Sunday, January 26, 2020

Forests of the Forgotten - Random Encounters

d20 Random Encounters in the Forests of the Forgotten
  1. A tall woman dressed in feathers with a silver mask. She has a bag full of vials of water dyed different colours that she tricks people into thinking are potions so she can sell them.
  2. A fox wearing a hat. Due to faerie magic that's been woven into the fabric of the hat, he appears to most people as a handsome young man. He charms lone travellers and lures them into his den  so he can eat them. Wearing the hat as a human makes you look like a handsome young fox.
  3. A travelling folk band of 1d6+2 skeletons. Their melodies are at once comforting yet sinister.
  4. A talking cat. At first wary of the pilgrims, but warms up quickly when offered food, petting or especially catnip.
  5. A determined yet ineffectual matchmaker, comforting their lovelorn friend. The matchmaker will attempt to set their friend up with at least one of the pilgrims.
  6. A devil from the pits of hell, looking for a soul to steal.
  7. A group of lost travellers gathered around a campfire, telling stories from long, long ago. If approached, they will insist you sit with them and share your own stories.
  8. A bored faerie, looking for some humans to meddle with.
  9. 1d3+1 trolls caught in a furious argument over the best way to prepare and eat human flesh.
  10. A magic fountain. Drinking from it will trigger a roll on the below table. Tossing a coin in before you drink allows you to roll twice and choose the better result.
    1d6 Fountain Effects
    1. You turn into a newt, insect, mouse or other small animal of the GM's choosing.
    2. You fall into a deep, deep sleep.
    3. You begin to see things that aren't really there.
    4. You learn a new language of the GM's choosing.
    5. The fountain gives you a gift - perhaps a sack of coins from a far-off land or a salve that soothes the heart's pain. It floats to the top of the water.
    6. The fountain tells you a secret, whispering it from inside of you.
  11. An old man carrying a strange metal implement. The implement is an eyeball plucker. The old man seeks to steal the Pilgrim's eyeballs and sell them to a necromancer.
  12. A lost child who wandered off into the woods and ended up in the Forests of the Forgotten.
  13. Vines that tangle around one of the Pilgrims and begin to drag them into a dark pit in the ground.
  14.  A merchant with a wagon selling a variety of strange items she's found at the bottom of lakes.
  15. A talking snake carrying papers in its teeth, who will try to get the Pilgrims to sign a contract.
  16. A bumbling detective on the case for a missing pair of silk slippers.
  17. Spirits that take the form of floating orbs of light, seeking to draw the Pilgrims deeper into a dangerous part of the Forests. 
  18. A talking swarm of bees gathered around it's hive. (Note: it is the swarm itself that talks, not any of the individual bees) The swarm is good-natured and very polite and will offer some of it's fine honey in return for rare flowers.
  19. A family of rabbits gathered around for a picnic, complete with a wickerwork basket, blanket,  watercress sandwiches and toffee. Note: they are normal rabbits and as of such cannot talk, at least not in any human language.
  20. A twelve year old child with a sharpened stick and telescope pretending to be an Intrepid Adventurer. The child's pockets contain a pocketknife, crude map of the surrounding woods, a pack of playing cards with 2d6 cards missing, a broken pencil, a lucky copper coin, five pieces of toffee and and 1d8+4 marbles.

Saturday, January 25, 2020

Forests of the Forgotten - Abandoned Towers.

Any pilgrim who wanders long enough through the Forests of the Forgotten is sure to sooner or later find themselves before one of the many abandoned towers that litter those woods.

When your group of lost pilgrims encounters one of these towers, you can roll on the below tables or decide on your own answers to flesh out the details of what the tower looks like.

The tower was originally... (roll 1d12)
1. A watchtower to keep a lookout for roving bandits and invading armies from.
2. A temple to a god who is now long forgotten.
3. A folly, a decorative building built as a way to give workless labourers something to do.
4. A place for gliding scouts to jump off from.
5. A granary, with special charms to keep out thieves and vermin.
6. A sanctuary for weary travelers.
7. A fortress for a warrior-king and his subjects.
8. A prison to keep particularly heinous or devious criminals.
9. An attempt to build a spire high enough to touch the heavens, abandoned long before completion.
10. A library that scholars from across the lands could borrow books from.
11. A thieves' den, filled to the brim with stolen loot.
12. A magnificent home for a powerful and wealthy merchant.

It is built of... (roll 1d20)
1. Polished stone which still gleams under moonlight.
2. Living wood, sturdy and strong and still growing over time.
3. Multicoloured crystal, created through long-lost alchemical methods.
4. Hundreds and hundreds of human skulls.
5. Pure chaos, imported all the way from the underworld.
6. The exact same stuff dreams are made of.
7. Dull, half-rusted metal, cold to the touch.
8. Row upon row of bricks.
9. Ice which stays frozen in even the most blazing of heat.
10. Withering flesh.
11. Interlocking brightly-painted statues.
12. Rose-tinted glass.
13. Broken promises.
14. The shared hallucination of everyone who claims to see it.
15. Mud that's been hardened by the heat of the sun.
16. Countless interwoven threads.
17. Precious metals and rare gems.
18. Clouds that were given weight and taken down to the ground.
19. Interlocking cogs and gears, moving around, serving no clear purpose.
20. Coins from many worlds, stuck together to form walls.

Is it inhabited? (roll 1d6)
1. No.
2-4. Yes, roll once on inhabitants table.
5. Yes, roll twice on inhabitants table.
6. Yes, roll three times on inhabitants table.

1d20 Tower Inhabitants
1. A family of talking birds.
2. An eccentric old hermit.
3. A kindly witch, content to spend her days growing her little garden and only occasionally eating children.
4. A disgraced faerie prince.
5. A king who got lost in the woods.
5. Spirits of melancholy and despair.
6. A swarm of bats.
7. A charming noble, most definitely not a vampire.
8. Not just a family of rats, but a whole clan.
9. Otherworldly versions of the pilgrims.
10. A group of children who seem to share one mind.
11. A mystery cult who have turned the tower into a temple to their deity.
12. A traveling circus.
13. An up-and-coming detective company.
14. A young alchemist, still learning her trade.
15. A band of highwaymen.
16. A sleeping child who's dreams leak into reality.
17. A necromancer, looking for some new bodies to work with.
18. A tinker, working away on some secretive project.
19. A lonely skeleton, looking for a friend.
20. A fortuneteller.

Sunday, January 19, 2020

New B/X Class: The Bushranger

Ned Kelly is arguably Australia's single most iconic historical figure, appealing to Australian ideals of rebelling against authority, wearing sick amour and freeing people of their debts by burning the records of them in banks he robbed. Now you can play as your own iconic Australian bushranger. This class is mostly based off of Ned Kelly, but feel free to look into and be inspired by the many other bushrangers from Australia's early days including example, example and example.

The Bushranger

Level progression: As cleric.
Saves: As thief.
To hit/attack progression: As fighter.
Gear: Bushrangers have no restrictions to amour or weaponry.
Starting Equipment: Instead of rolling 3d6 coins and buying gear, or whatever the GM's perfered default method is, bushrangers start with a gun (2 hands, ranged weapon, 2d8 damage) with 1d4 bullets, their broken shackles and 1d6 gold pieces.

Class Abilities

Level 1: Den.
After countless weeks wandering through the bush you found a place to make camp - your den. Your den is in a secret location the authorities and rival gangs don’t know about and is a safe place to rest, store loot and otherwise. If your den is discovered it takes 1d12 days of wandering through the bush for you to find a suitable location for a new den.

Level 2: Handmade Armour.
You have managed to make your own makeshift suit of amour out of whatever scrap metal you have access to. This suit of amour gives you the benefits of wearing plate amour, as well as all the disadvantages, and the additional disadvantage of lowering your Dexterity by 1 while wearing it due to it's clumsy construction. If you are hit while wearing your handmade amour, you can have the amour absorb the hit. When you this, your suit of amour falls apart and is once again a pile of scrap metal, now to damaged to make a usable suit of amour out of. When you have a pile of scrap metal and tools you can spend a day focusing on making a new suit of amour and make a replacement for your destroyed suit of amour. If you make such a suit of amour out of enchanted or otherwise special metal, the resulting amour should have some special feature, as negotiated with the GM.
Ned Kelly's amour

Level 3: Commanding Presence.
Your fierce reputation inspires and terrifies in equal measure. While you are present, the party’s henchmen and retainers have +1 morale and its foes have -1 morale. 

Level 5: Beacon to the Bolters.
Well known in the colonies as a bolter success story, 1d6+1 convicts have bolted from their colony to form a gang under your leadership. Every time you level up, an additional 1d4 convicts bolt and join your gang. Each of these bolters are your henchmen. When they join you, they are level 1 bushrangers, and they level up each time you do. When a gang member reaches level 5 they leave you to start their own gang.