Friday, 22 November 2024

Mini Six: Achtung! Cthulhu

 





Mini Six Rules - free in pdf

Rules & Character Generation

Dice Basics 
This game uses regular six sided dice. The number before the “D” is how many to roll, and any number aft er a + is how much to add to the roll. For instance 2D+2 means roll two dice and add two to the resulting total. One die rolled is always the Wild Die. Use a different  color die to represent this or roll the dice one at a time making the last die rolled the wild die (online I use the first die rolled as the wild die). If the wild die results in a six, then roll again adding the six and the new result together. If a six comes up on the reroll, then you add six and reroll again! Keep doing it until the wild die lands on something other than a 6.

How to Make a Character 
1: Distribute 12 dice between the four Attributes, between 2D and 4D per Attribute. No more than one attribute may have 4D assigned to it. One Die may be broken down into three "Pips" with 1 or 2 Pips assigned to an Attribute. 
2: Distribute 7 dice to Skills and Perks. No skill may have more  than two dice assigned to it at character creation.  One Die may be broken down into three "Pips" with 1 or 2 Pips assigned to a Skill.
3: Select Complications (minimum none, maximum two). 

Splitting Diceskill and attribute dice may be split into “pips.” Each die is equal to three pips. A PC attribute must always have at least 2D. An attribute may have dice only (no bonus pips), +1 or +2. Going to “+3” advances the die code to the next largest die. Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc. Attributes: each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are normally rated on a scale of 1D to 4D, although perks may change these limits. When putting dice into each attribute you can put whole dice in each, or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and  amount of damage dealt when striking unarmed. Agility represents aim and coordination.
Wit represents mental creativity and intelligence.
Charm represents charisma, resolve, and leadership.

Hero Points 
Characters start with 1 hero point and may spend it before any roll. Hero Points provide a variety of options, but once spent the point is lost: 
1. Gaining a +6 to any single roll or static defence (up to 3 points may be used at one time when using this effect). 
2. Just a flesh wound. Once per combat a hero point can be used to reduce the severity of a character’s wounds one level. 
3. Get a lucky break or clue connected to the PC's background and/or abilities, eg you meet an old friend or recognise the strange runes.

Hero Points are earned through superior play and given as an incentive by the GM to help encourage the style of action desired in a game. If a character makes a clever quip using the “in-game” jargon that makes everyone laugh without disrupting play that may be worth a Hero Point. Unless completely against the nature of the game played, extremely clever ideas and grand heroic deeds should always be rewarded.
Normally PCs in Thule gain +1 HP at the start of each session, plus any bonus HP from previous sessions.
Hero Points can be spent pre-roll to add +6 to D/B/P/s static defences per HP (max +18), as well as to dice rolls.
A Hero Point 'lucky break' should concern the PC's background, eg the apparently hostile NPC is an old friend, or the runes are in a language the PC has encountered before. Player should suggest an appropriate lucky break, the GM can add complications, or deny if wholly inappropriate.

2. Skills 
Characters are further defined by skills. Players may allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks. Skills are areas of expertise that represent focus and training. Skills equal Attribute plus additional skill dice. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5D. The brawling skill then counts as 5D for all purposes.


Mini Six character sheet 



2. Perks

During character creation, unspent skill dice may be spent to acquire Perks. The following perks serve as examples and inspiration. The cost listed next to each is in whole skill dice.

General & Exotic Perks - cost in Skill Dice

Attractive (1): Others find the character pleasing to look at. This can help reduce suspicions or distract others depending on the given situation. Once per session the character can double one roll for any action related to their appearance. Examples include seduction, a subtle bluff  or simply distracting guards.
Daredevil (2): Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block,  and parry are reduced by half, however all Might rolls are doubled when resisting damage for one round.
Destiny (2): Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.
Favors (1): People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.
Lucky (2): Once per session you can declare you are feeling lucky. Double the result of your next roll.
Perceptive (2): The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. “Elementary, my dear Watson.”
Recall (1): Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Sidekick (3): You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to spend on starting skills. They normally only receive 1 to 3 CP per session, but never as many as their fearless leader. 

Sorcerer (3): You’re magically sensitive. Magic spells actually work for you - you can cast spells.

 Complications
During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, if one comes up in play (and a player may request this at any appropriate time) then the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up.
Age: You’re either really old or really young. In addition to all the social issues caused by your age, the GM might choose to impose a penalty to an action based on your character’s age. Grandpa throws a hip, a weird dude offers you candy on the street, and it’s hard for either of you to seduce the supermodel at the bar. Whenever your age causes you great difficulty receive one CP.
Crazy: You have issues that are guaranteed to put the therapists’ kids through college. Could be you’re just really paranoid, or maybe just a touch too OCD. That fear of most everything could also be a problem. Then again maybe you really are Napoleon and everyone else is wrong, good luck convincing anyone else since you’re a lunatic. Hastur, Hastur, Hastur! Take your pills and earn one CP any time your psychosis really gets in the way.
Enemies: Someone doesn’t like you a at all. And they are a credible threat. Maybe they have more friends than you, maybe they’re just bigger and meaner; either way you have your own personal bully. You earn the bonus CP when they complicate your life.
Personal Code: You live by a creed and you will not cross that line. Maybe you won’t fight an unarmed opponent and always make sure they know its coming or maybe you never tell a lie. No matter how you define it, your code has to mean something. Some caped crusaders won’t kill, paladins won’t resort to deception, and sometimes there is even honor among thieves. Earn one CP whenever your code complicates you or friends’ success.
Skeletons in the Closet: You’ve been a naughty boy. Maybe you’re a closet smoker. Maybe those hookers buried themselves. Maybe that enemy uniform in the closet really isn’t yours. Maybe the bank really meant to let you take all that money out that day. Whatever, the universe doesn’t judge. You earn the bonus CP whenever your past comes back to haunt you.
Unlucky in Love: Things just don’t work out for some guys. Your love interest is always dying, being kidnapped, betraying you, or even worse dumping you. You earn bonus CP when your love life falls apart in a meaningful way.
Unlucky in Money: You have a hard time holding onto money. You earn the bonus CP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.

General (non-combat) Challenges
Characters roll the appropriate attribute plus skill against a
set target number (TN) based on the task attempted.
Very Easy (2-5): Nearly everyone can do it. These checks should only
be made if a success is critical to the scenario at hand.
Easy (6-10): Characters will seldom have trouble with these tasks, but
an untrained individual may find them challenging.
Moderate (11-15): Average character have a reasonable chance of failing
at this level. Consistent success often requires training in the skill
or a high level of natural ability.
Difficult (16-20): Tasks at this level are truly challenging. To succeed a
character needs to be well skilled or very lucky.
Very Difficult (21-29, average 25): Challenges of this level fall into the domain of
masters in the skill being used; few others will succeed at them.
Heroic (30+): These challenges are almost impossible. Only the very
lucky or true masters can consistently succeed at them.

COMBAT

Combat Notes
Rather than ablative hit points the game uses a wound track, and with the Wild Die in theory any hit can be fatal, though if you have a Hero Point you can change Dead Dead to Only Mostly Dead (but still Dying). :D
Eg a PC with Might 3D and leather cuirass has Soak 3x3=9+3=12. They are Stunned on a 12-15, wounded 16-20, incapacitated 21-24, mortally wounded 25-27, and killed instantly on a 28+. A typical attacker with Might 3D and sword +2D rolls 5d6 for damage, so average 17.5 (wound), but 1 of the dice, the wild die, can 'explode' - on a 6 roll again and again, adding damage, until a 6 not rolled. So a peasant with her kitchen knife can in theory fell the greatest hero.

Order of Actions in Combat (a round is considered to be approximately 10 seconds)
At start of combat, determine order of Initiative by rolling Agility for each character. Highest goes first.
In order of character initiative:
1. Player declares all character actions planned for the round.
2. Player makes rolls for all actions the character is attempting.
3. Go to next character, and repeat #1 & #2.
In case of tied initiative, character actions are almost simultaneous. Resolve in order of actions - first, second, third etc. In case of opposed actions on tied initiative or a readied action the higher roll (eg attack) resolves first.

Multiple Actions
Characters may attempt to do more than one thing on a turn by withholding one die from every action they attempt, for each action beyond the first. For instance, if a character tries to shoot twice, he will subtract one die from each attempt. A character must be able to allocate at least one die to each action. A character may take up to ten actions per round, provided that at least one die may be allocated to each action.

Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Short +0, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75% cover, +15 for 90% cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.

Static Defenses
Characters precalculate their Dodge, Block, and Parry prior to the game. This static number become’s the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword/Blade skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1).
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.

Dodge Action: A character may take the Dodge action on their turn. They may roll their Dodge skill, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal.

Dodge & Dash: If the character takes no other actions except Dodge and (possibly) Dash on their turn, they may roll their Dodge skill, add 10 to the result, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal, +30' when combined with a Dash action.

Movement
A character may freely move up to 15' during their turn. This does not use an action, and can normally be split up before, within and after actions.
Alternatively, Charge an opponent is an attack action that gives +15' (total 30') movement towards foe, followed by a melee attack. Movement ends after the charge (no additional free movement), but the character may make additional attacks with additional declared actions.
Dash action 1/round, gives an additional +30' movement and may be combined with other actions including charge, which would give total move either 60' before attack, or up to 30' charge plus 30' after attack.
Full run - if a character takes no other action but move, they move up to 60' plus the result of an Athletics check. If sprinting in a straight line they may move 90' + double Athletics check.
Dwarfs and other slow creatures charge +10' (so 25' total), dash +25', and run 50' plus athletics, sprint 75' + double Athletics check.

Defences
Shields add +4 to Block/Parry, not to Soak. An offhand weapon dagger, dirk, shortsword or similar adds +1 to Parry. An offhand buckler adds +2 to Parry.
Static Block Limit = 1 attacker/weapon per limb (so usually two), plus any scale dice bonus (eg Scale +4D = can Block +4 smaller attackers). When successfully Blocking an edged weapon attack, the defender still takes half damage if their Scale is equal to or less than the attacker's.
Static Parry Limit = 1 attacker/weapon per weapon and/or shield (so usually two), plus any scale dice bonus. A two-handed weapon may parry against two attackers.
Can only Block or Parry missile weapons with a Shield (or an appropriate Spell or Perk), but the number of missiles that can be Blocked or Parried from the front with a shield is unlimited.
Static Dodge applies vs all attacks that the defender is aware of.
Dodge Action is a Dodge roll combined with other actions. Roll Dodge dice, and if higher than Static Dodge use the result vs all attacks until the character's next turn.
Full Dodge is a Dodge with no other actions. It is good against all attacks (even ones they are unaware of) until the dodger's next turn. The TN becomes their Dodge roll (or their static dodge score if lower) +10; + any range modifier.

Resisting Damage

When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart below to see how badly the target was wounded.

Wound Level Dmg Total* ≥ Res Total by:
Unharmed: Below Res
Stunned 0 – 3 (2 Stuns = 1 Wound)
Wounded 4 – 8 (1 Wound)
Severely Wounded** 4 – 8 (2 Wounds)
Incapacitated 9 –12 (3 Wounds)
Mortally Wounded 13 – 15 (4 Wounds)
Dead 16+ (5 Wounds)
*Note: An additional damage less than or equal to the character’s current Wound Level moves him up by one level per Wound (two Stuns count as one Wound).
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.

Wound Level Effects
Stunned: -1D for all actions until the end of the character's next turn.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: The character falls over. The character may try to stay conscious with a Moderate (15) stamina roll at the start of their next turn. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and incapacitated, knocked unconscious with no chance to keep up. Roll the character’s Might each minute, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead: The character has perished.

Healing 
Natural Healing: If a wounded character rests long enough he is allowed a Might check, and if successful heals a wound level. The frequency of the check depends on the severity of the character’s wounds, eg 3 days for a Wound. Stuns are always recovered after 1 minute.
Assisted Healing: Characters with the Medicine skill can attempt to help others heal more quickly. A skill check may be made once per day for each patient treated. On a successful roll, the patient heals one wound level. This normally takes about ten minutes (mortally wounded characters do not roll their death save until after the healing attempt).

Wound Level Frequency (N.Healing) Might Difficulty Assisted Healing Difficulty
Stunned/ 1 minute automatic Easy (10, 6 with medicine kit)
Wounded 3 days 6 Moderate (15, 11 with medicine kit)
Severely Wounded 3 days 6 Moderate ((15, 11 with medicine kit)
Incapacitated 2 weeks 8 Difficult (20, 16 with medicine kit)
Mortally Wounded 5 weeks 9 Very Difficult (25, 21 with medicine kit)

Unarmed Combat
A character with no skill in Brawling halves their total Might damage (including any Wild Die bonus) in unarmed combat, unless using an improvised weapon, gauntlets, knuckleduster etc.

Experience 
At the end of each session the GM awards each character a number of character points (CP). The number of points given per session typically varies from 3 to 7 depending on drama, danger, success, and fun! 

Spending Character Points (CP) 
Any Skill may be increased one pip by spending a number of CPs equal to its current number of dice. No Skill may be increased more than one pip per session. A Skill may be increased up to 5D beyond its starting Attribute, so with an Attribute of 4D an associated Skill may be increased to 9D.

Equipment 

Weapon              Damage  Notes                            Example
Rifle, Bolt Action    5D        Only 1 shot per turn.       German KAR-98, Lee-Enfield
Rifle, Semi-Auto    5D                                                 M1 Garand
Carbine, Semi-Auto 4D+2                                          M1 Carbine
Pistol, Light           3D+2                                             9mm, .38 ACP
Pistol, Heavy         4D                                                 .45 ACP
SMG                     6D/5D/4D  burst                           MP40. Bren, Sten, or Tommy Gun
Grenade               5D/3D/2D  Dodge roll vs Throw roll to evade blast. Stick grenade, Pineapple grenade
LMG                     7D/6D/5D  burst, -1pip per target beyond 1st within fire cone (width=length).  MG34    
Knife, Combat (1h) Might+1D+1
Bayonet  (2h)        Might+2D
Club  (1h)              Might+1D       Includes police baton, trench club
Club (2h)               Might+1D+2   Includes rifle used as club
Sword (1h)            Might+2D       Includes katana or claymore used one handed
Sword (2h)            Might+2D+2   Includes katana used two handed
Brawling                Might/2 (untrained) or Might (trained)
Improvised weapon (1h) Might+1 pip  Includes pistol butt, knuckle dusters

Helmet                 +4 Soak vs explosives/shrapnel.   Stahlhelm

NPCs
A typical NPC has 2D in all Attributes, and 1-6 dice of Skills, maximum 2D per Skill. Specialists may have 3D in a relevant Attribute, eg a professional soldier might have Might 3D.
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Mass Combat
In mass combat (typically 6+ NPC attackers), each die other than the Wild Die is treated as a 3.5. Each Wild Die is still rolled normally, and added to the total. The GM typically works out the target number, then rolls all WD together.
Eg: 10 soldiers, each with attack 4D, shoot once at 1 PC, so each rolls a 11+WD for their attacks.
If the TN is 6+ over the base number, then assume 1 WD result of '6' per 6 rolls, and roll the remainder.
If the to-hit number TN is 8+ higher than the base number, then reroll all '6's after the first results are determined.
Eg: 65 elite gunners, each with attack 6D, shoot at the Mighty Hero with Dodge 9D, Dodge Defence 27. Each rolls 17+WD for their attacks. 10 from 60 are assumed to roll a '6', giving 23+WD, while the remaining 5 are rolled as 17+WD.  Rolls of 28+ actually hit.

Skill Mass Roll
1D      WD
2D     3+WD
3D     7+WD
4D     10+WD
5D    14+WD
6D    17+WD
7D    21+WD
8D    24+WD
9D   28+WD

Damage
For mass combat, 3+ wound results or 1 incapacitate+ result take out 1 target. So eg if you get 24 wounds and 3 incapacitate+ results on a unit, you take out 11 men. You can also use the Scaling rules to have units fight as single Scaled entities vs smaller units, eg squad of 10 +4D, company of 100 +8D, brigade of 1000 +12D.

Wednesday, 21 August 2024

The Midlands of Argosa (Shadowdark)

Grim Cities. Deadly Outlands. Dangerous Magic. Ancient Mysteries. Silent Gods. It is the 924th year of the Third Age, and Mankind faces her destiny.

Shadowdark Quickstart

Form fillable character sheet 

Character Creation - Shadowdark

Midlands PCs roll best 3 of 4d6 in order for Attributes. May reroll if net modifiers negative, or no score of 14+. If you don't like your rolls you can take 14 12 11 10 9 7, arrange as desired. Hit Points at 1st level are maximum (d4>4, d6>6, d8>8). After first level may optionally reroll all subsequent hit dice each level-up, keeping the new roll if higher.

Roll 2d6x5gp for starting gold, as normal. PCs may be Fighters, Thieves or Wizards. Players may choose their starting Background. Player may invoke the PC Background once per session to get Advantage on a check. PCs begin each session with at least one Luck Token

PCs may be Human, or Half-Skorn.

Midlands Humans - 1 extra Talent.

Midlanders Olive to fair skinned humans centred around Lake Argos, aka Argosans. They have a culture of feudal city states. They alone have mastered the forging of Plate armour, and other technological innovations. Midlanders have a varied pantheon of gods, their priests recognise the whole pantheon, but often take one god as patron. Midlander priests can call upon their faith to wield powerful magics in the name of their gods, though Nydissians claim this is merely another brand of sorcery.

Nydissians Dark skinned humans of the expansionist Southern Empire of Nydissia, aka Southerners. Nydissians are said to worship Logic, to have no Priests, and Wizards (Sorcerers) are burnt alive when discovered - renegade Nydissian Wizards often make their way north to the Midlands, where sorcery is feared but often tolerated.

Thuels Olive/tan skinned human barbarians (mostly nomads) of the Great Plains and the Argos Plateau.  Thuel are mostly animists, seeing gods and spirits in all things. Their Shaman Priests are said to have a special connection with the Earth.

Varnori Pale skinned humans of the northern kingdom of Varnor, aka Northerners. Many come south as Viking reavers. Varnori worship the Deep God. Varnori Godi (priests) are often powerful warriors too, likely found in the forefront of battle.

Karok Albino humans living in the mountain fortress Dol-Karok. 

Half-Skorn (These replace Half-Orcs in the setting) - Mighty, +1 to hit & damage in Melee. Half-Skorn are taller than most humans, invariably heavy set, with pinkish skin, wide jaws and small, misshapen ears. They are strong, but display poor memory and analytical ability. Half-skorn are prone to instincts for war, conquest and strife, making it difficult to maintain peaceful lives. They are usually found amongst other cultures, notably Thuel, and some backwoods Midlanders.

Skorn (NPC race) Primitive, cannibalistic halfmen, aka beastmen, that plague the wilds. 

House Rules 

A character in melee who takes an Action ends their turn and cannot move away, unless there are no adjacent enemies.

Wizards of the Midlands have access to all spells, including those listed as Priest spells. On a casting roll of 1 Wizards roll on the Midlands spell mishap table.

At level 4 a Fighter may swap Weapon Mastery bonuses for +1 extra attack. At Level 8 a Fighter may swap Weapon Mastery bonuses for +2 extra attacks. This may be used with melee or missile weapons, except crossbows.

Level 10 Characters

level 10 character can spend 100 XP for a new Talent roll. 

Cumulative Talent benefits to attacks or to spellcasting cap at +10 maximum

Cumulative Talent benefits to AC (eg Fighter Talent roll of 10-11) cap at +5 maximum

If the player does not like their roll result (eg it gives no benefit), they may take +1 hp instead.



PCs  Valrak & Lyssana were drinking buddies from way back, frequenting Vorngard’s popular Salty Strumpet tavern. Well known by the proprietor, Yinvild.

(Matt) Valrak the Wanderer [Fighter 1 Ancestry: Thuel STR 18 (+4) DEX 18 (+4) CON 12 (+1) INT 15 (+2) WIS 13 (+1) CHA 13 (+1)  AC 17 HP 9 Talents: +2 DEX, +2 DEX. Abilities: Hauler (19 slots), Weapon Mastery (Longsword), Grit (STR). Background: Barbarian Equipment: Leather, Shield, Longsword +5/d8+1, 2 Javelins +4/d4. Treasure: 0gp]

(Tony) Lyssana the Sorceress. [Class: Wizard 1 Ancestry: Varnori STR 11 DEX 9 (-1) CON 13 (+1) INT 17 (+3) WIS 8 (-1) CHA  18 (+4) AC 9 or 14 (MA), HP 5 Talents: +2 INT, advtg to cast Cure Wounds. Abilities: languages, spells. Background: Banished Equipment: dagger +0/d4, backpack, flint and steel, 2 torch,  3 rations, 10 iron spikes, grappling hook, 60' rope.  Treasure: 27gp  Spells: DC 11 Cure Wounds (advtg), Mage Armor (AC 14), Sleep]

(Rich) Valen Mor, Mercenary Sergeant. Class: Fighter 1 Ancestry: Midlander STR 17 (+3) DEX 10 (+0) CON 16 (+3) INT 7 (-2) WIS 10 (+0) CHA 12 (+1) AC 11/13 HP 11 Talents: +2 STR, +2 STR. Abilities: Hauler (20 slots), Weapon Mastery (Bastard sword), Grit (STR). Background: Soldier Equipment: leather, shield, bastard sword +4/d8+1 or 2h d10+1, longbow 2h +0/d8 & 20 arrows, backpack, flint and steel, 2 torch,  3 rations, 10 iron spikes, grappling hook, 60' rope. Treasure: 4gp

Timeline

M4-M5 924 TA: Valrak & Lyssana hunt for Lord Hargraves in the taverns of Crow's Keep, battle Shanksters in the sewers of Port Brax, flee from a Skorn caravan ambush on the Port Brax to Crow's Keep road, and deal with assassins at the Ruddy Rooster outside Port Brax. 



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Party Bonds

For those who prefer to establish party bonds prior to commencing play (or when a new PC joins the party), roll 1d20 or select an appropriate entry. The examples provided may be used as is or leveraged for inspiration.

1d20 BOND WITH PARTY MEMBER

1 Raiders, slaves or captives aboard the notorious Varnori longship Barator, under the command of Drar Sigvir, plying the waters of Lake Argos. 

2 Sailors, guides or guards for Master Garcilo, a Karok merchant who toured the lake cities.

3 Students or employees of the Royal College of Inquiry in Northgate, perhaps under the same tutor or boss. 

4 Indentured/free gladiators or pit sweepers of Melek’s dreaded Ogorien Fighting Pits.

5 Translators, etiquette aides or slaves for nomadic thuels of the Great Plains, travelling to a remote outpost to trade. 

6 Lone survivors of the Blackbrand Mercenary Company, destroyed in a recent engagement with their bitter rivals, the Wolfcrag Riders.

7 Conmen, muscle or other agents working closely with Torvir “the Vice”, best thief in all of Vorngard (even if he does say so himself). 

8 Ex-prisoners of Dol-Karok, working the mines under the whips of House Tergoza, or failed prospectors of the Lost Roads.

9 Bodyguards or other aides to Lady Hamil of Crow’s Keep, a prominent widow and noble of the city, of good standing in the Royal Court. 

10 Sentries, scouts or herbalists of Melek’s borderlands in the Trackless Moors.

11 Mercenaries, survivors or looters of the Argos Plateau Massacre, when three rival barbarian tribes decimated each other over a long standing blood feud. 

12 Siblings or cousins (adopted or otherwise). With a (roll 1d6): (1) evil, (ii) bankrupt, (iii) sick, (iv) missing, (5) interfering, or (6) filthy rich parent or other close relative.

13 Drinking buddies from way back, frequenting Vorngard’s popular Salty Strumpet tavern. Well known by the proprietor Yinvild

14 Current or ex-members of House Vorrox’s extensive spy network (see Dol-Karok).

15 Previously worked for, or indebted to, the same crime boss: Guildmaster Marakett (of the Red Hooks gang, in Port Brax). 

16 Vermin exterminators in Melek’s or Port Brax’s extensive sewer systems.

17 Prisoners of the Skull Drinkers thuel clan of the High Plains, before escaping together. 

18  Monster hunters who dispatched the much maligned ogre twins, Sorg & Grunkor, who had been terrorizing a city’s borderlands, remote outpost or thuel hunting grounds.

19 Partners in Rotgut’s Brewbarrel; a failed (or otherwise disappointing) ale and spirits business. Smuggling unrelated contraband may or may not have been part of the business model. 

20 Explorers, herbalists or surveyors of the Wistwood, Drelnor Forest or Suurat Jungle.



Midlander Pantheon
Midlanders venerate the Seven Ancients, most with established clerics and temples. Belief in the gods is well established and a fundamental part of Midlander life, incorporating common sayings, feast days, etc.

1. Argona
Argona is the goddess of health, wealth, happiness and hope. In addition, she is venerated as a fierce protector of families, especially children, elderly and other vulnerable. She is usually depicted as a beautiful, raven haired woman with a trail of stars in lieu of legs.
Related Activities: Weddings, births, carousing, trade deals, healing and illness recovery, defending kith and kin. Her feast day is Thanksgiving.
Common Phrases: Argona protects. Starmaiden keep you. Health, wealth and happiness.
Common Icons: A star or stars. Shield with a star motif.
Organisation: Argona’s temples and priestesses are the most common, found in all cities and most fortified outposts.

2. Baal
Baal is the god of decay, suffering, disease and death. His name is commonly uttered to ward off his unwanted attention. Baal is usually portrayed as a floating skull, a murder of crows or an animate ooze.
Related Activities: Funerals, executions, palliative care, ancestor worship, spreading or resisting disease, torture, managing or ending suffering. Baal’s feast day is the Day of Dust.
Common Phrases: No life without death. Bones and dust, blood and rust. All are equal before Baal. Baal’s Balls!
Common Icons: Skull chalice. Crow(s). Ooze.
Organisation: Baal’s cultists are few in number, often middle aged or elderly, and found in most settlements. Their shrines are small but respected (and/or feared, not wanting to draw his attention).

3. Fenrir
Fenrir is the god of skill, luck and fate. His name is invoked in times of contest, danger and blind fortune. He is most often depicted as a quicksilver wolf, a pair of dice with sixes on all sides, or a celestial comet.
Related Activities: Gambling, competitions and contests, risk taking, dangerous tomfoolery, turns of weal or woe, well wishing, curses of ill fortune. Fenrir has no feast day.
Common Phrases: Fenrir’s luck! The silver wolf is with ye. Fangs of fate!
Common Icons: Silver wolf. Animal Fang. Pair of dice. Comet.
Organisation: Fenrir has no organised clergy; the mercurial wolf comes and goes as he pleases. Shrines courting his favour appear in gambling dens and places of professional skill, such as barracks and guild halls.

4. Graxus
Graxus is the god of war, courage, struggle and glory. He is called upon in times of conflict and strife, either to rally strength or deflect his wrath. He is frequently depicted as a juggernaut of destruction; a towering half man, half iron fusing of steel and flesh.
Related Activities: Warfare, combat, fisticuffs, arm wrestling, exhortations of grit, bestowing of accolades. His feast day is Ironvow.
Common Phrases: By blood or blade! Victory and death! The Iron God cometh!
Common Icons: Anvil and skull. Iron fist. Crossed swords with a central eye.
Organisation: Graxus’ shrines and monuments are found in all cities and outposts, especially watch houses. True devotees however are very rare and commonly employed as soldiers, city guard, mercenaries, pit fighters, and so on.

5. Shennog
Shennog is the goddess of night, darkness, mystery, deceit and madness. She is whispered to in times of treachery, despair and clandestine activity. Most descriptions of Shennog suggest a formless shadow, a broken mirror or a giant spider.
Related Activities: Tending the mentally ill, false dealings, double crosses, stealth and infiltration, nocturnal affairs, subterranean exploration. Shennog has no known feast day (if there is one, it’s kept secret).
Common Phrases: The darkest corners conceal the greatest secrets. Reject the mundane and embrace revelation. Mystery is the font of wonder.
Common Icons: Slender crescent moon forming a circle. Giant spider or webs. Cracked mirror.
Organisation: Shennog’s temples and asylums are rare in outposts but present in cities. Her clergy are few in number and tend towards eccentricity and seclusion.

6. Soliri
Soliri is the goddess of the sun, weather, nature and creation. She is implored to bless harvests, encourage fertility, and to repel darkness or ferocious beasts. She is commonly depicted as a female faced sun, a swarm of leaves, or a giant world tree.
Related Activities: Planting, harvesting, breeding, weather ceremonies, hunting, camping, raising bonfires. Her feast day is Long Harvest.
Common Phrases: The World Tree provides. Man too is a force of nature. Burn back the shadow!
Common Icons: Flaring sun. Stylized leaf. Colossal tree with great roots.
Organisation: Her priests, the 'druids', are not as common as one might expect. They are likely to reside on fortified outskirts, making rare sojourns to nearby natural wonders such as ancient trees, ponds or clifftops (which serve as their “shrines”).

7. Wodon
Wodon is the god of knowledge, art, wisdom and justice, beseeched when seeking insight, inspiration or truth. He or she (sex uncertain and used interchangeably) is portrayed as a giant owl, or a wizened human with two heads, one male and one female, leaning on a runed staff or stack of tomes.
Related Activities: Seeking or giving advice, study, investigation, meditation, artistic endeavours, justice. Wodon’s feast day is Reverie.
Knowledge is power. One cannot hide from one’s self. Vengeance is a pit, justice a door.
Common Icons: Stack of tomes. Dual headed bust. Giant owl with a set of scales.
Organisation: Disciples of Wodon typically serve in cities as magisters, librarians or justicars, or fill the role of sages, artists and hermits. Libraries, workshops and court houses double as their temples and shrines.

The Deep One
Like many aspects of Varnori culture, religion centres on the cold and the sea, with a mixed bag of river and lake spirits lorded over by the Deep One; an all powerful tyrant god, said to have butchered its sibling deities before the dawn of time.
The Deep One is known by other, secret names, none of which may be uttered on pain of death. Sexless and colossal, the tyrant god slumbers in the inky depths, its great gills responsible for the rise and fall of the tides.

The Mountain
Karoks venerate the spirit of the Mountain, a symbol of the prosperity and indomitability of the Ironhull people. If there is another force truly worshipped by the mountain folk, it is the power of commerce. In Karok society, amassing one’s fortune enriches both coffers and soul.
Karoks believe that their ancestor spirits merge with the Mountain when they pass, imbuing the fortress city with their protection. When Karoks travel, they often take a piece of the Mountain with them (usually a precious stone) to ward off evil. Ornate tombs, mausoleums and burial chambers are common as enduring symbols of ancestral respect. Needless to say, tomb robbing is considered a particularly grave crime in Karok society.

Thuel Animism
Barbarian tribe beliefs are as varied as their number and homeland, but most tend towards animism, finding spirits in every rock, plant and living thing. Some adopt one or more totemic animals or elemental forces as their favoured patron.



________________



Crow’s Keep 

Political, Pious, Melek Conflict 
Culture: Midlander Languages: Argosan, Common Population: 11,000 Ruler: King Uldred 
Exports: Soldiers, Food, Fashion Climate: Moderate climate Holiday: King’s March 

Overview 
Crow’s Keep is the capital of Midlander society, situated on a high plinth of rock overlooking the Great Lake, Forest of Drelnor and the Trackless Moors. Within these fortified walls, the elderly King Uldred holds court, thwarting the schemes of rivals whilst struggling to fend off incursions from imperial Melek. The city is built in familiar western medieval style, architecture reminiscent of the Middle Ages, with a moderate to warm climate. As might be expected, the most powerful noble families are here in great numbers, manoeuvring for position before Uldred passes. The gods, and their mortal representatives, also wield great influence, with throngs of faithful attending the great temples, bolstered by the current tensions with Melek. Soldiers are prevalent, a necessity brought about by increased conflict with the Nydissian Empire to the south. Contrary to the twenty year truce, escalating border skirmishes and trade sanctions are a cause of great concern; many of the Royal Court consider Crow’s Keep on the brink of war. 

Factions & NPCs 
King Uldred (Fighter 5) King Uldred, Shield of Argos, the Southern Doom, Last of His Line, was one of the great generals of his generation. Now in his 70s, Uldred’s fighting days are long past, but the people recall his victories fondly. Most famously, he was the general responsible for the sacking of Kadimos thirty years earlier, curbing Nydissia’s northern expansion at the time. Uldred’s wife and children died in a horrific fire five years ago, leaving the throne vacant when he passes. The winter warrior now spends most of his time at Castle Greyloft, treating with highborn, fending off rivals and ferreting out usurpers who refuse to wait until his natural death. Uldred’s primary concern is Melek, with whom border skirmishes and trade sanctions are escalating. 
Lady Rinwolde Lady Rinwolde is the young matriarch of an old, wealthy and respected noble line with extensive alliances. Superficially subservient to her elderly husband Lord Egbert, she is rumoured to in fact control the family.
Lord Jaykin Hargraves (Fighter 3, 60’s, towering 6 ft 6”, heavy set with dark eyes and an impressive silver beard) came from a poor background. He built his wealth year by year, daring the wilds to lead trade caravans between the Argosan cities and beyond. Trading was lucrative but hard; Hargraves lost many friends in his travels and quickly found solace in the bottom of a bottle. Despite young Lady Eleanor Hargraves’ best endeavours, the old trader was never able to shake the habit, and is now an entrenched alcoholic. 
 
The Royal Court The King’s Court is filled with scheming nobles, powerful merchants, revered clergy, foreign ambassadors and other notable personages most days of the week. On occasion, commoners might also gain an audience if the issue is especially great. Presided over by King Uldred and/or his magisters (advisors), court politics are fluid at the best of times. Spies abound, and more than one poisoner and assassin stalk the corridors, waiting for the opportune moment. 
Order of the Iron God Recognised by their black and white tabards, the Knights of Graxus swear fealty to the Iron God first and King Uldred second. Lead by Sir Garrett (Fighter 8) from Ironhold (the Temple of Graxus), these sacred warriors sally forth into the wilds, thundering across the borderlands like death itself. The only heavy cavalry in the region, they are a force both terrifying and magnificent to behold. As the blessed scriptures profess, a knight of Iron God knows victory in every battle but the last, and in that one, he dies. 
The Priestesses of Argona In the domed Temple of the Starmaiden, the priestesses of Argona tend to the spiritual needs of the faithful. Renowned apothecaries, they treat the ill and physically stricken, mitigating suffering where they can. High Priestess Racea (50s, long silver hair, plump, joyful eyes) manages the church and clergy. In recent times, the support of the priestesses is more important than ever; many families having lost loved ones to Melek incursions.

Taverns & Inns 
Rumpletons Double storey, stone. Standard rooms with expensive food and cheap ale. The expansive common room is lined with shelves containing books, maps and curios from across the region. Most of the items are of little value. The owner is Rumpleton, a tall and dextrous barkeep with a flair for pouring drinks. Rumples (as the locals call him) loves a chat, especially about the wider world, and will invite travellers to donate a curio for a discount or free meal.
Silver Gallows Single storey, wooden. Small rooms with cheap food and quality ale. Steps lead down to an excavated ground floor, above which hangs an oversized, silver painted noose. The ceiling beams are inscribed with names, purportedly those executed by the king during his reign. Despite the sombre accoutrements, the staff are friendly, seats comfortable, and the bards pleasant. Jurric, the manager, is an ex-guard (Fighter 2), slim with a lazy eye. He often complains that his woeful profits bear a physical toll and have already turned one of his eyes bad.
Two Hounds Two storey, stone. Large rooms, standard food, excellent ale and spirits at good prices. The Hounds’ staff tend towards the attractive side (male and female), the common room always crowded. Twin statues of 4 ft armoured war hounds flank the entry. A favourite of the city guard, the proprietor Mendelson (40’s, stocky, quick to swear and curse) never worries about drunkards getting out of hand.
The Rat Trap is a squalid den of mostly cheerful inebriates.
Bunderstone’s is a large, airy inn with an enormous and very crowded common room. The clientele here are a mix of wealthy and less affluent folk, sprinkled with a handful of guards.
The Fox & Raven; hang out of the local Gilderfunk Girls, an all female gang, specialists in smuggling and fencing.
The Farmer’s Lament is a raucous, bellicose bar of yelling, laughing and back slapping.
The Horny Toad is well known for its regular fisticuffs between drunk and disorderly patrons.
Nobby’s Alehouse caters to the well to do professionals and merchants of the city.
Corner of Lowbrook is a charming, older pub decked out in quality woodwork and comfortable seating. A hand painted sign by the door declares “No Foreigners”.
The Gravy Barrel is known for its hard liquor and harder clientele. Favourite haunt of the Bloodnut Bandits.
Forkenspoon’s is famous for its food first and entertainers second (primarily bards, but prostitutes are not uncommon). Dice games are a feature.
At The Pickled Boar, one thing is first and foremost: boozing.
The Violent Vagrant has a decent sized common room surrounded by lots of intimate booths.
The Black Tankard is famous for two things; its cheap ale and the illegal card room out the back.

HISTORY

The history of the Midlands may be divided up into three broad ages. 

The First Age 
Almost nothing is known of the First Age, also known as the Age of Immortals, which predates the current era by at least 10,000 years. With no written records known to exist, legend and myth abound, offering precious little insight into primordial antiquity. Theologically speaking, the Midland cultures believe the gods fashioned the world during this time, imbued men with free will, and fought over their souls. Second Age scriptures suggest the wars that followed were cataclysmic, and that the gods agreed to withdraw and observe from beyond the Veil, rather than risk the complete destruction of their creation. 
The Second Age 
The Second Age, also known as the Age of Mortals, spans approximately 9,100 years, ruled by humans and non-humans in turn. Records are patchy at best; only the tip of the iceberg has been rediscovered and most centuries remain a mystery. Nevertheless, those few who study the remaining evidence have gleaned some insight into the distant past. At least two ancient human societies are known to have persisted for several hundred years; Ramoran slavers who buried their mummified dead in ornate underground tombs, and the Suun, a jungle kingdom abundant in gold, blood rituals and stepped pyramids. In other periods, monstrous dynasties prevailed. Cruel serpentmen enslaved the warmbloods until the world suddenly cooled, forcing a southern retreat to more humid climates. Warring cyclopes almost wiped men out entirely before a virulent plague drove them to the highest peaks to escape illness. Even the dwarves once ruled, using tempered iron against more primitive human societies, until men too unlocked the secret of steel. In the last centuries of the Second Age, skorn dominated, mercilessly razing rival settlements and feasting on nomads. At their peak, the skorn numbered more than all the other humanoids combined. Then Mount Rokan exploded.
The Third Age
Some 924 years ago Mount Rokan erupted in earth shattering fashion; searing the earth with fire and fume, blackening the sky with thick ash, and blasting the Midlands into the Third Age. Rokan
was an unparalleled natural disaster, wiping out most life in the region. Weeks later, when the skies finally cleared, desperate skorn and thuels fought for survival across the scorched plains, forests and mountains. Humans clinging to the inland sea took the opportunity to fortify and consolidate their defences, founding what would eventually become the enduring bastions of Northgate, Port Brax and Crow’s Keep. Approximately sixty years ago, the first Nydissian forces invaded from the south, establishing Melek as their northernmost city. Thirty years later, their second settlement of Kadimos, deep in the Trackless Moors, ended in ruin; sacked by waves of skorn, barbarian and Midlander forces. For the last twenty years, an informal truce with the Midlanders has prevailed, permitting trade and limited migration. The last score of years also consolidated the first Varnori city of the region; Vorngard, a wooden settlement expanding with more northerners every year. Heralding from Varnor, across the Boreal Sea, the raiders navigate the treacherous Siltwater to reach Lake Argos and the interior proper.







CITY MAPS

Saturday, 10 February 2024

Manganiello shares my views on 5e D&D

 Archive for safekeeping, from https://comicbook.com/gaming/news/joe-manganiello-compares-baldurs-gate-3-to-early-dungeons-dragons-fifth-edition/


Sunday, 28 January 2024

Running your first 5e D&D Game

 It's good to run a simple dungeon for your first D&D game. I've been talking about it with my son recently, he's planning to GM, the main thing that came up was that starting PCs at 1st level, you do need to pay attention to the D&D encounter building guidelines, because level 1 PCs are fragile. This is true even if running a published adventure, many if run as written are likely to wipe out new PCs, including the infamous goblin forest ambush at the beginning of the 5e 2014 Starter Set. A friendly NPC aiding the party can be a good idea too.


If it were me, I'd take an existing dungeon map eg from Dyson's website https://dysonlogos.blog/ and have a go keying it with some monster encounters, say 6-8, built by the DMG guidelines for 'easy' to 'moderate' encounters, eg one CR 1 monster or two CR 1/4 monsters. Maybe add one or two tricks & low damage traps (d6 is good, eg a 10' pit trap). Perhaps a friendly NPC or two, such as a prisoner, or non-hostile monster. Add one or two treasure hoards, again using the DMG or an online generator. Then come up with a hook for exploring the dungeon - rescue a prisoner, find a magic item, defeat a monster threatening the locality, or just seeking treasure.

Level 1 of Dyson's Delve - the start of a great campaign?