Showing posts with label Not My Destination. Show all posts
Showing posts with label Not My Destination. Show all posts

Thursday, March 19, 2026

Littlest Brown Book - Encounters at Sea for Not My Destination

My upcoming Littlest Brown Book campaign, Not My Destination, has a decent naval component - much of the stereotypical wilderness between the players' starting town and the central dungeon will be open ocean. While the Littlest Brown Book comes with random encounter tables for rivers and swamps, it does not include one for the sea - so here is my own hacky attempt (I'm not kidding about hacky - this is basically just Rivers but without the things that need "land" to "live" and with some more human encounters, and on 2d10 for some good ol' probability).

This'll be my first campaign using lair chances - that'll be neat. Hopefully. 


2

The lost ancient treasure ship (i.e. dungeon) Column of Electrum Thrice-Bound in Tin.

12

2d8 Giant Fish 

3

1d8 Giants (30% in lair - else on a single Giantish catamaran)

13

2d8 Giant Snakes

4

3d10x10 Pirates (15% in lair - else on 1d4 black iron vessels. The distinction between “pirate” and “buccaneer” is allegiance to seething Chaos - Buccaneer leaders are always Fighters and may be Neutral, but Pirate leaders are always Chaotic Magic-Users of the Black or Red Schools). 

14

1d4 Manticores (25% in lair)

5

3d10x10 Mermen (15% in lair).

15

1d6 Wyverns (60% in lair)

6

3d10x10 Buccaneers (15% in lair - else on 1d4 wooden vessels)

16

1d20 Rocs (20% in lair)

7

A trading vessel, fat with [whatever the Type A (Water) treasure happens to generate] and guarded by 3d6x10 soldiers, half crossbowmen and half heavy footmen.

17

2d8 Giant Octopi

8

A rival adventuring party (1d4 levels of Fighter and 1d4 levels of Magic-User split between 2d4 people) sailing along. (I'm sure at some point I'll put some premade rival parties together, but just in case I need one quick...)

18

1 Sea Monster

9

A warship, hunting pirates and rescuing the stranded.  

19

1 Dragon Turtle

10

1d4 small boats with 3 fishermen each.

20

1d4 Dragons (60% in lair)

11

A previously-met NPC or pursuing encounter. If neither is applicable, result 10.



Wednesday, March 18, 2026

Littlest Brown Book - Fighters & Auspices

At the end of the Libra campaign and the start of summer, I'm planning to run something Normal™. Wizards and suchlike. In the pursuit of Normal™, I'm going to run Idraluna's Littlest Brown Book, which I chose over other 0e retroclones (or the original white box) completely at random (and because I'm a fan of Idraluna's blog). 

The campaign structure should also be pretty Normal™: town, wilderness, dungeon (100 rooms, perhaps). I'm ripping off Sean F. Smith's Westen Isles for the wilderness - not the exact map, but the general shape of "big island 1 with town, big island 2 with main dungeon, scattered mini-islands". Get some use out of those naval encounters.

To be a little less Normal™, I'm also using Idraluna's Supplement א, which splits the Magic-User into 5 color-coded subclasses (and, in doing so, replaces the Cleric with the M-U's White School). 

Since this, along with showing the non-humans the door, means the class choices would be 1 fighting-type and 5 wizardoids, I'm also adding subclasses to the Fighter (since players avoid doubling up unless necessary, and I know otherwise they'd scatter to the various M-Us):

  1. Corsair - you swim at 6" (twice as fast as normal), your drowning chances are halved, and you may carry any weapon while swimming. 
  2. Thief - others must roll their listen at doors chance to notice you when you creep.
  3. Knight - you begin play with a free, unclassed, perfectly loyal squire. They will enter combat if necessary. 
  4. Inquisitor - you recognize demons, spirits, heretical wizards, et cetera on sight, and your attacks count as magical for the purposes of damaging them. If you attack them with a magical weapon, roll 2d6 for damage. 
  5. Champion - your target numbers for attack rolls are 1 lower. 

Along with that, I've always had a fascination with Eldritch Wizardry-era psionics - in particular, the random chance of them... ever coming up or mattering at all. So, characters in this campaign will have a chance to be august. 

At the end of character creation, roll a d20. If you roll a 7, (or, if your INT, WIS, and CHA are all above 15, if you roll a 7 or 13) you were born under favorable stars and were taught by those distant intelligences. If you pass this roll, repeat it until you fail.

You have points of Favor with the stars equal to thrice your level, and regain one of those points each day of rest.

For each success on the auspice roll, choose a constellation and associated skill below:

  1. Libra - the stars take the measure of the world. Your listen at doors chance increases to 4-in-6, your secret passages chance to 4-in-6, and with a point of Favor and a minute of unbroken focus you can read minds.
  2. Sagittarius - the stars reach down to earth. You can lift objects weighing up to 50 coin-weights per level via telekinesis, costing one Favor per minute. 
  3. Pisces - the stars swim through the upper air. With concerted effort you can slowly (6" per turn) levitate vertically for a point of Favor per minute.
  4. Leo - the stars speak with the voices of kings. For a point of Favor, you may control the mind of a target with lower level than you for one minute. 
  5. Scorpio - the stars shine with impossible colors. For a point of Favor, you become invisible for a minute. This ends early if you attack - even the tiny scorpion is noticed when it strikes.
  6. Aquarius - the stars pour water from above. You can spend a point of Favor to ignore your need for water, sleep, and food for a day. You do not regain Favor during these days. 

There were more stars, once. Now they are gone, replaced by boiling black in the firmament.  

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...