This vast decaying megamall has lain outside your home town for as long as you can remember. Your parents remember the days when they used to shop there. You grew up with stories of the wondrous things they bought. The light and sound and colour. The air inside smelled of popcorn and sweet syrup and caramel. It was a magical place. A dream.
MEGAMALL23
This vast decaying megamall has lain outside your home town for as long as you can remember. Your parents remember the days when they used to shop there. You grew up with stories of the wondrous things they bought. The light and sound and colour. The air inside smelled of popcorn and sweet syrup and caramel. It was a magical place. A dream.
ENTITY 05: HIGH REALITY INDIVIDUAL
Random boss idea: Destroy the Action Economy.
We've all heard the problems with big, solo boss monsters in D&D. They can easily become boring, grindy, and non-threatening. The poor things end up getting killed before they get a chance to do anything cool. The PC's have access to a huge array of bullshit that can easy grapple, restrain, stun, or put your hapless boss to sleep. The action economy is fundamentally against a solo boss, which it makes it really hard to make a fun, challenging solo boss in the "Combat as Sport" style of play.
Here is a random, simple idea for helping with these issues: Scrap the action economy. Just throw it in the trash. Instead, do this.
After each player's turn, the boss takes a turn.
- Claw. +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
- Careful shot. The Archer aims at a target and slowly draws back his bow.
- The Archer fires. +12 to hit, 2d10 damage.
- Blood Moon. The Wolf rears back and howls. The sound makes your head pulse with wild pain.
- The moon turns blood red. The area 10 feet around the wolf begins to squirm with black liquid.
- Burning blood rains from the sky. Everyone within 10 feet of the wolf takes 3d10 damage.
- Grapple. The plant grabs the nearest player. Make a DC 20 strength save - if they fail, they are grappled and take d6 damage.
- The plant pulls the target into its maw. They are trapped inside and take d8 damage a round until they can free themselves with a successful DC 15 Strength check.
Reactions
Weak Points
- Giant Swing. The warrior moves and swings the gigantic axe at the closest PC. +10 to hit, 2d8 damage. The axe is buried in the wall or floor.
- The Warrior struggles, then pulls their axe free with a crunch and holds it high above their head in triumph.
- Charge. The Boar aims at a spot with the most PC's clustered together in a group. It prepares to charge.
- The Boar charges in a straight line until it hits a wall or solid object, dealing 2d12 damage to everyone hit. Whatever object or wall it hit will be destroyed.
- The Boar staggers around, dazed. All attacks have advantage against it.
- The Boar shakes itself and regains its composure.
- Death ray. The machine opens up its chest and fires a death ray from its heart. 3d8 damage in a 60ft cone, 19 Dex save for half damage.
- The machine overheats! Its beating heart is exposed! Any attack that targets the heart double damage this turn.
- The machine closes up the iron protecting the heart and stops being vulnerable
Desperate actions
- ✸ Desperate Flame. The dragon lets out a shriek of terrible rage. Ash and smoke billows around it.
- A cloud of ash surges from the dragon. The area within 80 feet is covered in smoke, making it difficult to see. The dragon inhales. The heat intensifies.
- All terrain within 80 feet is ignited like tinder. Each creature on the ground must take d6 fire damage on each of their turns for the next minute.
The Horde
- A zombie latches onto you and tries to bite you. +5, d8 damage, save or become infected.
- Rotting hands grasp at you from all angles. DC 18 STR save or be grappled.
- The hoard drags you away from the rest of the party and into the mass of undead. 2d8 damage each round until you make a DC 18 STR save or another party member saves you.
Converting 5e bosses to this system.
Movement: Divide the movement rate by 4 (roughly - round up if needed). The boss can move that far each time it takes a turn. So instead of moving 40 feet a round, the monster could move 10 feet after each player's turn.
- Normal Attacks: You'll want to reduce the damage. If the boss normally makes 1 attack per round, I would roughly divide the damage by 4 to make it work for this system.
- Multi-Attacks: If the boss has a multi-attack (like Claw, Claw, Bite), then each component of that multi attack can just be a single action.
- Big Attacks: For a big attack like a breath weapon, an AOE effect, put it into an action chain. Try 1 or both of following:
- Add 1-2 actions beforehand to foreshadow the attack.
- Add 1-2 actions where the enemy is vulnerable afterwards.
- Specific Attacks: For something specific or niche, consider making it a reaction to a specific trigger. When the dragon is attacked from behind, it uses its tail attack. This is cool because it allows the PC's to learn the boss's behaviour (better stay away from that tail).
- Status effects: For big status like paralyzation or charm, put it in an action chain of 2-3 steps. The effect gets worse each step until it finally accomplishes the full effect.
Example: Adult Red Dragon.
The boss always gets to do something cool.
More dynamic situations.
Less insta-kill attacks.
It's scalable.
The Thief, the Witch, the Toad, and the Mushroom.
I'm planning to release it on Steam and Itch.io in 2023. You can see more info on the website here or wishlist the game on steam using the link below.
Community Service Carousing for Mausritter
The Carousing Table is an OSR classic. OSR games often reward XP for treasure, which can leave your players with tons of loot and not much to spend it on. Carousing solves that issue by adding a money sink - your players can always get rid of excess cash for a benefit. Plus it naturally generates adventure hooks at the same time!
Mausritter offers a wholesome twist on this idea with community improvements. Your mouse can earn additional XP by spending their treasure selflessly on improvements for the whole community. For every 10 pips spent this way, your mouse earns 1 XP.
This is lovely, but the rules don't offer any specific ideas on what you could spend money on to improve your community. So, here is a community improvement table!
If someone wants to invest their hard-won pips back into the community, roll on this table 3 times to give them a few options for what to invest in, and let the players choose which ones they want. Each improvement comes with a potential benefit you could reward the players with, and an adventure hook to inspire you.
Roll d66 (d6 x10 + d6):
Community Improvement | Benefit | Adventure hook | |
11 | Dig a new well for the town. | May make a wish once per session. Spirits may help you with your wish (giving you advantage on one critical roll to achieve it). | You unearth an ancient cave with a lindworm (a blind, pale snake which breathes poisonous smoke). It speaks your tongue and knows many secrets. |
12 | Build a bridge over a nearby river, or tunnel through difficult terrain. | Easier travel (1 watch to cross hex instead of 2). | Toad moves in under bridge and begins demanding toll. |
13 | Help grow crops or create a community garden. | 1d3 free rations each time you visit town. | Pumpkin harvest spirits haunt the fields and cause low-level mischief. If appeased, they guarantee a good harvest. |
14 | Rebuild a church of the mother. | Priest can provide 1d3 flasks of holy water each time you visit | Learn of an ancient artefact of the mother, the holy thimble, in an adventure site nearby. |
15 | Create a boat or vehicle for the community that can travel between towns to ferry goods. | Store stocks a better selection of goods. Torches, lanterns and other utility items may have +1 use. | Bandits plan an ambush to hijack the vehicle. Traders ask for PC protection. |
16 | Fund a local carnival or harvest festival. | Can win human artefacts as prizes at carnival. | Fierce competition for the best costume and display. Some mice may plan sabotage to win the prize: The Golden Pumpkin. |
21 | Dig burrows for free community housing. | Free rooms when you're in town. | Burrowing accidentally uncovers the ruin of an labyrinthine mouse burrow from centuries past, haunted by old ghosts. |
22 | Build a local theatre. | Free masks, disguises and other theatre tools. | Mysterious figure haunts the theatre, causing accidents and demanding that a certain mouse be made the star of the show. |
23 | Improve accessibility of the village (ramps, better facilities for older mice, etc). | Grateful local mice help you with your projects (building things, etc). | Mysterious rat stranger with cane and eyepatch thanks PC's and hints at pirate treasure. |
24 | Paint and repair local homes or businesses. | Install secret passages that will help you and the town in case of attack. | Discover a nest of bats hiding in an old home, fleeing enemies in another faction. |
25 | Build a fire station to help handle bushfires and other disasters. | Safety during rough weather events. | Rowdy fire-fighting mice ask the PC's to assist them with a disaster (fire, flood, landslide, etc) |
26 | Fund medical facilities. | Full rests in town take half as long to heal you. May be able to heal strange, normally unhealable conditions. | Doctor asks for assistance with mysterious experiments in dream serum. Mice enter hallucinogenic trance that leads them to the dream world. |
31 | Build an arena where mice can compete in games of strength (woodchopping, rope climbing, duels, etc). | +1 STR to all hirelings. | Brawny mouse attempts to impress PC's by beating them in a contest. |
32 | Fund your local library. | Can research the answers to 1d3 questions each time you visit town. | Librarian discovers occult tomes with dark knowledge and asks the PC's to seal them away safely. |
33 | Build watchtowers. | Watch-mice will see any threats coming and warn the town with a gong. | Watch-mice notice a travelling caravan of circus-folk in the distance that seems to have gotten lost and waylaid by bandits. |
34 | Fund local arts and crafts supply. | Free items: Paintbrushes, string, modelling clay, human pencils. | Inspired artist creates painting of mythical unicorn-frog creature - claims to have seen it nearby. |
35 | Create a home for local stray beetles. | Free beetle hireling with +1 inventory slot. | PC's hear rumour of a magical beetle nearby with mysterious powers (eg, can see ghosts). No mouse has ever tamed it. |
36 | Protect, reclaim and rejuvenate local wilderness. | Gain 1d6 rations when foraging instead of 1d3. | Fae spirits take a liking to you, may kidnap you into fae realm. |
41 | Repair and fix clothes for mice of the village. | Mysterious local tailor may craft costumes of unknown make and potentially magical abilities for the party. | Must steal a piece of human clothing to complete the project (Sock, glove, stocking, etc). |
42 | Create a field for local sports. Mouseball, that kind of thing. | +1 Dex to all hirelings. | PC's may gamble on games. Some mice try to rig the game for a big payout. |
43 | Buy better musical instruments for local bards. | Free Bard hireling (Gives group +1 to reaction rolls). | Bards go on tour throughout local settlements and request PC protection for their travels. |
44 | Fund your local school. | +1 WIL to all hirelings. | Teachers ask PC's to recover lost texts, hidden in a frog library. |
45 | Build a tower for local hedge witches / wizards. | PC may be taken on as an apprentice and gain a spell. | Mouse Warlock requests a piece of a fallen star to complete the project. Meteorite shard can be found in nearby adventure location. |
46 | Build local beehives. | Earn d3 fresh honey rations each time you're in town. | Queen Bee is kidnapped by a spider queen. |
51 | Create more mouse holes and tunnels in human territory. | Easier to move unseen through human territory. | Hamster escapes and settles in town, has wild tales of treasure in human child's room. |
52 | Fund local leatherworking. | Can upgrade armour. Gains +1 DEF against specific damage source (Eg fire). | Armourer tells you the location of a magical shield or piece of armour. |
53 | Fund local blacksmiths. | Can upgrade weapons. Deals +1 damage against specific target (eg birds). | Blacksmith tells you the location of a magical weapon. |
54 | Fund local brewery. | Gain 1d3 jugs of ale when you're in town (gives advantage on WIL saves and disadvantage on DEX saves for d4 turns). | While drunk, you overhear some noblemice discussing a terrible scheme against a good faction. |
55 | Fund a local bat cult. | Can hire 1 bat mount as a hireling for 40p per night. | Must seek out a great sacrifice to summon the Night Queen. |
56 | Fund fungus farm. | Gain 1d3 mushrooms each time you're in town. Some heal d6 STR when eaten, others deal d6 STR damage when eaten. | Fungus farmers tell you of a mysterious Truffle Lord, a fungus-creature who rules the mushroom realm under the farm. |
61 | Fund local cartographer's guild | GM provides more detailed maps and information about hazards in the region. | Cartographer gets lost mapping unknown place and must be rescued. Has a detailed map of a nearby adventure site. |
62 | Fund community newspaper. | GM provides more information about faction goals and actions each session. | Newsmice ask you to help with investigative reporting of local murder / conspiracy. |
63 | Fund activism against corrupt noblemice. | May be able to topple local noblemouse and take over their manor. | Resistance cell asks you to help them free prisoners from noble's dungeon. |
64 | Create shrines to appease local spirits. | Spirits in the area will watch over you and protect the town in subtle ways. | Offended trickster Bogart causes havoc (curdles milk, spoils eggs, etc). Must be defeated or appeased before project can be completed. |
65 | Exorcise ghosts from local graveyard. | May speak to the spirit of a previous dead PC / NPC and gain knowledge. | Exorcist requires PC's to defend the ritual circle from angry spirits while they complete the exorcism. |
66 | Fund local worm farms. | Free worm mount hireling. Can burrow through earth on command. | Worm farmers discover giant worm king that knows no master. Can it be tamed? |
I would allow the players to put as much money as they like into these, and just adjust the scale of the project based on how much money they put in. Say if they wanted to dig a well: a tiny amount of money could get a small well started, but a large amount of money could create a giant well and get the project finished much faster. Each improvement would take about 1-3 weeks to complete (depending on the scale and amount of money put into it).
I would only give them the benefit if they invest a meaningful portion of their wealth into the project, or do something extra to get the project completed (Eg contributing items or their own labour). Otherwise, the XP should be enough of a benefit.
Positive Conditions
"October ale and strawberry cordial, tarts, pies, flans, and puddings, served out and replaced by fresh delights from Redwall’s kitchens. Turnovers, trifles, breads, fondants, salads, pasties, and cheeses alternated with beakers of greensap milk, mint tea, rosehip cup and elderberry wine."
Well-content. Mark 1 use to gain advantage on a WIL save or to remove Drained. Earned from sublime and life-affirming experiences with your loved ones, like enjoying a grand festival, putting on a play, or finishing some great creative work.
ENTITY 04: GHOST BRANCH
THIS HAUNTED LAND - Languages
Everything talks.
2d6 | Reaction |
2 | Hostile. How have you angered it? |
3-5 | Unfriendly. How can it be appeased? |
6-8 | Unsure. What could win it over? |
9-11 | Friendly. What could it trade? |
12 | Helpful. How can it help you? |
Inanimate object personality table:
- Stuffy and officious - proud to be doing the job it was made for. May request paperwork.
- Salt-of-the-earth, working class object. Thinking of forming a union.
- Mischevious, tricksy, planning to break or twist at the wrong moment
- Exhausted from hard labour, resigned. "What now?"
- Loves to gossip. Has some scandalous stories about the broom and the scullery-maid.
- Furious over some small slight from the last person to use it. "Never even said thank you."
- Amiable, chuckles constantly at its own bad jokes. Wants to rest its old bones.
- Lovesick. Sighs a lot. Pines after some other object that has gone away.
- Nihilistic and gloomy. "We'll all end up on the trash-heap one day."
- Newly-made. Naive, young and optimistic. Wants to see the world.
- Cunning, sinister, hatching a plan to escape and commit evil deeds.
- Dog-like - friendly, excitable and loyal to master.
- Cat-like. Aloof, detatched. Thinks that you are here to serve them, not the other way around.
- Motherly, old english maid type, wants to take care of other objects.
- Lazy, whining, wants to do nothing all day.
- Burning the candle at both ends. Desperate, hyperactive, wants to do things as fast as possible.
- Solemn, wise, old. Knows much about the ways of men. Wants to pass away with dignity.
- Scoundrel and rogue. Charming, will sell you down the river at the first opportunity.
- Vain, pompous. Says its creator was the pre-eminant craftsman of his age. Wants attention.
- Slow, sleepy, deep monotone voice. Works slowly but patiently. Everything in its time.
Treating a mystery like a dungeon - Random Encounters
-Raymond Chandler
Random Encounters
- A thug bursts through the door, firing a gun. They plan to kill whoever the PC's are talking to, in order to silence them - then escape.
- The bad guys sneak in and bug the PC's phones or lines of communication.
- The bad guys ransack the PC's home or place of business. They will steal any valuable items or information the PC's have.
- An NPC with vital information is kidnapped. PC's will be sent a letter with demands ("Leave town or we kill them", that kind of thing).
- One of the PC's friends or contacts is bribed to turn traitor. They will feed the PC's incorrect information to send them into an ambush.
- The PC's car or method of transportation is rigged with a bomb. It will explode the next time it's used.
- There are signs that a low-ranking person from the bad guys was just here (footprints, cigarette butts, car tyre marks, graffitti, things like that).
- There are signs that a high-ranking person from the bad guys was just here (footprints, cigar ash, witnesses saw a fancy car, things like that).
- A group of thugs trail the PC's in a black car. They will attempt to escape if the PC's catch on.
- A high-ranking member of the bad guys begins to follow the PC's, pretending to read a newspaper. They will attempt to escape if the PC's catch on.
- The NPC's in this area are frightened. They've just been intimidated by the bad guys.
- One of the PC's friends or contacts starts to feel like they're being watched. The bad guys are staking out their house.
How to write one yourself
- The Duchess is having an affair with Lady Aubergine
- Lord Smothersberry was smuggling in cocaine through the docks
- Lord Smothersberry was killed by Lady Aubergine in a duel
- ...
- The Duchess attempts to destroy any evidence the PC's have gathered (raiding their home base, burning papers, etc)
- Lord Smothersberry's smugglers confront the PC's, attempting to rob or silence them
- Lady Aubergine tracks down the PC's and challenges one of them to a duel.
- Signs that the Duchess has been here recently.
- Signs that the Smugglers have been here recently.
- Signs that Lady Aubergine has been here recently.
The Benefits
1. It makes it feel like the NPC's are actively working towards their goals.
2. It creates a time pressure and forces the PC's to make interesting decisions.
THIS HAUNTED LAND
"What a happiness this must have been seventy or eighty years ago and upwards, to those chosen few who had the good luck to be born on the eve of this festival of all festivals; when the whole earth was so overrun with ghosts, boggles, bloody-bones, spirits, demons, ignis fatui, brownies, bugbears, black dogs, specters, shellycoats, scarecrows, witches, wizards, barguests, Robin-Goodfellows, hags, night-bats, scrags, breaknecks, fantasms, hobgoblins, hobhoulards, boggy-boes, dobbies, hob-thrusts, fetches, kelpies, warlocks, mock-beggars, mum-pokers, Jemmy-burties, urchins, satyrs, pans, fauns, sirens, tritons, centaurs, calcars, nymphs, imps, incubuses, spoorns, men-in-the-oak, hell-wains, fire-drakes, kit-a-can-sticks, Tom-tumblers, melch-dicks, larrs, kitty-witches, hobby-lanthorns, Dick-a-Tuesdays, Elf-fires, Gyl-burnt-tales, knockers, elves, rawheads, Meg-with-the-wads, old-shocks, ouphs, pad-foots, pixies, pictrees, giants, dwarfs, Tom-pokers, tutgots, snapdragons, sprets, spunks, conjurers, thurses, spurns, tantarrabobs, swaithes, tints, tod-lowries, Jack-in-the-Wads, mormos, changelings, redcaps, yeth-hounds, colt-pixies, Tom-thumbs, black-bugs, boggarts, scar-bugs, shag-foals, hodge-pochers, hob-thrushes, bugs, bull-beggars, bygorns, bolls, caddies, bomen, brags, wraiths, waffs, flay-boggarts, fiends, gallytrots, imps, gytrashes, patches, hob-and-lanthorns, gringes, boguests, bonelesses, Peg-powlers, pucks, fays, kidnappers, gallybeggars, hudskins, nickers, madcaps, trolls, robinets, friars' lanthorns, silkies, cauld-lads, death-hearses, goblins, hob-headlesses, bugaboos, kows, or cowes, nickies, nacks [necks], waiths, miffies, buckies, ghouls, sylphs, guests, swarths, freiths, freits, gy-carlins [Gyre-carling], pigmies, chittifaces, nixies, Jinny-burnt-tails, dudmen, hell-hounds, dopple-gangers, boggleboes, bogies, redmen, portunes, grants, hobbits, hobgoblins, brown-men, cowies, dunnies, wirrikows, alholdes, mannikins, follets, korreds, lubberkins, cluricauns, kobolds, leprechauns, kors, mares, korreds, puckles korigans, sylvans, succubuses, blackmen, shadows, banshees, lian-hanshees, clabbernappers, Gabriel-hounds, mawkins, doubles, corpse lights or candles, scrats, mahounds, trows, gnomes, sprites, fates, fiends, sibyls, nicknevins, whitewomen, fairies, thrummy-caps, cutties, and nisses, and apparitions of every shape, make, form, fashion, kind and description, that there was not a village in England that had not its own peculiar ghost.Nay, every lone tenement, castle, or mansion-house, which could boast of any antiquity had its bogle, its specter, or its knocker. The churches, churchyards, and crossroads were all haunted. Every green lane had its boulder-stone on which an apparition kept watch at night. Every common had its circle of fairies belonging to it. And there was scarcely a shepherd to be met with who had not seen a spirit!"
Source: The Denham Tracts, edited by James Hardy, (London: Folklore Society, 1895), vol. 2, pp. 76-80.
I'm toying with the idea of making an RPG where you play as tiny imps, goblins, bugaboos, pixies, and other chaos-spirits who venture out into the world of men to steal and cause mischief.
The core mechanics would be heavily inspired by the chunky, toy-ified inventory system in Mausritter. You should click that link to read the pay-what-you-want PDF rules if you haven't, the system is fantastic.
SPELLS ARE CAPTURED SOULS
Soul of a: | Effect | Personality | Wants you to | |
1 | Hanged Thief | Make target invisible for [DICE] turns. Any movement reduces duration by 1 turn. | Paranoid, secretive, fickle & irresponsible. | Break promises, leave friends for dead, betray allies |
2 | Forgotten Tyrant | Shoot a fireball up to 24'. Deal [SUM] + [DICE] damage to all creatures within 6'. | Angry, brutish & insecure. | Prove your strength, dominate others, gain power. |
3 | Leper Saint | Heal [SUM] STR damage and remove the Injured Condition from the target. | Self-sacrificing, peaceful, timid & meek. | Sacrifice yourself for others, deny your own needs, submit. |
4 | Daredevil Acrobat | Target can walk along walls and ceilings for [SUM] turns. | Cheerful, devil-may-care & egotistical. | Take unnecessary risks, gamble your life, get attention. |
5 | Buried Giant | Grow a creature to [DICE] + 1 times its original size for [SUM] turns. | Nostalgic, slow, thoughtful & depressed | Preserve history, prevent change, bury ancient artefacts. |
6 | Doomed Lamplighter | Create a 20ft cloud of impenetrable darkness for [SUM] turns. | Despairing, gloomy, hyper-critical & fatalistic. | Fail dramatically, undertake doomed quests, suffer a terrible fate. |
7 | Disgraced Detective | Open a door or container, as if a Save were made with a STR score of 11 + [SUM]. | Stubborn, desperate, lawful & uncompromising. | Discover the truth, uphold the status quo, punish chaos. |
8 | Slick Con-man | Cover [SUM]+2' area in slippery, flammable grease. Creatures in the area must make a DEX save or fall prone. | Fast-talking, always has an angle, everyone's a sucker. | Shirk obligations, escape justice, sell snake-oil, cheat and swindle. |
9 | Corrupt Politician | The target regards you as a good friend for [SUM] turns. | Laid-back, charming, boastful and proud. | Make dangerous deals, get in over your head, hatch cunning schemes. |
10 | War-Dog Trainer | Create an illusory dog that can carry [SUM] inventory slots for [DICE] x 6 turns. | Blunt, gruff, brutally honest, secretly caring. | Care for strange and dangerous creatures, take in strays, save captives. |
SKILLS ARE STOLEN MEMORIES.
Memory of being lost in the woods. "Don't worry," your father said. "I'll be back soon." |
Memory of discovering an awful truth. A hidden letter. A family secret. You never should have opened that door. |
HEALTH AND RIOTING
AND MORE
- Stolen Beauty: Mark 1 use to gain Advantage on a reaction roll (roll 3d6 and take the highest 2 dice).
- Stolen Voice: You have stolen someone's voice. Mark 1 use to mimic their voice perfectly for an hour. You can pass yourself off as that person with a successful Charisma check.
- Bottled Luck: Mark 1 use to re-roll a natural 1 from you or an ally.
- Dream of Falling: Mark 1 use to cancel all damage from a fall.