Sunday, May 19, 2019

Even Wizard Colleges Have Sports Scholarships

Wizards and other casters are oft inseparable from the institutions that train them. But during a degree in the arcane arts, there's far more to do on campus than study musty books all day. After breaking up the hundredth underground wizard fight club, university administrators realized that their students' warlike tendencies could be turned to profitable ends, instead of halving the size of each year's graduating class. So began the noble sport of Fireball, a test of intellect, reflexes, casting prowess, and ability to rules-lawyer one's way out of a red card for "accidentally" incinerating the Dean of Students.

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by badillafloyd
Fireball is played between 2 teams of 4 players. At least one player on each team must be able to cast Fireball (or an equivalent spell that creates a ball of fire), and every team member must be able to interact with Fireballs in a way besides becoming seriously injured by them.
The game has 4 15-minute halves, separated by short rests for players to recover HP, strenuous abilities, and dunk their heads in Wyvernade.

A Fireball pitch is just long enough for long-ranged spells (like, for instance, Fireball) to make it halfway (~200', or 60 metres); a goalpost is located at each end.
Teams get one point for each Fireball spell that hits the opponent's goalpost; if it volleys off of 2 or more players besides the caster, it counts for 3 points instead.
There's a laundry list of what counts as a fireball, what counts as a player, what's allowed re. magic items, extradimensional interference, necromancy, time travel, etc. These (and other) rules are enforced by three referees, all loaded up with powerful movement, divination, and abjuration spells.

Gameplay Rules:
Player locations are demarcated by which Zone they're in. You're either on Home Side, Midfield, Away Side, or in Home/Away Goal (only one player is allowed to be seen in each goal at all times)

Home Goal | Home Field | Midfield | Away Field | Away Goal

At the beginning of the quarter, fill a bag with chits, one per player. Teams can set up their players anywhere from Midfield to their own Goal. Determine starting player by drawing from bag (without replacement). On a player's turn, they can move one zone and take one other action (casting a spell, punching someone, trash-talking...). If you move into a zone with an opponent in it, you may move to Cover them, so you can more easily Intercept their spells. If you move while Covered, whoever is Covering you can opposed DEX test to move with you and keep Covering you. If you move while undefended, anyone in the same zone can make a DEX test to catch up with you. If they do, they can Cover you.

To throw a Fireball (or another similar spell), make an INT or DEX test. Fireballs can go up to one zone away. Anyone in the same zone as the caster can try to Intercept by beating your INT/DEX test result with another INT/DEX test; if they succeed at Intercepting, initiative moves to them and they can interact with the Fireball; if multiple players try to Intercept then the highest roll wins. Anyone Covering the caster gets to Intercept as well, and goes first no matter what if they succeed.

If you can handle a Fireball with your bare hands (with a Shape/Control Fire spell, or by being magically fireproof), you can carry Fireballs while moving and hand them off to other players. Only players covering you or your target can try to Intercept the handoff.

If the Fireball makes it to its target:
Target is an undefended goal: Score points equal to the Fireball's (dice)! If the Fireball volleyed off of at least 2 Intercepting players, it counts for double points.
Target is a defended goal: Goalie makes a INT/DEX save to Intercept
Target is an undefended player: The Fireball passes to the target, who now gets to act
Target is a defended player: Everyone involved makes a INT/DEX test; whoever wins gets to Intercept
When multiple Fireballs are in play, resolve them from closest to the Away Goal to closest to the Home Goal (this is Home Field Advantage)
If there are no Fireballs in play, next player is determined by drawing a chit; once the bag is empty, the Quarter ends.

Minor injuries, out-of-bounds player or fireball, mind control, injuring a spectator, etc. cause a Yellow Card. All Fireballs are counterspelled, everyone returns to starting positions, fouled team gets to start next play.
Major injuries, time travel, killing a player, injuring a ref, necromancy outside of pitch boundaries, scrying the end result, etc. cause a Red Card. Fouling player removed from pitch (forcibly if necessary), and Yellow Card is enacted.
Escaped magical beast, arcane catastrophe, dimensional incursion, pitch collapse, ref going berzerk, etc. cause a Blue Card. Play is halted and everyone drops what they're doing to work together to contain a greater threat.

If teams are tied at the end of the fourth quarter, the game goes to Sudden Death. Players are subject to random escalating environmental hazards (traditionally random lightning bolts) until either one team is entirely out of commission, or one team scores.

The National Conclave for Arcane Athletics (NCAA) Occult Conference
(find the rest of the NCAA at the Oblidisideryptch here!
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by Gjaldir
The Miskatonic Arcane
The Miskatonic Institute of Thaumaturgy has spent its entire storied history on the bleeding non-Euclidean edge of arcanology. Their programs in magi-zoology and spell consciousness are unparalleled across the realm, and when a task force of MIT lawmages finally got animate spells recognized as people under the law of the land, they were the first to admit them as students. Of course, this meant that Fireball authorities had to decide what to do about it. After a lengthy campaign, they let them play - and the Arcane responded tremendously, winning three league championships in a row.

Star Player: Teleport! Always bubbly, seemingly omnipresent both on the field and in the media, famed for some of the league's most daring saves.

Special Techniques: Each spell only knows their spell, which makes them a team that specializes in going all-out on esoteric plans. While they have warlocks and sorcerers to provide much-needed versatility on the pitch, the core of the Arcane is always a pair of animate spells who've trained to use their abilities as far more than the sum of their parts. Swapping out players changes the character of their playstyle entirely, but any single combination has rather obvious hard counters.

Home Field: The Tower rises from midfield, a pillar of obsidian that reflects possible futures and occasionally takes action to bring them into being. Attempts to remove it for study or because it violates rules against temporal distortions in the course of play have been thwarted by nightmarish visions and mysterious ailments.

The Notre Damned Balors
Ever since Notre Damned University was defiled, it not only turned from a holy citadel of theological learning into a debauched and destructive hive of scum and villainy, it became one of the premier Fireball teams in the NCAA. Worshipping Go'al, the dark god of Sports and Victory turns out to be a winning strategy. They field a team of evil clerics and anti-paladins, many of whom are tieflings and therefore resistant to the fire and brimstone that engulfs their home field. Willing to do anything to win.

Star Player: Infernos Burnside, Archpriest of Go'al, defiler of a thousand fields and summoner of ancient demons. He knows he's the epitome of heel-ness, and plays to it. Rumors that he's actually a rather nice guy off the field are rapidly quashed by infernal portents.

Special Techniques: Literally praying to the god of sports to gift them with victory. Even the refs fear Go'al, and so they're rather lenient with penalties lest they risk Go'al's furious wrath. Usually this means that the first minor injury on each opposing player won't get penalized.

Home Field: A captured balor rules over midfield, attacking players with its firey whip and lightning blade at random. Home Field and Away Field both contain a pre-drawn summoning circle.

The Imperial Battalion
The Imperial Adventuring Academy spent decades petitioning for admission into the NCAA despite their dedicated focus on everything non-casting. Eventually, the NCAA board had had enough of their stubbornness, and caved so that they could get on with far more important initiatives like regulating the number of allowable spectator casualties before a temporary game stoppage. That tenacity is reflected in their players, with fighters, barbarians, rangers, and thieves bringing an entirely new dimension of brutal tactics to the league.

Star Player: Haley Cassiterite, a dwarven fighter with a grudge against magic-users that she inherited from her adventurer parents. Many other star mages have lost teeth to a rapidly-moving dwarf tossed at their head.

Special Techniques: They have special dispensation to issue Firecatcher Gloves and Wands of Fireball to all their non-fireproof players; a generous act of "martial inclusivity" by the NCAA. They've developed several unique fighting styles as a result.
Firecatcher Gloves: The wearer can handle, shape, and even throw fire - just don't let it touch your bare skin.
Sanctioned Wand of Fireball: To ensure that magic items don't run out of control, the NCAA doesn't let these wands have more than 3 casts of 1-die Fireballs. They recharge after the game.
Fighting Style: Frontline Blitz (unarmed). When someone casts a spell within your movement range, you can move to them and make an opposed STR vs. WIS test. If you win, you break their concentration and the spell ruptures. Apply an effect as a 1-die Counterspell.

Home Field: A well-kept, entirely featureless field. No tricks, no traps, no arcane phenomena - just a plain test of strength, will, and tactical acumen.

The Comet Mountain Dojo
Adept schools have long been powerful influences on adventuring culture across the continent, and the temple on Comet Mountain in particular has acquired a certain reputation. Its style of sport-combat is fast, cunning, and overwhelming, striking with the heat of a star and the fury of a dragon. The Dojo took home the very first NCAA title, and their pedigree is unmatched.

Star Player: Tai Li, half-orc adept and NCAA all-star for three years running. She's the proud record-holder for most Fireballs dunked on goal, fastest land speed, and most opponents' limbs broken in a single quarter.

Special Techniques: The Comet Mountain school teaches many adept stances to control a practicioner's inner fire, externalize it, and bend it to their will. Three such styles are detailed below:
Plummeting Meteor: You can jump three times as high and as far, and take no damage from falling from these jumps. When you hit the ground after falling at least 10', you can force everyone around you to DEX save vs. being knocked down and disarmed.
Punishing Demon: You can handle fire with your hands and feet. When you Intercept the Fireball, you can double it and interact with both.
Barking Hellhound: You can handle fire with your hands and feet. You can cast Fireball; this expends HP equal to (dice)*2.

Home Field: A forest of stone spikes and pillars with incredible verticality. Cover is ubiquitous, and those who master climbing and jumping across the broken terrain have a decided advantage.

The Llanport Fair Folk
While enchantment is a tightly regulated school of magic, Llanport Academy excels in both theory and practice of enchantment spells. Between forcing additional rules on the pitch (or solely upon the enemy team), animating fields, charming summons and local beasts, or even outright Suggestion spells on their opponents (or refs), the Fair Folk have a bottomless bag of dirty tricks.

Star Player: Yntirimon Abulir, a 500-year-old elf who's failed the final year exams every year for over a century. Everyone's sure that this is just so he can finally get a chance to win a championship, yet the only times the Fair Folk have taken home a title are the years in which he's been suspended, injured, or imprisoned in a pocket dimension. Still, everyone loves an underdog.

Special Techniques: Llanport has a well-regarded lawmage school, and apprentices pursuing a prelaw program often use that expertise to extend or alter the Fireball rules in the course of play. One such spell they use is Enforce. Refs tend to come down hard on abuses of such spells, but sometimes they're caught in the effects as well.
Enforce
Range: 10', Target: 100' radius sphere, Duration: (sum) rounds
A pre-written law of (dice) or fewer sentences takes effect in the target area. Anyone consciously intending to violate the letter of the law must pass an INT save to do so. If they fail their save, decrease the duration of the spell by 1 round as the magic strains to control them.

Home Field: A calming aura settles across the Llanport pitch, relaxing players and fans alike. In that atmosphere, everyone's more likely to make mistakes - that the Fair Folk are primed to capitalize on.

The Scarvard Krakens
On the pitch, the biomancers of Scarvard Medical Academy are nigh-indistinguishable from their creations. Mutated to the edge of what can legally be considered a player, the Scarvard Krakens are a fearsome sight across the pitch, as their formidable mental might fuels terrifying physical force. Their penchant for biology changes even their opponents, inflicting debilitating temporary (usually) mutations or baleful polymorphs to devolve the opposition into an ineffective mess of meat.

Star Player: Adrian Sharktocrab, of the renowned Sharktocrab family of biomancers. He's also part bat, part crocodile, and part something he swears isn't chinchilla (but no one's sure what else it could be).

Special Techniques: The Krakens often run very few mages who can actually cast Fireball, instead opting to play a heavily defensive game. All their players start with at least one positive mutation, and some have pushed their biology beyond the brink, taking on negative mutations for additional benefits. They tend to prepare spells like Polymorph, as well as effects that alter the environment to make it favorable for their unique modes of locomoion.

Home Field: Midfield is a deep lake, surrounded by thick jungle on either side. The jungle usually burns down throughout the match as fireballs are redirected into trees, and the lake has mandated stone pillars for non-aquatic players to jump across.

The UPen Mechanists
The University of Penrith boasts one of the most popular artifice programs on the continent. Famed for their golemry, clockworking, and general commitment to doing ten times as much work to automate tasks as it would to do them manually, the Mechanists field a legion of constructs alongside their team. While they field wizards and sorcerers like any other team, artificers are the real heart of the Mechanists, able to repair and modify their constructs on the fly.

Special Techniques: The Mechanists' constructs aren't allowed to catch, run, or project Fireballs, but they can cover any number of other roles, from covering players, to blocking Fireballs, to acting as mounts. They can't be much larger than a dog, and take manual commands, but act as an incredibly potent force multiplier. Each player carries a few constructs on them (exchange 1 prepared spell for 1 HD of construct), from tripwire-crabs the size of a hand, to unfolding shieldbots that work as mobile cover.

Star Player: Cov Redscale, a kobold artificer with a chip on their shoulder. No one's ever seen them bring the same construct twice, and fans eagerly await their latest surprise innovations.

Home Field: The Mechanists' field would be perfectly ordinary if not for its location in the middle of the campus industrial labs. It's affected by every magical and technical accident, from choking sentient smog, to rampaging golems, to sudden arcane earthquakes. Plans to relocate the stadium have been steadily stonewalled by fan protests, who enjoy the unpredictability far more than the players do.

The R'lyeh [REDACTED]
Ten years ago, a fortress-city of black stone and green slime arose from oceanic trenches off the coast. From it came a horde of unknowable beings, ever-shifting confluences of eyes and mouths and tentacles. From their chorus of throats burbled one demand: "PLAY BALL." After much deliberation, the NCAA let them field a Fireball team for an exhibition match, and popular demand did all the rest. Now a mainstay of the Occult League, the [REDACTED] never fail to impress with truly (and in several cases literally) mind-blowing performances. Their gameplay keeps their opponents guessing, the fans entertained, and the refs in a perpetual state of bewilderment.

Special Techniques: [DATA EXPUNGED]

Star Player: Un'glepth'tolh, a mile-wide blob of flesh that suspends itself high above the stadium and projects a small humanoid mass of worms onto the pitch to play. It is the ultimate fireball-playing lifeform, knowing neither submission nor defeat. This hasn't stopped it from angrily storming up to the refs and demanding they scry the penalty again, then being ejected with extreme prejudice. [REDACTED] fans are famous for showing up in elaborate cosplay that might also be horrifying mind-controlling infectious tumors.

Home Field: A universal constant that exists in all realities simultaneously. All possible games are played on this field simultaneously, and only the most entertaining remains. Big plays and improbable comebacks are laws of reality here.

Monday, May 13, 2019

Reconstructed

You died. Someone disagreed. At great expenditure of mundane coinage and magical power, your soul was pulled agonizing bit by agonizing bit from the ether and pressed into your body, reconstituted from whatever materials the necromancer had lying around.
You remember the Psychopomp taking you from the mortal coil. You remember a Heaven or a Hell. You know what lies beyond and you will never, ever see it; your traumatized soul forsaken by Death itself. Naught awaits you but the present - go forth and live again.
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Who wanted you back?
1. A lover, heartbroken by your untimely demise
2. A creditor, to whom your service is not yet complete
3. An employer who found your work irreplaceable
4. A rival, who wants to beat you fair-and-square for once
5. A parent, who could not bear to outlive their child
6. A necromancer, to whom you are but an experiment
7. A torturer, who still needs information from you
8. Yourself, unwilling to accept Fate
9. An admirer who never got to meet you in the flesh
10. A close friend who owes you their life

What do you remember from beyond?
1. Losing a game to the reaper
2. The faces of your loved onces, welcoming you once more
3. The judging visage of a deity you spurned
4. The beginnings of your endless torment
5. The birth of what would have been your next reincarnation
6. A glimpse of the dice game the gods play with the fates of mortals
7. Opening a book from the Akashic Records
8. A snapshot of higher-dimensional reality, from whence your soul was trapped
9. Conscription into the Blood War
10. Utter, all-consuming, beautiful oblivion

Reconstructed: Reroll no ability scores; you had no special death-defying talents - that’s why you died. You can, with the aid of a practiced necromancer and a laboratory, remove pieces of your body to implant replacements. You begin with one such replacement, randomly rolled from the table below. You have a weakness associated with the removed body part.
Blood: Must drink blood from other living, unwilling creatures as rations. 1 HD = 1 ration.
Bones: Take double slashing and piercing damage.
Brain: The sound of your name forces you to CHA save vs. fear.
Guts: Toxins, diseases, drugs, and poisons negatively affect you at their maximum duration and power. You can’t heal them except by magic.
Muscles: Water and other natural liquids deal acid damage to you (glass of water = 1 damage)
Skin: The light, it burns! Halve your HP in sunlight, and you can’t recover HP outside of complete darkness.

1. Bugs
1. Blood
Spend 2 HP to split off 1 HP swarm of bug minions, can follow simple orders but distracted by sweet things
2. Bones
Can put your swarm into another body’s boneless corpse and puppet it (can’t move without your swarm)
3. Brain
Speak to vermin, vermin recognize you as one of their own
4. Guts
Digest anything, take on 1 property of eaten substance for 10 min 1/day
5. Muscles
Can remove limbs and make them autonomous, follow an order you gave them when detached
6. Skin
Get more bugs to recover HP, 1 beehive ~ 1 HD


2. Glass
1. Blood
Mirror someone else’s ability immediately after you see them use it
2. Bones
Magically conductive, spells cast on you are spread across everything you’re touching
3. Brain
Capture spell 1/day, capturing a new one requires casting old one
4. Guts
Generate subsonic whine that transfers your emotions to everyone around you, can’t turn it off
5. Muscles
Teleport from bright light source to another in line of sight 1/day
6. Skin
Deal d4 slashing damage when you Take It in melee or are touched.


3. Ink
1. Blood
Leave trail with blood, know when someone touches it
2. Bones
Can take apart and reconfigure your bones.
3. Brain
Perfect recall, can mimic voices and mundane actions
4. Guts
Surrounded by 15’ radius ink cloud, can crudely manipulate its shape
5. Muscles
Can become a 2D silhouette on walls/flat surfaces, move as cartoon character
6. Skin
Change skin pattern and color at will


4. Meat
1. Blood
Drink meat-blood to get temporary mutation, deals 3 damage to you
2. Bones
Roll to recover HP with advantage
3. Brain
Substitute CON for WIS, STR for INT, DEX for CHA on saves
4. Guts
When you take a wound, you can tear out a chunk of your guts to patch it up. -3 HP to immediately heal.
5. Muscles
Burn 1 HP to get +1 STR, DEX, or CON on a roll
6. Skin
Malleable, clay skin (anything a 4-year-old could sculpt, artists can do more)


5. Metal
1. Blood
Always warm, when your blood is spilled it starts fires
2. Bones
Ignore CON and STR penalties from minor wounds
3. Brain
You can’t sleep and don’t need to sleep.
4. Guts
Can take out your guts as random one-handed weapon. Different weapon each time.
5. Muscles
Physical activity doesn’t tire you; you can sleep while moving
6. Skin
+2 Armor, sink in water


6. Thread
1. Blood
Can extrude your blood as spiderwebs. Strong as steel, sticky. 1 HP per 10’.
2. Bones
Can extend limbs up to 4x length
3. Brain
Can tie yourself and someone else together, share senses
4. Guts
As grappling hook + rope, made of thread and bone
5. Muscles
Can pull thread out of fingers and tie it to things to move them by willpower
6. Skin
If not wearing armor, can ablate a layer of clothes to negate a minor wound

Tuesday, May 7, 2019

Ninjas Slay Free

The final member of the trio of shooter protagonists turned GLOG classes! Joining their illustrious comrades (the Doom Guy and the Vault Hunter), come the infamous murderers of clones and capitalists and mutants by the million, impeccably dressed, motivated solely by the promise of ridiculous weaponry...

Warframe
Related image
by Kevin Yeo
"Excellent armaments, Operator. Please return c̱͚̮̻̩̟͈o̴̤̙͚̺̬v̻̻ͧͣͫ̀̆̇ḛ̸̲̳̻̥̐r̗͔̲̖͔ͥ͐̓͒ͪ̏̆͘e̲ͬͩͤḑ͔͕̗ ̵͈͑͛́̾i͇̬͙̥̖ͨ̾͟n̶̬̦͔̔ͮ̉ ͈̞͌b̵͓͚͓̳̲ͮ̾͂ͯ̚l̶͈̞̗̪͈̰̊o̥̺̤̙̦͓̐̎ͨ̑͊ͤ̌́o̬̝ͣ̍̒͌̇dͥ̂ͣ͑̑ safe and sound."

Level 1: Exosuit, Void Power, 2 Void Dice
Level 2: Modding, Void Power, +1 Void Die, 2 Mod Slots
Level 3: Prime Armory, Void Power, +1 Void Die, +2 Mod Slots
Level 4: Fashion Frame, Void Power, +1 Void Die, +2 Mod Slots

Hit Die: d6
Starting Items: Random gun, melee weapon of choice, scarf or other fashionable accessory
Skills (d6)
1. Acrobatics
2. Dueling
3. Foraging
4. Philosophy
5. Stealth
6. Xenobiology

Exosuit: You wield a Warframe, a suit of powered armor that you cannot remove. It gives you incredible power and agility. You have Armor 4, but cannot wear other armor except as decoration. You can jump as high as you can move, and climb and cling to vertical surfaces.

Void Power: When you gain a Void Power, pick a spell. You can cast it at dice equal to the Warframe level you took it at. Expend Void Dice (d6s) to cast Void Powers. Whenever you kill an enemy, on a (Warframe level)-in-6, a Void Die regenerates. They also all regenerate on long rests.

Modding: You can modify your Warframe and your weapons. Gain 2 mods at random from each of the Frame and Weapon lists. You can find more on the corpses of your fallen foes. You have a number of Mod Slots; you can have that many mods equipped across all of your gear (so if you have 2 Mod Slots, you can (for example) put 1 mod on your Frame and 1 on your melee weapon, or 2 on your Frame, or 1 on a gun and one on a sword, etc.). No more than 2 mods per piece of equipment. You can mod anyone else's gear, but Frame mods only work on Warframes.

Frame Mods
1. Vitality: +1 HD
2. Steel Fiber: +2 Armor
3. Reflection: Step up HD size
4. Continuity: Roll an extra die for Duration
5. Stretch: Roll an extra die for Targets
6. Flow: +1 Void Die, but it's a d4
7. Intensify: Reroll 1s on Void Dice
8. Rush: Double run speed
9. Enemy Sense: You can sense the locations of openly hostile creatures in a 100' radius
10. Aviator: When you aren't touching the ground, enemies roll damage against you with disadvantage
11. Maglev: When you jump, you can hover until the end of your next turn (and move while hovering)
12. Heavy Impact: When you land on or adjacent to an enemy, they take d6 bludgeoning damage
13. Rage: When you take maximum damage from an attack, regenerate 1 Void Die
14. Quick Thinking: You can expend all your remaining Void Dice (if you have any) to prevent a Major Wound.
15. Natural Talent: When you kill someone, next Void Power is cast with advantage
16. Intruder: When someone discovers you hiding, you get to take a turn before they get to yell.
17. Streamline: 1-in-6 chance of Void Die regenerating on short and daily rest
18. Retribution: When you Take It, deal extra d4 damage
19. Pain Threshold: Ignore ability score decreases from Minor Wounds until after combat ends
20. Provoked: When you're at 0 HP or less, your attacks deal damage with advantage

Weapon Mods
1. Point Blank: Step up damage die size
2. Hellfire: Also deals fire damage
3. Convulsion: Also deals electric damage
4. Cryo Coil: Also deals cold damage
5. Biosteel: Also deals acid damage
6. Thunderstruck: Killed targets explode as grenade, scatter away from you
7. Point Strike: Crit range 18-20
8. Shred: Damage also inflicts -1 Armor
9. Vital Sense: Can choose Minor Wound to inflict
10. Furious: Can attack at start of round. If you do, can't attack on your turn
11. Pressure Point: Roll damage with advantage
12. Frame Perfect: Stunts deal double damage dice
13. Stand Ground: When you Take It and attack back with this weapon, deal normal damage instead of damage with disadvantage
14. Patient Hunter: If you do nothing besides attack on your turn, the attack can't be dodged
15. Hushed: Attacks silently. Impact not necessarily silent
16. Flesh-Eating: Also deals necrotic damage
17. Mind Blowing: Also deals psychic damage
18. Collision Force: Also deals bludgeoning damage
19. Augur Strike: Also deals piercing damage
20. Buzz Kill: Also deals slashing damage

Prime Armory: Permanently install a copy of a mod you own on a piece of your gear. The gear becomes shiny and gets a bunch of cool decorative flanges. This doesn't count towards your Mod Slots, and you keep the mod itself to install on other stuff. Each time you level up, you can Prime another piece of gear, including your Frame.

Fashion Frame: When you fail a physical test, you can try again with a Charisma check. You can do this a number of times a day equal to the number of fashionable, coordinated accessories you're wearing on your frame (ex. a fancy paint job, decorative armor plates, a scarf or cape...)

Thursday, May 2, 2019

Knee Deep in the GLOG

Well, I made Vault Hunter a class. Then I had this bad idea, which is the kind of bad idea that's actually a quite good idea so long as you never explicitly acknowledge that fact (or at least do so in an appropriately sarcastic way). Anyway, if the classic D&D experience is based on the core of fighting-man/thief/magic-user, and a Vault Hunter is a kind of thief, what's the fighter equivalent for shooter protagonists? The answer is self-evident.

(oh, and the magic-user equivalent is a Warframe)

Doom Guy
this should be playing during your combat scenes
Rip and tear, until it is done.

Level 1: Lock and Load, Rockets For Feet
Level 2: Rip and Tear, +HD
Level 3: Huge Guts, +HD
Level 4: Rampage, +HD

Hit Die: d6
Starting Equipment: Flak vest (counts as leather gambeson), helmet, basic pistol, chainsaw w/ 3 doses of gasoline, bad attitude (Chainsaw: as Club when unpowered, consumes dose of gasoline to count as a Greataxe that wounds as if it dealt double damage. Dose lasts 1 attack.)
Skills (d6)
1. Animal Handling
2. Brawling
3. Demonslaying
4. Gladiation
5. Soldiering
6. Violence

Lock and Load: You acquire guns from killing enemies as a Vault Hunter does (drop chance of (level+1)-in-6 from enemies, roll (Doom Guy level)d10 for traits), up to (level+1) per day, but they all disappear at the end of the day. The first one you get each day is a pistol or SMG, the next is an AR or shotgun, the third is a sniper rifle or rocket launcher, the fourth+ is a legendary gun of any type.

Rockets For Feet: You move twice as fast, dodge twice as far, and can jump up to two times (once midair) as part of any movement action. Attacks made on turns you move your full speed (without doubling back) can't be dodged, only Taken or Parried.

Rip and Tear: When you kill an enemy with a melee attack, it detonates in a shower of gore and healthpacks. Restore HP equal to the number of HD it had.

Huge Guts: Enemies have a 1-in-6 chance of dropping a Power-Up. Roll on the Power-Up table. Power-Ups last 1d4 rounds.

Power-Ups
1. Berzerk. Can't make attacks besides unarmed melee attacks. Can make 3 of those attacks per turn, with a stepped up damage die. Must attack each round.
2. Invincibility. You get an extra STR save against all attacks. If you succeed, ignore it.
3. Quad Damage. Your attacks deal quadruple damage.
4. Haste. You go first in initiative, in addition to your normal initiative count.
5. Telefragger. Instead of moving your speed, you can teleport up your move distance to any point in line of sight. Anyone you share a destination with must DEX save or take firearm damage equal to your current HP (minimum 1).
6. Ghost Mode. You can move through walls and your attacks hurt ghosts as if the ghosts weren't ghosts.
7. Alchemixer. Your attacks deal three additional random elemental damage types.
8. Jetpack. You get a jetpack. It lets you move in any direction, and doubles your speed (stacks with Rockets for Feet). Enemies you collide with this way take d6 bludgeoning damage for every 30' you've moved this turn.

Rampage: You're too angry to die. Whenever you damage an enemy, ignore all wounds that you suffer in the next round. Your HP still decreases (and can go below -10), but with no negative repercussions. All the wounds come rushing back after your Rampage ends. Every third Rampage kill gives you a random Power-Up.

Tuesday, April 30, 2019

Marvelous Magical Mutations

"The powers of biology and thaumaturgy mock both pitiful attempts at breeding and the pathetic will of nature. Today, we march forward, to conquer the farthest horizon, and bring into being a new breed of creature - one that is utterly faultless, free from the strictures of evolution and deific design. The kingdom shall behold and cower before my grandest creation: myself! Pull the lever, Kraj!" - Archbiomancer Phynch Darloss, seconds before metamorphosing into a hideous hybrid of elf, crocodile and crab.
Growth-Chamber Guardian by boc0
by Bram Sels
Mutant: Reroll a stat from your base folk and keep higher, then reroll a stat at random and keep lower. Instead of your folk's abilities, roll 1 mutation from the Cosmetic/Positive tables, and 1 mutation from the Mixed/Negative tables.




d20 Mutant Origins:
1. A bastard wizard did it.
2. Abducted and experimented on.
3. Actually an alien, apparently.
4. Ancient magical artifact catastrophe.
5. Bitten by a radioactive animal.
6. Cursed by a vengeful priest.
7. Drank from a really, really gross lake.
8. Grew up in irradiated hellhole.
9. Healing magic gave you a little extra.
10. Infected by mutation plague.
11. Lost a game against the fey.
12. Meteor crashed nearby.
13. Narrowly survived death, mutations saved you.
14. Next phase in evolution showed up early.
15. Parents were mutants, belong to proud mutant family line.
16. Powerful magical creature as an ancestor, hit really weird puberty.
17. Survivor of magical weapon attack.
18. The Octarine Star shone upon your birth.
19. Used self as test subject.
20. Wanted power, at any cost.
Related image
by John Ariosa
Mutations 
(largely inspired by/curated from Coins & Scrolls' list)

d20 Cosmetic
1. Animal Ears. d6: 1. cat, 2. dog, 3. lizard, 4. rat, 5. bat, 6. bug antennae.
2. Ant Blood. Your blood is now ants. Your skin crawls.
3. Bizarre Colour. Your skin is patterned with two colours (d8: 1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6. Indigo, 7. Violet, 8. Octarine).
4. Compound Eyes. Whole bunch of little eyeballs, like a raspberry.
5. Deadened. You look like a rotting corpse, as if you'd been dead for a week.
6. Detachable Tail. Newt-like. Falls off when you take a Wound, regrows.
7. Dopplered. You red-shift and blue-shift at walking speed, and leave a blurred trail behind you.
8. Engorged. d6: 1. Arm, 2. Leg, 3. Head, 4. Torso, 5. Hands, 6. Feet.
9. Extra Fingers. d4 per hand.
10. Extra Mouths. Gain d6 extra mouths across your body.
11. Faceless. All your senses work as normal, but your face is smooth and featureless. Don't ask how you eat/speak, you just do.
12. Flora. Grow leaves and flowers instead of body/head/facial hair.
13. Gemstone Eyes. Like cut (1d6: 1. rubies, 2. sapphires, 3. pearls, 4. diamonds, 5. obsidian, 6. bismuth). Actual gems, worth 10gp each.
14. Goat Horns. Small and pointy.
15. Hole. Mysterious hole right through your torso.
16. Skeleton Limb. One of your limbs becomes a skeleton of itself. Works normally.
17. Third Eye. On your forehead.
18. Transparent Skin. Everyone can see your organs.
19. Unusual Genitals. Whatever you had going on down there is different and weird now.
20. Vestigial Wings. d6: 1. Bird, 2. Bat, 3. Dragon, 4. Butterfly, 5. Beetle, 6. Elemental. Cannot fly.

d20 Positive
1. 1000 Eyes. They cover your body. You cannot be Surprised.
2. Amoebic. You can split and reform yourself. Each half has half stats, half HP, and half the abilities on your sheet.
3. Caustic Spray. New pulsing glands on back. Can fire 20' cone, 2d6 acid damage, smells awful.
4. Dragonbreath Gland. 30' cone, 1d6 fire damage, once per day.
5. Fractal Fingers. One hand only. Cannot drop objects held in that hand, and advantage on DEX tests with that hand. 2d1000 fingers.
6. Frog Tongue. As a whip.
7. Gills. You can breathe underwater.
8. Glow Pockets. Can glow (as a candle) at will.
9. Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.
10. Hydra. If head or limb cut off, CON save. If passed, 2 new heads or limbs emerge.
11. Leathery Hide. +2 AC.
12. Magnetic Sense. Lump of metal protrudes from head. Can detect magnetic north unless near a strong magnetic field or iron.
13. Out of Phase. Flickery. You can hover through solid objects by taking 1d6 necrotic damage per round.
14. Perfect Memory. Can INT test to recall incredibly trivial details. Brain glows through head.
15. Prehensile Tail. Can grip items, advantage on climbing.
16. Scorpion Tail. +1 attack per round dealing 1d4 poison damage.
17. Shark Teeth. Whole mouth full of them. 1d6 bite damage.
18. Spider Gland. On both wrists. You can spin 10' of rope per day.
19. Spores. Grow glowing, bulbous lumps. 1/day, coat a 30' radius in purple hallucinogenic spores.
20. Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 necrotic damage if they break the skin.

d20 Mixed
1. Antlers. Ridiculously large. d6 bludgeoning damage attack, but can't fit through doorways or thin passages.
2. Boneless. You can squeeze through gaps as small as your head. -1d6 STR.
3. Cascading Mutations. Whenever you're Wounded, gain a random (d100) mutation until you heal.
4. Claws. Your fingers fuse into sharp claws. You cannot hold weapons. You claws do slashing damage, step up unarmed damage die.
5. Crab Arm. One hand becomes a claw. 1d8 bludgeoning damage, can't wield items.
6. Crab Legs. They replace your normal legs. Can scuttle sideways at normal speed.
7. Detachable Limbs. Your arms, legs, and head can be removed and reattached.
8. Duplication. Split in half. Reduce all your Stats by 1d6 and your HP by half. Your "twin" rolls new stats and HP. 3-in-6 of your twin being comically evil.
9. Echolocation. You echolocate within 30', as a high-pitched audible whine. Can't turn it off.
10. Extra Limb. d6: 1. Left arm, 2. Right arm, 3. Left leg, 4. Right leg, 5. Tentacle, 6. Roll again, but you get d4 more.
11. Face Mimic. When you kill someone, your face shifts to look like theirs.
12. Ink Cloud. When startled, WIS save. On failure, spray ink in a 20' radius.
13. Ink Skin. You can cause words to appear on your skin by concentrating. Your thoughts also appear there; CHA save to resist this.
14. Iron Spines. You're covered in 6" iron spikes that protrude from your bones at odd angles. Can't wear armor, but deal d6 piercing damage to anyone who hits you in melee.
15. Lamarckian Evolution. One hand turns into a terrible version of the last tool you used.
16. Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour, and -1d6 Dexterity. +8 AC.
17. Molten Blood. Your blood is now molten iron. You are incredibly warm and deal 1d6 fire damage to anyone who wounds you in melee. 4 Inventory Slots are filled with Iron Blood.
18. Pheromones. Attracts insects, 20' radius.
19. Polymorphed. Reroll your race.
20. Universally Compatible. If it's alive, you can reproduce with it.

d20 Negative
1. Atrophy. One your limbs becomes withered and unusable. If leg, halve move speed. If arm, -1d6 STR.
2. Borrowed Time. Everyone around you is perpetually uneasy. At the end of each session, make a random ability score save vs. death. Pass three of these saves in a row and death gives up; heal this mutation.
3. Brittle-boned. Always wounded by bludgeoning damage.
4. Combat Fever. Perpetual barely-constrained anger. Can only restore HP if you've fought today.
5. Creaking Joints. Go last in initiative order. Mundane tasks take twice as long.
6. Cyclopean Eye. No depth perception, disadvantage on ranged attacks.
7. Delicious. You smell absolutely delicious and are going to be the first target in combat.
8. Dietary Shift. Save every time you eat a ration or vomit profusely and take 1 damage, unless that ration is (d6: 1. Blood, 2. Metal, 3. Wriggling, 4. Sunlight, 5. Poisonous, 6. Magic)
9. Flaky. You're water-soluble. 1 necrotic damage per round in rain, dissolve if submerged.
10. Ichorblood. You perpetually leak a sticky, flammable, black ichor from your pores and orifices. Whenever you take damage, take an extra point of necrotic damage.
11. Independent Hair. Your hair can move on its own, and takes as much effort to cut as hacking off your own limb. It likes messing with you.
12. Metal Reactivity. You break out in painful welts (1 slashing damage/round) whenever you touch metal.
13. No Skin. -1 AC, leave trail of blood on everything you touch.
14. Overheating. After performing strenuous activity (physical or mental), CON save vs. d6 fire damage. You're constantly steaming.
15. Parasite Friends. They live in your guts. Need to eat 1 extra Ration per day, or take -1 STR and -1 CON. Recover 1 point of this stat drain for each day you meet the parasites' needs.
16. Pox-ridden. You've got an incredibly degenerative disease. Whenever you would roll an HD to regain HP, do so with disadvantage.
17. Sudden Rapid Disassembly Syndrome. When surprised, save vs. a limb falling off. You can reattach them, but it takes a round of holding it there while it seals back on.
18. Tumorous Growths. All over your hands and face. -1d6 DEX and CHA.
19. Unstable. Guts glow a menacing orange. When you take a Wound, CON save vs. exploding. 3d6 firearm damage, 20' radius.
20. Xenobiology. Your organs are arranged oddly and perform the wrong functions. Randomly reassign your ability scores whenever you level up.

d20 Supernatural
1. Animating Touch. Objects you touch animate as a 1HD Animate Object. You can only have one object animated this way (changes when you touch something new), and it won't follow your orders.
2. Aurovore. You can eat 5gp instead of a ration, and can digest metal.
3. Blood Foam. When you bleed, it expands into a soft foam that rapidly hardens into a brittle shell. 1ft^3 per hit point of blood.
4. Chronologically Detached. Slightly transparent. Take 1d6 time damage to disappear and reappear that many hours in the future. Takes that many minutes to phase out.
5. Colour Ripple. You are always the colour of the thing you are looking at.
6. Eldritch Markings. Skin covered in colored marks; reflect your personality and deeds.
7. Elemental Affinity. Your attacks also deal (d6: 1. Acid, 2. Cold, 3. Fire, 4. Lightning, 5. Psychic, 6. Necrotic) damage, but when you're hit you also take that type of damage. Your element crackles around your hands and face.
8. Emergency Teleport. Jitter constantly. If you are reduced to 0 HP, you teleport 2d10x10' in a random direction.
9. Flame Hair. Hair is literally fire. Doesn't burn you, sheds light as torch if you feed it a ration.
10. Foggy. The air around you condenses into a fluffy, obscuring cloud.
11. Hovering. 1" off the ground at all times.
12. Mercury Arm. Arm replaced with liquid metal. Can squeeze through gaps.
13. Mimic. Bird beak replaces your tongue. You can mimic all voices, music, and natural sounds.
14. Nominative Imperative. You know whenever anyone says your name.
15. Open Soul. Visible, roiling aura. Magical effects always have the maximum (sum) on you.
16. Personal Gravitational Field. Small objects (pebble-sized or smaller) orbit you.
17. Phenotypic Mirror. You take on the appearance of the first person you see each day (don't gain their stats).
18. Second Sight. Always staring into the middle distance. Can see ghosts, spells, and spirits as faint outlines.
19. Unnoticeability. If you're not being actively looked for, you won't be perceived until you make an unexpected noise or interacting with someone.
20. Wyrdsight. One eye has glowing cataract, can see souls. Migraines and disadvantage on WIS and CHA tests when open/uncovered.

Speedrunning #AprilTTRPGmaker pt. 2

First post here! This one's much shorter, because it's less than half the month, and a good chunk of the questions are outside my area of expertise. Still, hope this gives some insight into who I am as a person and a creator!
19. Favorite themes to explore? Hope and resilience in the face of abject despair, the consequences of necessary evil, how we understand the vast impersonality of the cosmos, fighting against all odds because that is what must be done, are my high-minded answers that are probably never actually going to show up in my games. At the table, the themes that usually show up are being big damn heroes, cancelling the apocalypse, and heroic sacrifice.

20. A game you want to make that you think no one would play? Stellaris but as a tabletop game. A long-running, dozen+ player, emergent nation-building and diplomacy space opera game where you build vast spacefaring societies and explore the possibilities of galactic societies and cultures. I've tried to do stuff like this before, in play-by-post games and various video game design docs, and it always seems rad until I realize that there's no way I'd get enough people together for a long enough time to be satisfying. I'm pretty burned out on that kind of hard sci-fi anyway, though Mothership has gotten me to dip my toes back into it, and someday I'd like to play around in that space again.

21. What external factors do you struggle with to create? Ironically, feeling an obligation to create is maybe the largest. I feel an internal pressure to constantly be posting, and while I enjoy it, it does make me feel like I'm torn between posting mediocre content that I don't fully enjoy, and spending far too long perfecting and tweaking every last word. Also, most of my content skews towards mechanically-dense posts rather than theory or setting content or opinions, and that's because I'm not confident in my ability to deliver quality content in those areas. I'm trying to break through that barrier, but it's slow going - watch this space for more stuff besides homebrew classes.

22. How are you working to improve the ttrpg community? I make content that I want to see, and hope other people like what I make and get inspired by it. There's so much good in the community already - interact with and support it!

23. Mentoring/being mentored by? Nope, is that a thing that happens here?

24. Favorite RPG thing to create? I really enjoyed writing up the Goblinplagued Barracks! Expect more short dungeon content like that in the future.

25. A rad diversity consultant? Wish I knew one, sorry. I don't exactly have the money to hire one right now, either...

26. Favorite online community? I'm a big fan of (and frequent participant in) the OSR Discord. It features the #glog-ghetto channel, the glogosphere's own little pocket of a pocket of a pocket of the internet.

27. How do you market your work? The OSR discord, r/osr, and mastodon. I'm not a brand, I'm not an influencer, I just post stuff in places that I think people would like to see it, and I like it that way. I do get most of my views from other bloggers' blogrolls, so I figure I must be doing something right?

28. What tools help you create? Notepad++. I've used it for text editing since forever because it's free, quick to run and load, and has minimal distractions besides the dozen other tabs I have open. It also helps that my posts look much shorter with its super long lines, so I'm pleasantly surprised when I paste it into Blogger for formatting and it's waaaay longer than I expected.

29. Exciting 2019 rpg trends? I'm not up on recent RPG trends outside the OSRverse, but it seems to me like the OSR is in a time of upheaval. With the exodus from the still-cooling corpse of Google+, I hope we can form new social circles and hubs of activity where creativity can flourish. I'm excited to see where that takes us!

30. If you were in charge of the TTRPG industry, what would you change? Lots of the conventions established by D&D still shackle large swathes of the TTRPG market. Gigantic impenetrable book-sets that cost an arm and a leg; a focus on pushing out new content that's just refurbished same-old-same-old, a devotion to Balance that borders on the pathological (and usually creates even more imbalanced games in the process), and an obsession with hiding the fun parts of games behind towers of busywork.

If I ran the industry (and it's a good thing I don't, though give me their number and I'll give them a nice talk), I'd make the fundamental essence of the hobby a collaborative and creative one, where homebrew is a key part of major games, and you aren't expected to drop $150 to just sit down with some friends and play the one game you've heard of (or one of the neat obscure-ish ones you've seen online). Release rules for free, update them often, create transparent systems to understand, modify, and bolt on extras to, so players can create the content that they want to play at their tables instead of feeling constrained by overwrought systems with one original idea per hundred pages.

So that's April over and done with, and as usual I'm winging the content I'm releasing for May. Expect more grunginess, random tables, weird magic, people-eating, and crabs!

Saturday, April 27, 2019

The Goblinplagued Barracks

The City of Dimwell has been falling for all of living memory. Every year the lights grow dimmer, the plague deaths mount, the carts bringing grain from the hinterlands thin. The few that remain are the impossibly hopeful, the willfully ignorant, and those with no other choice. Still, these unlikely few have kept Dimwell alive, a fading beacon against the encroaching night - until now. A new plague, unlike any other that the city has weathered, ravages the outer boroughs. Barricades cordon infected areas to die, and laborers spend what little time they have off-shift watching for carriers attempting to breach the quarantine. The Goblin Plague has come to Dimwell, and it shall never leave.

from Age of Conan
The Fortune Way Barracks used to be a nexus of brutal order against everyday chaos. Nobles' hired enforcers played at law and extorted the citizenry, the unchallenged top dogs in the neighborhood. When the plague came, the enforcers used it as an excuse to ramp up their wanton brutality, and tortured and executed anyone they suspected was infected - and anyone they could later claim was infected, as well. This infected them, and soon they found themselves under unending siege by the goblin horde.

Why in the world are you going there?
1. The heir to the House Redwick fortune and Lord Bluton of the Bluton Estate stationed a dozen of their finest men there, and one of the two needs you to bring back as many uninfected as you can. If some of the other lord's men go missing, well, perhaps that's the price of victory nudge nudge wink wink.
2. They say that below the Barracks lies a key to slaying the goblins. At least, they've heard agonizing goblin-screams from down below.
3. A wizard's apprentice knows their master had plans to cure the Goblin Plague once and for all. Last they heard, the wizard had gone to the Barracks to seek out hardy, able-bodied warriors to take samples of the stronger goblins to perfect the cure.
4. A widow wants you to kill the enforcers in the Barracks. They took her husband from her under suspicion of plague, and she knows exactly what they do to those they suspect of spreading the infection. Bring her husband's wedding band back if you can find it; she's sure they've kept it to pawn.
5. This is a first push to take back a relatively recently-fallen chokepoint, in a desparate attempt to turn back the tide. Once the Barracks are taken, reclamation of the entire neighborhood may begin, with the aid of the ballista mounted atop it.
6. The Commandant's wife is worried sick about her, and demands you bring her back no matter the costs, no matter whether the Commandant is dead or alive.
Related image
by Jesper Esjing
What's the Goblin Plague? It's infectious, and spread by fluids, including mucus, saliva, blood, and excrement. Its symptoms are quite mild - akin to a weak cold - but infected become irresistibly delicious to goblins. When a PC touches infected fluids with bare skin, they have a 1-in-6 of contracting the Goblin Plague. Infected humans rapidly give off goblin-attracting pheromones. Add 1-in-6 to the chances of encountering a goblin pack in each room for each PC who's been infected. Goblins are affected differently by the Goblin Plague. They don't contract it from the same vectors as humans, only on a 1-in-6 when they eat an infected non-goblin, and it doesn't make them delicious. It makes them... well, roll below and find out.

Oh no, a goblin caught the Goblin Plague...
1. Goblin violently explodes into d6 smaller goblins.
2. Goblin becomes irresistibly delicious to everything, goblins or not, and will transmit the Goblin Plague to anything that eats it.
3. Goblin messily metamorphoses into an ogre.
4. Goblin learns a random spell and fashions a pointy hat out of the nearest thing it can find.
5. Goblin constantly leaks infectious ichor that eats through armor and infects on damage (2-in-6 chance)
6. Goblin and all other nearby infected goblins become a Goblin King (like a rat king but goblins). Goblin Kings are very cunning, and have the incredible power to make goblins listen to them and obey.

Goblins can be infected multiple times. Yes, there are Ogre Kings that know magic. You should be glad they're as rare as they are.

Layout
First Floor
1. Main Hall: Covered in blood, ichor, and inedible corpse-remnants. Stairwell (2) in back of room, door on left to Mess Hall (3), door on right to Cells (4). Pack of goblins trying to push their way through an improvised furniture barricade to the Stairwell. If the PCs don't make it down into the Sewers and they come back down through here after making it to a higher floor, the Otyugh is here snacking on everyone who's died in this room.
2. Stairwell (Floor 1 to Floor 2): Blocked by barricade (10 min to clear). 10 min after barricade cleared, 0-in-6 chance of encountering pack of goblins in any room in Floor 2 (+1-in-6 for each infected PC).
3. Mess Hall: Large table with unfinished meals, fine silver cutlery, paintings on walls (cheap forgeries). Unsteady floor. If >1 person (or >3 goblins) walk on it, it collapses into the Sewer (13).
4. Cells: 3 cells, each with 4 bunks. 1 is open and covered in the remnants of its former occupants. Another has a hole under the bed that leads down to the Sewer (13) - 3-in-6 of the Otyugh being right below, lurking in the water with its mouth open for anyone else to fall down. Last is occupied by the goblin-mutilated corpse of a wizard, whose ravings are magically etched into the walls and floors. He was trying to cure his own infection. Close examination of his writings and the inside of his skull by the magically-inclined reveal the spell Speak With Disease.

Second Floor
5. Stairwell (Floor 2 to Floor 3): Blocked by barricade (10 min to clear). Door on left to Armory (6), door on right to Guards' Barracks (7). 10 min after barricade cleared, 0-in-6 chance of encountering pack of goblins in any room in Floor 3 (+1-in-6 for each infected PC).
6. Armory: Very well stocked, not well maintained. Weapons found here haven't been cleaned or sharpened, and will transmit goblin plague on 2-in-6. 1-in-6 of encountering enforcers here, wielding Armory weapons. A cache beneath the floorboards holds emergency travel rations and 20 gold, that only Commandant Liv knows about.
7. Guards' Barracks: Bunks 12. Stinks to high heaven. Enforcers here.

Third Floor
8. Stairwell (to Roof): Door is locked. Pounding is audible from other side if Ballista (12) has goblin pack.
9. Interrogation Room: Door locked and barred from the stairwell side. Broken window. Goblin pack inside, snacking on the corpses left in the room from the last "interrogations". As soon as the PCs walk in, the goblins mutate (roll Goblinplague for d4 of them). Room is full of assorted torture tools, and a box of jewelry confiscated from the prisoners. d6 wedding rings (pawnable for 5gp each, or returnable to spouses if you can find them), assorted earrings and fillings.
11. Officers' Barracks: Has balcony, desk with official seal, piles of unfinished paperwork, box of d6 luxury cigars. Commandant is here, with 2 very loyal, surprisingly uninfected bodyguards - the leaders of the contingents from House Redwick and Lord Bluton.

Misc
12. Ballista: On roof. 2-in-6 of encountering a goblin pack trying to figure out how to use it to fire each other (+1-in-6 for each infected PC).
13. Sewer: Large complex of sewage tunnels beneath the building. No entrance except from floor in Mess Hall (3). Pitch black. Otyugh is here. 2-in-6 of also encountering goblin pack (+1-in-6 for each infected PC). 2-in-6 of also encountering a squad of (very lost) enforcers.

Enemies
Pack of Goblins! d6+1+(number of infected PCs) goblins (1 hp, unarmored, bite or claw for d4 piercing damage, transmits Goblin Plague from blood on teeth/claws on 1-in-6)
One is...
1. Goblinplagued! Roll on the Goblin Plague table. Ogre (6 hp, unarmored, smash (d6 bludgeoning, DEX save vs. knockdown), resist physical damage); Goblin King (hp equal to goblins in the king, gets attacks per turn equal to the goblins in the king, calls goblins from nearby whenever it takes damage equal to the amount of damage it took)
2. Wielding a random broken weapon (step down damage die, transmits goblinplague on 2-in-6)
3. Stacked on top of another one, wearing clothes, pretending to be a person
4. Riding a Doglin (4 hp, 2 armor, bite for d6 slashing damage, it's a goblin that likes being a dog more than it likes being a goblin)
5. Hiding to ambush you
6. Roll again, and apply the result to an additional goblin in the pack

Plaguemad Enforcers: 2d4 enforcers (4 HP, 2 armor, blade (d6 piercing, can parry) or halberd (d8 slashing, push 5') or short spear (d6 slashing AND piercing) or another weapon as you see fit)
One is...
1. Armed with a blunderbuss
2. In plate armor (6 armor)
3. Secretly 3 sneaky goblins stacked on top of each other
4. Protecting the adorable garrison dog at all costs (his name is Rumples)
5. Literate, and has a scroll of (d6: 1. Animate Object, 2. Contact Greater Power, 3. Enlarge/Shrink, 4. Prismatic Orb, 5. Protection from Disease, 6. Shatter).
6. Commandant Liv, out on patrol (8 HP, 4 armor, magic sabre (d6+1 slashing, on 6+ damage target DEX saves vs. Cutting Them Up, range 10'), Cleave, Push Through, and Reaver fighting style as Fighter). Both Redwicks and Blutons swear grudging loyalty to her, and will get along when she's looking. She wields a +1 magic sabre with a blade that cuts up to 5' beyond its point. She's named it Edgimus, speaks to it more than she speaks to her soldiers, and treats it like her child.

The enforcers all sniffle and drool; their spittle has black flecks - signs of long-term infection. They are all incredibly paranoid of further infection and the subversion of their defenses. Not immediately violent. When the PCs encounter a group of enforcers, roll to see if they're loyal to House Redwick or Lord Bluton. The two groups of hired lackeys are indistinguishable to PCs who don't have a reason to know otherwise, but each hates the other group with a burning passion, blaming them for the loss of the lower floors.

Otyugh (16 HP, unarmored, tentacle (d6 bludgeoning, grapples target, 15' reach), bite (d6 piercing, inflicts Goblin Plague), can make 2 tentacle attacks a turn)