An RPG designed in 30 minutes using only MS Paint. Who'll join in the challenge?
Addition: This is too addictive.
An RPG designed in 30 minutes using only MS Paint. Who'll join in the challenge?
Addition: This is too addictive.
The Restless Dead of Redway
Redway is a village of no more than a hundred people. Its exact location is unimportant but it will have Woods to the North and a main road leading in from the plains to the South. The adventurers should all have a reason to be entering the village some time after sunset. They could be returning home or stopping by on their travels.
Upon entering Redway, from the bottom of the map below, the adventurers will not find a living soul. Instead they will face an immediate encounter rolled on the Wandering Zombie table found further below.
Village map, shamelessly taken from elsewhere. Just rub the serial numbers off.
The buildings not labelled are family homes, all others will be suitably outfitted for their purpose listed. Each building will have 1d6 Treasure that can be salvaged from it. Roll each time the adventurers enter or leave a building. On a 1-3 they will roll on the Wandering Zombie table found further below. On 6 they will find a survivor (Body 4, Craft 2) that will provide a little insight into the situation. Roll once on the Survivor Insight table found further below.
Wandering Zombie Table
1: 1 Hulk
2: 1d6 Chargers and 1d6 Hounds
3: 1d6 Shamblers and 1d6 Crows
4: 1 Lurker
5: 1 Tearer and 1d6 Shamblers
6: 2d6 Shamblers
Immediately after any Wandering Zombie encounter is completed make a roll. On a 1 the noise has attracted the Zombie Horde. Roll below immediately and have the Horde rolled emerge.
Zombie Horde Table
1: 2d6 Shamblers, 1d6 Lurkers and 1 Tearer
2: 3d6 Shamblers and 2d6 Crows
3: 3d6 Chargers and 1 Tearer
4: 1d6 Hounds, 1d6 Chargers and 1 Hulk
5: 1d6 Lurkers and 2d6 Crows
6: 5d6 Shamblers and 1 Tearer
The GM should keep track of the number of human zombies that are killed. If this ever exceeds 100 then Redway has been cleaned out completely, now just another abandoned town filled with corpses.
Survivor Insight
1: This survivor can do nothing but babble nonsense.
2: The survivor tells the adventurers how their family were brutally killed, in horrible detail. Other than that, they know nothing.
3: This survivor can only babble about this being the work of "her" and will attempt to flee from the adventurers at every opportunity.
4: This survivor has no immediate insight, but if asked about the Black Hag they will reveal that she is known to live in the woods to the north.
5: The survivor is quite mad, but will babble about the Black Hag of the woods constantly.
6: The survivor reveals that a hag living in the northern forest was seen lurking around the village outskirts recently. They suspect this is the work of her!
Forbidden Knowledge
Any adventurer may attempt a DN7 Wisdom test to recognise the weakness of the Zombies, specifically that they are killed by being beheaded or having their bodies utterly destroyed.
The Zombies
Zombie Shambler
The most pathetic of zombiekind. They seem to have retained no intelligence at all and simple walk slowly towards any survivors in great numbers.
Body 3
Melee 1
Claws and Bite (Damage 2)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.
Zombie Charger
Rather than shambling forwards, these zombies hurl themselves forward at great speeds, leaping onto their prey.
Body 3
Melee 2, Grace 2
Claws and Bite (Damage 2)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.
Zombie Tearer
Some bodies react violently to becoming a zombie, their muscles swelling and bone claws sprouting from their hands. Other zombies instinctively gather around them due to their knack for finding victims.
Body 6
Melee 4, Awareness 4
Claws and Bite (Damage 3)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll as soon as the Tearer is killed. On a 6 the body twitches and spasms as it grows into a Zombie Hulk, recovering all Damage.
Zombie Lurker
These Zombies have retained some of their human cunning and survival instinct, preferring to strike from the shadows with throwing axes or rocks.
Body 3
Melee 1, Shooting 2. Grace 3
Claws and Bite (Damage 2), Improvised Thrown Weapon (Damage 2, Ranged)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.
Zombie Hulk
A Zombie Tearer that survives long enough will go through a second phase as a huge, hulking beast up to twelve feet tall. These will do little more than rampage around the area, smashing walls and any survivors they encounter. Other zombies know to give these horrors some space.
Body 14
Melee 4
Pounding Fists (Damage 4)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Zombie Hound
Not only humans were affected by the zombie curse. These dogs appear at first to be rabid, living beasts, but a look into their red eyes reveals their true nature.
Body 3
Melee 1, Awareness 3, Grace 3.
Bite (Damage 2)
Pack Attack: A hound deals an extra point of Damage when he hits an opponent that has been engaged by one or more Warhounds since their last turn.
Zombie Crows
Picking at the flesh of zombies turns many crows into flying corpses, leaving a trail of feathers as they flap. They follow zombies so that they can scavenge on their kills, sometimes descending on the victims to aid in their death.
Body 1
Grace 5, Awareness 4
Beak and Claws (Damage 1)
Distract: If there are any Zombie Crows next to a character they subtract 1 from any combat rolls.
At the end of any encounter, secretly roll for each adventurer that took damage from a zombie. On a 1 they are unknowingly effected. Roll again after each encounter, or every hour. On a 1 they turn into a Shambler, on a 2 a Charger and on a 3 a Tearer. On a 4-6 they do not turn yet.
A DN8 Wisdom test will identify an infected adventurer, who can be cured by any form of magical healing. Even if they are unaware of the infection, magical healing will remove it.
Anyone killed by a zombie will arise as one within a matter of minutes.
The Black Hag
This curse is, in fact, the work of a Hag living in the forest just to the North of Redway. If the adventurers head into these woods they will soon find her and she will happily boast about the success of her curse on the village. Her motive in doing so is little more than jealousy, after being cast out from the village as a child for her deformation and wicked nature.
If the Black Hag is killed the curse is lifted and all zombies will immediately fall to the ground as corpses. Anyone infected, but not yet turned, will immediately recover.
Hag
A black robe and hood covers the deformed face of the Hag, hunched over a gnarled staff. If attacked she will point her staff at her opponents and attempt her Mind Stab. If the fight turns against her she will attempt to fly away to safety using her magic.
Body 4
Melee 3, Awareness 3, Grace 3, Wisdom 6
Staff (Damage 2, counts as shield in Melee), 3d6 Treasure.
Spells: Tongues, Mind Stab, Flight, Magic Strike
This is a very quick and dirty adventure, so it's ripe for a little expansion or customisation from a GM.
Enjoy and do your best to survive.
A quick post to shamelessly push my recruitment drive for playtest groups for The Adventurer's Tale. I've spoken about it in previous posts and it's now at the point where I'm eager to get it tested out by as many GMs as possible.
Full details are available on two of the forums you're probably familiar with and feedback can be sent by way through either of them.
Give it a try with some friends and let me know!
Now with more stealth-links.
As I've been tweaking monsters for The Adventurer's Tale I've decided to post the key points I've been keeping in mind for each monster, each of which consists of one paragraph of text followed by the data.
And I'm going to briefly expand on the last point. I mentioned in a previous post about races that I didn't like Gnomes and Hobbits barging in on what I felt should be Dwarfish traits. The same can be said for monsters. Especially when combined with the fourth point about making my monsters tweakable from the ground up, this allows me to have a great selection of classic monsters in a more compact list. Examples below:
It's all in aid of stressing that there is no definitive statblock for an Orc. Some of them will be tougher than others, some better at fighting, some might even be smart. If you're the GM use the monster stats given as a guideline and tweak them however you like! That's exactly what this system is designed for. There's a reason there are no levels or challenge ratings provided! (a topic for another day)
Yet somehow I still have three different types of dragon... hypocrisy at its finest.
This encounter could fit into most fantasy systems but is presented here for the recently renamed The Adventurer's Tale (formerly Underworld and Overworld).
Flash Zubnatz - Goblin Hero
The words Goblin and Hero might not be seen next to eachother too often, but even these wicked creatures have folk heroes that would even inspire humans.
Flash has spent his life travelling from one goblin settlement to another, establishing his legacy by slaying threats to goblinkind. He shot the cave-drake at Biterzpeak, drove off the ghouls of Foulnut Forest and protected the goblins of Scummer's Bay from a rampaging sea giant. All with his crossbow and winning smile. Indeed, there has rarely been a goblin as charismatic as Flash. Even orcs have been known to be impressed by his presence.
Flash Zubnatz (Rogue)
Body 4
Shooting 7, Grace 4, Awareness 2, Melee 2
Dodge: A goblin that rolls a 5 or 6 on a combat roll will never be hit. Critical Hit bypasses.
Precision: Adds an extra two points of Damage on Critical Hits when using a weapon with Damage 3 or less.
Crossbow (Damage 3), Two Daggers (Damage 2), Light Armour.
Flash is rarely seen without his squire and travelling partner, Bontukz. Lacking any of the charisma of Flash he mostly spends his life carrying Flash's crossbow, pointing out targets and patching up his wounds. After a few drinks he might mutter about how his spells are the real power behind Flash.
Bontukz (Scholar)
Body 4
Wisdom 5, Craft 4, Awareness 3, Grace 3, Melee2
Dodge: A goblin that rolls a 5 or 6 on a combat roll will never be hit. Critical Hit bypasses.
Spells: Guidance and Hold.
Staff, Dagger and Spyglass.
Upon spotting their target, Bontukz will hand Flash his crossbow and try to hold the enemy in place with Hold. While Flash lines up his shot, usually aiming for a Vital Strike, Bontukz will use Guidance to help him achieve a killing shot.
Flash's reaction to adventurers will depend upon their reputation. If he doesn't know of them he'll greet them cautiously, from a distance. However, if they are known goblin killers he'll see them as potential kills to add to his heroic legacy.
There are some great resources out there for running a sandbox game. I've summarised the three most important considerations for this game below.
Create Situations not Plots
In preparing for the game I've planned out a chunk of a world where the dwarfs can roam. There are some hooks here and there but no "main plot" planned out. Most hooks come in the form of places to explore and looming threats rather than an innkeeper asking you to find his hat some goblins stole. I like the tip I heard somewhere, "plot hooks not plot hammers".
A hook can be ignored or saved for later, a hammer is going to be much more focused on pushing you in a particular direction. I'm hoping the map I've provided is already suggesting a hook or two before we've even started.
I Cannot Control the World Fully
Sure to be a contentious point. I've poured my heart into creating the world and have tried to design it in a way that will give the players a great experience, but once they step into it I'm not going to have complete control of it. It's all laid out, populated with threats and scattered with hooks and treasures. Many of these will appear when the dice decide, rather than I. If the players wander into the Underworld and are finding it too hard or too easy I have no intention of tweaking it on the fly. I also know there are some random encounters noted down that will be dangerous stuff.
By no means will I try and kill the characters but I won't tone them down the hazards when things get tough. I'm hoping I've planned such places in a way that they'll be sufficiently aware of the threat, though. One thing that always bugged me about Oblivion was that monsters would scale their power level to however powerful the player character was at that point. I'm standing on the other extreme of the scale with this game.
A Good Map will provide Hooks
I always love a game with a great map. I want to see interesting looking locations and see some intriguing places named. I remember when I first played Link to the Past I opened up the map and decided I wanted to go and explore the Swamp Ruins. They weren't relevant to the main plot until later in the game but I still headed there and took a look around because what's not to like? Swamps are cool and Ruins are cool.
I'm hoping the map for the starting area of my campaign will do the same.
A larger version can be enjoyed here. Good old Hexmapper.