Friday, June 14, 2024

Rána - Black Oil and it's mechanics

In front of you, you can see a big chunk of some weird metal alloy, that looks shiny, yet matte, strong but very light. It’s nothing like you have ever seen before. Tricking, dripping and oozing from it onto the stone ground of the cavern, is a thick, black glossy substance. It looks very much like that which was drooling down from the eye sockets, of those shambling creatures you met back in one of the rooms of the cairn above...

 

Black oil is the main “antagonist” of my Isle of Rána adventure. I wanted to create an adversary, different from a “BBEG” or a mad wizard or demon, or anything that has a true corporal body and whose intelligence mortals can easily comprehend. 

 

Black oil is an alien substance, intelligent, alive in a way, which is looking to possess bodies and overtake the isle. Ultimately its goal is to pave the way for its creators to come and colonize the world. ...Yes I watched the X-Files as a kid, why do you ask?

 

One of the mechanics I created for the Isle of Rana is the Black Oil infection. Delving deeper into the dungeon and coming in contact with the Black Oil and those it possesses, raises their level, slowly infecting them. This at first might have positive effects on the player's strength, it can lead to them getting first into a catatonic state and eventually being completely taken over by the Black Oil and becoming another Oil spawn minion. 

 

Story-wise – Black oil leaked into this world from a crashed spaceship and that is where it still exists. In the adventure, the party will be looking for pieces of a mythical artifact that is meant to bring fertility, food and life - a cornucopia or Sampó. is looking for in the Rána adventure was “given” to the original heroes of the isle, by the oil. What first seemed like a gift, soon turned to become a curse. The artifact was broken into pieces and buried deep in the oil. Black oil as well as the pieces of mysterious metal (remains of the crash) were disposed of. But the ancestors did not know of all of them. And time passes and with it, certain things fade into memory.

 

Meanwhile, the Black Oil has slowly been taking over bodies of the living and dead, controlling them, creating an army made up of shambling corpses oozing black oil, from its cavities, flying creatures which once perhaps were bats or other fliers, oozes, slimes and whatever else came it’s way in the depths of the earth.

 

Black Oil mechanics

 

Infection levels

  1. PC has a feeling of mild chills and cold. PC also feels stronger +1 to STR.

  2. Coldness deepens. The infected PC need to be near a source of heat or warmth or suffer fatigue.

  3. Gradual blackening of the eye whites of the infected PC

  4. Advantage / +5 to strength checks including to hit. Veins in the body of the infected begin to blacken

  5. Advantage / +5 to dexterity checks including to hit. Lips of the infected turn black.

  6. The substance thickens and grows to take control. Disadvantage / -5 to all attack rolls when facing any Black Oil monster.

  7. Spreading the infection. The infected coughs and spits out Black Oil, uncontrollably at random times, trying to infect those nearby.

  8. The infected enters a comatose or near-death state as the Black Oil takes control.

  9. Now it’s too late. The infected PC has been fully taken over by the Black Oil and awakes from its coma as an Oil Spawn minion – retains the PC's class, level and abilities.

 

Gaining Black oil levels

  • Automatically gain one Infection level, when entering a room with a source of Black Oil.

  • Every three turns spent in a black oil source room increases the Infection level by one.

  • Gain one infection level, by direct, skin to oil contact – touching a puddle of Black Oil, or an item or creature coated in Black Oil.

  • Ingesting the oil automatically gains two Infection levels.

  • If a character takes more than half of their HP damage from a single oil spawn creature, gain one Infection level.

 

Recovery:

  • Long rest lowers one infection level.

  • Resting alone cannot progress black oil levels below the thresholds of Infection levels 1 / 3 / 6.

  • A successful remove curse ritual lowers the Infection level back to level one.

  • If a character gets to Infection level eight and resets down to level one through a cure curse ritual, the Infection level grows automatically by one level each day. Every subsequent makes the Infection levels grow exponentially faster – A second remove curse increases the level gain to two per day, etc.

  • To fully purge a PC from the Black Oil the party will have to explore the fourth Cairn – I haven’t thought of the cure yet to be honest – sooo you can make up anything, in case you wanna use this.

 

This whole entry is actually a prelude, to the first dungeon I want to put out for free. I realized that I perhaps should introduce the Black Oil and it's mechanics.

 

More on Rána: Check out The Magical Materials and their mechanic article

 

Thursday, June 6, 2024

DCC Dying Earth monsters in Vaults of Vaarn

I have recently been running Vaults of Vaarn, the group enjoys it and I really love the system. On a related not, for winter holidays my partner gifted me the DCC Dying Earth Box Set, to my great enthusiasm. I don’t actually run DCC (yet) but I sure enjoy there products.

This combination, along with looking through my pdf collection of Ultra Violet Grasslands material, got me thinking, that there are quite some similarities between these games and settings. So why not try and combine them somehow?

As It happens, one of the few things in which I found the VoV Deluxe Edition lacking was the bestiary. While great, there aren’t that many monsters. DCC Dying Earth, has a bestiary of it’s own. So once I started running out of VoV monsters, I reached for the DCC and converted a couple to restock my encounter tables.

 There’s not that many of them, more might follow in the future. Here goes:

 

Twk-person

  • HD: 4

  • AC: 12

  • Morale: 9

  • Attack: Spear 1d6

  • Appearing: 1d4+1

  • Intelligent, insect size humanoids, that live able to communicate. Often serve as scouts or spies. While pacifists by default, they will fight to defend themselves and their communities

 

Twk with a Dragonfly mount

  • HD: 4+1

  • AC: 16

  • Morale: 10

  • Attack: Lance 1d6 + 1d4 poison spray AOE (Dragonfly). Critical hit on 18 - 20

  • Appearing: 1d4

  • Twk scouts often ride large dragonflies as their mount. The Dragonfly itself has a HD of 2

 

 


 

Grue

  • HD: 2

  • AC: 13

  • Morale: 8

  • Attack: Bite 1d8+1

  • Appearing: Group 2d4

  • Lives primarily below ground or in the darkness. Makes sounds imitating human speech.

Vamp Weed

  • HD: 3+1

  • AC: 14

  • Morale: 12

  • Attack: 1dmg + 1d3 dmg each round (sucking blood). Target needs STR check to flee – with increasing difficulty each round, or the weed continues to drain them of their blood and is immobilized from the waist down

  • Appearing: 1

  • At first glance it appears as seemingly mundane flora, a bit more of a gray color then usual – a patch of 15x25ft patch of grey green grass. It’s not really a plant, but actually is an alien life form.

 



 

Hoon

  • HD: 5

  • AC: 14

  • Morale: 9

  • Attack: Slam 1d6+2. Hoons also attempt to charge and break through barriers or knock down their prey.

  • Appearing: 2d3

  • Large, grey-skined, bipeds, with great elongated limbs. Hoons haunt many a ruin deep in the Vaarnish dessert. 

     

     

    I might do more of these in the future if the campaign requires it. I'm also thinking of converting some of the dying earth artifacts into Vaarnish exotica, so I will share that as well.

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