Sunday, October 27, 2024

The Sick Room

The Sick Room is a tarot-driven solo journaling game. The following is a very short game that I played


to understand how it worked. I would expect a normal game to run considerably longer.

The game forces you to engage your imagination, drawing tarot cards for inspiration. Each card has been allocated specific inspirational text to help you explore the horrors to be found in the Sick Room.

---

Tuesday,

I'm in the bathroom, I'm hiding! Hiding from my living room. No, that's not right. I'm hiding from the room, from the door. There's a door in there, it wasn't there before. It just appeared. Am I mad? The door is wrong, it shouldn't be there. I opened it, god forgive me. The door felt cold and there was a strange meaty smell when I opened it.

I can't explain it there's a living room from the 80s behind the door. But it shouldn't, can't be there. The other side of that wall is an empty show shop. I took a step in there, saw the TV, and the wallpaper just like when I was a kid. And, there was a feeling, like someone was standing in there watching me. But there wasn't anyone there. I kept turning round, it was like there was someone being me. I ran up here, I'm still shaking.

Wednesday,

I had to know it was real, had to know I wasn't mad, I went in there again. I stood in the middle of the room. I looked at the TV, it's like the one my grandmother had. I got the feeling I was being watched again. When I turned round they were sitting on the sofa. I don't know what they were, I mean it was a man, woman, and a girl, only they weren't people, not really. I rubbed my eyes, but it wasn't my eyes, the people were blurry. They were talking, laughing I think. They were quiet, I couldn't quite make out what they were saying. Their words warbled, fading in and out. I think they could see me. But I felt there was someone behind me, and when I turned round, there was no one there. I turned again as the people were gone. I couldn't stay there. I moved the table in front of the door when I came out.

Thursday,

I heard a knocking on the door, from the other side. I stared at it, I was shaking. I've never felt fear like that before, I WAS shaking. I stared at the door and ate a whole pack of biscuits, staring the whole time. In the end I moved the table and opened the door. There was no one there. I balled up the biscuit wrapper and tossed it in. It landed on the carpet. Nothing happened. I really didn't want to go in but I had an urge and took two two quick steps. That someone's-here feeling instantly engulfed me. The room, it was, well, it felt close. There was a glow in the middle of the TV screen. I crouched next to it and could here something in the speaker. It warbled like the people had. I turned the volume dial, I only touched it, turned it the tiniest amount. The speaker blared, shouted "fat fuck" at me. I fell back from it horrified, then scrambled-ran out the door, slammed it shut and pushed the table back in front of it. Then I threw up.

Friday,

I woke up determined to master my fear. I stomped downstairs, dragged the table out of the way and opened the door.

There was a packet of bisuits. Where I'd left the wrapper was a full packet. I think it was the same packet, at least the one I balled up was gone, and this was in its place.

I went in picked it up, it felt good in my hand. I don't know why or how, somehow it felt right. I felt confidence while I held it. And that feeling of someone else in the room faded. It didn't go, just felt less invasive. I sat on the sofa facing the TV and ate all the biscuits. I drifted off, I don't know how long, I was staring at the TV. I remember it had shadows moving on the screen but i don't recollect anything about them in particular.

I picked up the biscuits and ate them all. And watched the shadows.

I picked up the biscuits, again. That was when I realised I'd changed. I don't know how many packs I'd eaten but my god I filled the whole sofa, I'd grown fat, hugely big. Shocked I tried to stand, and unbalanced by this new weight I fell. Gasping for breath on the floor I sucked in air that stank. It took a couple of breaths before I realised it was my body that was giving off the stink. I nearly threw up. I couldn't get up, I crawled to the door dragged myself out of the room, rolled over and kicked the door shut. The stink was so bad I couldn't catch my breath it was choking, choking. 

I woke up the next morning on the floor. The door was gone. No sign of it at all. I wasn't fat but I felt drained. I got up went to the kitchen, and threw away the biscuits I had in the cupboard.
















Saturday, September 28, 2024

White Box: FMAG Session.


I knocked out a quick solo session of FMAG today. I used the cool character generator the Smoldering Wizard web site to generate 4 characters. This is better than most generators out there as it provides, stats, names, equipment, spells, and racial abilities in its output. Here are the characters, post the adventure.

Name: Ra In the Rough

Level 1 Halfling Thief
Alignment: Neutral
Age: 52

STR: 16 (+1)
INT: 10
WIS: 9
CON: 15 (+1)
DEX: 12
CHA: 15 (max: 5 loyalty: +1)

HP: (3)
AC: 7 [12]
SAV: 14
BHB: 0
Thievery: 2
XP Bonus: 5%, 279

Armor: Leather
Shield: None
Helm: None

Weapons:
Mace [1d6]
Dagger [1d6-1]

Equipment:
6 torches
backpack
bedroll
large sack
waterskin
thieves' tools
5 days dried rations
flint & steel
50' hemp rope
158 GP

Racial Abilities:

Giants, ogres, and similar giant-type creatures such as trolls are not
good at fighting small creatures such as Halflings, and only inflict
half the normal damage against them.

Halflings receive a +2 to-hit when firing missile weapons in combat.

When not engaged in combat, Halflings can be quite stealthy, making
themselves hard to spot and moving in almost total silence. The
success of this ability is determined by the Referee.

Halflings receive +4 on saving throws vs. magic (even if the "Saving
Throw Matrix" is used).

Name: Merciggo

Level 1 Elf Fighter/Magic-User
Alignment: Neutral
Age: 251

STR: 14
INT: 9
WIS: 6 (-1)
CON: 7
DEX: 7
CHA: 14 (max: 5 loyalty: +1)

HP: (7)
AC: 6 [13]
SAV: 14
BHB: 0
XP Bonus: None , 265

Spells: Charm person

Armor: Leather
Shield: Yes
Helm: Yes

Weapons:
Warhammer [1d6]
Sling [1d6]

Equipment:
5 torches
backpack
bedroll
waterskin
5 days dried rations
flint & steel
10' pole
96 GP
Pouch & 20 stones

Racial Abilities:

Elves may use either the Fighter or Magic-user class advancement
charts, to be announced at the start of an adventure.

When an Elf adventures as a Magic-user, the character has the same
weapon and armor limitations as a Magic-user. The exception to this
would be magic armor, which may still be worn even when the Elf is
acting as a Magic-user.

Elves gain an +1 to-hit and damage when fighting goblins, orcs,
intelligent undead, and lycanthropes. Elves are also immune to
paralysis caused by undead such as ghouls.

Elves are good at spotting hidden and concealed doors (1-4 on a d6
when searching, 1-2 on a d6 if just passing by).

Elves can speak with gnolls, goblins, orcs, and hobgoblins.

Name: Arer the Icthic

Level 1 Halfling Fighter
Alignment: Neutral
Age: 56

STR: 10
INT: 16 (+1)
WIS: 13
CON: 6 (-1)
DEX: 8
CHA: 8 (max: 3 loyalty: -1)

HP: 1
AC: 2 [17]
SAV: 14
BHB: 0
XP Bonus: None, 265

Armor: Plate
Shield: Yes
Helm: Yes

Weapons:
Club [1d6]
Short Bow [1d6-1]

Equipment:
6 torches
backpack
bedroll
waterskin
5 days dried rations
flint & steel
10' pole
144 GP
Quiver & 19 arrows

Racial Abilities:

Giants, ogres, and similar giant-type creatures such as trolls are not
good at fighting small creatures such as Halflings, and only inflict
half the normal damage against them.

Halflings receive a +2 to-hit when firing missile weapons in combat.

When not engaged in combat, Halflings can be quite stealthy, making
themselves hard to spot and moving in almost total silence. The
success of this ability is determined by the Referee.

Halflings receive +4 on saving throws vs. magic (even if the "Saving
Throw Matrix" is used).

Name: Kracvak Do

Level 1 Human Cleric
Alignment: Lawful
Age: 37

STR: 12
INT: 9
WIS: 12
CON: 14
DEX: 14
CHA: 8 (max: 3 loyalty: -1)

HP: 2
AC: 2 [17]
SAV: 15
BHB: 0
XP Bonus: None, 265

Turn Undead:
Skeleton: 10
Zombie: 13
Ghoul: 15
Wight: 17

Armor: Plate
Shield: Yes
Helm: Yes

Weapons:
Staff [1d6]
Sling [1d6]

Equipment:
6 torches
backpack
bedroll
waterskin
5 days dried rations
flint & steel
10' pole
wooden holy symbol
scroll
84gp 10 gems(10gp each)
Pouch & 20 stones

With those generated I start a session, which quickly got into combat, here are the session notes:

Session

Call to Action

The mayor (Paur Armstrong) of the village Elderglen makes a speech in the Inn looking for heroes. Monsters have been attacking the washer women down by the river. They've taken up residence in an old bear cave near the river. Clear it out for 10GP each.

Travel

Walk to river, 1 in 6 for encounter: 4, no encounter.

The Cave

Arrive at riverside. 1D6 rooms in cave, 2.

Ra sneaks to cave mouth, Thievery (2) , 5, sneak fails.


1st Room

What's in the first room 1D12, 7, Zombie #appearing 1D8, 6

HD 1, AC [12], Move 6, Damage 1D6-1

  1. Z HP: 3 , -1 Merciggo
  2. Z HP: 1 -3 Kracvak
  3. Z HP: 4 , 1, -3 Arer
  4. Z HP: 6
  5. ZHP:  5
  6. Z HP: 2, 0 Merciggo

Are Zombies surprised? 1D6, 3, not surprised.

  • Ra runs back to the party, who fan out and they have one round of ranged combat.
  • Merciggo slings, 15, hits #1 for 4HP killing it
  • Kracvak slings, 12 hits #2 for 4HP killing it
  • Arer arrows, 9 misses.

Round 2, initiative, PCs 1, Monsters 4, monsters go first

  • #3 attacks Ra, 17 hits for 2HP seriously hurting him
  • #4 attacks Arer, 9 misses
  • #5 attacks Merciggo, 14 hits for 5HP seriously hurting him
  • #6 attacks Kracvak, 12, misses
  • Ra runs to max sling range
  • Kracvak Turns the undead, 7, fails
  • Arer, runs to bow range
  • Merciggo runs to bow range next to Ra

Round 3 initiative, PCs 3 monsters 6

  • #2 runs towards Ra
  • #4 runs to Arer
  • #5 runs to Merciggo
  • #6 attacks Kracvak, 15 miss
  • Ra attacks #2, 10, miss
  • Kracvak turns undead, 13, Success, zombies will flee for 3d6 turns 11,
  • Arer, attacks #4, 17 doing 3HP
  • Merciggo attacks #5, 8 misses

Round 4

  • Zombies flee,
  • Ra catches his breath
  • Arer fires an arrow at #4, 16, 4HP damage
  • Merciggo attacks #5,11 miss
  • Kracvak attacks #6, 19, 2HP

The 2 remaining zombies will flee beyond range and never return.

XP award for defeating the zombies (30 * 6) = 240.

  • Is the treasure buried 1-3 , 4,  no
  • Is the treasure hidden 1-2, 1, yes
  • Is the treasure trapped 1-2, 3, no

Treasure roll, 6 (value of treasure is 960gp) made up of: 720gp, 1400sp, 10 gems worth 10gp each

Post Combat

The PCs light a torch, enter the cave and search for what lured the zombies here. 1-4 (Merciggo being elvish) ,4, success. The party find the treasure buried in the dirt floor of the cave. Assume each character can carry additional 20lbs so that's 200 coins each. The remaining treasure of 1400sp will be reburied in the cave against a future return.

Merciggo 200gp, Ra 200gp, Arer 200gp, Kracvak 120gp 10 gems(10gp each), will be worth addition 820xp if it gets back to town.


Back to the village

Returning to village, 1 in 6 for encounter: 4, no encounter.

Each character gains xp, 240 for monsters, 820 for treasure a total 1060 divided between 4 is 265 each.

Getting set up

Rent a "wing" of the Inn, including 2 rooms, full health restored, and stabling for 4 (non existing) horses for a month, 40gp, Merciggo pays.

How many horses are available for purchase during the month, 1D8, 7. Purchase 6 horses for 40gp each (240gp, 60 each)

Hire a groom/Horse-holder 2gp a week for 8gp for the month. Hired by Merciggo (+1 Loyalty) Da Jur a dwarf

Hire a torch bearer 2gp a week for 8gp for the month. Hired by Ra (+1 Loyalty) Risor Lem an Elf



Wednesday, January 24, 2024

Stitchpunk


I've released a solo journaling game called Stitchpunk. This game was inspired by the 2009 film "9". You play the part of a small team of animated hand stitched dolls, in a far future where mankind has been removed from the face of the Earth by The Computer and its ever growing army of robots.

The dolls were made by the last of the humans, and they imbued them with their will, soul, spirit, and something else. The human's wishes and desire has somehow passed into these dolls.

Long after humanity is gone, the robots continue turning Earth into a wasteland where nothing lives. Into this world the dolls appear , with the objective of bringing down the The Computer.