Showing posts with label Blueholme. Show all posts
Showing posts with label Blueholme. Show all posts

Monday, February 21, 2022

Dungeon Meshi for Dungeons and Dragons: Ape to Bear

 I was talking to a friend on twitter. This is my one internet friend I have who I met in person at a con. He wanted a supplement based on some Manga. Now, Manga is largely reactionary brain poison and this one is probably no exception. But that is what we like now. We love our little cartoons. We love our little Goku's and our 2,000 year old dragons that look like sexualized twelve-year-olds. We love it.

WE LOVE IT!!!
Because we love it I am taking all the monsters from the Blueholme™ Journeymanne™ rules and making a Dungeon Meshi Supplement for it. This is officially what all the monsters in Blueholme™ taste like unless Michael Thomas states otherwise.

 A


Apes: We got 3 sizes of apes. I remember seeing video as a kid of people eating a monkey’s brain. I remember the monkey still being alive. A quick google reveals that this is probably bullshit. So let’s not do Orientalism and save our PCs from prion disease.

Sometimes nobles will coerce peasants or serfs to eat ape brains raw. Then the Nobles keep the peasants on their lands as hermits and show them off at garden parties. The guests get to watch over the course of a few months the peasants go insane and then die.

The rest of the meat tastes tough and gamey. You are going to need to cook it slow with lots of extra fat.


Amazon:
Oh boy. Should you eat women? Would you eat women?  Every bite of an Amazon you take gives you one misogyny point. Every time your character speaks you have to roll a d20 and if you don’t roll higher than your misogyny points you character complains about child support instead of saying what you intended them to say.


Also Angels look like these weird things.

Angel: Ok you want a high level adventure. Here is a high level adventure anyone that feeds a immortal being to other immortal beings without them finding out gets 20k experience per hd per God that does the eating.

Ants: I ate bugs once. They weren’t that good. Apparently ants tasted different depending on species but I read that big ants are bitter with a nutty taste. So giant ants would probably have a really bitter taste.

    probably soak in water and add an acid like lemon juice to remove the bitterness. or sugar curing.



B


Bandit: Let’s be real if you are running a world based with a  Feudal system. Then the bandits are probably the good guys. The nobles are bad. Kings are bad. There is no such thing as a good king if they were good they wouldn’t be kings grow up. But look if you want to eat the good guys go for it. Bandits taste like normal humans but every time you eat one there is a 20% chance you develop class consciousness and start crying, Unless you are a noble or an aristocrat.

Stop making basilisks look cool. The dumber they look the more humiliating it is to be killed by one.

Basilisk:
Many cultures eat Lizards, very few eat lizard kings. The meat is delicious fried. The meat is succulent roasted as long as there is enough fat in the pan. Don’t forget to baste it. But watch out brave adventurer, you might acquire a taste for royalty. After eating the Basilisk save vs Gaze (We are using Blueholme™ rules here) or you are overcome with a desire to eat the rich and powerful. This desire can only be quelled by a bestow curse spell restoring your false class consciousness.

Bat:
You want to eat some bats. You can’t eat bats. That’s how you start a Covid epidemic. Where have you been these past few years. Or maybe not who knows anymore who can we trust. When someone first tries to eat a bat flip a coin heads they become patient zero for the novel Coronavirus. Tails, and Covid comes from a lab and they are totally fine.

Bear: You can eat bear meat but you better thank the bear’s ghost first or you will get trichinosis. You also have a 1 in 6 chance of getting trichinosis if you don’t fully cook the meat. Make a stew. Michael Thomas should have put some more fatty monsters in his bestiary because once again we have a monster that is going to need some added fat in the recipe to make the meat tender. Or some acid. Unfortunately slimes are in the second half of the alphabet. But yeah spoilers: Slimes used in small quantities in recipes are going to make a lot of this tough meat tender.

Also FYI trichinosis will give you diarrhea and maybe kill you. Do not just cook this on a stick over the fire!

Wednesday, March 7, 2018

Merchant Class




I have wanted to add a merchant class to my game for a while. DH Boggs described a merchant class in Dragons at Dawn but the rules were different enough to be incompatible. I created my own based on what I imagine would be the same basic idea but, compatible with the rules that wound up being published.

Merchant Class

Prime requisite: Charisma
Save and fight as: Cleric
Hd 1d6



Hit dice
Persuade
Experience
Peddler
1d6
25%
0
Salesman
2d6
30%
1,501
Smuggler
3d6
35%
3,001
Speculator
4d6
40%
6,001
Entrepeneur
5d6
45%
12,001
Trader
6d6
50%
25,000
Distributor
7d6
55%
50,000
Merchant
8d6
65%
100,000
Tycoon
9d6
70%
200,000

Restrictions: Merchants must be of neutral alignment. Merchants can wear any armor but have not spent the time to train how to fight properly with armor and are at -3 to hit when wearing anything heavier than chainmail. They are at -1 to hit when wielding shields. They can use any weapon.

Appraise: Merchants can assess the value of any item they are familiar with. E.g. Once they have seen an opal and found out how much it is worth they can appraise all opals. The dungeon master is free to establish what the categories are and how broad. If the dungeon master wants to treat elven chairs of the Pang Theocracy as categorically different than dwarven chairs of the Late Sleetwind Guild Era as categorically different, deal with it.

When Merchants become Entrepeneurs, they are able to learn the read magic spell if someone will teach it to them. They can only cast the spell directly from a spell book and it takes 2 hours.

Persuade and Reputation: Peddlers start with a base chance of 25% to sell any item for 20% more than it is worth to anyone who can afford it. This increases by 5% per level (you can read the chart). For every point the merchant’s charisma is above the potential buyer’s intelligence add 2%. If the buyer’s intelligence is higher than the merchant’s charisma subtract 2% for each point of difference.

Merchants can try to make more modest offers. If a merchant only seeks 10% profit they double their chances and if they go for a more audacious 40% profit they half their chances. Merchants may make multiple offers.

Merchants can even sell goods for a profit to people that clearly do not need the goods. If a merchant does so however, it can lead to a negative reputation in the community. Subtract 1% from persuasion chance for every unconscionable deal the merchant has made in a town. E.g. Werbin Blerbman decides to make some quick cash he buys a barrel of wine from the Salty Nymph and takes it across the street and sells it to the owner of the Vestigial Toe for a 20% markup. The owner of the Vestigial toe did not need to buy wine when he has a perfectly good wine cellar of his own and he certainly didn’t need to pay an extra 20% for it. Werbin Blerbman will now have -1% on all future persuade rolls in the town of Caladan.

Merchants get 1xp per gp of profit regardless of whether they got the item they are selling from adventuring or not.

Stronghold: I haven’t figured this out yet. I am also working on some complicated rules for holding auctions.

Dungeon Meshi for Dungeons and Dragons: Ape to Bear

 I was talking to a friend on twitter. This is my one internet friend I have who I met in person at a con. He wanted a supplement based on s...