Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

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.

Monday, February 26, 2024

The Gorge of Akatum

             I have realized that writing, formatting and posting play reports from my campaign is not nearly as fun or interesting as running them. I’m still writing them up for the benefit of my players, so I’ll probably post them all eventually. In the meantime, I’ve been trying to think of ways to write more regularly.

            Spark tables are neat. I’ve been collecting a few off the internet, here and there. Somehow, all of this came from the prompt “germinating gorge.”

The Gorge of Akatum



            Between the Mountains of Melanaster and the Plangent Plains lies a great fissure in the earth. The nomads of the plains call it “Akatum,” the name of an ancient monster spawned by Maug, Lord of the Abyss.

            The gorge is several miles in length and runs north-northwest along the foothills of the mountains. It gradually slopes downward from its southernmost point to an eventual depth of roughly 3000 feet, and it varies in width from 500 to 2000 feet, with the widest section being in the center and narrowing at either end.

            The gorge is home to a unique, hybrid ecosystem of underworld flora and fauna. The terrain is often wet and marshy from the rainwater that flows into the gorge, and the ground is covered in pale blue moss. In some sections the moss sends up long stalks with spore pods on the end, visually similar to tall grass. There are also stands of primordial spore trees with segmented trunks and fan-like leaves in varying shades of purple and green.

Impressions

  1. A thicket of purple and green spore trees, their spores falling like a gentle rain.
  2. A makeshift altar of scorched human and animal bones, the remnants of an impromptu void-worshippers’ ritual.
  3. An acrid stench and slithering sound emanates from a nearby talus, indicating the presence of CRABSNAKES.
  4. The air is thick with long, cylindrical insects with a dozen pairs of wings.
  5. The moss here is about to sporulate, the pale blue sporophytes taller than a man and as thick as tall grass.
  6. A pack of SAWTUSKS feasts on the corpses of mutant outlaws.
  7. A shallow creek trickling down the rocks, the mossy ground saturated with water all around.
  8. A herd of mutant deer with white fur, spindly limbs, extra limbs and extra eyes.
  9. Giant shards of bone-white chitin, the remains of a long-dead monstrous arthropod.
  10. Dismembered corpses of a failed expedition, arranged into a trophy display by an ARMORED CORRUPTER

Questions

  1. What do you hope to find within the gorge?
  2. What eventually became of the monster Akatum?
  3. What legends have you heard of the people who first encountered the gorge?
  4. What do you think lives in this gorge that scares you the most?
  5. Have you had any disturbing dreams concerning this place? What did you see?

Akatum’s Curse

The remains of an ancient monster spawned from the Abyss lines the depths of the gorge. These remains are still potent with foul, corrupting magic. It is hazardous to one’s health to remain in the gorge for a long period of time, causing you to become increasingly warped in mind and body.
Possible sources of exposure to the curse include, but are not limited to:
  • When you Make Camp within the gorge.
  • When you roll your Last Breath within the gorge.
  • When you take damage from a gorge lion or an armored corrupter.
  • When you eat the flesh of a creature of the gorge.
  • When you first see the Plunge.
Any time you are exposed to the curse, roll+CON. On a 10+, nothing happens. On a 7-9, mark one corruption point. On a -6, mark two.

            When your corruption increases, and your new corruption score equals or exceeds your Wisdom score, roll+WIS. On a 10+, reduce your corruption score by 1. On a 7-9, nothing happens. On a -6, you are driven mad, and become an NPC under the GM’s control.

When your corruption increases, roll on the table below. If you roll a corruption effect you already have, roll again.

d12

Effect

d12

Effect

1

Your eyes become milk white, though you can still see.

7

Your internal organs are riddled with eyes and teeth. Reduce your Constitution score by 1d4.

2

Your hair becomes pure white.

8

Your head swells with murky fluid. Reduce your Intelligence score by 1d4.

3

Your skin becomes pure white.

9

You become unnaturally gaunt and thin. Reduce your Constitution score by 1d4, but you only need to eat and drink half as much.

4

Your fingers become abnormally long, and your nails sharp.

10

You are haunted by horrible nightmares every night. You even see horrible things when you close your eyes, or are in the dark. Reduce your Wisdom score by 1d4.

5

Your teeth grow sharp, and you gain the ability to unhinge your jaw like a snake.

11

You gain 1d4 extra arms. They are thinner and weaker than your usual arms, and cannot wield weapons, but they may be an asset for climbing, grappling, or other such tasks.

6

Your skin hardens into an exoskeleton, and your joints are segmented like an arthropod. You gain 1 natural armor.

12

You gain 2d6 extra eyes, not all of which may be on your head. You take +1 forward to Discern Realities, and can see in the dark.


Removing the Curse

            Even if the effects are purely cosmetic, players will likely want a way to remove the curse. Here are a few ideas:

Shamanic Purification Ritual – 15 coins

            Pay a shaman of the plains nomads to perform a folk-magic purification ritual. Takes one hour, and can remove 1 point of corruption per day.

Clerical Purification Ritual – 50 coins

            Travel to a cathedral with a proper font and altar, and pay an ordained priest to perform a purification ritual. Takes one hour, can remove 1d6+1 points of corruption. Can be repeated multiple times in one day.

Bath of Expurgatory Salts – 100 coins

            A skilled wizard or alchemist can concoct a particular kind of purifying salts which the afflicted may add to a hot water bath. As they scrub themselves clean, the curse will flow from them like common dirt. However, the wizard may wish to keep the bathwater to distill the curse-essence for “study.” Takes one hour, and sets a players’ corruption score to zero.

Divine Bounty

            If you harvest an intact Claw of Corruption from an Armored Corruptor, you can sacrifice it in a holy place ordained by any god inimical to Maug (which is most of them), and reduce your corruption score by 2d4 points.

    When your corruption score is reduced by any amount, by any means, select one of your corruption effects at random. If it resulted in a change to your ability scores, your ability scores return to normal after your next rest. Any cosmetic effects slowly fade over 1d6 days.

    When your corruption score is reduced to zero, all remaining corruption effects fade slowly over 1d6 days. If any resulted in a change to your ability scores, they return to normal after your next rest.


Points of Interests


Madman’s Rappel – A charted route down the side of the gorge with marked footholds and hazards, pitons driven into the rock, and fortified rest areas. A few run-down cabins at the bottom are all that is left of a long-abandoned base camp.

Poisoned Hut – This simple wooden hut was once the home of Wicked Reza, a heretical, void-worshipping witch. The hut now lies in the middle of a bog of unnatural, poisonous sludge, the residue of a failed experiment. Moans and screams echo from the hut at night, leading some to think that Reza’s ghost still haunts the area. The poison keeps would-be looters at bay, so there may yet be valuables within.

Sir Gilroy’s Grave – A renowned paladin once led an expedition into the gorge to route the Maug-worshipping cultists who lived within. They failed, and Sir Gilroy was slain along with most of his retinue. The retreating survivors barely had time to give Sir Gilroy a shallow grave, now marked with his sword and rusting armor.

Brynstan’s Hideout – Brynstan the Bandit was an infamous outlaw and highwayman who terrorized merchants and nomads on the plains for years. When the law caught up with him, he and his gang took refuge in the Gorge of Akatum, believing that their pilfered folk-magic talismans would protect them from the curse long enough for the heat to die down. This fortified camp built within a natural alcove in the wall is their hideout, now inhabited by crazed, curse-warped degenerates. Brynstan’s gang is mostly dead, but the hideout has become a haven for desperate outlaws who replenish their numbers.

The Plunge – The lowest point of the gorge is covered with a roof of stone, becoming a cave. At the very back of this cave is a smooth, straight shaft, perfectly circular and fifty feet across. The Dark Diver Cultists claim it goes all the way down past the Underworld, past Hell, and straight into the Abyss. The pit exudes a sinister magnetism, beckoning the subconscious minds of men to throw themselves in. Many of the Dark Diver Cultists do just that, as a sacrament to Maug.

Purifier’s Ruins – Ancient fort made of stone quarried straight from the gorge, very near the bottom. Once served as a home to an ancient sect of holy knights who fought the abyssal monsters that emerged from the Plunge. The stones are covered with deep gouges, as if assailed with pickaxes. Now a hideout of void-worshipping cultists.


Creatures of the Gorge

Crabsnake     3 HP    0 Armor
Horde, Small, Stealthy
Damage: Acid Spit (1d6, close, near, ignores armor)
            This loathsome creature has a thick, serpentine body longer than a man is tall, with a multi-legged crab-like structure for a head. It moves itself around with its thick tail, and clings to rocks and prey with its jointed legs. They lurk in the cracks in the walls of the gorge, and are fiercely territorial ambush predators. They spit acid both to defend themselves and to bore holes in the rocks to make their nests.
Instinct: To defend its nest
Special Qualities: Wall-climber
Moves:
  • Attack without warning from a hiding spot.
  • Slither into a crack in the rocks.
  • Spit acid in the eyes, causing temporary blindness.



Dark Diver Cultists   6 HP    1 Armor
Group, Magical, Intelligent, Organized
Damage: Dagger (1d8, hand), Shadow Orb (1d6, close, ignores armor)
            The gorge is a sacred place to Maug, Lord of the Abyss, and Akatum is one of his most cherished offspring. These men and women have heard the siren song that tempts them to sweet annihilation, and embrace Akatum’s blessing. They seek to convert new followers to their cause, and new sacrifices to offer to the yawning maw of the Plunge. And failing that, they offer themselves, diving headlong into the Abyss in holy sacrament.
Instinct: To honor and worship Maug
Moves:
  • Weave the gorge’s corruption into a spell
  • Rally their fellow cultists to face a common threat
  • Preach about the glory of Maug, and tempt others to annihilation

Sawtusk          6 HP    1 Armor
Group, Organized
Damage: Bite (1d8+2, close, messy)
            A pack-hunting organism originating in the strange, primordial environment of the Underworld. It looks like a strange arthropod with a long body of wide, curved segments and six spindly legs. It has multi-faceted black eyes on the end of eyestalks, and a pair of curved, tusk-like palps lined with serrated teeth. Despite their appearance, they neither spread the curse of Akatum, nor are they affected by it.
Instinct: To hunt
Special Qualities: Blindsight
Moves:
  • Track prey by scent
  • Summon the rest of its pack for aid with a shrill, rattling cry
  • Gang up on the strongest foe
 
Gorge Lion    8 HP    0 Armor
Solitary, Small, Stealthy, Devious
Damage: Bite (1d8, close)
            These creatures are the descendants of curse-warped mountain lions, and are a common ambush predator of the gorge. They resemble a hairless mountain lion with bluish-gray skin, covered in a crazed web of bulging dark varicose veins. The contrast between the dark veins and lighter skin serves as natural camouflage, like a tiger’s stripes. These predators are particularly feared, not just because of the physical danger, but because their fangs bear the curse.
Instinct: To stalk its prey
Moves:
  • Blend into its environment
  • Move silently to stalk its prey
  • Expose its prey to the Curse of Akatum with its bite
 
Corrupted Outlaws   3 HP    2 Armor
Horde, Intelligent, Organized, Hoarder
Damage: Spear (1d6, reach)
            Fear of the curse keeps all sensible people well away from the gorge. Desperate outlaws have long used this to their advantage, hiding where the law dares not follow. The curse has warped their minds and bodies. The new ones accept it as the cost of doing business. The older ones have long lost any sense of anything wrong, along with their humanity and desire to return to society.
Instinct: To steal
Moves:
  • Demand tribute
  • Perform a suicidal charge
  • Flee, then return in greater numbers
 



Armored Corrupter  14 HP  4 Armor
Solitary, Divine, Hoarder
Damage: Claws (b[2d10]+2, close, messy), Tar Spit (1d6, ignores armor, near)
            The terrifying spawn of Akatum disgorged from the bowels of the abyss, the armored corrupter resembles a benthic isopod if were larger than a man and walked upright. It has a thick gray exoskeleton, tiny black eyes glittering with malice, and an ostensibly random assortment of barbed, segmented limbs, some of which are tipped with vicious, hooked claws. It doesn’t even need to eat; it kills prey for sheer pleasure and arranges their corpses in grotesque displays. It cements shiny trinkets from its prey to its exoskeleton with the thick black tar it spits, and it spreads the corruption to all it touches.
Instinct: To kill and corrupt
Moves:
  • Inflict the curse through its attacks
  • Rip its prey limb from limb
  • Immobilize its prey with its many grasping limbs

Treasures of the Gorge

      

      Shamanic Anti-Curse
(50 coins, 1 weight)
            This crude clay pot is adorned with polished stones, feathers, and animal bones. It is consecrated with the shamanic magic of the nomads of the Plangent Plains to absorb the power of Akatum’s curse. Whenever your corruption score would increase, roll 1d6. On a 1-5, you take no corruption. On a 6, you take no corruption, but the vessel shatters, spilling black sludge.
 
Gorge Lion Fangs
            These are the fangs of the mutated mountain lions that live in the gorge. They can be attached to an arrowhead, manually inserted into a targets flesh, or ground into a powder and ingested. This exposes the victim to Akatum’s Curse.
 
God-Chitin Armor
(3 armor, worn, clumsy, 3 weight)
            This suit of armor is made from the pale chitin of some monstrous arthropod. Whenever you put it on, you are exposed to the curse. However, you are immune to the curse as long as you wear it, and no subsequent exposure can increase your corruption score.
 
Darkdream Spores
            A bag of spores collected from a certain underworld moss. When you inhale the darkdream spores and then go to sleep, roll+WIS. On a 10+, ask one question from the list below. On a 7-9, ask a question, but also increase your corruption score by 1. On a -6, increase your corruption score by 1, and you gain no useful information.
  • What is the most likely thing to kill me in the near future?
  • What is the worst thing that is likely to happen to me in the near future?
  • What is my enemy’s darkest secret?
  • Where is the nearest holy place/worshipper of Maug?
 
Blood Magic Ring
            This ring is carved from chitin, and has a tiny barb on the inside which pierces the skin. Whenever you cast a spell while wearing this ring (or spell-like ability, per the GM’s discretion), you may choose to sacrifice 1d4 hit points. You may re-roll the relevant check, or re-roll the damage dealt/healed, and take the better result. You can choose to use this before or after making the roll.
 
Claw of Corruption
(hand, +2 piercing, 1 weight)
            A chitinous, hooked claw harvested from an armored corruptor, suitably intact to use as a weapon. Alternatively, it can be sacrificed on a consecrated altar to show your deity that you have vanquished a beast of Maug. The claw is lost, but you reduce your corruption score by 2d4.

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 ...