This adventure will run Patrice 'Kabuki Kaiser' Crespy's CASTLE GARGANTUA, a procedurally-generated dungeon of Gothic Horror.
The system is Chris McDowall's Into The Odd. A free pdf of the player-facing rules can be found, here. The full game can be found here. McDowall's blog, which contains a treasure trove of additional material, is here.
We'll begin with rules-as written, but may bolt on some hacks as we go.
NOTE: This module contains sexual content. This is appropriate to the genre of Gothic Horror, and even more so to the the works of Rabelais. Also, violence and scatology. The profane in general. While I don't plan on being particularly transgressive in regards to any of these subjects, this forum should be considered ADULTS ONLY and NOT SAFE FOR WORK.
Rules, Laws, Customs, and Decrees
Re: Rules, Laws, Customs, and Decrees
TO SET THE MEASURE OF YOUR CHARACTER
You have three Ability Scores. Roll 3d6 for each. Swap two, if you really must.
Strength (STR): Fighting, fortitude, and toughness.
Dexterity (DEX): Stealth, athletics, and reflexes.
Willpower (WIL): Confidence, discipline, and charisma.
Hit Points: Roll 1d6.
IMPEDIMENTA AND ODDMENTS
Starting equipment is determined by comparing your highest Ability Score with your Hit Points. Consult player-facing pdf, or just ask me.
The expedition is equipped with all the basics: lanterns, basic climbing, mapping, camping equipment, and rations.
Each PC may have a Companion. Roll their Ability Scores in order and give them 1 hp and a sword. (Companions make great back-up PCs when your first character snuffs it).
If you have an Arcanum, what does it look like, and how did you come by it?
OPTIONAL AND EXTRANEOUS FRIPPERY
Roll two 1d6 (don’t add them together) for as many of the following as you would care to have randomly generated:
Appearance
Physical Detail
Mannerism
Personality
Costume
Hobby
RUMORS, LIES, AND SCURRILOUS INNUENDO
You each know two rumors about the Castle Gargantua.
Choose where you heard these rumors: The Church, The Battlefield, The Mysteries, The Alley, The Sea, The Wood, The Kitchen
Then roll two 1d8. If your WIL is over 13, roll a third 1d8.
You have three Ability Scores. Roll 3d6 for each. Swap two, if you really must.
Strength (STR): Fighting, fortitude, and toughness.
Dexterity (DEX): Stealth, athletics, and reflexes.
Willpower (WIL): Confidence, discipline, and charisma.
Hit Points: Roll 1d6.
IMPEDIMENTA AND ODDMENTS
Starting equipment is determined by comparing your highest Ability Score with your Hit Points. Consult player-facing pdf, or just ask me.
The expedition is equipped with all the basics: lanterns, basic climbing, mapping, camping equipment, and rations.
Each PC may have a Companion. Roll their Ability Scores in order and give them 1 hp and a sword. (Companions make great back-up PCs when your first character snuffs it).
If you have an Arcanum, what does it look like, and how did you come by it?
OPTIONAL AND EXTRANEOUS FRIPPERY
Roll two 1d6 (don’t add them together) for as many of the following as you would care to have randomly generated:
Appearance
Physical Detail
Mannerism
Personality
Costume
Hobby
RUMORS, LIES, AND SCURRILOUS INNUENDO
You each know two rumors about the Castle Gargantua.
Choose where you heard these rumors: The Church, The Battlefield, The Mysteries, The Alley, The Sea, The Wood, The Kitchen
Then roll two 1d8. If your WIL is over 13, roll a third 1d8.
Re: Rules, Laws, Customs, and Decrees
THE ODD CHEATER. A digested reference for the rules.
Actions. No roll needed. A Character can do anything that makes sense. Although, there may be consequences that require Saves.
Saves.
1d20, roll equal to or under Ability Score.
1 always succeeds, 20 always fails.
STR: To overcome challenges based on strength and fortitude.
DEX: To avoid danger based on reflexes, quickness, or precision.
WIL: To resist mental and emotional challenges, and to control Arcana.
Attacks. Roll weapon’s Damage die; subtract the target’s Armor.
Impaired Attacks: 1d4.
Enhanced Attacks: 1d12.
Damage. Subtracted from Hit Points. Then from STR.
When STR points are lost: STR Save to avoid Critical Damage.
Critical Damage. You out of action.
You need to be tended to by another character, and you need a Short Rest. Left unattended, you will die in an hour.
Death. If STR reaches zero, you are dead.
Roll a new character or take over an NPC. When introducing new characters, expedience will be prized over realism.
If DEX reaches zero, you are paralyzed. Full Rest required.
If WIL reaches zero, you are catatonic. Full Rest required.
Short Rest. Restores all Hit Points.
A few minutes rest and basic provisions.
Full Rest. Restores all Ability Scores.
A week of total rest in a safe location.
Morale. If things are going badly, you may need to make a WIL Save to keep any companions or hirelings from fleeing. The blasted cowards!
Actions. No roll needed. A Character can do anything that makes sense. Although, there may be consequences that require Saves.
Saves.
1d20, roll equal to or under Ability Score.
1 always succeeds, 20 always fails.
STR: To overcome challenges based on strength and fortitude.
DEX: To avoid danger based on reflexes, quickness, or precision.
WIL: To resist mental and emotional challenges, and to control Arcana.
Attacks. Roll weapon’s Damage die; subtract the target’s Armor.
Impaired Attacks: 1d4.
Enhanced Attacks: 1d12.
Damage. Subtracted from Hit Points. Then from STR.
When STR points are lost: STR Save to avoid Critical Damage.
Critical Damage. You out of action.
You need to be tended to by another character, and you need a Short Rest. Left unattended, you will die in an hour.
Death. If STR reaches zero, you are dead.
Roll a new character or take over an NPC. When introducing new characters, expedience will be prized over realism.
If DEX reaches zero, you are paralyzed. Full Rest required.
If WIL reaches zero, you are catatonic. Full Rest required.
Short Rest. Restores all Hit Points.
A few minutes rest and basic provisions.
Full Rest. Restores all Ability Scores.
A week of total rest in a safe location.
Morale. If things are going badly, you may need to make a WIL Save to keep any companions or hirelings from fleeing. The blasted cowards!
Re: Rules, Laws, Customs, and Decrees
So, remember 3 posts ago when I said we'd stick to "rules-as-written?" Well, that didn't last long.
Instead of the Advancement scheme used in Into The Odd, let's try this alternate scheme from Chris McDowall's blog.
QUICK AND MESSY CHARACTER ADVANCEMENT.
Instead of Advancing in Levels, you are changed—for good and ill—by your experiences as they happen. This takes the form of Scars and Prestige.
SCARS
When you are taken to exactly 0hp, you get a Scar. Scars only occur in deadly situations, not training.
Your first Scar adds d6hp to your Maximum Hit Points.
Roll d6 plus the damage caused by the attack.
2: Busted Foot - Reduced to a limp until fixed.
3: Lasting Pain - A nasty scar that causes intense pain if pressed on.
4: Busted Lung - Your breathing is loud and you cough up blood often. It’s gross.
5: Smashed Jaw - You lose a lot of teeth and get a speech impediment.
6: Bloody Mess - It needs lots of stitches, and you don’t benefit from Resting until it’s done by a Specialist.
7: Shaken Nerves - You stammer, twitch, or shake, unless you use something to calm your nerves.
8: Disfigurement - The injury leaves your face totally disfigured.
9: Mind Splinter - A specific element of this injury is stuck in your psyche. Lose d6 WIL each time you're forced to confront it.
10: Gouged Eye - A random eye is gouged out.
11: Obsession - Do not benefit from rests until you achieve revenge.
12: Hewn Limb - One of your limbs (1: right arm, 2: left arm, 3: right leg, 4: left leg) is torn off or in need of amputation.
13: Terrible Fracture - A random limb (1: right arm, 2: left arm, 3: right leg, 4: left leg) is broken in the worst way. It can be set by a specialist, but until then you cannot use it, or benefit from Rests.
14: Lost Sense - One of your senses is lost (1: Sight, 2: Hearing, 3: Scent, 4: Taste).
15: Heart Damage - This vital organ is in critical state. If you suffer this Scar again, you die.
16: Shadow of Death – You feel a cold hand on your shoulder and have nightmares. Any time you sleep, pass a WIL Save or scream through the night.
17: Fractured Skull - You drool and slur. If you suffer this Affliction a second time your skull is utterly split open and you die.
18+: Doomed to Die - You shouldn't have survived that. You have nightmares of your own death. If you fail your next Save against Critical Damage you die horribly. If you pass, remove this effect.
PRESTIGE
When you achieve all the following criteria, you reach Prestige Status and add d6hp to your Maximum.
• Bravery: You have at least one Scar.
• Legacy: You have an apprentice and heir.
• Prominence: You have sold at least one treasure worth 10g or more.
• Eminence: You have been awarded a medal, title, or another honor.
Then, roll d12 for your Vice. When you indulge your Vice, re-roll your maximum HP on 3d6, keeping it if the result is higher.
Roll d12
1: Grandiosity – Spend at least 10g on something frivolous.
2: Greed – Take something worth 10g from its rightful owner.
3: Bloodlust – Kill ten sapient beings in one day.
4: Wanderlust – Visit a Far Land you have not visited before.
5: Vanity – Earn a medal or other honor from a figure of genuine respect.
6: Self-Preservation – Return from an expedition without having taken any Ability Score Damage.
7: Zeal – Find a cult that you like and convert a new member.
8: Nurturing – See your heir or apprentice reach Prestige Status.
9: Wrath – Utterly break somebody that has wronged you.
10: Hatred – Kill a specific rival or legendary creature.
11: Pride – Have somebody swear their life to you.
12: Malice – Aid in the collapse of an organization or group that you dislike.
Instead of the Advancement scheme used in Into The Odd, let's try this alternate scheme from Chris McDowall's blog.
QUICK AND MESSY CHARACTER ADVANCEMENT.
Instead of Advancing in Levels, you are changed—for good and ill—by your experiences as they happen. This takes the form of Scars and Prestige.
SCARS
When you are taken to exactly 0hp, you get a Scar. Scars only occur in deadly situations, not training.
Your first Scar adds d6hp to your Maximum Hit Points.
Roll d6 plus the damage caused by the attack.
2: Busted Foot - Reduced to a limp until fixed.
3: Lasting Pain - A nasty scar that causes intense pain if pressed on.
4: Busted Lung - Your breathing is loud and you cough up blood often. It’s gross.
5: Smashed Jaw - You lose a lot of teeth and get a speech impediment.
6: Bloody Mess - It needs lots of stitches, and you don’t benefit from Resting until it’s done by a Specialist.
7: Shaken Nerves - You stammer, twitch, or shake, unless you use something to calm your nerves.
8: Disfigurement - The injury leaves your face totally disfigured.
9: Mind Splinter - A specific element of this injury is stuck in your psyche. Lose d6 WIL each time you're forced to confront it.
10: Gouged Eye - A random eye is gouged out.
11: Obsession - Do not benefit from rests until you achieve revenge.
12: Hewn Limb - One of your limbs (1: right arm, 2: left arm, 3: right leg, 4: left leg) is torn off or in need of amputation.
13: Terrible Fracture - A random limb (1: right arm, 2: left arm, 3: right leg, 4: left leg) is broken in the worst way. It can be set by a specialist, but until then you cannot use it, or benefit from Rests.
14: Lost Sense - One of your senses is lost (1: Sight, 2: Hearing, 3: Scent, 4: Taste).
15: Heart Damage - This vital organ is in critical state. If you suffer this Scar again, you die.
16: Shadow of Death – You feel a cold hand on your shoulder and have nightmares. Any time you sleep, pass a WIL Save or scream through the night.
17: Fractured Skull - You drool and slur. If you suffer this Affliction a second time your skull is utterly split open and you die.
18+: Doomed to Die - You shouldn't have survived that. You have nightmares of your own death. If you fail your next Save against Critical Damage you die horribly. If you pass, remove this effect.
PRESTIGE
When you achieve all the following criteria, you reach Prestige Status and add d6hp to your Maximum.
• Bravery: You have at least one Scar.
• Legacy: You have an apprentice and heir.
• Prominence: You have sold at least one treasure worth 10g or more.
• Eminence: You have been awarded a medal, title, or another honor.
Then, roll d12 for your Vice. When you indulge your Vice, re-roll your maximum HP on 3d6, keeping it if the result is higher.
Roll d12
1: Grandiosity – Spend at least 10g on something frivolous.
2: Greed – Take something worth 10g from its rightful owner.
3: Bloodlust – Kill ten sapient beings in one day.
4: Wanderlust – Visit a Far Land you have not visited before.
5: Vanity – Earn a medal or other honor from a figure of genuine respect.
6: Self-Preservation – Return from an expedition without having taken any Ability Score Damage.
7: Zeal – Find a cult that you like and convert a new member.
8: Nurturing – See your heir or apprentice reach Prestige Status.
9: Wrath – Utterly break somebody that has wronged you.
10: Hatred – Kill a specific rival or legendary creature.
11: Pride – Have somebody swear their life to you.
12: Malice – Aid in the collapse of an organization or group that you dislike.
Re: Rules, Laws, Customs, and Decrees
AS REGARDS SPOILER SPACE
I like to use Spoiler boxes to leave information specific to a given player. F'rinstance:
Rosebud's Secret Message:
I find this neater and more linear upon review than sending PMs to individuals. However, this only works if people can agree to not peek at one another's Spoilers. Which is legitimately hard for some folks. If you know yourself well enough to know that you will not be able to resist the sweet temptaion of illicit knowledge, let me know, and I'll use PMs, instead.
Also, Rosebud:
I like to use Spoiler boxes to leave information specific to a given player. F'rinstance:
Rosebud's Secret Message:
Also, Rosebud:
Re: Rules, Laws, Customs, and Decrees
THE PUSILLANIMITY OF CROWDS
Into the Odd handles groups (and especially large creatures) as single units, called Detachments.
Detachment attacks against individuals are Enhanced (1d12). Detachments are not harmed by attacks by individuals unless they are explosive or suitably large-scale. Risky gambits may require a WIL save from the Leader.
That is to say, Conan can't beat up an army of Level 1 infantry.
When a Detachment takes Critical Damage they are broken and cannot act until rallied. At STR 0 the Detachment is wiped out. When half of a force is broken, the remaining Detachments must pass a WIL save or be routed. Hit Points and Ability Scores are recovered with Short and Long Rests just as with individuals.
Into the Odd handles groups (and especially large creatures) as single units, called Detachments.
Detachment attacks against individuals are Enhanced (1d12). Detachments are not harmed by attacks by individuals unless they are explosive or suitably large-scale. Risky gambits may require a WIL save from the Leader.
That is to say, Conan can't beat up an army of Level 1 infantry.
When a Detachment takes Critical Damage they are broken and cannot act until rallied. At STR 0 the Detachment is wiped out. When half of a force is broken, the remaining Detachments must pass a WIL save or be routed. Hit Points and Ability Scores are recovered with Short and Long Rests just as with individuals.
Re: Rules, Laws, Customs, and Decrees
FLITHY LUCRE
All coins are valued against the Silver- Standard Shilling (sp). One Shilling is the amount a typical factory worker earns in a day. There are a huge variety of coins that are valued against the Shilling, with two being especially common.
Copper Pennies (cp) are worth a hundredth of a Shilling. Ten pennies buy you a cheap drink in a bad tavern.
Gold Guilders (gp) are worth one-hundred Shillings. One Guilder gets you a good horse, a wagon or a valuable piece of jewellery.
In civilized areas, Bank Notes are used for large business transactions. Notes range from ten Guilders to one-thousand.
All coins are valued against the Silver- Standard Shilling (sp). One Shilling is the amount a typical factory worker earns in a day. There are a huge variety of coins that are valued against the Shilling, with two being especially common.
Copper Pennies (cp) are worth a hundredth of a Shilling. Ten pennies buy you a cheap drink in a bad tavern.
Gold Guilders (gp) are worth one-hundred Shillings. One Guilder gets you a good horse, a wagon or a valuable piece of jewellery.
In civilized areas, Bank Notes are used for large business transactions. Notes range from ten Guilders to one-thousand.
Re: Rules, Laws, Customs, and Decrees
ON THE PROPER USE OF FIREARMS
Guns, being of the flintlock and muzzle-loading variety, take one round to prepare between shots. It is fine to assume that a gun is prepared at the beginning of any given battle, unless circumstances would specifically preclude such.
A gun, properly aimed (taking a round for the express purpose of aiming) is an Enhanced attack, doing 1d12 damage. Yowza.
If a gun is fired into melee, a DEX Save is triggered to avoid shooting the wrong person.
Balls and powder are finite resources, but this will be dealt with in a vague, hand-wavey narrative kind of way.
Guns, being of the flintlock and muzzle-loading variety, take one round to prepare between shots. It is fine to assume that a gun is prepared at the beginning of any given battle, unless circumstances would specifically preclude such.
A gun, properly aimed (taking a round for the express purpose of aiming) is an Enhanced attack, doing 1d12 damage. Yowza.
If a gun is fired into melee, a DEX Save is triggered to avoid shooting the wrong person.
Balls and powder are finite resources, but this will be dealt with in a vague, hand-wavey narrative kind of way.
Re: Rules, Laws, Customs, and Decrees
THE SCOPE OF AGENCY IN A CRUEL AND CAPRICIOUS WORLD
In the interests of pace and momentum in the Play-by-Post environment, here's some modifications on who rolls when:
Combat: Whenever a player states their character engages in an action intended to wreck damage upon another, they should roll damage and include it in that same post.
Saving Throws: It is in the player’s interest to describe their actions plausibly and mitigate as many risks as they can, in the hopes that they don’t trigger a Saving Throw.
When an action can result in a dangerous outcome, the GM will roll a d20 versus the character's relevant Ability Score.
If the player has described effective precautions, but danger is still a possibility, the GM may roll 2d20 and keep the better result.
If an action is particularly perilous or foolhardy, the GM may roll twice and use the worse result.
Timely Posting: At the end of each post that significantly moves the action forward, the GM will post the date and approximate time of the next update (usually in two or three days). The GM will be available to answer questions of continue incidental action between "action" posts. If a player is unable to respond before the next action-post, the GM will assume the character generally goes along with the rest of the party, and will react if attacked.
If a player knows they are going to be unavailable, they are welcome to leave a grocery list of actions, intentions, or questions to guide their character's behavior.
Furthermore: In some instances, the regular, stripped-down mechanics of Into the Odd will be supplemented by mini-games, such as the Snakes & Swords chase. Different posting rates and rolling procedures may be engaged during mini-games.
In the interests of pace and momentum in the Play-by-Post environment, here's some modifications on who rolls when:
Combat: Whenever a player states their character engages in an action intended to wreck damage upon another, they should roll damage and include it in that same post.
Saving Throws: It is in the player’s interest to describe their actions plausibly and mitigate as many risks as they can, in the hopes that they don’t trigger a Saving Throw.
When an action can result in a dangerous outcome, the GM will roll a d20 versus the character's relevant Ability Score.
If the player has described effective precautions, but danger is still a possibility, the GM may roll 2d20 and keep the better result.
If an action is particularly perilous or foolhardy, the GM may roll twice and use the worse result.
Timely Posting: At the end of each post that significantly moves the action forward, the GM will post the date and approximate time of the next update (usually in two or three days). The GM will be available to answer questions of continue incidental action between "action" posts. If a player is unable to respond before the next action-post, the GM will assume the character generally goes along with the rest of the party, and will react if attacked.
If a player knows they are going to be unavailable, they are welcome to leave a grocery list of actions, intentions, or questions to guide their character's behavior.
Furthermore: In some instances, the regular, stripped-down mechanics of Into the Odd will be supplemented by mini-games, such as the Snakes & Swords chase. Different posting rates and rolling procedures may be engaged during mini-games.
Re: Rules, Laws, Customs, and Decrees
THE MERCURIAL TIDES THAT GOVERN OUR WORLD
Chris McDowall, the writer of Into The Odd is working a new/supplementary edition, called BASTIONLAND. I thought we could do him a favor and try out some rules that need play-testing.
Here's the gist:
Chris McDowall, the writer of Into The Odd is working a new/supplementary edition, called BASTIONLAND. I thought we could do him a favor and try out some rules that need play-testing.
Here's the gist: