Tuesday, March 11, 2025

Three kinds of wealth abstraction rules

I don't always have the time or the energy to track currency in my elfgames, and although I see the merit in doing so when you're aiming for a specific kind of gamefeel, it's not a great fit for every game. So why is this so often treated as the standard? I mean, it can't be pure nostalgia or blind adherence to the old ways; a lot of the games that still stick with this have traded inventory weight for inventory slots, for instance. Gold for XP could be a plausible reason, but then again, there's no reason you can't implement this with abstracted wealth rules. 

Now, while I can't give you a definitive answer to this conundrum (if there even is one), I have spent some time trying to come up with interesting rules for wealth abstraction, just for fun. If nothing else, perhaps these will inspire some game designers to question why they're still sticking with the ol' Copper/Silver/Gold standard  rather than experimenting with fun and less disruptive ways of handling wealth in their games.

WEALTH POINTS

You can spend your wealth points (WP) to add positive modifiers to negotiation checks.

When the party finds treasure, tell them how many wealth points they acquired. A small amount of coins would be worth a single WP for the whole party, while a golden statuette with emerald eyes could earn them as many as 5 WPs.

When you want to buy something, you can make a negotiation check by rolling a d20 vs a Difficulty Rating of...  

10 (mundane/cheap items)
14 (uncommon/expensive items)
18 (rare/exclusive) 

You can bypass a negotiation check entirely by spending a fixed amount of wealth points for each item tier, as seen below: 

Common/cheap: 10 WPs
Uncommon/expensive: 15 WPs
Rare/exclusive: 20 WPs

If you still want to brute force your way through a purchase after a failed negotiation attempt, add +5 to the WP cost. Any wealth points spent on the roll are subtracted from the total cost.

✦ Design notes

So, these rules intentionally put a big emphasis on negotiations, rather than actual prices. This is meant to represent haggling, rather than how much each item is actually worth. Prices normally fluctuate between stores and different regions IRL, so I thought this was a nice way to incorporate that aspect in a game. And since you always have the option of caving in and paying an exorbitant price even if someone is overcharging you for their wares, I added that bit about bypassing negotiations.

Finally, if I were to implement this mechanic in a game, I'd definitely want to prepare a reference list for treasure and another for typical items, just to keep things fair and easy to run.

WEALTH USAGE DIE

If you want to keep the Copper/Silver/Gold standard but don't want to bother tracking individual coins, you can simply assign an usage die for each. Then, make three item lists: one for things that can be bought with copper, another for items that can be bought with silver, and one for the truly expensive things that only gold can buy.

Copper can only buy from the copper list.
Silver can buy from the copper and silver lists.
Gold can buy from all three lists.

When you want to buy something, roll a copper, silver or gold usage die, as determined by what you're buying. If you roll a 1 or 2, drop the die by a step (d12 > d10 > d8 > d6 > d4 > nil). If you don't have at least a d4, you simply can't afford to buy the things you want.

After completing a quest or exploring a dungeon, the party can potentially increase their wealth usage dice by a step, depending on how much they earned or pillaged. The standard odds for wealth improvement are...

Copper: 4-in-6
Silver: 2-in-6
Gold 1-in-6

The odds above are subject to both positive and negative changes, per the fiction. If the party was promised a fortune in gold, they might have higher odds of improving their gold usage die. If they were simply out in the sewers killing rats, maybe they only get to try to improve copper or silver (not both), with gold being out of the picture entirely. Such is the life of an adventurer.

✦ Design notes

The biggest hurdle to implementing these rules in a game is deciding the starting wealth of PCs. Do you just give them a d4 in copper, in which case they're flat out broke? Are some classes (if you're using those) wealthier from the get go? Are some even poorer? Balancing this out can be fun, but it's the sort of thing that will directly inform how you game feels in play, at least until the party gets some experience under their belts.

GMs can play around with positive and negative modifiers to UD checks, by the way: depending on what you're buying (and from whom), the GM may assign you a positive or negative modifier. This is a good way to represent how cheap or expensive something is, as well as the seller's negotiation skills and their disposition towards the buyer.

WEALTH LEVELS

No rolls, no checks, just a simple Wealth Level (WL).

At WL1, you can afford common gear, travel rations, simple accommodations, basic services
At WL2, you can afford quality gear, specialized services, components, luxurious accommodations, weapons, armor, daily wages
At WL3, you can afford property installments, magic items, monthly wages, horses, livestock

Characters increase their Wealth Level by getting paid for their services, plundering dungeons and undertaking financial ventures. There's no need for hard rules and parameters, either: if it makes fictional sense for a character to be on WL2, then that's their Wealth Level. If they go on a buying spree and overspend, they may drop down to WL1. Easy, clean, simple.

OPTIONAL RULE: if you want to mix gold for XP with these rules, characters can only level up when they reach WL3. Afterwards, they must invest most of their funds into training under a competent tutor, dropping back to WL1.

✦ Design notes

There's no denying that this is an incredibly high trust approach to wealth, bordering on FKR, and that's intentional. If you're completely burned out on currency tracking, this will probably be your favourite take on wealth abstraction in this post. Similarly, this is a great fit for games where wealth doesn't matter all that much, although the optional rule can give it a bit more heft, if that's what you're looking for.

ALL ABOUT THAT CASH

A funny thing happened while I was writing this post: I no longer know how I want to handle wealth in most of the games I'm currently developing. A few of these could be a great fit for some of my games, and indeed, they were built on ideas I initially had for the aforementioned games, but dropped for one reason or another. In a way, I guess this means I succeeded at what I set out to do with this post; I just didn't expect to be on the receiving end of it!

Now if you'll excuse me, I gotta go have a design-induced existential crisis. Those are always a lot of fun!

Saturday, March 8, 2025

PLANTS!! Or, how to enrich your setting's flora

One of the things that impressed me the most about Avowed was how much care was given to the flora of the Living Lands. It's often vibrant, awe-inspiring and, most important of all, gameable. Want to upgrade your gear? Go harvest some plants. Need a way to deal with large groups of enemies, but don't want to invest in magic? Well, some plants are basically grenades, molotovs or acid bombs. Oh, and you know the cool looking ruins you've spotted on the horizon? They're probably overgrown by giant roots, or if you're lucky, something even cooler!

The way Obsidian managed to seamlessly integrate flora into so many aspects of Avowed made me think of how some of my favourite fantasy writers usually pay a lot of attention to the flora of their own worlds, and how important those details are to making an immersive setting.

In my experience, however, most GMs overlook this aspect of world building completely, myself included. Sure, some of us pay lip service to it, dropping a few references to coniferous trees, berries and stuff like that when prompted by the players, but that's usually as far as it goes.

And honestly? That's completely fine by me. We're just nerds facilitating a game, we can't all be expected to be master world builders who spend hours and hours researching what sort of flora would make the most sense for each region of our settings. Simply put, this is the type of effort that rarely pays off, like developing intricate economies for every city or kingdom.

Still, the reason behind my enthusiasm for Avowed's flora wasn't related to realism or research at all, but how fantastic and unique it felt. And that, my friends, is much more achievable for us lowly GMs. Achievable and gameable.

TABLES ARE ALWAYS THE ANSWER

Well, maybe not always, but that's what I usually default to whenever I want to generate interesting things fast. I quickly settled into six different categories:

Appearance: Usually the first thing the PCs will notice about a plant, and surprisingly useful for setting the mood, too. Drop some fleshy, writhing plants in the woods and your players are probably going to be immediately wary of the area.
Biome: The sort of region your weird plants are located in. Try generating at least a couple of plants for each major area in your setting, but don't be afraid of reusing a plant in multiple regions.
Interactions: Plants don't exist in a vacuum. Defining a few key ways they interact with their environment and the fauna that inhabits it is essential (and a lot of fun, too!).
Smell: Never underestimate the impact of describing a smell. Our olfactory memory is unreasonably powerful, and you should wield it responsibly.
Useful properties: I did mention this would be gameable, right?
Rarity: While most of the categories above are player-facing, this one is more relevant to GMs. You can outright tell your players how rare or common a plant is, but isn't it more interesting to let them work for that knowledge?

Now that we've established what each table will explore, let's dig in!

Elegant RPG Table
Appearance Biome Interactions
1. Glowing tendrils 1. Rainforest 1. Calms nearby creatures
2. Umbrella-like leaves 2. Desert 2. Makes observers hallucinate
3. Gem-like flowers 3. Tundra 3. Attracts and feeds wildlife (prey)
4. Thorny, enormous vines 4. Swamp 4. Burrows when it rains
5. Fuzzy, humming moss 5. Mountains 5. Shrieks when approached
6. Spiral petals 6. Grasslands 6. Protected by predators
7. Color-changing fronds 7. Volcanic 7. Attracts lightning
8. Knotted roots 8. Coastal 8. Unroots itself and migrates
9. Maw-like blossoms 9. Swamps 9. Trips travelers
10. Skin-mimicking bark 10. Rocky hills 10. Changes color near magic
11. Feather-like leaves 11. Fjords 11. Hosts friendly insects
12. Stained glass bark 12. Lakes 12. Attracts fairies
13. Skeleton-like branch 13. Graveyards 13. Worshipped by undead
14. Sparkling stems 14. Savannas 14. Boosts plant growth
15. Fur-like shrubs 15. Prairies 15. Houses prey animals
16. Covered in red sap 16. Riverlands 16. Contaminates water
17. Crescent moon flowers 17. Islands 17. Darkens surroundings
18. Iridescent spores 18. Wastelands 18. Taints the soil
19. Bioluminescent patterns 19. Overgrown ruins 19. Repairs structures
20. Pulsing, organic growths 20. Underground 20. Infested with spiders

Elegant RPG Table

Smells Properties Rarity
1. Rotting meat 1. Healing salve 1. Common
2. Sweet honey 2. Disinfectant 2. Uncommon
3. Fresh rain 3. Stamina potion 3. Rare
4. Burnt sugar 4. Strong adhesive 4. Very Rare
5. Spiced wine 5. Powerful antidote 5. Legendary
6. Crushed metal 6. Alchemical marvel 6. Seasonal
7. Bone dust 7. Armor-like bark 7. Endangered
8. Vanilla 8. Highly nutritious 8. Abundant
9. Cinnamon 9. Fire-starting oil 9. Cultivated
10. Wet fur 10. Insect repellent 10. Regional
11. Lavender 11. Poison enhancer 11. Corrupted
12. Dragon's breath 12. Dye-making flowers 12. Ancient
13. Sea salt 13. Paralyzing sap 13. Interdimensional
14. Goblin sweat 14. Fermented alcohol 14. Sentient
15. Blood 15. Magic enhancer 15. Transient
16. Sulphur 16. Demon bait 16. Infernal
17. Arcane fire 17. Charming fragrance 17. Artificial
18. Fairy dust 18. Rust removal 18. Sacred
19. Wet stone 19. Highly explosive 19. Cursed
20. Phoenix feathers 20. Water purifier 20. Mythical

WEIRD GREEN WONDERS

Yeah, that should do it. I'm excited to start making some truly bizarre plants and dropping them in my campaigns, and if y'all end up doing the same, I'd love to know how it goes!

Sunday, February 23, 2025

An exercise in dice pool-based game design

I love rolling large dice pools. Hearing all those shiny math rocks clink, eagerly hoping for a good roll and dreading those pesky 1s is way too satisfying. Sure, rolling lots of dice can be unwieldy and lead to dice clog, but years of playing Vampire: The Masquerade have conditioned me to enjoy the simple pleasures offered by dice pools.

Here's a quick V.V. fact: I write when I'm stressed, and I've had a pretty stressful couple of days. Stressful enough for me to write a pretty solid foundation for a dice pool-based system. Right now, this is just an exercise in game design, but I could definitely see myself using this for a game someday. You can check it out below!

CHARACTER CREATION

One of your Attributes is great (d10), one is good (d8), one is average (d6) and one is poor (d4). Roll four d20s, then assign each result to a different Attribute, forming your Attribute Pools. If no result is higher than 10, discard all results and roll again.

TASK RESOLUTION

Every Attribute has a dice pool, and you can choose how many dice to invest in any given Attribute Check. After investing your dice, roll them. You always keep any dice that rolls at or above 4. When you're out of dice, you can't succeed with that Attribute anymore. 

Degrees of success are determined by how many dice were invested in the check.

1 die: you succeed at a cost, such as spending resources or facing complications
2 dice: you succeed by doing the bare minimum
3 dice: you solve the matter at hand cleanly and competently
4+ dice: you go above and beyond, succeeding with gusto. For each die above 3, add a flourish to your success: elegance, quickness, subtlety, precision, substance, surprise

COMBAT: VITALITY

When entering a fight, invest as many dice from your Attribute Pools as you want, forming your Vitality Pool for the combat. 

Every enemy attack has a matching Condition with a Resistance Cost. To avoid suffering a Condition, roll a number of Vitality dice equal to the Resistance Cost. Keep any dice that rolls at 4 or higher, and discard the rest.

If you can't or don't want to match the Condition's Resistance Cost, you suffer its effects.

When combat ends, any remaining Vitality dice can be freely reassigned to your Attribute Pools.

COMBAT: ATTACKING

To deal damage in combat, you need to spend <melee attribute> dice for melee attacks, <ranged attribute> dice for ranged attacks, and <magic attribute> for offensive spellcasting. Roll them normally, and keep any dice resulting in a number equal to 4 or above. Any dice spent this way can be used to assign Conditions to an enemy. Once you reach an enemy's Condition Threshold, you decide whether they're dead or simply defeated.

CONDITIONS

Optimally, a game using these rules would have a full list of interesting conditions, each with a matching Resistance Cost (or, in the case of PC attacks, Damage Costs) and some interesting mechanical flair to differentiate them. As is, this is just the skeleton of a system, and not a game at all. No harm in giving some examples, though!

Vulnerable (5): -1 Damage Cost to all Conditions
Weakened (4): Can't cause any Conditions above RC 3
Wounded (3): Can be inflicted multiple times
Dizzy (2): Can't attack for a turn (doesn't stack)

POTENTIAL SHENANIGANS

Designing powers for this system would be a blast, as there's so much room to play with dice pools and degrees of success. Hell, I almost bolted a skill system to this thing just for fun, but it felt like too much (skill points would allow rerolls on relevant Attribute Checks, furthering the system's dice clog problem).

At the present time, though, I have no plans on expanding this any further, as I'm already working on way too many games. Still, I'm curious to know whether this is as interesting as my stress-addled brain thinks it is, or just an excuse to roll a lot of dice at once.

Lemme know what you think!

Saturday, December 7, 2024

On encounter design, combat and incentives

After writing the third Hexember post, I couldn't stop thinking about two blog posts regarding incentivized behavior, the first by Luke Gearing, and the second by Zedeck Siew. Did I unintentionally incentivize players to act diplomatically rather than violently through how I designed the hex's points of interest? And if so, is that really such a bad thing?

COMBAT & MODERN ELFGAMES

It's no secret that 5e has more rules and guidelines for combat than anything else, and while I'm not trying to start a discourse on "eliding", it's my personal opinion that if most of the tools bestowed by a system are related to violence, then you shouldn't be surprised when violence becomes the players' default approach to every problem or situation. That incentive is baked into the game, and while most OSR games are better about this, there's still a prevalence of combat-related rules in them.

Paradoxically, OSR combat has been frequently touted as a fail state, particularly when it's fought fairly. The maxim "combat as war, not sport" is also a mainstay in these discussions, even if the rules don't always reflect it. One could argue that the high lethality found in the majority of OSR games supports those points, but that lethality usually ceases to be a problem once characters have enough experience under their belts. Some games have done their part to mitigate that power creep (shoutout to Into the Odd, Cairn and CY_BORG!), but when it comes to older games, well, character advancement tended to lead to HP bloat and/or disparity, as seen with the good ol' linear fighters vs. quadratic wizards conundrum.

If combat is the baked-in solution to most problems, then rewarding it would only worsen the issue at hand. This leads us to the crux of my encounter design philosophy: if the players want to maim and kill everything in their way, they are free to do so. The world, on the other hand, won't reward them for committing senseless violence. Most of the time, they'll only be wasting their resources and risking their lives by acting that way — just like in real life.

STICK VS. CARROT

Let's face it: if rewarding violence is the carrot, and if most of the rules are combat-oriented, there's an argument to be made that not rewarding it is akin to punishing the players for playing the game as written, or as it was intended to be played — hence, the stick. This could lead us to an entire discussion about setting expectations, the importance of a session zero and so on, but that's one rabbit hole I'm not willing to dive into today, lest this post completely loses its original purpose: discussing incentives in play.

So what's the solution here? Should you just play a different game if you don't want to reward violence?

Well, not necessarily, no. As mentioned above, setting expectations before play is an important part of literally any game, and unlike 5e, a lot of OSR/NSR games have plenty of rules for approaching the world in many different ways. But then again, rewarding players for engaging with those rules could be seen as just as bad as rewarding violence; you're just signaling that diplomacy, careful exploration and scheming are the optimal ways to play the game. 

While there's nothing wrong with that playstyle (some would go as far as saying that the ideal OSR playstyle looks a lot like what I just described), it can become stale. Once the characters start doing what's optimal rather than what their backgrounds and personalities dictate, are the players still roleplaying them, or are they just gaming? Going too far in the opposite direction is just as bad, mind! "It's what my character would do" has traumatized countless GMs, including yours truly.

Me, I advocate for balance in all things. Naturally, that goes for encounters and their rewards, too.

BALANCING INCENTIVES

Balancing what you incentivize with your rewards is simpler than you might expect. When you're writing any situation, encounter or location, consider what's logical. Sometimes, violence is the best answer, one that may wield the best rewards. Oftentimes, it isn't. The secret here is letting whatever makes the most sense happen, rather than trying to direct your players and their characters towards being kind and diplomatic or bloodthirsty murderers through in-game rewards. Let them do what's natural for them and reap the consequences, good or bad.

The first three Hexember posts actually have relevant examples of logical consequences, rather than incentivized behaviors:

  • Fighting (and killing) the sickly giant from the Stinging-Tree Canyon won't lead the party to a tomb full of gold, and it may even lead to a few PCs getting sick, too. On the other hand, they'll have put an end to the poor giant's suffering, and that counts for something. A party that sneakily avoids the encounter entirely won't risk contracting the disease, but the giant may still be a problem for anyone who passes through the canyon in the future. No obvious rewards here.
  • Combat isn't really much of a concern in the Chronal Wastes, but if the party does end up in a fight while trapped in the war zone, they'll actually benefit from defeating the enemy squad, gaining access to firearms that won't be invented anytime soon. Violence would be rewarded, but only because looting a superior force's advanced weapons is a logical conclusion to fighting them.
  • The Crimson Crystarium is what brought us here in the first place, so it's a little more ambiguous than the examples above. The vampire packs encountered in that hex can be approached in several different ways, and one pack actually initiates combat in a "honorable" manner (sport and war, yadda, yadda). Outright murdering that pack turns the others hostile, yes, but only because it makes sense. Hell, murdering any pack would have that result, even if I didn't outright spell that. Meanwhile, there's another pack that won't even directly engage the party, and if attacked, will leave combat as soon as they've gotten their share of blood. Finally, killing the "diplomatic" pack could potentially lead to an even better reward (as many weird healing crystals as the party can carry), with the consequence of making every other pack hostile. But would ridding the lands of bloodsucking monsters be such a bad thing? No easy answers here. No simple solution.

And that, I guess, is what I've been trying to get at: when designing a situation, encounter or location, consider the logical consequences of its likely outcomes. It shouldn't matter whether those consequences would be beneficial or prejudicial to the players and their characters, as long as they're organic. 

The world is your character, and playing it straight can do wonders for your campaign's verisimilitude.

Friday, December 6, 2024

HEXEMBER: Crimson Crystarium

Before we begin, here's a recap: Hexember is a month-long series of posts, each of which presents a hex and its points of interest, tailored for OSR hexcrawls (but compatible with most games). If you need a simple procedure for exploring hexes, I included one in the first entry!

CRIMSON CRYSTARIUM

✦ At first glance

Sharp, ferrous, perilous and yet strangely magnificent, this region is covered in blood-red crystals, tended for and fed by a ravenous vampire clan, the Sanguine Grievers. Long ago, these vampires were known for their nobility and influence, but after a hunter destroyed their progenitor, they left all of that behind, seizing these lands as their territory and starting a centuries-long ritual to bring him back. 

By sacrificing the blood of travelers and trespassers, the Grievers have grown a garden of crystals — or, as they call it, a crystarium — that stretches as far as the eye can see. These crystals are slowly taking the form of the clan's former estate, but its completion is still centuries away. Still, their effects can already be felt, as the Grievers are completely immune to the sun's baleful reckoning in these lands.

1-3. The Hunting Grounds

Anyone unlucky (or incautiously brave) enough to travel through the Crimson Crystarium will probably find themselves right in the middle of the Sanguine Grievers' hunting grounds. Surrounded by their gruesome creations, the travelers will immediately be approached by one of three hunting packs; roll a d4 to determine which.

  • 1-2, the commanding, proud and honorable Heirs will openly approach the party and challenge them to a fight. If their challenge is accepted, there are d4x2 Heirs in the pack; stat most of them as regular vampires in your system of choice, but give their leader +2 HD. If half of them are defeated, or if their leader loses over half of their HP, they will humbly recognize the party's valor and propose an end to the battle. If the party accepts, they shall henceforth be under the pack's protection, and will be granted free passage through the hunting grounds now and forever. If, however, they decide to fight to the death, all three packs will be permanently hostile and will attack on sight the next time the party enters their territory.
  • 3, the savvy Growers will send a delegation of d4+1 blood servants to intercept the party. These servants are pale humans dressed in ruined clothes that may have once been worn by nobility, but hasn't been in use for centuries. They come with an offer: if the party agrees to accompany them back to the pack's den, no harm will come to them (proceed to the next point of interest). If not, they will be at the mercy of the other packs (roll again!).
  • 4, the sadistic Stalkers will pursue the party for hours, but won't engage them directly unless any character looks sick, weak or wounded. The torments doled by the pack tend to take the form of hideous laughter in the distance, exsanguinated corpses dropped in the party's path, tempting promises of immortality whispered directly into each character's mind, copious, graphic descriptions of what they're going to do to the party once they catch them, and finally, as the hunting grounds are departed, an invitation to "come play with us again". In the event of a fight, the Stalkers are to be statted with -1 HD, and there are 2d6x2 of them. They won't fight to the death, however, and once they make at least two characters bleed, the whole pack will skulk back into the shadows, laughing all the way.

 
4. The Scarlet Chapel

The section of the Crystarium claimed by the Growers is slowly taking the shape of a chapel, though it is very far from finished. In any case, a party that decides to parlay with the pack will be welcomed with pomp, circumstance and a strange proposal: they may take a crimson shard with them, but in exchange, they must willingly feed the Crystarium, sacrificing d6 HP in the process. As long as it's fed with blood once a week, a crimson shard will recover d4 HP for every party member on a daily basis. If the characters refuse the bargain, they will be allowed to leave unharmed... this time. If combat is engaged, treat the Growers like the Heirs, but with d4x4 members, no leader and an inclination towards surrendering and bargaining if defeat seems inevitable.

INSPIRATIONS

Vampire: The Masquerade was the obvious inspiration here; this is basically what The Eldest (as the Tzimisce Antediluvian is commonly known) became beneath New York, but as a crystalline sprawl instead. Innistrad was also conceptually important for the Crimson Crystarium, even if the Sanguine Grievers have more in common with Ravnica's vampires than with Innistrad's vampiric families.

USING THE GRIEVERS AS A FACTION

Factions are one of the best parts of any hexcrawl, and the Sanguine Grievers could easily be expanded into a full-fledged faction (although a regional one, at best). If you decide to do so, I recommend creating at least one important NPC for each pack. Give them one or two extravagant personality traits (a seductive, flirty and sadistic Stalker will immediately leave an impression on the party, especially if they're Astarion fans), and let them act as the pack's "face" when interacting with other factions and the party. 

You should also consider giving each pack a clear goal for the future, and at least one way of achieving that goal. The Heirs could be recruiting valiant warriors from neighboring hexes in order to expand their ranks, while the obvious route with the Growers is proselytizing their progenitor's word throughout the land, slowly building an insidious cult. And when the Stalkers start hunting outside the Crystarium, well, that's the perfect excuse to set up some inter-faction conflicts!

Wednesday, December 4, 2024

HEXEMBER: Chronal Wastes

Here's a quick recap: Hexember is a series of semi-daily blogposts where I detail a hex and its points of interest, tailored for OSR hexcrawls (but compatible with most games). If you need a simple procedure for exploring hexes, I included one in the first entry!

CHRONAL WASTES

✦ At first glance

A magical catastrophe has befallen these lands, causing the landscape to constantly flicker between different eras, ranging from an Ice Age, a post-industrial nightmarish wasteland or a barren battlefield filled with trenches and corpses. Sometimes, it stays in an era for hours. Other times, it changes several times in the span of a minute. The only predictable things about the Chronal Wastes are its unpredictability, and the fact that any living things trapped in its many eras normally can't interact with travelers, for they are stuck in an unbreakable loop.

1-2. The Disaster

The vast majority of the Chronal Wastes is comprised of an area known simply as the Disaster. For every hour spent in this area, roll a d20.

  • 1-5, the wastes manifest as idyllic fields of prismatic flowers, constantly changing shapes and colors. Those flowers can be picked and sold, though they'll become normal flowers in d4 days. Herbalists, druids and mages will pay at least 20 copper coins per flower. 
  • 6-12, the wastes are undergoing an Ice Age. Unless they are appropriately dressed for the freezing cold, the party will suffer d6 damage for every hour spent braving the elements.
  • 13-16, a time-storm will be raging through the area, violently mixing traits from every conceivable era and preventing any progress from being made in a journey until it settles. When a traveler survives a time-storm, they emerge a few years younger or older from it. Roll 3d6: the first determines whether a character becomes younger (odds) or older (evens), the second determines how many years they gain or lose, and the third determines how many days it takes for them to get back to normal.
  • 17-19, the party finds itself in the middle of every war that's ever been or ever will be fought in these lands. Although the combatants will usually ignore them, the party has a 2-in-6 chance of being perceived as enemies by a squad of d8+2 soldiers wearing elegant uniforms and carrying 18th century firearms. If the characters fight and defeat those soldiers, they can keep the firearms and enough ammo for three encounters.
  • 20, roll 2d20 and combine the results.

3. The Royal Academy of Chronomancy

The very source of the Chronal Wastes and the former authority on time magic, the Royal Academy of Chronomancy fell victim to its own hubris. Whatever caused the Disaster, it's too late to fix it, but the Academy may still offer knowledge for those willing to risk repeating their mistakes. When the party visits the Academy, roll a d6 to determine the state they find it in:

  • 1-2, the Academy has yet to be built, and all the party finds are its foundations, rich in chronal energy. A sufficiently powerful mage will be capable of detecting these energies, which can be used to immediately replenish all of their spells and any spent scrolls.
  • 3-5, the party finds the Academy in the middle of the incident that brought its downfall. Students are disintegrating and the walls are rapidly crumbling, while professors are valiantly yet uselessly trying to counteract what triggered the disaster. The party can try to uncover the mystery behind this catastrophe, but they've arrived too late to find much more than the following clues: the fuming, blindingly white shell of a divine egg, a professor exclaiming that "the divine one is free", and another pleading for everyone not to hurt it, because "it's just a child, it doesn't know what it's doing".
  • 6, visiting the Royal Academy of Chronomancy in its heyday is a rare privilege, even if it's eerily ethereal. The student body, the faculty and the staff are mere after-images, incapable of seeing the party or interacting with them, and busily living out their daily lives with not a care in the world. The Academy is flourishing in every way, its ivory walls standing tall. Though nothing can be taken from here without disappearing, the Library of Eons still offers the world's largest selection of books, some of which haven't even been written yet. Alas, the party can't stay here forever, and the Academy will shift to another era in d4 hours.

4. The Cave of Epochs

Scintillating with the promise of safety, the Cave of Epochs offers a refuge from the chaos outside, yet it was here that most chronomancers mined one of the most valuable resources of their craft: the omen stones. When a character gazes deep into the cave's glittering walls, they have a 2-in-6 chance of finding an omen stone and experiencing an omen. Roll a d4 to determine which kind of omen they receive.

  • 1-2, they sense that someone they trust will betray them in the future.
  • 3, they get a glimpse of an impending (yet preventable) disaster.
  • 4, they don't see anything, but what does that say about their future?
These omens would be more aptly described as intuitive feelings than as precise visions, but they are rarely wrong. The GM is free to plan a way to incorporate them in a future session or to ignore them completely. Rarely doesn't mean never, after all.
 
Omen stones can be mined, and weapons infused with them have an infamous ability: anything hit by one will age d10 years. After rolling a 1, the weapon will lose its charge, but it can be restored by bringing it to the Chronal Wastes. Most merchants won't pay anything for an omen stone out of superstition, but a crazy, ambitious or driven blacksmith may be willing to craft something with one.
 

INSPIRATIONS

The concept for the Chronal Wastes came from a Twitter thread I wrote last year, back when I was experimenting with using MtG cards as oracles. The execution, however, owes a lot to the film Synchronic (by Benson and Moorhead, two of my favorite directors) and the comic DIE, by Kieron Gillen and Stephanie Hans. Can't say much more than that, though, lest we head into spoiler territory!

Tuesday, December 3, 2024

HEXEMBER: Stinging-Tree Canyon

In an effort to get out of a rut and force myself to write anything (regardless of quality or relevance), I decided to start Hexember, a series of semi-daily blog posts in which I detail a hex y'all can drop in your hexcrawls. 

Hexember was inspired by Dice Goblin's Adventure Calendar Jam, and if last year's Adventure Calendar is anything to go by, we should be in for a bunch of treats until the 24th!

SIX MILES, BEST MILES

When running or building a hexcrawl, I have a personal preference for 6 mile hexes. They're big enough to support a few points of interest, but not so big that the players will be forced to spend days trying to traverse each hex. With that said, most (if not all) of the hexes presented in Hexember should be scalable to your taste, be it bigger or smaller.

HEXPLORATION

Every hex in the series will have at least two distinct points of interest, so if your system of choice doesn't have a procedure for exploring everything a hex has to offer, you can use the sample one below:
  • When the party enters a new hex, roll 1d4 and consult the list of points of interest in that hex. They'll have to pass through that point of interest in order to successfully cross the hex.
  • When the party explores a hex, ask them how many hours they plan to spend looking for points of interest. They can spend up to six hours scouring a hex per exploration attempt, and they have a X-in-6 chance of finding a new point of interest, with X being determined by the amount of hours spent exploring. If they're successful in their exploration attempt, roll a d4 to determine the point of interest they find; re-roll any results matching known points of interest.
  •  When the party explores a fully-mapped hex, let them know there are no more points of interest to be found. They can still move between known points (spending up to one hour to travel between any two of them), interact with their features and have random encounters, but they've seen all there is to see. Outwardly, that is.
And with that cleared up, let's get to our first hex!
 

STINGING-TREE CANYON

✦ At first glance

Green, rocky and oppressively narrow, Stinging-Tree Canyon is as beautiful as it is treacherous. The trees from which this patch of wilderness takes its name are impossibly tall, with spikes sprouting from their tough barks. Most of the canyon's wildlife is nocturnal, with birds of prey nesting in the treetops and their rodent prey burrowing in the trunks.

1. Hot Springs

A party couldn't ask for a better place to rest and recuperate than this. The canyon's hot springs offer a good view of its surroundings — as the area in which they're situated is slightly higher than the surrounding treeline —, and the waters are to die for. If any PC decides to take a bath in the springs, they have a 4-in-6 chance of getting rid of any maladies currently afflicting them.

2-3. The Boneyard

Craters, broken trees and piles of bones of considerable size litter this stretch of the canyon, with the occasional rusty weapon and ruined armor lying around as well. Whatever happened here wasn't exactly recent, but it wasn't long enough for the trees and the grass to recover from it.

If the party wants to search the bodies, they'll find 3d20 copper coins for every hour spent searching, up to a maximum of 150+d20 copper coins. The weapons and armors in the corpses are far too big and far too damaged to be of any use for a human-sized character, however.

4. The Giant's Mound

The entrance to a colossal cave blocked by an enormous boulder can be spotted from a mile away, but the incessant, deafening pounding can be heard from even further. The tribal markings on the boulder indicate this is the final resting place of a mountain giant, and although such mounds aren't particularly uncommon, they're usually far more quiet, and definitely not as impregnable.

This particular mound wasn't meant to keep grave-robbers from pillaging a mountain giant's precious ivory bones, but to keep a rotting, diseased giant from rampaging freely through the canyons and infecting anyone else with the Black Ichor.

When passing by the Giant's Mounds, the characters will notice that unlike the rest of the canyon, this area seems completely devoid of wildlife; the giant's endless hammering has clearly spooked them away from the vicinity. Once they near the mound's boulder, they'll spot the markings; a sufficiently knowledgeable PC might recognize some of the symbols as "funeral", "warning" and "plague".

Unless the party makes an effort to pass through the mound quietly, they have a 4-in-6 chance of alerting the shambling giant, in which case he will furiously wallop at the entrance's boulder for d4 turns before breaking free.

If the party decides to stay and fight, stat their sickly foe as you would any giant on your system of preference, but decrease his HD by 1. The poor creature is visibly ill, with black sludge pouring out of its festering body, and he will fight with blind, self-destructive rage. He is clearly suffering, and death would be a welcome release. Any attacks involving fire and heat will stun the giant for d4 turns and deal double damage.

Any survivors have a 2-in-6 chance of being infected with the Black Ichor; 3-in-6 if they engaged in melee. The first symptom will manifest in d4 hours as a persistent, mucous cough, followed by vomiting of a dark, thick substance. The infected character will experience violent urges after a day and will have an X-in-6 chance of succumbing to them, with X being determined by the number of days the disease was left untreated. Once they succumb, their wounds will seep with the same pitch-like sludge as the fallen giant's, and will be just as infectious.

The Black Ichor can be cured by any skilled druid, including a fellow party member. A competent druid will quickly identify the disease by its symptoms, applying a simple yet effective treatment: heat. No matter how virulent or cruel it may be, the Black Ichor can't survive the heat. Being covered in furs near a campfire for a full night should be enough to rid an infected character of the disease, after which they'll be immune to it in the future.

INSPIRATIONS

Most (or maybe all) Hexember hexes will be designed after something I like, and in this case, the inspiration was an episode from Primal, an animated series by Genndy Tartakovsky. If you enjoyed this at all, give it a shot! The episode in question is called Plague of Madness, and it's simply phenomenal.

PS: if anyone ends up using this in a game, I'd love to know how it went!