Thursday, 17 March 2022

Gygax 75 Challenge - Week 5: The Larger World

We are in the home stretch - the last section! Time to draw the rest of the fucking owl, as they say.

Introduction

Week 1 -  The Concept

Week 2 - The Surrounding Area

Week 3 - The Dungeon

Week 4 - Town Features

Now, we tackle the longest part yet - detailing out the rest of the setting, even in sketches. This allows us to drop hints about what else may be out there, waiting to be discovered and played with.

This next session is long, so go get a snack and prepare for the absolute brain-vomit that ensues. This setting has been mostly knocking about in my brain for quite some time, so some bits were already half-filled for me; the other half is being lifted out of the Skulls & Shackles adventure path, though often through a remixed lens.

Remember, you can play along at home - head to Ray Otis' itch.io store and download the workbook (for free!) to get started!

Friday, 11 March 2022

Gygax 75 Challenge - Week 4: Town Features

Welcome back to the next installment of my attempts to tackle the Gygax 75 Challenge - making a new campaign setting in 5 weeks!

Introduction

Week 1 -  The Concept

Week 2 - The Surrounding Area

Week 3 - The Dungeon

This week, we tackle the Home Base - where players will return to to spend their ill-gotten gains, or lick their wounds to prepare for the next big adventure. In this case, there are multiple towns to choose from across New Rook Island, but I will focus on the largest - Peridot.

Remember, you can play along at home - visit Ray Otus' itch.io store and download the workbook (for free!) to get started!

Tuesday, 8 March 2022

Blood & Treasure - The Artillerist and Topkick Classes

So, I am working on my Pirate Hack for Blood & Treasure, to use with the setting I am making with the Gygax 75 Challenge. Part of that is tweaking a few classes, such as turning the Barbarian into the Reaver (the battle-mad front line of a good ship raid), or turning the NOD Companion's Curmudgeon class into the Old Salt (for NPCs who have been around the block a few times, or for a slightly different player choice).

The two I am adding are the Artillerist and the Topkick.

THE ARTILLERIST

Cannoneer by DevBurmak

Requirements - Intelligence and Dexterity 9+

Armour Allowed - Padded, leather, ring mail, scale mail, tower shield/pavises

Weapons Allowed - All black powder and siege weapons, club, dagger, mace, polearms, shortsword, sling

Skills - Bend Bars, Break Down Doors, Engineering, Move Silently, Riding

Black powder isn't exactly new, but it is the cutting edge of technology. The Artillerist rides that edge, a master alchemist and pyromaniac extraordinaire. While they can fight, they prefer to hang back, using their fancy new weapons whenever possible.

When using black powder weapons, the Artillerist reduces their reload time to 4/6, or 1 round when using pistols. They can also use weapons which require a staff or support without one.

Masters of black powder and alchemy, the Artillerist can concoct small explosives in their downtime. Each takes 10 minutes to make, and the artillerist suffers no chance of failure (basic or explosive!) when making them.

A 1st Level Artillerist can concoct normal explosives that become more powerful as they increase in level, and can create different concoctions as the table below;


All these bombs have a blast radius of 5 feet, or as their listed spell. An Artillerist can sacrifice one dice of damage to increase the radius by 10ft.

At 5th level, the Artillerist counts as two people when operating any siege or artillery weapons, and can reroll any artillery or thrown weapon scatter dice.

At 9th level, the Artillerist can open a Gunnery School, teaching the arts of black powder. They attract 1d6 men-at-arms per level, 1d6 1st level artillerists who wish to train under them, and a 3rd level artillerist to act as a lieutenant/deputy headmaster.


The Topkick is a master of small-unit tactics; the one leading boats on shore missions, or groups to infiltrate a coastal fort to bring it down from the inside. Similar to a Captain being in charge for shipboard battles, the Topkick is the absolute authority on his missions. This does not mean he cannot be questioned, but simply that his fellows trust his word when it comes to tactics.

This version of the Topkick is heavily lifted from A Wizard's Kiss, who did a version of the Warlord for OSR games. While he hasn't updated for a while, his blog is full of cool stuff - go have a look!

THE TOPKICK

Captain Flint is a Topkick for sure
Requirements - Intelligence and Charisma 13+, Strength 9+

Armour Allowed - All

Weapons Allowed - All

Skills - Communication, Politicking, Riding

Topkicks demand absolute dedication from their allies in battle. This doesn't mean the other players have to obey everything the Topkick tells them to do, it just means that when the Topkick says jump, your character trusts him enough to know that there must be a knee-high buzzsaw approaching or suchlike.

To establish this trust, the Topkick must spend ten minutes talking to any new party members. There cannot be more than one Topkick in a party - if there are, then their orders confuse each other and the Topkicks' abilities are all negated. The Topkick cannot command a group of people larger than the Topkick's Charisma score (until 9th level - see below.)

Topkicks can spend a standard action to use a Command, which is a catch-all term for various speeches, orders, battle-cries, etc. that have the power to turn the tide of battle. The Topkick can use one Command per level per encounter - the focus required for this sort of tactical thinking and charismatic oration is very mentally draining.

Commands only work on allies who are conscious and can understand the Topkick. They also need to be within 30' or the command is too faint or garbled to be heard.

Pick one Command at 1st level and one other at each odd-numbered level thereafter:

Encouraging Command: The Topkick and any allies under their command gain +1 to their side's Initiative rolls. 6th Level: +2 to initiative rolls.

Defensive Command: The Topkick can gather their allies into a shield wall - if three or more are together and armed with shield, they can an extra +1 AC, and provide cover to anyone behind them. 6th Level: gain +2 AC in the shield wall.

Invigorating Command: The Topkick inspires one ally to fight on through the pain, giving them 1d6 temporary hit points (last until the end of the encounter or 1 turn). 6th Level: 1d6+level hitpoints, and if the ally is unconscious, you can use this to slap them awake.

Inspiring Command: The Topkick brings one ally back from the brink of terror and defeat, allowing them to reroll a failed morale check or saving throw vs. fear. This command can be used as a reaction (i.e. on the turn of the person failing the save or morale check.) 6th level: Can grant all allies a rerolled morale check, OR grant one ally a rerolled save against domination, confusion, or other mental effects.

Warning Command: The Topkick warns one ally of an incoming attack, granting them a +4 bonus to AC for one round against the next attack from a designated enemy. 6th level: The Topkick predicts every attack just before it happens, granting the bonus against all incoming attacks in the next round.

Analysing Command: The Topkick points out a weak spot in the enemy's armour or their posture, allowing one ally to gain a +2 bonus to hit and damage against that enemy on their next attack. 6th level: All allies gain the bonus against that enemy for one round.

Tactical Command: The Topkick sees an opening in the flow of battle and orders one ally into it, granting them an extra action. 6th level: This Command, and the extra action it grants, can be used before initiative is rolled.

At 9th level, the Topkick gains the ability to command an army of up to 100 soldiers per level, or one ship per level. Everyone in the army is considered to be an ally for the purposes of Commands, though the effects will still be limited by the 30' radius. Furthermore, the Topkick's Commands can now also be used as Gambits - essentially the same thing but on a Naval scale. For example, a Tactical Gambit could be used to steal a ship into an enemy formation, an Analysing Gambit could maneuver a ship into position to flank, etc. DM fiat/negotiation will be required here, as it isn't a perfect fit with the Freebooters Naval Combat rules, but I am sure I can make it work!

Thursday, 3 March 2022

Gygax 75 Challenge - Week 3: The Dungeon

So, we return with the next part of the Gygax 75 Challenge - making a campaign setting from scratch over 5 weeks.

Introduction

Week 1 - The Concept

Week 2 - The Surrounding Area

The third section is the "main event" - The Dungeon! The first big challenge for a new group of players to tackle. It's got to take planning, logistics, and most importantly luck to truly conquer.

Remember, you can play along at home - visit Ray Otus' itch.io store and download the workbook (for free!) to get started!