Basic OSR Dungeon Procedure

 

Dungeon Crawl Procedure

 

  1. Marching Order
    1. Marching Leader
    2. Scouts
    3. Mapper/Caller
  2. Dungeon Turn–10 Minutes of Activity
    1. Movement: Your full movement rate or less.
    2. Rest and Recuperation: Heal 1d3 HP and eat meals.
    3. Search 10*10 ft. Area for:
      1. Secret Features
      2. Secret Doors
      3. Hidden Traps and Hazards
      4. Hidden Treasure
    4. Secure 10*10 ft. Area or Portal: Make an area or portal safe with use of own equipment or items found in said area.
  3. Forced Rest
    1. After every five turns, party must rest or incur -1 penalty on all rolls
    2. Penalty is accumulative
  4. Wandering Monsters
    1. After every two turns
    2. 1 in 6 chance of encounter, +1 for every sensory giveaway (i.e. footprints, noise, strong smell of/or fragrant food, and etc.)

Basic OSR Dungeon Procedure Ex. I

Dungeon March Procedure

  1. Marching Order. Determine the locations and roles of each party member relative to each other. You may only change the marching order after a long rest.
    • Narrow Marching Order. Determine stacking order on a single column march.
    • Wide Marching Order. Determine stacking order on a two column march.
    • Forward Unit Order. Determine the locations of scouts/outriders sent ahead to scout for the party relative to each other, as well as how far away from the main party they will be operating.
    • Support Unit Order. Determine the locations of scouts/outriders following behind the party relative to each other, as well as how far away from the main party they will be operating.
    • Party Roles
      • March Leader
        • Primary authority for rolling the dice in group initiative and reaction rolls.
        • Primary authority for deciding where to go and what to do as a party.
        • Primary and default authority for keeping quest items, keys, and other such items of the same nature.
        • DM will default on March Leader’s decisions when party remains undecided for too long.
      • Mapper/Caller
        • Responsible for tracking and drafting a map for the session.
        • Responsible for reading handouts, diseminating information meant for a group, as well as making and keeping the party’s notes.
        • Primary authority for rolling the dice on chance of getting lost rolls or trap activation rolls.
      • Scouts/Outrider
        • Party members tasked with operating away from the main group as a form of forward or defensive reconnaisance. These will be your Forward or Support Units.
        • Responsible for rolling the dice for surprise rolls.
  2. March Protocol. Determine the presumed acts your party members will be doing as they traverse the dungeon environment.
    • For each presumed act a party is doing, reduce the movement rate of the party by five.
    • A party may only change the details of their march protocol during a long rest.
    • Presumed acts. These acts include, but are not limited to:
      • Detecting secret doors;
      • Listening for noise;
      • Maintaining spells;
      • Looking for traps; and
      • So on while noting which character is doing which presumed acts. Said character will be responsible for rolling the dice relative to his presumed act.
  3. Forward/Support Unit Protocol. Determine the presumed acts your party members will be doing as your scouts or outriders, taking note of any class or racial abilities especially suited for such. This includes, but is not limited to:
    • Prevent an ambush;
    • Prepare an ambush;
    • Flank an encountered monster, +2 Attack;
    • Set traps; and
    • So on. You may only change the details of your Forward or Support Units during a long rest wherein said units are capable or reasonably close enough to be given new orders.
    • For every 30 square feet of distance a unit is asked to operate away from the main party, the party will receive:
      • A +1 bonus to catching a monster by surprise
      • A +1 bonus to preventing a monster from catching the party by surprise; and
      • A +1 bonus to a 1 in 6 chance of cutting the unit off from the main party.
      • A +1 bonus to a 1 in 6 chance of cutting the unit off from the main party if the passage ahead is branching or forked.
  4. Watch Order. Determine the shifts each party member will take when watching over the rest of the party during an extended rest while noting the bonuses or penalties they might benefit from or suffer as the chosen night watch.
  5. Penalties. Failure to fill roles or specify the acts your party members will be doing during a crawl will bar you from the benefit of doing any of these acts. For example, if you have no one looking for traps while exploring a corrider, you will have no chance of detecting any traps thereon. Hence, the trap will automatically activate when triggered per the usual 2 in 6 chance.

Dark Albion House Rules

Dark Albion House Rules

Character Creation Summary

Every character begins as a level 0 character. Roll their social class background and prior events. They begin the game with 1d6 hit-points, modified by CON (Scots Men get a further +1 bonus hit-point). The GM can automatically move them to level 1, or play one adventure as level 0; yet, if level 0 the players should already have a clear idea of what class they want their character to become at level 1, particularly if they plan for the character to become a magister or cleric (who will be apprentices or acolytes).

Characters begin speaking Anglish (Cymri speak old cymric if they have INT 9+; Scots only speak Scot, which sounds vaguely similar to Anglish at times). Characters speak one extra language for every +1 to their INT modifier.

Exp to Level 1: Finish one adventure.

Level 0 Saving Throws

Breath Attacks

Poison or Death

Petrify or Paralyze

Wands

Spells or Spell-like Devices

17

14

16

15

18


RAW Prime Requisite is in effect

Instead of using your Prime Requisite as a bonus to XP gained, subtract it from XP needed to level up. Instead of +5% bonus, just assume you only need 95% as much XP.


Backstab

When you succeed in moving silently and attack a target who is unaware; you receive a +1 bonus on that attack.


Encumbrance

Encumbrance in Coins

Move in 1 Turn

Up to 400

120 : 40 : 120

401-800

90 : 30 : 90

801-1,200

60 : 20 : 60

1,201-1,600

30 : 10 : 30

1,601-2,400

15 : 5 : 15

2,400+

0

Mule

Move in 1 Turn

Up to 3,000

120 : 40 : 120

3,001-6,000

60 : 30 : 60

6,001+

0

 

Encumbrance Rule of Thumb: 1 Pound is equivalent to 10 gold coins

Separating Hit Dice from Hit Points, and complicating Armor Class

HP and HP

The HD and HP idea comes apes the Flesh and Grit mechanic of another OSR ruleset I forgot the name of, but I learned about from Cavegirl’s own OSR game. But, I’m going to complicate it a bit by adding Scarlet Heroes’ HD damage table.

Some attacks damage HD directly. Most attacks, however, must deplete HP first. Zero HD is death. Zero HP is loss of combat effectiveness. HD can only be replenished through major medical attention. Damaged HD will also the number of dice used for HP accordingly. HP is replenished through rest and eating, or minor medical attention.

Separating HD from HP also makes it a simpler thing to use that other mechanic I found out about concerning re-rolling HP whenever a party rests and eats, with good quality rest and eating choosing whichever roll is highest, and so on.

And as for CON bonuses, such bonuses will only apply as extra hits to one’s HD, not extra dice.

So, in summary: HD+Hit Bonus is separate from HP. Only HD creates HP.

AC and AP

With the same idea as above. AC creates Armor Points. Armor points act as Damage Soak and Durability for the armor and will make equipment maintenance much more present in games.

Primarily, the rules here are for ascending DC mechanics.

So, AC will serve as a base for AD, or Armor Dice. Armor Dice will be based on quality, ranging from poor quality D4 armor all the way up to legendary d20 armor. AC will also determine how many of said AD will be thrown to determine AP.

Before an attack could hit HP, it must first deplete AP. But, and attack from behind ignores AP. If an enemy hits, the attack goes straight to HP.

So, in summary: deplete AP first to deplete HP, then deplete HP to deplete HD.

Repairing armor allows you to re-roll your AP, but Zero AP means the armor is salvageable.

Alpha 408c Playtest 1.0

Dull shades of orange and gold shimmered electric in an infinite expanse. On this canvas, black haze demarcated the colors and made simple geometries of them, making hexagons, triangles, and circles. But their pixels broke and repaired in an endless cycle of fractals birthing fractals, an empty space without context or texture to capture it. To make it certain, intelligible, substantial.

And yet he walked on solid steps against this dizzying array of data waiting for command and cohesion.

This kaleidoscope, unchecked in its turning and swirling, failed to disorient. Save didn’t just get used to it. He created it.

[DevLog Alpha 408c, AD 2XXX] I’ve just completed contextual procedural generation, which basically means the world creates itself for so long as the player interacts with it. For now, I’ve decided to limit rendering within a thirty mile range of the player. Beyond that, explored areas are compressed into discrete packets until the player returns to said area. To streamline and avoid any breaks in immersion, player hubs and economic hubs will remain unpacked throughout every play session, as well as the most used wilderness routes between them.

[Cont.] On this test, I’ll be checking how well it works and behaves from varied points of entry as well as spawning. I’ve already set the difficulty to solo and will begin this playthrough with a dungeon. I haven’t really done much work on character creation interface yet, so I’ll just be spawning in by virtue of the Random Number Gods. I haven’t yet exactly squared everything away, but by the end of the day I hope I’ll have it all figured out by then. Fingers crossed.

Summoning a development console to his field of vision, Save browsed through the command lines until he found the one he wanted. <#worldgen>, said the label, and this he activated.

In a matter of nanoseconds, gone went the psychedelic emptiness. The thrashing of a million pixels came upon him and drowned him in a rush of rippling light. Blinded by the brightness, he closed his eyes and allowed his consciousness to float. Eventually, the torrent calmed to a gentle sway of the current, and the light softened to a warm glow.

When next he came to, Save no longer existed.

Solo Adventure Sheet

Solo Adventure Sheet

Summary of Resolving Scenes

  • Come up with the Scene Setup.

  • Roll 1d10 against Chaos to see if the Setup is modified as an Altered Scene (odd) or an Interrupt (even).

  • Play out the Scene.

  • When the main action ends, the scene ends.

  • Update lists: Characters, Threads, Chaos Factor

Scenes

Scene 1

Well of the Toad Goad

Chaos

5

Threat

1

Scene Setup

Rollplay

Roleplay

Lists

Threads

Characters

PC

NPC

Setting Information

AF 10 Johnny XP: Adventure Log 1

I will be posting this story on RoyalRoadl.com, or at least an edited version of it after I’ve rewritten the story into this new idea of mine.

Adventure Log. Day 1.

I have just done battle with four of the Lizardfolk. They weren’t much of a challenge. I managed to collect the arrows that I’ve used, but one broke. I neither have the time nore the patience to make more. And I don’t think my character has the skills necessary for rudimentary survival craft. Looking at my sheet, I feel I may have made a mistake in adventuring into a dungeon. Be that as it may, I decided to make the most of it.

I gathered the bodies of the dead and laid them before their weird god. I replaced my stock of ammunition and retraced my steps back to where I left my pack. This I brought back to the guard post, deciding I should make it my first checkpoint. And besides, there was a bit of investigation I wanted to do before delving any further anyway.

My language of caves is limited, so please bear with me.

This world’s reality and its parameters were built on the content and mechanics of an old school rpg. This means most of the objects that populate the gameworld weren’t all products of a procedural generator. For example, take the Lizardfolk. Based on the pre-fall rulebook I used, these creatures were jungle and swamp dwellers, not cave dwellers. And yet, even when transposed from their natural habitat, they seemed to thrive here.

On account of a prominent religious icon carven into a permanent feature of the cave’s first point of interest, the hunting parties stalking a subterranean ecosystem for large game, the barest hints of civilization on their bodies, and the establishment of a guard post, I assumed a strong argument for a culture that evolved outside of their natural habitat.

This I found very interesting. While my game engine may have used modules and pre-constructed packages for its objects, how these objects spawned and behaved in relation to each other was still due to the engine’s procedural storyteller. Meaning, something in this Lizardfolk tribe’s past forced it to abandon its original culture and develop a new one here based on alien circumstances.

That was the beauty of the engine. It was simple and still needed human input, but the things it could do with what it was given were always full of surprises. Every world was a unique experience waiting to be lived through. Unique histories, unique legends, there was always something left to explore and discover.

With that, I resolved to find the answers to the following questions:
1. Who was the god the Lizardfolk carved into the rock?
2. Did the Lizardfolk really even make it in the first placed?
3. What brought the Lizardfolk here to this cave?

I started my intelligence gathering on the guardcamp itself. And besides, I needed more details to give me a better sense of what I might find the deeper I go into the dungeon.

Starting with the corpses, I rifled through their things. As it turns out, only the Hunt Leader had anything of worth on him. 5 measly coins of ruddy gold. I didn’t recognize the stamp of the coins, so I assumed they were valuable and worry about it later. Next, I rummaged through their camp to get a better estimate of their technological aptitude. Inspecting their weapons, their garb, and the state of their camp; these were all things straight out of the stone age. Flint arrowheads, tattered leather wrapped about their necks which were more for decoration than actual protection. Being this deep into the earth probably meant less danger of predators, hence, less need for innovation. What tools they had were only the bare essentials necessary for survival. Finally, I studied the Idol. On closer inspection, no evidence actually supported a connection between it and the Lizardfolk. But, at least I knew then that the rock-hewn image might be older than the Lizardfolk. Satisfied, I turned my attention to the game they brought back from deeper in.

All I could say of it was that it was a snake, a fat snake, with the head of a snub-nosed crocodiles and a body wider than it’s head or its tail. It’s eyes had glzed over and the flesh hadn’t yet hardened, so I set about to finding a way to preserve it for when I get back. I had checked my pack and found I had only enough rations for ten days. Time spent in the dungeon might not be that understanding of my food situation. So, I made the best of it and spent the next hour cutting up the corpse. I searched the camp again for anything that could help me, and found that I had everything I needed for preparing rations. I found salt, skewers, and what looked to be a set of seasoning kept in little clay pots. I counted myself lucky and set about preparing the meat for salting.

I set the scaled hide of the create near the fire and carefully placed my salted meat there. I didn’t how it would turn out, but I hoped the temperature would keep it dry and the salt would keep it from rot. Hopefully, this’d keep me from starving after I’ve cleared out the dungeon.

[Scene ends. Chaos factor at 5, progressed to 6 due to a battle.]

Another feature of the engine I’ve integrated was a sort of automated gamemaster that managed events along narrative lines. This way, the Story engine always had something going on no matter who the actors were.

Should I end it here? I believe I should,  I’m tired now anyway. Zen, log me off.

[Zen.0] Copy That.