each. 
I'll think up more someday if this post seems to have garnered interest.


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Tuesday, July 29, 2014

Fan Map for Bone Hoard of the Dancing Horror

Want to run Bone Hoard in style?
This map is meant to address a couple things that dumb game judges like me can benefit from. It shows a couple monsters near where they might be encountered (just out of site of fog of war if you are using Roll20), including the heretofore unillustrated [in the original module] dancing horror itself.  The hordling is near a room where the adventure suggests it make itself known. There are a couple of traps illustrated too. I hope it enhances your experience. Click to embiggen. You might enjoy my fan map for Death Frost Doom too.

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Friday, June 27, 2014

XP for Gold revision 100: Montage

This is an embed of a revision of my XP for gold DCC rules, which my players quite frankly hate but I stubbornly think add something to the game. Enjoy.

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Thursday, June 19, 2014

The Chase (an RPG mini-game to keep escaping exciting)

I'm tired of opposed die rolls for chases. What is needed is an event each round for each side. Then they decide how to tackle the event, or roll against its DC. This could be done with a table or cards or whatever (I've provided such a table below). If the escapee get's 5-minus its Dex mod in victory points, it slips away. Each success for the pursuer can can remove a victory point from the escapee, and if they have no more to remove when required, they are caught within either melee or ranged attack distance (pursuer's choice). Escapee rolls first. Escapee can give up running and parley or fight at any time. Escapee may have thief abilities that they can use, but they still need victory points to get away for sure. If they are caught up with, the escapee is too tired/out of options to run any more. They will have to make their stand here. They can't move out of range of the attacker unless a third party interferes.

If there is more than one pursuer and/or escapee, they alternate rolling on the table for their side and deal with it (but normal helping rules for your RPG system can come into play).

Disadvantage is either as 5e (roll two dice and take the less useful one) or DCC (roll a die one step lower on the chain) and applies to all dice you use during your turn.

Example (what the keyword means is ad hoc'ed by the Judge on the fly):

Escapee: rolls cover. A large tree. Dex DC 7 or Wis DC 10 to hide behind. They have crappy Wisdom, so they roll their Dex. It works. They spend this turn hiding and biding their time as the PC runs around. One victory point.

PC rolls obstacle. A slippery, muddt marsh. Dex DC 5 to nimbly walk through without falling or Str DC 10 to jump over. Failure means slipping or falling and having disadvantage during the next round. They don't make their test roll.

Round 2:
Escapee: Rolls obstacle. Thorny hedge. They can try DC 10 to run around it, or DC 10 to jump over it. They opt for Dex again, but fail and remove a victory point. Back down to zero.

PC: Rolls ranged attack opportunity: A clear shot. They can make a ranged attack or a DC 5 Dex roll to use the view to catch up. They chose the former and even with that remaining disadvantage, roll a hit against the opponent. It takes damage, but the pursuit is ongoing if the escapee keeps running. It does.

Round 3:
Escapee rolls trip-up opportunity: A big tree with long branches that can be pulled back and released into a pursuer's face (Str DC5) or simply run over to try and gain more ground. They opt for the former and easily make the roll to slap the pursuer in the face. This nets another victory point for the escapee (back to 1).
And so on.

The table:



1d12 roll
keyword to ad lib off of
Pursuer's
challenge and/or choice
Escapee's
challenge and/or choice
1
obstacle
Something that has to be scaled, jumped, or run around
the same
2
cover
Something that block’s sight and must be somehow seen through
something that can be hidden behind if one is quiet and/or clever
3
ranged attack opportunity!
Can roll a ranged attack, or simply use the visual information to try and catch up
You’ve been spotted! Try to dodge out of sight or missile weapons
4
melee attack opportunity!
Can roll a melee attack, or simply try to keep close pursuit
Can roll a melee attack (normal withdrawal rules will apply if you don’t want to end the pursuit here), or run under their blade and keep going
5
trap opportunity!
use available items cleverly to trip up your foe
the same
6
what the?!
something unexpected here; judge rolls a random encounter or landmark to be reacted against
the same
7
impressionable
able surface (makes tracks)
track your quarry!
cover your tracks!
8
golden opportunity
a hard check, but you can stop the escapee this round!
a hard check but you can stop the pursuers this round!
9
he went that way!
see through your foe’s attempt to throw you off the scent
use wits to convince foe you are headed a way you aren’t headed
10
hamstring
melee attack check to stop the escape now
attack check to stop the pursuit now
11
weather or environmental obfuscation
try to peer through this stuff
if you stand still enough, maybe they can’t see you...
12
I’ve got an idea!
pull something out of your pack and use it now, or lose this check to time spent lamenting if you weren’t clever enough to pack something useful
the same

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Friday, April 4, 2014

DCC lvl 1 Spell Memorization Effects

+Courtney Campbell Reminded me that I was always meaning to do something with +James Maliszewski's idea about the effects of memorizing a spell have on a wiz. So here's my take, using the core spells of DCC. DCC is probably too crazy already though. But still.

All effects evaporate if you forget a spell. Hey look, I included reverse spells that the book only hints at.

  • Animal Summoning: You have furry features. Go to your happy place and imagine your power animal.
  • Cantrip: Choose something odd to always be happening, like hair floating as if under water, a gnome living in your ear, etc. And you know what? In my campaign you can't forget cantrip.
  • Charm Person: +1d (dice step) to influence people or even jedi-mind trick them.
    • Repel Person: -1d to influence people, but they will be very willing to leave you alone if they can.
  • Chill Touch: Can't enjoy hot coffee. Can cause frostbite if you hold your skin against someone's for a round. Frost palm-sized surfaces.
    • Warm Touch: Can scald if you hold your skin against someone's for a round. Paper will burn in your hands.
  • Choking Cloud: -1d to influence people, as they don't like the miasma that floats about you. You always want your wizard pipe.
    • Refreshing Cloud: Everything near you for a turn will be clean and creatures will feel awake and dandy.
  • Color Spray: Eyes glow with psychedelic colors. They can project the colors like a spotlight if you desire.
  • Comprehend Languages: Use a d16 to try and understand languages just like a thief does. Inject a lot of Sesquipedalian terms, Latin and French into your character's speaking.
    • Befuddle Languages: Everyone must speak weird around you. Pig-latin, yoda-speak, Christopher Walken. Everyone (including PCs) has their own idiolect on top of whatever funny voice they might already have. 
  • Detect Magic: If someone is dweomer crafting (casting) near you, you're gonna get spider sense about it. The bigger the spell the farther you can feel it from.
    • Obfuscate Magic: You seem very boring and mundane. Other memorization effects are canceled.
  • Ekims Mystical Mask: You have a domino mask stuck to your eye area. People have -2d to recognize you, just like in the comics.
  • Enlarge: You are one head's length taller than normal, and can dunk.
    • Ensmall: You are one head's length shorter than normal, and dwarves start to make fun of you.
  • Feather Fall: You can bound like an astronaut on the moon.
    • Stone Fall: Your movement is slowed by 5 feet.
  • Find Familiar: N/A. This spell is obviously a ritual.
  • Flaming Hands: Fingernails exude constant flame that will alight stuff. Have care.
    • Freezing Feet: You can withstand up to -10 degrees celsius with no ill effects. Your boyfriend will be cranky at bedtime.
  • Force Manipulation: Minor telekinesis per 3e Mage Hand.
  • Invoke Patron: N/A (too messy with the potential of multiple patrons).
    • Counter Patron Meddling: Extraplanar creatures avoid you if friendly and attack you if hostile.
  • Magic Missile: +1d to throw items well/far (not for attacks).
    • Magic Shield: +1 to AC
  • Mending: Heal 1HP every hour.
  • Patron Bond: N/A
  • Read Magic: Mystical runes encircle and rotate around your head like a halo.
  • Ropework: Any ropes you have on you lazily grope their way about your person like snakes.
  • Runic Alphabet: Potential runes flit about on your skin/clothes as if something was casting shadows in their shape upon you.
  • Sleep: During non-tense times, you are rather prone to dozing off. Anyone near you has to roll under Luck to resist falling asleep too.
  • Spider Climb: Sticky hands, but not in a way that stops you from casting. Paper and dirt will stick to your palms.
  • Ventriloquism: You, or, if you're not willing, the Judge (yay!) will have a disembodied voice make smart-alec remarks. NPCs will be like "Guh?"
  • Ward Portal: You know instinctively if any given door is stuck or locked. 

Lvl 2 next time!


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