Saturday, 26 October 2019

The why of cults

Image by
OpenClipart-Vectors
on Pixabay
A table to generate cult characteristics. A lot of the adventures I've been looking at lately have been premised on ideas like a cult infiltrating a community, or setting up a secret headquarters under a building and performing unspeakable rites. There's little or no description beyond 'a cult', though. I don't have an ongoing campaign involving a cult, so I thought it would be nice to have a chart to generate one on the fly if I was to run an adventure like this as a one-shot.

This cult formed when someone charismatic:

  1. discovered a long-hidden holy book handed down by their ancestors.
  2. had a vision while meditating/feverish/starving/poisoned by bad mushrooms.
  3. made a cynical deal with an extraplanar/infernal being.
  4. experienced a mental snap.
  5. was helped out of a bad situation by a supernatural entity and wanted to show their gratitude.
  6. thought deeply about mainstream religious practices and came to a different conclusion.

They are trying to:

  1. recruit influential worshippers
  2. obtain magical texts
  3. practice unspeakable rites
  4. infiltrate positions of power
  5. extort a specific group
  6. blackmail powerful individuals

In order to:

  1. gain political influence
  2. build wealth
  3. suppress dissent
  4. drive out other religions
  5. maintain secrecy
  6. develop in mystical power

Which will result in:

  1. the apocalypse.
  2. a breakaway state.
  3. wealth and privilege for members.
  4. the return of a forgotten god.
  5. revenge for an ancient grudge.
  6. fulfilment of a prophecy.

They recruit by:

  1. drugging prospective members and showing them visions
  2. taking in the destitute
  3. offering protection and clandestine support
  4. encouraging prospects to commit vile crimes
  5. threats and violence
  6. exposing people to mind-warping magic

And maintain secrecy by:

  1. targeting a betrayer's family
  2. magically cursing betrayers
  3. sending agents armed with a drug that causes madness
  4. rewarding loyalty with money and authority
  5. geasing recruits not to talk about cult business with outsiders
  6. hypnotising acolytes to forget their activities during daily life

Which has caused:

  1. a culture of suspicion and paranoia among acolytes.
  2. a string of unexplained deaths in the community.
  3. a rash of weird events and sightings.
  4. rumours and whispering.
  5. an unexpected shift in the social pecking order.
  6. a wall of silence against outsiders to the community.

Cult members:

  1. learn to speak an unusual language.
  2. submit to ritual scarring or tattoos.
  3. learn a few simple cantrips.
  4. carry the same superstitious charms.
  5. perform a simple routine task in an unusual way.
  6. refuse to say the names of common gods.

The cult is:

  1. reluctantly tolerated.
  2. feared.
  3. despised and ridiculed.
  4. dismissed as a rumour.
  5. respected.
  6. ignored.

Saturday, 19 October 2019

Goblin variants

Image from Wikimedia.org
I'm slowly and painfully thinking through a dungeon populated by goblins. In order to keep it interesting and justify what I hope are some genuinely underhanded tactics, I'd like to introduce a bit of variety into the inhabitants.

Ranked in order of toughness:

Goblin runt

The smallest and scrawniest of the goblins, they've had to be quick and smart to survive among their bigger kin.

AC 6, HD 1-2 (2hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 80’ (40’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Snot flick - a goblin with hayfever is never unarmed. Instead of attacking, a runt can flick a blob of mucus with pinpoint accuracy to a range of 10'. No damage, -2 to next attack roll.

Goblin bootlicker

These disgustingly obsequious toadies hang around with goblin pit bosses and champions, yelling warnings and throwing them extra ammo when called for.

AC 6, HD 1-2 (2hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Has a satchel containing (1d6):
  1. dried rat meat. (1 ration)
  2. goblin brew. Tastes like a bugbear's loincloth. Burns with a blue flame. Might sterilise a wound then infect it with something different.
  3. part of a halfling.
  4. 1d4 tallow candles.
  5. 1d2 doses of berserker mead.
  6. 2d6 teeth.

Goblin bomber

Easily recognised by the cooking pots they wear as helmets and the slow-matches they tuck under the brim, even goblin bullies leave these guys alone. Bombers are runts who've taken an interest in chemistry. Madder than a soup-fork and half as useful, they make bombs by packing black powder into pottery, wooden tubs, skulls, anything they can find.

AC 5, HD 1-2 (2hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Fire in the hole - a bomber carries 1d4 black powder grenades. Every second round they can throw one with a 15' range. On detonation, 1d6 damage to the square it lands in and 1d4 to adjacent squares. on 1-in-6 the bomb explodes while the goblin is still holding it.

Goblin shaman

Shamans typically know a few low-level spells and prepare the beserker mead that drives a few goblin warriors into a killing rage.

AC 7, HD 1-1 (3hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 40’ (15’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Spells known (one of): Remove Fear, Cure Light Wounds, Darkness.

1d3 pots of berserker mead: +2 Att and damage, +2 AC. Save vs poison to stop fighting.

Goblin regular

A bog-standard goblin as described in the monster manual.

AC 6, HD 1-1 (3hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Goblin bully

Bigger than an ordinary goblin, and meaner too. Everything they have, they've taken from someone smaller.

AC 6, HD 1 (4hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Gimme dat - if disarmed or jealous, a bully can take a weapon from a goblin in an adjacent square as a free action.

Goblin berserker

Frothing at the mouth, biting their own ears and attacking with no regard for an enemy's relative strength.

AC 8, HD 1 (4hp), Att 1 × weapon (+2, 1d6+2 or by weapon+2), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5, NA 2d4 (6d10), TT R (C)

Goblin pit boss

Pit bosses have years of experience at not dying to adventurers. With a pit boss bellowing orders and enforcing them with kicks and punches, goblins will function like (semi-) disciplined fighters.

AC 5, HD 1+1 (5hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 10, NA 2d4 (6d10), TT R (C)

Tactics - if a pit boss has bombers, bullies will form up in front of them as a protective line while they throw bombs. If the pit boss has runts, they'll flank adventurers while the bigger goblins keep them tied up in melee. Pit bosses count as kings for morale checks.

Goblin champion

Champions have been round the block a few times, and collected a couple of souvenirs on the way. Each champion will have a minor magic item (1d6):
  1. Wand of Cold, 1d6 charges.
  2. +1 sword.
  3. Ring of Control Animals.
  4. Potion of ESP.
  5. Potion of Heroism.
  6. Wand of Fear.
AC 4, HD 1+2 (6hp), Att 1 × weapon (1d6 or by weapon), THAC0 19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 10, NA 2d4 (6d10), TT R (C)

Tactics - as pit boss.

Champions count as kings for morale checks.

Goblin hound

Inbred, abused and semi-feral mongrels who've had to fight for every scrap of food. On 1-in-6, they attempt to eat the closest runt instead of attacking the adventurers.

AC 7, HD 2+2 (11hp), Att 1 × bite (1d6), THAC0 17, MV 180’ (60’), SV D12 W13 P14 B15 S16 (F1), ML 6 (8 in larger packs), AL Neutral, XP 25, NA 2d6 (3d6), TT None

Boom - sometimes bombers like to strap canisters full of powder and nails with a short fuse to hounds.

Saturday, 12 October 2019

Hacking Feast of Legends

Is this the face of a ruthless murderhobo?
A few thoughts on Wendys Burgers' Feast of Legends and what it would take to hack it for long term play.

I figure by now almost everyone will be aware that Wendys has released an RPG. Reddit has been buzzing with it. Some people seem fairly gobsmacked. But restaurants have a long history of giving out toys as a marketing gimmick, maybe they're just catching onto the idea that adults like toys too.

It's strongly themed, with monster names like pangs, grumbles and freezer burns. The BBEG is a clown, which suits me because I believe clowns are powerful and worthy of respect.

The game


Mechanically, this is familiar ground. Task resolution is d20 + mods vs target number. Criticals on 20 and 1. FoL drops Con and Wis from the traditional six stats (folding them into Str and Int) and adds Arcana as a measure of magical talent to make five. Stat bonuses are generated by rolling 4d4 and consulting a chart.  There are no spells, but all characters gain access to spell-like abilities or party buffs as they level. (The game calls them skills, but half of them are always-on passive effects.) Dex appears to be entirely about agility and aim, initiative is by rolling d20 with no mods or other bonuses and all characters get the same movement.

At chargen you pick an Order (which is effectively a choice between Bard, Fighter and Magic-user/Diplomat) and a class, which is a development path within that broad category. There are a bundle of classes. That's good, because picking your class provides most of your opportunity for differentiating characters. All members of a class gain exactly the same stat bonuses and abilities when levelling. 4d4 has a steeper bell curve than 3d6, so characters are going to start out closer in stats than under D20. A Baconator warrior is a Baconator warrior is a Baconator warrior.

There's no skill system or advancement mechanic. The rules are tightly focused on skirmish combat. You gain a level when the bundled adventure says you do. Levels come with HP increases and new spell abilities/buffs, by class. This wouldn't be a bad introductory RPG, there's nothing extra to the core game here. Advancement is capped at level 5.

The hack


I think that playing it RAW would benefit someone new to the hobby, but experienced players would be frustrated by the lack of character choice. To introduce some, I'd get rid of the individual classes, but keep the class levelling packages. Let players pick an order, and then choose a level-appropriate class package out of all the available selections when they advance. I like it with a small number of core classes. This might throw class balance out the window, but I'm okay with that.

I'd introduce a skill system with maybe ten to twelve broad skills. With the kind of stat bonuses 4d4 produces, a system like Sine Nomine's Stars Without Number uses might be a good fit. 2d6 + stat bonus + skill vs target of 8, adjusted up or down to account for difficulty. I should explain this - when I heard about a fast food RPG, I thought it would be thematically perfect for playing Dunkey and Matt Halton's The Gustatory. That setting's less about fighting your problems and more about problem solving and interacting with traditional enemies in a different environment. A skill system would add another dimension to to the game. No crits for skills, just pass or fail.

I haven't run a combat yet to see how it plays out, but the characters start at 4 HD and gain 8 + 2d4 hp per level. The first monster the players encounter has 5 HD. The median weapon damage for the equipment list is d8, so if combat doesn't run long it's only because the characters' team buffing abilities make a big impact. I'd like to stretch out advancement across 5 extra levels and try adding D20 monsters with their HD stepped up to d12 to see how they fill out the in-between levels.

Drop the arbitrary levelling and bring in advancement by XP. Calculate levelling requirements and monster XP using the B/X hit dice and powers table. (Figure out a multiplier that makes numbers from one system workable in the other.) Have all the classes advance at the same rate.

And lastly, drop the buffs and debuffs based on what the players are eating. Too meta.

Saturday, 5 October 2019

One page game: Wizard Squad

Image by OpenClipart-Vectors from Pixabay
A free one-page game about tactically-trained wizards empowered by the state to investigate incidents of corrupted ancient magic reactivating. Semi-random character creation, 1d20 + mods vs target number. Grab it here.

Wizard Squad is set in a kingdom which is built on the ruins of an advanced civilisation that drove itself into apocalypse through excessive magic-use. Every now and then the seals and wards on some forgotten device breaks down (as often as not through tampering by someone who thinks there's something to be gained by reviving ancient sorcery) and then it's balrogs or worse.