Saturday, March 23, 2024

T O W E R D U N G E O N

Click Here For Hack

I read a manga. I'm not a manga head, but this one was linked in the OSR server and I took a peak. After reading, I briefly tried to find other enjoyable manga to read online and took immeasurable psychic damage. I'm not sure if I'll recover.

But before my brain melts into a puddle of ooze, I have used this inspiration induced fugue to create a hack. It is about climbing the T O W E R D U N G E O N and contains little to no unique or interesting ideas created by me. 

I rip, borrow, and steal from several sources and mash them together without hardly editing them. This is what I do when my goal is to make a fun game to play with friends and not to write a cool blog post. So consider this me sharing some prep. 

Sources include the manga called something like Dungeon Tower or visa versa, Wolves on the Coast, White Hand wizards from Skerples who took it almost whole cloth from Arnold K, and town rules taken directly with minimal editing from Mad Queen's Court who developed the idea from Arrogant Wizard.

The result is a game about dying in a dangerous tower while trying to rescue the princess. Each subsequent party will have more knowledge than those who died before and a more robust town to support them. This includes more/better hirelings, unlocked classes, better smiths and markets, etc.

I have the first floor of the dungeon completed and the next ten mapped out. So, let's see what happens.

Monday, March 18, 2024

Summon ye, the Wise-ard!


Early “lunch hour” class today. What if wizards could be boiled down in the same way the fighter was? 


Courts are filled with magicians, masses gather in temples for the wisdom of god. These prophets and priests follow the well trod paths to wisdom and power. Study, practice, listen carefully to master, learn well before you act. They forget this ancient lesson. Fortune favors the bold.


When the hills grow dark with the shadow of evil,


When those who know better turn their back on the great flaming eye,


When whispers of an evil once banished find their way your ears,


When the prophecy long lost and largely forgotten holds the crucial kernel of truth,


Summon ye, the wise-ard.


The Wise-ard

Mastery of the self is the first and least of the lessons you have learned. It is but a step on the road to true power. And power is what is needed. Forces not understood and armies unseen threaten the realm and there is no time for earned wisdom. It must be taken.


The Wise-ard cannot have a position of status in your setting. They are necessarily an outsider and disruptor. Their goals are inscrutable and aim singular. They are not easily diverted or distracted into the comfortable categories those in power would thrust upon them and they will bear warnings of cataclysm. Their mission will certainly be opposed.


Skills: 1. Drinking, 2. Doom saying, 3. Manipulation, 4. Flirting, 5. Courtesy, 6. Oratory


Starting Equipment: Robes that are comfortable and easy to wear, a tall and striking hat that makes you immune to being ignored, an acquaintance in every town, a small and easily overlooked golden ring, a satchel of fireworks


A Self Possession, Purveyor of Cheap Tricks

B Older Paths

C Master of One

D Reflection


Self Possession - You cannot be compelled to do something you do not want to do. This does not account for physical force, or death, or mightier wizards, but does count for charms, ruses, diseases, blackmail and the like. Save to act for the benefit of others if there is no clear and immediate benefit to you. You are always as beefy or athletic or scrawny as you prefer with stats to reflect this.


Purveyor of cheap tricks - You may manifest minor magical effects. These include classical spells such as mage hand, prestidigitation, minor illusion.


Older Paths - When you ruminate and smoke select herbs from your pipe, you are able to determine the steps to accomplishing a goal. You must be personally committed to the goal. This includes routes across the earth, pieces of magical rituals, necessary implements such as keys, and who knows what it is that you don’t know. This does not include the steps to accomplish the goals of others. You are not a soothsayer, oracle, or prophet. You are a wise-ard.


Master of One - Select a single mighty working of legend. Lightning Ray, Dimensional Portal, Killing Finger, Commune of Angels, Walking Dead, Explosion, Become Animal, Hastega, or any other. Choose wisely, ye of unearned wisdom. This spell is now your constant companion, but will be your doom. 


Roll a d6 each time you cast it, plus 1 for each recent use of the spell. On a 5+ you take d6 damage as the spell fries the breaches you, its conduit.


If you are playing GLOG (good for you, good for you) then this spell is always cast with 4 dice. Mishaps and dooms are irrelevant as this so-called wise-ard will soon kill themself with this power. If you are using another system and have somehow found this post, my god, what have you done?


Reflection - Your mastery grows and with it your appearance is altered. Other spells that share a common thread with your constant companion are now under your command. Casting these spells does not require a hazard roll as before, but does increase your bonus to that hazard roll.


Companion, accompanying spells, accompanying spells, accompanying spells

Lightning Ray, shocking touch, animate metal, static trap, static cling

Dimensional Portal, blink, knock, hold portal, lock, locate key, talking stones

Killing Finger, accurate missiles, agony, poison cloud, bifurcate

Commune of Angels, command, consecrate, light, banish

Walking Dead, empower dead, corpse jar, soul walk, seem lifeless

Explosion, smokescreen, meteor shower, burning fan, wall of fire

Become Animal, summon squirrels, call bear, fairy moot, speak with birds

Hastega, mend, flight, shield, invisible barrier, invisible servant


Thursday, March 14, 2024

Niche Protection Status: Secure


This class was a fun lunch hour diversion. This class follows in the foot steps of those who sought to emulate Aragorn and the mighty fighters before and since. Those fighters who bring soft uncalloused feet through the harsh and dangerous wilds to serve a purpose greater than blood shed. Yet blood will be shed.

When your game is not about fighting.

When the princess and her animal friends set out to change the dangerous world with the power of love and friendship.


When the wicked witch and her dragon master darken the wood and make safe roads uncertain.

When the battered resistance has only one last thread of hope against their terrible oppressors. Just before the fall of the last bastion of goodness and light.


Summon ye, the fighter.


THE FIGHTER

There is something in your blood that will not give you rest. No matter how far you run into the peaceful and quiet countryside, destiny has chosen you. Rise again, ye tarni… er, rise up, ye of noble blood. Fight the battle you were born for.

There can only be one fighter in your group, indeed there might be only one in your setting. Gain +2 to hit for every template in this class.


Skills: 1. Farming, 2. Logging, 3. Fishing ,4. Hunting, 5. Carpentry, 6. Reading 


Starting equipment: Wood cutting axe, leather overcoat, oiled fox-skin pouch, bear trap, your great great grandfather’s heirloom shortsword Wound Digger, fishing pole.


A To Its Purpose, Dolorous Stroke

B Reaper

C Heavy Handed

D Exemplar


To its purpose - No one except fighters may put a weapon to their true purpose. They do not have the requisite skill.


Dolorous stroke - Any attack roll with a result of 20 or more is a crit. Roll double damage.


Reaper - When you only carry weapons and armor, gain 1 additional attack for each template in this class you possess.


Heavy Handed - When attacking an adversary you could kill with a normal non-crit damage roll, if you hit them they are killed.


Exemplar - When you are reaping, those allies who can touch you cannot be attacked whilst you stand, those allies who can see you may use your to-hit bonus. Those who can hear you will never break from morale.


Weapons you know full well:

  1. Hand-axe - light, throwable, On successful attack, forgo damage to deny an enemy the use of their weapon.

  2. Battle-axe - medium, may reduce damage dealt in half to disarm enemy of one weapon.

  3. Two handed-axe - heavy, on damage roll of a 6 roll, roll another d6 and add to the damage. repeatable.

  4. Club - light, on a hit, forgo damage to stun for one round.

  5. Dagger - light, throwable, counts as heavy vs prone or surprised enemies.

  6. Flail - medium, Target always counts as having AC 10. Deals d4 damage.

  7. Greatsword - heavy, upon killing an enemy the wielder can make an additional attack.

  8. Pike - Heavy, in formation, attacks against your unit count as if you are wearing medium armor. 

  9. Poleaxe - heavy, reach, target always counts as having AC 10 unless they are adjacent to you.

  10. Javelin - medium, thrown,

  11. Longbow - Medium, +1 to hit per round spent aiming

  12. Mace - Medium, target always counts as having AC 12.

  13. Quarterstaff - Target must make a dodge save to approach, failure results in automatic damage from this weapon.

  14. Shortbow - light, may split move and fire and fire from horseback.

  15. Shortsword - light, riposte twice.

  16. Sling - light, deals no damage unless it crits, unlimited ammunition.

  17. Spear - may hold your attack to attack anyone who approaches you first.

  18. Sword - medium, riposte.

  19. Warhammer - heavy, those struck are thrown back 1ft for every point you hit them by.

  20. Haja-no-Ontachi (Great Evil-Crushing Blade) - Super Heavy, those without divine blood are slain when cut. Those who are evil and demons, must save vs fear when it is drawn even if they are immune to such things. If the wielder strikes one whose heart is more pure, they are slain instead in a fountain of black gore and pulled into the underworld.

T O W E R D U N G E O N

Click Here  For Hack I read a manga. I'm not a manga head, but this one was linked in the OSR server and I took a peak. After reading, I...