Leon Atkinson's Blog, page 4

December 17, 2021

The Game Master’s Oath

Referee. Judge. Administrator. Dungeon Master. Game Master. Should you take up this mantle by any name, make first this oath before your fellow players to prove you take serious the having of games-playing fun. And by ancient tradition, apply your will and best judgement in altering this creed to suit those players whom you serve. Only make and keep your oath if you wish eternal and unlimited adventure.

I solemnly swear to fulfill this covenant to the best of my ability and judgment.I will respect the wisdom accumulated over time by those game masters in whose footsteps I travel, and gladly will I share such knowledge with my comrades and any who follow.I identify as my greatest resource imagination, my own and that of the other players, which implies the freedom to try anything. Never will I force action on a player character. Always will I fulfill my duty to imagine an exciting world and describe reactions as the players enjoy their free will.I will judge circumstances impartially with prudence and a sense of proportion. Neither will I fall to nihilistic randomness, nor will I rule by secret fiat out of misplaced allegiance to a narrative. By my hand will fate weigh in the balance ever in service to the ultimate goal, an enjoyable game.I will honor game mastery as a craft, part art and part science, remembering that rules may bend to inspire a sense of wonder, but rules make triumph possible. As such, I will allow the ingenuity of players to supersede abstract contests decided by dice.Yet when intuition offers no obvious ruling, I will admit “I do not know”. In such circumstances I will rely on the chaos of casting dice to stand in for unknown variables. Remaining true to the game, I will accept the outcome even if it spells doom.I will set the scene, offer choices and answer questions to the greatest extent possible, always taking care to maintain a sense of verisimilitude. I will adhere to the precedents of campaign history, employing precise tracking of deeds and resources.So long as I honor this oath, may I enjoy life and art, respected while I live and remembered with affection thereafter. May I always act so as to preserve the finest traditions of my calling, and may I long experience the joy of playing with those who seek my mastery.

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Published on December 17, 2021 15:02

July 28, 2021

OPDC: Molok’s Mummies

Molok’s Mummies is my entry into the 2021 One Page Dungeon Contest.

A hexagonal tablet, 25 feet across has risen from the soft earth. The grinning face of Molok adorns a trap door in the center. The old folk tell of mummified priests guarding vast treasures. Not even your DM knows how deep nor how dangerous this crypt will be. Will you escape with untold wealth, or will your living soul be consumed to sustain the undeath of Molok’s Mummies?

OPDC-2021-18INTDownload

I built this considering the constraints of the contest, not just that it must fit on one page but also that it should be system-neutral. I minimized space given to art and the map because it’s hard to get the information density as high as can be done with text. I like to be surprised at the table along with the players. I could drop this into my Basic Fantasy RPG game without much preparation beyond copying monster stats into doc for reference.

Black Pudding AC 14, HD 10* (+9), #At 1 pseudopod, Dam 3d8, Mv 20′, Sv F10, Ml 12, XP 1390Blood Shroud AC 12, HD 4, #At 1 whip or 1 blood spray, Dam 1d4 or special, Mv Fly 60’, Sv F4, Ml 9, XP 320Bone Chimera AC 17, HD 2, #At 1 bites/2 claws/2 tails, Dam 2d6 bite/1d6 claw/1d10 tail, Mv 60′, Sv F5, Ml 12, XP 240Bone Golem AC 19 ‡, HD 8, #At 4 weapons, Dam 1d6/1d6/1d6/1d6 or by weapon, Mv 40′ (10′), Sv F4, Ml 12, XP 945Clay Golem AC 22, HD 11 (+9), #At 1 fist, Dam 3d10, Mv 20′, Sv F6, Ml 12, XP 1,765Diabolus AC 14, HD 15, #At 1 bite, Dam 2d6+4 + ghoul paralysis, Mv 60’ Fly 20’, Sv F15, Ml 12, XP 3100Flesh Golem AC 20 ‡, HD 9 (+8), #At 2 fists, Dam 2d8/2d8, Mv 30′, Sv F5, Ml 12, XP 1225Gellybone AC 14, HD 2, #At 1 slap, Dam 1d6, Mv 40′, Sv F2, Ml 12, XP 75Ghast AC 15, HD 2, #At 2 claws/1 bite, Dam 1d4/1d4/1d4 + paralysis + stench, Mv 30′, Sv F2, Ml 9, XP 125Ghostcap Bloom AC 12, HD 4, #At 1, Dam 1d4 + special, Mv 0′, Sv F4, Ml 12, XP 240Ghoul AC 14, HD 2, #At 2 claws/1 bite, Dam 1d4/1d4/1d4, all plus paralysis, Mv 30′, Sv F2, Ml 9, XP 100Green Slime AC can always be hit, HD 2, #At 1, Dam special, Mv 1′, Sv F2, Ml 12, XP 125Mummy AC 17 ‡, HD 5, #At 1 touch + disease, Dam 1d12 + disease, Mv 20′, Sv F5, Ml 12, XP 450Shadow AC 13 ‡, HD 2*, #At 1 touch, Dam 1d4 + 1 point Strength loss, Mv 30′, Sv F2, Ml 12, XP 100Skeletal Flayer AC 15, HD 1, #At 1 whip/1 claw, Dam 1d6 + 1d6, Mv 40′, Sv F1, Ml 12, XP 37Skeleton AC 13, HD 1, #At 1, Dam 1d6, Mv 40′, Sv F1, Ml 12, XP 25Spectre AC 17 ‡, HD 6, #At 1 touch, Dam Energy drain 2 levels/touch, Mv Fly 100′, Sv F6, Ml 11, XP 610Vampire AC 18 ‡, HD 7, #At 1 weapon or special, Dam 1d8 or by weapon or special, Mv 40′ Fly 60′, Sv F7, Ml 11, XP 800Wraith AC 15 ‡, HD 4, #At 1 touch, Dam 1d6 + energy drain (1 level), Mv Fly 80′, Sv F4, Ml 12, XP 320Zombie AC 12, HD 2, #At 1, Dam 1d8, Mv 20′, Sv F2, Ml 12, XP 75

I should build this out for my One Dice Six plugin and put it up on the Empty Z generators.

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Published on July 28, 2021 18:38

September 21, 2020

D&D Monster Reaction Charts Compared

The following monster reaction chart from the Mentzer red box edition of D&D shows up frequently on blogs and twitter. Every time I see it, I wonder about the chances of each end result. So, I worked out the chances by doing the multiplication.





Monster Reactions Chart from Basic D&D Red Box page 22



For example, roll a 3 for a possible attack. Then roll a 9, uncertain. Finally, roll a 5 for an attack. That’s a 25% chance of rolling 3-5. A second roll of 9-12 happens 28% of the time. A third roll of 5 also has a chance of 28%. That works out to 0.15%. However, there are many rows that end up as attack that must be added together. The following table reproduces the original with d100.





d100ReactionChance00‑02Immediate Attack3%03‑42Attack40%43‑56Leave14%57‑98Friendly40%99‑00Immediately Friendly3%Red Box converted to Percentile



A roll of a 2 on 2d6 is really 2.78%. The leave result should really be 14.95%, but I donated remainders to the first and last results to keep it to increments of 1%.





Other Basic Editions



Of course, this got me wondering about other editions. The chart from the third volume of the little brown books looks like the following.





2d6ReactionChance2‑5Negative27.8%6‑8Uncertain44.4%9‑12Positive27.8%OD&D The Underworld & Wilderness Adventures page 13 – Random Actions by Monsters



With such a high chance of an uncertain result, maybe it’s trying to tell the DM to figure it out himself. But said DM might say to himself, “uncertain, eh? I wonder which way they are leaning.” And then he’ll roll again. Maybe that’s how we got the nested Mentzer table.





Next, I looked at what’s in the Holmes book, which breaks up the negative and positive reactions into less likely immediate reactions. Nearly half the time, though, you’re rolling again.





2d6ReactionqChance2Attacks immediately!2.7%3‑5Hostile reaction25.0%6‑8Uncertain, make another offer, roll again44.4%9‑11Accepts offer, friendly25.0%12Enthusiastic, volunteers help2.7%Holmes Basic Reaction Rolls page 11



Presumably only a roll of 6-8 requires a re-roll. I’d probably interpret a 6 as being vaguely hostile. Now consider the Rules Cyclopedia.





D&D Rules Cyclopedia page 93



This table has a bias for monsters being hostile or at least not helpful. That probably makes more sense for monsters in a dungeon into which a party of adventurers just showed up, busting down doors. I appreciate how this table has a memory for previous results. Imagine first getting a 6. The monsters growl in response. The players have a chance to do something. If they keep talking, though, the best they can do is push the monsters to a cautious state.





2d6ReactionChance2‑3Monster Attacks8.33%4‑6Monster is aggressive33.33%7‑9Monster is cautious41.67%10‑11Monster is neutral13.89%12Monster is friendly2.78%D&D Rules Cyclopedia percentages



The rules for using this table go into more detail. Don’t apply any charisma bonus on the first roll, but do afterwards. Adjust based on what the characters are doing. A cowardly or outmatched monster should run rather than attack. Lastly, never roll more than three times. After that, the monsters attack or retreat.





Newer Editions



Following is the chart provided in the AD&D Dungeon Masters Guide.





AD&D Dungeon Masters Guide page 63



Interestingly, Gygax provides a percentile chart in AD&D. Though not explicitly stated, I assume an uncertain result should cause a second roll with a bonus or penalty of 55%. That seems to mean that a roll of 45 prevents getting back to a neutral state unless some other bonuses are in effect. In the chart below, you can see how the AD&D table is symmetric, not biased towards hostility from monsters.





d100ReactionChance01‑05Violently hostile, immediate attack or check morale5%06‑25Hostile, immediate action or check morale20%26‑45Uncertain but prone towards negative20%46‑55Neutral, uninterested or uncertain10%56‑75Uncertain but prone towards positive20%76‑95Friendly, immediate action20%96‑00Enthusiastically friendly5%AD&D reaction percentages



Since my game runs on Basic Fantasy, I also computed percentages for the reaction table from that game. The table is presented as being for monsters.





Basic Fantasy Reaction Roll Table page 43



The results are only slightly biased towards hostility. It’s closest to OD&D.





2d6ReactionChance2Immediate Attack2.78%3‑7Unfavorable55.56%8‑11Favorable38.89%12Very Favorable2.78%Basic Fantasy reaction percentages



The AD&D 2E rules use 2d10 and a cross reference against player stance (friendly, indifferent, threatening hostile) to produce the monster stance, which produces the same four stances plus flight. It looks like rolling for monster reactions went away in 3E. I don’t see it in 5E, either.





Comparing these methods, I’m inclined to adapt the Rules Cyclopedia ideas for my campaign. I like the idea of the dice pushing me in a direction when it’s not obvious how the foes should react. I also like the idea of the exchange playing out over three rolls.





Leon’s Reaction Table



Here’s what I plan go with in my game.





2d6Reaction2‑3The time for talk is over. Check morale. Failure means flight or surrender. Otherwise, attack immediately.4‑6Someone will get their head bashed in. Attitude is aggressive and negative. Apply -4 to the next check if there’s room for negotiation. Otherwise, it’s fight or flight.7‑9Clear and present danger. Cautious and aware of possible trouble. Disengage without violence if possible, or provide a final warning.10‑11Trust and verify. Neutral and open to a fair exchange. Apply +4 to the next check. Any final offers are take-it-or-leave-it.12This could be the beginning of a beautiful friendship. Relaxed presumption of courtesy.Leon’s Monster Reaction Table



Move the interaction through three phases, generally divided by exchanges of dialog but not necessarily only one round long.





Determine initial attitude without the benefit or penalty of charisma. Apply ±4 for any non-verbal biases, such displaying the symbols of an enemy tribe or being a filthy barbarian among perfumed concubines.Roll again, applying relevant charisma bonuses. Ignore the biases from first impressions, but include any new information. Friendly gestures or bribes promote a friendly reaction. Rude or aggressive behavior promotes negative reactions. Consider the actions of participants.Make one, final roll. Conclude the encounter with role-playing or combat.





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Published on September 21, 2020 13:42

July 25, 2020

Cathedral Collapse

I created the following short rules to model an earthquake created by the closure of a portal to the land of the dead. The narrative of how it played out is at the beginning of the Session #82 entry over at Empty Z.





The setup is a low rumble followed by shaking. It’s not an actual earthquake, rather a magic event that spans a few minutes. As a DM, I want uncertainty for myself to keep the action surprising. I also want the rules set ahead of time lest I feel tempted to improvise something overly influenced by my mood at that particular moment. That is, I want to be Crom, merely setting the world in motion.





The players are inside a church. The doors are spiked closed from outside. They can try to force the doors open using the rules for smashing open a locked door, which is rolling d10 and getting in the range of 1 plus their strength bonus. The strongest character has a 30% chance each round to make this happen. There’s also a way out they way they came: up stairs to the roof, across the roof, down a rope 30′ to the ground. They can take two rounds to safely repel or try going down in one round, but risk a save versus death or take 1d6 in damage.





I did not anticipate escape via the stained glass windows which I’d described a couple of sessions previously. I improvised that they were 10′ up and would take 10 damage before breaking apart.





The progression of the magical earthquake used the following procedure.





Each round, roll a die. Start with d12. Use a smaller die each round using the sequence d12, d10, d8, d6, d4 and then keep going with d4. Check the result.





On a 1, the entire structure collapses. Anyone still inside takes 3d6 damage. Anyone on the roof takes 2d6 damage.On a 2 or 3, part of the roof gives way, either dropping a large chunk or opening a hole underneath one character. Choose the character at random.



The sequence of ever-smaller dice means collapse becomes more likely with each round. However, I can’t know exactly when, though most likely it would happen in five rounds or sooner. I communicated urgency. The players picked up on the uncertainty of what could happen and responded with creative problem solved that was both action-oriented and not combat.



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Published on July 25, 2020 13:26

May 8, 2020

Secrets of Blackmoor Review

Dungeons and Dragons eludes complete understanding. Secrets of Blackmoor offers one step on your way to enlightenment.





Despite re-reading the 239 pages of the 1st Edition Dungeon Masters Guide as a kid, the game remained inscrutable. Despite this, I recall my first encounter with the game as effortlessly joyful. Though it was easy to catch on to the varied and vigorous opinions about proper play in The Dragon magazine, some force drove me onward, compelling me to re-read pages. Somehow, I aimed to solve the disconnect between the game as played by my friends versus the outlandish ideas in the books.





The written word, however erudite or evocative, can only suggest the experience of artwork. It cannot reproduce the feeling of gazing meditatively at The Starry Night. I thought if I could just decipher the jumble of thoughts in the rule books, I’d reach some nirvana of RPG mastery. Eventually I concluded, playing is a craft you learn by doing, hopefully with the guiding hand of a master, in the same way you learn to build a fence with your dad.





I have read Jon Peterson’s Playing at the World. It’s deep. It’s essential. And it illuminates a thousand other paths to explore. I’ve read Jeffro Johnson’s APPENDIX N: The Literary History of Dungeons & Dragons. It inspires, offering additional twisting trails to follow. Two aspects of Secrets of Blackmoor make it uniquely compelling: the focus on Dave Arneson and the experience of first hand accounts.





The confident voice of Gary Gygax echoes across the years. Though sharing equal billing with Arneson on the original little brown books, the misconception that the D&D was his invention is easy to understand. By the time AD&D arrived, it was the Gygax name alone on the front cover. By the end of the 1980s, it’s as if he gave birth to the genre and all other games descended from his wisdom. Fortunately, historians are uncovering the complete story.











The more we learn from the originators, the better our play today. I am completely happy to spend weeks pouring over 720 pages of thick, comprehensive history. At the same time, I’m grateful for a 2 hour documentary I can share with my sons. It offers a concentrated impact to receive the legends related by the heroes themselves. It communicates an infectious passion for the hobby.





As this film is labeled as the first volume, I do look forward to a continuation of the series. The more we all enjoy this work, the more it will encourage and enable the creation of additional volumes in the series. As I write this, physical copies are still available from the Secrets of Blackmoor store. You can also stream the film from Vimeo or Amazon.







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Published on May 08, 2020 17:34

April 15, 2020

XP Bonuses that Encourage Great Play

In this post, I describe house rules I’m adding to my Basic Fantasy RPG campaign. Vast documentation about our gaming presents itself on EmptyZ, including several years of session reports.









From the beginning, my aim was to replicate the Swords & Sorcery experience as portrayed in the literature of Appendix N of the 1E DMG. I recommend Jeffro Johnson’s passionate writing on the topic as the most compelling argument for enjoying more of this genre. Furthermore, I aimed to expose my sons and the children of my friends to the wonder of D&D in the way it was originally conceived.





I knew most of my players experienced the genre secondhand at best. As a kid growing up in the 70s and 80s, I read little of the masters, and I count it as a blessing to enjoy many of these works for the first time as an adult. I wanted my sons to think of Gygax ahead of Skyrim, Anderson before Halo. We enjoy these modern works even more when we acknowledge from whence they came.





I also considered how the kids experienced infinite lives in the video games they play. I saw them using Minecraft creative mode often, hardcore mode never. We adults had some expectation that the low survivability of 1st level characters might prove traumatic to 9-year-olds. Despite the sheading of a few tears early on, the kids mostly took our coaching: roll up another guy and jump back in.





As in life generally, my approach is non-coercive. I never threatened my sons with spankings. I never threaten my players with a trip down a plot railroad. I tend towards an economic mindset where the system itself offers incentives and disincentives. If it’s gold you want, as a player you are advised to sneak it out of the dungeon when you can and avoid fights.





Being efficacious in the game world is the primary value. That is, being able to make the changes you want with relatively low effort. It’s hard building a castle when you’re 1st level, so you go out adventuring. Experience points (XP) are the currency traded in for the power to make a difference. I leverage that when adding rules so that I get a system that produces the experiences I estimate will be most enjoyable.





This was the direction from where I came as I built house rules recently to encourage more genre-compatible play. I noticed our primary party, Tienarth’s Raiders, were all playing against the stereotypes. The beefy dwarf fighter runs away if his hit points get low or he’s afraid his backpack will get wet. The ancient elf mage sometimes jumps into melee even though his AC is bad and he can only do 1 or 2 damage with his 4 strength. The thief refuses to steal or otherwise behave dishonestly.





I don’t want to dictate proper play. Occasional atypical behavior is one of the best spices in the hearty stew of roleplaying. I love that we have a name for the feeble dagger attacks from the mage: The Tienarth Tickle. I do want it to be unusual and a considered choice from the player.





I started by reading through the descriptions of races and classes in all editions through 2E: OD&D, Holmes, Moldvay, Mentzer, 1E. I also looked at splat books and what’s in Basic Fantasy. It was not surprised to find the earliest work to be sparse and the later work to be quite generic. I found enough concepts from the rest to produce lists of stereotypical aspects. For example, elves like to be in the wilderness, not the city.





I also thought about actions all adventurers take. We already have rewards for fighting and finding treasure. I like the idea of rewarding discovery itself. I want to encourage the players to head off into the forest because just finding a ruined fortress is interesting on its own, even better if there’s a skull carved out of diamond several levels underground.





For all players, I outlined ways to earn experience as follows.









Defeating monsters in battle, per the standard rules.Trading 1 GP for 1 XP. I make them spend the GP. Just getting it out of the dungeon isn’t enough.20 XP for each 1 HP of damage taken during combat. 10 XP per 1 HP of damage dealt by spell. I’m sure I first saw that idea when reading The Tao of D&D. I like that it make the most difference for low level characters.Discovery of wonders or artifacts can earn variable, predetermined bonuses. If the players wander around the jungle and find an ancient pyramid, that’s great, so long as they survive to bring that story back to civilization. The same would apply to finding the thigh bone of a saint.Each race and class has a list of stereotypical behaviors. If the player can work those behaviors into play, I award a 1% XP bonus up to a maximum of 5%. As is standard in BFRPG, humans earn an automatic 10% bonus. Humans just have to be generally accepting of a wide variety of experiences.



Here’s my list for dwarves.





Rugged, resilient, courageous. Endures hardship with no complaining or being afraid.Stubborn.Suspicious.Enjoy a hearty meal and/or a strong drink.Dour. Taciturn. Humorless, except black humor.Discovers something important based on knowledge of stonework.Adventures underground and not on water.Drives a hard bargain.Respects law or tradition.Acquires a double share of gold or gems measured by value.



Note how I’ve set up rule #10 to encourage greediness without leaving it abstract. If the dwarf can work it out so that he gets more than his fair share of the treasure, he gets a slight XP boost. I’d like to structure the rest in that way. It’s a work in progress.









Here’s my list for thieves.





Steals. Also, the value of anything stolen awards 1 XP / 1 GP in value immediately. Can still be spent later on training.Uses dexterity to good effect, including thief skills.Successfully deciphers an unknown language or reads an arcane scroll.Attacks by surprise or behind and never in frontal assault.Avoids honest work. Runs a racket. Plays a trick for monetary gain.



As above with the dwarf, a thief is encouraged to steal if he can get away with it. A character who manages to play a trick that allows him to steal money from a sorry rube will end up with XP equal to the value stolen plus a bonus of 2% on the entire session’s share due to hitting points 1 and 5.





I must confess, none of this is playtested. It’s a work in progress as the game is always so. The complete rules are documented at Empty Z’s XP Bonuses. I’m sure I’ll updated them over the coming weeks.



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Published on April 15, 2020 12:51

January 2, 2020

Perception Checks

After reading It’s a Trap! To Roll or Not To Roll? and The Perception Check of OD&D, both popping up in my feed yesterday, I considered my own use of perception checks. I tend to give anything from 0e attention with the assumption there was purpose and proven utility, I don’t tend to shoot for doing things the old school way as an end to themselves. The various, overlapping rules about detection are too numerous and complex for my aims.





I’m inclined to respond to actions about specific perceptive activity with an automatic success, especially if clues were followed. I always want that moment when the player offers a theory and moves directly to a discovery. The reward for this clever play is immediate satisfaction.





For hidden items that might be noticed passively, the difficulty ought to be figured during preparation. It’s easy to rate the challenge with a target at the same time it’s being written into the room notes. It’s also easy to note the intent that a passive check be made.





Non-obvious features of an area can be built into a table similar to a set of rumors that appears at the beginning of modules. These can be delivered in order or randomly. They can be granted by passive checks, or 10-minute searches. Contrary to rumors, hidden information about a room organized this way should be true, but it can be trivial and therefore valuable only in mood-setting.





I like the idea of combining both INT and WIS bonuses to represent how intelligence and intuition might work together or against each other in stumbling into noticing something. That leads me towards setting a DC rather than using a d6 mechanic. To factor in certain racial bonuses, such as a dwarf noticing a sloping passage, a 1 in 6 bonus can easily transfer to +3 on a d20.





I can appreciate the idea about letting players roll as a way to deflect disappointment towards the roll of the dice. It’s also necessary to roll behind the screen even when there’s no chance of success so as to leave some doubt, and therefore the option to spend another 10 minutes searching. The proposition of a wandering monster is enough to make the decision interesting.

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Published on January 02, 2020 18:44

December 31, 2019

One Dice Six

Table I from Dungeon Master’s Guide Appendix A



It’s common for role-playing rules to include tables for generating complex results, similar to the image to the right from the first edition Dungeon Master’s Guide for generating dungeon maps. The user is meant to roll a twenty-sided dice and find a matching row from the first column. A roll of 4 matches the range of 3-5, indicates a door in the random dungeon and directs the user to Table II.





Automating the results with code provides two advantages over manually rolling. In the moment, at the table, it can be quite dramatic to click once and see a result. The other advantage is being able to rapidly re-roll and pick suitable results, such as when working on a new adventure and riffing on random results.









I built a WordPress plugin that provides a block type for the Gutenberg editor. The editor selects one of the available generators to inject into the page.





Inserting the Magic User Spellbook generator







The generator itself is written in JavaScript. The rules of the generator is written in a domain-specific language I created with the aim of keeping the content human-readable and similar in formatting to how it might appear in print. This allows me to put together a text file, upload it into the plugin and immediately see results.





Generating a 10th Level Mage Spellbook



In the simplest form, the generators are a recipe that runs one more times. The recipe makes references to lookup tables which might return plain text or more lookup table references. For some generators, additional logic or formatting must be built into the JavaScript. I accept this limitation in order to keep the source tables simple.





name: Death
description: What happens when you die
recipe: does not use recipes
repeat: 1

table: deadly_blow 2d6 Result of Deadly Blow
2 Instant Death from blow to {deadly_blow_location}. The character is dead
with no Save vs Death.
3 Fatal Wound: The character dies in {1d20}0 minutes. Only a wish or similar
effect can heal wound. Knocked Out until death unless Save vs Death is made.
If the character makes the save, they are conscious and can move feebly
but cannot fight or perform otherwise strenuous actions. Location of wound
is {deadly_blow_location}. Any limb struck is completely useless. If hit in
the head, the character is {deadly_blow_head}.
4-5 Severed Limb: {deadly_blow_location}. Blades sever limbs. Crushing weapons
turn flesh and bone to mush. Puncture wounds severe a major blood vessel,
causing the limb to become paralyzed and to later shrivel and die. Other
types of damage, such as fire or acid, burns away flesh over a large area
to produce a similar effect. In all cases, the limb is lost without magical
regeneration. If hit location is the head and the character wears no helmet,
treat this result as a roll of 2, Instant Death. If the hit location is the
trunk, and the character wears no armor, treat this result as a roll of 3,
Fatal Wound. Otherwise, the character will die of bleeding in {1d6+2} rounds.
If the hit location is to the trunk (6-40), a large chunk of flesh is
destroyed. Skin may grow back over the wound, but it will always look
grotesque. The area is permanently weak and any blow to this spot will
instantly kill the character. Bleeding characters may be saved with healing
magic, a tourniquet, or cauterization with fire, except that cauterization
will not stop bleeding caused by burns. Surviving characters require
{3d6} weeks to recover. Knocked Out until death unless Save vs Death is made.
6-7 Broken Bone: {deadly_blow_location}. If hit location is the head (1-5) and
no helmet is worn, Save vs Death or fall into a coma. Otherwise, {3d6} weeks
to heal before the limb can be used. Character with broken legs or feet
cannot stand or walk. If hit location is the the back, the character is
permanently paralyzed and unable to walk. If hit location is the chest,
broken ribs will prevent strenuous activity for the duration of recovery.
Knocked Out {1d20} rounds unless Save vs Death is made.
8-9 Knocked Out for {1d12} rounds from a blow to the head if wearing a helm.
If no helmet, then treat as a Broken Bone and roll for location (which
likely will not be the head).
10-11 Stunned for {1d4} rounds and lose helm if wearing helm. Knocked Out for
{1d12} rounds if not wearing helm.
12 Rage: A surge of adrenaline returns {1d4} hit points per hit die. At the
end of the combat, the adrenaline drains away, hit points are reduced to
zero, and the PC faints for {2d6} rounds. If you roll this more than once in a
single combat consider yourself a Bezerker under the effects of a potion of
super-heroism.

table: deadly_blow_location 1d100 Location of Deadly Blow
1 Skull (INT)
2 Eyes (INT)
3 Nose (WIS)
4 Ear (WIS)
5 Mouth (CHA)
6-10 Right Chest (CON)
11-15 Left Chest (CON)
16-20 Right Back (STR)
21-25 Left Back (STR)
26-30 Gut (CON)
31-35 Groin (CON)
36-40 Lower Back (STR)
41-42 Right Shoulder (STR)
43-50 Right Arm, Upper (STR)
51-58 Right Arm, Lower (DEX)
59-60 Right Hand (DEX)
61-62 Left Shoulder (STR)
63-70 Left Arm, Upper (STR)
71-78 Left Arm, Lower (DEX)
79-80 Left Hand (DEX)
81-86 Right Thigh (STR)
87-89 Right Knee (DEX)
90 Right Foot (DEX)
91-96 Left Thigh (STR)
97-99 Left Knee (DEX)
100 Left Foot (DEX)

table: deadly_blow_head 1d6
1-3 blinded
4 deafened
5-6 unable to speak



The code above implements our house rules for what happens when a character goes to zero hit points or below. The generator codes knows how to handle dice rolls (e.g. 2d6+1) and how to match ranges of rolls (e.g. 91-96). It also allow for long times to be broken up with linebreaks and indents, which helps keep the source readable, even usable if printed out.





You can see the generators in action on EmptyZ’s generators page. You can download and use the plugin yourself with the following link.





Download WordPress Plugin onedicesix-1.0.0.zip





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Published on December 31, 2019 15:34

November 23, 2019

Effects of Reading an Elven Diary

While exploring elven catacombs, the characters in my game found a diary in a magic box they pulled from a sarcophagus. The box was 12-sided with no obvious hinges, only a finger-sized hole. Fortunately, they did not try bashing it open–it would have delivered a lightning bolt. Instead, one of the elves stuck his finger in the hole and it opened.





Inside, they found the diary, which will dribble out lore about how the ancient elves worshiped demons and buried their dead in caves. Two of the party are elves and will have no trouble reading the diary. The humans, the dwarf or the halfling will find reading the diary produces subtle, unwanted results.





Age one year. This will be particularly inconvenient for humans who might read through all the pages and die of old age.Ears grow into points. Acquire the elven resistance to surprise.Shed 10lbs and generally become slimmer and elven of build. Return to normal over the course of a year.All facial hair falls out, particularly odious for the dwarf.Crave leaves. Suffer 1d4 damage each day for a week until leaves are eaten. During this time, no other food is necessary.An intense feeling of heat compels the removal of clothes for a week. A fighter will find himself undefended while wearing only a loincloth. +1 for any temperature-related saving throw.



While reading the first few passages of the diary, a non-elf will experience the ideas as attempting to squeeze into a too-small garment or swinging an ogre-sized club.

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Published on November 23, 2019 13:22

November 6, 2019

Session Format for D&D

Following from my setting of expectations, I outlined a session format to remind our crew every session of expectations as well as the necessary preparations and wrap-up activities. That format is as follows.





Open the initiative tracker on my own screen and the one viewable by everyone at the table. Also open up browser tabs for audio enhancements.Ask everyone if they are well-fed and have a beverage at hand.Speak an invocation that reinforces expectations.Recount previous events.Ask for the next action. Play.Distribute loot and experience.Ask when will we play next?



Here’s some color on those steps.





The initiative tracker is a Google spreadsheet with tabs for tracking initiative, loot and monsters killed. The initiative tab stays up on a screen near the table that anyone can view. A macro rolls initiative for everyone the party and for the foes. This makes combat go faster than if we were rolling dice.





At times, our younger players come to the table having skipped dinner. They may suddenly feel thirsty or hungry. Emphasizing the need to feed the body ahead of playing cuts down on interruptions.





I’ve been using a short rundown of expectations that I think of as an invocation. The players have heard it enough to being to memorize it. To add even more flavor, I recently created a poetic version, which follows.





Hokus pokus, all will focus. The game begins within this locus.
Let be no outside insult heard. Amuse us with your avatar’s word.
Without delay we make our call, clearly stated to one and all.
“Know yourself” is our creed. “Accept your fate,” fail or succeed.
Remind us once. Remind us twice. Ignore us should that not suffice.
Those not true will not be held. By sworn oath shall they be expelled.
Now we begin the one, true game. We call on spirits name by name.
We call on Gygax! We call on Arneson! We head for dungeons to slay their dragons!
Huzzah!

Empty Z Session Invocation II




The invocation done, I ask for a recap of the last session. Players who missed the last session need to be caught up. Some players may have forgotten what happened. Having a log of session events, which I prepare and publish on emptyz.com, serves as a handy reference. Immediately after, I might reveal new events that happened since play stopped last.





And then I ask the players what they want to do next. Play begins and continues for approximately 3 hours. When it ends, we look at the tabs in the tracker for monsters killed. It sums experience points and divides up by party size. Similarly, we review loot found and the players decide who gets which loot. As players head out the door, we may discuss availability for the coming week.

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Published on November 06, 2019 09:21

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