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The Diastasi Mati

    The Diastasi Mati are people with one eye that can see from the fourth dimension. This is the only interesting thing about them. The rest is just details.  Physiology The Diastasi Mati are the same size and shape as ordinary people, with much the same internal organs. The exception is that they lack any internal or external reproductive organs of any kind. They still have sexual dimorphism, and they still reproduce, by unknown means. In all Diastasi Mati, it is the left eye that is peculiar. The left eye is a silvery grey, and reflects light wrong, sometimes reflecting light that isn't there, other times not reflecting light that is there. It is slightly bigger than the socket it is in.  The Eye The power of the eye is best thought of with a classic metaphor to 2D people. Picture a 2D person with one eye on their head, and the other 6 inches to the left of their entire world. This eye allows them to see the inside of anything within 100 feet, and see any other Diastasi Mati wit

B/X solo play, Session one: Don't pick on someone your own size.

      The party descends into the first dungeon, a little number called The Cyst of Tenaidia. Given that Abigail Cheddar is both the toughest and the most charming, she is sent in front.  In the first room, the party encounters a giant squid and its vampire flunkies, who don't want to let them through. Tommy Siz tries to sneak through, gets caught, and sprints into the next room, scattering gold behind him so the vampires won't pursue.  Now, all on his little lonesome, Tommy comes across a strange magical beetle, who's pissed off at him. Not wanting to wait for aggression, he throws a flask of burning oil at the beetle, who sustains massive damage and scampers off into the darkness. Tommy exits the room, still alone, into another room containing a giant clock and not much more. He successfully dismantles a bunch of valuable parts out of it, getting 100 GP of various whirligigs and gimcrackery.  Tommy journeys into yet another room, finally finding what he's looking for:

B/X DnD: Let's make some characters!

      So, I wanted to learn if B/X was the rules light beauty the OSR scene seems to claim it is, or a run-down bogged-down low-down outta town hoe-down. I also wanted to write some play reports for my solo games. Therefore, I'm gonna be making a party of (mostly) RAW B/X characters and wringing them through some procedurally generated pen and paper dungeons.  FIRST CHARACTER: STATS Strength: 10 Dexterity: 11 Constitution: 15 Intelligence: 12 Wisdom: 10 Charisma: 7 Alright so this knucklehead has got only two notable stats: good CON, and poor CHA. Specifically, they get +1 HP per Hit Die, and -1 to reaction rolls, retainer morale, and maximum retainers. Because of this, I think these stats are perfect for a dwarf.  Dwarves in B/X are different from fighters in a couple ways. They need more XP to level up, have a level cap two levels lower, have better saves, can see in the dark, and notice stone tomfoolery. Other than that, it's just a fighter. I'm gonna use Necropraxis'

3 Humanoids

Sick of boring old orcs, elves, dwarves, humans, halflings, gnomes, tieflings, svirfneblin, duergar, drow, aasimar, warforged, merfolk, golems, and all the other ones? Here are three EVEN MORE boring enemy/PC* races!  *The Travelling Mailsman blog is not responsible for damages sustained from letting players play any or all of these races.  VITALOIDS HD: As Human   AC: Unarmored Description A humanoid creature, roughly 5 feet tall. Its entire torso is a heart containing the rest of the thoracic organs, with veins and arteries for arms and legs. Its head, correspondingly, is a large brain with a brain stem for a neck. It has no visible sense organs, but can hear and taste extremely well. It communicates by a sort of very short range telepathy: It can telepathically communicate if your brains are touching. They typically settle in tribes of 10-20.  Disposition They are generally very peaceful creatures, and want to learn as much from you as they can. They politely gesture if they can ins

Ghost Detective, a class that may or may not be for Buckets of Blood

This class is compatable with my own GLoG hack, and wasn't made with Buckets of Blood in mind per se, but I think it works well enough. The idea is like that game, Ghost Trick, or that game, Return of the Obra Dinn. You get to be a detective who interrogates ghosts and collects evidence from spooky ethereal crime scenes. Ghost Cop Gain +1 save vs fear per template Starting Skill: Forensics, plus one of Firearms, Tracking, or Law Starting Equipment: Small firearm, small other weapon, heavy coat, basic detective kit (3 slots, all sorts of little detective stuff like cotton swabs and magnifying lenses). A: Interrogation, Replay B: Question the victim C: Takedown D: Relive Interrogation When you make an attempt to interrogate information out of someone, you have [template]-in-6 chance of them telling you the truth. In addition, gain +1 for each of the following -You have evidence of their guilt in a crime -You have made a credible threat of violence against them -Y

GLoG: A Series of Poor Decisions And Regrets Edition (2021)

 This is my GLoG. it is bad. It was not made by a game designer. It is only now going through it's first play test. Do not play it. Tell me how it goes. 3d6 for each of Strength, Agility, Constitution, Intellect, Perception, and Charisma. The stats themselves won’t come up very often, mostly you need the modifiers as given below.  Stat Bonus 3-4 -3 5-6 -2 7-8 -1 9-12 0               13-14 1               15-16 2               17-18 3 The basics of the system are that, when you attempt a dangerous, risky, unrepeatable action, roll 1d20 and add your most relevant stat bonus. If you roll at least 13, you succeed, otherwise you fail. Having a relevant skill gives +2. Having a perfect skill gives +4. Sometimes you try to roll higher than someone else’s roll.  Use Strength for action despite resistance, such as breaking chains or wrestling.  Use Agility for action despite difficulty, such as backflips and stealth.  Use Constitution to resist harm, most commonly poison and disease. Use