Showing posts with label nonviolence. Show all posts
Showing posts with label nonviolence. Show all posts

Thursday 24 July 2014

Baroque Poisons, Diseases, Stuns and Healing

Incentivized by renewed interest in our baroque spells project of last year I went ahead and completed another page in the very, very occasional series of the 52 Baroque Pages. This time the spinning die had indicated that page 33 of my 52 Pages should be given the "Baroque" treatment, that dealing with poisons, healing hit points, and the like.

Click to enlarge or read below
I decided to split the 52 items four ways, with four thirteen-entry tables that should by no means be interpreted as an attempt to somehow outdo twelve-entry tables. As before, the larger-type #13 entries are my idea of the best of the lot and may be held in reserve to substitute for a lackluster or inappoprriate outcome of the genuine d12. Not all of these, however, need be randomly chosen.

It is also my belief that all the HP recovery activities are much more fun than "taking a short rest" or whatever.

13 Rare Poisons
1.Rosy Tincture: eyes fill with blood, save or blinded, euphoric effect
2.Ingrate’s Milk: poison for baby’s lips that spares it but kills mother
3.Consensifer: paralytic, 1 hr; victims believe they just chose not to move
4.The Null Hypothesis: victim fails to see anything as important, 1 hr
5.Parrhestic Rigor: victim speaks whole truth for 1 day then dies choking
6.Implausible Gauntlets: selective paralysis of hands, feet, 1 day
7.Skuldine: shortens natural lifespan by 2d20 years; long-game poison
8.Gutwrench: too-good antiseptic, kills eubacteria in body, die in d6 days
9.Destiny Venom: kills in 7 days; only gaining 500 xp/level cures it
10.Complix: also envenoms foe’s blade on touch, hence, moral quandary
11.Justichor: medicine that cures most diseases but fatal to malingerers
12.Entheotoxin: makes blood ethereal, only cure is to shift to that plane
13.Legacy Wine: swell, empurple, die; made only from Legacy Wine victim’s last tears; paradox noted

13 Odd Diseases
1.Rust-beast Hyperaemia: if armor rusts into wound, -2 STR, CHA
2.Medusa’s Gallstones: drawback of petrification-save success, -2 CON
3.Displacer Dance: sidestep tic after teleport, -2 DEX until next level up
4.Pharaoh’s Wrack: aftereffect of mummy rot, freezes joints at angles
5.Numismiasis: infection on copper coins, crud webs fingers together
6.Hornflamm: d4-day ague from unicorn noses that neutralizes poison
7.Eargrub: infectious tune, when heard gives -4 INT, WIS for d6 days
8.Sainted Boils: -4 to all abilities, d6 weeks; sucking pus heals d6 HP/day
9.Monty’s Revenge: radiation coma from more magic items than WIS
10.Green Grippe: jealous flu makes host clean freak, spreads post-mortem
11.Esculent Scabs: can peel or bite off for d4 HP damage and 1 meal/day, food smell draws monster attacks
12.Griffon Fur Tick: bite in groin causes overconfidence, -2 to all abilities
13. Litchworm: eats maze in you, 30 days to live, magic-proof; only hope, enlarge self, send in reduced party


13 Nonlethal Damage Effects (at exactly 0 HP)
1.Subdued: if hit was with rope, whip or chain, victim obeys, 3 rounds
2.Intimidated: victim retreats, in preference to attack, for 1 day
3.Disordered: victim gapes in confusion, attacks at random
4.Opossum’d: victim falls to floor, appears dead for d6 minutes
5.Aggravated: victim attacks you at double speed 1 round, collapses
6.Ransomed: victim bargains for life with real or wishful treasure
7.Obligated: if victim is Lawful, unable to aggress against you for life
8.Agog: victim panics, flees by most unorthodox route
9.Near-Death: victim views afterlife in daze, returns in d6 minutes
10.Moonstruck: victim adopts new random persona, amnesic
11.Circle of Life: if victim is animal, it dies, another 3x bigger appears
12.Maledicta: victim throws dying curse, avoided if you spare him
13. Amen!: if hit was with holy symbol, victim adopts your faith

13 Idiosyncratic Hit Point Recovery Activities
1.Charging at an active foe with HD > your level, regain 1 HP/ level
2.Taking an hour-long stroll alone, deep in thought, regain d3 HP
3.Every 3 strong drinks you swig, you restore 1 HP
4.Meditation, 1 hour: roll WIS or under on d20 to recover d3 HP
5.Loudly denying frailty, regain your last 1 HP if 2+ others believe you
6.5% chance /hour asleep of lucid dream; adjust HP by d8-3; can die
7.Sleep in carcass of monster that damaged you for HP = its HD
8.Hot sexy love, 1 hour, exhausted for 2 more, 1 HP for coming last
9.Pity friend with 2x+ more damage than you have HP, recover 1 HP
10.1 hour hot bath with scrubbing buddy heals you like full night sleep
11.Once/week, permanently lose 1 HP to heal 2 HP/level by exertion
12.Character gains 1 HP spending 3 hours musing aloud on a theory of injury and heroism, may provoke NPCs to violence
13. Sir yes Sir! Heal 1 extra HP/day if slapped in the face by a higher level ally

Sunday 20 March 2011

The Egg is Laid (Nonviolently)

Instead of serializing the Egg of the Gazolba "nonviolent" adventure, I decided to do it all at one go and make it my entry for the One Page Dungeon Contest. The current draft can be seen here. Comments are welcome; I haven't officially submitted it yet, so still some room to tweak.

A few notes:

1. All the challenges were made using my tables (Bag of Problems and Bag of Tricks, see links to the right).

2. It's not that the players are sworn to nonviolence - of course if they are high enough level they can chop through the troll and ranger - but rather the looser definition of nonviolence, with nonviolent solutions predominant, and available for each problem.

3. I hear kids are a big part of why some people are interested in nonviolent adventures. For the youth run, give lots of hints, maybe a talking squirrel good for one solution. And of course you may want to replace the mildly adult, noir-ish twist ending with something more straight-up. For example:

Dividing this area from 10 is a vast canvas painted with cartoons of the very first Sultan... Exploring overseas, taking a living Gazolba bird as symbol of his reign, sailing away ... The Manalishi speaking with emissaries of the King of Birds ... Inspecting the canvas too long gives headaches and minor damage.

On the south side is a shrine to Truth, incense holder and blue flame. Light incense from area 7, and the Manalishi’s voice tells how keeping the Gazolba as the captive symbol of the kingdom is not right; the Sultan can very well wear a crown in the shape of a Gazolba. She can teleport them anywhere from here, back to the Sultan or to return the egg to the King of Birds .... What will they do?

Saturday 5 March 2011

Egg of the Gazolba I

Finally making good on my promise last month, I'll be sharing a non-violent adventure idea over a series of posts, populating it using my problems generator and tricks generator. Note that violence is not necessary in the adventure, but can break out if the players mess up a couple of situations.

The recommended party level, too, is variable. Interestingly, it is not so much skills and character levels that would make the adventure too easy, but access to the kind of powerful non-combat spells that usually are turned down in favor of fireballs and the like. I would hazard the general observation, too, that this kind of magic is a major consideration in any adventure where tricks and problems predominate.

At the end I will produce a map, which will also be an opportunity to share with you another feature you've asked for - my adventure mapping system and the Powerpoint mapping symbols that go with it.

Introduction (and with apologies to Clark Ashton Smith)

The legitimacy of the Sultans of Janpore finds embodiment in the person of the Gazolba bird. About the size of a goose - in the same way a gazelle is about the size of a donkey - and plumed gorgeously in green, red, violet and white, the living Gazolba, only specimen of its kind, literally sits on the head of the true and rightful Sultan on occasions of state; a heavy, serene diadem.

When the Sultan sires male offspring, the Gazolba lays a single, parthenogenetic, opalescent egg. The clutch corresponding to the Sultan's sons lies in a heavily guarded nest in the Carnelian Palace. In the case of the present Sultan, Zadir III, there is only one egg, and the heir is six years old.Young Zadir IV knows that when his father dies, so will the present Gazolba, and a new Gazolba chick will hatch for his own crown.

All these peculiarities of the Sultanate are known to the party, who have been sojourning in Janpore a few days. In good time, a well-fed man, disguised in garb of a commoner's cut but far too well-maintained, seeks them out in their inn. He introduces himself as Arouf, the Sultan's vizier, and proposes a mission that only strangers to the city could undertake, for nobody would believe their story were they to tell it.

It seems that a secret calamity has befallen the palace. The egg of the Gazolba has been stolen - replaced by a painted duplicate. This was noticed by one Mambrun, a palace guard. Only he, Arouf, and Arouf's confidant, the female cleric Yeshaim, know of the theft, which would spell calamity when. It was she who cast the divination revealing that the egg was hidden in the abandoned pleasure tower of the long-departed Blue Witch Xadiva, which sits atop an unscaleable cliff, half a day's journey from the city. The only way in is through a number of caverns in the cliff's surface - but which cavern leads eventually to the tower is unclear. The way to the cliff, however, goes through the Sultan's private hunting forest, which is patrolled by a vindictive and implacable game warden, a half-elf named Vran who is a faultless tracker.

Arouf has arranged for a distraction tomorrow in another part of the forest which will occupy Vran, but otherwise cannot risk any involvement with the caper. The reward to the party for the safe return of the egg is at your discretion; gold, jewels, a ship, or more cruelly, immunity to prosecution on trumped-up charges concocted by Arouf himself. In parting, Arouf makes a cryptic comment about "tests, dangers, and oh yes, fabulous wealth" said still to reside within the pleasure tower.

Tuesday 22 February 2011

Nonviolence II: Nonviolent Problems

Nonviolence in an adventure can also flow naturally from the challenges it puts forth. Traps, tricks, and problems are all challenges that don't require hurting or killing to get past, but can be just as deadly and exciting as combat.

To expand on a very early post from this blog:

Traps (and related things like locks or bars) are challenges that admit one solution. The first part of the challenge is detecting the trap. After that, there is usually only one way to deal with the trap, which can be abstracted to a dice roll, or turned into more of a puzzle with a description of the trap's mechanics.

Tricks are usually more obvious to spot than traps, but less obvious to solve. Often the players must figure out what should be done to solve the trick. Often there are numerous different things that can be done, with beneficial, harmful or informative outcomes.

Puzzles are tricks with one solution and one outcome, usually beneficial.

Problems are the most open-ended situations. These are situations where a goal can be reached by a number of different means, including some that may not have occurred to the adventure designer. Examples are fording a flooded river, crossing a constantly geysering cavern on chain-swinging wooden disks, finding a way to attend the Countess' exclusive masked ball.

In this post I'm going to present a simple system to get creativity working on problems. This will be followed soon by the #2 request in my poll - the system to generate tricks and creative traps.

The system for problems - "Bag of Problems" - gives a random listing of non-combat challenges that might be faced in an adventure and some of the complications that might make dealing with these challenges more interesting. It's a one page pdf up on Google Docs. I give one example with it, and more will be forthcoming in future posts - specifically, I'm going to use it to create a nonviolent adventure, "Egg of the Gazolba." As always, let me know if you have any problems downloading it and what you think.

Here's the example on the sheet, as a taste of a creative departure from the kind of simple sketch the table gives. These remind me a little of the folklore motifs from Stith Thompson's book - itself a great source for fantasy game ideas. In both cases I like how a full story can be created from a simple phrase.



Statue - change appearance of: A massive statue lies toppled athwart a passage further on. Although the original paints have faded, its eyes seem to have a vivid shade of green, its nose is broken off, and its gaze is directed at the statue guarding the other side of the passage, identical in all respects except its eyes are normal and its nose is intact. The green eyes are a clue that the statue is jealous of its twin. If the two are brought equal – either by disfiguring the standing statue, or by embellishing the fallen one – the fallen statue will roll aside, opening the passageway. Brute force is also a possibility, though the fallen statue will take the strength of 20 men to move.

Saturday 19 February 2011

Nonviolence I: Nonviolent Players

Now I'm back from traveling, it's time to sum up a few answers to my nonviolent adventure challenge.

Cleric, level 12, NG
As combat-heavy as some roleplaying systems can be, there are ways to take even a standard adventure and make it a challenge that has to be solved through nonviolent means (no fighting), or the less challenging but more plausible restriction of non-lethal means (no killing). Some of you had ideas in comments in the previous post, and after some thought I've put down a short and not exhaustive list of ways a normal adventure can be increased in challenge by requiring a more peaceful solution.

1. The adventure area is watched by a powerful force, which will smite anyone who practices unauthorized violence within.
2. The players are aided by a powerful NPC, who will turn against them for philosophical reasons if they take life.
3. Due to complicated intrigue, the party is running an operation against people from their own side, whom scruples forbid them to kill. Perhaps the opposition is guarding someone you know to be an enemy agent; perhaps it's a false-flag mission calculated to shift blame.
4. Captured once, the group has sworn a powerful and binding oath to show their foes the same mercy their captors showed them.
5. The point of the adventure is to bring them back, alive and unharmed ... people wanted for questioning or imprisonment, creatures wanted for a menagerie or research or breeding.
6. Innocent people and animals have been possessed or deluded by some hostile force. You need to incapacitate them without killing, on the way to destroying the force and releasing its hold on them.

How can a normal adventure scenario packed with hostile beings yield to a non-violent strategy?

First, let's look at the tools at hand. Most obviously, spells such as sleep and hold person don't need to be followed up by the usual slitting of throats.

Some systems, too, have rules for non-lethal combat. My own house-rule is simple: weapons optimized for non-lethal blows (fists, staffs) do full nonlethal damage, while other weapons, striking with haft, pommel or flat of blade, do half, rounded up. This only works against beings with a normal, animal anatomy. When a nonlethal blow takes a foe to zero or lower hits, it is incapacitated, semiconscious but unable to move, cast or strike for 1d6 combat rounds. For the aftermath, ropes or manacles are a must.

But depending on the terms of the nonviolence, you may still be able to get in a fight to the, well, destruction. Many of the scenarios above would allow players to remove non-sentient creatures from the equation; green slimes, golems, maybe even guard dogs are fair game, if your only concern is for the welfare of humans and other intelligent beings.

For intelligent and semi-intelligent creatures, there's also a wide range of psychological tricks: intimidation, fright, appeasement, negotiation, confusion, deception. All but the most intelligent and aware foes should be susceptible to at least one of these. If there are no skills for social interaction in the game, a combination of Reaction rolls, Morale rolls, spot checks for Charisma, Intelligence or Wisdom, and common sense should help judge any kind of trickery.

While nonviolent strictures on the players can increase the challenge of an adventure or even a single encounter, there are also ways to set up an adventure so that the thought of violence never even enters into the scene. More on that in the next post.

Wednesday 2 February 2011

Non-Violent D&D Scenario?

The paradox boggles! Smoke pours forth, tape reels jam and spew brown ribbon, lights flash in crazy patterms and a monotone voice croaks "DOES NOT COMPUTE ... DOES NOT COMPUTE..."

Yet this weekend I may have an opportunity/challenge to run a small D&D scenario with someone who (for personal and spiritual reasons) abhors the practice of violence.

What kind of scenario would you run that would be fun for a Buddhist pacifist? Assume about 3 pre-gen characters and a short, evening long scenario with some sort of resolution. No kung fu monks please ;)

I'll post my solution whether or not the run actually takes place.