Showing posts with label rainbowland. Show all posts
Showing posts with label rainbowland. Show all posts

Tuesday, August 18, 2015

Red Land District - Canto I.

A radical anarcho-magist free enclave squatting the prime coastal real estate of the traditionalist, agrarian Red Lands.

Slogan: "We built this city on rocks and rolls."

Three groups hold power:

  • the merchants — rogues, green clerics, agents and their ilk abroad.
  • the wizards of Chernobyl Campus Ruins — balancing things out with their two major schools: the jet-set lawyers and the harbormaster navigators, and their three minor schools, the brickmancer masons, the necromancer accountants and recorders, and the school of economic and social propaganda.
  • the hexads — self-help associations of like-minded socio-economic activists, secret societies and political groupings. They are sorted by color, from purple to red, as per the schema of the Rainbowlands.
Hexad Generator (roll d6s multiple times).

Color / Power / The Hexads Hustle:
  1. purple / ++ / pharmaceuticals
  2. blue / + / medical equipment and procedures
  3. green / 0 (stable) / agribusiness
  4. yellow / 0 (liable) / show business
  5. orange / - / magitechnology
  6. red / -- / security services
They hate / love / and their guffin is:
  1. magic / magic / ... the mistress is a medusa
  2. combat / combat / ... use troll-cows for regen-juice
  3. chaos / chaos / ... enlarge and reduce spellchemical commodities
  4. law / law / ... use necromancers to blackmail the dead and run a collective government
  5. aristos / proles / ... use treant juice to talk through trees and turn to plants when die
  6. outsiders / insiders / ... use charm spells to turn aristos to the side of the proles

Wednesday, December 3, 2014

Campsites Table: Where Do Your PCs Rest Tonight?

Your PCs spend the whole day wandering ... where do they end up? Determine a party leader and roll a secret survival skill roll for them, then use the following table to determine where they are and what the conditions are like.

The first column assumes relatively forgiving terrain, where finding a safe campsite is a DC 11 skill check. I recommend just sliding up the unsafe / dangerous scales.

Survival (d20)Safetyd6Featured6 + Safety (once for each)WaterFoodShelter
1 or lessvery dangerous (-4)1ancient standing stones (2d4*) of (2d4: 2 jade, 3 marble, 4 sandstone, 5 granite, 6 basalt, 7 obsidian, 8 quartz)0 or lesspoisonous or disease-bearing waterpoisonous or diseased foods (1d6: 1 berries, 2 grubs, 3 rats, 4 locusts, 5 roots, 6 nuts)treacherous, in bad weather saves are at a disadvantage
2–5dangerous (-2)2a copse of trees (2d4*), they are (2d4: 2 dragon trees, 3 baobabs, 4 acacias, 5 palms, 6 saguaros, 7 flame trees, 8 ebony)1–2no waterno foodno shelter
6–10unsafe (-1)3an abandoned dwelling of (2d4: 2 fine marble, 3 granite blocks, 4 rough sandstone, 5 bleached planks, 6 adobe, 7 woven thorn and branches, 8 porcelain)3–4bad waterpoor food (1d6: 1 lost dried rations, 2 tubers, 3 bugs, 4 semi-edible nuts, 5 cacti, 6 lichen)poor shelter, but passable
11–17safe (-)4a water source (2d4: 2 an old pumping station, 3 a secluded gorge and pool, 4 a muddy creek, 5 a herdsman cistern, 6 an animal watering hole, 7 a fine well, 8 a deep cenote with a spiralling staircase)5–6good watergood food (1d6: 1 veldt rats or rabbits, 2 nuts, 3 berries, 4 succulent tubers, 5 sweetmeat grubs, 6 frogs)good shelter, in bad weather, saves are at an advantage
18–20very safe (+1)5a cave or hole (2d4: 2 a cracked egg-like structure half buried, 3 an abandoned mine shaft, 4 a natural wind canyon, 5 a cleft in a hill, 6 a dry spring, 7 a crater, 8 a rusted metal vault)7+mineral water, +1 hp regained per HDa feast (1d6: 1 veldt gazelle, 2 yellow cabbage, 3 fish, 4 eggs, 5 fruit, 6 lost tins of spam), enough to replenish rations right here!fantastic shelter, saves at advantage and soothing, +1 hp regained per HD
21–23serene (+2)6a lookout point, the (2d4: 2 top of an abandoned and cracked monolith, 3 crown of a tangled growth of dessicated plants, 4 windswept hilltop, 5 panoramic concealed outcrop, 6 the top of a small mesa, 7 a flat shelf on a cliff face, 8 brow of a giant bone)
24+blissful (+4)
The author of this table is not responsible if your PCs decide to start investigating their campsite instead of following the Magical Railroad!

Monday, December 1, 2014

Session V Recap - Of Exorcisms and Bandits

I'm only starting this now, because it's turning out to be quite amusing. Also, it should be a fun reference for my players.

Our heroes: Smart David the Astounding gnome Wizzard, Giovanni the half-elf warlock and his cousin Umberto the half-elf bard, Ukla the barbarian half-orc princess, Sir Boring Van Knee the half-elf paladin, Molly the halfling cleric of the Yellow God, Grog the dwarven lunar druid and worshipper of the Red God, Kvak the halfling rogue hermit and possessor of secret truth.

The dead: McTaggart the human monk (level 1, savaged by an undead wretch), Calanda the human hermaphrodite ranger (level 1, savaged a bit earlier by the same wretch).

Sessions without PC deaths: 4

Last week ...

Where we had left our heroes at the end of Session IV:

Hubertus the Merchant Bard joined the band in the Pueblo di Mesas and Sir Boring has returned with notice that Sanchez de la Sierra, Head of the Yellow Order in Puerto Safran and Marcher of the Eastern Velds, he of the twirly moustache and the mechanical hand, has taken the report of the six-fingered evil hand seriously and is on his way.

The heroes broke into the crypt of the Tower of the Hated Pretender, where they slew the reanimated phantoms and broke open the Crypt of the Sainted Dead. They decided to execute an exorcism to prevent the released phantoms devastating the countryside and the Pueblo di Mesas (and to make themselves out to be great heroes).

The heroes also magnificently combined a bear, a thunderwave and an illusory crotchly hump to destroy a large number of phantasms all at once. Sheriff Aristide and Bartender Plâtre, along with many townsfolk have rallied behind the heroes and pin their hopes on their help. In other news:

  • The crazy cat lady / wise-woman Ermila has scoffed at the heroes and left the Pueblo.
  • In the Pueblo sin Mesas an undertaker has died, it was not cholera.
  • The Pueblistas have spoken of Vulcana's jealous flora attacking isolated homesteads, killing cattle.
  • A caravan dwarf has been found dead, his throat cut, in a gully close to the village.
  • The undertaker is called Gillian, not Valentin, it was my error. But he still says he will leave ... just as soon as he buries the last 5 dead villagers and collects the Boat Tax on their souls.
  • A ragged rancher has been telling crazy stories that he saw a dead man walking with wires sticking out of his flesh out towards the Cactus Hills. Obviously, this is complete nonsense.

Total villagers dead: 5
Total XP farmed: some

This week ...

The heroes were joined by Gungar Strongarm, mountain dwarven fighter from the nearby mining settlement of Naftalin.

Having secured the Tower of the Hated Pretender by Pueblo di Mesas and left a contingent of heroes there, the Golden Goats discovered that a problem in the region of the East Veld (Österveldt?) are the bandits plaguing local ... well, not local ... but traders passing through the region. And traders passing through the region from the Orient to the Puerto Safran, and back, are important because they provide much of the wealth on which the rulers of Safranj and the Yellow Order rely.

In particular, Lorenz the Yellowlander has become an (in)famous thorn in the sides of the local establishment (though many people in Pueblo di Mesas seem curiously unwilling to tackle this issue). Through astute diplomacy, and perhaps bolstered by the knowledge that the Marcher Sanchez de la Sierra and his Sun Guards are on their way to take possession of the six-fingered-hand, the heroes decided to take out Lorenzo.

They discovered that the wealthiest visitors to the Broken Drum Saloon are the ranchera Camilia Bosco, sister of Black Jenny of the infamous sons; Don Aristide rancher, owner of the general store, brother of the sheriff and representative of the Magnificent Oligarchy of Safranj; Tanta Luisa—another ranchera and aunt of the undertaker Gillian; Metzger the local Yellow Padre; and the Crazy Cat Lady Ermila used to be a regular and munificent visitor, but not of late (who was she? was she a lady? and what's with the cats?); ... at the whorehouse further tip-offs were to be had, that the richest visitors are Don Aristide and the Yellow Gentleman, a nameless pointed-eared fellow that visits once every few months for a few nights of debauchery.

After proclaiming loudly that they would take out Lorenz the Yellowlander, the party retired to the empty house of the Crazy Cat Lady Ermila, where they were surprised by clansmen of the Don Bosco clan, who used burning oil to great effect. The house was quite severely damaged by the fire, but all our heroes survived, slaying six of the clansmen, capturing two more, capturing a further two horses ... but Don Bosco seems to have survived.

From a professional interrogation the heroes learned that it was Don Bosco who struck the deal to assassinate the heroes and that one of their captives is none other than Bruno, the fourth of Black Jenny's sons, with a bounty of 100 pieces of gold on his head.

From the interrogation, our heroes also learned that Lorenzo is not based at the Edge of the Northest Crack, but in the Abandoned Salt Mines—of which the dwarven fighter Gungar Strongarm, the Second-Greatest Dwarven Lover, is well-appraised, coming from the mining settlement of Naftalin.

***

It is a hard three-day journey through the scrub of the East Veld, past the gorge of the Dry River, to the Abandoned Salt Mines known as Zhur Botu in the Vulcan dialect of the Mountain Dwarves and written (never spoken) with the runes of Party, Wealth and Future Tense Semi-conditional Non-apologetic in Deep Dwarven.

According to Gungar Strongarm an ancient dwarven secret escape tunnel leads from the Opal Gorge, which feeds into the Dry River, for five miles to the Salt Cathedral of the Deep Order.

***

The Abandoned Salt Mines Known as Zhur Botu

What is known: the last Minemaster was Magog Hogshead, a famously wily dwarf-trader who in his older years developed a penchant for shaving the beards of femme-dwarves and the chests of memme-dwarves. This lead to his overthrow in what has become known as the Mutiny of the Natural Locks. The mine was abandoned quite quickly shortly thereafter, about 50 years ago.

What is rumored: The mine was abandoned because of the raving ghost of Magog Hogshead would cause dwarves to go bald. The mine was abandoned because it turned out that Magog Hogshead had financed it with a ponzi scheme and when his creditors called it in, the mine folded. The mine was abandoned because the dwarves dug too deep and broke into the Salt of the Earth, who's avater slew the deepest of the dwarves. The mine was abandoned because increased Safranj patrols of the caravan routes, new opencast mines in the Yellow Waste and increased unionization of the dwarven miners made it unprofitable. The mine was cursed by a sugar witch, which caused the mine's salt to lose its saltiness. The mine was not abandoned, instead it was taken over by a weird numismatic cult of dragon worshippers.

Total villagers dead: 1, tripped and fell into a well—apparently the tequila was cursed by a witch
Bandits ... ahem ... noble clansmen defeated: 9
Horses captured: 2
Cows traded: 0

***

Other NPCs of note nearby:

  • Ricardo Dellateoria-Smith, the one-eyed, three-armed philosopher of the Invisible Hand in Fortapunta Decapolitica (famed for arguing that a free market should be instituted, raising all boats and breaking the Safranj monopoly in the Western Circle sea. He is not popular with the Magnificent Oligarchy.) 
  • Ala and Ola, the Twin Pirate Queens, each with her fleet and very competitive with the other (it is said that this is due to a fine young dwarf they were quite taken with. When they could not decide which of them should have his hand, their father decided to cut off both of his hands and give each sister one of them. Apparently this was to teach them that they should sort out their differences in private and work together in public. It didn't work.)
  • Ulrik of Monopolis Decapolitica, the fabled nobleman-researcher of the relics of the Circle Sea and what he calls the Carcass of the Great Sky Ship of the Lizardmen
  • Enrico Kristofan, the mad archaeologist of Safranj and heir to the vast Kristofan fortune is obsessed with the legend of the Rakken—Whale-Krakens ridden by the mythical elves of the Time Before the Coming of the Rainbow.
  • Laura Enzio de las Tapas, the portly single-browed proprietor of the Shaggy Cat Restaurant in Pueblo di Barcas. A restaurant renowned for its crappy food but amazingly ever-crowded eating halls. Some whisper she is a witch, others that she is secretly a mistress of the Pollendores, one of the hidden clans distributing the hallucinogenic saffron produced along the Yellow River and selling it to the Oriental Caravaneers who sell it back in the Mythical East.
***

What was learned:
  • fire burns.
  • staying in a room being bombarded with molotov cocktails is a bad idea.


Tuesday, November 4, 2014

5E - Rough and Ready XP Chart [Rainbowland]

I know the DMG isn't out yet, but an enterprising and murderous DM needs some way of giving his (or her) PCs the impression that the world is somehow fair and that their exploration of places dark and foul are somehow encouraged. Hence, the XP table.

Note that I'm not at all certain about giving out XP for the killing of monsters—it's something I'll have to see in practice. For now it seems to work ok, but it might simply make more sense to reduce that and make the game more focused on exploration, looting and wonder.

I'll revisit this topic as time flies by.

XP Gain TypeQty.DescriptionNotes
1Complete Quest - But Your Princess Is In Another CastlevariableGenerally the XP value of a quest will be announced in advance depending on the GMs estimate of how epic and hard it will be.
2Baseline Exploration100 xp / game hourPCs will gain a small xp bonus for each real-time hour spent actively exploring a dungeon, wilderness or other dangerous environment. The baseline rate is adjusted by the GM (me) depending on how tough and horrible that hour is for the PCs.
3Burning Gold - Carousing2 xp / gpPCs gain 2 xp for each 1 gp of treasure spent in sword-and-sorcery style debauched spending sprees (food, drink, romantic partners, fancy personal accoutrements, etc.). Only 100gp / level can be spent this way. There is a 1 in 6 chance of a "complication" (mammoth hangovers, duels, hostile constabulary, angry spouses, etc.). Roll on the Carousing Table for details.Available if starting game session in town.
4Burning Gold - Research and Training1 xp / gpPCs gain 1 xp for each 1 gp of treasure spent on training or research. This will probably require a mentor of the same class at least 3 levels higher than they are. Use the PHB training rules do determine training time.
5Discovery - New Creature100 xp / CRThe first time a PC encounters a new creature, the PC gains some xp based on the CR of the monster (e.g. 1300 xp for meeting their first Beholder, 100 xp for their first Ork)Yes, you too can be a wily explorer of wildernesses!
6Discovery - New Dungeon100 xp / CRThe first time a PC enters a dungeon or dangerous adventure site and spends an hour (6 turns) there, the PC gains some knowledge of the dungeon and thus some xp.CR is approximately equal to the average challenge of the enemies in the dungeon. Yes, your GM (me) is going to be eyeballing this.
7Discovery - New Wonder50 xp / PC levelThe first time a PC sees a natural or artificial wonder, he gains some xp, because exploration, you know. This also applies to gazing upon epic artifacts for the first time.The higher level a PC is, the more he takes away from seeing that the world is not all horror and pain.
8Experience - First Death13 xpThe first time a PC dies, he gains 13 xp. This doesn't help unless he is raised from the dead.
9Experience - First Resurrection500 xpThe first time a PC is raised from the dead, he gains some xp. Obviously, no xp are gained while dead.
10Killing - Putting Down Horrorscreature xpPCs gain xp every time they kill actively hostile or malevolent monsters out to kill or maim them. Setting upon ordinary animals, peasants or neutral monsters that mean them no harm does not net xp. Fortunately most monsters in dungeons are hostile - though perhaps it's because the PCs are trespassing in their houses and trying to steal their gold.This interpretation is a bit loose and may be redefined depending on character background and goals, but yeah - generally no xp for going around and slaughtering everybody (you still get the loot, though).
11Killing - Murder Bloody Murdercreature xpEvil or Chaotic PCs gain xp when they assassinate a target for payment. Lawful or Good PCs doing that will probably not stay Lawful or Good. Just saying.See? Killing is still encouraged.
12Protection - Saving the Innocentcreature xpLawful or Good PCs gain xp equal to the xp of innocent creatures they save from lethal dangers. Yes, even saving a kitty will give xp. Of course, saving them by killing their captors means more xp ...
13Wits - Outwitting Monstershalf creature xpOutwitting a dangerous monster and getting its loot, sneaking past town guards to pilfer the Golden Cabbage, and the like, nets XP if goal is achieved (i.e. no xp just for running away! Though if it's your first encountered Beholder, that might also be worth something ...).The benefit being they don't manage to run you through.
14
XYZ - Bribe the GM / Whine at the GM / Bring Food+10% xp for sessionMore a joke than reality, but if your PC does something cool and epic, he will probably be rewarded. If I miss that, you can "Whine at the GM"This is a very important item :)
Edit: Whoops, nearly forgot the kudos:

Thanks to Chris Kutalik of the Hill Cantons http://hillcantons.blogspot.com/ whose player compendium to the Cantons inspired this table. Carousing inspired by Jeff Rients of Jeff's Gameblog http://jrients.blogspot.com/2008/12/party-like-its-999.html