Thursday, April 25, 2024

UVG DW - Session 2

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart Steppelander witch/warchief's daughter
Uba Bigtooth Half-orc gunslinger cowgirl
Cordolan s'Abner Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard

Session 2 Notes

  • The caravan traveled south from the Porcelain Citadel to the Trail of Vomish Dreams.
  • Shortly after arriving, they were beset by a swarm of razorflies, and were forced to take shelter for four days to avoid being cut up.
  • Once it was safe to travel again, they found the smashed remnants of a Porcelain Prince raiding party returning to the Porcelain Citadel. River's divination told her that they were likely attacked by a heard of biomechanical buffalo and crushed to death. The chest they were carrying was found to contain ten bottles of octopus pheromones (as Charm Cephalopod; go figure).
  • After searching around, they found what they were looking for: the fallen Iron Obelisk, covered in Black City glyphs. They took rubbings of the three exposed sides and realized it was spell notation, but they could not see a way to flip it over to get the last part.
  • They moved on to their next target: a ruined fort and trading post of a Vile-worshipping barbarian sorcerer.
  • They found the fort, but the only entrance was guarded by a thornstone shambler, a creature of stone and briars. They killed it, albeit with some difficulty.
  • Other things they found exploring the fort included:
    • A twisted, mutant tree that grew fruits with anguished human faces on them. They were able to pick a sack worth of them after sedating the animate and violent tree with magic.
    • The sorcerer's gold-plated hookah pipe.
    • A statue of an elf-lord, with a mysterious blue crystal embedded in it that was weeping source-code corrupting fluid. Enough to flood a room over many decades, at least. They carved it out with a chisel.
    • A shrinking machine in the form of a pedestal with a control panel. Possibly could be dismantled.
    • A green-glass monocle.
    • A fine mechanic's toolbox and manual on autogolem maintenance, in an underground garage infested with vome tunnelers.
  • Upon circling around, they found the green-glass monocle revealed an illusory door, behind which they found the Sunstone Spear, a chest of $200, and the sorcerer's backup power-album.
  • In so doing, however, they awoke a throng of angry radiation ghosts, who swarmed about the room reenacting the battle where they rebelled against the sorcerer.
  • Mac 'Driver used his ectoplasmic gauntlets to emit an energy wave that temporarily banished the ghosts, giving them a chance to escape.

Treasure

Sunstone Spear (close, reach, +1 piercing, 1 weight, $250). A spear of primitive aspect, with a haft carved from wood, a head made from a forged leaf-spring, and a large golden crystal stone just beneath, surrounded by green feathers. When you invoke the magic of the spear, roll+WIS. On a 10+, you fire a ray of searing light at your intended target (1d10, near, far, ignores armor). On a 7-9, choose one:
  • You put yourself in danger to get the shot.
  • The spear is drained of power, and cannot fire again until next sunrise.
On a 6-, the spear is drained of power.
This weapon once belonged to a prominent Steppelander shaman. If returned to the Steppe of the Lime Nomads, it could fetch an ample reward.

Mindbreaker’s Backup
Backup power-album created by the Vile-worshipping enchanter of the steppelanders, Grozbec Pale Bone.
Plastic-paper scroll, suggests trepanation for best effect, infested with memories
    Note: The spell "Forget" was adapted from Magical Industrial Revolution, by Skerples, another excellent and inspiring book that I recommend to every GM.

Charm Person
LV: 1 R: touch T: person D: indefinite
The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

Forget
LV: 1 R: near T: person D: instant
Target person forgets the last 10 minutes. They may recall vague details, but no specific or useful information.

Blade of Grass
LV: 1 R: near T: one or more creatures standing close together D: instant
A fistful of grass transforms into a great, scything blade. Deals 2d4 damage to one or more creatures that are standing close enough together, per the fiction. Does not ignore armor.

Body of Grass
LV: 0 R: touch T: person D: 8 hours
One person touched physically dissolves into a patch of grass along with all of their gear, becoming undetectable. The sensation is akin to resting with one's eyes closed, and the target may sleep. Speaking, moving, or taking any other action also ends the spell. No spell or attack may affect the target in this state, but anything that would damage the patch of grass instantly ends the effect.

Monsters

Thornstone Shambler 19HP 2 Armor
Solitary, Large, Amorphous, Stealthy
Damage: Thorn whip (1d10+1, +1 piercing, close, reach)
Special Qualities: Plant, Stone
At rest, it resembles a giant pile of thorny briars, albeit with a strangely stone-like texture. It is, in fact, a form of ambulatory carnivorous plant life, with a wide “mouth” and two long arm-like clusters of briars. It spends long periods in hibernation, and can attack without warning.
Instinct: To feed
Moves:
  • Appear as an ordinary plant
  • Tangle up someone in its coils

Radiation Ghost 3HP 0 Armor
Horde, Magical, Devious
Damage: Slam (1d4, close, ignores armor)
Special Qualities: Incorporeal
Accreted remnants of personalities fried into the fabric of space and smeared across the vastness of time. Immune to physical damage.
Instinct: To seek a world that is long gone
Moves:
  • Inflict radiation sickness
  • Blind synthetic eyes, deafen synthetic ears
  • Show the way to a hidden treasure trove

Miniature Vile Tree 21HP 4 Armor
Solitary, Huge, Amorphous, Magical
Damage: Branches (1d10+5, reach, forceful)
Special Qualities: Plant, Immobile
Creepy looking tree with purple and yellow bark and a twisted, helical trunk. Grows blue fruits with anguished humanoid faces on them.
Instinct: To inflict pain
Moves:
  • Flail wildly around
  • Corrupt the source code of a victim.

Vomish Tunneler 10HP 2 Armor
Group, Large, Construct, Devious
Damage: Bite (1d8+1, close)
Special Qualities: Cyborg, Burrowing
Giant biomechanical worms that burst from the ground, hungry for protein and alchemical lubricants.
Instinct: To feed
Moves:
  • Burst from the ground without warning
  • Glitch out
  • Swallow a victim whole

Wednesday, April 17, 2024

UVG DW - Session 1

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart - Steppelander witch/warchief's daughter
Uba Bigtooth - Half-orc gunslinger cowgirl
Cordolan s'Abner - Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Imke 'Shippingexpert - DWARF Hexad RLD smuggler, professor of Oldtech Engineering at Magenta Magical University, and caravan financier
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard

More AI Pics

There may be a few more after this.

Imke 'Shippingexpert, Amaric diVridi, and Taelin Nyxara. Did you know you can't put three images side by side in the window when editing a blog post? Criminal.

Session 1 Notes

  • The adventurers meet with their financier – Imke ‘Shippingexpert, a female Dwarf, Hexad RLD smuggler, and professor of Oldtech Engineering at Magenta Magical University.
  • The Hexad has cut funding to MMU, and Imke’s plan to get new funding is to acquire new Long-Long-Ago artifacts from the grasslands.
  • They took out a loan from Imke to outfit their caravan and purchase trade goods: 1 sack each of vampire wine, common intoxicants, and replacement body.
  • They met the two NPCs that would be joining them on the caravan: Amaric diVridi, the Greenlander hostler, and Taelin Nyxara, a heretical biomancer agronomist/undergraduate wizard.
  • They set out on the journey, and before they were out of the Violetland, River spotted an encampment of Bluelander degenerates. After some deliberation/divination, they decided to attack them first.
  • The degenerates nearly killed Mac, but the adventurers prevailed.
  • At the Low Road and the High, they found the Great Traveling Serai, where they did some market research. They rolled well, and found there was high demand for common intoxicants and replacement bodies at the Porcelain Palace.
  • They also saw a giant, multi-colored striated rock formation off in the distance, but they didn’t go there, yet.
  • They arrived in the Porcelain Citadel, where the friendly Safranian merchant Teljean de Barbier helped them sell their goods. They sold the common intoxicants and replacement body for $8000, a $4000 profit.
  • They resupply their caravan and prepare to venture to their destination: the Trail of Vomish Dreams.

Concluding Thoughts

    Everyone seemed to enjoy themselves, so I guess I'm not a complete hack of a GM after all. I did completely forget about the two NPCs I included with the caravan, though. Next time I'll have to make them actually do something.
    I'm surprised at how quickly the players were able to make money. It looks like they're probably not going to have to worry about compounded interest.
    The other thing I feel like I'm missing from my prep right now is rumors/adventure hooks to drop when the players arrive at a destination. Other than that, great start to a new campaign.

UVG DW - Session 0

    We met for the first time last week to discuss the setting, coordinate character creation, and create our financier and quest together.

Session Zero Agenda

  1. Show off my cool new book and map.
  2. Answer any lingering questions about the setting.
  3. Determine character concept, background, and playbook for each player.
  4. Discuss campaign premise and “hook questions.”
    1. Why do you want to reach the Black City at the Edge of Space and Time?
    2. Motive: Why are you doing this?
    3. Stakes: What’s on the line?
    4. Dangers: What do you expect to face and what do you know about them?
    5. Urgency: Why should you hurry?
    6. Detail: What are you seeking/hunting/fleeing/fighting/etc.?
  5. Complications: What obstacles are in the way or making life difficult?
  6. Create the caravan and financier.
  7. Discuss new/modified rules.

Characters

This time, the players got into the idea of creating AI generated portraits. It's pretty neat. I helped and did some myself.


Name: Mac ‘Driver
Playbook: Artificer
Species: DWARF
Background: Salt dwarf prospector, inherited golem armor
Motive: In it for the money
 








Name:
Uba Bigtooth
Playbook: Gunslinger
Species: Half-Orc
Background: Cow person Gunslinger, family got into bad business to keep their land
Motive: Pay off family’s debt/reclaim family land?
 








Name:
River Thornheart
Playbook: Witch
Species: Steppelander
Background: Necromancer princess/Steppelander warchief’s daughter
Motive: Driven by a compulsion to seek the Black City after meeting a seer
 











Name:
Cordolan s’Abner
Playbook: Cleric
Species: Rainbowlander?
Background: head Medical Aristocrat of Violet City’s most prestigious Biomedical Corruption Unit
Motive: Researching the causes and cures of biomagical corruption.
 











Name:
R5F1
Playbook: Golem
Species: Golem
Background: independent freehold archaeologist
Motive: Science, and searching for where he belongs (in the geological strata)











Caravan Quest

    I started by asking the players to vote on which caravan quest they'd like to do. They chose "Explore Forgotten Ruins. A wizards’ community college is building an archaeology collection. Here, on the map, are five promising locations."
    We then rolled on the financier tables and discussed the results, choosing results that we felt synergized with each other.
Financier
Who are they? - Hexad RLD smuggler
What do they want? - Subsume the best minds
Their Organization - Wizard community college
Their Opponents - Aggressive elven hive
Weaknesses and Oddities - Turns into a felinoid in sunlight

Who is coughing up? - Post-mortal criminal drug conglomerate
How do they hope to benefit? - Mind-expanding extracts and literatures
What extra help can they send along? - Heretical biomancer agronomist

Quest Details

I selected the locations we would visit in the campaign and came up with some reasons to go there.
Trail of Vomish Dreams
There's a fallen iron obelisk rumored to be covered in Black City Glyphs. Transcribe the glyphs if at all possible, and search the area for other signs of Black City/Long Long Ago relic.
There are also legends that a Vile-worshipping barbarian sorcerer once had a stronghold, here.

Fallen Umber
There are a few giant pyramidal vome autofacs there that might have originally been built by the viles.

Near Moon
There is a giant floating spherical structure. By description, it sounds like it might be a void ship.
There is also a degenerate race of quarterlings that live beneath it that sound like they might have elven blood in them.

Ivory Plain
There is a guardian nature spirit worshipped by the natives. There are rumors that there was once a schism between the viles. If there are any living viles out in the grasslands, this is a likely candidate.

The Black City
Very little is known about it. The Black City Glyphs don't resemble Elvish, but they must have been roughly contemporary. Anything we can learn about it is valuable.

Conclusion

And at time of writing, I just finished session 1. Everyone is really excited about this campaign, as evidenced by them all showing up early. Session 1 notes coming soon.

Thursday, April 11, 2024

Ultraviolet Grasslands in DW - Custom Rules

Travel Moves

UVG Travel Procedure

  1. For every week of travel, choose one player to be the navigator, one to be the scout, and one to manage provisions
  2. Every week, decide on a navigator, scout, and quartermaster. Other players choose moves as necessary.
  3. Spend supplies. 1 sack of supplies/creature/week.
  4. Resolve misfortunes resulting from travel moves.
  5. Roll for an encounter.
  6. Tally extra days. Roll travel moves again if extra days reach 7.

Navigate
When you plot a course through dangerous or unfamiliar lands, roll +INT or +WIS. On a 10+, you avoid dangers and distractions. On a 7-9, the GM chooses a lesser misfortune (1-3). On a 6-, mark XP, and the GM chooses a worse misfortune (4-6).

Scout
When you scout ahead and look for anything out of the ordinary, roll +WIS. On a 10+, choose two from the list below. On a 7-9, choose 1. On a -6, mark XP, and the GM chooses a misfortune.
  • You get the drop on whatever lies ahead.
  • You discern a beneficial aspect of the terrain – shortcut, shelter, or tactical advantage.
  • You make a discovery (ask the GM).
  • You notice signs of a nearby danger – ask the GM what it is, and what it might signify.

Manage Provisions
When you prepare and distribute food for the party, roll+WIS. On a 10+, choose 1 from the list below. On a 7-9, the party consumes the expected amount of supplies. On a 6-, mark XP, and the GM chooses a misfortune.
  • Careful management reduces the amount of supplies consumed this week. The GM will decide how much.
  • The food is especially good this week. The party consumes the normal amount of supplies, and takes +1 forward.

Rest
When you spend a week doing nothing at all, choose one. If you are under the care of a healer (magical or otherwise), choose two. You may not Scout, Manage Provisions, Navigate, or Forage during this time unless you also consume an additional sack of supplies.
  • Recover all missing HP.
  • Cure one debility

Forage
When you halt the caravan for a day to forage for supplies in the Grasslands, choose a leader and the number of PCs who are leaving the caravan to forage. The leader rolls +WIS. On a 10+, you gather 1 sack of supplies +1 sack per additional PC foraging. On a 7-9, the same, but choose 1:
  • The provisions you gather are poor quality (-1 forward on Manage Provisions)
  • You encounter something dangerous.
  • The GM chooses a misfortune.
On a -6, you gather 1 sack of poor quality supplies, and something befalls the caravan while you’re away from it.

Misfortunes:

            These are suggestions for generic misfortunes that can happen on the road. Many destinations have location-specific misfortunes, and the GM is encouraged to choose one of these where applicable.

Misfortunes
Navigate
Scout/Forage
Manage Provisions
1
Bad weather
Bad weather
Fighting over ration shares
2
Followed
Attracts attention
Local wildlife is attracted to food
3
Path obstructed (-1d4 days)
Scout is lost (-1 day)
Someone becomes Weak until 
they consume 1 additional supply
4
Rough terrain (-1d3 HP to all)
Scout encounters danger
Supplies lost due to spoilage or 
over-consumption (-1 sack of supplies)
5
Dangerous encounter
Scout is trapped or captured
Food poisoning (1d3 characters 
are shaky and sick)
6
Horribly lost (-1 week)
Scout is injured (-1d6 HP)
A Danger is attracted by food

Destination Moves

Look for Discoveries
Once per week at a given destination, one PC may ask the locals about nearby points of interest, and roll +CHA or +WIS. On a 10+, note down 1d2 discoveries. On a 7-9, note down 1d2-1 discoveries. On a 6-, mark XP, and the GM makes a move.
The first time you use this move in a given destination, it’s free. Every subsequent investigation costs $1d6 x 10.

Market Research
When you spend a day inquiring about the local market, pick a trade good and roll +CHA or +INT. On a 10+, choose one boon from the list and roll on the table below. On a 7-9, roll on the table. On a 6-, you glean no useful information.
When you spend a week, as above, but for a chain of three adjacent linked destinations instead of just one.
  • Choose an additional trade good. Roll separately to find the price factor for this trade good at the same destination(s).
  • You get to choose one of the destinations where you learn the price factor.
  • When you roll to determine the price factor for a trade good, roll twice and choose the better result.

D20

Price Factor

Notes

1

0

Taboo. Locals won’t take kindly to dealers.

2

0

No demand.

3-6

0.5

Low demand.

7-12

1

Normal demand.

13

1

Depressed market. -2 to haggling checks.

14-15

2

Popular, but illegal. Stiff penalties for captured dealers.

16-17

2

High demand.

18

3

Market bubble! 1-in-6 chance per visit that the market has collapsed (roll 1d10 on this table for new price)

19

4

The motherload! 1-in-6 chance per visit that the market has collapsed (roll 1d10 on this table for new price)

20

1

Source! They make the trade good here. +2 to haggling checks when buying, -2 when selling.


Buy Trade Goods
    When you buy trade goods in a settlement, you may choose to purchase goods at 10% off the list price OR Haggle. The 10% off list price only applies if you do not have Market Research pertaining to that particular trade good at this location.

Haggle
    When you arrive at a destination and try to negotiate a deal for buying or selling, roll+CHA. Roll 1d6 on the relevant column. Multiply by the price factor when selling; divide by the price factor when buying.

1d6

10+

7-9

6-

1-3

1.2

1

1

4-5

1.5

1.2

0.5

6

3

0.5

0


Running Ultraviolet Grasslands with Dungeon World - How and Why?

What is Ultraviolet Grasslands?



    In the author's own words:
The Ultraviolet Grasslands and the Black City is a tabletop role-playing game book, half setting, half adventure, and half epic trip; inspired by psychedelic heavy metal, the Dying Earth genre, and classic Oregon Trail games. It leads a group of ‘heroes’ into the depths of a vast and mythic steppe filled with the detritus of time and space and fuzzy riffs.
    And that's really just scratching the surface. UVG is the brainchild of Luka Rejec, who both wrote and illustrated the entire thing. It is an epic science-fantasy pointcrawl adventure setting illustrated in a gorgeous art style reminiscent of Moebius. It is an absolute god-tier work of art. I've desperately wanted to run it since I learned about it.

Why run it in Dungeon World?

    UVG technically does have its own built-in system. It's an OSR-ish six stat system of the author's own devising.
    Respectfully, it seems a little half-baked. It feels as though the system in the book is intended more to give a recognizable framework to GMs who intend to run it with the system of their choosing. I saw an actual play where they played it with The Black Hack once. I believe Rejec has/is working on a more complete version of the rules on his Patreon or somewhere, but I can't be bothered.
    My group is familiar with Dungeon World, I like and am familiar with Dungeon World, I own tons of materials for it, and I thought it would be a fun challenge to adapt it.

How does one run it in Dungeon World?

The Easy Way

    Turns out, I'm not the first person to think of this. There is a hack for World of Dungeons called World of Ultraviolet Grasslands and a hack for Dungeon World called Ultraviolet World. If you want something in a complete package you can run right away, pick one of those.

The Slightly Harder Way

    I have been working on a hack of Dungeon World to adapt Ultraviolet Grasslands to my own tastes. My design goals were thus:
  • Adapt the exploration and commercial mechanics of UVG as faithfully as possible for maximum compatibility.
  • Minimal rule changes to the "core" of Dungeon World for player familiarity.
  • Complete compatibility with existing Dungeon World playbooks and materials.
    The two hacks I posted above both kind of do their own thing. They were useful for inspiration, but that's not what I had in mind when I arrogantly boasted to my players that we could run UVG in Dungeon World.

    I put the modified rules on a few sheets to hand out to my players along with their basic moves, and I think this is sufficient adaptation for my purposes. I will post the details on subsequent posts.

Skycrawl Dungeon World - Conclusion

    Damn, I have a blog. I have wrapped up the Skycrawl campaign since writing the last one of these entries, and a couple of sessions have passed since the 11th one. I have come to unavoidable conclusion that I need to write much shorter summaries if anything like this is to be sustainable.


Pic unrelated.

Summary

    After consulting with the Queen of Argus, the players decided that instead of just using one method to defeat the Shadow Worm, they would pursue as many as possible.

  • They sent a detachment of their fleet with Trinellonde and Draigas Vong to a land called "The Great Cog," to see if they could get them to manufacture multiple Swords for them to use against the Shadow Worm.
  • They went to the land known as Sollifex Aether, where new Sols are born. There, they were attacked by a pirate fleet. The Black Worm Pirates made a last ditch effort to wipe them out. Despite a close battle, they ultimately defeated the leader of the pirates and scattered the fleet.
  • They went to the land of Siderinth to see if an unbreakable adamantium chain could be forged. They ventured deep inside of Siderinth and successfully parleyed with the adamantite elementals there to aid them in defeating the Shadow Wyrm. The elementals gave parts of their body to forge a mile long, unbreakable chain.
  • They collected several barrels of deadly poison from the Poisoner's Tower to use on the Worm.
  • Finally, they opened a portal to their homeworld, and the Worm emerged to fight them.
  • They struck it with a barrage of light rays from their Swords, lassoed it with the unbreakable chain, injected it with the deadly poison, and continued to bombard it with light rays until they were sure it was dead.
  • As they inspected the corpse, they found that the true identity of the Worm was actually the Archmage Thamberlon all along, that same ancient wizard who had traveled the multiverse trying to find a way to stop him in the first place. The ghost of Thamberlon explained that he had been corrupted by the primordial chaos at the beginning of time and turned into the Shadow Worm. He thanked them for breaking the prophecy and freeing him, and he passed on.
  • The heroes used Lord Gonren's telepathy to speak to the young Sols of Sollifex Aether and convinced them to come back to their world, which they happily agreed to do.
  • A swarm of Sols lit up the sky anew on their world. They found that Princess Claire had placed the citizens (at least some of them) in a magical slumber beneath the castle. They were awakened, and thus began to rebuild their world.

Concluding Thoughts

    So, this was my first full Dungeon World campaign. I'd say it was very successful on the whole, although I definitely felt I was losing interest towards the end. In any case, it seemed the players were satisfied with the ending. All that remains is to consider the question: what did I learn?
  • If you're going to have pitched naval battles, have a clear idea of what rules you're going to use to have pitched naval battles. I had to improvise how to handle mass naval combat.
  • Simplify, simplify, simplify. Skycrawl has a lot of interesting ideas and rules procedures, but it is definitely not necessary to use all of them. The travel procedure, and the exploration of a location procedure, were more complex than I think I needed them to be.
  • Nobody ever took any interest in the orcery rules. I wonder if this would have been different in an OSR style game, where resources were more scarce, and the players could use every advantage they can get?
  • I wonder if I'm too easy on my players? I have observed that Dungeon World is either extremely harrowing or completely trivial, with little middle ground. I wonder what part of this is a skill issue on my part, and what part of it is the result of the mechanics? I know 5E is notoriously low-mortality, so the mechanics playing a role is not inconceivable.

What Now?

    After the conclusion of this campaign, I held a vote with my players to decide on what kind of campaign we would play next. The options I offered were, Fabula Ultima, Worlds Without Number, an Underdark/Downcrawl campaign, and an Ultraviolet Grasslands campaign.

    Ultraviolet Grasslands won. But the interesting part is, we're running it with Dungeon World. More on that, coming soon.

The Tremor Swamp - My Entry for the Knave 2E Adventure Jam

           Once again, I awaken from my slumber, with momentous news: I am now officially a TTRPG publisher. I have just submitted my first ...