Yoon-Suin Links & Resources

slugman cropped

It’s been a minute since I ran or played any Yoon-Suin, but I saw a d66 magic tea blog post this morning and it made me want to reorganize my own Yoon-Suin content to make it more accessible since my old blog died and my one-page game stuff isn’t particularly searchable. (Slugman and Antmen by Lu Quade)

antmen a5

My One Page Content:

My Hex Kit Maps: (You should buy Hex Kit from Cecil Howe)

Other Stuff:

Digging through my Drive

Thanks Dan for posting “Games in my Folders”, of your eight I only knew about The Lorian Gendarme Guidebook and the One Hundred Wilderness Hexes. I also tend to find great content only to immediately forget about it, so I took your post as inspiration to peruse my Google Drive for great stuff buried in the sands of time. Here are my 5:

Tricks, Empty Rooms, & Basic Trap Design By Courtney C. Campbell

Maybe it is cheating to pick something by Courtney Campbell, but I found this pdf online a while back and then didn’t look at it for a year or so only to recently rediscover it by accident. It is one of my main resources now when I am planning dungeons or other adventure sites. (link)

MONSTER MENU-ALL 2 by Skerples

I haven’t actually brought this to my table yet, but I really love it and haven’t heard anyone talk about it in a while. A list of all the monsters in Veins of the Earth and their various edible parts and potential effects that might come from eating those parts. It is even laid out by David Shugars and has it’s own art. (link)

Various Blank Resource Sheets by Richard LeBlanc

I really like all of Richard’s NewBigDragon stuff. His d30 companions are always by my side when I run games. I also find his Creature Compendium to be full of great monsters that are actually table-ready and yet different enough from the monster manual to make them fun. I forgot he had all these free resources for a while and was using crappy versions that I had cobbled together. Then I rediscovered a bunch of them in my drive and they make my life a bit easier. (link)

Chromatic Soup 1 & 2

These collaborations game out of some peak moments of G+ OSR brainstorming and crowd-sourcing. I leaned pretty heavily on Chromatic Soup 1 for one of my campaigns but had mostly forgotten about them until recently when I tried to figure out why I had all these references to “Bobcatmen” in one of my onepage adventures. Since Evlyn M has pulled down her Lulu account I will link my PDFs here. If anyone knows of an official source I will edit this to reflect: Chromatic Soup Chromatic Soup 02

Various art, specifically the d6 Crabmen by Steven De Waele

These images haven’t come to my table per se, but I smile each time I scroll past them in my Drive. They are so filled with character and inspiration, and they make me want to run Yoon-Suin again. Steven’s stuff is great. Follow him on Twitter Instagram or on Tumblr

D6_crabmen

 

 

 

Luka’s Sack Rule of Inventory

Some initial thoughts on an inventory system based on Luka Rejec’s Skeleton – pulling from UVG and Longwinter but with some extra crunch because I am that guy and I have those players. None of this is playtested.

Luka’s Sack Rule of Inventory – “A Human can carry one sack unencumbered and two sacks encumbered.” Wouldn’t it be nice if we could just leave it at that! 

One Sack is Ten Stones, and one Stone is Ten Soaps. A Stone is equivalent to a normal sized item (~15 lbs), and a Soap is a small item (~1.5 lbs).

1 sack = 10 stones = 100 soaps = 2500 cash

stones soaps

I am hacking Usage Dice onto Luka’s Inventory system, denoted as ∆ and then a number. Usage Dice will step down one dice value each time they are rolled and result in a 1-2. The dice step chain is: ∆20,∆12,∆10,∆8,∆6,∆4.

Strength Modifiers – If you have a Strength modifier, that will simply make a sack larger/smaller by your modifier amount. So Strength 16 (+3) would make a sack hold 13 stones instead of 10.

Encumbrance – If you carry more than 1 sack, you are encumbered. You can’t carry more than 2 sacks.

Coins – 250 coins is 1 stone = 25 coins is 1 soap.

Armor – Light armor is 1 stone, Medium armor is 2 stone, heavy armor is 3 stone. A Shield is 1 stone.

Clothing – Your worn clothing does not take up any inventory space. Ceremonial clothing or anything elaborate would be 1 stone. In Luka’s Longwinter, each layer of Warm Weather clothing takes 1 stone.

Weapons – Most weapons are 1 stone, Heavy Weapons are 2 stones. Ammunition is 1 stone / ∆10.

Lighting – Candles – 1 stone / ∆8. Torches – 1 stone / ∆6. Lantern – 1 stone. Lantern Fuel – 1 stone / ∆6.

Candles provide dim light for 1 person, Torches provide bright light for 4 people, Lantern provides bright light for 6 people.


My fear is that Adventure Pack is too broadly useful, and there are still too many little trinkets in the 5e equipment list to want them all to be Soaps on their own merit. So I hacked down the list of items in the 5e equipment book and made this list of packs:

Packs – Each pack is 1 stone / ∆10 – Each pack costs 20+4d6 gp. Packs can be “refilled” for 2d6 gp per ∆ step. 

  • Camper’s Pack – For Making Camp & Camp Life (Ex. Stove, Tent, Bedroll, Pots & Pans, Salt, Fishing Tackle)
  • Excavator’s Pack – For Digging, Unearthing, Reinforcing Tunnels (Ex. Pick, Shovel, Hammer, Block & Tackle)
  • Climber’s Pack – For Climbing, Descending, & Rappelling (Ex. Rope, Pitons, Climber Pick, Chalk, Grapple)
  • Bureaucrat’s Pack – For Notarizing, Certifying, Authenticating, Contracting, Auditing (Ex. Ink, Paper, Wax Seal, Signet Ring)
  • Priest’s Pack – For Rituals, Sermons, Judgment & Penance (Ex. Psalm Book, Incense, Holy Symbol)
  • Healer’s Pack – For Staunching, Cauterizing, Amputating, Bandaging, & Sterilizing Wounds (Ex. Bandages, Bone Saw, Alcohol)
  • Specified Crafter’s Pack – For Crafting with Specified Skill (Ex. Blacksmith hammer, alchemist scale, Forgery tools, Disguise makeup)
  • Outdoorsman Pack – For Hunting, Fishing, & Trapping (Ex. Traps, Whistles, Specialized Knives, Lures, Salt)
  • Thieves Pack – For Picking Locks, Disarming Traps, Greasing Hinges (Ex. Lockpick, File, Grease)
  • Winter Survival Pack – For Navigating Ice, Walking on Snow, & Not Freezing (Ex. Crampons, Ski Poles, Ski Shoes, Blanket)

Some items seem broadly useful or specific enough that players would want to write them down specifically.

Other Common Soaps: 

Bell, Chalk, Crowbar, Glass Bottle, Hammer, Hourglass, Iron Spikes, Lock, Magnifying glass, Manacles, Soap, Spyglass, Steel Mirror, Tinderbox, Whistle

Cumbersome Items (2 Stones Each):

10 ft. Pole, Ladder, Battering Ram

Consumable Soaps:

Ball Bearings (∆4), Caltrops (∆4), Holy water (∆4), Poison Vial (∆4), Potion of healing (∆4)

Spellcasting Soaps:

Component pouch, Arcane/Divine Focus, Spellbook, Specific Materials

Running One Thousand Dead Babies w/ 5e

I statted up some 5e dudes to use w/ One Thousand Dead Babies by Zzarchov Kowolski


Brigand      HP 11, AC 12, Avg. Stats (10).
25xp         Shortsword (+3 d6+1), Light Crossbow (+3 d8+1)

Cultist      HP 9, AC 12, Avg. Stats (10).
25xp         Shortsword (+3 d6+1),
             Dark Devotion. Advantage on saves vs. charm or fright

Ruffian      HP 16, AC 14, Avg. Stats (12), Perception 11.
100xp.       Multi-Attack. Shortsword (+4 d6+2), Shortbow (+4 d6+2)

Elf Scout    HP 16, AC 13, Dex 16, Nature/Survival +4, Stealth/Perception +6.
100xp        Multi-Attack. Shortsword (+5 d6+3), Shortbow (+5 d6+3)

Wolf         HP 11, AC 13, Dex 15, Stealth +4, Perception 13. Speed 40ft.
50xp         Bite (+4 2d4+2)
             Keen Senses. Advantage on Perception Checks
             Pack Tactics. Advantage on attack rolls if an ally is within 5ft of target.

Beast        HP 26, AC 13, Str & Dex 15, Perception 13.
200xp        Multi-Attack. Bite and Claw (+4 d8+2)
             Pounce – If charge 20ft and hit with claw, DC 13 Str test or prone

Evil MU      HP 22, AC 12, Int 17, Str 8, Perception 11. Spells +5, DC 13.
300xp        Cantrips: Light, Shocking Grasp, Chill Touch
             1st Level (4 slots): Charm Person, Mage Armor, Magic Missile
             2nd Level (3 slots): Hold Person, Misty Step, Darkness

Witch        HP 28, AC 14, Wis 17, Str 8, Perception 14. Spells +5, DC 13.
300xp        Cantrips: Druidcraft, Thorn Whip, Poison Spray
             1st Level (4 slots): Charm Person, Faerie Fire, Fog Cloud
             2nd Level (3 slots): Heat Metal, Spike Growth, Flaming Sphere

Cleric        HP 30, AC 16, Wis 17, Dex 8, Perception 14. Spells +5, DC 13.
300xp         Cantrips: Thaumaturgy, Light, Sacred Flame
              1st Level (4 slots): Bless, Command, Inflict Wounds
              2nd Level (3 slots): Hold Person, Spiritual Weapon, Silence

Evil Knight  HP 52, AC 18, Str/Con 16, History/Religion/Intimidation +5
700xp        Multi-Attack. Greatsword (+5 2d6+3), Heavy Crossbow (+2 d10)
             Dark Devotion. Advantage on saves vs. charm or fright
             Leadership. All allies in LOS get d4 on attack rolls and saves for 1 min.
             Parry (reaction). Add 2 to AC against one melee attack that would hit.

Half-Goat    HP 76, AC 11, Str/Wis 18, Perception 17. Darkvision 60ft.
700xp        Multi-Attack. Spear (+6, d8+4) Gore (+6, d8+4)
             Reckless. Gain advantage on all attacks, all attacks against have Adv.