Showing posts with label Houserules. Show all posts
Showing posts with label Houserules. Show all posts

Wednesday, May 18, 2016

SUN COUNTRY

But Dungeon S., I Hear You Cry, What Are the Sun Countries Like?

Several Male Warrior-Slaves Survey the Land

Sun Country is a land far away, to the other side of the Animal Lands.  There, the Sunfolk sacrifice to Azi Dahaka, terrible Sky-God of Horses and Serpents.  They are a rigidly matriarchal and theocratic society, where non-noble non-women are considered chattel.  The men and other slaves are forced to build many pyramids to honor a vast, intricate hierarchy of celestial beings.
You can swap the genders if you want, it doesn't matter.  If the women are in charge, they make the men grow absurdly long beards which are chained to their feet.  If the men are in charge, they make the women grow long hair filled with clinking trinkets so they can't sneak away.  If a different gender is in charge they lord it over everybody else.

The horses of that land are tawny-haired and renowned for their ability to stare into the sun for many hours without blinking.  The Princess of Horses lives in Sun Country, and is much feared for her venomous tongue, and for intentionally setting brushfires.

Do Not Fuck With the Princess of Horses


The Sunfolk are known for their fearsome Hoplites, who wear thick armor of gold and bronze.  They are among the most disciplined and tireless killers in the World.  They gain power from the sun, and are nearly impossible to dislodge while the sun gleams on their broad shoulders.

The Sunfolk despise the free-wheeling Animal Tribes, and consider them subhuman.  The lowly tuber - symbol of Nomad independence - is reviled and scorned in the Country of the Sun.  Corn, obviously, is the staple crop of the Sunfolk.  Potato-eaters are rounded up by the state police, secretly tried, and publicly killed.  This is considered necessary to protect the state from sedition and sabotage - slaves are, after all, cheap and readily replenished in war.  Death is the only punishment in Sun Country, but it comes in 1,000 different rigidly-proscribed forms.

Sunfolk are copper-skinned and robust, considered handsome by most other tribes.  Their temperament is sanguine.  The men are stoutly-muscled, and the women buxom.  Their hair is bright red-gold.  Free people shave their heads, that the sun may better shine on them and fill them with power.  Hats are unknown.  The men generally grow elaborate beards.


Thursday, March 20, 2014

NEWS & GOSSIP in KOS

NEWS

Every town or city should have a random chart for news, which in turn provides opportunities for adventures.  These charts can also be used for gossip rolls, which some adventurers are wont to seek in every tavern large and small.  Or really any other time you feel lazy being a sandbox DM

if the Party stays in a certain settlement for a while, more News items should be added to each list.

Each chart should have the same 3 categories:
roll 1d3 per news/gossip
1. GOOD NEWS
2. TERRIBLE NEWS
3. SUPERNATURAL NEWS

Here's an incomplete example for the small caravanserai of PILGRIM'S PASSING:

GOODS NEWS!
1. "The new axe in Piku's shop is the finest I have yet seen.  I watched him shave Nahvarok with it, and  even Nahvarok had to laugh."
2. "The domesticated Carnivorous Goats are breeding rapidly - perhaps too rapidly."
3. "The Trader Jah is in town!  O Happy day! He brings always the finest goods from far-off lands, and never gives a bad deal.  The young people will be happy tonight when he opens his market in the center square.  I've heard Iaello may open one of his most hallucinatory fig wines."
4. "As I came here, I passed a Holy Man of God-Kos sitting by the side of the road.  He seemed lost in prayer, but had a small basket in front of him."
5. "Shearing Day is here!  It is time for all in the village to help wrangle and shear the female Canivorous Goats."
6. "Today is the Blessing-Day of Kos.  We must all go to the river to be re-baptized, to protect our village for another year.  Will you come/watch my insane bedridden grandfather/serve as an acolyte?"
7. "Today is the Thirteenth Ide of Io!  Free whippings and prostitutes for all!"
8. "The Loe River Clan have their basket-boats in the town harbor.  They are offering pearls and other strange things in return for metal."
9. "A minstrel is playing songs in Iaello's drinking house!  He appears a well-traveled fellow, and his voice is deep but pleasant.  He has an ear for tragedies and great deeds."
10. "Flax Harvest day!  Rhynt the Elder has demanded that all women take the traditional role of guarding the men while they harvest the Flax. (or vice versa)
11. "Did you see the Loean Barge at the docks?  By the Blank Face, I've rarely seen such riches!"
12. "A Road-Tribe is passing through town.  It's always worth seeing their bizarre walking houses, even if their goods are mostly junk."
13. "The Floods have come!   Quickly, retreat to the rooftops!  Today is a day of partying and celebration!"
14. "A Show-Barge is in town!  I always feel like a little child again when the Show-Barges come."
15. "A Harvestman named Logo was gone for a while.  We feared him dead, but he returned with powerful objects.  He said that he said seen strange things beneath the White Mounds, and was ready to go again."
ETC etc etc

TERRIBLE NEWS!
1. "Someone has stolen the Silent Girl!
2. "There is a duellist pacing around in the town square.  He says he seeks a worthy foe.  Sherriff Dronlan Three-Swords will probably kill him soon."
3. "The handle to my shovel broke!  Fah... I'll have to cut a new one.  I hate to buy anything from the Wood Tribe."
4. "A minstrel has appeared at Iaello's Drinking House.  He is quite handsome and has a fine tenor.  I have a feeling there will be jealous men tonight."
5. "I'm worried about Abor the Gong-Man.  He pleaded for higher wages, Elder Rhynt denied him.  Now, he seems to spend all his time moping at the Drinking House or alone."
6. "It's time for the Flax Planting.  All hands are needed - both to plant the seeds and to fight off monsters."
7. "A Toad-Man Bully has shown up in town.  He's pushed several people around on the street and hit one man with a broken shovel-handle.  Now he sits in Iaello's Drinking House, demanding free wine and picking fights with everyone.  Everybody's too scared to do anything about it, and Sherriff Dronlan Three-Swords is in one of his moods."
8. "Rooster the Red Merchant is in town.  He always has rare things, but I would count my fingers after meeting him.  The mothers had better lock up their daughters."
9. RAID!
...etc ...etc

SUPERNATURAL NEWS!
1. "I saw a Goblin last night.  It was in my shelf, watching me.  I threw a good blanket over the shelf, but he only watched me from beneath.  I sang loudly, blinked three times, and crossed my eyes at him.  After that, I could tell he was harmless, but he continued watching me all night and gave me nightmares."
2. "There are far more Ravens than usual.  Either Rhialto is planning something, or we're in for bloodshed soon."
3. "A Ghost has inhabited Five's farm!  He tried to chase it out by throwing rocks and shouting, but it did not work.  Nobody knows what to do - he can't go home."
4. etc etec 


Wednesday, October 2, 2013

ENCOUNTER ROLLS in KOS

An encounter has occurred in the Wilderness!

Encounter Chances by Area:
Road, near a town: 60% / turn
Road, wilderness: 15% / turn
Plains/Kos Basin: 15%
Marsh/Swamp: 20%
Badlands: 15%
Badlands, near Rampage Circle: 90%
East Broken-Back Mountains: 15%
North Broken-Back Mountains: 5%
Area near Ar-Kos: 25%
Northern Kos: 5%
Wildwood: 35%



(1d4, +/- fieldcraft mod of best fieldcrafter)
1: The Player-Characters are surprised.
2-3: Nobody is particularly surprised.
4: The monster is surprised.

(1d4 +/- terrain)
1: They're right in front of you (melee range)
 2, they're close (medium archery range).
3, kinda far (100 - 500 yards).
 4,+ Quite far (dots on the horizon).
Terrain:
Desert / Ocean: +2
Barrens, plains, rivers: +1
Rocks, roads, fields: 0
Towns, forest: -1
Jungle, swamp, city: -2


Unintelligent Beast/Monster/Animal Reactions
1d4.
1. they want to fight, right away (hungry or very threatened)
2. They will fight but will growl, menace, etc (normal animal behavior)
 3. they could give a fuck about you (eating, sleeping, mating, grooming, etc)
4. They run away or attempt to parley (cower, mimic human speech, offer treasure locations, etc)

some more on FEATS

there are 3 classes in Kos:

1. Those who ACT
2. Those who CAST
3. Those who PRAY

none of them are really "classes", though - they just determine some of your starting equipment and abilities.  anybody can learn anything.  more on this later.

anyway, MEN or WOMEN who ACT are partly distinguished from the other classes because they often get to start with some FEATS.  There are many feats to be learnt, but here are some extended notes / features from feats that have been used in game:

the Salmon Leap
Req: 14+ Fight
a leap of incredible distance and/or height.  for every point above 13, the ACTION-PERSON can jump 6' ft. straight up in the air, or 8' laterally.  Once you get above 20 Fight, you no longer track your Fight stat and are instead simply said to have HEROIC Fight.  Once you reach HEROIC Fight, there is no longer any need to track exact distances for the SALMON LEAP and you instead can be assumed to routinely jump over rivers, castle walls, etc.

the Weapon Feat
Req: +1 Reflexes, 13+ Fight
Perform incredible weapon dances / tricks.  Some common tricks:
- juggle several swords or battle-axes at once
- repeatedly stab the spaces between your own fingers or toes with shocking alacrity
- perform excellent flourishes and leap over your own weapons
These tricks can be used to impress people.  If you take the time to perform a Weapon Feat before a battle or duel, you can give +1 morale to your followers or -1 morale to your enemies (if they are intelligent - it has no effect on oozes, skeletons, etc).  Every 2 points in Fight above the minimum provides an extra +1/-1.  This feat can also be used at parties or other social endeavors to increase the odds of success in social endeavors.

the Death-Lord's Stare
Bore into somebody's soul with a glance.  Petrify the puny, bend lesser spirits to your will

the Great Toss - hurl a very heavy object, or a smaller object very far
Req: Fight 10+
You are just so good at throwing!  You can hurl giant rocks or logs a short distance, or throw a small object such as a rock hard enough to seriously hurt somebody (1d4 damage + Fight mod, range = 20 ft. + Fight mod x 10)

the Iron Hands & Feet
Req: Endurance 13+
plunge hands into boiling water without harm, dance on coals, etc.  This feat requires a few moments of mental preparation, but once you are ready, you can stick your hands in boiling water, through the flame of a torch, walk on daggers, etc.  This usually impresses people very much and can grant social bonuses.  Once your Endurance reaches HEROIC, this feat can be used to endure anything, including lack of oxygen, endless cold, standing inside a bonfire, etc.

the Hero's Chant
Req: 10+ POW
This remarkable chant is the death-song of the valiant.  It can only be used in combat.  As long as the chant continues, your followers will never flee.  In addition, this chant marks a hero.  Intelligent enemies may single a hero-chanter out for duels or missile attacks.

the Battle-Howl
Req: None
This howl focuses rage and unleashes predatory instincts.  If used more than once per battle, the Howl loses its efficacy.  When the howl is used, the howler should choose how to use it:
1. AT THE BEGINNING OF A BATTLE: POW mod * +1 damage when charging during the battle.  If multiple allies take up the Howl, charge damage is increased by +1 for every Howler and enemies may have to make a morale check or else withdraw.
2. WHEN THE ENEMY IS WEAK: Enemy must make a morale check immediately; failure indicates weak creatures will flee and stronger ones will suffer -2 modifier to attack.
3. AFTER KILLING AN ENEMY: All allies within 20' regain 1d4 HP due to rampant bloodlust
4: WHEN PURSUING THE ENEMY: All allies within hearing distance gain +10'/round to movement

the Feat of Thunder & Lightning
Req: 18+ Fight or POW
A magnificent thunder-clap stuns enemies as the hero bangs their shield, hurls javelins, tears up the ground and stomps with unfathomable ferocity.

the Squirming Feat
Req: None
The hero can fit through any opening the size of their head or larger.

the Trick of Walking on Eggs
allows you to either
a) walk without leaving any tracks
b) walk without making any sound
A hero with HEROIC Thievery can do both at the same time.


the Feat that Dazzles, like the Sun
Req: 14+ Pow, Panoply of War or better armor in battle-ready condition
by revealing his highly-polished armor and heraldry in their full resplendence, the hero catches the light and exudes brilliant beams which stab the eyes of enemies.  Once it has been used on an enemy, it will never affect them again.

Endure Labor
Req: Endurance 10+
This is a very common feat amongst common-folk.  It allows the character to work from sun-up til sun-down without becoming bored or overly tired.  "Work" only includes basic manual labor; skilled crafts-work and combat do not count.

Sober Up / Sober up Another
Req: Endurance 11+
This is a very popular feat amongst old soldiers.  It can be used at any time to more-or-less banish the deleterious effects of alcohol, at least for a little while.  The hero will still be drunk, but will be able to act sober for the purposes of speaking normally, marching, performing manual labor, etc.  When used on another, it entails using ancient tricks of warrior-folk (such as splashing the victim with cold water, slapping them around the face and body, feeding them special concoctions of herbs, etc) in order to quickly sober them up enough to walk home or avoid arrest by zealous local authorities.

Always Awake
Req: Endurance 13+
Another popular feat amongst veteran warriors.  When this feat is learnt, the hero becomes an extremely light sleeper.  They gain the normal effects of rest, but count as being awake at all times for the purposes of surprise.


these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears.  A warrior with the Wolves' Lope and the Always Awake feat can run while sleeping.
PEOPLE of ACTION gain 1 free feat at character creation, and some STARTING EPITHETS grant others.  All others must be learned in the course of the game.

Monday, September 30, 2013

COMMON ANIMALS of KOS pt. 1: RIVERS/LAKES

Once, there were ordinary animals in Kos.  Dogs, hawks, and fish are some examples.  These types of animals, though rare today*, formed the "base creatures" which compose many of the animals which exist in Post-Cataclysmic Kos.
In game terms, this is for those times when you need to say "Dungo the Luckless rolled a 1 on his Fieldcraft check and succeeded only in bringing in [vermin] for dinner..." or "Your last biscuit is suddenly snatched by a..."

first, select an interesting-sounding creature or roll d12 for one
then, in case you need to know,  roll 1d4 to discover what these creatures actually are and what they do

d12

1. Great Swan
       1. Enormous swans, always black, large enough to pull boats, totally docile
       2. very large and territorial but otherwise normal swans
       3. not really so "great" after all; this appellation is a fancy of inebriated local river-men
       4. large swans, always come in matched pairs of black & white, mate for life.  Considered good omen             for love

2.Ebon & Ivory Eel
       1. they're just black and white eels.
       2.-4. come in both colors, but only appear together over the location of sunken treasure

3. Peckel
       1.-4. this is what all uninteresting fish are called

4. Drowned Lady
       1. an actual dead ghost of a drowned lady who tries to tempt lonely men to a watery tomb.  Usually               effective only on the deeply inebriated, badly wounded or suicidally depressed
       2. a fish which is created when an unloved woman dies, they are considered exceptionally tasty by               certain jaded epicureans and valuable in several alchemical processes.  Hard to catch, though, because        you have to sing a true love song to get them into a net.
       3. A fish with pliant flukes on the sides of the face that resemble the hair of a woman.
       4. A frog that has beautiful hair and appears to be flush-cheeked and red-lipped; sings loudly at night

5. Soil-Fish
       1. a spiny fish which dwells under the sand and is very uncomfortable to step on.
       2. a bottom-sucker or cat-fish
       3. slang term for any fish considered unfit for human consumption
       4. a minor magical creature which draws nourishment from dirt and leaves everything sparklingly white;        large fleets are often spotted cleaning the teeth of sea-monsters

6. Savage Pike
       1. descendants of former battle-pike of the Aquatic Southland Invasion.  Bred to chew holes in the        bottom of boats and attack anything flailing around in the water.  Otherwise eat only small peckels.
       2. Crocodile-sized monsters, highly territorial but easy to avoid on land
       3.-4. the same as a normal pike but incredibly vicious, using a strong thrashing motion to rend prey and        attacking anything that moves; easily spotted by the constant thrashing a school of them makes at all times        as they constantly fight for dominance

7. Knight-Fish
Knight-Fish are covered in armor, and
       1. Totally subservient to a golden Emperor-Fish, and follow him in silver swarms.  Have lance-like horns attached to their foreheads.
       2. carnivorous fish which attack other fish by ramming them
       3. beautiful fish admired for shimmering scales
       4. small fish that aggressively try to defend small "fortified" areas

8. Emperor-Fish
       1. local name for a dunkleostus spotted in the river
       2. Large, yellow pufferfish, so named for the pompous look it presents when it puffs up
       3. Fish with a large fin strung with iridescent semi-precious accumulations of sand
       4. mistranslated South Land name for "whale" or "small volcanic island", re-imagined as a fanciful beast

9. Glittering Crab
       1. vicious but beautiful little predators with crystalline shells.  Painful to step on, and sharp pincers
       2. bio-luminescent flashes allow them to find one another in the dark. Considered appealing by song-writers and other sentimentalists in certain parts of Kos
       3. Highly organized expansionists.  Always attack in squares, with one crab facing out each direction.  Make sorties onto to land and kill small lizards and insects.  Only come out at night, where the moon reflects on their shells
       4. a type of tiny crab that collects shiny objects.  usually has a small hoard of minor treasures

10. Snake-Fish
       1. just a common name for any aquatic snake or eel
       2. the Northern Snakehead fish we have now, except much worse.  They are plotting to invade and settle, and most humans are not yet aware.
       3. actually the infant form of the Serpus, who must travel to water to lay her eggs
       4. a brightly-striped fish with a venomous bite

11. Nautili
       1. are quite numerous in the River Kos and are said to be sacred to God Kos.  Some believe they are the souls of river-worshippers.
       2. have survived the Cataclysm remarkably well. Sometimes become so numerous during the spring melts that men claim they could cross the River Kos without wetting their boots
       3. are considered a pleasant species, tasty and attractive in their jetting swarms.  a staple of life for many people, their spiral shell is said to represent infinity and rebirth
       4. Held as the emblematic animal of Kos, frequently featured on heraldry

12. the Submerged Crawler
       1. Kossick translation: "horseshoe crab"
       2. Kossick translation: "Trilobite"
       3. Kossick translation: "crawfish"
       4. a type of minor magical creature which burrows under the sand and eats ancient detritus; can only be seen by the lump it makes as it travels near the surface.  Produces an irritating rash if stepped on.


OLD FISHERMAN'S LYRIC
Nautili, Nautili, you are a friend of mine;
Your whole life is in a spiral, but mine seems stuck on a line


*except dogs in the vast countryside of Barbarian Krax.  don't worry, they're actually doing fine

Thursday, September 12, 2013

the CLASSES of KOS

in KOS, there are only 3 classes:


THE MYSTIC
Cannot gain Feats.
Choose 1 of 3:
1. Starting favor of 100 with a God of your choice.  Roll on the Priest table.  If you wish, you may begin         as an initiate of a church/cult of your choice
2. Starting favor of 50 with a God of your choice, and you know 1 Spell and 2 Incantations.  Roll on the Priest table.  If you wish, you may begin as an acolyte of a church/cult of your choice.
2. Starting favor of 25 with a God of your choice, and you know 2 spells and 3 Incantations.  Roll on the standard chart of Starting Epithets.

Mystics start with no gold, and no items except simple garb and a walking-stuff or cudgel.  The exception are Initiates of a Cult/Church, who begin play with the standard vestments of that faith


THE PERSON of ACTION
Gains +1 to all attacks and damage, and +1 to AC.  Starts with one Feat from the list found at my last post.
Roll on the chart of Starting Epithets.

Begins play with 100 Moons or possessions equivalent to that amount.



THE PERSON of LEARNING
A PERSON of LEARNING has a chance of knowing some pertinent facts about any situation.  the chance of success depends upon the esotericism of the fact.
EXAMPLES
"Io is a stern God who seeks to proselytize the land of Kos." - automatic success
"Those creatures are known as Chop-Hawks - they are very aggressive but will not attack outside their territory." - 5 in 6 chance of success
"Amble Edge is ruled by the Axe-Witch who dwells in a ruined oak.  Her guardsmen are a troop of 7 elite swordsman led by a veteran named Graysword." - 4 in 6 chance of success
"This scroll is written in the ancient language of the Stone-Folk".  - 3 in 6 chance of success
"This scroll written in Stone-Folk and details the legend of Arr the Iron, a silent priest who fought a wolf-like creature in a swamp.  It details the location of his tomb." - 2 in 6 chance of success
"Here, let me point out the exact location of the Hidden Tomb of Krynn the Hero on your map."  1 in 6 chance of success
If the information concerns the area in which you grew up/studied, you gain a bonus of +! or more

Persons of Learning begin play with 3 random spells and 3 random incantations, in addition to any bonus spells from Magic score.
Do not roll on the Standard List of Starting Epithets; instead, your nickname will simply indicate where you are from.  E.g, "Bort of Water-Fall Library", "Bort of Downflow", etc

Persons of Learning begin play with 2d10 Moons or possessions equivalent to that amount, along with simple clothing, a simple weapon of choice, and some writing materials in a haversack or pouch.
They also know 2 Facts of the player's choice.  These can be anything - "How do I become immortal?"  "What is the exact location of the greatest treasure of Kos?" "What really caused the Great Cataclysm?"  "How can I defeat Sheriff Dronlan 3-Swords?"

Barbarian-folk cannot be Persons of Learning.




THE PRIEST TABLE
determine your god, then roll randomly


KOS
1. Hermitic Wanderer - sworn to own nothing.  protectors and philosophers.  Must immediately give away all possessions as soon as they are aquired.  In return, respected by Folk everywhere.  Wanderers may utter blessings or curses.  Able to restore fallen Pukel Poles and control the Pukel Men.  Goal: Seek the lost secrets of the God Kos, whom you know you know yet lives, in your heart
2. Drowned One - a priest who has completed the Ritual of True Drowning.  Death now holds no fear.  Do not need to eat, drink or breathe.  Unnerving gaze induces obedience in the tremulous.  Respected & feared by Common Folk.  Animals tremble at your passing and the creatures of the water - even the mighty Kraken - obey your beck and call.  The rivers foam and burst their banks with your wrath. Goal: Restore the lost faith of Kos, cast out the evil of the foreign gods
3. Fig-Drinkler - Priest who specializes in horticulture and fermentation of Figs, the sacred fruit of Kos.  Everyone loves a Fig-Drinkler, for their merriment and fine times wherever they go.  Goal: None in particular
4. Spring-Step - where you go, things grow.  BeLoved as a fertility monk, often indulgent in material pleasures.  Known to be excellent travelers. Goal: Bring growth back to Kos - untangle the wildness of the woods, heal the cancerous and corrupted lands, and spread sacred wheat to every corner of the continent
5. Battle Chaplain - often found in attendance with the Red Knights of Kos.  Specialists at healing and battle-magic.  +1 to attack and +3 to Healing.  Roll on the MAN of ACTION starting FEATS.  Goal: Stand against the dark things of the world; heal those who fall in the line of duty that they may continue to fight the good fight (eternally, if necessary) .
6. Mender - can mend anything that is broken.  Goal: Unite the shattered peoples of Kos, create peace, and install a rightful King on the throne to bring order to the realm.  Always help the broken-hearted.

IO
Flagellant - specialists in whips and flails (+1).  Inured to pain and bleeding damage.  Can see and smell sins and evil creatures.  Goal: Purge the world of evil by excising it like a cancer
Watcher - protected by a sacred closed helmet bearing a great eye, they see deceptions while wearing it.  specialist in hammers and spears.  Goal: Discover the inequities of the world
Templar of the Crusading Flame - the righteous fist of the Church, able to smite Bleed-Throughs and evil-doers.  Goal: Bring the cleansing flame to every dark corner of this evil world
Excorcist - specialist trained in removing and fighting ghosts and parasitic Bleed-Throughs.  Can make knowledge checks as a PERSON of LEARNING in regards to matters of posession, Bleed-Throughs, etc
Cult Prostitute
Word-Bearer

ISSUS
Explorer
Many-Tongue
Merry Muleskinner
Golden Boy/Girl
Skald
Go-Between


IRON LORD
Sword
Cunning
Alchemy
Wizardry
Dominion
Secrecy

BLOOD-BULL
Stomphouse
Everything-Smasher
Party-Maker
Berserker
Ghoul-Finder
(see: Brute from SCRAP PRINCESS)


MINOR GODS
minor gods include any god from Petty Gods, Barbarian Gods, living demi-gods, any god the player makes up, or a number of sub-cults that are indigenous to Kos
AGNI, FIRE-GOD, RING-GIVER -
AGNI-MAGNI, SUN LORD, HORSE-THANE -
THIRD-EYE-BLUE -
RED LUNAR GODDESS
WAHU, the PEACEFUL BUTCHER
the PALE KING
ANCALAGON, the LIVING LORD of POISON
MAGLUBIYET, the INSANE GOBLIN GOD-KING of the ASH LANDS-by-the-TWISTED RIVER
VESKERILE the USELESS, FACELESS GOD of WRETCHES


YOU HAVE SPENT TIME AMONGST THE WRETCHES

THIS CHART SHALL BE ROLLED WHENEVER A PLAYER-CHARACTER'S TIME IS SPENT AMONGST A LESSER STRATA OF SOCIETY (see *1  and *2 and *5)

ROLL 1d20 (see 3* and *4)
1. You have slowly and methodically acquired a life-long immunity to bloodborne pathogens
2. You got fleas, but not as bad as everybody else (-1 to all rolls and AC until 2 weeks are spent in better company)
3-10. You have got fleas and lice.  The itching is unbearable, and will remain so until you seek proper medical and spiritual treatment (-2 to same)
11-12. You got fleas, lice, ticks; rats have crawled on you and worms have squirmed into you.  constant scratching has turned bite areas and rashes into oozing sores  -2 to all rolls and lose 1 level (until nursed properly and patiently)
13-15. Parasites are winning the war against your body.  -1d4 to all attributes per week (starting immediately) until healing from a soothe-wound
7-18. Emerged from the situation unscathed, but will forever carry a faint stench of sewage.  -2 Charisma
19. Rats and other vermin bit you amidst filth, and you have contracted a veneral disease
20. Rats and other vermin bit you, and you have the plague










*1. That is to say, a lower strata of society than that which they currently enjoy
*2. Reduce roll by -1 for every level of Rogue/Thief/Specialist (See *4), or every quantifiable level of Foulness in a Fighter, or every positive Constitution modifier
*3. aescetic PRIESTS & MYSTICS need not roll; they have all of these symptoms already
*4. MAGSMEN, THIEVES and MASTER THIEVES need not roll for similar reasons
*5. Reduce roll by -1 if player-character spends the whole time waving a hankie around and inhaling special salts and smokes, while complaining

Monday, April 1, 2013

ON THE ROADS - WANDERERS in KOS


ON THE ROADS - (some) WANDERERS in KOS
When traveling the roads, PCs will encounter many other people traveling from place to place.  The Incantation for Safe Travel only prevents
non-sapient monsters and Bleed-Throughs from treading upon the road; other humans and beastmen are eager to relieve travelers of their valuables.

Make a check every 2 turns
Near a city: 85% of 1 encounter, 40% chance of 2 simultaneously
Near a town: 50%
Near a village: 25%
Near a bridge: 25%
Everywhere else: 5%

Most of the time, there will be a visible dustcloud to indicate the presence of another party at 1/4 miles.  however, if the encounter roll was double-digits (as in, 77, 88, etc)
then a curve in the road or a hill pass blocks the other party from view until the last second, at which point you will be in Close Encounter range.  Characters with survival training
or extraordinary senses may be able to avert surprise; this is left to the DM's imagination of circumstance

i

1. HOSTILE
2. CARAVAN
3. ADVENTURERS
4. PILGRIMS

1. HOSTILE ENCOUNTER
1. slavers
2. raiders
3. brigands
4. louts
5. local villain
6. "toll keepers"
7. con men
8. monsterfolk raid
9. Dust Devils
10. Wayward Knight

2. CARAVAN
 1. 1d20 freemen to market, +1d10 tradesmen, 50% chance of 1d6 youths armed with simple weapons, 25% chance of local authority figure (elder, warrior, etc).
 2. 1d20 farms from market, same as above but with smaller, more valuable possessions (+1d20 gold)
 3. moving away - 1d3-1 freeman and his family carting all their posessions on an pack lizard. eager to know road ahead, know little of area
 4. messenger - carrying an important message of some kind.  Heavily armed, well-paid and with an ill-tempered and very fast riding-bird
 5. 1d4 x 1d4 haunted-looking people.  they have seen ghastly things and wander without purpose
 6. LOCAL FIGURE & RETINUE
 7. surly locals - pretend to be traders/huntsmen, unwilling to trade, will give deliberately false and dangerous advice
 8. mishap - blocking the road and causing annoyance is an overturned cart, vicious donkey, etc.  delay of 1d4 hours (checking for encounters meanwhile)
 9. Slaves for sale
 10. Jon Mith
 11. "Rooster"
 12. rich folks traveling with large retinue
 13. Soldiers - templars, knights, light infantry, cavalry, heavy infantry, mixed units, mercenary band, militia, free companies
 14. evil caravan in disguise - yellow morths wait in the carts among other horrors
 15. giant mammalian creature carries a small town on its back
 16. fortune tellers! forecasts!  lucky charms!

3. Adventurers
 1. 1d2 MERCENARIES.  Currently looking for work (50%) or already on a mission (50%).  friendly with any other members of
 the Mercenary Brotherhood.  In general, their advice can be trusted.  Mercenaries often travel together for mutual protection.
 2. 1d3 Skalds, willing to play for money or teach  new song for 100 Lunars
 3. traveling smith
 4. Philosopher a) looking to hire somebody to get something, b) visiting a special and dangerous place, c) visiting a local friend, d) seeking muscle to take somewhere dangerous for little reason
 5. peddler / tinker
 6. woodsmen
 7. prospector(s)
 8. adventuring gang
 9. Enigmat


f the encounter roll is 00, you have encountered one of the Six Slain Thanes or the Pale King himself.  Pray to your Gods for clemency

Friday, March 29, 2013

some FEATS


Some FIGHTER FEATS
Each feat must be learnt from a person who already knows it.  The cost of training depends on the trainer but is generally 100-200 for a simple feat,
and as much as 20 years of service for an awe-inspiring one.  Sometimes feats can also be learnt from ancient texts or strange magic visions, etc
Only PERSONS of ACTION (not PERSONS of LEARNING or PERSONS of the GODS) can learn these feats.
You can know any amount of feats, as long as you meet the requirements.  


the Salmon Leap - Req: Fight 13 a leap of incredible distance and/or height

the Weapon Feat - Req: Fight 12 perform incredible weapon dances / tricks / juggles.  amuse onlookers,

the Great Toss - Req: Fight 12 hurl a very heavy object, or a smaller object very far

the Iron Hands & Feet - Req: 14 End plunge hands into boiling water without harm, dance on coals, etc

the Incredible Juggling - juggle whatever

the Hero's Chant - Req: Pow 13.  inspire allies, banish all fear of death, dismay weak foes

the Battle-Howl - terrible scream frightens enemies, effectiveness based on Fight of character

the Perfect Shot - Req: Agl 18+, Fight 18+, this is the goal of all Northmen.  the Perfect Shot is the one shot which always succeeds and always pierces, no matter the distance.

the Feat of Thunder & Lightning - Req: Fight 15+, Pow 15+.  clashing of arms cracks the sky and terrifies everyone, causes flying creatures to fall and blinds the weak

the Squirming Feat - Fit through anything the size of your head!

the Trick of Walking on Eggs - Req: Thievery 13

the Feat that Dazzles, like the Sun - Req: Pow 17.  Shock enemies by revealing your total majesty.  inspire awe in your followers such that they bow at your feet

Endure Labor - you can just work endlessly.  when the sun beats down and when the whips are cracking you can just fucking take it.  no problem.

Sober Up / Sober up Another - the seemingly magical trick of appearing sober when confronted with danger or authority figures.  Can also be applied to others: symptoms of substance abuse are reduced by -1 every turn spent slapping and pouring water on the target

Always Awake - also known as "Soldier's Eye" or "One-Eye Trick".  Use normal rules for surprise at all times, even while sleeping or otherwise engaged

Splendid Amongst the Glorious - Req: Pow 18+.  Men gladly follow you into the maw of death.

The Wolves' Lope - Req: End 14, must be lightly encumbered.  Loping run conserves energy while doubling normal overland travel speed

Torch Trick - hold a torch and a shield at the same time, keep torches from going out during battle

Fire Trick - start a fire anywhere!

Graceful Slayer - when fighting, swap Agility and Fight any time you want

Corpse-Reaver - Fight 14+.  Enemies are terrified by your horrifying bloodlust / martial accomplishment.  they must test for morale every time you kill someone

The Stomping Trick - Favorite trick of Blood Bull God!  wild stomps and leaps encourage friends, amuse onlookers, harm foes based on Fight of character.  a true devotee can stomp through shield-walls and crack the earth with his mighty stomps

these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears


this list does not include most of the Archery feats except for the Perfect Shot (the most well-known one)

Wednesday, March 27, 2013

MONSTER-FOLK, MONSTERS, ANIMALS, etc


MONSTER-FOLK
Monster-Folk is an all-inclusive term for sapient human-like creatures who have one or several extremely abnormal attributes [relative to the human standard]
This classification includes humanoids who are part animal (centaurs, minotaurs, wolf-heads, dog-people), humanoids who display characteristics of multiple monsters
or animals (myreauthogue, mauristatia, mongrelmen), humanoids that look like humans but with abnormal features (snitch-men, filchers, ogres) or creatures which are sapient
but clearly unrelated to humans in any other regard (zutt, mercanes).  Many of these folk have always existed, but since the Great Cataclysm their numbers and varieties
have exploded.  Many are hostile to humans, but it should be remembered that the majority are not "evil".  Nonetheless, many humans have a policy of "kill on sight".  In most human societies, they are received as second-class citizens or worse.

MONSTER
Monster is an all-inclusive term for unintelligent creatures who display composites of animals attributes (frog-dogs, cave-lice, serpi), have magical abilities (cave-anglers, gem-spiders), or otherwise
show drastic deviation from pre-Cataclysmic animal norms (chop-hawks, lowders, kraw, Pelgrane).  They are generally hungry, predatory and unafraid of humans.
Monsters have always existed, but never in such great numbers or so many differing forms as they do now.

ANIMAL
Animals are unintelligent creatures who existed before the Great Cataclysm and continue to do so in a largely unchanged state.  Some animals such as Kossic Hounds
and Carnivorous Goats could debatably be classified as monsters, but since they are largely domesticated, people consider them animals.
The primary difference between a "Monster" and an "Animal" is that an animal responds according to basic needs and stimuli - hunger, fear, discomfort, desire to mate, etc
Monsters, on the other hand, behave according to laws which are largely foreign to humans and "normal" animals.  they may assume a hostile attitude without any logical provocation, behave in a manner which seems irrational, or seemingly defy presumed laws of physics and physiology.  they are often belligerent

BEAST
Beasts act like animals but are unusually large or otherwise dangerous to humans

BLEED-THROUGHs (also known as Ghosts, Demons, Dimensional Flotsam, Undead) are inhabitants or elements of the Other World (sometimes called Under-world, Otherworld, Spirit World, Afterlife, or Anti-Space) which
manifest themselves in the material world.  These manifestations take innumerable forms.  All are inimical to life and to the substance of existence in general.  They are generally uncontrollable and
unfathomable.

Tuesday, March 26, 2013

INCANTATIONS



INCANTATIONS require no special stats and can be cast while wearing armor.  anybody can learn them and there's no limit on how many you can know.
They take a variable amount of time to cast but usually are too slow to use in combat.
The only restriction is, you have to find somebody to teach you them.  Usually, it costs about 100 Moons to learn an incantation.  rarer/more powerful ones cost more (as much as 10,000 Moons)

THE ESSENTIALS - you will find it extremely difficult / impossible to survive without these

INCANTATION for a SAFE REST - very common, requires only a shelter.  must be cast before nightfall
INCANTATION for SAFE TRAVEL - very common.  prevents assault by monsters when on a road.  ensure the spell's protection by offering at roadside shrines
(you'll see them - stone plinths covered in coins of all age and description).  stealing from roadside shrines will forever banish this protection

THE OTHERS

INCANTATION to SAFEGUARD THE HEARTH - protects a newly-built house.  expensive but common
INCANTATION of PEACEFUL REPOSE - passing-rare.  protects corpses
INCANTATION of TRADE - known only to servants of the Laughing God.  ensures a trade area is safe and allows comprehension of languages within that area.  Duration depends on favor with the Laughing God
INCANTATION of COMPREHEND LANGUAGES - rare
INCANTATION to START A FIRE - passing-common.  starts small fires, torches, campfires, etc
INCANTATION of MENDING
INCANTATION of DRYING
INCANTATION of WARMTH
INCANTATION to WARD OFF INSECTS
INCANTATION to CATCH A FISH
INCANTATION to AID in HUNTING ANIMALS
INCANTATION of QUICK COUNTING - very useful when you find a hoard of treasure
INCANTATION of ACCURATE MAPPING - almost essential for subterranean explorers
INCANTATION of the THUNDEROUS VOICE
INCANTATION to CREATE A SPECIAL BOND
INCANTATION to FIND A THIEF
INCANTATION to MAKE A FIGHTING STICK - a magic fighting stick might not be the ideal weapon but sometimes you don't have options
INCANTATION to BANISH A GHOST - expensive
INCANTATION to MAKE FOOD - expensive but worth it
INCANTATION to JUMP SAFELY
INCANTATION to FIND A CHEATER

SONGS of KOS


SONGS
these songs must be learnt individually.  when a song is performed, it will produce one or more effects on the audience.  effects are listed below.  a talented musician will produce strong effects; a poor musician may produce opposite effects

the uplifting tune (common, simple) - generally hummed or whistled loudly by multiple people.  bolsters morale.  calms stress.  makes work pass easily.  defuses angry situations.  makes people willing to work together.  makes people willing to die for greater cause.

the remembering tune (uncommon, moderate difficulty)- sung quietly, sometimes accompanied by percussion.  brings back memories of the past.  these memories may be wistful or bitter.

Remember Krynn! (uncommon, difficult) - generally chanted loudly, often to musical accompaniment.  fosters gung-ho attitude.  reduces fear.  inspires acts of heroism.  popular with kings during feasts etc

lullaby (common, simple) - induces tranquil, healing sleep

Where is That Page? (rare, simple) - helps find lost pages in a book or manuscripts in a library.  brings unbidden memories to mind and aids in lateral thinking.  Helps find a lost object or search a location when hummed quietly.  allows musician to automatically remember details learnt earlier in the campaign but which they may have forgotten

sing away the fear (uncommon, moderate difficulty) - the more people singing, the less any of them feel fear

harmony song (uncommon, difficult) - multi-part harmony grows stronger with all who sing it; coordinates efforts and aids in mental intuition between people

the 77 Work Songs of the Red Boatmen (uncommon, moderate difficulty) - sung and chanted loudly.  makes work productive.  helps endure tedium

the Mindless Marching Tune of the Legions (uncommon, simple) - makes the miles pass without effort

the Song for Fathers (common, moderate difficulty)- simple percussive rhythm.  each person has their own song about their father.  if you had a weak father or a poor relationship, this song will make you feel worse.  if you had a strong father and a good relationship, it will inspire you to follow in his footsteps.  people who knew one another's fathers can aid in constructing a single melodic harmony.  very effective in strong communities

the Step of the Sun (common, difficult) - very fast and difficult to sing; requires musical accompaniment for best effect.  induces frenzied excitement, lust, and great zest for life.  popular among common folk

the Challenge Song (uncommon, moderate difficult) - requires vigorous stomping or percussive backing.  insults an enemy.  creates anger in them.  excites a crowd.  bolsters oneself or a friend who is duelling.  if you sing this song and lose the challenge, you will look doubly foolish.

the Sad Song; the One which is only a Reflection (rare, requires incomparable skill) - generally performed solo, before an attentive audience.  this song inculcates incomparable melancholy in a willing listener.  it hearkens them to all bereavements and those things which are irreconcilable with daily life.  perhaps the greatest song of the hideous age of Ruined Kos.  anybody with the slightest melancholy of soul will be profoundly moved

Tuesday, March 19, 2013

a few notes on the GOD KOS


KOS NOTES

Kos is the god of Stoicism.  He teaches people to work to change the world around them a little at a time.  He is a River God.
In good years, he will flood at the right time and the Red Wheat will grow healthily for the year to come.
In poor years, he will flood too early or too late, or spread too thinly causing drought, or spread too thick and cause destruction.
He is said to have strange Elfin maidens who control the floodgate of the Great River Kos which leads to the Conduit of the Great Glacier.
The King of Kos was once the incarnate representative of Kos on Earth.  Now, the King is dead (or missing).
Nobody knows if Kos is dead or not.  He may or may not have caused the Great Cataclysm.


RITUALS
the symbolic drowning
the true drowning
the serpent's bond
the salmon's pilgrimage
the wolf does not speak
the dog owns nothing
the praise of the nautili
the praise of the great pike
cenobitism
the stoic's burden
the gauntlet is thrown
the blood and the water
the death of the faun

PRIESTLY ORDERS

Hermitic Wanderers
Drowned Ones
Fig-Drinkers
Spring-Steps
Battle Chaplains
Menders



The Ancient Keepr of the Temple of Ghosts at the City of Par-Kos-Now-Ruined possesses the Ghost Sword.  The Ghost Sword will make a man mighty, if it is his destiny.

There are 4 other ACCOUTREMENTS of KOS.  Legends say whoever collects all 5 will re-unite the Shattered Land of Kos and become the new King.
THE MAGIC THRONE, upon which only the king can sit, and which does other cool stuff too.  Said to be located at the TOWER at PAR-OSS, once the King's favorite vacation spot
THE MAGIC MIRROR, which always reflects what is true.  said to be possessed by the Wolf-Lord of Ar-Arak
THE MAGIC JEWEL, which heals any wound.  Location unknown.  The Royal Dragon might know more, or perhaps Agni, Ring-Giver and Fire-God, who lives in south-eastern Kos, or perhaps the Trader Jon Mith, who always travels and knows many esoteric legends
THE MAGIC MASK, which always foils a traitor.  said to be possessed by one of the Drunken Lords of Loe

Alright, listen / WESTERN WILDWOOD

i'm just going to start posting my notes. i don't have time*, ever, to update a blog with actual posts / essays / etc, although i admire very much those who do.  so instead, i'm just going to start posting my notes, in unadulterated and unedited format.  many of them will not be original, good, or even faintly coherent, but i dunno.  maybe there will be some ideas here and there for people to swipe.  here's an example




WESTERN WILDWOOD

Ferocious caws are audible from up to a half-mile distant.  Here, a murder of 15 Gorecrows are attempting to fight off an invasion of 5 Chop-Hawks.
The Gorecrows have been living in the branches and in a hollow halfway up a large tree hanging out over the cliff for many generations now, but the Chop-Hawks
want it because of the superior vantage point it offers over the nearby Wildwood.  Both groups are willing to fight to the death, although if the Gorecrows
become badly wounded they can be seen flying into the large hollow in the tree order to hide (where they will make a last stand).  Gorecrows are well-knowwn
to collect trinkets, and they have a few objects in the hollow of the tree (which is somewhat dangerous to reach).  Inside, amidst a huge amount of nesting,
eggshells, some lizard and mammal corpses, and other bird stuff, can be found
a) a human skull with some shreds of flesh & hair still attached.  belongs to a former member of a gang in Amble Edge and is inhabited by his ghost.  if touched, capable of communicating very faintly that it desires to be returned there, where it will haunt the gang forever (because they drove the skull's original owner off, hence his ignominious death at the hands of birds)
b) a simple gold ring consisting of two paralell bands.
c) a necklace of 2 large gold coins strung together, each about half the diameter of your palm.  One coin bears an emblem of a shield, and the other a spread-winged eagle.  belonged to a member of a defunct knightly order
d) a small, cheap, gold earring, with a setting where a gem was once attached.
e) some junk - part of a belt with buckle, a tangle of copper shavings, and a dented and battered tin cup.


COMMON CREATURES d20
1. Carnivorous Goats (infinite number)
2. Fanged Impalas (3 herds of 3d12)
3. Gem-Spiders
4. Gore-Crows
5. Chop-Hawks
6. Lizards
7. Lowder
8. Kraw
9. Giant Slugs
10. Fire-Flies (night only)
11. Yard-Long Crawler
12. Bale Snail
13. Screaming Crickets
14. Snakes (Boa, vipers, Stake)
15. 1 Tyrannosaur lives in eastern Wildwood (there was a mated pair, but one was slain by a man with a sword.  The remaining dinosaur is a female who is afraid to leave her eggs)
16. 1 flock of Blaggers sometimes floats overhead
17. 1 Bagu lives in south-eastern wildwood
18. 2 Leopards roam the forest.  Their lair is a willow tree
19. 1 Giant Bear roams the forest
20. 2 Corbins (not affiliated with each other- night only)


SAPIENT CREATURES d8
1. Ulnot the Leaf Collector - strange little blue man on the run from intergalactic mercantile authorities.  sells potions at illegal prices.  rare things  = better potions.  Mercane will pay a hefty reward for his whereabouts
2. The Blue Knight - challenges everybody to duels for some reason.  very insistent.  very skilled fighter.  wears blue platemail, rides a giant blue horse, and has a blue sword + lance + shield + tent + flag.  when armor is removed he is revealed to be a giant half-blue half-normal human with stupifyingly bad hygiene.
3. The lonely carnivorous goat herder - nice old guy.  can talk to goats.  sells goats / goat-related products.  desirous of news from the outside world.
4. Gunder the evil animal trainer - travels with 1d8 random mammals (1. Bear 2. Leopard 3. Wolf 4.Double-Wolf 5.juvenile giant leopard).  trains his animals to kill people and bring back the treasure.  feared throughout the forest
5 - 6. Hunter (1d4:
   1. Amble Edge Hunter - amiable, folksy, violent
    2. Amble Edge Gang Member - conducting nefarious business
    3. Northman Hunter Group - 1d3 northmen, friendly but taciturn, willing to trade walrus tusks, sea-lion       pelts, or even their famed Giant Longbows for metal goods
    4. Tark the Croc-Man: very friendly for a crocodile-man; exiled from Crocodile-Man society for religious crocodile reasons)
7.-8/ A small tribe of Ape-Men.   act like the apes from the beginning of 2001: a Space Odyssey.  Led by a shaman who can summon ape-ghosts in the form of flying screaming ape skulls that harass enemies

OTHER STUFF
1. Fallen pukel pole.  Connects to two defunct Pukel generators and 1 inert Pukel Man (stats as stone golem).  Can only be operated/understood by devout Kos worshippers
2. Mortally wounded tyrannosaur atop man with silver sword - sword is Space Alien
3. Corpse has some *minor random treasure but a viper beneath - Ref save or get bit then Fortitude or take 1d6 damage per round for 1d6 rounds
4. Treasure-Moth - glowing moth always leads to nearest major treasure.  attacking it is a dire sin (-1d100 respect from ancestors, superstitious people)
5. Yellow area... (see DUNGEON ALPHABET)
6. The birds here have a defense mechanism in the form of song that makes beings become confused and fall asleep, and there are carnivorous vines and lichens nearby to reap the spoils.  Fieldcraft save of best Fortitude character or everyone falls asleep for 1d20 hours and finds they have lost most of their treasure to sticky trees.  if you roll a 1 you are being swallowed by a carnivorous tree when you wake up. no treasure
7. There are a number of sticky slime-covered vines here, and a small but opportunistic hyena pack lurks nearby.  the vines stay sticky even if cut, and can be used for various purposes including making a powerful glue; they are highly flammable (but resistant to acid).  Fieldcraft save of most Skilled character or get stuck + attacked by hyenas if you make any noise trying to get free (Violence check or something better)
8. Touching a shriek-vine will cause it to emit a high-pitched ultrasonic whine, which predators have learned means
there is food nearby.  Fieldcraft save of most Skilled character or +85% chance of encounter
9. Candlebloom is a small, wierd little plant that emits light at night to attract insects.  Useful as a dim candle.  Goes
out 2d2-1 hours after being plucked, growing gradually dimmer in the meanwhile
10. SERPUS ATTACK














*by "time", i mean motivation

Thursday, January 3, 2013

DUELS in Kos

{this post was inspired by Zak S's duelling rules on his Playing D&D With Porn Stars Blog}

WHY DUELS RULE, or, HOW YOU SHOULD LEARN TO STOP WORRYING AND LOVE 1-HANDED WEAPONS

Everybody knows why you would want to fight with two weapons - you can make flurries of attacks and parries.

Everybody knows why you would want to fight with a weapon and a shield - it provides extra defense.

Everybody knows why you would want to fight with a large, two-handed weapon - it does more damage and threatens a wider area.

However, there is very little impetus to use a one-handed weapon without a shield or side-arm in Old School D&D.

There are a few obvious reasons:
  • You can carry a torch or another utility item in the other hand, like a 10-foot pole
  • It frees the other hand for tasks like climbing
  • i'm sure you can think of others


but there's very little reason to want to use only a single hand-weapon in combat,

DESPITE THE FACT THAT PEOPLE IN HISTORY AND FICTION DO IT ALL THE TIME










In Kos, the reason people do this is because the focus that comes from using a single, one-handed weapon (usually a sword, but it could be anything) (or your bare hands) allows you to engage in DUELS.

HOW DUELS WORK
You pick an enemy.  The most badass thing to do would be to pick the toughest-looking enemy, but you can pick anybody.  ENEMIES/MONSTERS CAN ALSO CHALLENGE YOU TO A DUEL.

the RULES of DUELS:
- You can only challenge another guy to a duel if you are wielding a single, one-handed weapon with no shield; but you can challenge other guys even if they have a different weapon configuration.  EXCEPTION: if you have just your bare hands, you can issue a challenge
- the other guy must be a sentient monster or humanoid.  you can't duel an ooze or a tiger or a mindless berserk ogre or something.
- the other guy must have a weapon.  this is part of the Duellist's Code.  EXCEPTION: if both are unarmed, it's okay.
- you can't duel somebody who is running away, paralyzed, asleep, or otherwise incapacitated.  just
coup de grace them, you drama queen.

THE DUEL BEGINS
the duel happens concurrently with all other combat.  Everybody rolls initiative as normal, and the duellists act on their turn like anybody else.

STEP 1. the two duellists single each other out, making eye contact and bandying some Fightin' Words.  If the defender is a coward, he can attempt to flee the combat at this point and immediately acts as though under the effects of a failed morale check.  If you don't feel like using the morale rules (which i normally don't), the coward is simply removed from combat.  This step occurs on the turn of the challenger, but takes no time and is followed immediately by STEP 2.

STEP 2. if neither duellist flees, the two duellists decide their fighting stances.  Each duellist must secretly declare his fighting stance to the DM:
FEROCIOUS: +2 attack, -1 AC, must attempt to charge as soon as possible
NEUTRAL: no bonuses, must attempt close to melee range as soon as possible
CAUTIOUS: +2 defense, cannot move more than 5 feet.
missile weapons can be used.
if the challenger chooses the "CAUTIOUS" stance, then he must wait until the opponent's turn for the opponent to choose his stance.  Otherwise, the opponent can choose immediately.

if both duellists choose "cautious", they circle one another aimlessly this round.

Once the Duel has begun (ie, the Duellists have chosen their stances), nobody else can attack either duellist.  The duellists are so focused on one another that any other attackers are batted aside like mosquitoes.  
Once the duellists close to melee, other combatants with missile weapons attempting to target one duellist have a base 50% chance of hitting an allied duellist, even if they miss.  
Area-of-effect threats like fireballs or avalanches can still effect one or both duellists.


Sometimes, other combatants might even circle up and chant "FIGHT! FIGHT!" and cheer for their champion.  this mostly depends on the nature of the other combatants (base 1 in 3 chance, higher for martial cultures like orcs).  the winner's side gets a big ol' bonus to morale


STEP 4. once the duellists start moving towards each other, any other combatants move out of the way, because they realize this is Serious Business, and the duellists provoke no attacks of opportunity if they are moving in a bee-line to each other or maneuvering in combat.   They can move directly through other combatants as though they weren't there.  Terrain still has normal effects.  Normally, the two duellists move towards each other by the most direct route possible; in unusual circumstances, DM's judgment prevails

The duellists act on their initiative, just as normal, but until the duel ends, they can only attack one another.
They can change their stance at the beginning of their turn, if they want to.
Duellists are, of course, allowed to use whatever spells, dirty tricks, combat moves or unfair advantages they can think of.

THE DUEL ENDS
The duel can end one of 3 ways:
1. one or both combatants are killed or incapacitated
2. one combatant admits defeat.  This means throwing your weapon away and assuming a posture of surrender.  It's up to the winner what happens at this point.
3. one combatant attempts to flee.  Normally, this provokes an attack of opportunity.  Under most circumstances, this means the end of the duel.
4. the duel is broken up.

BREAKING UP A DUEL
other combatants can attempt to break up a duel.  To do so, you must:
Roll an attack check against both combatants.

SUCCESS AGAINST BOTH: you do no damage to either but the duel has ended.  The duellists can still attempt to engage one another again, on their respective turns.
SUCCESS AGAINST NEITHER: you are unable to do anything and the duel continues.
SUCCESS AGAINST CHALLENGER, BUT NOT DEFENDER: the challenger automatically strikes the defender on his next turn, because you foolishly got in the way and prevented an effective parry
SUCCESS AGAINST DEFENDER, BUT NOT CHALLENGER: you automatically take damage from the challenger, by blocking a strike with your own body.

Other circumstances may break up a duel, such as a chasm suddenly opening between the duellists, or a Mass Hold Person spell.  DM's discretion.


"BUT WAIT A MINUTE!  MANY OF THOSE HISTORICAL/FICTIONAL DUELLISTS WERE USING TWO-HANDED WEAPONS!"
Actually, most of them weren't.  Weapons like katanas and bastard-swords were popular because they could be used either one-handed or two.  the grip could easily be shifted to accommodate changing tactics in a duel, or the empty off-hand could be used for grappling/defense.

"BUT WAIT A MINUTE!  COULDN'T YOU ALSO CHALLENGE SOME BODY TO A DUEL EVEN IF YOU HAVE A TWO-HANDED WEAPON OR A SHIELD?"
You could certainly role-play a challenge, but you don't get any special rules.  Two-handed weapon specialists don't have the finesse or poise necessary for dueling.  Big weapons are designed for smashing spear-walls or clobbering giant monsters.  They can accept challenges, but not offer them.
Likewise, shields are cumbersome and are meant to protect from missiles and multiple attackers.  They block views of opponents and are meant for the overly-cautious.
Two archers or two wizards can single each other out for duels, though!

So that's why you might want to use a single-handed weapon in Kos

Sunday, March 18, 2012

HOUSERULE: Arrows & Ammunition


Everybody loves the feeling of reaching back to their quiver and finding... Oh, shit and piss!  It's empty!

But, conversely, nobody likes to have to remember to tick off an arrow each and every time they fire.

So, here's an optional rule:
When you buy or find a quiver of arrows or bolts, this condition is known as having "Full Quiver".
For the first battle when you have a Full Quiver, you have infinite arrows/bolts.
In all following battles, you may fire at least one arrow or bolt.  However, every time afterwards that you fire an arrow/bolt from your quiver, roll 1d8.  If it comes up "1", you've run out of arrows/bolts.

Javelins and throwing axes work the same way but you roll 1d4 each and every time - there's no such thing as having a Full Quiver.

Slings never run out of ammo, so long as you are in an area where loose rocks can be found.  If you're in an area where loose rocks can't be found, they operate under the same rules as bows and crossbows.

If your enemies are wielding bows or crossbows, and you loot their bodies after the battle, you return to "Full Quiver" status.
If you and your allies shot quite a few arrows and killed some enemies with them, you can also loot the bodies for spent arrows and return to "Full Quiver" status.
You can carry multiple quivers, but each one counts as 1 Item (LotFP-style).



Player's Option
If you (the character) have the time, you can go through your supplies and count up exactly how many arrows/whatever you have remaining, like for example, if you're setting up an ambush or preparing for a siege.  This will be determined randomly based on how much ammunition the DM figures you have used up to that point.

Player's Option
If you (the player) don't enjoy the randomness and would rather count every arrow, you (the player) are certainly welcome to keep track of exactly how much ammo you have, but its totally YOUR RESPONSIBILITY to be both HONEST and ACCURATE under threat of OUTLANDISH DEATH.