Tuesday, September 30, 2025

Herbarium of Hodas vol 1

     This week I wanted to post a few plants that are unique to the setting of Hodas. These are all things that we rolled up and work-shopped together to figure out how they fit into the setting and what they might do. I really like that Graves & Groves included some unique plants in their book, its fun, it's cool, and I figured I could share some from my setting.

 

“Last Lesson”

-Mushroom

-grows on dead adventurers

-Black with orange frills on underside

-only grows in darkness

-1” to 10” tall

-1d5 on corpse

-may have it’s frills removed and pressed, releasing a liquid which, when mixed with pine tea and powdered hard tack creates a potion of healing, 1d8+1 per HD of dead adventurer


These tend to be found by adventurers and turned into potions with supplies that are both common and plentiful. Most novice adventurers with even a passing knowledge of herbalism knows the process of making the potion from these, despite their rarity. It has lead to a superstition among adventurers to keep bundles of fresh pine in their packs which is good practice either way due to the many uses of pine. 

 

Crimson Thistle bloom

Annual

Large Deciduous tree

100' (30.5 m)

main color: green (leaves)

accent: red (fruit)

contains euphoric compounds

Treats: Parasites (ointment made from juice of fruit)

Poison: Topical (raw seeds, 1 hour incubation, Hypoxemia)


This tree flowers in the spring with sparse but beautiful crimson blossoms. The summer brings a thorned fruit that is poisonous if consumed but if juiced it can be used to prevent and remove skin parasites such as ticks, leeches, or lice but not limited to them. The fruit must be handled carefully when being processed as the seeds brushing against skin will cause hypoxemia. Crimson thistle blooms are found dotting the land and are not often cut down due to the benefits they impart

 

Pyro-pine

Biennial

Large Coniferous Tree

80' (24.4 m) growth max

Green

Orange

crushed plant attracts monsters

Treats Ulcers (Infusion made from juice)

poison (ingestion tincture made from juice, 5 hour incubation, Neurotoxin)


The pyro-pine's name is a little misleading. Nothing about this plant has anything to do with fire. It's name instead comes from the dull orange color of it's cones which can only be found once every 2 years. This is much like any other coniferous tree with two distinct differences. first the sap may be made into an infusion to treat ulcers when drank. however the seeds of the cones can be made into an tincture that kills slowly and has a very distinct flavor, making it difficult to hide or use effectively but difficult to detect if the imbiber doesn't know the signs right away. when used in poison it's used in places where the Pyro-pine isn't native and hidden in a beer or a mead.

 

Thursday, September 25, 2025

The Granite Glade of the Hybrid Lycanthrope

     I originally wanted to post another chapter of The Crew of the Traitor this week but I did that last week. So I went ahead and dug around for thing's I've written for my games. In the post earlier this week I talked about a love of one page dungeons to have on the ready and today's post is exactly that, a one page dungeon called "The Granite Glade of the Hybrid Lycanthrope". The title is courtesy of a great book, Tomb of Adventure Design. One of my favorite uses for this book is to roll up a title and write a short dungeon based on that title.

 

Granite Glade of the Hybrid Lycanthrope 

Tuesday, September 23, 2025

Let the Dice Fall Where They May

Let the dice fall where they may” 

Few lines in the DCCRPG hit this hard to me; it’s simple, but it's a powerful philosophy of play. The section is short - it explains that you should let the dice dictate combat, and that the players will learn to fear and trust the objectivity of combat. It goes hand in hand with another phrase I love: “The dice tell the story.” I think the idea that the dice are ultimately the final arbiter of the tale is so important to games. I would like to talk for a bit about what that means to me and how I let my games live (and sometimes die) on this concept.

Players Roll All the Dice
    For starters, I don't roll dice at my table. I haven't for years now. I pick players and have them roll the dice for me in order around the table, out in the open. This does a lot of things to change how the game feels. When I tell a player, "Bad guy is attacking you. Would you like to roll against yourself, or pass it on to the next player?" it means that the player is now thinking about who's next to them. If they want to risk the roll against themselves when they feel they are on a hot streak that night. If they want the next guy over, who has rolled and killed more PCs at the table than anyone else, to be the one to roll the dice. Sometimes the players all work together to pass until it gets to the guy who hasn't rolled above a 5 all night. It creates a little game within the game. More importantly, it keeps everyone's focus on the table. At any moment you could be asked to roll an attack, damage, save, check, anything for one of the bad guys or NPCs. Similar to Popcorn initiative, this keeps everyone paying attention. I won't pretend to be the only person who has the players roll dice for me or even the creator of it, because I myself got it from a guy I played with back in the early 2000s. What I will say is that I think more Judges should do it.

 

Trust Through Transparency
Another great way this changes the game is that it means players will have so much more trust in you as the Judge. There is no screen hiding your rolls, there are no secret numbers, no guessing if they really succeeded or failed, or if the bad guy really rolled several critical hits in a row. The dice are all out in the open, they can see what's happening. It's not just combat either - this applies to everything else that happens. The rolls the NPC makes to resist the charm spell? They see the result. They know what happened. The roll for the number of rounds until help arrives? They see it, they know how bad or good the situation really is, and they trust the story to unfold appropriately. This brings the table together with lighthearted jabs of "why did you make them resist my spell?" and "good thing you rolled low for his initiative, dude!" The table feels it more if they are rolling the dice instead of me secretly rolling behind a screen and telling them "oh yeah, help is 1 round away."

 

Judges Toolbox 
This might feel like it removes a lot of tools a Judge can use to keep things dynamic or the benefits of keeping things shrouded in mystery, but I offer that there are still ways to keep things close to your chest while doing this. You don't have to tell the players the bonuses to attack or saves or anything when you ask them to roll the dice. Sometimes I do, sometimes I don't; it keeps them on their toes to be a little inconsistent here. I don't always tell my players why they are rolling, I'll just say "hey, can you roll me a d20 and add 15?" It has a similar effect to rolling behind a screen but maybe even more. They hear that +15 and everyone starts to sweat about what on earth has that big bonus that they don't know about, even worse if the roll is also high. Some things I pretty much always tell the party are things like AC target numbers, because I think after a few rounds of combat they should be able to pin it down anyway, or I tell them the bonus of the attacks against them just to keep the flow of combat going smoother. Again, it's not every time; sometimes I like to keep the mystery to keep them on their toes.

 

The Power of Less Rolls 
Another great way to keep the dice as the important arbiter of the story is to use them less. That might sound contradictory, but hear me out. If you call for rolls less, the ones that happen will feel more important. The way I run at my table, I generally don't ask for rolls unless there is a significant penalty for failure. Anything I would put below a DC 5 generally doesn't get rolled. Weirdly, Kevin Siembieda of Palladium Games is a big influence on this one for me. His skill system is percent based, but he straight up says that if the players aren't being rushed, in danger, or on some kind of time crunch, don't make them roll. Pathfinder has something similar in the form of taking 10 or taking 20. Taking 10 is about taking the time to do something correctly; it can be done quickly, like in a single action, but you are following the old adage, "Slow is smooth, smooth is fast." Taking 20 is doing something over and over, failing many times until you get a 20, and it cannot be done quickly in a single round (unless you have the proper feat chains or class features, or something along those lines). The combination of these things has really colored how often I'm calling for rolls at my table. This gives a lot more weight to the dice when they are rolled. When they are rolled, the players know that it matters.

Some of my players read this blog, so I can't give away all the secrets I have behind the curtain, but there are a lot of ways to keep the same old Judge's tricks in your back pocket while doing this out in the open rolling and letting the dice tell the story. You just have to get a little creative with how you're applying those proven tools of a Judge. The other flaw in this is that we open ourselves to meta gaming. Players might be tempted to act on the information they know based on the open rolls. Meta gaming is a tough subject and talking about tackling that should be its own article. For now I will say that the trust needs to go both ways at the table for this to really shine. 

 

Prep, Chaos, and Style 
I'll also say that I know this isn't for everyone. I run a very fluid "rule of cool" table. I don't write down a ton of things about monsters and bad guys, I run very off the cuff, and I have a little notepad where I track numbers across combat and another where I take down fast session notes. My prep consists of vaguely recalling what was happening last week and consuming fantasy media for at least an hour before the session, and then diving in and running mostly off the cuff while using pre-written adventures occasionally or pulling things from other sources to have threats or rooms. I love pulling out one-page dungeons to have material. I'm sure a lot of Judges would call this method of prep chaotic, messy, and not at all helpful. I think that is fair. It's not for everyone. Even with this, I think this rule of letting the dice be the final arbiter and rolling in the open can be very good for a lot of tables, just not all of them. Remember, only you and your players really know and decide what works at your table, not some guy on a blog. But if you're interested maybe let your players roll against themselves or each other next session.
 

At the end of the day, the dice don’t just decide combat, they tell the story. When you trust them, and let your players trust them too, the table becomes a place where everyone shares in the suspense and the joy of whatever fate the dice decree.

Thursday, September 18, 2025

The Reconciliant

Art by: Lex Cazimi
This week I workshopped an undead using one of my favorite tools,
The Monster Extractor 2
. The result is a strange type of undead that will not rest until it reconciles with its enemy. Heavily inspired by the revenant, it acts as a kind of inversion: instead of seeking vengeance, it seeks peace. That twist creates its own challenges for an adventuring party. Encountering one can turn into an unexpected side quest, or a haunting distraction from whatever the party thought they were doing.

 

The Reconciliant  

Monday, September 15, 2025

Crew of the Traitor: Sessions 2 & 3

Bluebell by Lex Cazimi

 

Session 2:

The party arrives at the jade key, a small island country full of “half men”, short humans who live in hillsides and live a mostly simple lives living off the land. They realize the man the crew has been transporting is a slave trader and quickly cut him down. 


The half men turn to Kasey and the crew and after discussion, determine that they are not a threat and are not slave traders. Kasey realizes this is where some of the famous drugs across Hodas come from and sets to work brokering a trade with the half men. 


The crew is invited to the mayor’s home and Kasey senses that the woods nearby, which they have been forbidden to enter, likely contains the storehouses for the tobacco and hallucinogenic moss that is popular in the major cities, she asks the crew to distract the mayor while she checks it out. 


After some hours the crew grows worried that Kasey is in danger, having not returned from the woods. They use Cherub as some sort of scent hound and track down the captain, just as they notice an elf in a nearby tree keeping watch. Bluebell and Ubo springs into action and fill the guard with knives before he can shout out a warning. The party collects the captain’s wounded form and retreats into the town.


After some convincing the party is let into the home of my mayor who calls for a healer. Kasey is stabilized but the healer wants to keep an eye on her overnight. The crew hears horns in the nearby woods and quickly scoops up kasey and retreats to the ship.


Fortunately the party had the foresight to tell the rest of the crew to be ready to go and the ship escapes into the night waters as alarms are raised back in the jade Key


Session 3:

The party has made most of its journey to the citystate of Drebas. Kasey has family there and insists that they can lay low for a month while her overcaptain, Blacksoul Harris, assume’s she’s dead with her crew. 


On their trip the notice a dreadnought, a large warship from the Moyros navy. Moyros is known for its aggression towards pirates and cutthroat attitude. Kasey asks for a vote to determine course of action, flee the ship approaching them, fight, or try to con them.


The party discusses claiming this is a plague ship, trying to bribe the captain of the other ship, or flee. Ultimately they decide to flee and are greeted by the small defense boats of Drebas. These small canoes with fire lances on the front swarm and make quick work of the much larger pursuing vessel. 


The Disgrace of Delight and her crew are escorted into the port. Kasey leaves the ship to speak to the harbor master and her family, telling the crew its more or less a holiday but stay out of trouble. Hopeless and Dishonest are to watch the ship and remain aboard, overseeing maintenance and ensuring nothing happens to their ship.


The party scatters and has some interesting experiences. Bluebell is caught being a cutpurse and narrowly avoids a lynch mob. Ubo pulls his own little heist, stealing the city’s census. Alister sets up shop in the market as a tattoo artist, he gets some insight about peace keepers from last bastion being here and being a nuisance, not doing their job and just drinking instead of investigating the digsite nearby called “the mud pit”


The party eventually meets back up and shares this information. This massive dig site employs nearly a third of the city and likely contains valuables, they debate doing the peace keepers jobs for them and look to gain entrance into the digsite. 


They meet with a local kobold gang known as the blue sash gang, who adorn their sashes in buttons and trinkets. Their leader, Yay-yap, agrees to get the party into the mudpit if they kill the three peace keepers, who killed some of his gang for “no reason”. The party agrees and will bring back the peace keeper’s helmets as proof.


The party learns the Peace keepers are staying at The Jolly Boar and make their way over. Ubo stands in the alleyway and tells a loud story about how he beat some peace keepers. This rouses the easily angered small tyrants who come rushing into the alley, swords drawn. Ubo runs and manages to climb the side of a building. As the Peace Keepers run past Alister and Bluebell the slowest one is tripped by Alister and Bluebell quickly drives her dagger through his body, pinning his lifeless form to the ground. 


One of the peace keepers picks up a rock and grazes Ubo, nearly killing him. The other seems unable to copy the behavior of his companion and instead shouts insults. The timely intervention of Alister and Bluebell saves Ubo from any further rocks as Bluebell drives her dagger through yet another man like a knife through butter. In the distraction, Ubo leaps onto the other man’s back and places a garote wire over his head, pulling hard enough the crush his windpipe and bring him down.


Unfortunately none of the soldiers brought their helmets and someone will have to go into the Inn to get them. 


Ubo tells Allister and Bluebell to deal with the bodies, he’s going to get the helmets. He heads into the inn and the owner, a goblin named Thirsty, sits him down with a drink and looks at his wound, asking him what happened to the Peace keepers. Ubo is not terribly convincing as the innkeeper’s wife, Ghastly, comes out and absolutely does not buy the story that the peace keepers vanished around the corner. She asks if they will find bodies when they go into the alley. Causing Ubo to rush outside and check. 


Out in the alleyway Bluebell and Alister realize that the nearest entrance to the sewer is on the street out in front of the inn, too busy to dump there. They stash the bodies in some barrels nearby and look around for another entrance. They are stopped by a goblin who asks if they are lost. They ask for an entrance to the sewers as they have lost their keys. The goblin doesn’t question what the keys are too but instead points them to the jolly boar and steps into a nearby archway to very clearly watch them. Bluebell heads back to the inn, careful of the watching goblin, Alister continues looking for another entrance to the sewers, eventually finding a culvert that leads into the sewers. He heads back for bluebell.


Inside Ubo eventually convinces the inn keeper and his wife that whatever tragedy befell the Peace keepers wont become their problem. Ghastly tells him that there had better be no evidence and drags her husband into the back room. Ubo misses the hint that he’s supposed to clean up the evidence inside the inn and continues to drink his drink.


Alister and Bluebell start to take the bodies to the culvert and pass the watching goblin. On their second trip he stops them, asking what is in the barrels. Alister, who brought a second barrel gets ready for a fight and Bluebell spills her guts, explaining that the Pease Keepers attacked them. After a tense moment the goblin leaves and tells them he didn’t see anything. They dump the last body and return to the inn where Ubo is comfortably drinking with the 3 helmets nearby. 


After explaining himself, Bluebell the rogue explains that they were supposed to get rid of the evidence. They take the helmets and after some scrambling they take the footlocker from the room of the peace keepers returning to the sewers. 


The blue sash are impressed and Yay-yap agrees to help the party into the mudpit after insulting Ubo’s two kobold and a crocodile Black Back gang. Ubo swiftly knocks out Yay Yap and asks if anyone else wants to fight. Another blue sash named Snarl Yip comes forward and knocks out Ubo. The new leader of the Blue sash gang agrees to honor the agreement, it will take two days to arrange entry into the mudpit.

Thursday, September 11, 2025

The Kelpwright

     Deep under the oceans of Hodas a horror lurks, stripping entire regions of resources as it attempts to keep itself moving for as long as it can. The Kelpwright is a danger to those adventurers brave enough to search below the waves for treasure. Already out of their element, the Kelpwright is a reminder that the world beneath the waves is a hostile and alien world.

 

Art by: Lex Cazimi    

 The Kelpwright

Tuesday, September 9, 2025

Firearms in Hodas

This week I wanted to talk about firearms in my setting, Hodas. We use the rules presented in Crawl #8 to cover how they function and the rules for aiming and duels. If you're not interested in the body of the post talking about firearms in the setting, then scroll to the bottom for the stats on some alternative options for black powder weapons.

Notably, my setting is in the black powder era of firearms. This is because it's the tech level I wanted for them at this point, but also because a decision one of the players made locked us into the era. He decided that his chosen people, the race of bird people known as Featherfolk, would be the only people who could produce the black powder. Other races can create the weapons themselves, plenty of gunsmiths exist among the Goblins, Minotaur, Humans, and the odd Ooze but they can’t make the powder. You might ask why that is, because gunpowder is the kind of thing that shouldn't stay a secret; others would want that power. Well, when we built the world using Wasteland Without Epithet, he said black powder was their secret. I spent a long time thinking that one over: how on earth did they protect that secret? They are a people of shrewd contracts, but if someone decided to break a contract and face the penalties, then it could get out. Ultimately, I settled on something more flavorful to his chosen people.

    Matt said that the Featherfolk were a people of bureaucracy and contracts who even made contracts with the spirits they believed were in the world around them. So my solution was simple: the Featherfolk would create black powder by making a contract between simple earth and fire spirits, promising to use them in a work of art. They left the meaning of work of art ambiguous enough to create a loophole for themselves. The powder is loaded into one of these beautiful wheellock weapons:

Wheellock Pistol, Steel, wood, staghorn, mother-of-pearl, gold, French 
 Credit: The Met

      By using the spirits literally inside these intricate works of art, they exploit a loophole that the spirits never see coming. This means that firearms, while available in the setting, remain expensive and slow. They remain at this level because the real world progression of firearms, such as flintlock, percussion caps, cartridges, and casings, is less viable, because it's more about tricking the spirit than making the gun easier to use. This also means that firearms are works of art first and weapons second, meaning that they are covered in ornamentation and over-designed, because the more this is clearly art, the tighter the loophole holds.

    Another problem I faced is that Hodas is mostly islands, with only a few large land masses, as determined by the players. This means there is a rich sailing culture and lots of pirates. Ship-to-ship combat in a world with black powder feels like it should have cannons. Any judge could just say, "No, I'm not including cannons," but that didn't feel good to me. Cannons can absolutely be a work of art.

r/totalwar - Fun fact: The Qing Dynasty actually used dragon-headed cannon. 

    So my solution here was to say, "Cannons that are also intricate enough to have the scaled-up wheellock and be a work of art are prohibitively expensive." This didn't answer what people used in ship-to-ship combat. I liked boarding because that is fun and gets the players into a fight, but it can't all be boarding. A world where sailing was as old as life had to have naval weapons. So I settled on cannons being rare, with smaller ones like swivel guns, large deck-mounted crossbows such as the Roman scorpion (often with a rope attached to drag the other ship into boarding range), or fire lances made by the setting's goblins, who are masters of alchemy. Adventurers will quickly learn that even a single Rampart Gun or Fire Lance can decide a boarding action. Pirates love cheap goblin fire lances despite the danger, while navies prize the rare Featherfolk cannons as prestige symbols.

     Where we really had fun was thinking about what interesting black powder weapons were out there that could be added into Hodas, allowing for a wheellock mechanism to keep it on theme. The short answer is: "Anything you want, it's your game." But when we look at Crawl #8, it covers what is important: pistol and rifle. Most things comfortably fall under one of those two as a simple blanket. So we wanted to get gonzo. We looked at stuff like the duckfoot pistol, the volley gun, and the blunderbuss to create some unique black powder options. Here is the list of what we came up with for Hodas:

Note: The variants and special weapons below should be hard to acquire. Not every gunsmith makes organ guns, but they might know someone they can send you to. Because each weapon needs to be a work of art, the larger or more complex the weapon, the more difficult it is to make, meaning that steps outside the norm of the pistol and rifle should be rare, with a few exceptions such as the blunderbuss.  

 Pistol: Unchanged from Crawl #8, always at least 100gp. These will be intricately etched and extremely detailed, making it likely they will be more expensive.

Rifle: Same as pistol

Blunderbuss: This gun, shorter than a rifle, longer than a pistol, and as accurate as neither, is flared at the end, making its shots scatter and loud. Often the end is carved with the maw of some creature; wolves and bears are popular, but different gunsmiths around the world will make different versions. When the blunderbuss is fired, any foe within 100 ft, with 4 int or less, and able to feel fear, must make a morale check or flee. The Judge will determine the DC of the morale check the foes must make. Optional: Judges may rule that when fired in a hallway or tight quarters, like those of a dungeon, this gun's range is reduced to a single 10-foot cone, with its attack rolled against all creatures in the cone, including allies.
Damage: d10; RoF: 1/3; speed -4; Range: 30/60/90; Ammo: 1; Weight: 10lbs; Cost: 150gp


Volleygun:  Typically used in naval battles, this gun resembles a collection of 7 barrels fused together, but is actually a single heavy piece. The volleygun is heavy and takes a long time to reload, an entire turn to pack and load with all its bullets and wind its wheel. They are mostly used in naval battles as an opening against boarders before being dropped and steel is drawn. They are rare among adventurers because they are heavy, and taking one into a dungeon often isn't worth the trouble. A volleygun's ammunition is fired all at once in a single attack. The person firing it makes 7 attacks, each one rolled using a d14 instead of the character's action die. They may fire at up to 7 targets, as long as they are all within 5 feet of the first target fired on. They are often decorated with swarm motifs, such as wasps or other stinging insects. Optional: cheaper and more expensive versions of this weapon exist with more or less barrels, up to 9 or as little as 3. each barrel below 7 removes 20gp from the cost of this weapon. each barrel above 7 adds 20 gp to the cost.
Damage: d8; RoF: 1/turn ; speed -4; Range: 80/160/240; Ammo: 3-9; Weight: 25lbs; Cost: 300gp
 
 
Duckfoot pistol: This strange-looking pistol resembles its namesake, bearing 4 barrels, none of which are pointed forward. Due to its unusual construction, it cannot be aimed and has an extremely short range. The tradeoff is that each barrel fires simultaneously, allowing the wielder to make a single attack against up to 4 targets that are within 5 feet of each other. Because of its complex loading mechanism, it takes 1 turn to reload and cannot be done in melee.
Damage: d8; RoF: 1/turn ; speed 0; Range: 10/20/30; Ammo: 4; Weight: 5lbs; Cost: 100gp 
 
Rampart Gun: Also known as swivel guns, these are massive weapons that need to be mounted or braced to be fired safely. They see a lot of use mounted on naval ships or ramparts. They hit hard and deal double damage to ships and structures they hit. Typically, these come already mounted to a surface and cannot be moved, but some adventurers have developed a large tripod which can be used to deploy the weapon anywhere, taking only one round to set up the tripod and ready the weapon. If a character attempts to shoulder-fire a rampart gun, they immediately take 1d6 damage and fall prone (only the extremely sturdy Minotaur may shoulder-fire this weapon without ill effect; Judges may rule that exceptionally strong characters can also shoulder-fire this weapon).
Damage: d12; RoF: 1/3 ; speed -4; Range: 90/180/270; Ammo: 1; Weight: 50lbs; Cost: 350gp

Pepperbox/Harmonica: Not an entirely unique weapon from the wheellock pistol or rifle, the pepperbox variant simply equips the existing pistol or rifle with a rotating barrel, which must be manually rotated, and allows the character to achieve a fire rate of 1 per round. The catch is that firing this each round agitates the earth spirits inside the powder, increasing the critical failure range by +1 for each round this weapon is fired without resting for at least one round. This modification can only be applied to the pistol or rifle. This can have anywhere from 3 to 6 barrels. The pepperbox variant with 3 barrels costs twice the price of the base firearm, and an additional 20 gp for each additional barrel.

Double Barreled: This is another variant of the standard pistol and rifle. A second barrel is added to the weapon, which allows it to be fired more than once before needing to be reloaded. This allows the wielder to either take one shot for two rounds without reloading or take two shots in a single round using the two-weapon fighting rules. The wielder cannot benefit from Aiming if they opt to fire two shots in a single round. This variant costs 50% more than the base weapon.

Goblin Fire Lance: Not a true firearm, but often used in their place on ships. the fire lance has a short range but projects a line of fire derived from a thick gel kept under pressure. the gel is put into a chamber and air is pumped into the chamber by hand in order to create pressure. the tip of the lance has a piece of rush, coated in animal fat to burn slowly but consistently, fixed to the tip. when the pressure is released the gel is sprayed out of the tip and ignites when it hits the burning rush, creating a horrifying spray of fire that clings to anything it hits and burns until smothered. the drawback of these weapons is that, unless the same goblin (or group of close goblins who have worked together for a long time) brews the gel, loads, and fires the lance, there is a 10% chance it will explode and cover the user in fire while causing them to take 1d10 damage from the explosion then 1d6 from the fire until they smother it (usually by jumping into the water). If the same goblin brews the gel, loads, and fires the cannon there is only a 1% chance of this happening each time it is fired. The fire lance releases a line of fire 80 feet long and deals 1d10 to anything in that line and lighting it on fire to deal 1d4 each round until the fire it put out. Because of how dangerous the fire gel is, even the goblins of Drebas won't use these weapons in city defense, at sea the fire can be smothered but on land you risk burning down your own city.

Organ Gun: More artillery piece than personal firearm, these weapons look like a pipe organ turned on it's side. consisting of 10 or more barrels designed to fire all at once, this is intended to be an anti-personnel weapon used against formations and crowds. These are unwieldy and massive, its extremely rare for an adventurer to use one due to its need to be towed and it's impracticality in dungeons and exploration. When this weapon's wheelock mechanism is triggered it deals its damage automatically to all creatures within a 60 foot cone. This weapon takes 1 turn to reload alone or 5 rounds to reload with a trained crew. value 500gp, Damage: 2d10 (Ref DC 15 for half)

Puckle Gun: A small, rapid-firing gun designed for naval conflict between Moyros and Drebas. Moyros found its large warships often coming into conflict with the small and fast war canoes of Drebas, and a naval gun that was small and maneuverable while able to fire rapidly was needed. These are exceptionally unwieldy, requiring a tripod mount and its swivel in order to be fired at all. Similar to the pepperbox, this weapon can fire 1 per round, but gains a cumulative +1 critical failure range for each round it is fired in a row. The chambers each take three rounds to reload, but a spare cylinder may be on hand to replace the spent one, taking 1 full round of no other actions to swap them out.
 Damage: d10; RoF: 1/round ; speed -5; Range: 90/180/270; Ammo: 9; Weight: 50lbs; Cost: 500gp
 
  Classes can use the above weapons as follows:
Warrior & Featherfolk: All
Thief: Duckfoot pistol, Pistol
Minotaur: Rifle, Rampart gun, Puckle Gun

    That about wraps up what firearms my players have encountered in Hodas so far. The setting doesn’t need to be locked into the black powder era, but that's where I'm comfortable. The players have already introduced tube-fed weapons in the form of a shotgun, due to a mercurial magic effect switching them with people in the modern era for a few rounds, and the setting's gunsmith guilds quickly purchased that weapon and buried it out of fear. Maybe the loophole can be twisted further. Maybe clockwork minds will marry gears to wheellocks. Or maybe the spirits themselves will rebel. For now, black powder remains as much art as weapon and that means it’s always a little dangerous.

Thursday, September 4, 2025

Monster: Ghastdrake

     Today's entry is another monster for the Hodas Monster Compendium that we hope to someday publish. 

    The Ghastdrake is meant to create a little bit of adventure just by having it's presence in an area, leaving behind treasure pellets to encourage the players to hunt them down, creating undead in the places they scavenge their meals from, they really make a mess of the local area, the perfect job for adventurers. 

 


Tuesday, September 2, 2025

Class: Ooze

You are a sentient ooze formed around a cluster of gems you absorbed in your days as a more primal creature. Your form is held together by a thin membrane through which you can absorb water and sustenance. Your sentience and sense of self is new and alien to you, only recently after absorbing many gems into your body, did you find the capacity for conscious thought. You have formed your shape to more closely resemble other sentients, forming pseudopods to emulate arms and legs. You keep your “heart” in your “torso” or “head”, hiding it under robes or behind masks.

 

The Gemheart Ooze is another product of the setting my players helped make with Wasteland Without Epithet years ago. A player decided his chosen people would be oozes and detailed them as basically fantasy roombas. The real challenge came from making them a full class. We decided that sometimes an ooze would pick up gems while slithering around. Every gem in Hodas has a small amount of background magic and enough of them in one place can lead to interesting results.

 

The Gemheart is meant to fill out a role similar to a wizard in a setting where humans are greatly diminished in number. They lean hard into being creatures of magic with a lot of power behind them, letting the Goblin class fill out the more scholarly side of the wizard. Also, they tend to name themselves after objects they vaguely recall from their time as a more simple creature, such as Coins, Bottle, Pulley, or Puddle.

 

I decided to post this one this week because a Judge who's content I absolutely love asked about them. Please go check out their blog over on 19 Sided Die I feel I've done too many monsters and magic items lately, we gotta shake things up sometimes.

 

Gemheart Ooze