Thursday, June 18, 2026

AD&D Solo Adventures - The Village of Hommlet Part 9

Dounil casts Floating Disc and says they will stash the treasure later. He and Celest race forth to the fort, to eliminate the leaders and remaining quarry guards.

At 3 times speed for passing through known terrain with no foes, they almost reach the junction with the secret door by turn 5 [18:50] and must rest, 2/6 [19:00].

Their next turn takes them back to the ground level of the quarry to the junction with the south gallery 3/6, the turn after is pacing themselves almost to the entrance of the underground 4/6.

With outdoor movement across the quarry, they can either reach the lower pit-floor doors to the guard tower or in two turns, get around to the front door. Either way they won’t be welcome. They run for the lower doors, which will allow them to stash their loot before circling around if there is no way up.

They are watched by the guards, hiding being the parapets in the dim light, already afraid of the swarm of leaving workers with slaves among them. The back of the module says the villains fear retribution from the Slaver Lords too much to run, so perhaps the speed Dounil and Celest have is a bit hasty.

To Dounil and Celests’ annoyance, the doors are locked. Not being thieves or possessing the Knock spell (very tempting to seek it out). The try to Open Doors with force. Dounil rolls a 5 out of 5 and pops the metal latch, using his plate armour to absorb the shock, this is unfortunately when his spell runs out, leaving the pile of treasure all in front of the doors. Celest wants to retrieve it, but Dounil says they can get it after killing everyone. Celest is not amused as it’s her promised treasure 4/6 turns and [19:40].

Entering into Room 24, the Stables, the pair are stopped by a hulking figure yet still not that tall. He demands to know who they are and why they came in. Dounil replies they are acolytes from the temple underground and must raise the alarm about a slave revolt. The brute considers this and tells them to head up the back stairs. As they move past, they see many thin but cringing humans backing into the stalls. When the pair are about 4 of the 7 stalls along, almost to the smoking dais in Room (area) 27, Uzgrod the half-orc launches his ambush, as there are no stairs there and he didn’t trust some unaccompanied strangers anyway. He bellows for the worthless slaves to assist him.

Round 1, Uzgrod has the initiative from sheer cunning. His thrown dagger misses Celest. The 6 slaves split to attack each character equally with their improvised weapons. None hit.

Dounil slays Uzgrod with a dashing slice HD 1-> 0 but chooses not to attack the slaves, Celest holds her action until the slaves go.

Round 2, the slaves throw down their weapons and surrender.

Celest demands the slaves tell the pair what they know and they point to the smithy further up in fear.

Dounil and Celest advance 20 feet at their encounter speed, and the forge workers attempt an ambush. None succeed, but they force an Initiative roll. The heroes beat them by 1.

Round 1, Dounil’s Fray only takes 1 HD off Wartslag, but Celest’s Fray kills a Goblin and the swords and a 20-foot advance does in the remainder [19:44]. Dounil searches the bodies while Celest talks to the slaves about what they know. The slaves tell her that there is a secret door in the northeast corner where many cruel goblins and their pet wolves live. And there is a staircase up there. There is also a ladder beyond the door to the west that leads through a spring. They don’t know what is above. Dounil finds nothing, they must rest [20:00].

The pair decide to clear the level and then go up either vertical entrance based on the likelihood it is guarded. They promise the slaves all the non-gold and gem treasure they can carry if they take their treasure from outside and keep it safe. Celest rolls a modified 10 on the reaction roll, which means the newly freed are indifferent and may negotiate, but the offer of treasure persuades them. The pair advance to the secret door and search. They find it with some searching and prying 1/6 [20:10].

I am unable to decide if the goblins and worg hear the violence through the door so random Initiative, the goblins are on guard and the heroes are aware, so random surprise. The heroes surprise.

Surprise Round, Dounil’s Fray spell does 1 damage to the worg as he is too far away to slice, HD 3->2. Celest kills a goblin with her spell.

Round 1, The heroes beat the Initiative by 1 and so charge forth, the last goblin dies. All other foes in Room 29 to 32 are alerted by the fighting, but as per the text just think it is an outburst as it was less than 3 rounds.

Advancing at encounter speed, they enter Room 29, see nothing but the pool and sticking to the west wall, advance at exploration speed to the boundary of Room 30 3/6 [20:32].

They surprise and get the Initiative. They fight 4 goblins, though one will run to Room 32 if the battle lasts more than 1 round. I decide the 8 other goblins from Room 31 will join on round 2 and the 2 worgs on round 4.

Surprise round, sword and spells kill all 4.

Round 1, they advance 20 feet to the entrance to Room 31.

Round 2, the 8 Goblins go first and engage at range, though one flees to the worg den. Dounil takes 1 damage from a sling bullet, HP 18->17.

Round 3, Dounil and Celest do 1,2, and 2 HD with Fray and swords. Magic seems to more of a problem-solving tool for them since they have a magical Fray. Only 2 goblins remain.

Round 4, the goblins somehow pass morale as the remaining goblin on a worg with another following, come running down the tunnels. They all fail to hit. Dounil focuses on the worgs while Celest on the goblins. Dounil does 1 damage to one worg, HD 3->2. Celest kills one more goblin in a general flurry. Neither hit with their actual attacks.

Round 5, One worg manages to bite Dounil for 2 damage. HP 17 ->15. Dounil kills both worgs, wounding one with sword-swinging Fray, 1 HD. Finishing it and the ridden one off with a sweep of the sword for 4 HD between them. and Celest kills the goblin with some more general swordswoman-ship.

Round 6, the last goblin fails morale and runs screaming into the tunnels. However, he is facing two half-elves who can see him perfectly clearly for now and blast him dead with two long-range but minor spell Fray.

Bandaging, rest and searching takes Dounil and Celest till [21:10], Dounil HP 15->17 1/6.

They take another 10 minutes to dig up the firepit and acquire the treasure beneath, just like the other goblin camps 2/6 [21:20].
They split up to search Room 32 and 29, this takes 2 turns at exploration speed and then they return to the Room 24. They rest there with the slaves who are too scared to leave [22:10].

It has been two hours after a long day of action and violence; they are sure the garrison knows where they are and they are very tired. Thy decide fortune favours the bold and rush up the stairs, the time to collect treasure is later. Death comes first.

But first, Dounil activates his Ring of Invisibility and Celest pulls her Cloak of Elvenkind tight so the grey blends in with the dark stone.

The almost complete surviving garrison is waiting for them in Room 8. 6 Human Guards, two at AC 5 since they have readied shortbows and not shields and broadswords (4 more remain upstairs manning the trapped staircases) their 8 goblin night relief, both bugbears taskmasters (Snikscab and Nubgrod), Glyrthiel and Brubgrok. Zodznog has moved to the larder (Room 13) to ambush people coming up the ladder from the spiring (Room 26).

The guardhouse know the heroes are coming but the heroes are trying to be stealthy. The heroes don’t know where the garrison is though. The cloak gives Celest - Near invisibility: The wearer of the cloak is rendered almost invisible: there is only a 1-in-6 chance of them being spotted. A roll of two means they don’t see Celest, but they might here them coming up. I’ll roll surprise just in case.

In a shocking case of dice, both sides surprise but the Bugbears do not. We move onto Initiative. The garrison wins Initiative. They were going to throw rocks down the stairwell but only if they had time. So instead, they attack blindly at the vague sounds and distortions. That -4 to hit is a big effect here, as it turns a few statistically common natural 20s, I rolled into misses.

Round 1, The rocks thrown by the guards require arbitrarily a save vs Dragons Breath to avoid them as they are thrown in the area occupied. Celest dodges one but Dounil is hit twice and her once, so but their invisibility is not disrupted as the text says only attacking or casting a spell disrupts it. Celest takes 1 HP of damage, HP 8->7 and Dounil none. Glyrthiel attacks with her long bow are part of the onslaught as she cannot see an opportunity to cast Sleep nor is too worried to cast Shield. Brubgrok also shoots his long bow. One of the Bugbears misses Celest only that’s to the near invisibility provided by her Cloak. A goblin would have hit each of the pair had they not been imposing a penalty.

3 goblins die from the combined Fray, Dounil kills 1 bugbear and another goblin with some more thrusts (the +1 sword is coming in handy). Celest can’t hit anyone but the goblins and kills the rest.

Round 2, The 2 human guards and Brubgrok fire arrows and the 4 others charge forward, joined by the Sergent and Nubgrod. Glyrthiel casts Shield and next round will cast Sleep. No arrows or blades hit.

The Fray dice kill the sergeant and two guards. Dounil’s sword does 2 HD to Brubgrok, HD 3->1. Celest sees Glyrtheil cast a Shield and casts Light at her eyes (a B/X and OSE specified trick), Shield only stops physical attacks and Glyrthiel fails her Save vs Spells. She is blinded for 7 turns (70 minutes).

Round 3, both arrows fail to hit, Glyrthiel begins to scream and casts Sleep. I have been told this is determined at random now. So, the 6 HD of Sleep effects 1 of the bowmen, both guards with swords, Celest with 1 level of HD but not enough to tip over any of the 3 HD remainders. Brubgrok and Nubgrod fail to hit Dounil, dice have been rolling low all around, but the high solo character modifiers have been carrying them.

Dounil’s Fray kills Brubgrok, but his sword only wound Nubgrod, HD 3 ->2.

Round 4, The remaining guard passes morale and fights on, Glyrthiel begins to stumble towards the other staircase to the west (Room 9). Nubgrod does 2 damage to Dounil, HP 17 -> 15.

Dounil uses his magical Fray to do 1 HD of damage, killing the awake bowman, his sword does 2 HD of damage, killing the bugbear Nubgrod, HD 2 -> 0.

Round 5, Glyrthiel calls she is coming up, Dounil wakes Celest.

Round 6, end of combat as Glyrthiel vanishes up the stairs and Celest and Dounil look at the heaps of the dead and asleep foes. They discuss if it’s lawful to kill sleeping enemies and they decide it is as the enemies were aware and would be fighting if they were not incapacitated. They kill the sleeping lot. They bandage, Celest HP 7 -> 8, Dounil HP 15 -> 17, the time is [22:41], 3/6.

They advance up the spiral staircase on their side (Room 7), trying to reach Glyrthiel. Dounil is first and sticks his foot in the trapped top step. Somehow, he rolls an 18 and withdraws his foot fast enough to enter the empty hall between rooms. Then the four guards are upon them, with Glyrthiel trying to hit with her longsword while still blind. The guards do surprise.

Surprise round, they all miss.

Round 1, the heroes win Initiative, the Fray dice kills 3 guards and Dounil’s sword does in the last and wounds Glyrthiel, HD 2 -> 1. Celest finishes her off with a satisfied thrust. Only after that do they realise they should have asked her things.

As they pause, the sound of yelling faintly echoes from Room 18, the slave strapped there having heard the fighting. It’s a revolting sight when the pair open the door and they realise they need to free these people. One slave said the bugbears had the keys. The pair return to the scene of the slaughter and Celest searches the bugbears wile Dounil calls down to the people downstairs to come up as it’s safe. It takes 2 turns at thrice speed to assemble the multitude in Room 8 to show they have succeeded, taking people down the already-activated trap staircase. The heroes rest even as the smell of blood, entrails and body waste begins to permeate the air [23:10]. They realise they need to feed at least for the night the 24 now ex-slaves, all can describe how they were taken by ship up the river to a jetty, blindfolded and taken through caves and quarry, some people have since been taken away from here. None can confirm if there is food or more foes. Dounil and Celest have no choice but to search.

They offer the freed people a bargain, the same as the one they made downstairs, they can have all the non-coin treasure, animals (as the downstairs people reminded them about the carts and ponies), weapons and food if they help them find them. With that the pair go through the left door into Room 2 at Exploration Speed. They check into Room 5 and 3 to find a conference room and guest room [23:20] 1/6. Splitting up, it takes 1 more turn to open the remaining doors to Rooms 3 and 4, the guest and dormitory rooms. Returning, they see the rescued people have found and moved into Room 6, where the bunkbeds provide relative comfort [23:30] 2/6. Many are too tired to move into the more luxurious 8 rooms to the south except the six who are too sore to climb the ladders from being chained to the floor while crouching or standing. The heroes are informed Room 10 is an armoury with a bed (1 rescued person asleep now), and Room 11 is a hall with dining tables. They didn’t venture beyond as it was dark.

The heroes, being half-elves have no fear of the darkness and advance through swiftly and without cautious to go through the door on the left, the bottom-east door. They are accosted by 4 terrified slaves armed with kitchen implements, sharp and blunt, while a leathery-faced woman shouts and throws objects. Zodznog having become sure the foes will not escape through the ladder and breaking the top rungs). The foes fail to surprise by win Initiative.

Round 1, the slaves begin to attack while the half-orc (Zodznog) throws things. None hit.

A blast of cantrips and other lesser spells kills Zodznog. The slaves throw down their tools. Quickly, Dounil asks if any more foes are beyond. The tell the pair of the larder (Room 14) and the buttery (Room 13), which has a ladder down which goblins come and go from. They take food to the guards upstairs where there are 4 humans in the day and 8 goblins at night. Dounil replies that all the goblins have been dealt with. He asks them to join the bargain made with all the other freed people and provide the food in the larder for them. They agree as the pair are armed and clearly helpfully dangerous. They say they can bring the food tomorrow but thy are too tired now, they are directed to the dormitory rooms [23:40] 3/6.

Satisfied the keep has been made safe for now, the pair each take one of the guest rooms and collapse into bed.

Dounil and Celest will split XP for 3 bugbears, 2 level 1 half orc, 1 level 3 half orc, 1 level 2 elf, 10 human guards, 1 human sergeant at level 2, 24 goblins and 3 worgs.

24 x 5 + 10 x 12 + 20 + 25 + 35 + 6 x 50 = 620XP /16 = 38.75 x 1.1 or x1.05 = 42 and 40 for each of their classes.

Saturday, June 13, 2026

Reusing Other Games For Urban Jungle

 Was thinking about the paucity of noir and pulp adventures that didn't involve magic or super-science. Now those are fine, but I have been reading Urban Jungle, which trends a little more towards street-level action. Depsite being a game about playing walking and talking funny animals as it's a spin-off of Ironclaw.

Crimewave RPG (A Tunnel Goons hack), New Babylon Blockcrawl and anything that works with it like the Flimflam Jam. All of these work perfectly either as indivdual scenes or scenarios to hang ones own material off of. Not really full-length though, they tend to be enviroments or a few seperate enviroments which complicate a preexsisting plan. Some of the jam material is supernatural and so needs to change.
New Babylon could easily be subbed in for Tricogha except for having to answer the world-building questions that arise when using human material for a funny animal game. Like what is a giant rat or a barking dog in a world where those are player characters?

Gangbusters in general – Give stats by level if available: 1-4 Typical (With a Tweak if 3+), 5-7 Elite, 8-9 – Superior and 10 – Ultimate. If unsure, go with Typical.

Gangbusters – Trouble Brewing/Corebook (Starting campaign/scenario)

1920s, assumes Police, Government Agents, Reporters, Criminals and Private Investigators. A campaign of mobs feuding over control of alcohol. Detailed map of First Ward of Lakefront City. Could sub it in for Tricogha. Number of short scenarios that might fill one session but likely with just be one or two scenes. Frame to hang more scenarios on. Frequent referrals back to map and NPCs as they interact and harm each other.

Gangbusters – Murder in Harmony (level 1 to 3, not too difficult)

1920s, assumes Police or Private Investigators. Can work with Socialites and Reporters. Dense script that will occur regardless of player involvement. Good chance players who aren’t directed to locations will miss events if they try and investigate the wrong thing at the wrong time.

Gangbusters – Death on the Docks (level 1 to 3, not too difficult)

1920s, assumes Police, Government Agents, Reporters and Private Investigators. A series of chronological events the players can easily miss. But each has an investigative component where clues can be gathered though it’s up to the players to intervene once they have decided on a course of action. Details outside the evidence need improvisation.

Gangbusters – “Mad Dog” Johnny Drake (Choose Your Own Adventure with squad of characters)

1920s, assumes Police, Government Agents. Could be repurposed as rough chronology of a group of players chasing down a criminal. But it is unlikely as it is too much of a railroad.

Gangbusters – Death in Spades (level 5 to 7, moderate difficulty)

1930s, assumes Police, Mobsters, Reporters and Private Investigators. Randomized plot and lots of double crossing around a hitman. Clues discoverable are also determined by the initial randomization. If the players don’t find the clues, they just read about the deaths. Tend to be one hard roll to find them when Urban jungle likes 2-3 successes to complete the find.

The Vanishing Investigator (level 4 to 7, moderate difficulty)

1920s, assumes mostly Police and Government Agents, but one Private Investigator and Reporter in pregenerated characters. A senator and presumed dead mob boss begin a special public investigation. Mob kidnaps senator’s family, senator tries to go undercover himself and investigates. Mob tries to discredit the senator; players try to find everyone before senator, family and witnesses end up dead. Another set of encounters that occur on a timeline.

Deadlands Noir Plot Point Campaign and Savage Tales

Mostly set in New Orleans (Bellegarde) but the Companion has adventures for Lost Angels (San Dorado), New York (Shaysen City), Chicago (Tricogha) and the City of Gloom. Which is supposed to be Salt Lake City but you can just thematically flip everything to make it an ironic theme for Sunshine City.

All Savage Tales are short affairs. Nearly all of them are better suited for an Occult Horror or Weird Science game. Especially if you remove Deadland’s metaplot. Though the Case Generator is good for detective stories. For classic play, the Lost Angels Savage Tales are good, mostly because they tend to be reusing noir movie plots as a homage. Tendency to have mundane consequences hang in the air and say it’s the GM’s job to follow up on them. Supernatural plots get resolved swiftly.

Justice Inc.

Made for the Champions system, so some work will need doing to turn the penalty/skill rolls into multiple successes.

The Coates Shambler. The module works for either classic or Occult Horror. Really a series of clues the players will have to decipher through prodding them and realizing as players that something needs looking at before skill rolls get involved. Densely written, drops some clues inside the descriptive text for the GM without hinting at them earlier and a bit hard to follow.

The Grey Scarecrow. Murder mystery set on a Texan ranch with a double-crossing villain. Relies on the players being willing to investigate subtle signs and the GM reading the book closely as those signs are not explained all at once until the reveal. Theoretical questions if using this for Urban Jungle about what animals they are riding and herding.

Killer Candy. The adventure is just an open-ended scenario outline with a motive. One of the people present or not present has poisoned some candy and one or more of the present will die. If a GM is good at constructing locked-room mysteries, it’s good. Otherwise, it’s going to be a struggle.

Trail of the Golden Spike. Rip-roaring adventure that might not be suitable if the characters lack piloting skills and the GM lacks the ability to pick out key text from a very dense pair of columns.

Lands of Mystery. Wholly unsuited for classic UJ. Absolutely great for playing with the Amazing Science book. Very loose structure though with Hero System’s constant inability to put the vital clues and information at the start of the adventure’s GM section. Questions about what animals the dinosaurs and ape-men are in an anthropomorphic world. Maybe have to steal monsters from Ironclaw.

https://1shotadventures.com/ material

Gotham ’39 The Mirror Eternal

Tweak the ending to taste if you the GM is not using Occult Horror. Might be a little heavy on the pregenerated characters as a source of plot and cameos from Batman villains. As each of them has a motive to participate when normal UJ characters might need a stronger hook.

The Uncanny Curse of Sekhmet!

Apparent from the potential supernatural ending and radioactive wall. A great adventure held up from being useful in UJ by the game maybe not being the best fit for globe-trotting high-flying pulp. The game probably could handle it, but it’s a matter of taste.

Saturday, June 6, 2026

The Mandalorian and Grogu Review

With OSR and General RPG Context

I was dared to write a review of this movie by someone on the Discord. But I probably would have had these thoughts anyway. Overall, my opinion of the Movie was 6.5/10, maybe 7/10 if I clapped when I saw all the things I knew.

General:

Most important part, Grogu is a stupid name, and they should have just kept him as The Child or Kid not just in the movie but throughout Season 3 of The Mandalorian. Even if they gave him the name Grogu, they shouldn’t have used it more than once. This movie is a lot like season 3, a retread of what was already successful but in a safer and more blatantly markable format. Th result of hands-off management seeing a show was successful and doubling down on what was there and not letting it grow. The Child and the Mandalorian probably should have departed in Season 3, it reflects how the main character developed the Kid to the potential he could and now the Child must embark on the next stage of his growth. Just as the Mandalorian must advance from traumatized boy to hardened warrior to melted-heart father. Something made more obvious by the ad for children’s toys, featuring the Child in the opening trailer (all kid movies). The signature rehashed line from Season 1 “I can bring you in warm or I can bring you in cold”, a threat in line with the space-western atmosphere of the pilot but awkward in a more family friendly movie. And the price of the Mandalorian’s services being a new Razorcrest, his destroy yet iconic (for a given meaning of iconic) spaceship.

But what do you expect from a Star Wars movie? Even at their darkest, they are aimed at kids and their parents.

Something that people have complained about, the prevalence of tie-in characters to other shows, especially The Clone Wars and Rebels remain a valid point. The so-called “Glub Shittos”. While being asked to watch 7 seasons of a Cartoon Network and then 3 seasons of a Disney animated show are a bit much for the casual viewer. They did fit right in with the age range for me, so I got all the references. It’s just a bit on the nose from David Filloni, besides his cameo with his cowboy hat in both the Mandalorian and the movie. The plot hinging on a character we haven’t seen since 2008 (what a lifetime ago that was) might jar some people.

Fun thought I had when walking out of the theatre, the Mandalorian has been consistently played by a combination of Pedro Pascal (voice and unmasked), Brendan Wayne (physical acting) and Lateef Crowder (action). He’s effectively a Muppet, something I’ll touch on later.

Movie could do with some editing, some of the characters repeat themselves in different scenes to get their point in their emotional arc across.

Opening:

We start with a post-Imperial warlord somewhere on the Outer Rim, threatening a planet’s townships (all 5 of them) for more money. Right before the Mandalorian goes to town on the base and personnel. He also gets a scene where the Warlord realises the base is penetrated and hands guns to the local leaders, heedless that he shot one not a scene before. Small region is good, lets players of any game stand out and in a Star Wars context, emphasises the frontier part of the Space Western.

The hunt for the war criminals and their outlaw/petty statelets is an excellent plot hook for any game especially a Star Wars game. It has a defined threat and theme and more importantly establishes worldbuilding that naturally pushes the players towards the plot. The New Republic lacks a presence or political territory in the region; hence they use independent freelancers who may have authority but lack the power to fight the threats head on. There are lists of foes to go down and check off and factions to play off during the adventure. Requiring the veneer of player skill and planning. And I say veneer, the Mandalorian is never truly troubled by Stormtrooper opposition. With his bag of tricks allowing him to escape even the most dangerous of spaces, with only potential opportunity costs. This is like the show, but even so, in the show it is clear the Mandalorian is not extremely skilled, he relies on brute forcing encounters with his blaster and kinetic resistance armour. Which was a little annoying after the excellent first episode where he had to demonstrate some strategy. Even the torrent of blaster fire (a legacy of the original Star War adding twice as many shots as stormtrooper and explosions) fail to even hit him. His value as a character is now too high for even the remote chance of incidental harm.

Besides the general D&D response of not letting your players tack on the buffs and the equipment excessively, this ties into my greatest annoyance for the Star Wars RPGs by Final Flight Games. You could stack Soak so high nothing short of artillery could harm a character and rig guns to tear through anything short of a heavy vehicle. And if you did bring those, the rest of the party would die in short order.

First Half:

The Rebel Base is obviously California with the golden sun and the palm trees. In fact, the other natural landscape we see is the grass dunes of what is clearly the cold current running past California. A legacy of being a bit cheap on this film, the first to be filmed solely in the USA. There is lots of shots of moving vehicles and starfighters, they want to audience to feel like this is a mechanical universe of working engines. That distinct Star Wars vibe that even the Prequels had, but no one noticed under the CGI.

The central plot of the movie, deal with the Hutts to get information on the warlord that’s otherwise unknown is good. A chain of espionage deals concentrates characters into trade-offs and situations where their decisions matter to the outcome of individuals and locations, even if it resolves the overall story of finding the target. It also means the characters cannot just go in guns blazing at first.

Nal Hutta, the planet the Hutts live on seems to have seen better days. We don’t get the cities in the swamp but the palaces. Which admittedly look nicely intertwined with the fungus/trees in a way that the Prequels were good at. Giving the sense of being somewhere alien yet with its own regional aesthetic. I wouldn’t know how for a tabletop could emulate that without a deluge of clipped art. Noticeably, the Hutt twins may be positioning themselves as Jabba the Hutt’s heirs, but their fortunes are clearly lacking compared to what Star Wars fans might expect. They must employ the Droid Gotra (robot Black Panthers) to guard them without the normal scum guards and they speak English (Basic). Vague incest vibes with the intertwining, sleeping in a circle and finishing each other’s ideas. Probably not intended since the idea is a little spicier than what I would say Disney would do.

The rumbling gibberish Jabba spoke in Episode 6 and in later works emphasised the almost orientalist foreignness and gravitas of the enormous crime lord who makes other people understand him. The Twins speak English to ensure kids and parents don’t have to read subtitles. But otherwise in Star Wars, the only Hutts who speak Basic are the ones on the outer edge. Like Jabba’s disgraced uncle Ziro, who can only be described as a zesty Truman Capote reference. Interestingly Ziro and the twins have tattoos, Ziro with a lot and these two Hutts with a few. A short description for the characters here, but an excellent way at hinting at a deeper culture and shared lineage.

But the Droid Gotra are the more important RPG context here. Most of them are repurposed battle droids from the prequel Trilogy, same vibe as the reprogramed ones from Mandalorian S3. This is a great way to bring in foes from a previous part of the game. Same stats with an improved design to fool players or different enemies which are in-universe, the same foes. Effectively an upgraded version. If we still got FFG Star Wars books, I could see an imaginary double page spread with all their stats.

The reintroduction of Rotta the Hutt is a classic Glub Shitto character. Only mentioned twice before in the opening The Clone Wars movie/first three episodes and a vague mention in Aftermarth, a pretty awful book by Chuck Wendig. Whose crimes against the Internet Archive and so the public domain can be looked up separately.

The information leads the Mandalorian to the Moons of Shakari. Shakari is a great demonstration of several Star Wars concepts all at once. First is the way Star Wars makes planets; it takes an industrial period and a pre-industrial period and merges the aesthetics. Keeping it timeless in line with the opening credits of “A long time ago in a galaxy far, far away”. Shakari looks like 1920s Chicago; Neon lights and moulded titles creating an art deco night that is merged with a culture that seemingly embraces gladiator games to the death as major public entertainment. A place both familiar enough characters can start poking around in but still strange enough to provide adventure. Also mostly human, which is not how Star Wars normally portrays cosmopolitan hives of scum and villainy, but it might be a budget thing. The only three aliens are the enforcer for the crime lord holding Rotta’s contract, a passing Rodian parent and a Martin Scorsese cameo (not his worse, he was in Shark Tales). I assume this is part of the cheapness.

Rotta’s contract is being held by a big-shot crime lord, who still hangs around his crime den behind a bar because Star Wars is always small-scale. At best it would be a casino or mansion, but never like an offshore account. Star Wars and indeed D&D are analog universes where money must be clutched, count and displayed (here in the form of a caged animal collection to emphasis the evil). There is a line about how he makes his money selling salt, which the government rations. Why is never explained and the Mandalorian never bothers to asks or bothers to profit. He’s a hunter not a gatherer, a licensed bounty hunter and not a criminal on the lookout for easy cash.

The crime lord Janu is a classic character for any game, a bald low-classed accented British man (shorthand for feigned refinement) with just enough joviality to hide the teeth. He blatantly sells Rotta out and invites the Mandalorian to profit from it, no subtlety because his set up is already clearly evil. Too many GMs get tripped up trying to inject some ambiguity into the character’s choice. No, here it is an appeal to the thing that makes the characters prosper, cash. The characters could take it and that’s their problem.

The fight in the gladiator pit is also a classic. It’s an elaborate excuse for a set piece fight and it creates a nice narrative arc for Rotta. He refuses to accept the man who paid his way will sell him out until the Mandalorian proves it by exposing the crowd’s general bloodlust. Also, the name for the death match is accept by all, with minimum of exposition. Everyone knows what it is and it’s just common knowledge you throw waves of monsters at people. Something I noted is that most of the monsters including Rotta and all the Hutts were obviously CGI. Star Wars might have gotten a lot of flack for using CGI in the Prequels, but even some of the often-disliked CGI (like Episode 1 Yoda) was puppetry. The Mandalorian tended to use more practical effects, like the mantis prop for Doctor Mandibles, to get that visceral effect like how the splash of blood in Episode 4 demonstrated how the Lightsabre was a dangerous weapon. The CGI lacks the inherent slime and solidarity of props and plasticine, and it might be a budget thing again. Despite the high cost of renders, it has a reduced chance of failure. The same reason all vehicles after the initial base scene were CGI, I think. The money was probably used for the cameos by Martin Scorsecee and Signory Weaver.

Rotta’s arc is a nice simple turn on the characterisation lathe. He was sold into effective slavery by his relatives (he’s branded with their symbol), and he has found he doesn’t want to leave due to the perks of his fame. He is also still a naïve boy (Disney Hutts are not hermaphrodites) at heart, he thinks he will just slide out of the contract by his own virtues and connects to children and protectors. He is open rather than duplicitous, unlike how the rest of the Hutts with their species stereotype. By seeking to not be like them, he stands out. Which lets the setting pretend it has more depth while still categorising the rest as one-note. This can be endearing for any RPG, like Meepo from D&D 3E, The Sunless Citadel (2000).

The floating baby-controlled bassinet is good. They should have kept the Child in that all the seasons and movie, really get that Lone Wolf and Cub thing going after the first three episodes.

Rotta’s fate is a good and simple dilemma that works for both video and RPGs. He’s a good guy (if a murderous gladiator), he doesn’t want to be caged anymore, he wants to live independently and he doesn’t want to die. To achieve the overall objective, the Mandalorian needs to cage him (suspend him with straps since he’s too big to freeze) and deliver him to certain death at the hands of his father’s cousins. Conveniently, he can provide information that short-circuits the twins’ offer and reveal the twins’ duplicity. A game can use either or both to ramp up tension. An alternative pathway creates engagement and provides an in-game dilemma, but both swaps one enemy for another and so changes up the progress of the plot and conflict. With new opportunities for a diverse range of foes.

The simple emotional arc of seeking and obtaining freedom and for the Mandalorian of disregarding the coldness of his profession to find another way are digestible and complete. Something the Sequel Trilogy with its mystery boxes, malignant decisions (hiring a director who doesn’t like Star Wars) and non-communicating directors did not. Simple stories allow players and GMs to hang personalised details off to liven up a campaign and make it entertaining.

Second Half:

The movie feels really like a couple of specials stuck together. A problem that has bedevilled ever Star Wars movie since The Clone Wars, especially as plenty of material like Solo and Rogue One was adapted from the unmade show, Star Wars Underworld. Also, God of War (Dad of Boy version), as Cory Barlog said he reused some stuff. Catching the unknown Imperial warlord is as simple as Rotta telling the Mandalorian that Janu’s last name was Coin and then delivering him back to the Republic base to never be seen again.

The capture clearly showed how they don’t want the Mandalorian to take damage, even when he should be bouncing shots. As well as downplaying his flamethrower, with the flames dissipating. The wrist-flamethrower has since Jango Fett displayed it in Episode 2, been a surprise terror weapon that anyone from the WWII-Vietnam generation (George Lucas) would have recognised. For FFG, the Stormtroopers occupying the civilian cars in groups of four is a good demonstration of the Minion rules in action.

The rival bounty hunter, Embo, who captures the Mandalorian and the tiny puppet mechanic (an excuse to get someone who can speak to come after them) is a classic Glug Shitto. His name is never mentioned, he comes from TCW and his design is stellar. A mixture of ninja and wuxia motifs (he seems to have ditched the colour and patterns since the cartoon), his presence and stride indicate he is supposed to utter cool and deadly. Every character in a descriptive media needs to be distinct, a tic or a design that makes them more than just a disposal faceless Stormtrooper. Of course, this falls embarrassingly flat if they don’t show it off. Also, the weakness of Mandalorian Iron/Beskar seems to be it conducts electricity a little too well. Well, they do go on about the purity of it.

The Hutts as they describe their vengeance to the Mandalorian is a great worldbuilding tool for any fantasy or sci-fi RPG. The Hutts live for hundreds of years and can make it awful for anyone, no matter how long the other people live for. They, dragons, elves and transhumans can wait to strike against people well after their protectors have grown old and die or strike against descendants with the same fury.

The other classic trope they indulge in is the pit monster. Pit monsters are great; they are always strange and unique foes (or at last they should be) who can provide a welcome change for the campaign. The more exotic or strange, the better, for they highlight both cruelty of their owner and the unusual nature of the world they come from. Every evil villain should have one, even if it’s just turrets dropping down from the ceiling or an elite goon with a silly haircut. The giant venomous super-eel was also cool. Not just because of the implications something that large and vicious needs venom to catch prey. But the pale-pinkish skin seems to stand out so vibrantly against the dark green-black of the pit. It almost looks like a classic Star Wars matte-painting rather than CGI. The access tunnels that service the pit are also a convenient way to escape rather than have the characters climb the pit walls, a somewhat awkward lull in the action, if being watched after the monster is defeated.

The introduction of the Amanin as aquatic goons is also something D&D and Star Wars games can learn from. They, like many other historical earth people are hired for a sole role which they are believed to excel in. They provide a degree of diversity in opposition and if the concept is used sparingly, create the illusion of depth. Like a member of a single type bucking the stereotype, the contrast of the elite stands out more among the common mooks. But that means you cannot use them commonly or the mystique is lost.

The flipside to all of this is reducing groups down to their narrative tropes makes them one-dimensional. The kind (slightly Cajun?) Gatori is a gangly lizard man on a planet ruled by a species of Crime Lords and their hives of scum and villainy. Yet he demonstrates the same trait that made Star Wars enthralling beyond the combination of WWII dogfights, Sengoku Jidai films and digestible mysticism. It’s a galaxy that is still much like our own world, full of people that seem to be living their lives and capable of connection to each other. This overlaps with the hodgepodge mysticism, but when Luke walks into the cantina is Episode 4, he enters a world where many bizarre aliens are going about their daily lives. More of the illusion of depth and Star Wars demonstrates this every time we encounter an alien who sounds like Martin Scorsese, Rotta choosing to be monolingual or TCW concept art for Rodian gangsters with sunglasses and sci-fi suits.

It converges back with the classic Appendix N works like Fafhrd and the Grey Mouser or Tolkien’s Legendarium. This is a bit of a controversial take considering many people insist a human player could never connect with the mentality of a non-human and use that as an excuse to ban them from the table. But Fafhrd and the Grey Mouser are based on the picaresque novels that grew out of the multicultural Spanish Golden Age ports like Seville and was originally set in the antiquity port of rich Tyre. They are all about the rogues of a dozen languages scheming and connecting over common ideas of wealth. The direct ancestor of the united scum of the cantina. And the non-humans of Tolkien are akin to humans in their values (family clans, oaths, pride and finer materials) and differ only in their degree. The Dwarves keep long grudges from their long lives and cloistered culture, and the Elves have seen it all from their perspective of divine grace. D&D keeps the same ideas; the non-humans still act like humans and maintain the same goals. Some would say it’s for ease of play but there is no reason the ease of play should be separate from the world the game is supposed to inhabit.

Maybe Gyagx and Greenwood crafted a world based on half-digested pulp and paperbacks. But the game exists to facilitate the game, tautologous as that sounds. If D&D did not want to have non-humans of some or any stripe, then they would not be offered, and the rules would insist on them being sperate. As AD&D does with it’s racial apathy tables, which in of themselves still allow for combinations of characters based on character deceit (hidden half-orcs) or some combinations requiring two different players’ dice to meet separate requirements for those choices to be an option. So, I say down with inhuman humanoids in a fantastical setting like D&D or Star Wars.

With that rant over, I do agree the ending is kind of perfunctory. The villains are dispatched by their own hubris (keeping a Dragonsnake bigger than them), the Republic bombs the palace and the heroes escape. Rotta could rebuild Jabba’s criminal empire to be less evil but he doesn’t want to be involved. I guess a society which translates a clan-business structure “Kajidic” into Space English (Basic) as “Cartel/Crime Syndicate” could have it cover legitimate businesses. But he might also join the New Republic, and besides the mentioned idea of him being fitted for a uniform, he could turn up again in the Glub Shitto roster. The final fight features some cool giant droids which fit the Elite goon model mentioned above. Embo and his dog survives because he’s too cool to waste.

The New Republic bombing the palace opens a lot of questions I saw mentioned elsewhere. Did the other Hutts seen earlier die? Did the New Republic just commit a war crime or does the galaxy think the Hutts are all guilty? Did they declare war on the Hutts or has the Hutts’ power diminished so quickly that the equivalent of an airstrike by a major galactic power on important cultural leaders should be swept under the rug?

It, like the rest o the movie won’t matter in the scheme of the franchise unless a later writer decides to make it so. And that’s pretty much the wrap; average movie, some common narrative lessons and all tied away.

Wednesday, June 3, 2026

Treant Race for D&D

 

I wondered why we never got an Ent class to round out the Tolkien fantasy races in D&D. So I set out to make one, and it is not that great.


(Ent by Turner Mohan)
https://www.deviantart.com/turnermohan/art/Ent-618624002

My core premises from Lord of the Rings were:
- A (Trea/e)nt is big, perhaps growing over the course of levels/years.

- Certainly as least as big as a half-ogre normally. And quite tough.

- They have natural AC from their bark-like skin, a weakness to fire and are good at throwing boulders. Like a giant.

- Ents in LotR can rip chunks of magically/scientifically fused stone. But that might be magical knowledge rather than innate.


From this, this was made by Hawk on the purple OSR Discord

**Treant**

-# Requirements: Strength 13, Wisdom 13

-# Prime Requisite: Wisdom

-# Hit Dice: 1d10

-# Maximum Level: 9

-# Armour: None, including shields.

-# Weapons: Wooden only.

-# Languages: Alignment, Common, Entish

 

**Treant Progression**

 

Level (XP) - HD - THAC0 - Natural Armor Class - Fist Damage

 

1(0) - 1d10 - 19 - 8 - 1d3

2(2,500) - 2d10 - 19 - 8 - 1d4

3(5,000) - 3d10 - 19 - 6 - 1d4

4(15,000) - 4d10 - 19 - 6 - 1d6

5(30,000) - 5d10 - 17 - 4 - 1d6

6(60,000) - 6d10 - 17 - 4 - 1d8

7(120,000) - 7d10 - 17 - 2 - 1d8

8 (230,000) - 8d10 - 14 - 2 - 1d10

9 (500,000) - 9d10 - 14 - 0 - 1d12

 

Saves: As fighter.

 

**Fire Weakness** Double damage from fire

**Throw Boulders** A missile weapon that deals damage equal to twice the treant's "Fist Damage". Can only be used every other round.

**Speak With Plants** As spell, 1/day per level.

**Plant Growth** A treant of level 4 or higher can cast plant growth 1/day, as the spell.

**Grove** A treant of level 9 or higher may found a grove, a natural stronghold attended by dryads, druids, wild animals and other beings of nature as appropriate to your campaign and the character of the treant.

**Reincarnation** A treant of level 9 or higher can cast reincarnation at their grove once a month, on the new moon.

 

 

Now for a strictly OD&D version, I made it:

**Treant**

-# Maximum Level: 9th Level Fighting-Man

-# Prime Requisite: Strength and Wisdom

-# Cannot wear Armour or use Shields

-# Can only weild wooden weapons

-# Languages: Alignment, Common, Entish

-# Special Abilities

 

Class Level - Natural Armor Class - Fist Damage

1 - 8 - 1d4

2 - 8 - 1d4

3 - 6 - 1d4

4 - 6 - 1d6

5 - 4 - 1d6

6 - 4 - 1d8

7 - 2 - 1d8

8 - 2 - 1d10

9 - 0 - 1d12

**Fire Weakness** Double damage from fire

**Throw Boulders** A missile weapon that deals damage equal to twice the treant's "Fist Damage". Can only be used every other round.

**Speak With Plants** As spell, 1/day per level.

**Plant Growth** A treant of level 4 or higher can cast plant growth 1/day, as the spell.

**Grove** A treant of level 9 or higher may found a grove, a natural stronghold attended by dryads, druids, wild animals and other beings of nature as appropriate to your campaign and the character of the treant.

**Reincarnation** A treant of level 9 or higher can cast reincarnation at their grove once a month, on the new moon.

 

 

AD&D Version

**Treants**

-# Treants can only be Male, Female Teants do not leave the forest and may be actually hiding in orchards.

-# Modifer +2 STR -1 DEX -1 CHA

Treants have enormous strength but are slow and long-winded

**STR** MIN 13/MAX 20

**INT** MIN 6/MAX 18

**WIS** MIN 13/MAX 18

**DEX** MIN 3/MAX 17

**CON** MIX 6/MAX 18

**CHA** MIN 3/MAX 12

-# Level Maximums

Fighter 9th Level

Cleric 6th Level

Druid 8th Level

May Dual-Class Fighter and Cleric

-# Languages: Alignment, Common, Entish

-# Special Abilities:

 

-# Class Level - Natural Armor Class - Fist Damage

1 - 8 - 1d4

2 - 8 - 1d4

3 - 6 - 1d4

4 - 6 - 1d6

5 - 4 - 1d6

6 - 4 - 1d8

7 - 2 - 1d8

8 - 2 - 1d10

9 - 0 - 1d12

 

**Fire Weakness** Any fire-based attack against a treant is at +4 to hit and +1 damage. In addition, treants save against all fire-based attacks at -4

**Treants count as Large foes when suffering damage**

**Treants cannot wear armour, use shields or use non-wooden weapons. They may wrap Magical Belts around their arms.**

 

**Suprise Chance** If alone or if well in advance — 90’ or more — of a party which does not consist entirely of Treants, elves and/or halflings)

a Treant character moves so silently that he will surprise (q.v.) monsters 66 2/3% (d6, 1 through 4) of the time

unless some portal must be opened in order to confront the monster.

In the latter case the chance for surprise drops to 33 1/3% (d6, 1-2).

**Eroding Fists** Treants inflict structural damage when attacking a building or fortification.

**Throw Boulders** A missile weapon that deals damage equal to twice the treant's "Fist Damage". Can only be used every other round.

**Speak With Plants** As spell, 1/day per level.

**Plant Growth** A treant of level 4 or higher can cast plant growth 1/day, as the spell.

**Grove** A treant of level 9 or higher may found a grove, a natural stronghold attended by dryads, druids, wild animals and other beings of nature as appropriate to your campaign and the character of the treant. Use the Ranger Follower Table to determine exact composition.

**Reincarnation** A treant of level 9 or higher can cast reincarnation at their grove once a month, on the new moon.

 

-# Aging

**Young Adult** 100-200

**Mature** 201-400

**Middle Age** 401-800

**Old** 801-120

**Venerable** 1201 or older

Aging Value 175

 

Cleric Druid Fighter

Starting Age 200+1d4x100 300+1d8x50 100+1d4x50

Racial Preferences Table

 G - for Elves, T - for Half-Elves, H - for Half-Orcs, N - for Gnomes, Dwarves and Humans


Unearthed Arcana additions

 

Clarifies a Treant may wear two Magical Belts, one on each arm, but they effects do not combined if one is a lesser but same effect as the other.

 

-# Comeliness Modifer -3, forming a pair with Half-Orcs

-# Level Maximums

Thief 2nd Level

Barbarian 8th Level

Dual Class

Cleric/Thief, Fighter/Druid and Fighter/Thief

-# Thief Ability Modifier Table

Pick Pockets       Open Locks        Find/Remove Traps         Move Silently              Hide in Shadows             Detect Noise      Climb Walls        Read Languages

-5%        -5%        -5%        +10%     +20%     0%         +20%     0%

-# Single Class Clerics, Fighter and Druid may rise 1 level higher than Racial Level Maximums

-# Revised Fist and Natural Armour Table

Class Level - Natural Armor Class - Fist Damage

1 - 8 - 1d4

2 - 8 - 1d4

3 - 6 - 1d4

4 - 6 - 1d6

5 - 4 - 1d6

6 - 4 - 1d8

7 - 2 - 1d8

8 - 2 - 1d10

9 - 0 - 1d10

10 - 0 - 1d12

 

-# Special Abilities

**Racial Emminity** Treants get a +1 to Hit against Trolls, Orcs and Hobgoblins

**Grove** Inhabitants of a grove may include awakened trees using the Treant statistics in the Monster Manual

**Brew Magic Potion** A Treant of level 9, who has created a grove may brew magical potions as if a Magic-User

Wednesday, May 20, 2026

Resident Evil vs Edgerunners Part 4

Last set, a little late but all that is needed to round out the first 3 games.

Plant 42

BOD 18

REF 3

INT 1

COOL 1

MA 2 (for trunk)

Awareness +12

Brawl +3

Coiled Vine 1d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -5 DAM 1d6+2

Takes double damage from rounds containing the Chemical (VJOLT), dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 70 metres radius

Poison Spray - Can project a thick solution of venom 8m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 42 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Must feed on Blood Constantly


Monster Plant (Probably labeled Plant 48-Vine Plant in RE:Genesis)

BOD 6

REF 3

INT 1

COOL 1

MA 2 (for thick tendrils)

Awareness +7

Brawl +3

Coiled Vine 1d6+2

BTM -2 DAM +0

Takes double damage from rounds containing the Chemical Solvant, dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 30 meter radius

Must consume Blood Daily

Plant 43-Ivy

BOD 9

REF 3

INT 1

COOL 1

Awareness +6

Brawl +6

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily


Plant 43-Ivy (for mutated 43a variant)

BOD 9

REF 3

INT 1

COOL 1

Awareness +6 (+7 for 43a)

Brawl +6 (+8 for 43a)

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -3 DAM +1

Takes double damage from fire

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily

(43a varianty will lie on the ground "playing dead" until they sense prey nearing, then attack.)


G Stage I

BOD 8

REF 3

INT 3

TECH 3

COOL 3

MA 2

Awareness +7

Meele +8

Club 1d6 (#2d6)

BTM -3 DAM +1

Tool Use (low level)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

If damaged to Mortal-0 status, the stage retreats from survival instincts and mutates into G Stage II over 10 to 40 minutes (20 minutes). It regenerates all Damage prior to mutation.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth)


G Stage II

BOD 13

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +8

Claws 3d6 AP

BTM -5 DAM +4

Natural Armour SP12 (Effective against Flames as well)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

After being damaged to Mortal-0, G Stage II retreats and mutates into G Stage III over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage III

BOD 18

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +9

Claws 3d6 AP

BTM -5 DAM 1d6+2

Automatically goes last in combat round, as instinctually displays intimidation stance before attack

Natural Armour SP12 (Effective against Flames as well)

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

The Lunge - MA increases by 3 when making a final movement towards a target

Weakpoint - Electricity, takes double damage from electrical sources

Probably can still infect others, but might be too agressive.

After being damaged to Mortal-0, G Stage III retreats and mutates into G Stage IV over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage IV

BOD 23

REF 3

INT 1

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

(There's a typo in the RE:Genesis Document that kept this as 2, despite the feature: The Quick and the Dead)

Awareness +12

Brawl +9

Bite 3d6 AP

Acidic Bile 4d6, reduces SP of armour by the same

BTM -6 DAM 1d10

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

Probably can still infect others, but might be too agressive.

When it reaches Mortal-0, it's body breaks down into a shapeless cocoon. Where it will regenerate all Damage and after 10 minutes, metamorph into G Stage V.

All Flesh must be Eaten Constantly, Animal Cunning


G Stage V

BOD 24

REF 3

INT 1

MA 2

Awareness +12

Brawl +9

Whipping Tendril 1d10

Teeth 6d6 AP every round if makes contact with target, target cannot escape until Stage V is dead.

BTM -6 DAM 1d10

Cannot Move and Attack at the same time, as it uses it's five tendrils to do both

Each tendril has 15 SDP and Sweep/Trips targets on a hits

Each Tendril is 4m long and 1 foot/one third of a metre thick, making them targetable wih a -2 modifer for TN targeting them.

Might still have an ovipositer but unlikely.

All Flesh must be Eaten Constantly.


As I was going off the first version of Resident Evil 2, not Darkside Chronicles, I didn't give the Stage V the ability to regurgitate zombies.


G Adult (G Imageo Mutator in RE:Genesis)

BOD 11

REF 3

INT 1

COOL 3

MA 2

Awareness +12

Meele +7

Swipe 1d6+2

BTM -5 DAM +4

Regurgitate 1d10 Acid in 1m range and a G Imageo, though this cannot be implanted to develop into a G Adult

All Flesh must be Eaten Daily, Animal Cunning


G Imageo (G Imageo Spawn in RE:Genesis)

BOD 1

REF 6

INT 1

COOL 3

MA 3

Awareness +6

Brawl +3

Nip 1 damage (#1d6/3)

Can sense living things within 20 metres

Small target - TN for attacks are at -4

Transmits infection by crawling into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

Who Needs Food? (internal reserves that clearly didn't expire before the end of the night)


I am not sure if G Adults can produce functional Imageo, as they seem to just bite in game.

Tuesday, May 12, 2026

Miscellaneous Grab Bag Part 5

 I was deeply inspired by the Mothership adventure Interloper to include an ecology section for an adventure idea I had. Part of that ended up unravelling the unstated rules behind the food web in the module as the prelude for using it elsewhere.


(Interloper, art by either Francesco Zanieri or his outlines formatted by Meredith Silver)

- There are 4 trophic levels,

Primary Producers (usually plants) -> Primary Consumers -> Secondary Consumers -> Tertiary Consumers

- Each Secondary Consumers species needs to feed on 2 prey species,

- Each Tertiary Consumers species needs to feed on 3 prey species,

- A Primary Consumers species can be prey for 3 other species if obligatory herbivores (like deer) or 2 if occasionally omnivores (like pigs).

- Species with different diets/niches to stages in their lifecycle can occupy different trophic levels across their lifecycle.

I couldn't quite define this as a rule but it appeared that each species should have a different feeding strategy.

Extras

I arbitrarily require 1 grass/ground-level, one-bush/short and one-tree/tall plant species for Primary Producers, as the only other ecology minigame I know is Spore.

There should probably be just as many insect/small animal species as big animals.,

One big animal and insect species must be a scavenger/detritivore. This is bourne out of nothing but the sample food web had a Primary Consumers detritivore, several slightly different scavening species and in general something should be breaking down biological matter.


Fantasy Violence might be an alternative to the standad Violence in the Street rules for my pair of Violence hacks.
https://pressthebeast.bearblog.dev/fantasy-violence/

Would have to readjust the Reach and Lethality for all natural weapons again.
Reach starts a 0 for claws, gos to 1 for antlers and projecting defences and 2 for tusks.
Optional - And then -/+1 for every final 4 Growth stages they are from 8-12 according to the growth rules.
Damage dice start at Lethality 0 for 1d4 nd go up by +1 until 2D6 = 4.


Cardinal System

Thre have been a few iteration of this system. Which fits uneasily into that category post-D&D go where they have skills and dangerous combat, but no fromwork of proceedures for what to do as the players cross the campaign space except roll dice whenever the "Narrator" feels justified. It's a dice pool system a bit like Savage Worldssauguine press

.

2010 Ironclaw 2E

6 traits BODY SPEED MIND WILL SPECIES CAREER

Species 3 Skills

Species 3 Gifts

Career 3 Gifts

Career 3 Skills

Personality + Local Knowledge 2 Gifts

13 Skill Marks

3 Gifts


TOTAL

6 Skills + 13 marks

11 Gifts (9+2)


2011 Noggle Stones

6 traits BODY SPEED MIND WILL NATURE(Species) NURTURE(Career)

Species 3 Skills

Species 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

9 Gifts


2013 Myriad Songs

6 traits BODY SPEED MIND WILL LEGACY(Species) CAREER

Species 3 Skills

Species 2 Gifts

Upbringing 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

11 Gifts


2016 Urban Jungle

7 traits BODY SPEED MIND WILL SPECIES CAREER TYPE

Species 3 Skills

Type 3 Skills

Career 3 Skills

Species 2 Gifts

Career 2 Gifts

Type 0/1 Gifts

Type 1/2 Soaks

Personality 1 Gifts


TOTAL

9 Skills

5/6 Gifts

1 to 2 automatic soaks


There has definitely been a series of reduction, if not refinement in how games from the Cardinal system work. Noggle Stone was explicitly dubbed "lean" but the writers. But even then, they have been reducing the number of Gifts a playable character gets and can spend and reducing skills as well. But Skills are consistent here, finding a good number and moving the burden onto automatic Gifts like Area Knowledge to provide basic-level rolls. Urban Jungle is interesting as its inclusion of a 7th characteristic; Type does three things. Besides being a refinement of Upbringing from Myriad Song. It provides another automatic dice for a bevy of skills and so compensates for the smaller number characters get in that game, it generally coms with an automatic Soak (defence) and so educes the main thing Gifts were being spent on and it allows for a standardisation of what the species and career dice apply to compared to Ironclaw.


Ironclaw Standard Fantasy Races

Back in the early 2000s, Ironclaw 1E had the option of playing a selection of non-animal fantasy races. This was never updated to 2E offically. But I think I found someone else's draft and added Tieflings and Dragonborn from 4E, as that's when I stumbled onto Ironclaw 2E around 2012/2013?
I don't remeber where I got this from or even if I was the one to make the conversion of someone elses Ironclaw 1E write-ups. The 1E write-ups had 2 more human types for Tolkien-style things and didn't have Warforged.

Those last two are probably the iffiest of them all. As one is missing an inherent magical nature and the other has one in defiance of how the rest of Ironclaw species/races are written up.

>Human

Habitat: Choose One

Cycle: Day

Senses: None

Natural Weapons: None

Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill

Racial Gifts: Geography, Increased Trait: Wits, Diplomacy

>Dwarves

Habitat: Mountains

Cycle: Night

Senses: None

Natural Weapons: None

Include Racial Dice with: Climbing, Digging, Endurance

Racial Gifts: Night Vision, Sure-footed, Spelunking

>Wood Elves

Habitat: Forest

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Stealth, Weathersense

Racial Gifts: Acrobat, Keen Ears, Fast Climber

>High Elves

Habitat: Coastal

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Academics, Supernatural

Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind

>Plain Orcs

Habitat: Plains

Cycle: Day

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Tactics

Racial Gifts: Frenzy, Hiking, Animal Handling

>War Orcs

Habitat: Plains

Cycle: Night

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Melee Combat

Racial Gifts: Frenzy, Hiking, Increased Trait: Body

>Ogres

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Day

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Brawling, Endurance, Supernatural

Racial Gifts: Increased Trait: Body, Charging Strike, Choice of (Coward, Frenzy)

>Troll

Habitat: Mountain

Cycle: Twilight

Senses: Listen, Smell

Natural Weapon: Claws, Teeth, Wrestle

Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)

Racial Gifts: Increased Trait: Body, Charging Strike, Natural Armour

>Tiefling

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Night

Senses: None

Natural Weapon: Horns, Hooves

Include Racial Dice with: Deceit, Stealth, Supernatural

Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter

>Warforged

Habitat: None

Cycle: None (or, As Group Majority)

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat

Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter

>Dragonborn

Habitat: Choose

Cycle: Day

Senses: Listen, Smell, Spot

Natural Weapon: Claw, Teeth, Torch (Torch@ Close d8, d4- Damage + 1 Weak, On Fire)

Include Racial Dice with: Endurance, Supernatural, Presence, Tactics

Racial Gifts: Increased trait: Body, Mystic (Elementalism), Natural Weapon: Torch


Genesys/Edge of the Empire

I played a bit of Star Wars Edge of the Empire and Genesys, it's rfinement tended to build it's character archtypes/species/races on a smaller budget. So when I found Adventures in Azeroth, the Warcraft hack. I was idlely curious about how they would differ from the original EotE set. According to one writer on the long-gone FFG forums, he built Star Wars species to a 120 to 130 XP budget. And not going too hard onhigh stats or reduced Starting Experience. So, I tried calculating and rebuilding the Warcraft races/species to the same totals and trends.

Most Genesys material including Adventures in Azeroth, says Wounds and Strain are 5 XP for a change of 2/1 Wounds/Strain and 15 XP for 3/2. But the writer comment on the old forums said he used 5 XP for each, with an addition 5XP if the core was 1 or 3 as that was compounding. SOmtimes it worked out the same either way.

Night Elves +5 XP

High Elves +10 XP

Blood Elves +0 XP

IronForge Dwarves Fine

Wildhammer Dwarves -5 XP

Fine as is for 120 XP total +10 XP if using 130 XP total

Gnomes Fine

Orcs Fine

Darkspear Tribe Fine but very unbalanced, I would give them a choice of either skill but not both and add 10 XP to Starting Experience

Revantusk Tribe -10 XP or make the two skills a choice between but not both

Zandalari Trolls -10 XP or make the two skills a choice between but not both

Tauren I would deduct 1 from Brawn and add 20 XP

Ogres Fine but very unbalanced

Goblin +5 XP but again, very imbalanced

Draenei (Eredar) fine but still two 3 values is not normal flor Edge of the Empire

Draenei (Broken) +10 XP

Forsaken Fine

Worgen Fine

Furbolgs Fine but tempting to give them +5 XP

Pandaren Fine but too unbalanced

Naga +10 XP, the divergent Biology thing makes the difference too large

Mok'Nathal +20 XP, Silhouette 2 already accounts for increased Encumberance Threshold and isn't worth as much as it's been costed.

Tuesday, May 5, 2026

Violence! Double Feature

Wasteland Violence! and Mutant Violence! Redux


(Palladium Books 1986, Art by Kevin Eastman)

Once again Violence is found here

https://lukegearing.blot.im/violence#ref-1L37

Now there has been some changes since I last tried to make a Violence hack. Pseudo-Historic Violence and its melee table have been replaced with a slightly modified version of Violence in the Streets. A much closer and finely grained system. So mutant equivalences will need to undergo a major adjustment.

Wasteland Violence is simple from a creation stand-point. Why do the extra work when you can just remix D20 Modern Apocalypse?
Now Violence doesn’t really do skills and certainly not a D&D 3E-inspired skill rank system, so the D20 roll needs to be adjusted.

I originally had an idea of taking the DC after 10, dividing it by 2, rounding down and adding it back to 10. So, 15 = 12, 20 = 15, 25 = 17 and 30 = 20 etc. But in the end, it was simpler to just divide all DC by 2 and round down. This does have the nice synergy of making the DC 5 survival check a DC of 2 or only fails on a roll of 1.

D20 loves modifiers and they come in blocks of 5 in D20 Apocalypse. Therefore, it’s simple enough to treat each modifier of +/-5 as an Advantage or Disadvantage.

The details of the carnage start on page 14 but the relevant rules for exploring, scavenging and bartering start on page 17. After page 25 though it gets more into D&D weapon rules, which are ignorable. These stop at page 29, since after that are vehicle rules which I’ll get into later.

The rarity og guns can be represented with roll on this tool for The Country (Luke Gearing/Violence Jam 1). Where you can roll to see what customisation and markings make your gun unique and traceable.

https://perchance.org/countryselect

  • Looted Guns (Hauled out of long-cold dead hands) - rifles, pistols, machineguns at -4 to hit.
  • Hunting Guns (Good for killing things that can't shoot back) - shotguns, rifles at -2 to hit.
  • Military Guns (Nice, dangerous and valuable) - rifles, pistols, machineguns.
  • Foreign Military Guns (Look cool, everyone knows who has one of these) - rifles, pistols, machineguns.

Since Violence at the Street Level doesn’t do spears, I had to make some up.

  • Makeshift Spear: A metal blade taped or attached to the end of a stick
    • Range 7 Lethality +3 Fragility 3 in 6
  • Proper Spear: Time taken to properly attach a blade to a tall and straight pole
    • Range 8 Lethality +3 Fragility 1 in 8
  • Fire-Hardened Spear: The most common weapon for most of human history
    • Range 8 Lethality +2 Fragility 1 in 8

Vehicles

A vehicle is a separate character that has the D20 stat line. Since 90% of these are real-life stats that are found online, it can just be elided like how Violence expects most things to be treated.

But really what is important is the Fuel Capacity and the Gas Mileage. The thing that tells players how far they can go in the vehicle on a single point of fuel.

For vehicular combat, play as normal Hand to hand combat, except no one really has any skill in it. Additional things like spikes and armour take up space and weight but increase Lethality. D20 Apocalypse has a list of modifications that can serve as inspiration on pages 32-34.

A faster vehicle will eventually catch up with a slower one unless th driver can somehow manoeuvre it into a location the overtaking vehicle cannot go.

Vehicles can have Injuries which effect their manoeuvrability and a scavenged vehicle starts with 1d6 Injuries. Downed vehicles need repairs to work again. Injuries to the Fuel Capacity and Gas Mileage reduce their value by ¼ per Injury.

Wilderness Survival and Travel

Violence doesn’t have much to say on the subject. The Empire of Texas by Luke Gearing (the creator of Violence) has a person move one 24-mile hex while on foot/by wagon or two on horseback. There was seemingly no adjustment for terrain.

For a 12-mile hex, I would say foot/wagon moves two hexes or one when in rough terrain. A mounted character moved 4 hexes or 2 when in rough terrain.

But I found a good version for 3-mile hexes, which agrees with D20 Apocalypse, that the normal adult walking rate is 3 miles an hour. D20 Apocalypse also says vehicles are restricted to 30 miles an hour due to debris, so that’s nice and simple.

I would like to credit someone, but I don’t remember who I got these from.

Intended for use with pseudohistorical Violence rules for tracking outdoor hexcrawls, but should be generic enough to be usable across the board. Assumes 3-mile hexes or squares.

## Ailments

Life-threatening conditions such as poison, hypothermia, bleeding, exhaustion, hunger, thirst etc should be tracked the same as injuries and inflict stacking disadvantages.

Fast-acting conditions (i.e. hypothermia, bleeding, petrification) should be checked against every hour to avoid another stack of the same condition. Slower conditions (i.e. exhaustion, hunger, curse) should be checked against daily.

A character may sustain up to 3 stacks of a given condition - any more and they are Downed, requiring intervention by another character to avoid death.

## Travel

Average human walking speed is 3mph and therefore can cover 1 hex per hour 'as the crow flies' at a steady pace. If running, 2 hexes per hour can be covered but untrained characters must check against exhaustion. Exploring a hex thoroughly takes 3 hours.

## Rest

6 hours of sleep is the minimum to clear 1 stack of exhaustion. Food, shelter and a source of heat are required. Lacking one or more incurs a check to clear the exhaustion, two or more is at disadvantage.

The rest of the rules (bar one exception) are from The Empire of Texas

The day is divided into 4 6-hour Watches. Once per Watch, check for Encounters. It is assumed two of these are spent travelling, one establishing camp and resting, and the last sleeping.

Me - I like 8 hour blocks better because 12 hours is a bit too subject to the weather and daylight. But either can use the table from here:

https://mythlands-erce.blogspot.com/2024/04/the-3-mile-hex-natural-unit-for.html

Hours with walking per 3 mile Hex, half the time for horses and 1/10th (6 minutes) by vehicle. Unless an off-road vehicle, vehicles treats any terrain with just a trail as rugged terrain and any without any track as very rugged. Like many this in Violence, carrying capacity is an exercise for the Referee.

If food and water are not found, each member (and horse)in the caravan consumes 1 Food and Water ration. Horses require double rations in the desert.

Back to Texas

Encounters

Roll a d6 - on a 6, an Encounter occurs. Determine Surprise, Distance and Disposition. If an item of interest is present in the hex, the encounter swill resolve nearby. In some cases, the disposition and surprise may result in ‘no encounter’ - a small group warily watches the unaware players.

Surprise

For each party, roll a d6. On a result of 1 or 2, that party is Surprised - they are unaware of the encounter.

Distance

If the PCs are surprised, the encounter happens at a range of d20*10 feet. This might represent an ambush or a stealthy band, as determined by Disposition. The NPCs may not engage, and simply observe.

If the NPCs are surprised, or neither are surprised, the encounter happens at a range of d20*100 feet – the other group spotted at a significant range. Depending on Disposition, unsurprised NPCs may attempt to approach or flee.

Disposition

For NPC parties, roll 1d6:

1) Violent.

2) Hostile.

3) Cautious.

4) Wary.

5) Friendly.

6) Desperate.

Desperate groups may be starving, dehydrated, injured or out of ammunition.


Revising Mutants

A mutant has four points split between Animal/Human. These detrmine how human or animal-looking the mutant is. The five mutant shapes are also reflected by the five possible states of mutant. So, no Human Features needed and not BIO-E either unless you are buying species abilities for finer details.

Every point on Man is a Competencies and every point on Animal is a Trait from the species entry in TMNT&OS. Competencies got moved from the main Violence document to page 4 of a PDF called Special Investigation Unit, currently linked at the top of the webpage. If you don't want to treat a Trait as one line on the write-up, be more granular and optionally treat it as 20 BIO-E. Bonuses granted by Species can be used to fill a Trait slot. Every point of Animal is -1 to DV for social interactions with humans.

Extra Attacks from Species Traits is Advantage. For Heroic games, each hero gets four Plot Points to revese the Down status and major NPCs get two.

Traits that only gives S.D.C give -2 to Down Checks. Light/Medium/Heavy/Extra-Heavy Armour is -1 per tier to Injury checks. It can be hard or fleshy but is still tissue and/or layers of minerals.

Since we are revising for Violence in the Streets, natural weapons must be accounted for. The easiest answer for Reach is 0, since natural weapons are parts of the body touching another, but many animals keeps foes at bay without bodily risk. You could still keep it simple with Reach 1.

Look at the species' intial Growth value (1 to 20). Every 2 points above or below 10 is -1/+1 Reach.
Add/Subtract 1.5 Reach for each point towards Human, stopping at Reach 0, round other final results down in all cases. A Growth 1 (-5 Reach) bug can be kept away with a short stick, a Growth 20 (+5 Reach) elephant just pushes past in a fist fight.

Natural Weapons are by definition, dangerous. So the Lethality of them goes up by the damage dice.

D4 = 0    D6 = +2    D8 = +3    D10 = +4    2D6 = +5

While it's simpler to say mutants turninng into human-looking pizza-eaters implies they become omnivorous and lactate-digesting by default. It's too tempting to pass up mutant scavenging rules.

Mutants need a majority of whatever protein their base species eats; vegetable or animal. A Ration of the right type is Good Food and they need one ration per day. Otherwise, they can eat two Bad Rations to get the same effect. This includes food of the wrong type, has no real nutritional value or what has spoilt. Eating only Bad Food give Disadvantage the next day, as does eating only 1 Bad Food in a day. Some species which scavenge garbage are find with eating Bad Food and grazing herbivores can spend a Watch (6 hours) solely stationary grazing to generate 1 Bad Food for themselves.

Making an NPC
So compared to Violence, a mutant NPC sounds complex. But not really, a foe is still just a bonus to hit and a weapon. Just a Referee must also decide if they have a natural weapon as a backup or primary weapon and if they are naturally outsie the human body range. Giving a Lethality and Reach modifer as the Referee feels like it. A mutant is just as likely to have functioning giant ears, a sharp nose, natural body armour as a human is to have a radio reciever or spare grenade. Whatever is needed to to make the foe engaging for the players.