Hex-crawl generator

After requesting a hex-map generator from my Secret Santicore last year, I immideately thought of this idea. After thinking about it for a few weeks, I decided to make it. After buying a printer, I started playtesting using Hexographer, and a few errors came to light (once in a desert, always in a desert) and a few quirks (no such thing as a valley hex) that needed smoothing out. I’m sure there will be other versionl later. Instructions included.

Note: if you put the printed page into a box (so you don’t lose any dice), use a much larger box! Otherwise every other hex will have a settlement or ruin because those are the ones on the edges.

I’d like to thank Zak S. for introducing this method of random generating to me.

Download/view: PDF (as Google doc)
Update: Zak found my description hard to follow, so I made a visual guide:

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Posted by on 2012/10/27 in practical


Trading with ships or caravans

This is my answer to a Secret Santicore request.

Lack of interesting rules for trading with ships or caravans makes me cry myself to sleep every night. So I’d like them. If you’re out of them I could use with some quirky villages, or a village generator.

Thanks Santicore, you’re the best

This turned out to be quite the challenge, mostly because of my lack of medieval maritime customs. Caravans are easy, we still have caravans today and wikipedia is eager to tell you all about them.

Trading with ships or caravans

Items carried by caravans and merchant ships are always considered exotic, and thus cost 100% more than similar local items, even when no actual benefits are given. However, most items come from an area specialised in the making or growing of the merchandise, and thus some give a mechanical bonus compared to local items (so an exotic sword might add +1 to hit OR damage, but no both). These exceptional items will cost up to 400% more, but haggling is encouraged.

Roll 1d12 once and read the buys/sells pair, or roll twice. Add up to 4 for each country (or equivalent distance) the caravan travelled.
If you have the same result for buys, sells or both, specify two different types of the same thing. For example, one of the lumber could be mahogany, the other ebony. They might be selling swords and buying crossbows.

Each roll represents 50 tons, but if you want to, you can roll for smaller quantities.

Caravans moved at the speed of people. For each cargo load (the amount one camel carries, about 200kg), add 30% as camel fodder (so 100 loads of cargo will mean an additional 30 load of fodder).
Roll once for each 13 file of camels or every 50 tons of cargo.
About 18 camels in one file, with a handler leading each file. An elder handler in charge of the camels. A cook or two, and the caravan master. Caravan owners not present will send a representative to unload and sell the cargo at the destination, who had no authority during the trip.
Handlers earned 2 silver a month, free room and food on the trip and a camel’s load of space to fill as they pleased. Some rich handlers own all the camels in their file and would pay 20 silver for joining the caravan, but not get paid.

Merchant ships:
Most info is based on the Beyond the Black Gate blog and Seafarers, Merchants And Pirates in the Middle Ages By Dirk Meier. Speed is about 8 mph (120′ per round).
Roll once for each mast or every 50 tons of cargo.
Most rpg books have this info. In a pinch, count 15 crew-members per mast. Captain and first mate lead the ship, an experienced seaman was in charge of daily operations and a navigator read the maps and stars.
Pirate ships had an equal share in profits. Hired seamen will cost about 10gp monthly. High ranking professionals will cost much more.

Merchandise chart:

Sells Buys
1 animal parts common items
2 art lumber
3 alcohol clothes
4 drugs textiles
5 plant parts combat gear
6 spices ores, metals
7 animals jewellery
8 slaves precious stones
9 jewellery slaves
10 precious stones animals
11 combat gear spices
12 ores, metals plant parts
13 clothes drugs
14 textiles alcohol
15 common items art
16 lumber animal parts
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Posted by on 2012/10/22 in practical


Town generator

This is one of my older projects from the (previous) Labyrinth Lord forums, where I got some great feedback, foremost from Bighara. I never finished this project properly, so this is a version like no other! Enjoy.

Download/view: PDF (as Google doc)

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Posted by on 2012/09/26 in repost


Dice-handling methods & monk fix

You might remember my monk class for SotU, and it’s weird method of calculating unarmed damage. The problem is the usual: adding two dice gives a bell-curve, and even then, you can’t simulate all intervals that way.
So now I will share my 3 methods of rolling numbers in intervals other than the usual dice allow.

Dividing the number rolled with a different number, the latter of which the maximum rolled number X (ie dX) is divisible by. Round up if you’re using a computer.
d12 / 4 = d3

Adding maximum:
Rolling two dice, the latter of which deciding if we add the maximum X (ie dX) to the former. Think classic d20 numbered 0-9 twice. You roll a second die to decide if what you rolled is A or 10+A.
d8 & d3 = d24

Probably the simplest and most unlikely method, where we roll a die that is capable of higher numbers than our intended maximum. We simply re-roll any too high numbers. Beware that this method can be re-roll-heavy if the die is far larger than the intended maximum.
d12(11) = d11

Since we’re not adding dice, there is no bell curve, since we’re not multiplying dice, there are no missing numbers.

So with these methods, it should be a cinch to roll the [1 to HD+1] interval for damage.

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Posted by on 2012/09/18 in tidbit


Choose your own class – a class choosing aid

I’m back! I was thinking about this idea for a long time now, and I finally decided to just make it.

It’s basically a choose-your-own-adventure thing, but much more basic. You choose how you handle 3 combat situations and in the end you are told what class you chose and what it’s abilities and duties are.

Warning: This is a tool for Basic fantasy games! Race-as-class, 4 classes and 3 races.

Available in 3 versions:

Download/view PDFs:

Pocket mod, letter size (as Google doc)

Pocket mod, A4 size (as Google doc)

5 page PDF (as Google doc), if the letters are too small for you

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Posted by on 2012/09/12 in pocketmod, practical


Dead blog is dead

Feel free to check my older post out, but if this is the newest post, don’t expect any updates for a while. If you look through my archives you can see me rigorously updating and then stopping exactly when I lost my job. I need structure in my life, but being inherently lazy, it has to be provided to me. Which isn’t really a problem since most people have a job, but I quit. And every single project I had fell through, especially the hobbies. It sucks, but I’ll get back on my feet, and then I’ll get back to this blog. Promise.


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Posted by on 2012/07/05 in Uncategorized


Further update on campaign plans

Sorry for the lack of new posts.

Thing is, I left my job, I was visiting my grandma for almost a week, and it just now dawned on me what kind of sci-fi campaign I want to run. I will most likely run it in Mini Six. I was kinda dismissive about this one back in the day, since the book is not really all that mini, originally the guys at antipaladin managed to get the whole thing out in 7 pages. But reading it now, it seems like something I could use easily.

A few notes about my planned campaign:

  • It will be set in the Oolite universe (I’ll probably adjust ship prices and even add a few ships to even out the supply)
    • Nothing is really in the game but space travel, so I get to make everything else up while still having the framework of a star chart, space ships and background fluff
  • The players will start out as thugs to a mafia-like organisation (a small one)
    • I wanted to do this ever since playing Assassin’s Creed 2, probably because of the Italian language, the sci-fi setting is the new part
  • I want my players to be active, not reactive
    • Most of them like Star Trek more than Star Wars (or Firefly) but I don’t want to constantly tell them what to do, as part of a military organisation with strict hierarchy
  • Everyone will start out with enough money to get a small ship (like an Adder or a used Cobra Mk1), or they can pool their resources to get a ship that’s big enough for all of them (no matter how many players we have)
    • This way the players can decide if they want to travel together or have a ship for every role, or a mixture of both
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Posted by on 2012/03/08 in myself