Sunday, May 1, 2016

Game Log Mayday 2016

Dramatis Personae:


Mayhem, a pint-sized barbarian
Yémos, a cleric
Caleb, a wizard
Anêr, a swashbuckler
Kim, a thief
Ash, a squire
Villûdē, their guide through the swamp

Quid occurrit:


Heroes duos nagas vinxerunt singulatim.

Res aliae:


Anglice, now, Anglice. The heroes beat two nagas, one-by-one. (That's your Latin lesson for the day.) Since it's Mayday, I'll celebrate by writing the logs along with telling the rolls. And we were talking about random encounters on the forum.

I roll my random encounters on the One-Page Wilderness System. I use one modification: a 12 is a purely random encounter on my tables, letting me spice things up with some lesser encounters and some monster movement. I have a 3d6 version of this in a Pyramid submission, with random encounters being a bigger deal in it. It lets me set the big encounters in an area, and the random encounters handling the minor ones.

First, we have the day, 15 Skraptôs 2852. I rolled the weather on the d30 Sandbox Companion many months ago, applied a modifier to the d5 rolls for temperature to make sure extreme rolls went nearer to the monthly mean, and then assessed the quality of the weather in terms from GURPS Dungeon Fantasy 16: Wilderness Adventures. Mostly from luck, the distribution of the 352 days of 2852 came to what DF16 has by random chance. Anyways, 15 Skraptôs is something like mid-July, and I treat this dale of the world as 40° N for all things that matter (sunrise at 4:30 am, sunset at 7:30 pm, and no, there's no daylight savings time). The weather had no rain, a high of 100° F (I treat day encounters at the high), a low of 70° F (I treat night encounters at the low), and an average of 90° F (not something I use much, but the high and low came from it and the next day's, so I left it).

I checked for disasters first. I make two 3d rolls, and have disasters happen on a 5 or less. The first roll is for those disasters in DF16 which the weather does affect, and the second is for ones that the weather does not affect. The weather for 15 Skraptôs was Passable (it didn't rain, but it was really hot), so it didn't affect the first roll, and regardless, the rolls came to 9 and 11, so nothing happened. If something did happen, I would have rolled a d12+6 for the hour (24-hour scale) in case the time wasn't dictated by other circumstances. (The sinkhole in the last game, for example, could only have happened when they made camp, so I ignored the hour, which was noon or something.)

I then rolled the four encounter times I knew to check: Morning, Afternoon, Evening, and Night. I rolled a d6 and added it to the earliest time for each encounter (6 am, noon, 6 pm, midnight); an encounter might happen at those times, dictated by the hex in which the characters were at that time. The times were 11 am, 1 pm, 11 pm, and 6 am, and the rolls were 18 (no encounter), 17 (no encounter), 5 (encounter from a random bordering hex), and 7 (encounter from a random hex two away). Since the first two were no encounter, I didn't care in which hex the characters were when nothing happened, but for the second two, I waited to see where they camped.

Then we rolled to see how much ground they could cover. The group makes three rolls, one for Hiking (because they're, uh, hiking), one for Weather Sense (which is optional, but they always take it), and one for Navigation. As DF16 says, a success increases travel speed by 10%, and a failure cuts it by 10%. Actually, failing the Weather Sense roll changes the effective weather level for travel, and see DF16 for that, but I'm not getting into that. I apply Part of the Solution or Part of the Problem from page 11 of GURPS Dungeon Fantasy 2: Dungeons to Hiking rather than have individual rolls, since that means I have to calculate a movement rate for each member of the party and then go with the lowest one. It's a hassle I've learned I don't want. They made all three of the rolls, giving them a 30% bonus for the day. The lowest encumbered Move was 3 (Yémos, and maybe Caleb; I knew Yémos had encumbered Move 3 and that's the lowest). Since Hiking is Move/2 an hour, their rate is 1.65 miles per hour. They spent 10 hours traveling as they always do, which lets them make two foraging or hunting rolls and not have to worry about feed for the horses. That comes to 16.5 miles for the day, which becomes some kind of a movement point.

(Edit: I see I goofed. My players should have gotten 19.5 miles for the day.)

Then the players looked at a stripped-down version of the campaign map, and they picked where they wanted to look for the Boots of Saint Hubbins. They chose to search the hex where they camped, 1420. I made a Tracking roll behind the screen and told them that they found nothing. The whole task took the time it took to go through the hex, which is a 5-mile hex. I did let them know they saw no big animals nor any spoor of them.

They chose to move on to the hex to the north, hex 1419. They had to travel 5 miles to leave hex 1420, since they weren't traveling into a hex next to the one they left (hex 1421, the session before), and the travel miles they spent searching the hex didn't count for leaving it. (If they were going into a hex next to 1421, I'd only make them pay half.) When they at last left hex 1420, I rolled for an encounter, with the new hex (1419) as the middle hex. (I used some quick math on the iPhone calculator app to determined that this happened at about 2 pm.) I rolled a 5, an encounter 1 hex away, and the hex I rolled did have an encounter: a spirit naga. I rolled at random for which spirit naga (I'm not revealing much to say that there is more than one naga), as nagas always travel in groups of 1. (They have Loner (6) and think they're the center of the universe. They not only hate other sapients, but they hate other nagas. This will come to bite them, as GURPS isn't kind to single-monster encounters.) The naga was a female named Ilavashti. I rolled 4d6 for encounter distance in yards, and added the biggest SM involved (+1, for the naga, though looking back it should have been for the horses), and got 12 yards. I also made a roll for a condition, and I got "failure." I decided Ilavashti had just lost her last catch (I didn't determine what it was, but it will come into play in a bit), and therefore was more desperate for a bite.

I made a Perception check for Ilavashti and had all the characters do the same (players rolled, other than for Villûdē, which I rolled). Looking back at the end of the fight, I should have added the Acute Vision 4 or Acute Hearing 4 for the naga, as she rolled badly (15, Perception of 14), though I'm not sure it would have mattered much. Those who made it were Kim, Ash, Mayhem, Caleb, and Villûdē. I also had everyone make an HT roll, modified by the encumbrance penalty as it was a hot day. This had Anêr down 1 FP and Yémos down 3 FP. Anyways, the way I handle surprise was that everyone who made his Perception roll got a quick action to start combat in initiative order. I'm sure I'm missing a better way that's Rules As Written, so if I am, point me at the right spot in the books.

Kim was the first character in initiative order who made her Perception check, and she made a Stealth check to start combat. She has Stealth-14, Moderate Encumbrance (-2), and a standard -5, making her effective score 7, which she rolled exactly. Ash aimed, Mayhem tried Stealth and failed (because he's using it at default, duh), Caleb cast a 3d Fireball and just made his roll (16), while Villûdē tried to hide but failed her Camouflage roll.

Next second, Anêr tried Stealth roll and made it by 1 before we applied the -5, so he missed it and it did nothing. Ilavashti stepped and Concentrated, and tried to charm Mayhem with his gaze, but was too far away and Mayhem made his Will roll anyways. (I had to quickly rule how I was handling the distance and chose to treat it like a normal spell, and found that isn't how the Mind Control advantage works after combat. This makes sense; if I treat distance as a spell, it becomes a weak advantage. Regardless, Ilavashti didn't roll better than Mayhem.) Now Kim, from behind the naga, made an easy hit roll, and maxed out her damage—7 impaling, which became 8 HP injury.

Kim's position is going to be an issue. Ash made his Bow skill roll by 2, but the naga Dodged, so I had him roll to see if he hit Kim, the wrong target. He did hit Kim, doing 7 impaling to Kim, which became 10 HP of injury.

Oh, what was funny was that Kim and Ash are played by the same player, John. Oops.

Mayhem moved towards the naga, Yémos grabbed the horses' reins, Caleb stepped and aimed, and Villûdē, useless in a fight, also went to help with the horses. Anêr rushed towards the fray alongside Mayhem, and Ilavashti, mad about Kim backstabbing her, turned around and made a Wild Swing (er, bite) at Kim, but missed. Kim did an All-Out Defense, suffering from shock (Mayhem and Ash are the two with High Pain Threshold). Ash tried reloading and did a step and a Fast-Draw (Arrow) roll, which was a critical fumble.

Mayhem kept rushing towards the naga, not wanting to miss the fight. Yémos and Villûdē stuck with the horses. Caleb lobbed his Fireball at the naga, missing her and missing Kim. Anêr kept rushing towards the naga. The naga? Ilavashti bit Kim, but she Parried, and did 4 impaling damage, 2 HP after DR. Should I have applied the shock penalty to the attack roll from Parrying an unarmed attack? Well, I didn't. It seems like more of a reaction, and her second of pain was almost done anyways. Regardless, she kept up her All-Out Defense, and stepped back.

Ash loaded another arrow, and Mayhem did a Move and Attack at the naga's flank, a Wild Swing. It hit, and the naga would have failed her Dodge even had Mayhem struck from her forehex. 11 cutting, 12 HP.

From there, it was almost over. Yémos and Villûdē stuck with the horses, Caleb readied another 3d Fireball. Anêr tried the same trick Mayhem tried but missed. Ilavashti tried her HT roll to stay awake, and failed, passing out. Kim dealt the coup de grace, then Yémos cast Major Healing on her.

Yémos made a Surgery roll at default (I ruled it could default to Esoteric Medicine like it does to Physician) and tried to see if the naga had any treasure in its body. Good munchkin thinking, but no. I let John know that Yémos hitherto had thought they smelled bad on the outside.

Chris (the guy who runs Mayhem and Caleb and, for the moment, Anêr) got the idea to track the naga back to her lair. I made a Tracking roll for Mayhem (the group's best tracker) and the tracks led them eastward, into the thicker woods. They started to walk east.

Later that afternoon (5:30 pm, more or less), they moved into hex 1520, which is to the east and has Heavy Woods (all long-term movement counts for one fifth, all combat movement counts for half). As they were going into a new hex, I made another encounter check, and came up with 12—wholly random encounter. I rolled on my hand-rolled charts, and found they had run into a pair of brown bears, wanting food, and fear as a complication. (I didn't check right away but they were not giant, mutant, or having one of Mailanka's templates. Each of those can happen on a 3 or less on 2d, or 4 or less with someone with Weirdness Magnet in the group. And yes, I did roll up a Weirdness Magnet encounter for this session, which happened, but Caleb has no idea. Mythic Roleplaying is my friend for those charts.)

Also, I rolled 1d-3, plus their Size Modifier (+1). The amount was negative, so it meant in-lair or near-lair … I'll explain. This is my way of mimicking the old % In Lair stat from OD&D and AD&D. This is a truly handy stat for a hex crawl, and the decision to drop it from first Basic/Expert D&D and later from 2nd Edition AD&D hurt the game. My method is to roll 1d-3, add Size Modifier and a few other things, and if the amount is negative, it's in-lair. Bigger beasties have bigger ranges. If it's exactly 0, the lair is in the hex, but not nearby, while if it's a positive number, that's how many hexes away it is. Roll 1d and count clockwise from north to determine direction, and feel free to fudge a bit for lairs more than a hex away. Yes, this is also in my Pyramid submission, and I don't want to talk too much more about it so it gets published.

Unlike for the nagas, who are full-time assholes who worship themselves and eat folks, I made a reaction roll for the brown bears. This was a 13, with a -5 from being in-lair, so it came to 8. My notes from my conversion from GURPS Bestiary say that a brown bear with a Bad or worse reaction will strike if the characters come within 10 yards. Lucky for them, it wasn't that bad, and my encounter distance came to 17 yards.

This time, only Ash was down FP from the heat, 3 FP to be exact. Ash, Mayhem, and one of the bears (Cindy, as I deemed them a mated pair) were the ones who failed their Perception checks. I also made a mental note—Ilavashti's failure before was that she couldn't fell one of the bears for food. That also explained why the bears were afraid. And, while we're at it, they're new arrivals to the area. The nagas have killed all other big predators.

Anêr stepped and waited, and Kim made her Stealth roll. Yogi, the male, stepped and grunted at the gang. Yémos and Villûdē again took care of the horses, while Caleb stepped and waited. Instead of backstabbing the bears, Kim stepped behind a tree. Ash came to, and took aim at Yogi. Mayhem stepped and waited. Yogi and Cindy both grunted. Caleb at this point asked for a Naturalist roll, which I made for him and he made by 2. I told him that Caleb wouldn't want to get too near bears, and were looking for pic-a-nic baskets. If the gang didn't bother the bears, the bears wouldn't bother them unless they were starving. So thus, they chose to walk around the bears.

A few minutes later, they set up camp. Someone (either Mayhem or Yémos) made a Survival roll to set up camp, and chose Comfort and Lines-of-Sight as their camp benefits (DF16, p. 24). Yémos cast Watchdog over 5 hexes.

The delvers made their foraging rolls for both that night and the night before, as we had ended the session before we made those rolls and I caught this as I tried tracking Villûdē's meals. So over two days, Ash broke even on meals (as in, he got six meals from hunting, and ate six meals), Mayhem was down one, Yémos, Caleb, and Kim were each down two, and Anêr and Villûdē were down three. Most folks forage with Survival or Naturalist, though Kim and Ash mostly hunt with Bow, while Mayhem can go Fishing. Hex-crawlers travel on their bellies, and DF16 has made foraging a mini-game in of itself. A delver in the wilderness without Hiking and Survival is a liability, no matter how good a fighter he is.

The encounter rolls at 11 pm and 6 am pointed to hexes that either had no encounters in them, or had no encounters in them that wouldn't happen in this hex, either due to not coming outside at night, or from hex 1520 being too far away for that monster. I'm not revealing which.

The next day, usual rolls again. No disasters. My encounter rolls came up a monster from a hex one away (6) at noon, another monster from a hex one away (5) at 3 pm, yet another monster from a hex one away (5) at midnight, and a monster from inside this hex (2) at 1 am. As it happens, the tracks led deeper into the thick woods, and Mayhem failed the Weather Sense roll, knocking its rating down from Passable to Bad and lowering the movement rate by -50%. They made the other two rolls, but only could go 10.5 miles owing to Mayhem's worry about the weather. As all overland movement costs fivefold in this hex, they hiked a whopping 2.1 miles. They got a tenth of a mile into the hex the day before by trudging a half-hour after meeting the bears, so this was a whopping 2.2 miles.

As they only had moved through 2.2 miles of a 5-mile hex, there were no extra encounter rolls beyond the first four. I did make a Tracking roll for Mayhem to see if he could keep following the tracks, which he did.

Neither of the daytime encounter rolls yielded encounters. So, they set up camp, and Yémos (I think) failed the Survival roll to set up camp, yielding only Comfort as a benefit. Everyone made his two foraging rolls—Kim found four meals; Yémos, Mayhem, and Ash two each; Anêr, Villûdē, and Caleb one each.

The midnight encounter roll also yielded no encounter. However, an hour later, there was an encounter. I rolled evens-odds to see if either the nagas or the bears came, as both have lairs in this hex.

Yes, another one. And of course, he was alone, but at least he was hunting at night. As it was a night before a full moon (my calendar has the moon phases marked; the moon circles the planet every 32 days, so that's 8 days each quarter, and actually easy to see), the darkness gave a -4 penalty to all ranged combat, leaving everyone but the naga (a male named Adhrta) and Kim needing light (both have Night Vision 5).

Instead of the Camouflage roll, I screwed up and had Kim make another Perception roll. It's just as well, as the team's Camouflage isn't its strong skill. Both Adhrta and Kim made their Perception rolls, so they knew of each other. I didn't write down what the distance was, but going back over my notes indicates it was 14 yards or something near that, based on when Adhrta and Kim made it to each other.

So comrades, come rally, and the last fight let us face.

Anyways, the naga slithered towards them. Kim first woke Ash, then, on her next turn, threw a log into the tent to wake the sleepers. That woke everyone up, and they slowly started to crawl out of the tent, stand up, and draw their weapons. Kim slowly stepped towards the naga.

As the two drew nearer, the naga tried to charm Kim. At first, Kim resisted, but on the third try, she deemed the naga her newest, bestest buddy and slowly walked towards the naga. Ash rush towards the naga, did a Move and Attack, but the naga Dodged. Caleb fired up a 3d-3 Sunbolt, and rolled a critical success. This spell wasn't going to cost any FP, and was going to do maximum damage. (I didn't have them make HT rolls to see how far down they were. While the high for that day was 105° F, the low was 80° F, and being night, this was nearer the low.) The whole gang started to move towards the naga, seeing Kim was walking towards it like an idiot.

Adhrta bit Kim for 4 impaling, which was 2 HP after DR, and 2 HT poison. Kim rolled her resistance again, at a +2 from the betrayal of her new friend, but failed. Ash stabbed the snake, but only got a piddly 3 cutting damage, which wasn't enough to get through DR. Mayhem, however, shoved Kim aside (the naga's head was now in Close Combat with Kim), and rolled a critical hit—8 cutting, 7 HP.
Yémos came nearer with his staff with Continual Light 3 on it, and Caleb shot the naga for maximum damage: 15 impaling, 24 HP. It not only missed its Dodge, but it failed its HT roll from the major wound. (Writing this up, I missed Kim rolling for her major wound in the last fight with a naga. Either she made it, or I forgot to ask.) So its head slumped or whatever happens when a snake falls down. Villûdē tried to stab the naga with her spear but missed, and Anêr kept rushing towards the naga.

The naga, knowing it was on its last legs (or scales, I guess), let loose a Magical Bolt, spitting its last breath at Caleb for hate's sake. Unluckily for the naga, its Magical Bolt does a whopping 1d-1 crushing damage, and I rolled a 1 on the die. Ash got another swing, and this time it was a critical hit, doing 11 cutting, 12 HP. I rolled a HT roll for the naga to stay alive, which it did not do. I don't remember if it missed enough for it to only be a mortal wound, but I think it's safe to say the players weren't interested in taking chances.

Yémos again healed Kim, who got one HT back from rest the next morning. But the next morning is for another session.

So, that's how I roll, rules mistakes and missed rolls and all. Anyone who has constructive criticism for my GMing is more than welcome to give it, not saying, "Your tactics suck, let me help" and getting all pissy when I ignore his offer to help via insult.

Saturday, April 30, 2016

New DF Monster: Minions

They're short, they're yellow, they're cute, and your kids love them.

I was writing my campaign notes for the swamp and knew there's a non-zero chance my players could wind up in any hex in the swamp in the next two sessions. Thus, I expanded my notes for the swamp hexes; the western ones before last session, the eastern ones before this one. I have notes for some dungeons, and thus I felt the need to add a little more, so I can wing with a random dungeon map if things go awry.

My notes on dungeons were to have the big baddies, their treasure, a few unique traps, who their lackeys are, and who their minions are. At one point, I felt I needed one, as less than two monsters in any situation is a Bad Thing. I thought for a second, and realized that the perfect minion for this boss was a minion.

And I guarantee you that Dave Arneson would have done the exact same thing, so screw you on being out-of-genre.


Minion



ST: 6
HP: 6
Speed: 6.25
DX: 11
Will: 9
Move: 4
IQ: 3
Per: 10
Weight: 45 lbs.
HT: 13
FP: 13
SM: -2
Dodge: 10
Parry: 9
DR: 1*

Punch (13): 1d-5 crushing. Reach C.

Traits: Appearance (Handsome +3; Androgynous); Broad-Minded; Enhanced Dodge 1; Gluttony (12); Gullibility (12); Hard to Kill 5; Honest Face; Injury Tolerance (Homogenous); Klutz; Luck (Defensive); Magic Resistance 5; Pacifism (Cannot Kill); Pitiable; Resistant to Metabolic Hazards (+8); Sense of Duty (Master); Short Arms; Short Attention Span (12); Temperature Tolerance 5; Unaging; Unkillable 1.
Skills: Brawling-12; Gesture-12.
Class: Mundane.
Combat Effectiveness Rating: 35 (OR 3 and PR 32).
Notes: Half have One Eye and therefore are at -1 DX in melee combat and -3 DX in ranged combat. They wear goggles and overalls most of the time. Minions have high resistances. When they resist by 5 or less, their bodies will show their reaction, like bulging or changing hue, before going back to normal, but this will be no different for game purposes. They work for the most evil fellow around and are absolutely true to him or her, but almost never will kill anyone. Their key ability is to survive almost anything. They speak a creole of many nearby tongues.

Saturday, April 23, 2016

Sola Scriptura XI: DF 3, Chapter 3

Dungeon Fantasy 3: The Next Level

Chapter 3: Power-Ups


This is a short chapter that eventually became its own book. Obviously, when I get around to reviewing that book in detail, I’ll talk about it more, but some notes about this, rather than rehashing what Kromm already wrote:

  • This has a write-up for Energy Reserve on its second page, or that FP-like advantage that recharges alongside FP at the same rate and costs just as much. That it recharges separately is the biggest takeaway, or recharges separately as the text has it. A mighty caster will have reserves of both FP and ER. After needed spells, lots of ER is the first power-up a caster should take.
  • As DF11 tells in detail, many templates can exceed normal attribute limits. This gets at something that isn’t explicit in Dungeon Fantasy: unless stated otherwise, attributes and attribute-like secondary characteristics (Will and Per) have a limit of 20. Hit Points are limited to being 30% above ST; Fatigue Points are limited to being 30% above HT (casters take heed); Basic Speed is limited to being 2.00 above (DX+HT)/4; Basic Move is limited to being Basic Speed+3. So, adventurers are not normally “godlike beings” as p. B14 calls folks with attributes above 20. If someone wants to make the Epic Level Handbook* for Dungeon Fantasy, the shooting will start at ignoring the original limits.
  • Going through the lists, what strikes me is how often Wild Talent shows up: Bard, Cleric, Druid, Holy Warrior, Martial Artist, Wizard. It’s like saying, “These guys can do anything, so screw trying to write it out!"
  • Most of the non-casters can buy some Extra Attack, and some level of Enhanced Defenses. Yes, Enhanced Defenses come in levels. Sorry, Enhanced Parry for one weapon and Enhanced Block are still overpriced by a few points.
  • Bards have no limit on Charisma. A Bard who splurged on this would almost never have to fight intelligent foes.

* I played in an epic-level campaign of D&D about 10 years ago. It was like playing superheroes in the skins of D&D characters. My druid/ranger (something like Druid 30/Ranger 9) could wild shape into a gold dragon and track so well that Count Humperdinck would give up, like tracking a gnat on the surface of water on an overcast night, while moving at full speed. It was fun but weird; I think folks who like supers would like it more.

Wednesday, April 20, 2016

Game log for 17 April 2016

Dramatis personae


Anêr, swashbuckler 
Yémos, cleric
Mayhem, widdwe bawbawian 
Caleb, wizard
Kim, thief
Ash, squire

Quid occurrit, nullo pugnando


Here was a session with no fighting.

Mostly, the gang went down a river and into a swamp over the span of a week. On the second morning on the river, one of the logs on the raft came loose from its ropes, sprung up, and knocked Villûdē, Caleb, Kim, and Yémos into the water. Villûdē was the only one who could swim, so she saved the others, one-by-one, and they heard the log cackle as it floated away. Then they fixed their raft, and lost a little ground.

Three days later, now in the swamp, Caleb, Ash, and Ash's horse fell into a sinkhole when they stopped to make camp. Ash knocked himself out as he fell, so Caleb cast Levitate and brought everyone to the top, Ash needed a lot of healing.

The next day (12 Skraptôs), the gang reached the peat farm. There, they met Ajurêš, an older man with a goatee, who didn't answer too many questions. When Caleb brought up the ibathene, Ajurêš and his hobbit with a cleft lip sidekick walked away. Villûdē told Caleb that they were all nuts for wanting to find the ibathene, and said, "If we get anywhere near it, we're leaving." Nobody argued.

That night, they camped not far from the farm and stocked up on food. Kim and Caleb talked through their path and looked at the map, and chose to move towards a big wooded island in the middle of the swamp.

Two days later, three folks covered in mud hailed them. They were tribesmen of the Spider Tooth Clan. Well, erstwhile tribesmen; the tribe had kicked them out for not sharing their hunting catch of frogs. They thought they should have all the frogs after getting hurt falling out of a tree while hunting for frogs.

Yémos healed them, and they thanked him. They told the gang that it was now in the hunting ground of the ibathene, and the island was the home of a clutch of spirit nagas. However, the heroes went towards the island, and made camp on its edge.

Res aliae 


GM's mistake: I forgot to apply the -5 to Swimming rolls for lifesaving, so this was much easier than it should have been. Oddly, I did apply the difference in ST scores. Oops on what I would have been a good challenge. It was the Weirdness Magnet bother for the session; I'm putting that into my planning now.

The sinkhole, however, was random. How I handle disasters is I roll 3d6 twice. On a 5 or less on either roll is a disaster, which happens at a random time of travel (d12+6 for the hour) or when it makes sense. In this case, it was when they had gotten off the raft to make camp, because how can you have a sinkhole while on a raft?

Why two rolls? DF16 has some disasters happen more often in bad weather, so I make a second roll for those so I can apply a modifier to let that happen. I use the modifiers to Survival and Tracking on page 30 as modifiers to the roll, so in Dire weather, a weather-affected disaster will happen on a 7 or less.

Here are the charts for when I do roll a disaster in the swamp:

Static Swamp Disasters

1 Disease (p. 34)
2 Quicksand (p. 33)
3-4 Stinging Plants (p. 33-34)
5-6 Swarm (p. 34)

Weather-Affected Swamp Disasters

1-2 Disease (p. 34)
3-6 Sinkhole (p. 33)

Yes, I have Disease on both. This is a swamp, that's why. Plains and Woodlands have Disease on only one table. I'll pick the disease when I get that roll; it's likely leptospirosis. (I don't share Kromm's reluctance to use malaria, especially in a world with the Cure Disease spell, but not on these random rolls.) No, no stats here; I have a submission to Pyramid on this. Anyways, for this one, everyone resists HT, then the delay happens, so the players won't know there was a disaster right away. So maybe I rolled it and my players don't know it yet. :-)



It's good that I rolled the sinkhole, however, as in a swamp with many foes, only one roll came up encounter: the tribesmen. They seem to have blazed a lucky path so far.

Sunday, April 10, 2016

Sola Scriptura X: Dungeon Fantasy 3: The Next Level, Chapter 2: Mixing Professions

Dungeon Fantasy 3: The Next Level

Chapter 2: Mixing Professions


Multi-classing. Well, this is GURPS, where there are no classes, so it’s more like multi-roles. Whatever. It’s multi-something, and this is the chapter.

The lenses are all 50-points, and distill the essence of the second template into that. As such, this review will be a little different than the others, but we’ll start with the traditional part.

First is Affording Lenses at Character Creation. Read: either start with 300 points, or spend some of your discretionary points on a lens. Adding Lenses in Play is spending earned points on a lens, either little-by-little, or all at once, if you can wait that long.

There is a sidebar about Niche Protection. Personally, if everyone is alright with this, you can screw niche protection. The easiest way to do this would be to let wizards cast Healing spells if nobody wants to play a cleric. That’s Lend Energy, Lend Vitality, Minor Healing, and a wizard likely already has Lend Energy to learn Recover Energy. Anyways, this sidebar is for theory of all this.

Taking Two or More Lenses is how to be an über-munchkin. My spell-checker wants to call that über-munchkin-munchkin, incidentally, which seems appropriate. The bit mostly notes that after a few lenses, this doesn’t add too much. Lenses and Improving Abilities means if you buy a lens, you can start raiding that lens’s base template for power-ups. Lenses, No Frames is how to handle all this in a game that doesn’t use templates.

Another sidebar, Saving Points on Multiple Lenses, comes at the bottom of this column. The example it gives says most of it: if you buy Combat Reflexes once, any lens with Combat Reflexes costs 15 points less. There’s a bit about akin skills—Alchemy vs. Herb Lore, and Esoteric Medicine, Religious Ritual, and Theology Specialties—and not spending too many points on them.

Interpreting Lenses starts us towards the lenses themselves. There’s a bit about Choice and Marginal Lenses, which tells us to go Bard-Wizard, not Bard-Barbarian. Attributes says the book gives attributes as bonuses, and remember secondary characteristics when upping them. Advantages says there will be a footnote about skill boosts from them. Disadvantages are mostly for Chi Mastery or Holy Might. Skills has a note about replacing Brawling with Karate, and Wrestling with Judo. Special Abilities are for points in those, like Druidic Arts. Special Skills lists two sets of these to save space later: Bardic Skills and Chi Skills.

Now for the lenses, all 110 of them. I’m not going to go into each one, as there’s 110 of them, each one already has remarks akin to what I would write, and there’s 110 of them. That’s 110 lenses, one for each class template combination, even silly combinations like Barbarian-Wizard. Instead, I’m going to write about what I found about these lenses when I reverse-engineered them a few years ago, and I’m sorting these in the order of the class into which the munchkin is multi-classing. The text instead sorts these by the first template, so this isn’t the same.

Barbarians are Strength above all: every Barbarian lens adds ST. The weaker ones (e.g., Bard-Barbarian) add HT as well; a few (e.g., Knight-Barbarian) add Per. Everybody who lacks it gets High Pain Threshold, and most everyone gets Outdoorsman. Their skills are the woodsman kind of skills.

Bards are IQ above other attributes, and everyone dumber than a Thief gets a point. They’re about their Bardic Talent, Charisma, and Musical Ability, and their skills are Musical Instrument, Public Speaking, and Singing. Everyone puts points into Bardic Skills and Bard-Song advantages, and into spells. The text gives Bardic Magery for those bards who want to have a bigger spell list, and Bard-Song Talent for wizards taking the Wizard-Bard lens, since they already can cast from a bigger spell list.

Clerics are also about IQ, much like the Bard. This is the same for all the casters: Bards, Clerics, Druids, and Wizards need IQ. Their key advantages are Clerical Investment and Power Investiture, and everyone who doesn’t already have it needs a disadvantage for Holy Might. Points go into Holy Might advantages and spells. 

We’ll break for a sidebar about Evil Clerics, which gives us a 0-point lens to make your clerics eeeeevil. Mostly, we call all their abilities “Unholy,” and swap a few skills to be a little more evil. Oh, yeah, and they have Social Stigma (Excommunicated) instead of being goody-two-shoes. As this chapter is about lenses, there’s a bit about Evil Clerics in Other Careers, which is for Evil Clerics taking a cross-class lens, and Is Evil Cleric Right for You?, which is about other templates taking an Evil Cleric lens. The next page has Evil Clerical Spells. They can’t heal, but can cast Mass Zombie and Summon Demon with enough Power Investiture.

Back to the list. Druids need IQ. Next to D&D, all casters seem more alike because they use the same attribute. Nothing like Wizards using Intelligence, Clerics and Druids using Wisdom, and Bards and Sorcerers using Charisma. They need Power Investiture (Druidic), use Druidic abilities and spells, and have a bunch of religious and nature boy skills, like Naturalist and Theology.

Holy Warriors have a broad base of attributes, and everyone taking a Holy Warrior lens has to buy at least one attribute, but it varies. Casters and Thieves get ST and HT, the others buy IQ. They have their Higher Purpose, Holiness, Schtick, and their Holy disadvantage. They have skills relating to being holy (Exorcism), being hunters of a foe (Psychology), and fighting (Strategy, Melee Weapon).

As Evil Clerics get a sidebar, so do Unholy Warriors. It has a 0-point lens to make a Holy Warrior bad, just like Clerics have. There’s New Horizons for Unholy Warriors, which handles Unholy Warriors taking a lens, and The Legions of Evil Want YOU!, which are for other templates taking an Unholy Warrior lens.

Knights need ST; casters and Thieves also take HT. Already strong folks like Barbarians and Holy Warriors take DX. Combat Reflexes and High Pain Threshold are the defining advantages, and those with spare points also take Born War Leader. After some complementary skills like Armoury and Leadership, most of the templates (other than Barbarian) goose up their Melee Weapon skill.

Martial Artists aren’t defined by their attributes at all. No template that takes a Martial Artist lens spends points to boost their attributes. Obviously, this makes lower-ST templates, like Bards, and lower-DX templates, like Clerics, less feasible as Martial Artists. They all take Chi Talent, Trained by a Master, and Disciplines of Faith, as well as points in Chi advantages and skills. Everyone also takes Karate and Judo, and usually Acrobatics and Jumping too.

Scouts tend to have good DX scores, so Barbarians, Holy Warriors, and the caster templates take a point of it. Some of the dumber templates take some Per. Everyone takes Heroic Archer; Thieves, emphasizing their skills, also take Outdoorsman. Everyone takes Bow and Fast-Draw skills, and most take others, like Camouflage and Survival.

Like Scouts, Swashbucklers have high DX scores. They have Enhanced Parry and Weapon Master as their key advantages; a few templates take Weapon Bond and Combat Reflexes too. Their key skills are Melee Weapon and Acrobatics.

Thieves have good DX and IQ scores, and everyone taking a Thief lens puts points in one or both of them. Everyone takes Flexibility, and most folks also take High Manual Dexterity too. There are many Thief skills, and folks will take many of them: Climbing, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps.


Wizards have high IQ, and many templates take extra for a Wizard lens. The other caster templates take some extra FP too. Of course, anyone becoming a Wizard takes Magery, and points into spells. Alchemy, Occultism, and Thaumatology are the Wizard’s main skills.

Monday, April 4, 2016

Game log 3 April 2016


Dramatis personae


Anêr, swashbuckler
Yémos, cleric
Caleb, wizard
Mayhem, barbarian
Kim, thief
Ash, squire

Quid occurrit


We move forward the next day, 4 Skraptôs 2852.

Yémos went to Town Watch headquarters. On the way, a priestess in a black cowl and standing under a canopy beckoned him to learn about the Lady of Darkness. Yémos asked the priestess if the Lady of Darkness knew about the swamp, and the priestess said, “The Lady of the Darkness can see where no one else can see."

Yémos kept going to the Town Watch. There, he asked whether the Town Watch captain was there, and the Watchman there said she was not. Yémos left a message, asking whether it was alright to go into the swamp for business of the Church of Saundīvós.

Caleb and Anêr went to see Nabbrášus to see if she knew who ran the swamp. Her orc guard, Barash, greeted them warmly, and let them inside. After saying she was sorry about Péllē the crooked slaver, she said that nobody owned the swamp, though Maksilíā, a dressmaker, held the title of Vīšpûna of the Vámbon over a patch of it where nobody lived.

After a few laughs about Maksilíā’s title and a few warnings from Nabbrášus to not let Kim anywhere near her home, Caleb and Anêr left, going to Caravan Outfitters by the West Gate to buy a map. Right outside Nabbrášus’s home, a one-armed man was running after a horse. Anêr ran after the horse right as it moved past him, and grabbed it. It started to stop when Anêr covered its eyes with his hands. The one-armed man reached Anêr, and thanked him, and asked for help hooking the horse to his furniture cart again.

At Caravan Outfitters, instead of the shaggy-haired red-headed man, a brunet-haired man helped them, though still there was the incense. He sold them a map of Dumenrôn Swamp for 100 farthings. He had no rafts in stock, so he sold them the ropes and other stuff needed to make a big one for 50 farthings.

That afternoon, they looked for a guide. The first guide they met was Kamil, a fat Natalunese woman who barely spoke Mannish. She could point at the map and say, “Swamp. I been in swamp.” Unhappy, the heroes looked for someone else, and met Villûdē, an older woman with long earlobes. She said she would be true to the gang so long as it paid her, and asked for details. When it was clear to her that the heroes had no idea where in the swamp they were going to look, she said that the plan was “insane,” as the swamp was too big to go looking paddy by paddy for a pair of boots.

That night, the heroes went to see the Princess of Gold at Wild Cats, in hopes she would have a tale to tell about Saint Hubbins. On the way, a man with his arm in a sling ran towards them, and warned of coming doom for Caleb. Everyone stayed a few steps from Caleb until they got to the Wild Cats dive. There, for a couple of farthings, the curly blonde-haired Princess of Gold told them this tale:

Saint Hubbins wanted to tame the ibathene, a big snake with an eye on a stalk, and so he went into the swamp with his band of merry men. In there, they got lost, and walked around the swamp, asked a man for directions, then wound up talking to the same man when they came around to him again. At last, they found the ibathene. 
Upon seeing the ibathene, one of Saint Hubbins’s men spontaneously combusted. Another got his arm stuck between two rocks, and tried pulling it out. Instead, his arm came off and he passed out from the shock, bleeding to death. The ibathene looked down at the three men still there. He leaned over and ate one, while Nigel, Saint Hubbins’s friend, stayed in the back, still with fear. Saint Hubbins went forward, hoping to have his boots make their sonic boom to make the ibathene’s eardrums bleed, but the ibathene leaned down and bit him. Nigel ran, and the last thing he saw were the Boots of Saint Hubbins falling down as the ibathene ate the long-haired saint. 
Nigel fled for days, living off the land, until he reached a peat farm. There, he told his tale, and from there, went to live in Mīstássun, living the rest of his life as a third-rate hatter and telling the tale of his late friend.

The next day, Yémos patted himself for his coins, and found that he had forgotten to cast Watchdog the night before and someone had stolen his coins. The heroes then went back to Villûdē, and told her of the peat farm. She said that she knew where the peat farm was, and all thought it was a good spot from which to start.

They set forth, and made it to Caleb’s home village of Kerváron, after passing a gang of 15 shifty-looking men. There, they stayed at his parents’ home that night. However, they could find no help with making a raft, and so went east the next day to the Ūktrés River, and there spent two days making a big raft.

Res aliae


A session with no fighting, and playing to my favorite part of GMing, NPCs. The players chose to interact with the Princess of Gold, who from May 2015 until but a few days ago was only a name. Never write plots, nor write solutions to problems, as to where the players lead you might be more interesting.

I'm not one for video of tabletop roleplaying games (why do folks find that interesting?), but my players got a kick out of my telling of the tale of Saint Hubbins. One told me it was a cross between Frank Zappa and Monty Python. Thank you, I take requests but don't do bar mitzvahs or confirmations. It would have made for good video.

Much of the session was taken up chatting with a fellow in the game store about pizza delivery stories. Amusing, but it kind of cut into what we got done.

Near the end, we got to a question for which I had no answer. How long does it take to build a raft? I did a quick Google search and a check of my GURPS Low-Tech stuff, but in the end, I had no idea, so I threw out "two days" to keep the game moving. This is with chopping down trees. I feel embarrassed that I can't come up with a number in light of my forefathers: my last name comes from a German sawyer.

Friday, April 1, 2016

Working on an adventure

I said something about making One-Page Dungeons for GURPS, and I chose to put my lack of money where my mouth is. This is a work in progress and is much bigger than I had first thought, but I still want to put it out there. I have a lack of game stats at this point on purpose, following Mike Mearls's advice to design your dungeons for OD&D first. That way, they are interesting in of themselves, not because the rules make them so. I'll make them for traps, and a few more for monsters.

If anyone has any suggestions or notices something wrong, please, make a comment below. My idea is to make something like Beneath Castle Everglory, but with the hindsight of having seen Dungeon Fantasy over many years. And a bit smaller.


Notes:

  • I need names for the bandit in room #1, the bandit leader in room #5, the two bandit mages in room #7, the three prisoners in room #8, the bandit leader in room #11, the two bandit lords in room #13, the orc sergeant in room #17, the strong goblin in room #21, the orc sergeant in room #31, and at least one ghoul.
  • I need a compelling link for the orcs, a reason why someone would go looking for the orcs rather than the bandits or ghouls. The dungeon needs to work on more than one hook.
  • I need to make a rumor/hook table, and a list of things a Research roll would uncover.
  • These are without question the best maps I have ever made, which says more about my lack of skill at making maps rather than the quality of these maps. There were many random rolls that made them on tables in the Tome of Adventure Design. I'm pleased with the results, if you want the truth.
  • Most walls between rooms are 6 in. (DR 78, HP 75). 
  • Most doors are wood (DR 2, HP 29).
  • The bandits are Basic Warriors from GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon (p. 423), except instead of mail armor, they have leather armor (DR 2, $340, 19.5 lbs.). The bandit leaders are +2 to all skills and +1 to ST, DX, and HT. The bandit lords are +4 to all skills, +2 to ST, DX, and HT, and +1 to IQ. Both the leaders and lords wear mail armor. The bandit mages are Artillery Mages from the Mirror of the Fire Demon
  • The goblins are Common Orc Soldiers from Mirror of the Fire Demon (p. 47), but are goblins instead of orcs (-1 ST, -2 HP, no Acute Hearing 2 or Bully (12), instead have Cowardice (12) and Sharp Teeth). The tough goblin is a Tough Orc Soldier with the above changes.
  • Both of these are why I want GURPS Dungeon Fantasy 69: Fearsome Foes. The bestiary at the back of Mirror of the Fire Demon comes nearest to this idea.
  • To quickly handle changes in ST to damage, add the increase to swing damage, and half the increase to thrust damage, rather than going through the full calculations.
  • Wandering Monsters happen on a 7 or less. A clue happens on an 8 if moving. Roll every hour, which means every 6 rooms if exploring. Also roll when doing things that make noise, like opening a stuck door (roll Forced Entry to avoid the check), fighting, or bashing down a door. If resting overnight, an encounter happens on a 12 or less; 9 or less means 2 encounters, and 6 or less means 3. Do this instead of making hourly rolls.
  • Apply the -5 to reaction under Negotiation (DF2, p. 10) if the players encounter the monster in its lair. For the bandits, this is all of level 1; for the orcs, this is all of level 2; for the ghouls, this is rooms #33 through #36. A monster outside its lair is more willing to talk. That's my compromise with the text.
  • Scale is one square equal to 10 feet, as you should expect from a dungeon using TSR Blue on the maps.


Level 1


Way in is a crude wood and iron door (DR 10, HP 34), behind which is a rising passage (35°). The first level is about 100 ft. above the door. It is locked (Lockpicking +2, DR 3, HP 6). Lighting comes from braziers filled with oil, which gives full light. Ceilings are barrel-vaulted and 10 ft. high.

Wandering Monsters


1     1d bandits from room #5
2     1 ghoul from room #36 (level 3)
3     1d orcs from room #17 (level 2); trying to be secret
4     1d giant centipedes from room #27 (level 3)
5     1d rat swarms
6     1 gelatinous cube

1) Armory. 1 bandit. Has a dose of monster drool (Poisons-12), which he'll use if he gets a chance. His brother is the bandit leader in room #6.
2) Mushroom room. Locked door (Lockpicking +4, DR 6, HP 12). Mushrooms are edible, but 1 in 6 gives hallucinations. Buried among the mushrooms is a note on parchment that says, "Heat the statue."
3) Pantry. Stuck door. In back is an old altar to Gianniam, god of runes and symbols. Altar is a carved book showing Gianniam opening the book. Weighs 300 pounds. Under the altar is a trap door to room #20.
4) Cursed bedroom. Locked door (Lockpicking +0, DR 3, HP 6). Anyone who comes inside must resist Will+2 or be stuck in the room for 10 minutes for each point of failure. After this, victim must try to resist again to leave.
5) Barracks. There are 13 bandits and 1 bandit leader here, but will be down 1d bandits on patrol. The leader has a bow and 15 silver pennies. Leader is the brother of the bandit in room #1. They have 30 copper farthings in a ceramic urn. They do not want others to see them as cowards, so will withdraw but not break and run.
6) Privy. Stuck door.
7) Wizards' bedroom. 2 bandit mages. They have 30 copper farthings and 1 gold piece, as well as a map to a vampire's lair 100 miles away. The vampire has over $25,000 in treasure.
8) Lockup. 3 prisoners. Locked door (Lockpicking +0, DR 9, HP 18), and opening it triggers an alarm. One of the prisoners is important, and the bandits have issued a "pay or he dies" order.
8A) Statue. Rusty wire mesh statue of a man bowing his head. It's magical and putting heat on it for 5 seconds opens the door to room #9 (door is iron-bound, DR 15, HP 39).
9) Hot bath. There is a large metal chest (Lockpicking +0), with 200 copper farthings and 15 silver pennies. Opening it calls forth an invisible giant black widow spider.
9A-9F) Closets. 9A has stuck door.
10) King's chamber. On a balcony in the back is the Moribund Throne of Mists. Sitting on the throne lets out a mist throughout the room. It takes 20 seconds to fill the room and comes from the throne. Anyone in the mist is at -5 to see and takes 1 toxic damage each second unless he resists HT each second. The one sitting on the throne is immune. The mist goes away after a minute.
11) Sauna. Stuck door. 12 bandits and their leader, who has 13 silver pennies and a bow. They do not want others to see them as cowards, so will withdraw but not break and run.
12) Sauna.
13) Massage parlor. 2 bandit lords are here. 20 copper farthings, 15 silver pennies in a burlap bag. They are lazy and make the other bandits do everything for them. Each has 2 doses of monster drool (Poisons-16), which they'll use if they get a chance. One of the bandit lords is an escaped convict with a price on his head.
14) Cold bath (Lockpicking +0, DR 6, HP 12). Locked door. In one of the old baths is a trapdoor. Under it is a steep stair that goes down to level 2, 80 feet under level 1. Anyone can go into the landing midway between the two stairs, but to leave, he must put a coin of any kind in the magic toll box. If someone breaks open the box, it is empty, and nobody can leave the landing until the box is back in place.



Level 2


Ceilings are 10 ft. high other than room #15 (20 ft. high). No light; the braziers are empty.

Wandering Monsters


1     1d orcs from room #17
2     1d-2 ghouls from room #36 (level 3)
3     1d bandits from room #5 (level 1); trying to be secret and bearing light
4     2d giant centipedes from room #27 (level 3)
5     1d giant rats from room #23 (level 3)
6     1 ooze

15) Hall. West secret door (DR 3, HP 33) is a wood panel that hides a tunnel. Tunnel slopes down (5°, 20 ft.) and goes 200 ft. to a big rock (400 pounds), which blocks going out. East secret door (DR 1, HP 23) is wood panel 15 ft. up wall. Standing on lowered balcony springs stander up to door. 1 carrion crawler. Attracted to light. 100 copper farthings in a metal cabinet.
16) Audience hall. 5 goblins, who are upset with orcs masters for guard duty.
17) Dining room. Nasty Bone tribe of 14 orcs and 1 orc sergeant. Room will always be down 1d orcs as they are on patrol. They skin their downed foes and keep the bones to show off. They keep a metal coffer with 3 silver pennies and 600 copper farthings here.
18) Barracks.
19) Barracks.
20) Shrine. Floor is shaped like an upside-down ziggurat, and each drop goes down 5 ft. The door down to room #23 (G on the map) needs all 4 knobs on the southwest wall turned until the latch opens, and is hidden to room #20 (DR 30, HP 49). The door up to room #3 (F on the map, DR 30, HP 49) is easy to see, but the altar in room #3 blocks the opening there.
21) Goblin barracks. Stuck door. 6 goblins and 1 tough goblin. These goblins are resting while off their shift.
22) Trapped barracks. Once the door is shut, webbing drops from the ceiling and traps everyone therein as if it had Binding 14.



Level 3


The ceilings are 10 ft. high. The rooms are unlit, other than #33 to #36.

Wandering Monsters



1     1d ghouls from #36
2     2d orcs from room #31
3     2d rat swarms
4     2d giant centipedes from room #27
5     2d giant rats from room #23
6     1 black pudding

23) Receiving room. Door in ceiling (DR 30, HP 49) goes up to room #20. 21 giant rats. Attracted to light.
24) Closet.
25) Lava. Stuck door. West-most 10 ft. is a lava river. Rock island midway through has huge metal chest with 100 copper farthings and 150 silver pennies. Going near the edge by the island triggers blade trap from ceiling, and dodging blade might mean victim falls in lava.
26) Bondage room. Locked (Lockpicking -2, DR 8, HP 18) large wooden chest has 200 copper farthings and 300 silver pennies. Opening chest wakes hidden giant oil beetle.
27) Orgy room. Stuck door from #29. SM +3 sticky corrosive wailer fungus
28) South foyer. Room has a 26.5° angle down, so it dips down 15 yards from west to east. This is one yard down for every two yards west; apply fighting at different elevations.
29) Whip room. 3 harpies. Stone jar with 600 copper farthings and 250 silver pennies.
30) Tentacle room. 18 giant centipedes. Attracted to light.
31) Bedroom. Stuck door from #32. Mirrors on the ceiling. Wall of fake gems. Turning the right gem and jumping back to the right tile opens the secret door (DR 15, HP 39). 25 orcs and 1 orc sergeant looking for treasure bear a large wooden chest with 400 copper farthings and 200 silver pennies.
32) North foyer. Room has a 26.5° angle down, so it dips down 15 yards from west to east. This is one yard down for every two yards west; apply fighting at different elevations.
33) Magic lab. Clay jar among the old lab tools has 500 copper farthings and 50 silver pennies. Opening it summons 20 giant centipedes. High sanctity evil, low sanctity good. Torch-lit (-3 Vision).
34) Sacrifice room. Locked door from #33 (Lockpicking +0, DR 3, HP 6). Anyone sitting in the tall Sordid Throne of Memories must make a Fright Check as past slaughters take over his mind. Altar has an unholy book on it and scalps on its sides. Very high sanctity evil, low sanctity good. Sanctity keeps safe the book's wood covers. The book is of the evil god Krazul, and shows ways of sacrifice. The more depraved the reader is, the nastier the sacrifices shown are. Anyone making a sacrifice heals damage in HP equal to the HP of the victim. Torch-lit (-3 Vision).
35) Priest's bedroom. High sanctity evil, low sanctity good. Torch-lit (-3 Vision).
36) Cult room. 12 ghouls. The ghouls were part of an evil cult that contracted ghoul fever, and still wear their old yellow robes. 100 copper farthings and 250 silver pennies in a stone jar that is an old chamber pot. Anyone handling the money must resist HT or contract diarrhea. High sanctity evil, low sanctity good. Torch-lit (-3 Vision).