Wednesday, May 27, 2020

Corvid Friend (not to be confused with covid)

You get +1 HP for every Corvid Friend template you possess.

Starting skills (1d3): Lockpicking, Gangster, Scavenger

Starting equipment: A beak, claws, and an identifying feature.

[A]: Crow, Best Friends
[B]: mimickry, Comforting Grip, +1 Defense
[C]: Fly-By-Attack, Wing Buffet
[D]: Murder, +1 defense.

You are a crow (or raven I guess). You can fly in any reasonably open spaces but will probably never be able to carry others. You can claw people to deal 1 nonlethal damage, and can use tools, so long as a crow could reasonably hold said tool. You have no inventory slots, but can carry up to one object of your size or smaller in either your claws or beak. Because of your size, you can occupy the same space as any other creature.

Best Friends
You choose another PC to be your best friend. Whenever you are in the same space, you both get a +2 to all d20 rolls made at the same time, against the same thing.

You can mimick many ambient sounds in nature. This could be another bird's call, the ringing of a bell, or an animals call, but not a human voice. Anyone can attempt a save to realize that the sound is slightly off, and they will know something is up.

Comforting Grip
You can perch on the shoulder or arm of your best friend to give them advantage on a save check.

If you are in flight, you may make an attack roll on an opponent who must save or be knocked prone. Save vs. dex to remain aloft.

Wing Buffet
Whenever you make a critical attack on an opponent, you may grab onto their face and buffet them with your wings blinding them. Each turn, they may save vs. dex to remove you.

If you spend a day in any settlement spreading rumours about an individual among the local crow population, those crows will be biased against that individual and go out of their way to annoy or hurt that individual.
At any time, you can make a call which will attract 3d6 crows to you. They will attack any individual they have a bias as long as you are too.

Thursday, May 14, 2020

Dragons are Weaklings

Im going to do it. Im going to break every sacrament of gaming and just go through with it.

You probably thought this was a dragon, didnt you?

Well you're wrong. Dragons are just pathetic little pests that sit in trees and pee venom. But most importantly, they're absolute wimps.


HDAttack Bite 1d6 Defense  Move as Bird Morale 5 Save 5

Caustic Urine Works as a ranged attack roll except the dragon must be above whoever it is attacking. On a hit the target takes 1d6 acid damage per round until they wash it off.

Evasive Maneuvers Whenever you attack a dragon from melee and miss, it can choose to escape by flying away. It will probably still pester you from the air where it's a little more safe.

Combat Actions
In combat, a dragon will usually fan out its wings and screech a few times, and bite anyone who tries to get close to it. As soon as someone attacks it, it will take to the sky and start peeing on everybody until chased off with missile weapons.

Activities Table

(roll this when you hit Dragon on your encounter table)
1. Attacking a flock of sheep. 1d6 peasants will come to chase it off with rocks in 5 minutes.
2. Sitting in a tree screeching loudly and peeing on any passersby, will flee at the first sign of danger.
3. 2 dragons are mating as they clumsily flap through the sky. However obnoxious you think it should be, multiply that by 3.
4. It's chasing a small child around terrorizing them. Just make up a reason for the child to be there.
5. A group of knights are pursuing it through the woods, they are trying to find their nest.
6. Hundreds of dragons are nesting in a massive tree, you should probably leave because they won't be as scared hunting together.

Thursday, May 07, 2020

Warlock Patron: The Great Gourd

Warlock Class

Starting Skills Farmer, Religion (Great Gourd), Astronomy.

Starting Equipment Pumpkin seeds, Ornately carved gourd with strap (as backpack), Sickle.

Boon You bear the mark of the gourd, an intricately carved symbol on your forehead. You can leverage it in negotiations or use it to receive help in any temples dedicated to the Great Gourd. Monsters which are naturally aligned with the Great Gourd will ignore you.


1 You can communicate with the Great Gourd by whispering into any gourd and holding it to your ear. He will only answer a question if he is in turn given information which will further his agenda, this is his spy network. You can find a gourd anywhere a gourd could reasonably grow with 10 minutes of searching.

2 You can smell spirits. The smell of a spirit is unique to each spirit. A fiery spirit may smell like brimstone, or it might smell like that hoodie you just wore to the bonfire.

3 You may eat a gourd seed in order to "lay" a gourd the following day. This deals 1d4 damage to you.

Goal The Great Gourd seeks to eradicate the entirety of the heavens and make himself the only god of the world. It is still far away from achieving this. The Great Gourd has managed to take control of a small mountainous region, and has subjugated or killed all of the spirits in that area.

Obligations (1d8)

1 Subjugate [debt] spirits under the Great Gourd.

2 Make [debt] new followers of the Great Gourd.

3 Plant [debt] gourd seeds in different unique locations. (on top of a mountain, in a dungeon, etc.)

4 Kill [debt] clerics of the main religion.

5 Restore [debt] withering or dying gourd plants.

6 Create a Devouring Gourd.

7 Subjugate a local spirit and their followers under the Great Gourd.

8 Kill an angel or demon.

Patrons Gift
You become a vaguely human-shaped hollow gourd with two holes approximately where the eyes are. You no longer need water to survive. Anyone who looks into your "eye-holes" sees a pair of dancing skeletons and gain a random curse.

Spell Themes


1 Net of Vines | R: 80 ft. | T: point | D: [dice] minutes
You create a net made of vines descending from target point. If three or more [dice] are invested, you can instead choose two points.

2 Blighted Gourd | R: touch | T: object | D: [dice] hours
You cause a head-sized gourd to be filled with venomous creatures which survive for the duration. If the gourd is opened, [sum] venomous creatures spill out. They will either be very hungry, or if the duration has ended, very dead.

3 Hollow Barrier | R: 20 ft. | T: creature | D: [sum] rounds
Traps the target creature is an ornately carved gourd for the duration.

4 Gourd's Wrath | R: touch | T: self | D: [dice] rounds
You create a small gourd that is slowly expanding. It can be thrown as a ranged weapon, dealing [sum] damage to all targets in a 10 ft. area. Each creature that was hit takes an additional [dice] damage for each round until the duration ends unless they succeed on a constitution roll.

5 Gourd's Guidance | R: 100 ft. | T: - | D: [dice] hours
You summon a dull orange light (as candle) that guides you towards the nearest safe resting space. It will choose the quickest route to get there, not necessarily the safest.

6 VineLash | R: 40 ft. | T: creature/object | D: instant
 A length of vine whips out from your arm and deals [best] damage to any target. Alternatively, you can grapple a target and bring it [dice]x10ft. closer to you.

7 Gourd's Gift | R: 10 ft. | T: Creature | D: instant
You unleash a jet of water which pushes target humanoid creature [sum]x10ft away.

8 Gourd's Prosperity | R: 20 ft. | T: point | D: [sum] minutes
You make a giant gourd at a point you designate. The size of the gourd depends on the number of [dice] invested. 1 = 5x5ft, 2 = 10x10ft, 3 = a small building, 4 = you can't see the top.

9 *Transformation thingy* | R: touch | T: self | D: [sum] minutes
You turn yourself into an unassuming gourd for the duration.

10 Slippery Squash | R: 50 ft. | T: point/creature | D: [dice]x2rounds
You splotch around innards of a gourd either on a creature or on [sum] 10x10ft. surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.

11 Gourd's Divinity | R: 5 ft. | T: object | D: instant
Ask [sum] yes/no questions about an object, you have one casting per object. You must spill the guts of a gourd in order to use this spell.

12 Gourd's Mercy | R: touch | T: person | D: instant
Cures one affliction - blindness, deafness, sickness, disease, poison, etc. If the affliction was caused by a spell, at least the same number of [dice] must be invested to cure it. Otherwise, the number of [dice] required should be based on the severity of the affliction. You must pour the healing waters of a gourd on the target in order to use this effect.

Tuesday, May 05, 2020

Bard Generator

So I sort of mentioned in my Hexcounter Table post that tool encounters include travelling bards, which is pretty much just this idea but for a travel-based game. Anyways, I figured if I'm going to have bards be a possibility, I may as well make a table of random bards, Perhaps this will all be turned into a document with all kinds of sub-tables but for now here's more content.

1. Viol
2. Hurdy Gurdy
3. Banjo
4. Recorder
5. Crumhorn
6. Flute
7. Lute
8. Pipe and Tabor
9. Nakers
10. Bagpipes
11. Fiddle
12. Lyre
13. Sackbut
14. Zampogna
15. Adufe
16. Harp
17. Shawm
18. Psaltery
19. Rebec
20. Cittern

1. Overly gaudy with a floppy hat
2. Farmers clothes. But is it only a disguise?
3. Clothing made of patches. Each one has a story
4. Extremely anachronistic. Knows of things forgotten by time
5. An untied straitjacket. The mutterings are best left unheard
6. Soaked and smells of the sea. Hums mermaid songs
7. Walks on a pair of stilts. Specializes in tall tales
8. Dressed as a mime. Tells all rumors in charades

Thursday, April 23, 2020

I Made a Dungeon!

Jog Brogzin and I did a little bit of a fun collaboration project soon after I did this post Here. In keeping with the snail theme, we decided to make a travelling snail temple.

The map was the original collaborative project, and is individually licensed under Creative Commons, so feel free to use it for whatever you want.

I also used the map to make my own dungeon, you can check it out below.
Wrath of the Hydra Link

Thursday, April 16, 2020

Hexcounter Tables

Previous Rules Found Here:

Exploration Rules

Each hex has a d12 encounter table (maybe this is too much?), the first six things are the interesting and cool hard to find stuff, so a town isn’t going to be on this list, but the secret shrine to the blasphemous blood god in the surrounding woodlands would be. When you choose to explore rather than just wander through the hex, remove the last six entries from this encounter table. This means that you are guaranteed to encounter at least one interesting thing.

- - -

There are a few problems with this. Mainly being that I was right when posting that. Thats way too many entries per hex, even trying to key a small hex map would take ages.

So I came up with a solution. That being Unification.

An Explanation

Alright, so to start with, take your world map, and divide it into a set of regions. You can do this based on climate or theme. The jungle will be separated from the desert, and the fairy tale land with knights and dragons will be separated from the place with samurai and giant skeletons that eat people.
Taken from Here.
After that you write an encounter table with the following entries:


1-4. Regional Encounter Omen
5-8. Regional Encounter
9. Tool Encounter
10. POI Omen
11-12. POI

Regional Encounters
For the most part these are just like any other encounter table you'd see, a list of things that you'd be likely to see in the area, and have the potential to turn deadly.

You're going to want to either make it 
vague, or put a small list of subtables. The idea is that you can generate plot hooks or a mini story element off of what's going on in the region, making repeated rolls more interesting.

Tool Encounters
Sort of like regional encounters, but these ones are only ever useful. Something like abandoned adventuring equipment in the ditch. Or perhaps a wandering minstrel you can get information from, while getting your own name out there.

The points of interest, these aren't fixed entries on the table. Basically whatever the interesting part of the hex is is on here. And if you get an omen of it, you'll have a much better idea of what's going on, giving them more information for later.

If the players arent using their explore action while in the hex, you roll a d10 instead of a d12 for any encounter rolls made during that watch.

There are certain things that should never be put on the encounter table though. Settlements, lakes, rivers and other auch things are not as easily missed as an abandoned mineshaft covered in vegetation which now houses a haunted pile of unrefined gold, or the secret underground murder chamber of the seemingly nice village idiot.

- - -

Thoughts, comments, questions? Better ideas? Put them in the comments part of this post to help me and others steal from them.

Thursday, April 09, 2020

Revised Armor System: Introducing Chaos!

I've been thinking a lot about armor lately, and by extension my armor system. It's too complicated, Nobody wants to remember three seemingly random numbers which attempt to mimick real world armor. Its clunky, and ugly. Which is the opposite of what armor is. Armor is pretty and elegant. So a pretty and elegant system is better at mimicking armor, right?
The Old System

The New System:

Okay, the first step, it to make your players describe their attacks. From there you can determine what weapon they're using as well as how they use it. Any weapon can use any type of attack as long as the player can justify it adequately.
After damage is rolled, the defender rolls resistance, which is based on the armor type as listed below.

Blunt-d6 , Cut-d4 , Stab- d6

Blunt-d6 , Cut-d8 , Stab-d6

Blunt-d8 , Cut-d10 , Stab-d8

You do not gain any resistance to melee weapons while you are prone, because at that point any dude can just walk over and stab you.

The average damage tends to rest somewhere between 1-3 pretty consistently based on my current weapons system. And that feels pretty alright to me. Obviously these aren't based on the attacks monsters would necessarily be making, which are much more likely to deal higher amounts of damage, but armor will do a good job of protecting you against other humans.

Why Chaos?

There are a few advantages rolling has over static numbers in this case.

For starters, it gives us a wider range. Previously, I had proposed that Plate reduced all damage by 8, meaning the attacker, at maximum damage with the highest damaging weapon type, deals 2 damage. Which straight up does not work. With this new system, the damage is reduced by a die roll, which means the damage you deal usibg the highest damage weapon type can be anywhere from 9 to 0, which occurs less than half the time unless the die rolls are equal, in which case it's exactly half the time.

The other benefit is that it doesn't force you into doing anything. Previously you were shoehorned into using polearm weapons against anyone wearing plate. Which doesnt make sense. While a polearm would be ideal against an armored opponent, its not like it's invulnerable to everything else.  On the otherhand, its not gonna be as easy on you to take your tiny dagger against a fully armored opponent.

I dunno, maybe my armor system in general is a bad idea. Here's another picture.

All the art in this post was done by Eol, a talented artist who draws people in armor. If you like what you saw, consider checking out his Twitter or Youtube Channel.

Sunday, April 05, 2020

Classes: Ruffian and Hunter


You gain +1 HP and +1 Save vs. Fear for each Ruffian Template you possess.

Starting Equipment: Light Armor, Polearm, Small Weapon.

Starting Skill (1d3): Mountaineering, Farmer, Blacksmith.

[A]: Rush of Battle[B]: Trophies[C]: Diehard, Adrenaline[D]: Feat of Strength

Rush of BattleWhenever your opponent fails an attack roll against you, you may attempt a combat maneuver.

TrophiesYou can collect trophies from fresh corpses. While wearing a trophy, you get +1 against all of that creature's special abilities, and creatures of that type get -1 to saves vs. fear against you; this bonus stacks.

DiehardYou have 4 rounds to remove fatal wounds.

AdrenalineWhenever you would take lethal damage, you can choose to make a Con check, if you succeed, you can ignore any injuries taken from that attack, and gain an additional fatal wound when the injury takes effect.

Feat of StrengthOnce per day at any time, you can choose to have 20 Strength for 1 round.


You move up 1 foraging die for each Hunter template you possess: 1d6, 1d8, 1d10, 1d12.
Starting Equipment: Light Armor, Crossbow, 20 Bolts, Small Weapon, Twine (20 ft.), Bell.

Starting Skills (1d3): Tracker, Cartographer, Woodcutter.

[A]: Scouting
[C]: Danger Sense, Traps
[D]: Deadly Opportunist

If you have spent at least five minutes observing an outdoor or dungeon area without being discovered by potential enemies, the first actions by yourself and your allies in that area gain a +4 situational bonus. This bonus does not apply if there have been significant changes in the area since it was observed.

Whenever you gain a situational bonus in an attack roll (e.g. surprise, elevation, etc.) you deal an additional 1d6 damage.

Danger Sense
Whenever you are surprised, you have a 50% chance to act on the surprise round anyway.

You can spend 10 minutes in natural terrain to manufacture and set traps.Traps can be set immediately or carried around (they take up 1 Inventory Slot). Enemies that walk into your trap must make a Dex check with a -4 penalty or suffer its effects. You can choose a reasonable effect, such as: 1d6 damage, an immobilizing snare, or noisemakers. 
You can add additional effects, but each one beyond the first gives your target a +2 bonus on their Dexterity check. If you have additional resources (poisons, flammable oils) you can create more types of traps.

Deadly Opportunist
Your damage from Opportunist increases to 2d6.

Thursday, March 12, 2020

Combat Rules - Cementing My GLOG Hack Maybe?

Before I've even started drafting this these rules are already in the google docs of my GLOG hack. But why not write about some of why I made them?

I've basically taken the idea of Pathfinder 2e's Action Economy and dumbed it down a lot. For example, you get 2 actions rather than 3, most things only take 1 action, it's nowhere near as wordy considering it doesn't quite even fill half a page.


Combat is divided into actions. You have 2 actions during each round during which you can perform any of the following activities:
  • Make an attack roll
  • Cast a spell
  • Move 30 meters
  • Pull an item out of a quick inventory slot
  • Use a consumable
  • Combat Maneuvers
Activities that use 2 actions:
  • Pull an item out of a general inventory slot
  • Tying a knot, climbing a wall, setting up the weird trap, etc.
Anyways, Im going to get into a little more of what each action entails.
Taken from Here


Melee and Ranged opposed checks basically. Also of note, I don't really do penalties for range increments on ranged attacks. It's messy and I usually do theater of the mind stuff anyways. As long as it's feasible you can make an attack, do it.

Doing your wavey-hand chanty stuff. Yes you can cast two spells in a round. What's the big deal? You're just that much more likely to die a horrible wizard death.

What's up with the 30 meters thing?
Meters are neater than 5ft. and besides that, I don't use squares anyways, I measure the distance with a string if I even bother to measure at all. This is really only here for if I decide to ever use battlemaps, as I usually do theater of the mind stuff.

Quick Inventory Slots
The first three inventory slots. Their numbers are in bold text to make it even easier to see. Basically this is the stuff that's in a quick to grab area, like your sword sitting in the scabbard at your side or the potion strapped to your belt.

Use a Consumable
Okay, you just pulled that potion off your belt. Now chug it. That's your second action.

Combat Maneuvers
Tripping, disarming, throwing your pommel, etc. The kinds of stuff that's not an attack but also kind of an attack. You could spend your turn wresting someone to the ground then stabbing them with your dagger, for example.

General Inventory Slots
I mean, only six seconds to dig around in your bag is generous to be honest.

Basically anything that takes time
That's more or less what the last part is. Mostly up to GM discretion. You might think stuff like climbing should be part of move, sure do that, why not.

_   _   _

It seems like it would be easier to understand to me at least. Traditionally you have your move action and your standard action. Each one has different activities that can be done during that time, and the players have to be told they can do other things, at least in my experience.

With this method, it's just: Alright, what two things do you want to do this turn.

While as written, you can do the same thing twice in a turn, keep in mind that that's all you get to do that turn. Though if you wanted you could just rule you can't do the same action twice. I personally like the idea you can just do something twice though. It adds a little bit less rigidity to the system.

I both do and don't like the two actions activities. On the one hand, it makes sense they'd take longer. On the other hand, perhaps it encourages players not to do that kind of thing? digging through your bag, and setting a tripwire takes two full turns, meaning you're maybe less likely to do that kind of thing. It's not like its bad to do that, but a player may consider that a less optimal choice in the moment when its maybe a better choice.

That's a communication thing though. You can let your players know that kind of thing. Sort of like the sheet of player tips that I can't seem to find.

Anyways, if you have any thoughts, please shoot it into the comments. It's not that Im not open to discussing things elsewhere, but I feel it's useful for questions and ideas to be shared along with what promted them.

Friday, March 06, 2020

the 'Not Deer'

        A nameless traveler directed his cart down a path, a steady clip clop keeping him company along with the occasional whinny from his horses or snore from his sleeping companions.
     The foggy night brought a lull to the journey and, in trying to fight off sleep, the traveler noticed a mild curiosity. In the middle of the road, far off in the distance, stood a deer, utterly still, outlined by the moon and the creeping fog. He wrote it off, figuring it would scare off eventually, and continued to listen to the steady rhythm of the horse's hooves.
     The traveler glanced at the deer again, it had not moved but somehow looked different. He brushed it aside. His mind must have been playing tricks on him, so he chose to ignore it.
     Eventually, curiosity got the better of him and he looked again. It remained still, then it seemed to morph before his eyes as he noticed new details he hadn't seen before. Both fascinated and horrified, he was torn between the desire to see more, or the urge to flee in terror.
     As the traveler got closer to the deer, its flesh began to replace what was once silhouette. Its true appearance revealed to him, he realized that this thing was not a deer, and had never been one, but by then it was too late.
     It turned towards him and smiled.
Stolen from Here.
     Most consider the 'Not Deer' to be a mere legend, but as any old kook who has spent significant time in the mountains will tell you, it's very much real, than again, who would trust the word of a crazy man?
     Though its exact form varies, all 'not deer's have the approximate appearance of a deer, by looking long or hard enough however, one begins to notice things that make it look not quite like a deer.
     They only pick a fight if their prey is alone, if multiple people are present it will run away as soon as one of them notices something off about it.

The 'Not Deer'

HD 2 Attack 12 Defense 13 Move 15 Morale 4 Save 12
Special Frightening Presence

Frightening Presence - when first seen, PCs must save vs. fleeing. NPCs and hirelings must make a morale check at a -4 penalty.

What Makes it Look Funny?
(2d10) on a repeated result make it more pronounced.
1. Its limbs are too long.
2. Its joints are backwards.
3. It doesn't cast a shadow.
4. It casts multiple shadows.
5. It has short tentacles dangling from its mouth.
6. It has human feet.
7. Its body is covered in cancerous lumps.
8. Instead of fur its skin is covered in thousands of tiny teeth.
9. There are sharp edges where there shouldn't be. Like a poorly made 3d model.
10. It moves in spasmatic, deliberate twitches.