#basic d&d
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oldschoolfrp · 3 months ago
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The Classic Dungeons & Dragons Game promised "Epic Adventures with Wizards, Dragons, and Magic!" (Jeff Easley cover art, TSR, 1994). The credits listed Doug Stewart for development and editing, and Troy Denning and Timothy B Brown for original design.
This was the final version of "Dungeons & Dragons" rules to be published simultaneously with the distinctly different "Advanced D&D" rules. "Classic" was a boxed set with a 128-page rulebook (less than half the pages of the previous Rules Cyclopedia), a DM screen, dice, a large poster size dungeon map, 6 plastic PC figures, and a sheet of 24 cardstock standup counters of monsters & NPCs. Many pages were devoted to guiding new players through making characters and running a starter adventure. Like its predecessors in the "Basic D&D" series it treated non-human races as separate character classes. It covered advancement only through character level 5, including 1st-3rd level spells.
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thecreaturecodex · 3 months ago
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Sabreclaw
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Image © TSR Inc.
[The sabreclaw first appeared in Sabre River, a Basic D&D module, and then was reprinted in the Creature Catalogue. And then in the Mystara Monstrous Compendium for AD&D, which is where this art appears. The sabreclaw is clearly an attempt to fill the design need of making minions challenging to high level characters, which is where their cumulative defenses came in. Since AC is much more scalable in 3.x and Pathfinder than it is in earlier or later editions, I gave it cumulative offenses as well. I did tone down its nastiest ability; originally, all members of a wing fully share hit points, so none of them die unless all of them die. Combine that with an immunity to 1st-3rd level spells in the original, and every fight with these is gonna be a bit of a slog. The transfer health ability is intended to capture some of that flavor without being nearly so hostile to the players]
Sabreclaw CR 3 LE Aberration This humanoid creature has greasy black fur over its body and leathery wings growing from its back. Its face is distorted, rugose and vaguely simian. Its left hand is prehensile, but its right is taken up with a single oversized claw.
Sabreclaws are unnatural creatures, created through fleshwarping to be soldiers without goals or desires of their own. Sabreclaws are found in squads, called wings, almost exclusively; a lone sabreclaw is likely to be the survivor of a destroyed wing, and is usually desperate, insane or both. Sabreclaws do not have a functional individual identity—they think of themselves as agents of their creator, and view other members of their wing the same way typical creatures think of their arms and legs as parts of themselves.
Sabreclaw wings fight en masse, dive-bombing a target and tearing them to pieces with their namesake claws. Their tactics are usually uncreative, but effective: gang up on a single target until it stops moving, move onto the next one. The more sabrewings are clustered together, the more effective combatants they become, and a sabrewing can even relay hit points to a wounded comrade to keep them in the fight longer. Whether a sabreclaw wing retreats to choose its battles, or goes out in a blaze of glory, depends more on the desires of their master than it does any tactical sense or personal choice for the sabrewings.
Unlike many fleshwarped monster, sabreclaws are created from non-sapient creatures, namely baboons. They are always made in batches—if a single sabreclaw awakens without a wing to call its own, it lashes out violently and uncontrollably. Fledgling fleshwarpers may view using animals to create fleshwarps as a lesser evil than transforming humanoids, but few creators are resolute enough to remain at that level of mad science. Indeed, sabreclaws are often used to gather “raw materials” by their masters. Sabreclaws are carnivorous, but require much less food and water than natural creatures of their size.
Sabreclaw CR 3 XP 800 LE Medium aberration Init +5 (+9 with hive mind); Senses darkvision 60 ft., Perception +8 (+12 with hive mind), true seeing
Defense AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 natural) hp 27 (5d8+5) Fort +2, Ref +2, Will +6 Immune poison; SR 14 Defensive Abilities cumulative defenses, evasion
Offense Speed 30 ft., fly 90 ft. (poor) Melee claw +6 (1d12+4) Special Attacks cumulative offenses, powerful charge (claw, 2d12+4)
Statistics Str 17, Dex 13, Con 13, Int 6, Wis 14, Cha 2 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Improved Initiative, Mobility, Outflank (B), Precise Strike (B) Skills Fly +4, Perception +8 (+12 with hive mind), Stealth +7 Languages Common (cannot speak), telepathy 120 ft. (other sabreclaws only) SQ hive mind, transfer health
Ecology Environment any land Organization solitary, wing (2-20) or army (21-200) Treasure incidental
Special Abilities Cumulative Defenses (Su) A sabreclaw gains a +1 insight bonus to Armor Class and saving throws for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Cumulative Offenses (Su) A sabreclaw gains a +1 morale bonus to attack and damage rolls for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Hive Mind (Ex) As long as a sabreclaw is within telepathic range of one allied sabreclaw, it gains a +4 racial bonus on Initiative checks and Perception checks. If at least one sabreclaw is aware of combatants, all other allied sabrewings within the range of its telepathy are also aware of them. Transfer Health (Su) As an immediate action, a sabreclaw can lose 5 hit points in order to heal another sabreclaw within range of its telepathy 5 hit points. True Seeing (Su) A sabreclaw can see as if under the effects of a true seeing spell as a supernatural ability.
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theoutcastrogue · 20 days ago
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A few graphs (more here) by Ben Riggs, from data he gathered researching his book Slaying the Dragon.
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radiantmorningstar · 4 months ago
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Holmes Basic Rebirth 1: The Wandering Graveyard of Kargash-Mir
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Dr. J. Eric Holmes with a few of his D&D Figures, 1979. [DM Note: someone convinced me to go back to basics, since I was experiencing one of my (sadly, all too frequent) solo gaming slumps. The suggestion felt extreme: not reverting to an OSR retroclone, but reaching all the way back to the origins of the hobby. Retroclone reinforcement has sometimes been a successful strategy for restarting my creative solo RPG engagement the past. But it hasn't seemed to work more recently. In fact, "retroclone burnout" has left me a bit distressed, compounding my sense of disconnection. Feeling desperate, I decided to take the back-to-basics advice as far as I could, starting a short campaign with the Holmes Basic D&D blue book from 1977. I'm pleased to say it worked, and I've recaptured my sense of wonder, creativity, and fun. Of course, as someone with about 40 years of RPG experience, I can go back to basics, but I can't deny all the innovations and interesting evolutions of TTRPGs since then. So I've also incorporated numerous solo tools, supplements, etc. into this session. For fellow gamers, who like to look at the technical side, I'll link what I'm using below. Thank you for reading! ]
Technical TTRPG Profile:
Dominant Rule Set: Holmes D&D Basic Set (1977) - note that Hasbro-WotC has decided to disappear this rule set in favor of other versions of the Basic Set, but this version is special, perhaps because it demonstrates more than any others how player imagination—as opposed to insidious subscription models, aggressive branding, and corporate meddling—can create great experiences. Read about Holmes Basic here: https://sites.google.com/site/zenopusarchives/. If you look around, you should be able to find a free PDF of it online. I would revert to the Moldvay-Cook D&D Basic Set Rulebook if I could not find a copy of Holmes. But I highly recommend Holmes as a way to get back in touch with the raw power of fantasy roleplaying.
Setting: Ondaris.
Solo Gaming Structure: Trey: Solo Roleplaying.
Oracles and Tables: Old School Revival Solo Role-playing Guide; Loner: Steel & Sorcery; Tales of Argosa.
Starting Equipment: "fast packs" from Dragonslayer.
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The Story: three childhood friends, Iovis (fighting man), Ruvin (magic user), and Dain (thief—in this case, a military scout), return to their hometown of West Withly after three years of professional training in their respective guilds (Iovis, with the Semlohe Mercenary Guild; Ruvin with the Tower of Xolark in Misty Harbor; and Dain with the Rivercross Confederation of Guides and Scouts).
In Ondaris, one apprentices with a local practitioner of an art and then serves in a guild for three years at a time with one-year stints back home to serve one's community and pay one's initial master back.
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While catching up over ales at the Inn of the Blue Dragon, they're approached by a group of town aldermen, who offer them 80 gold for rescuing the mayor, Joco Havlish, and his mistress Sareena, both of whom are being held hostage by the ruthless ogre, Drazrur Blackbite. The ogre is said to keep his lair in the northeastern foothills beyond the Beast River. Though the precise location of his cave has never been established.
Recently, Blackbite snuck up under cover of darkness and hammered down a crude wooden sign, affixed to the pole of a nidstang and written in blood, demanding a tribute of 50 sheep and five virgin girls lest he execute the hostages. Obviously, this is unacceptable; though, local heroes willing to fight an infamous ogre, who understands curse magic, are in short supply.
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(A typical Ondarissian Nithing Pole used for cursing and sometimes making a very serious point to one's neighbors.)
Seeing this as a fitting way to begin their year of professional practice back home and establish a reputation, Iovis, Ruvin, and Dain obtain permission from their families and former masters and accept the offer.
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They provision themselves and set out to find the ogre. The Beast River is half a day to the northeast on foot. They go quickly over the flat grasslands and have no encounters or problems on the way except for sighting a brightly dressed gnome sailing past on a raft. The odd creature waves at them and shouts that they should turn back "before the spirits rise." They have no clue what he's talking about, but it doesn't sound good.
The day is almost finished when they reach the beginning of the foothills, known locally as Zaphod's Reach, due to tower of the ancient mage, Zaphod Zaphodinteries, which supposedly stood there in the times before the Scarring of Ondaris. Now there is nothing but a perpetual chill mist hanging a few feet over the ground and dark foothills extending to the limits of sight. Not wanting to face anything in the night and tired from their journey, the three friends make camp on the northern bank of the Beast.
In the morning, they realize (strangely, since it was not there the night before) that they have been camping in a graveyard. It's one of the wandering graveyards of Kargash-Mir. Ruvin, in his lore studies in the Tower of Xolark, learned about the wandering graveyards. He explains them to Iovis and Dain over breakfast.
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They are an inexplicable fact of life throughout the land. Sometimes, a graveyard will "wake up" and animate itself the same way "naturally occurring" undead in Ondaris will sometimes rise from their graves.
When an entire graveyard wakes and starts to move, it is considered a "Kargash-Mir," essentially a "beast of graves" in the old language of the Beastmen. As a Kargash-Mir travels, it will absorb any other graveyard it comes into contact with and grow proportionately larger. Sometimes they move on a "circuit," appearing in a the same places over time. This one apparently stretches for miles.
Such wandering graveyards are said to contain all manner of dark fae, undead, and sometimes even deep crypts, dungeons, and fragments of towns (even cities) lost to the knowledge of men. Twisted demonic creatures, like ogres, blood orcs, ur-goblins, soot trolls, gnolls, and dragons are also said to live in them. For time runs differently in a Kargash-Mir and old things, long passed away, are ever present there.
Ruvin begins to explain the metaphysical theories involved in an entire graveyard animating and silently shifting through the landscape, but Iovis and Dain are worried. If the ogre, Drazrur Blackbite, has his lair in a Kargash-Mir, it means this one probably moves in a set pattern. It means they're going to have to explore the place in the not-so-certain prospect of finding his lair. And it means the ogre is naturally protected by whatever other nasty creatures may be calling the place home. Still, they have little choice. So they forge into the graveyard, feeling trepidatious but determined.
They move through the seemingly endless, dank, and misty Kargash-Mir for what feels like the better part of a day, encountering nothing but headstones, mausolea, and crypts. Dead trees hang their brittle branches against the darkened sky and crisp leaves crunch on the twisting pathways.
Eventually, they do encounter a giant death's head moth—a predator that may have been hunting them for some time. Its wingspan is at least six feet wide and it rises up suddenly from behind a cluster of headstones, wailing the Acherontian death dirge that can burst the heart of a grown man.
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These highly intelligent flesh-eating hunters are found throughout the dark places of Ondaris, but especially in graveyards, where they feel most at home, secreting their vile nests in empty crypts, where they drag their victims to be fed upon for weeks.
Iovis is affected by the moth's mournful cry and loses all self control, running off between the crypts. Ruvin is also affected, paralyzed to the spot, unable to speak or move. Only Dain resists the affects of the death dirge. He raises his light crossbow, fires, and hits the creature in its furry abdomen.
The dirge immediately stops and the creature flaps around to face Dain. It has an unnaturally human face with red eyes. Its fangs drip yellow bile and venom. You have killed me, it sputters, but you'll not escape this boneyard intact! Then it drops to the earth, its body immediately beginning to steam and melt into the pure black sludge of elemental evil of which it is composed.
Dain shakes Ruvin out of his terror-stricken paralysis and shouts that they need to find Iovis, who has disappeared into the mist . . .
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twilightofthesandwiches · 11 months ago
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grindlordmobile · 2 months ago
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Ghost of Lion Castle
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I completed this brutal meat-grinder of a solo adventure in five sessions and 102 moves. I survived the adventure with the first pregenerated character, Nathel. I had 4 hit points remaining at the end of the adventure.
I will continue Nathel's adventures with the Thunder Rift series for Basic D&D.
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crash-likes-cookies · 11 months ago
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So for anyone interested in the differences of earliest DnD, I found this thread and made it visually easy to access.
(all credit for this goes to Adam Dray, check the link for the entire post)
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dungeonsandcartoons · 1 month ago
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The Real Reason Modern D&D5e Is So Much Easier
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3liza · 8 months ago
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incredible to me that in the age of spending minimum $100 for groceries for one person every three weeks where i live, people are still online like "dairy is bad for you because it has a lot of calories". at this point im calculating calories per dollar at the grocery store and youre still stuck in "fat bad" mindset from 1980. you are an absurd person to me. laughable
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lillaray · 6 months ago
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Yall seen teen beach movie?
I inserted some lifers into it (^_^)
(Click for better quality)
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qvert · 1 month ago
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Prints
Day one of Handsome Caitlyn week (Prince) I guess? :D
It’s unfair really I feel like at this point no matter what I do she ends up so hot that I’m scared to make eye contact mid drawing If you're asking which one? The answer naturally is yes :)
Dug out this sketch for Tsukamaki by @venomwrites this morning and then my wife said it kind of looked like a magazine cover SO there it is
If you've read the story you know :D If you haven't I highly suggest doing so!
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oldschoolfrp · 1 year ago
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The calendar tell me it's July 27, Gary Gygax's birthday, so I rolled up a character -- 3D6 rolled six times in order referencing Holmes' 1977 basic D&D rules (his tidy edit of Gygax and Arneson's original 1974 little books):
Srength 8
Intelligence 13
Wisdom 10
Constitution 8
Dexterity 10
Charisma 8
In old school D&D this is a perfectly viable character with no penalties, before 50 years of stat inflation was built into the rules. He could be almost anything, but will be most capable as a magic-user, receiving a +5% bonus to earned experience for having a 13 in the prime requisite ability.
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Magic-users and thieves get only a D4 for hit points in early editions, and as often happens I rolled a 1. Survival past the first few levels will be extremely unlikely, but it always was for those classes. He'll need to hide in the middle of the party and hope for the best.
3D6 x 10 for starting gold pieces results in only 60, but he doesn't need much gear. He'll carry some basic tools and a bundle of empty sacks to help carry treasure after his one and only spell is spent.
With Int 13 he has a 65% chance of having a specific level 1 spell in his book, and will have a minimum of 5 and a maximum of 8. He can roll in any order, and can reroll from the list if they fail to meet the minimum. On the first pass through the list he fails to know Detect Magic, Magic Missile, or Hold Portal, but his book holds Charm Person, Dancing Lights, Protection from Evil, Read Languages, Read Magic, Shield, Sleep, and Tenser's Floating Disc. From that list of 8 he can choose one spell each day to use, only one time per day. In combat Sleep and Charm Person will be useful for reducing the number of opponents.
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thecreaturecodex · 4 months ago
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Ryujishin-Mushi
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"Beetle Dragon" © Pauliina Linjama, accessed at her deviantArt here
[The earthquake beetle, or jishin-mushi, is a Japanese artistic entity that has undergone significant derangement in English sources. For one thing, the name; most English adaptations call it the jinshin-mushi, which means "humanity beetle", not "earthquake beetle". They can be enormous or small, have dragon-like heads or not, and are in general a wide breed, as befits a monster that existed originally more as a bit of iconography than any established narrative. There's even two of them in 90s D&D! This one was called the earthquake beetle in the basic D&D Creature Catalogue, and is colossal and dragon-headed, and the Kara-Tur Monstrous Compendium had a medium-sized, more beetle like jishin-mushi as well. The name I gave this, meaning "dragon earthquake beetle", is a neologism intended to cover if I ever loop around to covering the Kara-Tur version.]
Ryujishin-mushi CR 18 N Magical Beast This titanic monster has the carapace of a beetle, reddish orange above ten black furry legs ending in scything claws. Its neck is long, and ends in a head like that of a horned dragon.
The ryujishin-mushi, or earth dragon beetles, are enormous creatures with features of arthropods and dragons. They are of animal intelligence and are primarily motivated by their appetites. The bulk of their nutritional needs are supported by consuming metal ore and gemstones, but they occasionally come to the surface to gorge themselves on meat before returning to dig in the depths. Only the strongest armies and boldest adventurers have the ability to fight back against these raids—for everyone else, evacuation and rebuilding are their only hope.
A ryujishin-mushi’s body is so dense that its very movement causes the ground to shake. The tremors that come with its burrowing are often the only warning surface dwellers have before the creature is in their midst. Earth dragon beetles focus their attention on the largest and tastiest looking morsels at first, but will fight back if creatures are capable of actually wounding them. They can punch holes in armor and snap weapons in half with their adamant teeth and claws, and often do so. Ryujishin-mushi possess a powerful acidic breath weapon, but they rarely use it unless reduced to below half hit points; melted flesh and oxidized slag is much less appetizing to them.
The reason for the great size and draconic aspect of the ryujishin-mushi is debated by scholars, and none of the proposed explanations are much comfort. One school of thought holds that ryujishin-mushi are dragon-like as a form of Mullerian mimicry; appearing to be a more magically adept creature to intimidate other monstrous hunters of the Darklands. The other hypothesis is that these creatures are descendants of Festering Ulunat, the first of the Spawn of Rovagug. How ryujishin-mushi reproduce is a mystery, and whether they have sex and lay eggs in the deep like normal beasts, or have stranger and more esoteric ways of replication, may shed light on this mystery.
Ryujishin-mushi CR 18 XP 153,600 N Colossal magical beast Init +7; Senses darkvision 60 ft., Perception +30, tremorsense 120 ft. Aura frightful presence (120 ft., Will DC 23)
Defense AC 29, touch 6, flat-footed 25 (-8 size, +3 Dex, +1 dodge, +23 natural) hp 310 (20d10+200); fast healing 10 Fort +22, Ref +15, Will +16 DR 15/magic; Immune acid, fear; SR 29
Offense Speed 60 ft., burrow 40 ft. Melee bite +24 (4d6+12), 4 claws +24 (1d10+12/19-20) Space 30 ft.; Reach 30 ft. Special Attacks adamantine claws, breath weapon (3/day, 120 foot cone, 20d8 acid damage, Ref DC 30), trample (4d10+18, Ref DC 32), tremor step
Statistics Str 34, Dex 17, Con 31, Int 2, Wis 26, Cha 16 Base Atk +20; CMB +40 (+44 sunder); CMD 54 (56 vs. sunder, 70 vs. trip) Feats Combat Reflexes, Critical Focus, Dodge, Greater Sunder, Improved Critical (claw), Improved Initiative, Improved Sunder, Power Attack, Staggering Critical, Stand Still Skills Climb +16, Perception +30
Ecology Environment any land and underground Organization solitary Treasure standard
Special Abilities Adamantine Claws (Ex) The natural weapons of a ryujishin-mushi are treated as adamantine for the purposes of overcoming damage reduction and hardness. Breath Weapon (Su) A ryujishin-mushi can use its breath weapon three times per day, but must wait 1d4 rounds between uses. Tremor Step (Ex) Whenever a ryujin-mushi moves at least half its speed in a turn, all creatures touching the ground in a 100 foot radius treat the area as difficult terrain and must succeed a DC 32 Reflex save or fall prone. The save DC is Strength based.
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deadpoolsmom · 1 year ago
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as far as one piece antagonists go Crocodile truly gets absolutely scooby-doo’d at unmatched levels
He immediately falls for a phone scam and from basically little garden to rainbase he doesn’t even know the strawhats are alive (and clowning towards him at incredible speed). As soon as he does, they’re in his house tearing at his walls and bringing marines into his villain lair.
He uses a literal floor trap door over a gator pit to catch them, gets phone scammed again, full scooby-doo chase scenes after Chopper through the streets while still missing him, and suddenly his prisoners have escaped his impossible cage, and his giant bananagators are dead. and Nico Robin saw it all happen.
He then spends rest of the arc complaining about those meddling kids and their dog “strawhat pirates and their weird pet” and at no point does he even know how many strawhats there are.
Like yeah he keeps having plans on top of plans to stop everything Vivi can do but also she keeps coming up with a new thing to do (Tom and Jerry ass dynamic).
Part of it is that he’s underestimating them and keeps grandstanding villain monologuing but also teens keep killing hundreds of his grand line bounty hunters and he straight up does not know what is happening.
Cause he IS trying to kill them he’s sending top assassins after them and ripping out luffy’s organs, the whole time he’s yelling HOW ARE YOU ALIVE?? DIE. as whack-a-mole Luffy keeps inventing new ways to hit him.
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radiantmorningstar · 3 days ago
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Blueholme 2: Laran's Tale - A Tragic Realization
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Sessions:
18 July 25 / 18th Day in the Month of Fire, Year of the Crocodile 249, Allansian Reckoning
DM Note:
I’m always refining my solo record keeping. Lately, I’ve been working with a journaling game, A Visit to San Sibilia, which comes very close to writing a short story. I enjoy this approach to solo gaming; however, for my OSR sandbox campaign, I’ve decided to adopt Alfred Valley’s quasi-screenplay model, The Valley Standard, with bracketed endnotes. This makes my recording more precise but slows the game down. Still, because I am playing solo, I can take all the time I want.
I have also narrowed the range of randomizers and supplements to Perplexing Ruins’ excellent “Single Sheet” hexcrawl and dungeoncrawl systems (find these for free on Itch.io), Brine’s Hexcrawls Rule! for daily procedures and hex navigation, and a few other reference works.
See the previous episode for additional links to resources. Trey: Solo Roleplaying is my preferred DM emulator. It is comparable to Mythic GME but uses a “story token” mechanic to give plot structure to a game. I highly recommend it.
Primary Rule Set:
Blueholme Journeymanne Rules.
Randomizers / Oracles:
Trey: Solo Roleplaying.
Additional Resources:
Single Sheet Overland White Box (Perplexing Ruins)
Single Sheet Dungeon (Perplexing Ruins)
Hexcrawls Rule! (Brine)
Hexcrawl Horrors (Tom Brown / Lone Horizons)
Basic Fantasy (various resources)
The Titan Herbal (Andrew Wright).
The Story So Far:
Laran (Thief-Mage,* L2, Lawful Good) has left the village of Og to retrieve his missing friend, Vert, in the Black Marsh. As a secondary objective, he is searching for the rumored treasures of the lost Temple of Throff, said to be on an uncharted rise in the marsh that the old folks called Gonglong Hill. Laran has been wandering in the marsh for three days. He got lost twice, fought a giant centipede, and narrowly eluded a patrol of goblin throat-slitters. Exhausted, he slowly began to realize that he was not equal to this task.
Scene 5: Black Marsh (Laran):
(Story Tokens: 2 of 25)
After spending the night in the high branches of a tok-tok tree [1], Laran climbed down carefully, did a blood check (so far, so good), ate some provisions, and set out in the direction he thought he’d been traveling before he spotted the goblin patrol.
— Navigation Roll: proceed one sextant right of intended direction, into Hex 1007 (Black Marsh).
— Weather: unusually high humidity.
The morning gloom was scarcely brighter than night and visibility was low, given the warm mist that bubbled up from the ground. Laran often found himself wading through up to three feet of brackish water. And he could hear the buzzing of insects and the occasional hiss of the ubiquitous thorny frogs and tree dragons that made the Black Marsh their home.
Scene 6: Black Marsh (Laran):
(Story Tokens: 4 of 25)
— Exploration Roll, 1d6: 1, nothing. [2]
— Trey Roll: Does Laran notice anything noteworthy?, 1d6 / 1d8 / 1d10: 6 / 6 / 9, yes, he notices a significant piece of information. Since I rolled doubles, I receive +2 Story Tokens. Plus, I must now roll a Normal Unexpected Event, 1d6 / 1d8 / 1d10: 6 / 1 / 3, outcome is negative, delayed, Laran is affected.
The first watch of the day was uneventful. But, after trudging through the marsh for several hours, Laran noticed something floating on the surface of a black pond under a canopy of rotted willow trees: Vert’s thin woolen tunic, spattered with old blood.
It was unmistakably his, since the year before Vert had ripped the right sleeve working in Farmer Tobias’s barn and had to borrow a copper from Laran to persuade Old Gretch to mend it. The crone did a poor job, after all was said and done, opting to cut off the sleeve above the elbow and stitch the edge. Still, it was Vert’s only tunic and he would not have parted with it.
Laran felt overcome with grief, since everyone knew the goblins of the marsh were cruel headhunters who prized the taste of man and elf. He sat down on a gigantic whipwood root [3] and wept, realizing that he would never see his friend again.
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— Points toward alignment change: 1 of 3. [4]
Scene 7: Black Marsh (Laran):
(Story Tokens: 4 of 25)
— Exploration Roll, 1d6: 1, nothing.
Thankfully, the second and third watches of the day brought no additional revelations. Emotionally drained, Laran began to look for a defensible spot to camp for the night.
— Trey Roll: Does Laran find a defensible spot to camp? (+1 for region wilderness lore), 1d6 / 1d8 / 1d10+1: 2 / 8 / 6, yes, he finds a good spot.
Laran spotted a large whipwood tree leaning at an angle over a black, steaming lake. The tree’s muscular roots gripped the bank like skeletal hands. So he tested the trunk and found it solid. It seemed like the most defensible place to spend the night. Unfortunately, Laran knew that if he wanted to sleep, he’d have to use his coiled rope ladder to tie himself amid the pale leaves.
He managed this and fell into a fitful sleep.
Notes:
* Rules for Blueholme combination classes can be found on page 10 of the Journeymanne edition. They are blissfully straightforward. Go OSR! Laran has thief skills in the sense that he has learned them through trying to survive as a villager of Og in a hostile wilderness. He doesn't rob people. He is, ironically, quite lawful, at least in this episode. [1] “This is an immense tree with broad, pale green leaves and lustrous dark brown wood” (The Titan Herbal 70). Commonly found in jungles and marshes of the region. [2] Single Sheet Overland White Box Exploration Table: (1-2) Nothing, (3) Spoor, (4-5) Discovery, (6) Danger. [3] “Tall, slender trees, with long thin dark green leaves” (The Titan Herbal 72). [4] House rule: three moments of extreme emotional stress in game session will trigger a Yes-No oracle roll as to whether the character should move one place on an alignment “axis.” In other words, a Lawful Good character may move to Neutral Good or Lawful Neutral. The axis will be determined contextually or randomly, according to common sense.
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wishfulsketching · 7 months ago
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Little continuation to this sketch
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