Sunday, 13 March 2022

The Bell of Blackside

THE BELL OF BLACKSIDE is the first adventure for GRAVEROBBERS, my adventure game system of stealth and sedition.


The pamphlet features:

- a complete starter adventure for the system, perfect for a one-shot or to begin your campaign

- new rules to flesh out the Bare Bones, including a progression system

- three shops and a rumour table to help the Dealer run the Black Market phase, plus prices for every item of interest

- a playable, in-world card game

- an edible, in-world recipe


Good luck, graverobbers…

Monday, 7 March 2022

1d6 Magic Ceramics

 Notable finds in an antique pottery shop:

1. Ceramic Armour. Light enough for any class. Good defence against magic, fire and arrows. Meagre against melee attacks. Shatters on a critical.

2. Pot of Hands. Halfling-sized amphora. Upright, items can be put in and taken out as normal. When inverted, the items inside do not fall. What pours out instead is a grasping mass of human hands, emerging to the wrist. The pot uses its fingers to crawl, crab-like, and can be sent grab more items to store within itself. The hands are reasonably dexterous but cannot fight or use bastard magic.

3. Pot Golem. Good for a gardener.

4. Plate of Fond Memories. A meal eaten from this plate will taste exactly like the last meal eaten from this plate should have tasted. (The first thing eaten after buying tastes like stewed prunes.)

5. Fool’s Jar. Bears a gurning, gargoyle-esque face. Stick a hand into its shadowed interior and you’ll find you can reach deeper than the pot looks from the outside. Roll 1d6: On a 6, pull out a mundane item that will serve you well in whatever predicament you find yourself. On a 2-5, find a random mundane item (GMs, consult the best starting equipment tables), and on a 1 find yourself unable to remove your hand until next sunrise. (You could break the pot, but then… no pot.)

6. Model Tower. Actually an accurate 3D map of a nearby dungeon, pawned by an old adventurer. Would serve you well in finding secret doors and planning escapes.

Friday, 4 March 2022

ONSLAUGHT playtest 0.1

 The playtest for ONSLAUGHT has been updated to version 0.1. Download free here.


Patch Notes:

- changed Caged Fairy’s effect to limit exponential damage increase

- changed Bastard Sword to Great Stone Sword, new effect. Bastard Sword may make an appearance again later on.

- changed Lord of Chains’ Spring action. Now more lethal.

- minor text changes

Sunday, 20 February 2022

ONSLAUGHT

 The deadly “soulsborne” inspired game of duelling sad and ancient knights has a new name:

Welcome to ONSLAUGHT

You can download a playtest document here. It’s free, but if you want to support the project or my work in general, please consider making a donation.

As this is a playtest I will be accepting feedback! You can leave a comment here, or email me (graverobbersguide at gmail dot com), or get at me on twitter.

The kind of feedback I’m not looking for: “I found a typo”, “this is good”, “this is bad”, “i don’t get it”

The kind of feedback I am looking for: “the most interesting thing that happened while playing was…”

For more info on development, check back at posts tagged “The Green Knight”.

Wednesday, 16 February 2022

OUTBREAK (a Mothership adventure)

 The Meridian gate is in lockdown. A potential biohazard has been detected at the abandoned Yefimovich Hospital on the city level. Until customer safety is confirmed, Qilin Gate Corporation protocol withholds all transport rights.

A 10kcr reward is on offer to any freelancers willing to inspect the site and contain any potential threat. Otherwise, QGC officials will handle the matter within 6-8 weeks.

 

What really happened? A secret document and alien specimen were stolen from QGC by one of their own agents who intended to hold them for ransom. In retaliation, the corporation remotely opened the biohazard containment briefcase that held the alien, knowing it would attack its captor.

The theft was of little concern to QGC. The alien is replaceable and they can easily deny any connection to the document, a training manual which contains no traceable information. QGC executed the traitor on principle and now only want the alien returned as an afterthought.

 

Biohazard [W: 4(10), C:70 Suffocate, I:50] Scabby little blood-black blob. Surprisingly agile.
- Haemoform. Can absorb exposed blood to restore a Wound. Immobilised by blood thinners.
- Self-preservationist. 
Attacks in retaliation only. Flees immediately upon taking a Wound.


1.     Lobby
Sealed hospital doors, 100cr entrance fee. Inside, dusty grey tile and flickering light. Empty benches, looted reception desk, wrecked bathroom. The air filter still works but can’t mask that pervasive, stale smell.

In the middle of the floor is a corpse in a black suit. No identification or records. Traces of blood around mouth not victim’s own. Cause of death, suffocation.

Beside the body is an expensive-looking briefcase, its interior caked in blood. The case hermetically seals and can be open or shut remotely, though no controller is present.

Signs over the doors ahead mark the pharmacy and ward. To the left, a door opens onto the upper level of the operating theatre, while a wide vent connects to the lower level.

2.     Pharmacy
A mess. Almost entirely ransacked except for 1d5 each:

-        Eight-Treasure Decoction. [+] to next attempt to stymie user’s bleeding.

-        Calm In The Sea Of Life Teapill. Promotes menstrual health.

-        Hidden Tiger Pill. [+] to next Body Save.

-        Seahorse Combination. Strengthens sexual potency.

-        Free And Easy Wanderer Plus Teapill. -1 Stress once per day.

Signposted doors to the lobby and ward.

 

3.     Ward
Thin curtains separate rickety bedframes. What remains of the medical equipment could be jury-rigged into a functional bioscanner.


Stashed in a pillowcase:

- roll of gauze
- stim-pak
- bottle of liquid blood thinner
- old syringe
- bag of O- blood

Doors to the lobby and pharmacy. Corridor to the lower level of the operating theatre.

4.     Operating Theatre
The upper level, accessed via the lobby, is a ring of plush seating overlooking the surgery through a skylight. No way down here except breaking the glass and climbing.

Below, on the brightly lit surgical table, the biohazard distractedly picks at bloodstains on an old scalpel. The lower level also has a washbasin in the corner, and a vent allows air to flow down from the lobby. Doors at either end lead up to the ward and down to the morgue.

5.     Morgue
Beneath the operating theatre. Cold, dim light on grimy chrome. A hundred freezers line the walls.

Working incinerator. Ejects remains into space through airlocked disposal chute. Inside, unscathed, is a small booklet in unadorned type: “PK-1 Training Manual”.

PK-1 (Trained Skill): Manipulate Nearby physical matter, not exceeding the user’s mass, with the power of the mind.

Monday, 7 February 2022

High Tide Highway

 I hope everyone’s enjoying Journeylands #1 so far! Pick it up here if you haven’t yet x

High Tide Highway is 3 clicks long and goes exactly where you want to be. Reroll 1s if travelling by day.

1-2. Bandits! The Barracuda Gang have mouths to feed. #hit until someone fixes their food supply issues.

3. Clear sailing. Just you and the road.

4. Traffic! A lot of travellers taking this route today. Handling checks only.

5. Food truck. Stop here if you have time and get free samples. (Roll this with bandits about and they’ll be scared away!)

6. Crabbing contest. Anglers lower lines off the side of the highway into the coral canyons below. These crabs are gourmands - finely flavoured bait will catch a whopper and win the prize, a Crabshell Bumper [widget, negate #hit, 2 uses before breaking, repair uses at a garage or bait shop]


Monday, 31 January 2022

JOURNEYLANDS #1

 

Journeylands #1 is out now!

Click here to get it for yourself. If you were a KS backer last year during ZineQuest, check your inbox on there for your discount code.

Happy travels x