Murdersoup - Tales of High Adventure
MURDERSOUP - TALES OF HIGH ADVENTURE!
LEGENDS ARE MADE, NOT BORN
YOU MET IN A TAVERN YEARS AGO AND HAVE BEEN INSEPARABLE EVER SINCE
YOUR ONLY HOME IS THE COMPANIONS YOU JOURNEY WITH
YOUR ONLY DESTINATION IS ADVENTURE
LEGENDS ARE MADE, NOT BORN
YOU MET IN A TAVERN YEARS AGO AND HAVE BEEN INSEPARABLE EVER SINCE
YOUR ONLY HOME IS THE COMPANIONS YOU JOURNEY WITH
YOUR ONLY DESTINATION IS ADVENTURE
MAKE AN ADVENTURER
Roll a d4, d6, d8, d10, d12 and d20 on the charts from pages 1 to 3, then name your character.
d4 ORIGINS (or pick HUMAN)
1 HUMAN - Your kin is everywhere and carved bastions of life into the wilderness
2 DWARF - Your skin like stone, you eat gold and gems and are driven to work always
3 ELF - You have animal and plant or fungi-like features, death is alien to your kin
4 GNOME - Cousins to dwarves, your hearts are full of whimsy and guile
d6 TRAIT
1 STRONG - you can bend bars, lift gates and other exceptional feats
2 QUICK - you have excellent reflexes, hand-eye coordination and balance
3 TOUGH - you are hard-to-kill and may withstand adversity
4 CLEVER - you have quick wits and intuitively think outside the box
5 WISE - you are a scholar, with decades worth of knowledge to share
6 MAGNETIC - you have an intense and appealing personnality
d8 QUEST
1 VENGEANCE - who harmed you or your own?
2 GOLD - what nearly priceless thing do you seek to buy?
3 GLORY - what do you want to be remembered for?
4 POWER - what price are you willing to pay for power?
5 REDEMPTION - what made you decide to try and right the wrongs you had done?
6 KNOWLEDGE - what great secret would you die to uncover?
7 ADVENTURE - who inspired you to live a life of adventure?
8 DEATH - what great shame or sorrow do you hide?
d10 TRADE (ignore if not human)
1 MERCENARY - take a scimitar, bow & arrows, and a set of ragged leather armour
2 KNIGHT - take a longsword, shield and a set of heavy metal armour
3 THIEF - take a knife, lockpicks and an enchanted rope
4 ENGINEER - take a toolbox and two gadgets (you can make more with time and resources)
5 RAT-CATCHER - take a cudgel, crossbow, net and a small but vicious dog (of course)
6 NECROMANCER - take witchbags, a miséricorde and the summoning names of two ghosts
7 SUMMONER - take a crown of antlers, a decorated spear and three bound spirits
8 CULTIST - take a sacrificial dagger, large hooded robes and the favor of an Elder God
9 MONSTER-HUNTER - take javelins, a vial of monster scent and a short sword
10 SWASHBUCKLER - take a rapier, a sign of nobility and a wicked scar
ELVES get bow & arrow, rapier and a three pieces of elven bread
DWARVES get an axe, craftsman’s tools and a magnificent gemstone
GNOMES get a shiv, a cookbook and a pipe with wyrd herbs
d12 SECONDARY SKILL
1 TRACKING - take a spyglass
2 ARCHITECTURE - take mathematical tools
3 ARTISTIC EXPRESSION - take a writing or painting set, or costumes, or a powerful voice
4 COURTLY ETIQUETTE - take haute couture regalia and an air of nobility
5 HERALDRY & WAR - take a tabard with family arms and a horn
6 ANCIENT HISTORY - take massive tomes filled with half-truths and outright lies
7 RITES - take body paints, oils and incenses
8 ALCHEMY - take a crucible and a slingbagful of ingredients
9 CONTORTIONNISM - take manacles and a bag of marbles
10 BUSKING - take a harp, lyre or pan flute
11 SAILING - take a pet parrot and an old memento
12 ANIMAL HUSBANDRY - take a loyal beast companion
d20 TRINKETS & GIMMICKS
1 TELEPATHY - you can read surface thoughts when touching, probe deeper if intimate
2 CURSED SHADOW - your shadow is alive and mischievous but needs you alive
3 WOLF HEAD - you have the head of a wolf, and a bounty of a thousand crowns
4 PACK GOAT - you have a trusty pack goat, warm, loving and eerily lucky
5 TEMPEST IN A BAG - you have a small burlap sack filled with Neptune’s fury
6 BROKEN HOURGLASS - it can stop time for up to a minute before becoming worthless
7 BLACK SWORD - you are the owner of a bloodthirsty and powerful enchanted blade
8 HAG HEAD - the living head of a witch you killed. She will cackle and bite fingers at times.
9 GAUNTLET OF KORAD - whoever wears the other one is on their way to kill you.
10 DWARVEN INGOTS - can only be melted in a dwarven forge. Enough to make a blade.
11 MAP SKIN - A goat skin with a map of a location unheard of.
12 VAMPIRE SKIN - covering yourself in fresh blood restores your vitality.
13 LUMBER JACK - you can fell a tree as thick as your biceps with a single blade swip.
14 HANDS OF THE TREE FROG - your fingertips are flat and sticky, great grip strength.
15 DREAMS OF DOOM - every night, you see how you may die the following day.
16 DAVE - you are haunted by a depressed ghost named Dave. He just wants to hang out.
17 IDOL'S TEETH - you wear the dentures of a witch-dentist. You can chew through bones.
18 SHAPESHIFTER - your soul is mingled with an animal spirit which you can transform into.
19 DRAGON EGG - large as a hen and hard as a rock. Who knows when it will hatch?
20 BAG OF FAIRY DUST - anyone with fairy dust in their eyes see their innermost desire.
ADVENTURING RULES (for OSR-type play. For FKR, just do your thing, I trust you.)
It’s a conversation. The Dungeon Master describes a situation and environment and the Players ask questions and say what their characters say or do. When the outcome of an action is uncertain, the DM will ask for a saving throw (or attack roll). The target is usually 7+ or 9+.
In combat, which side surprises the other if at all is determined by an opposed 1d6 roll. The party with a difference of 3+ over the other may ambush or avoid the other side altogether. Afterwards, initiative is an opposed d6 roll, ties mean both sides act simultaneously. Roll 7+ to hit, 9+ against a heavily armoured (or extremely fast) opponent. STRONG characters add 1 to melee attacks, QUICK characters add 1 to ranged attacks, and anyone using a shield removes 1 from attacker’s attacks (and can sacrifice the shield to avoid a hit altogether). PCs begin with 12 HIT POINTS. NPCs and Monsters may have between 1d6 (average), 2d6 (fighter) or 3d6 (elite/monster) HIT POINTS, sometimes even more. Mundane foes deal 1d6 damage, although warriors and PCs with a fighting background using their trade weapons (DWARF, ELF, MERCENARY, KNIGHT, MONSTER-HUNTER, SWASHBUCKLER) deal 2d6 damage per hit. Monsters may deal 3d6 damage per hit or more if they are particularly fearsome. A natural roll of 12 means double damage, while a natural 2 means one’s opponent gets a hit through while counter-attacking. NPCs and most monsters reduced to 0HP are dead or dying. PCs must make a saving throw (+1 if you are TOUGH, +1 if you are a DWARF) when reduced to 0HP to be knocked out instead of killed. If they pass, their maximum HP increases by 1.
CHARACTER “ADVANCEMENT”
Slay a famous and powerful foe, collect the bounty, fund further expeditions, get laid, throw parties, invest in a side gig or business enterprise, raise an army, build a fort or castle, try to make the world a better place, or carve yourself a better spot in it. Marry or trick your way into nobility, befriend the King, become a knight or other official, do battles, win wars, rescue people, free slaves, research magic, learn new summoning names, make better weapons, name your stuff, explore and map a dungeon or the uncharted wilderness, make powerful or interesting friends, make enemies and rivals, find out about the world, die a worthy death or retire.
EXTRA LOGISTICS
Torches and lanterns light 30’ ahead, candles light 10’ ahead. Candles and torches last an hour, a flask of lantern oil lasts four hours. The party can explore about 240’ per (10 minutes) turn, half if heavily armoured or carrying a heavy load (like treasure). Every (hour) six turns, the party has to rest for a turn or suffer a penalty (-1) to every future roll. Characters can carry twelve significant items, +2 if TOUGH, +2 if DWARF. Significant means stuff like a sword or chainmail. Stack fist-sized stuff by 6 and arm-length stuff by 3. A sack with 100 gold is significant.
A wilderness turn lasts a day, during which you can cross 24 miles (4x6 miles hexes) or find out the hidden features of a given hex (sometimes more, sometimes less depending on terrain). At the end of each day every party member must consume a ration and drink a waterskin’s worth or become HUNGRY (-1). The next day they are FAMISHED (-2) then STARVED (-3), then die.
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