Critical Hit and Critical Fumble Charts for Pathfinder

I’ve been trying to write a post about critical hits and fumbles for awhile now. A stupidly long while, actually. Like, a month and a half. I’ve had this general idea about wanting to discuss the various ways I’ve seen people handle attack rolls of 1 or 20, but I haven’t been able to pin down what I want to say about it.

I first got to thinking about this when I started playing in my friend Gustie’s Anomalous Subsurface Environment game, where I am a thief named Nire the Dead. Gustie has a really cool method of handling critical hits, where the attacker can either deal double damage, or do ‘something cool.’ It’s a mechanic which doesn’t simply allow players to be creative and try crazy things, but encourages it. A player can always say they want to try something cool, but often the odds of success make a simple attack the obviously better choice. By pre-confirming that something cool will work, the mechanic has an incredibly freeing effect on the player’s imagination.

All of that said, I don’t know if I would want to implement Gustie’s system in Pathfinder. Combat maneuvers already provide a working structure for ‘cool stuff,’ and it’s an extremely efficient one which rewards player ingenuity. I feel like the two systems might not mesh well with one another. Despite not wanting to use Gustie’s system, though, I do want to try something a little more colorful than the basic double damage / critical miss system that Pathfinder uses.

For the last few weeks, Brendan’s Vaults of Pahvelorn game has been using a pair of tables he got from a Lammantations of the Flame Princess supplement. I don’t own LotFP, so I can’t speak to the table’s full content. But anytime a 1 or a 20 is rolled, Brendan asks us to roll a 30 sided die, and something wonderful, or terrible, results. I’ve been fascinated to watch how this table has affected the group. We’re all on the edge of our seat, waiting to find out what the d30’s roll will produce–and there have been some doozies. Like the time one of us rolled a 20, which resulted in a miss, but they then ‘learned from it,’ and gained 1 point to their wisdom score. Or the time one of the party’s cleric’s was granted a new level on the spot.

We’ve had an immense amount of fun with the LotFP tables. But for my Pathfinder games, I wanted to find something a little more grounded. That’s when I discovered a post on Delta’s D&D Hotspot with some fantastic tables from an old dragon magazine. You should definitely take a moment to look over those tables. They’re very nearly perfect. All I’ve done below is parse them down from four charts, to two. And from a d%, to a d30.

Note that a little creativity, and judgement is required from the GM when using these tables. What does it mean in game terms when an orc loses an eye? (Perhaps they’re easier to backstab or flank)? What exactly happens to a shortbow when it’s damaged? (Perhaps the character cannot bend it as far without breaking it, and thus the bow’s range is reduced by half)? I’ve tried to predict circumstances which would make any of the results invalid, and provide contingencies for them. But if you choose to use these tables, I’m sure you’ll discover a few that I missed, and need to either re-roll, or make a judgement call.

Critical Hits (Roll 1d30)

Any attack roll of 20 is a critical hit. Any other other attack roll within critical range must be confirmed as per Pathfinder’s rules.

1-10) Standard critical damage as indicated by the weapon type.
11-15)
Critical multiplier increased by 1. (If a weapon deals double damage on a critical hit, then it would deal triple damage. If the weapon deals triple damage, then it would deal quadruple damage, and so on.)
16)
Normal damage, and weapon is knocked from the opponent’s hands. (If enemy uses natural weapons, such as a bite attack, those weapons are damaged and rendered unusable.)
17)
Normal damage, and opponent’s shield is knocked out of their hands. (If no shield is present, weapon is knocked away instead, as described for 16)
18)
Normal damage, plus opponent’s armor (or natural armor) is damaged, reducing its AC bonus by 1. Armor can be repaired for 1/2 base cost. (If armor is magical, re-roll.)
19)
Normal damage, plus the opponent’s ear is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage, and helm is knocked off.)
20)
Normal damage, plus the opponent’s eye is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage and helm is knocked off.)
21)
Normal damage, plus the opponent’s knee is struck. They are reduced to 1/2 movement speed.
22)
Critical damage, plus the opponent’s right arm is destroyed (Either cut off, or damaged beyond usability).
23)
Critical damage, plus the opponent’s left arm is destroyed (Either cut off, or damaged beyond usability).
24)
Critical damage, plus the opponent’s right leg is destroyed (Either cut off, or damaged beyond usability).
25)
Critical damage, plus the opponent’s left leg is destroyed (Either cut off, or damaged beyond usability).
26)
Critical damage, plus severe damage to the abdomen. (Heavy bleeding, either from a wound, or internally). Target will continue to lose 10 hp every turn (10 minutes) until bbleeding is stopped.
27)
Critical damage, plus severe damage to one of the target’s lungs. Target is left gasping on the ground until tended to. Suffers a permanent loss of 4 Constitution (which also causes a loss of 2hp/level). This ability loss is from the destruction of a lung, and cannot be recovered by anything less than a Regenerate spell.
28)
The attack strikes the chest, and severely damages the heart. The target is immediately reduced to -1 hp.
29)
The attack strikes the head. The target immediately drops to -1 hp and suffers the permanent loss of 4 Wisdom. This ability loss is from brain damage, and cannot be recovered by anything less than a Regenerate spell. (If the target is wearing a helmet, this attack instead deals critical damage, and knocks the helmet from the target’s head).
30)
Roll twice.

Critical Fumble (Roll 1d30)

Any attack roll of 1 is a critical fumble.

1-10) Complete miss.
11-12) Fumbler’s movements put them off balance. They take a -1 penalty to their armor class for the next round.
13) Fumbler’s movements put them severely off balance. They lose Dexterity, Shield, and Dodge bonuses to AC for the next round. If losing these bonuses does not reduce the fumbler’s AC, then they still must take a -1 penalty.
14-15) Fumbler trips, and falls prone.
16) Fumbler trips, falls prone, and strikes their head. Stunned for 1d4 rounds. (If fumbler is wearing a helmet, then they are not stunned, but their helmet is knocked off).
17-18) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
19) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 base cost. This includes magical weapons.
20-21) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
22) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. This includes magical weapons.
23) Weapon is dropped.
24) Weapon is sent flying.
25) Shield is dropped. (If no shield is held, weapon is dropped).
26) Fumbler twists their ankle, and is reduced to 1/2 speed until they have a day to rest.
27) If fumbler wears a helm, it becomes twisted, leaving them unable to see. (If no helm is worn, this is simply a miss).
28) A nearby ally is struck for 1/2 damage. (If no ally is nearby, this is merely a miss).
29) A nearby ally is struck for normal damage. (If no ally is nearby, this is merely a miss).
30) Roll Twice.

Nature Deities; Fertility and Destruction

Recently, one of the PCs in my ToKiMo campaign died whilst trying to remove a diamond from a statue’s eye. Save versus disintegration can be a bitch. The loss was particularly tough on this player, because she had overcome a lot of challenges with that character, and was working towards some very lofty goals. In choosing her new character, the player opted to take control of a minotaur hireling which had been working with the party for awhile. She told me she would like to be a druid once she gains enough experience to take a class level, which meant I had some work to do. As of yet, my setting did not have any nature gods. So after a lot of fiddling, I came up with this pair. They will serve as two of the most powerful gods in the ToKiMo campaign world. The statblocks below are compatible with my deity system.

Opsenula

The All-Mother, Nature The Giving, The Lady of New Life


Major Deity (Divine Rank 10)
Holy Symbol A pear with a child depicted within it. The species of the child often depends on the species of the cleric wielding the symbol.
Home Plane Arborea
Alignment True Neutral
Major Portfolio Wisdom, Nature, Fertility, Food, Growth, Life
Minor Portfolio Children, Parents, Calm Weather, Flowers, Fruit, Agriculture, Gifts, Sex, Druids, Creation
Absolute Portfolio Rain, Childbirth, Mothers
Domains Animal, Plant, Weather, Earth, Healing, Water
Worshipers Rangers Druids, Farmers, Parents, Midwives
Clerical Alignments LN, TN, CH, NG, Rarely NE
Favored Weapons Clubs, Staves

While many gods can create life, Opsenula views it as her mission. She has given birth to many species, heroes, and even to gods. She seeks out those who are worthy, and lays with them. She can remain pregnant for decades, centuries, or even millenia. When she gives birth, she releases an entirely new species into the world. Sometimes it is a plant or animal species. Other times it is a new species of intelligent creature. When she lays with other gods, occasionally she will give birth to entirely new gods. Always these new beings will represent some worthy aspect of their parent. She almost always appears as a pregnant woman with flowers and fruits growing amongst her hair.

Dogma Opsenula revels in all life, especially new life. She teaches that acts of creation are sacred, and that children are one of life’s greatest gifts. She also teaches that the cultivation of the land, and the production of food, are sacred pursuits. Civilizations where the people are separated from their sources of food sadden her, and she encourages all of her faithful to have a hand in growing and harvesting her gifts.

Clergy and Temples Opsenula’s temples are commonplace. They can be found in nearly every major free city, though among city dwellers she is not the most popular of deities. Those who live off of the land are the most likely to revere her. It is rare to find a farming community without at least a shrine to the goddess known as Nature The Giving.

Ashnos

Stormrage, Wintergaze, Nature’s Vengeance


Major Deity (Divine Rank 10)
Holy Symbol A volcanic eruption. The eruption is often stylized to resemble a tree.
Home Plane Arborea
Alignment True Neutral
Major Portfolio Strength, Nature, The Hunt, Predators, Death, Rebirth
Minor Portfolio Meat, Natural Disasters, Weeds, Venomous Creatures, Poisonous Animals, Druids, Destruction, Decay, Fertilization, Competition
Absolute Portfolio Floods, Volcanoes, Wildfires
Domains Animal, Plant, Weather, Strength, Repose, Fire
Worshipers Rangers Druids, Barbarians, Trappers, Hunters
Clerical Alignments LN, TN, CN, NE, Rarely NG
Favored Weapons Fire, Axes

Ashnos appears as a naked man who stands 9 feet tall. Twin orbs of fire serve as his eyes, and a small hurricane twirls leaves and branches around his head as though they were hair. The earth shakes around him with each step he takes. Ashnos is not an evil god, but he is often mistaken as such for mortals who fear his power, and the indiscriminate way he wields it.

Dogma Ashnos teaches that the forces of nature rule the world. He finds cities and industry offensive. Those who worship him should live in small communities, or better yet, out amongst the natural world. And while Ashnos praises the struggle to survive, he also teaches that death must be accepted. Clerics of Ashnos may refuse to perform a resurrection spell on principal.

Clergy and Temples Ashnos’ temples are rare. Those who revere him do not often build permanent structures. The few temples which do exists are often in natural caves, particularly those which are near volcanoes. Other places of worship may be outdoors, where the nearby trees and stones have been painted or carved to resemble symbols holy to Ashnos.

History

Opsenula and Ashnos are as old as any gods. They remember a time shortly after the Logos brought the gods into being, when the gods themselves were all that existed. They took part in the creation of the multiverse, and in the formation of the first worlds of the material plane. In that ancient, time, the two were wedded lovers. Opsenula’s plantlife grew over the surfaces of the worlds, and Ashnos’ floods and volcanic eruptions fertilized the soil, allowing new plantlife to grow and flourish.

Opsenula gave birth to the first of the intelligent species, and she loved them. But Ashnos saw how they destroyed the natural world around them, and shaped it to suit their own whims. This angered him, and he called down lightning from sky to burn them, and rose the waters of the sea to drown them. When Opsenula saw what her husband had done, she became enraged, and attacked her him. The two battled until Opsenula saw that some of her children had survived. She laughed at her husband, for despite his rage he could not erase the mortal races from existence. Shamed, he moved to correct his error, but Opsenula struck a mighty blow against him, and Ashnos collapsed. The vowed that should he ever attempt to destroy all of her children, she would do battle with him until one of the two was destroyed.

In the eons since, the two god have remained apart from one another, only occasionally meeting to battle with one another, or to engage in passions which have resulted in numerous minor nature deities.

Partial Undeath

For evil wizards not ready, or unwilling to attempt the transformation into a lich, partial undeath offers an interesting middle ground. Through dark and bloody rituals, a character’s body parts can be infused with negative energy, causing them to fail, and be reanimated as though they were part of an undead creature. While the caster themselves remains alive–able to enjoy life as only the living can–the parts of them which have become undead confer powerful benefits which can give the caster great advantages.

Zombie Lungs

Requirements: Animate Dead, 2 Assistants, 10,000gp worth of materials.

A focus is required to complete this ritual, and it must come in direct contact with the lungs to be successful. Once completed, the target will not need to breathe in order to survive. They can survive indefinitely underwater, and become immune to any inhaled poisons.

Zombie Stomach

Requirements: Animate Dead, 2 Assistants, 7,000gp worth of materials.

As with the Zombie Lungs, a focus must come in contact with the stomach directly. Once the ritual is completed, the target will not need to eat to survive. They also become immune to ingested poisons.

Zombie Eyes

Requirements: Animate Dead, 3 Assistants, 12,000gp worth of materials.

The eyes must be temporarily removed from the head in order to accomplish this task. When the ritual is completed, the normally white color of the eyes turns to gray. The subject gains darkvision 60ft.

Skeleton Hands

Requirements: Animate Dead, 3 Assistants, 12,000gp worth of materials.

During this ritual, all the flesh must be cut from the hands, leaving nothing but the bone beneath. When it is completed, the subject will have a 1d4 claw attack.

Ghoul Tongue

Requirements: Create Undead, 2 Assistants, 30,000gp worth of materials.

Performing this ritual requires that the tongue be split, and stretched out of the mouth until it freely hangs past the lips. Once the ritual is completed, the subject’s tongue will produce the Ghoul Fever disease. The subject themselves will be immune to it, but if they bite a victim, and that victim fails their fortitude save, then they will rise as a zombie under the biter’s command. This ability does not allow a caster to exceed the normal amount of undead they would be able to control.

Mummy Eyes

Requirements: Create Undead, 4 Assistants, 40,000gp worth of materials.

Like Zombie Eyes, this ritual requires the eyes be fully removed from the head, and then re-inserted once the procedure is complete. Along with turning the white color of the eyes grey, Mummy Eyes causes the iris to turn red and become slightly luminescent. Not so much that it would be obvious in a well lit room, but enough to be visible in darkness, or candlelight. In addition to conferring the subject with darkvision up to 60ft, Mummy Eyes also grant the Despair ability described on page 210 of the Bestiary. The only difference is that the caster must make eye contact with their victim for the ability to come into effect.

Vampire Teeth

Requirements: Create Greater Undead, 4 Assistants, 70,000gp worth of materials, Vampire’s Teeth

Vampires cannot be created by common necromancers, so in order for this ritual to be successful, the teeth must be acquired from an already existing vampire, in addition to the ritual’s other components. These teeth are not grafted into the subject’s mouth, but ground up int an enamel which is applied to the subject’s teeth, and swallowed. Once the ritual is complete, the subject will be able to regain hit points by consuming the blood of the living. While biting a target, they may deal 1d6 damage per round, and heal that same amount.

Note that a the victim does not become a vampire, or any kind of undead, if they are killed by this ability.

Ghost Skin

Requirements: Create Greater Undead, 10 Assistants, 170,000gp worth of materials, a ghost.

This is among the most difficult grafts, even though ghosts are a relatively common form of undead. Because of the level of difficulty involved, an actual ghost must be somehow captured and used in the completion of this ritual, in addition to the ritual’s other components.

Performing this ritual is a grisly ordeal. The subject’s skin must be flayed from their body, and burned in a magical fire along with the ghost. The ash from the fire must then be collected and carefully applied to the skinless body of the subject. When the ritual is complete, this will create an illusory skin which will appear and feel completely normal, though any effects which dispel or disrupt illusions will allow people to see through the subject’s skin. Many casters view this as an acceptable sacrifice, however, since the end result of this ritual is the ability to become incorporeal at will.

Bow Before The Great Pumpkin

Linus, one of the cultists from “It’s the Great Pumpkin Charlie Brown”

My post on mechanics for the gods is still among the best I think I’ve ever written. It is detailed, without becoming complicated. I very much enjoy detailing my deities using the rules presented there, and below is a god appropriate to the season.

The Great Pumpkin

The Grin in the Dark


Lesser Deity (Divine Rank 2)
Holy Symbol An Orange circle with a smile made of of fire at the bottom.
Home Plane 402nd layer of the Abyss
Alignment Chaotic Evil
Major Portfolio Trickery
Minor Portfolio The Season of Fall, Those who Hide
Domains Trickery, Plant
Worshipers Rogues, Rangers, Druids, Squash Farmers
Clerical Alignments CE, NE, CN
Favored Weapons Concealable Blades, and poison.

The Great Pumpkin is a little-known deity whose sphere of influence is limited to agrarian areas which rely heavily upon fall crops. He is rarely seen, because he rarely wishes to be seen. When he does appear, it is as a pumpkin standing upon a dozen vines which serve as both arms and legs. A wicked, grinning faces is carved into the pumpkin, and iluminated from behind by a yellow light. The face appears to be static, but frequently changes when no one is looking.

Dogma The Great Pumpkin admonishes his followers to do whatever they must to ensure that they thrive and their enemies do not. He also teaches that if your enemies know that you are their enemy, thriving will be much more difficult for you. Furthermore, if you focus on thriving only within your family, then your family may falter within your community. If you focus on thriving within your community, enemies from without may surprise you. Be aware of who wishes you ill, and never risk long term survival on a short term goal. Unless you can succeed at both.

Clergy and Temples The Great Pumpkin, being a god of subtlety, prefers that no lasting structure be publicly dedicated to him. Worshipers gather in pumpkin fields in the dead of night to pray and offer sacrifices to their god. Once a year, during the harvest season, a temporary church is built late at night, from dried and bound stalks of corn. Here the most important sacrifices of the year–often children–are offered to the dark god. In exchange for this sacrifice The Great Pumpkin blesses his worshipers with good fortune. Once the structure has served its purpose, it is burned to the ground until next year.

History

Not so long ago as you might think, a small farming community existed far beyond human civilization. The people there rarely traveled away from their small, interconnected villages. They did not need to. Their soil was rich, and they produced ample food to support themselves. Shortly after the founders settled there, the community made an alliance with a coven of elven druids. It is rare that settling humans and druids get along with one another. But these humans were uncommonly happy to adapt themselves to the druid’s viewpoint and in exchange the druids helped them to cultivate the land responsibly. Teaching them to live as part of nature, rather than simply living among nature.

For several human generations this arrangement continued happily, with the druids taking on the role of community leaders. The humans, for their part, were happy to tend their crops, and live simple lives. But then new humans came. They came as humans always come to the edges of civilization: as conquerors. The human drive to expand meant that the lands shared by druids and settlers must be tamed. The inhabitants tried to fight back against the encroaching battalion, but they had no skill for war.

The druids bade their followers gather in a large pumpkin field, where together they would summon a powerful nature’s ally to defend their land. A thousand or more gathered to participate in the summoning, unaware that the evil leader of the druids intended to sacrifice them all so that he might summon a guardian of great power. The ritual began, and the masses prayed whilst the high druid wove his spells. The process continued for an hour, growing louder and more impassioned, until just as it reached its climax–

An arrow flew from the darkness and struck the high druid in the head.

The invading battalion, in full force, charged the field. They seemed prepared the slaughter the innocent villagers and remaining druids. But they had let their arrow fly too late. The ritual was completed. Their shouts of victory turned to confusion and horror as vines leaped up from the field to drag them to the ground, strangling soldiers and horses alike. The entire invading force was left gasping for breath as the life was wrung out of them. But this was not salvation for the settlers, for the vines grasped incandescently. Everyone who stood in the field that night: soldiers, farmers, druids, and generals; all died gasping for air at the culmination of the summoning ritual.

And when the last body ceased twitching, the Great Pumpkin rose up out of his pumpkin patch.

5 Killer Curses

Curses don’t show up in tabletop games as often as you might think they would. Traditionally, curses are placed on tombs to prevent grave robbers from stealing the wealth which is buried there, right? But adventurers rob tombs all the time; the worst they ever need to deal with is an animated corpse. And while placing a curse on everything would be a massive time sink which would ultimately not be any fun, a curse here or there could add variety to game play. Sitting down with a notepad just now, I came up with five curses in about 15 minutes which I think would be interesting to use in a game.

Forgive me if this post lacks any of my usual style. As I write this, I am immensely tired.

Mummy’s Curse: Probably the most iconic of curses, the curse of the mummy is simple. When you break into a tomb under the protection of this curse and take something, the mummy rises from the dead. It then hunts you down, kills you, and retrieves what you stole. In D&D, however, mummies are really just another type of undead creature, rather than being part of a curse. They are described as a guardian creature, and are able to spread the curse/disease of Mummy Rot, but there’s nothing which matches the traditional Abbot and Costello style curse.

I propose that, while mummies can exist anywhere, they are most commonly created when a tomb must be protected against robbery. When that is the case, the doors to the tomb are sealed with magics which bestow the curse of the mummy upon trespassers. While the curse is active, the mummy who protects hte tomb which was trespassed upon will always be aware of the location of all of those who bear the curse, and will hunt them, or be destroyed in trying.

Destroyer’s Curse: When a sacred object such as a statue or talisman is broken, sometimes it will confer a curse to the character responsible for breaking it. Until the curse is removed, the character will find that they cannot handle anything safely. Everything they touch with their hands breaks. If they pick up a sword, the blade and pommel will fall apart, leaving the object useless. If they try to don clothing or armor, cloth will tear and straps will snap.

The power of this curse has limits. It cannot be used to destroy a wall or mountain. A rock will not crumble into pebbles simply because it is touched by the character. A good rule of thumb is that tools, weapons, and other items which would commonly be found in a character’s equipment will break if touched. While anything larger than the character themselves will probably be immune.

Captain’s Curse: A spiteful warlock may place a curse upon a position of authority, such as the mayor’s office of a certain town, the captaincy of a ship, or even just the king’s chef. When a job is covered by a captain’s curse, anyone who takes the job will mysteriously end up dead the moment they start trying to do the job competently. For example if the king’s chef made a delicious stew, then somehow they would end up falling into the pot and drowning.

When a position is afflicted by a Captain’s Curse, anyone who fills that role must do their best to perform their job incompetently, lest they become victims of the curse. A captain’s curse cannot be dispelled simply by using Dispell Magic. Normally a more involved decursing ritual is required.

Curse of Secrecy: Sometimes, knowledge itself may be cursed. This would be extremely unusual, as casting a spell on a concept is a difficult task. But for a dark god who wishes to keep their true name a secret, for example, it would be an easy feat.

Anyone who learns a piece of cursed knowledge will find that it is the only secret they can keep. They will be unable to speak a word to anyone about the cursed knowledge, but every other secret they know will constantly fall out of their m omouthes during casual conversation. If remove curse is cast, then the secret which originally caused the curse is forgotten as well.

Broken Mirror: A classic curse bestowing act. A broken mirror is, traditionally, seven years of bad luck. This is nothing but hokum. Breaking a mirror has no effects on a character’s luck. Breaking a magical mirror, however, has significant consequences. A doppleganger of the character will form out of the shards of broken glass within seven weeks of the mirror being destroyed. If the shards are seperated, then the largest group of them will fopminto the doppleganger with no loss of strength. Once it is created, the creature will have but one mission: to find punish the person whose face they wear.

Hireling Traits

While participating in Brendan‘s weekly OD&D game, Vaults of Pahvelorn, I’ve become enamored of the role hirelings once played in D&D. In Pathfinder, it’s uncommon for a player to seek out an NPC companion. And when they do, they need to take the Leadership feat first. In previous editions of the game, it’s more common for every player to have at least one hireling, while many have several. This makes a lot of sense. From a practical standpoint, one doesn’t need to be a particularly good leader to pay someone to perform basic tasks. All you need is money and a sense of superiority, which adventurers and retail managers both have in spades, AMIRITE?

Despite my respect for the hireling system’s elegance, I’ve noticed a potential weakness in the way they are handled. It’s not a flaw; it doesn’t break the game, nor does it render hirelings less effectual than they ought to be. But it’s an area where I feel as though the presence of hirelings in the game could be strengthened to the game’s benefit. Namely, every hireling is a robot that does what it’s told except when a completely random die roll determines that it should do otherwise. They have no personality to them which makes them individual or interesting, despite the fact that players often try to ascribe personalities to them.

To my understanding, Hirelings in OD&D are handled very simply. (Bearing in mind that I don’t actually know how hirelings are handled in Vaults of Pahvelorn. The machinations of loyalty  are kept hidden from the players). When the player character orders a hireling to attempt something which the hireling might object to, the GM rolls against a “loyalty score” which the player has earned with that NPC. On a successful roll, the hireling will do what they are told. On an unsuccessful roll, the hireling will refuse the order. It’s a simple and effective means to differentiate between the PC (which the player controls directly) and the Hireling, which is an NPC that the player can only control indirectly.

In my weeks playing Vaults of Pahvelorn, however, I’ve noticed that my fellow players and I often try to impart personality traits on our hirelings. They’re not quite members of the party, but we still view them as more than cannon fodder. I suppose the closest analogue you might draw is that the players view their hirelings as pets. They want to get to know them a little bit, and the simple nature of the loyalty score doesn’t allow much leeway.

I propose a random chart which defines a hireling’s personality. Not in a role playing or aesthetic sense, as -C has already covered that exhaustively and there’s really nothing more to be said on the matter. Rather, this chart would define personality on a mechanical scale. A character’s fears are going to make them less willing to engage in certain kinds of questionable activities, while they may feel more confident about others. To demonstrate what I’m talking about, below is a sample chart which I’m sure could be expanded and improved upon. Each personality trait is the result of two rolls:

Roll 1d6

(1) The character is terrified of… (Takes a -3 penalty on loyalty rolls associated with…)
(2-3) The character isn’t comfortable with… (Takes a -1 penalty on loyalty rolls associated with…)
(4-5) The character is pretty comfortable with… (Receives a +1 bonus on loyalty rolls associated with…)
(6) The character happy with… (Receives a +3 bonus on loyalty rolls associated with…)

Edit: Brendan has pointed out to me that OD&D loyalty checks are made using 2d6, not 1d20. Oops! I’ve modified the bonuses and penalties to work better with that number range. That’ll teach me to try and write a homebrew for a game I’ve never GM’d!

Roll 1d20

(1) Being left alone in to stand guard in a dangerous place.
(2) Being sent ahead to scout in a dangerous place.
(4) Magic and Magic Users
(5) Religion
(6) Fire
(7) Darkness
(8) Undead
(9) Monstrous Humanoids
(10) Insects
(11) Demons and Devils
(12) Evil
(13) Lawbreaking
(14) Near death experiences
(15) Being asked to participate in battle with a ranged weapon.
(16) Being asked to participate in battle with a melee weapon.
(17) Dangerously cold weather.
(18) Dangerously hot weather.
(19) Large scale battles.
(20) High places

The GM could roll for an individual hireling as many times as they like, ignoring any contradictory results on subsequent rolls. The GM is also strongly encouraged to work a hireling’s trait into their personality. For example, a hireling who is comfortable with fire might have been part of the fire fighting volunteer squad before they joined up with the party. If they’re happy to confront fire, then perhaps they’re even a little unstable, with pyromaniacal tendencies.

There are some potential problems with this idea. Aside from complicating a simple system (and thus, potentially, making it less effective) it adds to the amount of information the GM will need to keep track of. I do like the idea, though, and I’d be curious to hear other’s thoughts on it. I’m particularly curious what oldschool GMs think, since my only experience with OSR gaming is as a player.

Seven Cursed Items for Fun & Profit

Greed’s Guilt – Golden coins of slightly larger than normal diameter, with a small ruby inlaid into a cavity in the center. They appear to be particularly valuable, and are likely worth more than standard gold coins if you can find the right collector for them. These cursed coins were actually made by a church of a goodly and lawful deity, whose clergy wished to punish the sin of greed by crafting an item of obvious value, which harm the owner.

For as long as these coins are within a character’s possession, whether they are currently being held, or are in a bank in the character’s name, the owner is cursed. They must roll a will save each night, with a DC equal to the number of Greed’s Guilt Coins possessed. Upon failure, the character cannot fall asleep by any natural means. They incur all of the penalties which would normally be associated with not sleeping, such as slower traveling speed, fatigue penalties on rolls, and an inability to prepare spells if they are a caster.

If an unnatural means is used to put the character to bed (such as a Sleep spell) then they will succeed in making the character unconscious. However, the sleep will not be restful at all. When they awaken, the character will feel as though no time has passed, and they will still incur all the normal penalties from not sleeping.

The Golden Quill – A fine writing implement, the size of a standard scribe’s quill, with a plume of fine golden strands, and a cap of the finest silver craftsmanship. This is obviously a piece of only the very highest quality, and is doubtless quite valuable. The origin of these quills is unknown, but the most common educated guess is that they were painstakingly crafted in the depths of the Abyss to sow seeds of discord amongst the mortal kingdoms. It is a good guess.

Once every 1d4 days, the possessor of a Golden Quill will use it to pen a letter to some friend or ally. In this letter, they will do everything they can to harm their relationship with that person. They will bring up their friend’s every failing, reopen every old wound, and curse their fellow’s very existence. Once the letter is written, they will do whatever they need to do to have it delivered promptly. If they are in the wilderness, they will store the letter pending their return to civilization. The curse of the Golden Quill allows no saving throw, and the writer of the hurtful letters will have no memory of writing them. Even if the quill leaves their possession, they will continue to ignore the letters hidden in their pack, and will dutifully have them delivered once it is possible.

Boots of Great Movement – A pair of finely crafted boots constructed from red-dyed leather and silk, with an intricate stitching of a wing on each heel. They appear to be luxuriously comfortable, and still very durable footwear. Anyone who wears these boots has their maximum movement speed increased by 15, but finds that they cannot stop moving. Every round, the character must move at least 10ft. The Boots of Great Movement cannot be removed without the use of a Remove Curse spell.

Rod of Lightning – This rod of blue glass appears to be a simple enough magic item. When directed at a foe and waggled up and down, an arc of electricity jumps from its tip to the target, dealing 1d6 damage. Targets are allowed a reflex save, DC 17, to take half damage. The Rod of Lightning is not a fancy magic item, but it does perform its task adequately.

However, if a character carrying the Rod of Lightning on their person is ever outdoors during a storm, then at least once they will be struck by a bolt of lightning from the sky, dealing 10d6 damage. It is likely that this will need to occur twice or more before the character will realize they are not merely the victim of a random occurrence. Even then, it may be difficult to deduce that the rod is responsible.

These devious items were crafted by a group of fundamentalist shamans. They wished to teach a lesson to anyone arrogant enough to think that the elements could be controlled with magic.

The Finishing Blade – This +3 longsword appears black in color, with a green shimmer if held under the light. The weapon deals an additional 3d6 negative energy damage to any target who has less than 20 hp remaining. While this at first appears to be an effective weapon, particularly when fighting against weaker opponents, it–of course–has a drawback.

Any living creature which is slain by this weapon rises as an undead monster precisely one month later. They retain all of the knowledge and abilities which they possessed in life, but gain the “undead” and “incorporeal” subtypes. Beings reanimated by The Finishing Blade’s curse have only one goal: to seek out the one who killed them, and force that person to join them in death. These creatures have a sixth sense which allows them to always be aware of their target’s current position relative to themselves. And they are absolutely relentless in their search.

Scabbard of Protection On one side of this leather scabbard, the material is dyed a deep red, whilst on the other it is a deep blue. The two colors are highlighted with gold, which is intricately shaped around the edges to create a supporting frame. The size and shape of the scabbard will change to suite any blade inserted into it. This is no mere work of mystic artistry, however. It also grants fast healing 1 to any who wear it. Upon strapping the scabbard to their body, an adventurer will immediately feel life flowing into them, and energizing them.

They may not even notice that every damage roll made against them is subject to a +5 bonus while the scabbard is worn.

The Lantern Beneath the Nose No one really understands the design of this lantern when they first lay eyes upon it. At the top, there is a hollow nose shaped from iron. A horizontal handle inside of it allows it to be held not unlike a buckler. Two chains descend from the nostrils, with a small lantern suspended about 1ft down.

Strange as it appears, however, adventurers who discover it are quickly excited by its power. When the handle is gripped, the lantern immediately lights up, and magically fills the entire room the wielder is in with light. Regardless of its size, or the position of objects which would normally create shadows. The entire room is magically illuminated.

As the light fills the room, however, it also casts a spell of greater invisibility upon any creatures of evil alignment.

Updated Forest Battlefield Generator

A long while ago, shortly after I started taking this blog seriously, I wrote a post about making your forest environments more exciting during battles. It was the first of my Spicing Up the Battlemat series of posts, which is a series I’ve always found both fun and useful. Along with that post, I made a pdf file to help generate forest battlefields. I don’t know if anyone else has ever downloaded it, but I’ve certainly gotten a lot of use out of it myself. However, having now used it for several months, I’ve noticed more than a few problems. Not only are there several typos, but some options (most notably insects) came up far too often.

I recently took the time to revisit that chart, and I’ve updated a number of things. The layout is more clear, I’ve removed some useless information, added some cool new options, and altered some of the probabilities. I’ve also changed the rules about undergrowth, which I had taken directly from page 427 of the Pathfinder Core Rulebook. As it turns out, however, people who design tabletop role playing games might not be nature experts. I happen to have one such expert in my group, and they recently pointed out that when there’s high tree density, sunlight doesn’t penetrate to the forest floor, and thus there is less undergrowth, not more.

For my own purposes, I use this chart in almost every game, and I fully believe it has enriched our group’s experience. So, if you’re interested, here’s the PDF. An image of the file is also available below.

Random Forest Battlefield Generator v2

More Goblins for 'We Be Goblins, You Be Food'

This coming weekend, more than half of my group is unavailable for our normal game. I don’t want to send the Rogue and the Barbarian on an adventure all by themselves, so I’m arranging something a little different for this session. Late last year–before the Rogue or the Barbarian joined my gaming group–I ran a free Pathfinder module called “We Be Goblins.” It was immense amounts of fun, and the whole group agrees that we’d like to return to those goblin characters and play some more, but we’ve yet to get around to that. However, since neither of the players attending this session were there when we played through the module the first time, I figure this will be a good opportunity to introduce them to goblin culture.

The adventure was pretty easy with four players, so I don’t imagine it will be overwhelming with only two, and I’m trying to rustle up a third. However, I don’t really want to let these players use three of the four pre-made characters which come with the module. Chuffy, Mogmurch, and Poog. Because if we ever do get around to playing the goblins as a full group, I don’t want more than one person in the group to feel attached to a given character. The guy who played Rita really didn’t like her and has already asked to change characters, but that still leaves two potential players who wouldn’t have characters of their own to play.

To that end I made two new goblins in the same style used in the module: Gork Stabslicer the Barbarian, and Yrt Gutmuncher the Ranger. I even filled both of their inventories with garbage, and wrote little songs for them to sing, like the four original characters had. And given that a lot of people find this site by searching for the module in question, I thought their sheets might be of interest to anyone who will be playing the module with a group of more than four players.

Gork Stabslicer
Male Goblin Barbarian 1
CE Small Goblinoid
Init 4; Senses Perception +5; Darkvision 60ft.


Defenses


AC 21, Flat Footed 16, Touch 16 [10 + Dex(4) + Hide Armor(4) + Size(1) + Dodge(1) + Shield(1)]
hp 14 (1d12 +2)
Fort +4 Ref +4 Will +1


Offense


Speed 40ft
Melee Warhammer + 5 (1d6 + 3 /20 x3)


Stats


Str 16 (+3) Dex 18 (+4) Con 15 (+2) Int 8 (-1) Wis 12 (+1) Cha 9 (-1)
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Goblin Trait Advanced Distraction (1/day use a swift action to gain +2 AC for one round.)
Skills Ride (+8), Stealth (+12), Acrobatics (+8), Perception (+5), Survival (+5)
Languages Goblin
Gear Warhammer, Hide Armor, Light Wooden Shield (Old barrel top), 32 silver pieces, loaf of stale bread, Book with all the pages torn out, 3 iron ladels, pet toad in a birdcage named “lil’ Gork,” a wizard’s hat, a small jar of jelly beans.


Song


Gork like slicing, Gork like stab,
Cut up longshanks into ham!
Make the dogs and children flee,
On their faces I will pee!
 
 

Yrt Gutmuncher
Female Goblin Ranger 1
CE Small Goblinoid
Init 4; Senses Perception +6; Darkvision 60ft.


Defenses


AC 19, Flat Footed 15, Touch 15 [10 + Dex(4) + Hide Armor(4) + Size(1)]
hp 11 (1d10 +1)
Fort +3 Ref +6 Will +2


Offense


Speed 30ft
Melee Handaxe + 3 (1d4 + 1 /20 x3)
Ranged Shortbow + 5 (1d4 /20 x3)(60ft)


Stats


Str 13 (+1) Dex 19 (+4) Con 12 (+1) Int 11 (+0) Wis 15 (+2) Cha 7 (-2)
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Goblin Trait Color Thief (+2 on Stealth checks)
Skills Ride (+8), Stealth (+18), Craft(Fletcher)(+4), Heal(+6), Perception(+6), Survival(+6), Knowledge(Dungeoneering)(+4)
Languages Goblin
Gear Handaxe, Shortbow, 24 arrows, Hide Armor, 40 silver pieces, small steel mirror, Pet Toad “Jog,” Jingle Bells, Dull Shaving Razor, Bundle  of 12 rat tails, Empty wine bottle, Wooden holy symbol of Kord


Song


Yrtie fire arrows sharp
Pointies pierce you in the heart!
Axe will rend and tear and bite,
Yrtie hurt all beasts in sight!

Behind the GM's Screen: ToKiTiMo 3

First thing is first: If you are one of the four people playing in my ToKiTiMo campaign, you should not read this post. It contains information from this past Saturday’s game, as well as information which may be used in future sessions. I believe at least two of the players in that game do check this blog occasionally, and reading this post will ruin some of the game’s upcoming surprises. Fortunately for me, I don’t play with any child-minded buffoons who would actually cheat at a tabletop RPG, so I can rely on the honor system for this kinda thing.

Moving on; I recently got around to doing what most other GMs did back in the 90s: I started preparing my game notes on a computer rather than by hand. It was a difficult decision. I’ve always loved the tactile feeling of a pencil scratching across paper. Plus, since I don’t own a printer, it saved me a trip to Office Max and a few dollars on prints. The downside, though, is that it can be difficult to make changes. Sometimes mistakes can force you to scrap an entire page and need to re-write it. And with the way I grip pencils, my hand tends to cramp up after a few minutes, which limited the progress I could make in a given evening.

Plus I type about four times as fast as I can write on paper, so there’s that.

Anyway, now that my games are neither trapped on sheets of paper, nor written in indecipherable chicken-scratch, it occurs to me that I can easily share them. The question is: should I share them? Is this something people would be interested in reading? I certainly have fun writing it, but whether anyone else is interested in them is something of a mystery to me. I think I would like to read other GM’s game notes. I could certainly learn a thing or two from GMs who are better than I. And, hell, if somebody wants, there’s no reason they couldn’t just run my adventure for their own group. That last part might just be my ego talking, but I like to pretend that people find my small contributions to gaming helpful.

So here’s the deal: below is act 1 of the third adventure in my ToKiTiMo campaign. Or, if you’d rather, you can download all three acts of the adventure as a PDF file. If you read it, leave a comment. Let me know if you enjoyed it, and if you’d like me to continue posting my adventures. And if you’d rather I not do this again, speak up! I can take criticism, and if nobody tells me they hate this, I’m going to keep doing it.


ACT 1: Journey to Overton

Part 1: Mahudar Kosopske’s Tower

When the previous adventure ended, the players had just returned from the goblin village with the special tree branch the gnomish wizard would need in order to ward the town of Honon against fire. He allowed them to stay the night, and to drink from his curative fountain to restore their health. The game will begin the following morning.

In the morning, Mahudar is eager to begin his journey to Honon. He ushers the players out of his tower. As he locks the tower, he asks the players if they have any pressing engagements. Assuming they say no, he asks them if they would like to do some work for him. If they agree, read the following text.

“There is an artifact–a small golden orb–which I would like you to retrieve. It’s an item of great importance to the gnomish peoples, but is hidden deep within an underground keep which is warded against our entry. Despite my best efforts, I was never able to dispel them. You lot seem to be trustworthy folk, and as humans the wards would have no effect on you. If you would retrieve this artifact for me, I would reward you handsomely.”

  • He intends to pay each party member 200 gold for their trouble, and will allow them to keep or sell anything they find. If the players Haggle, Mahudar offers only moderate resistance. We still want to encourage haggling. He will go no higher than 400 gold pieces.
  • If the players do not mention it themselves, Mahudar offers them 4 days rations, which he pulls from his bag of holding. In the future, rations should be up to the players, but I haven’t been strict about ration tracking in the past, so they should not be punished for not thinking of it this time.
  • Since Mahudar used “teleport” in the last game, they may ask for one. He has not prepared it that day, and he must begin his travels to Honon immediately, so unless they wish to accompany him that far, he cannot help them. If they press, he will require payment for the spell (8,000 gold).

When the players ask how to get there, read the following text.

“You will first need to travel to Overton. Two miles south of my tower is the river Bynt. Follow its northern bank through the forest. Overton is built where the Bynt meets the mighty River Yosregal. Your journey should take no more than four days time if you don’t stray. In Overton you can rest and resupply. Once you are ready, seek out the man known as Geary Therman, and ask him to direct you to Ursnol, a gnomish settlement a few days travel from Overton. In Ursnol, you will have no trouble finding a guide to lead you the rest of the way to the dungeon entrance. After that, you will be on your own.”

Part 2: Hex Crawl

The area between Mahudar Kosopske’s Tower and Overton has long been the domain of a tribe of Gnolls, known as The Spotted Bull tribe, which is led by a minotaur named Korakus. Recently, an evil Wizard named Dheef Gason moved into a nearby dungeon. He has been using unholy magics to merge captured Gnolls with his Ogre servants. He sets the twisted abominations free in the forest, and they have gathered into a loose society, directing their rage at anyone they find.

While winding through the hilly hexes, the river is at the bottom of steep hills on both sides. This makes it a great place for an ambush if combat is rolled. This first leg of the journey will work off one encounter table for the hills, forest, and plains hexes.

Remember to track the character’s food closely. Also track their movement (they should have 24 movement points if they do not attempt to acquire a mount.) Lastly, make sure Rosco (the ranger) rolls survival to avoid getting lost, in accordance with this table:

TerrainExamplesMovement CostBecoming Lost
Easyroad 4 No Check
Averageclear, city, grasslands, trail* 6 Survival DC: 10
Moderateforest, hills, desert, badlands 8 Survival DC: 15
Difficultmountains, jungle, swamp 12 Survival DC: 20

Weather: Day 1 is Cloudy and Windy, Day 2 is Rainy and Windy, Day 3 is Rainy, Day 4 is Sunny, Day 5 is Sunny, Day 6 is Cloudy, Day 7 is Sunny

Time Tracking: This is the first game in which we will be tracking time. For simplicity’s sake, the adventure will start on the first day, of the first month, of the 3999th year of the common era. Day, Week, and Month names can be determined at a later date, but start keeping track now of how many days have passed.

Kobold Adventuring Party: In the first adventure, the players attacked a Kobold encampment. Despite being given an opportunity to negotiate, they attacked. 6 survivors, separated from their clan, have vowed vengeance on the party. They are stalking them. They will not attack the players outright, as they have not yet become powerful enough. However, they do attempt to lay deadly traps along the party’s suspected paths.

Undead: A lich named Erstic Von Kolt lives not to terribly far from here, though he is not along the projected hex path. Years ago, while he was still alive, he passed through this area and created a number of undead goblins. He’s long since forgotten about them, and they roam aimlessly now. If the players investigate the undead, they might discover a distinctive mark on all of their chests. Showing that mark to anyone in a leadership role will get the players some basic information on the lich.

Part 2 Subsection A: Random Encounters

Each day, roll twice. Once for the morning, once for the evening. Roll a third time for the evening, but only accept results which have mobility (such as monsters). All other results for the nighttime roll should be considered “Nothing of particular interest occurs.”

 Monsters: When rolling a monster, use Trollsmyth’s purpose chart. 2d4 for bestial monsters, 1d10 for intelligent monsters:

1. Diplomacy
2. Patrolling Territory
3. Hurt
4. Horny
5. Hungry
6. Napping
7. Fighting (Roll again to see which creatures it is fighting.)
8. Home
9. Raiding
10. Art

Kobold Traps

1. 10ft deep pits. Perception DC: 16
2. Trip wires onto leaf-covered sharp sticks. Perception DC: 17, Attack +8, 1d6 damage.
3. Snare. Perception DC: 18. Failure causes characters to be pulled up 10ft off the ground.
4. Falling tree. Reflex save DC: 14 or be hit for 4d6 bludgeoning damage, and be trapped under the tree until you can be rescued.

Part 2 Subsection B: Fixed Locations

Garok Torar

This dungeon is represented by a dungeon icon in the center of the forest, one hex north of the river, and two hexes east of the large mountain. Parties entering this hex have a 10% chance to encounter this location.

Garok Torar is a collection of ruins in a large clearing. Made of blue-white stone, the ruins are heavily overgrown now, and no structure save one rises above the first floor–or even has a roof. In the center of the ruins, however, is a larger building. A stairway leads up to the large double-doored entrance–though the doors are long gone. Within appears to be some manner of courthouse, or other official building. In the large central room, an ornate staircase winds downwards.

The staircase leads to the first sub level of a 3-level dungeon. This is where the wizard Dheef Gason has taken up residence. His ogre minions can be commonly encountered throughout all of Garok Torar.

Mount Suvisar

The tallest mountain in the region is located near the western edge of the forest, next to the clearing where Overton can be found. The mountain is heavily forested. It is a little known fact that this is where the roost of Kolgoth’Ronnomaktar The Red can be found.

Castle Nalew

This mega dungeon extends 6 levels above ground level, and 15 levels underground, ending in entrances tot he underdark. However, it is currently sealed up tight, and none know how to enter it. It can be found on the southern edge of the Overton fields. Locals know of it, but none have ever been within its walls.

Part 3: Overton

CN Large Town (Population: 3k; 98% Human, 2% Half Elf, 1 Gnoll) Government: Mayor

Basic Info
Overton is built at the joining of two rivers. The town subsists primarily as a fishing village, but also serves as the central hub for the many frontiersmen who live and work in the nearby forest. It also trades with the gnoll and elvish tribes which live there. The people are generally friendly and honest, but hard from a life in the wilderness. The town’s official patron deity is Obad-Hai, but the town’s population is not particularly devout.

Services Available
Carpenter, Butcher, Blacksmith, Small temple (Obad-Hai), Brothel (“The Comely Castle”), Alchemist’s Shop (“The Crimson Elixer”), Stable (6 horses for sale, left by previous adventuring party who didn’t come back), General Store, river transport, tavern/Inn, leatherworker, tanner.
Town’s Total Purchasing: 4k gold

Notable NPCs
Geary Therman – The town’s mayor. A broad-shouldered huntsman with graying temples. Highly respected, always willing to do manual labor, and to help those in need, even outsiders. Tends to be anywhere he’s needed within the town. When the players ask for him, he’s on the docks talking to Ester Thomas about fur prices.
Hyerman Devon – Manager of the general store. One of the scrawniest men in Overton, but polite and willing to haggle. Sticker price is a few gold more than normal costs.
Old Berman – The high priest at the temple of Obad-Hai. Able to cast 4th level spells. Is not very friendly to those who do not follow his god. Will help for a hefty price, unless anyone offends him or his nature deity.
Melina Ayvon – Wizard in charge of the alchemist’s shop. Sells a variety of concoctions, and able to sell 2nd level spells for a fee. Acts more like a wheedling salesperson than a scholarly wizard. If the players seem capable, she might ask them if they want to find a rare herb for her
Anita Whyk – Half-elven Madam at the Comely Castle. Works as an information broker on the side. Advanced in age now, she still cuts a dashing figure, but does not work herself. She’s protective of the sex workers she employs. She’s a little distracted because one of her girls is missing. (Detective sidequest. she was taken by Gnolls. will be dead by day 7)
Ester Thomas – Ferry captain. A six-and-a-half foot tall woman with beefy arms and a bellowing laugh. She can be brutish and rude, but she’s much smarter than she lets on. She and her sailors are spending a week at rest in Overton whilst they wait for a delivery of animal furs to take south.
Bittereye – Geary Therman’s old hunting companion, a gnoll whose tribe is no more. He helps barter with the nearby gnoll tribes, and serves as an enforcer for the town guard when they need some extra muscle. Doesn’t want players help locating missing brothel girl.

When the players eventually seek out Geary Therman, he’s only too happy to direct them where they need to go. Read the following text:

“Well, easy way is ta cross th’ river here, and hoof it due west until you reach The Forest Queen–that’s a big hulkin’ statue of an elf lady. Can’t miss it. From her, ye can go north until ye reach th’ grasslands. Follow them nor-east. Iffun ye reach the forest’s edge, ye’ve gone too far.”


And that’s Act 1. If you’re interested enough that you’d like to read more, you can download the entire adventure. It’s 22 pages long if you include the three maps. And don’t forget to let me know if you would like for me to continue doing this!