[Random Encounters] Events for post-apocalyptic campfire nights [MF]

The following five events are not part of the my 20 events for post-apocalyptic campfire nights, but just happen to be the same breed of random encounter and are Mutant Future(tm) compatible.

1# As the character is about to put a new piece of wood into the fire, he suddenly feels a tingling sensation on his hand. As he looks he sees a couple of tiny insects crawl out of the dead wood and onto him. With a successful save vs. DEX the character will be able to swipe them off before they can crawl up his arm and into his clothes. While the tiny, flea like creatures are harmless themselves, they will try to “life” in the clothes of the character and their excrements causes a skin rash. Starting with the next dusk, an affected character will suffer [-1] to all CHA checks till he was able to wash his clothes and himself thoroughly.

2# A pair of yellow shining eyes stares at the character standing guard. They belong to something the size of a 10 year old child that crouches in the darkness on all fours, resting on its hind legs. The skin of the humanoid is grey and knobby and a bone crest runs down the forehead. It seems to be naked. When the character makes a sudden move or tries to approach, it will turn round and run off into the night and all fours, like a mad ape but without making a sound.

3# An overgrown centipede, about two meters long and as thick as a grown man´s wrist, rushes through the campsite and past the character standing guard. It will be scuttling away into the night before the character has a chance of doing anything.

4# Thick fog rises up during the characters watch and will stay till dawn. Sounds will be dampened and clothes and equipment becomes moist. What is worse is the strange, stinging smell that comes with the mist. Everyone lacking a tent or who spends at least one turn outside will need to pass a saving throw vs. Death or is going to suffer a [-1] penalty on all physical tests for the first half of the next day as his joints swell and hurt.

5# During the night, some of the thicker “grass” around the camp site starts to split open at the top, revealing a wet-greenish inside. If a blade of this grass is brought close to the nose, characters will recognize a sweet smell. The grass blades are filled with a sticky nectar which is sweet and tasty. In the morning, as soon as the sun colors the sky with a red hue, more and more insects will be drawn to the “grass”. They will glue to the sticky, clear substance and the blades of grass will slowly close around them again.

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[Random Encounters] Events for post-apocalyptic campfire nights [MF]

[DH2nd] NPC backgrounds for other acolytes

In October 2011, the FFG forum user “Graver” opened up a topic to request some fresh ideas for NPC. He was about to brew up a cell of another Inquisitor whose members would become rivals of the PC. Back then, I provided four NPC that I would like to share with you here as well (two of them now, two in my next post). Feel free to use them as NPC in your session or even as inspiration for your next DH character.

They were written for DH1st and their background ties refer to worlds that are not officially part of the Askellon sector of DH2nd. So, a GM would need to make a few changes here and there.

  Continue reading “[DH2nd] NPC backgrounds for other acolytes”

[DH2nd] NPC backgrounds for other acolytes

[DH2nd] House rules for FEAR in combat

The DH2nd rules for Fear in combat situations include one d100-based table to determine a final result for a failed Fear test. Every degree of failure adds +10 to the result.

By RAW, that means that if you fail a Fear test your actual Willpower is much less important than the result of the second roll with the d100. You are a brave hero with lots of Willpower (for which you paid with lots of XP), so that if you fail a test, it is likely that it will only be one or three degrees of failure? Well, half of the time you will end up in the 61+ range of the table, no matter what. Having a high Willpower effects IF you need to roll for Fear, but once you do it is pretty much a game of chance if you will be startled or end up shitting your pants.

Since this is pretty random and my players are put off  by ending up at the deep end just due to a bad roll of a die AFTER a roll of a die, I brewed up a house rule that bases the severity of the result on the Degree of Failure rather then taking an additional d100-result into account as well (see the table below).

Continue reading “[DH2nd] House rules for FEAR in combat”

[DH2nd] House rules for FEAR in combat

[SHA] Randomness on sale!

What makes an OSR game an OSR game? Ask different fans of the old-school-revival-movement, and you will get different answers to this. What I noted so far is that a lot of these OSRPG you see on the market have a very prominent “random” factor.

Back in the old days, things were random. You rolled your character up, there was no point-buy-system. You rolled for your background, super powers, mutations and what not. When you had slain the monster, it was not uncommon for the GM to throw some more dice behind the screen to determine your precious loot randomly. And of course, the monster encounter that was the foreplay of the loot-gasm to come all to often was… right, a random encounter the GM had rolled for!

If you want roll stuff up, you need dice and a table (with results, so the piece of furniture known under that name is helpful, too). I bet you already own some dice and if one of those happens to be a d20 and you like to play Mutant Future(tm), please have a look at two of my products:

20 irradiated, weird events for post-apocalyptic campfire nights gives yous (surprise, surprise!) twenty events to throw at your PC at night. A few of these events are monster attacks, but most of them are just weird events with a potential for minor harm.

20 further details for random monster encounters in the wilderness greatly helped me to satisfy my lust for plus-sized product titles AND it provides a MutantLord with twenty additional details for a random monster encounter. The fact that you already had every random monster encounter in the core rules happen twice is no reason to give up on a good and trusty result table if you can bring the spark back by adding some new spices with one additional roll of the dice.

The two are both “pay-what-you-want”, so you can grab them for free, for as little a 10 cents or for whatever you feel they are worth to you. If you want to be on the sure side, download them for free and then, after you were able to evaluate them for your personal needs, buy them again for a price if you found them to be useful. A trade offer cannot get more fair and beneficial for you then that, can it?

[SHA] Randomness on sale!

[DH2nd] Random Encounters: Hive Volg (or any other industrialized hellhole)

In January 2011, I wrote some random encounters for Hive Volg on Fenksworld (both are part of the Calixian Sector of DH1st), as requested back then in this FFG forum topic by forum user Lete.

Now, in April 2016, I decided to correct all the errors and to provide them anew. After all, Volg is not the only industrialized hellhole of the universe, right?

Continue reading “[DH2nd] Random Encounters: Hive Volg (or any other industrialized hellhole)”

[DH2nd] Random Encounters: Hive Volg (or any other industrialized hellhole)