Thursday, 10 August 2017

City Druids and The Mossen Craft

Forests and other wild spaces are rare in the sprawling urban plane of The City. Practitioners of The Mossen Craft take refuge in forgotten and overgrown parks, untended and abandoned lots and buildings consumed by mould, fungi and weeds.

Starting HP: d8 + 4
HP Per level/Resting: 1d8
Weapons and Armor: All weapons, Small Shields, Armour up to Leather
Attack Damage: 1d6/ 1d4 Unarmed or Improvising

Special Features: 
Roll with Advantage when testing CON to avoid damage from poison.

Once per day a City Druid can summon a group of HD1 vermin/feral animals. The number of vermin/feral animals is equal to the City Druid's level.

The Mossen Craft Spellcasting:
City Druids cast spells as clerics but casting a spell requires the expenditure of reagents. See The Mossen Craft spell  list for details on spells and reagents.

City druids know all spells for the levels that they can cast as long as they are able to meet once per week with other City Druids in a suitable overgrown location. Limitations will be placed on a City Druid that cannot meet this requirement at the GM's discretion.

The Mossen Craft:

Reagents required to cast spells, amount required equals half spell level rounded up. Each reagent must be different and determined at time of casting. For which reagent is needed, roll a d12:

1) Handful of bones
2) Handful of vine/weed/leaf or roots.
3) Handful of worms
4) Handful of Living mould
5) Handfull of Sodden soil
6) An insect  
7) A Rotten rag
8) A thimble of larva filled water
9) A mushroom
10) A thimble of blood
11) A feather
12) A handful of scales

Entangle: Wrap d6 x caster level HD ‘worth’ of beings in thin, rubbery black vines (Roll all tests  with Disadvantage) for d8 rounds.  
Fairy fire: Envelope target in writhing flames of blue-green light - 1hr.
Beetle mind swap: Trade minds with a scuttling bug, CHA test to control, caster’s body controlled by displaced insect for duration of spell - 1hr.
Summon vine rope: Black intertwined vines of “Nearby” (about 50’) length.
Moss Encrustation: Target covered in thick dried moss, +1 AC (or 2 Armour Points), all DEX related tests Rolled with Disadvantage - 1hr, CON test required to get rid of encrustation, d6 damage for each additional hour encrustation is present.  
Summon minor moss golem: A creeping ambulatory mass of moss, 1d4 Hit Points and 1d4 for all Stats (if tested).
Beastmask: Caster’s visage takes on form of beast of choice - 1hr x caster level.  
Whisper: Send minute x caster level long whispered message to the ear of a visible target up to a distance of Far Away.
Charm beast: Beast with HD equal to or below caster’s level is under caster’s control -1day.
Warp wood: Reshape caster level square foot of wood at a distance of Nearby.
Vine Growth: Cause an explosion of translucent, groping grey vines to a length of Nearby and a width of caster level x 6’.
Plant commune: Plant will truthfully answer d6 questions - 10mins.  
Vine craft: Reshape caster level x 6 square foot of vines at a distance of Nearby
Cause leak: Liquid drips into an interior the caster is within at a rate of 1 wineskin x caster level per hour - 1day.  
Fly mind swap: Trade minds with a flying insect, CHA test to control, caster’s body controlled by displaced insect for duration of spell - 1hr.  
Rot: Infect Nearby target with flesh eating bacteria for 1d8 rounds, does caster level + d6 damage each round, test caster WIS at end of initial 1d8 rounds to check if infection ongoing - ad infinitum till target death or infection fails.  
Lightning Strike: Nearby target takes d8 x  caster level damage, can only be cast outside.
Cure Rot: Cure any Nearby target of non magical disease/ailment.
Gas: Summon an acrid green cloud that damages all that enter it for d6 + caster level damage. Size equals caster level x 5’ square. Lasts d6 + caster level rounds and must be cast outside.  
Summon moss golem: A vaguely human shaped ambulatory mass of moss, 2d8 Hit Points and 2d6 for all Stats (if tested).
Arouse hunger: d4 x caster level HD beasts are incited into a ravenous feeding frenzy, upto distance of Far- away - 1hr.
Stone shapen: Reshape caster level square foot of stone at a distance of Nearby.  
Hold beast: Hold in stasis d6 x caster level HD beasts - 1hr.
Nature Hallucination: Cause mass hallucination of a natural scene of casters choice in d10 x caster level HD beings - caster level x 1hr.
Summon beast: Summon random caster level HD beast - 1day.   
Mud blast: 1d6 nearby beings take 1d4 x caster level damage and are covered in mud sticky mud (all tests Rolled with Disadvantage for d8 rounds).
Stone Hurl: Target takes 1d8 x caster level damage from summoned boulder, test caster WIS with Disadvantage to see if target is pinned beneath boulder.
Speak with plant, mushroom or mold: Allows rudimentary conversation with plants, mushrooms and molds for 5mins x caster level.
Acid Spray: Caster level x beings are covered in burning acid. Acid causes an initial d12 damage then drops in effectiveness each round (d10, d8, d6, d4).
Plague of insects: Summons a cloud of biting insects that covers an area up to Nearby. Any being in the cloud takes 1 damage a round. Lasts d4 x caster level rounds.
Wind summon/control: Summons wind (from a gentle breeze to a howling gale) blowing in the direction of the caster's choice - 1hr x caster level
Cause pox: Infect d6 x caster level Nearby beings with HD equal to or lower than caster level with the pox that lasts d6 days. All tests are Rolled with Disadvantage when infected and CON is tested each day with Advantage to check for death.  
Stone to wood: Transmute caster level square foot of stone to wood at a distance of Nearby.  
Summon major moss golem: An enormous, hill sized, ambulatory mass of moss, caster level x d8 Hit Points and 2d6 for all mental stats and 4d6 for all physical stats (if tested).  
Cloudscape: Create a semi solid landscape of clouds covering 5 square feet per caster level. The STR of the cloudscape for any relevant tests is equal to the casters level - 1hr x caster level.  
Summon weather: Summons weather of caster’s choice - 1hr x caster level  
Metal to wood: Transmute caster level square foot of metal to wood at a distance of Nearby.  
Animate wood: Animate a man sized chunk of wood into a HD creature equal to the caster's level.  
Tree hoarcrux: Caster imbues a specific tree with d20 of their hitpoints. The caster cannot die as long as the tree continues to live.
Summon forest: Caster permanently sacrifices d12 Hit Points and summons forth a forest (of their choice of vegetation), that covers 100 square feet.

Monday, 7 August 2017

Forthouse of the Worm Growers

The following is an example of a "point of interest" from the suburb crawl campaign I have recently started running. This location may be encountered in a random encounter check, be the target of a guild mission or a rumor overheard at a dustery.

Additionally this post acts as a worked example for using visual generators and my recently written room content table to quickly put together places in The City. The generator/table results and the final "product" are both shown.

Generator Results: 

(Results gathered from:

Forthouse of the Worm Growers:

Gang of transport worm growers housed in slimecovered stone fort. Carnivorous worms are unnaturally bloated to man bearing size, then trained and harnessed. The mounts are slow and vicious but invaluable in uneven and unusual terrain. The Worm Growers are as thuggish, slimy and malformed as their beasts. Their worm growing techniques are a violently guarded secret.

Fort acts as a division between two suburbs. Fort walls extend along longer distance but other sections fallen into dangerous disrepair and inhabited by beasts and lunatics. Make shift bridges, ramps and ladders allow traffic over the ramparts between the two suburbs.

D4 worm growers will be hawking their wares at entrance to fort, selling worms for 500 GP a piece.


(Words in bold are results from the "room content" table found here: 

1) Empty, place of growing: Worms varying from dog to horse sized chained to all available walls. Worms eat from meat chum in secured metal troughs drenched in some alchemical liquid dripping from byzantine leaking pipage along roof. 

2) Empty, place of physical storage: Buckets of ground and sloppy meat. Some more solid meat in damp sacks. 

3) Device external and unusual to environment, out of place sourced from elsewhere: Pipage from room 1 leads to a central work bench in this room. Large intake funnel distributes liquid via churning mechanics. 

4) Empty, place of physical work: Worm harness workshop. 

5) Foe, using traps to their advantage against interlopers: Worm harness hang from ceiling, some hold snarling worms. Worm grower thugs will swing chained worms as weapons and attempt to capture interlopers in harness that only they can unlock. 

6) Foe, sleeping or resting: Worm grower thugs drinking doze inducing chemicals and passing out on worm leather blankets. 

7) Foe, physically toiling: Worm grower thugs mixing up worm growing mixture. Various alchemical tinctures, in both minute and bulk quantities. 

8) Foe, vaguely aware of trap, but not knowledgeable of specifics: Slightly ruined and wrecked room. Escaped worm is hiding in debris. Worm grower thug is attempting recapture. 

9) Device external and unusual to environment, out of place sourced from elsewhere: Stone courtyard covered by ragged black tarp. A white worm the length of a bus, the thickness of beer barrel is shackled to the stone. It has a weeping, oozing and open wound for one extremity. It barely moves and is kept alive with a variety of alchemical cocktails. New worms are chopped from this undying mother annelid. 

10) Device used in regular work of environment, mundane but effective: A stone courtyard used for breaking in worms. Various nasty looking prodding devices, harnesses and a makeshift obstacle course. 

Room/Place Contents Table

I've found myself running impromptu dungeons in my last two sessions of suburb crawling in The City and wrote this table to quickly stock a dungeon/dangerous place on the fly at the table. Additionally I've included a building layout visual table I put together to help give me floorplans as I need them.

d4 d12
Empty, place of rest.  
Empty, place of recreation.
Empty, place of physical work.
Empty, place of physical storage.
Empty, place of sleep.
Empty, place of ornamentation.

Empty, place of ritual and worship.
Empty, place of waste disposal
Empty, place of eating.
Empty, place of lavatory.
Empty, place of mental work and research.
Empty, place of mental storage
Empty, place of bathing.
Empty, place of mechanics and machinery.
Empty, place of growing.
Empty, place of secrets.
Foe, sleeping or resting.
Foe, conducting relaxation or recreation.
Foe, physically toiling.
Foe, hidden and watching.
Foe, eating or drinking.
Foe, indisposed through sickness or misadventure.
Foe, conducting ritual or worship.
Foe, mentally toiling.
Foe, ignoring treasure.
Foe, indulging in treasure.
Foe, transporting or protecting treasure  
Foe, searching for known of treasure.
Treasure, subsumed in location.
Treasure, out of place and unusual.
Treasure, focus of work or worship.
Treasure, hidden.
Trap, natural hazard inherent in environment.
Trap, set by nearby foes, evidence of their work.  
Trap, obvious and menacing.
Trap, hidden and deadly.
Foe, trapped in natural hazard of environment
Foe, using traps to their advantage against interlopers.
Foe, vaguely aware of trap, but not knowledgeable of specifics.
Foe, unaware of trap they may be about to trigger.
Device specific and inherent to environment, expected but intriguing.  
Device external and unusual to environment, out of place sourced from elsewhere.  
Device used in regular work of environment, mundane but effective.  
Device with obscure, secret use that belies a shadow use of environment.
Foe, using device to conduct relatively mundane activity.
Foe, puzzling over the way in which a device is used.
Foe, using device effectively to halt interlopers.
Foe, using device for a dark, devious and deviant purpose.

Monday, 31 July 2017

Sunday, 30 July 2017

Suburb Crawling in Salt Field

First session of suburb crawling in the city . Generating the ideas/images to have ready at at the table to run the crawl  took four hours of mashing together a variety of images , the "chassis"/format of which can be found here.  I spent an additional hour tying together the ideas/images, jotting down some notes to formulate the basics of a couple of the suburbs, their guilds and other inhabitants.

The players didn't leave the suburb they started in, really only travelling a block the whole game. Admittedly they entered the hell hole which is "The Salt Fields" which occupied most of their time. I feel like I've got quite a few sessions lined up from what I've generated.

This post will give a run down of how the visual generator worked to build the basics of a suburb, a suburb profile for "Salt Field" and a play report.

The Generator Result: 

I'm going to try and write relatively stream of consciousness, to try and give some insight as to how my mind translates the results above into a playable suburb.

The field on the map and the pillars of salt (that's what I think they are) in the magic card go perfectly together. There is the Salt Fields of Salt Field. Crumbling stone architecture is explained by the corrosive nature of whatever the "salt" of the Salt Field is. Karma =  destruction due to bad deeds in the past = the field of salt is a punishment, an experiment gone bad (a weapon factory from the guild wars that's now a blight on the land). The Salt Field was once a park, then a weapons factory now a field of nightmares. Streets = thought = writing = the stone buildings are covered in engravings (in a hand barely known), this brings scholars to study them. Lighting = black holes = total and utter darkness, no street lanterns here. Climate = holy = holy wind (?) (not sure how I made this leap) = there is a constantly wind emanating from the salt field that cakes the whole damn suburb in the stuff. There was also a picture of a dog under "Mundane stuff", there fore there is guard dogs that keep order here. (These were later linked to the resident guild "Judges of Bellona").

I'll give a more structured description of the suburb below. The points of interest, guilds, neutral groups, threats were all generated using a similar "visual generator" as used for the suburb. Their generation was informed by the basics I now knew about "Salt Field".

Suburb Profile:

Name: Salt Field.
Suburb type: Ex weapon factory, corrupted by defunct guild during the guild wars.
Streets: All buildings and road covered in archaic engravings, caked in calcified salt.
Lighting: None, pitch black without own lighting.
Climate: Warm and salt windy blows from Salt Field, invigorates the lungs and gives feeling of robustness.
Architecture Description: Crumbling and blocky stone. Any past ornateness eroded by salty wind.  
Description: The titular Salt Field is a blessing and a curse for the suburb. Slowly killing it, slowly calcifying all of its buildings and inhabitants but brings travelling scholars and guilds, mercenaries and peddlers interested in dust.

Points of Interest: 
The Rat Skull Dustery: Giant rat skull building, either carved marble or an actual skull of some primeval beast, truth is not known. Variety of dust and accommodation provided.
Salt Field: Sprawling pitch black field covered in pillars of crumbling minerals with a variety of chemical properties. Haunted by those now addled, mindless and calcified due to over consumption of dust/salt.
Ruins of Madness: Collapsed building that seems to call to and collected the calcified salt addicts.

Resident Guild: 
Judges of Bellona: researchers and catalogers of the effect of over consumption of dust. They have their work cut out for them here. Red robe wearing. Have harness that straps a desk and lantern to their body allowing constant scribing and research on the go. Guarded by Salt Dogs.
Neutral Groups: 
Quagmire Arms: relatively successful mercenary group unfortunately moving deeper as a group into dust addiction. Hoping to unlock the secrets of Salt Field to give them an edge in battle.
Threats: Salt Dogs, Calcified madmen and women.
Mundane:  Dust peddlers and cooks, Scholars present to study engravings on the wall.

Some rumors/possible quests (extrapolated from the information above):

  • Judges of Bellona require research and collection of materials from either Salt Field or Ruins of Madness.
  • Specific member of Judges of Bellona wants protection as they observe first hand the Salt Field or Ruins of Madness. 
  • Scholars wanting rubbings of hard to reach engravings. 
  • Dust peddlers needing chunks of specific salt from the salt fields.
  • Family members wanting calcified salt addicts recovered from the salt fields. 
  • Quigmire Arms wanting intel or samples from the salt field. 

Play Report: 

"The Salt Fields" ended up being an impromptu dungeon (which I wasn't aware of it being at the start of the game). The party was tasked with finding some "crystal clear" salt chunks by the leader of Quagmire Arms. Two forays into the field followed, with the party terrified with either getting lost in the darkness, or being eaten alive by calcified madmen. No "crystal clear" salt chunks were found, but interesting black salt sample was found and returned to The Rat Skull Dustery. Of note was also the discovery of a stone shed with a bubbling fountain that seemed to remove salt calcification. Three saltmen were killed by the party, the rest were either run away from or avoided through guile.

A brief session of reconnaissance occurred between forays into the salt field by the "apeman" racoid party member. This involved climbing up and along the the second story of a tenement building. A crossbow aimed at his head, a snoring salt addict and a party of scholars were encountered. The scholars were oddly cheerful and were intrigued by the party members climbing skills and offered him a job taking rubbings on the higher levels of the building. Unfortunately the party member fell while attempting said rubbings and came very close to dying. The rubbings were never completed.