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The Lost Bay GM Tools 04

The document provides an overview of The Lost Bay, an OSR tabletop RPG set in the 1990s. It summarizes the game's core abilities - Strength, Dexterity, and Heart - and how they are used to determine outcomes in interactions, combat, and when resisting supernatural phenomena in the game world. It also presents some random curses, encounters, fears, and special objects that players can incorporate into their characters.

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Arthur Nunes
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0% found this document useful (0 votes)
653 views12 pages

The Lost Bay GM Tools 04

The document provides an overview of The Lost Bay, an OSR tabletop RPG set in the 1990s. It summarizes the game's core abilities - Strength, Dexterity, and Heart - and how they are used to determine outcomes in interactions, combat, and when resisting supernatural phenomena in the game world. It also presents some random curses, encounters, fears, and special objects that players can incorporate into their characters.

Uploaded by

Arthur Nunes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Lost Bay

GM tools 0.4

IKO
The Lost Bay
GM tools 0.4
16 Mar 2021 update - the-lost-bay.itch.io/the-lost-bay

A collection of GM tools, created by IKO aka François. This a work in progress.

The Lost Bay is an OSR early 90s teenage adventure low-fantasy tabletop
role playing game set in a fictional South; It’s currently in development. You
can follow its progress here: thelostbayrpg.blogspot.com

Credits

All text and tables by Iko aka François - Cover art by perplexingruins - Editing
by Jim Parkin

License

The contents of this book are released under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International Licence (CC BY-NC-
SA 4.0). creativecommons.org/licenses/by-nc-sa/4.0/

System

Player Characters have three natural abilities: Strength (STR), Dexterity (DEX),
Heart (HRT).

Use HRT saves to determine the outcome of social interactions: lying,


convincing, manipulating, making a deal.

1
The Lost Bay is like any other place.
There’s a skate park, wild horses,
arcade games and guns,
punk bands, two malls, miracles and wildfires.
It’s your home.
It’s June 1993 and you’re a kid.

The Weird

In The Lost Bay, The Weird flows everywhere. In objects, in animals, in the
wind and raindrops, even in you. It’s omnipresent yet hardly comprehensible
and difficult to grasp. Use HRT saves to protect yourself from the effects of
The Weird.

2
Personal Curses

All characters start with a random curse, a consequence of the character’s


past actions.

NOSY - You climbed to the top of a tall evergreen tree, you just
wanted to peek through that window. You saw something terrifying,
1 and fear made you fall. Now you constantly feel dizzy. You lost 1D6
DEX. If you find a cure to your vertigo roll 3D6, if the result is higher
than your current DEX score keep it.
FOOL - You never payed enough attention. Always joking, and once
too often. Your hand was crushed by the engine of a scooter. Your
fingers are so weak now. You roll all DEX saves involving hands at
2
Disadvantage. If you can mend your hands, roll 3D6, if the result is
higher than your current HEART score keep it, you lose the
Disadvantage
STIFF - You were locked into a small storage trunk by bullies. Your
legs couldn’t move for a full weekend. When you got out, you could
3 barely walk. You roll all DEX saves involving legs at Disadvantage. If
you are able to fortify your limbs you lose the Disadvantage, roll 3D6,
if the result is higher than your current STR score keep it.
RAT - You were united by a secret oath, they were like sisters and
brothers to you, they were your tribe. But jealousy drove you mad and
4 you betrayed them. You broke their hearts, they kicked you out. You’re
so lonely now. You lost 1D6 HRT. If you find a way to make amends
roll 3D6, if the result is higher than your current STR score keep it.

3
BLACK HOLE - You did something really ugly. And then you swore it
wasn’t you. You were believed and another kid payed for the mess
5 you made. Your broke your soul. All HRT saves at Disadvantage. If
you manage to purify yourself roll 3D6, if the result is higher than
your current HRT score keep it.
OUTCAST - The other kids just don’t like you. For no reason. Lose 1D6
6
HRT. The first time your HP goes below 0, add 1D4+1 to your max HP.
SCAR - You wanted that thing so bad! You stole it from the kindest
most delicate kid of all. You were caught and beaten up, broken
bones, tore skin. You’re covered with scars now. You lost 1D6 STR.
7
When you’re in a melee fight halve your damage roll. If you defeat
someone stronger than you, roll 3D6, if the result is higher than your
current STR score keep it and lose your damage malus.
UNDEAD - You were so unloved. You lacked everything, food,
warmth, protection. You barely survived, but somehow you managed.
8 Halve your max HP. If you find a source of love roll 3D6, if the result is
higher than your current HRT score keep it and add 1D4 to your max
HP.
MOSS - You went on a hike alone in the woods and got lost. For days.
You found nothing to eat but rotten moss. That messed up your body.
9 You smell funny now. You roll all your STR saves at Disadvantage. If
you find a way to clean your blood roll 3D6, if the result is higher than
your current STR keep it.
BEAST - You’ve lost your head and went too far in a fight. When you
came to your senses it was too late. You beat that kid so hard you
almost broke their face. Guilt is haunting you now. At the beginning
10
of each fight STR save at Disadvantage, if you fail you can’t attack. If
you heal a wounded enemy, roll 3D6, if the result is higher than your
current HRT you lose the malus.
Marsh encounters

A dead tree branch falls. The tree did it on purpose. DEX save or -1D4
1
HP.
Quicksand. DEX save to get out. If you fail then DEX save at
2
Disadvantage or -1D4 HP each turn.
3 A rainbow parakeet tries to rob you. DEX save or 1 item lost.
4 Gunshot! A flock of giant ravens flies by. 1D6 1-2 they drop an object.
A skeleton lies ahead of you. They are wearing a pristine running
5
outfit. 1D6 1-2 there’s an object inside their ribcage.
Looks like you’ve been here already. The marshes are trying to trick
6
you. HRT save or you’re lost.
An unsettling punk love ballad comes out of nowhere. HRT save or
7
you fall crying and can’t walk anymore until somebody hugs you.
A petrified white bull. If you touch it, it crumbles down to dust. HRT
8
save or your fingers turn into stone.
A field of purple blossoming flowers. HRT save or you suffer one of
9
the following conditions for the day:
1- you fall deeply asleep

2 - you sneeze loudly and uncontrollably

3 - itchy, all DEX saves at Disadvantage

4 - feeble, all STR saves at Disadvantage

5 - scared, all HRT saves at Disadvantage

6 - you feel universal love, you can’t fight anymore

5
You’re surrounded by brambles. Looks like they want you to stay. DEX
10
save to get through or -1HP.
You hear voices in the wind, they know your name. HRT save, fail -
11
1D4HP, success +1D4HP.
An old soda vending machine. Somehow it’s still functioning. If you
12 drink +1D4 HP and HRT save or you get hooked and don’t want to
leave the vending machine anymore.
A metal staircase in the floor. If you take it you can’t go back. It only
13 goes down. After a while it only goes up. Once you climb out of it you
are elsewhere, but not far.
A flaming river. The smoke smell of candies, and the fire doesn’t do
14 any harm. If you cross it HRT save or you have a misleading vision of
your death.
A fence of dead and silver dogs on spikes. They’re ugly. HRT save or
15
you vomit and lose 1HP.
16 A wildfire approaches quickly. DEX save or you’re trapped by flames.
Just a puddle, as wide as the road. In its iridescent oily water you see
17 what you desire the most. The puddle is bottomless. If you swim
downwards DEX save to come back or -1D4 HP.
A summer storm. It’s cold, violent, windy, sandy. Your eyes hurt. STR
18
save or you’re blinded for the rest of the day.
19 The sun is hitting so hard. STR save or -1D4 HP.
20 Nothing. Just a deep feeling of loneliness.
Fears

1-1 Injustice 4-1 Becoming blind


1-2 Darkness 4-2 Small spaces
1-3 Stagnant water 4-3 Heights
1-4 Grown ups / Kids 4-4 Furry animals
1-5 Loneliness 4-5 Being the last
1-6 Being lost 4-6 Hunger
2-1 Failing in public 5-1 Rules
2-2 Quiet crowds 5-2 Moving shadows
2-3 Losing control 5-3 Going to Jail
2-4 Poor people 5-4 Rich people
2-5 Small birds 5-5 Becoming mad
2-6 Fire 5-6 Unstoppable fate
3-1 Suffocating 6-1 Physical pain
3-2 Blades 6-2 Loud noises
3-3 Dirt on skin 6-3 The moon
3-4 Incurable illnesses 6-4 Being disliked
3-5 Cold 6-5 People shouting
3-6 Love 6-6 Mirrors & reflections

Optional rules

A saving throw while experiencing Fear is done at Disadvantage.


A critical failure while experiencing Fear induces a state of shock. The PC can’t
do anything until a successful HRT throw.
A critical success while experiencing Fear cancels the effects of fear for that
scene.

7
Special Objects

1-1 Air pellet rifle 4-1 Waterproof matches


Break things Light a fire
1-2 Ski goggles 4-2 Firecrackers
Ride like a demon Make noise
1-3 Sunglasses 4-3 Jacquard woollen socks
Lie to other kids Lie to elders
1-4 Magnifying glass 4-4 Plastic coin
Find clues Trick vending machines
1-5 Binoculars 4-5 Digital watch with calculator
Spot danger Resolve logical problems
1-6 Mask & snorkel 4-6 Walkman + cassette
Hold your breath Be focused like a Shaolin
2-1 Flippers 5-1 Autographed band T-shirt
Swim like a dolphin Be super cool
2-2 Basketball shoes 5-2 Concert ticket
Jump higher Bribe older kids
2-3 Skateboard 5-3 Secret party invitation
Chase faster Be accepted
2-4 Full-face Helmet 5-4 Killer nail polish
Be unbreakable Be a leader
2-5 Werewolf Mask 5-5 Hand drawn Tarot cards
Lose control Empathize
2-6 Cool cap 5-6 Lucky D20 die
Lie to sport coach Make hard decisions
3-1 Swiss Army Knife 6-1 Fake ID
Open stuff Buy liquor, enter restricted areas
3-2 Folding Knife 6-2 Paint and brushes
Carve anything Reach people’s hearts
3-3 Belt & amazing buckle 6-3 Fountain pen
Tame kind dogs Forge signatures
3-4 Bone whistle 6-4 Ballerinas
Talk to birds Jump, climb, dance
3-5 Pack of smokes & lighter 6-5 Hairband
See truth through smoke Be noticed / be unnoticed
3-6 Silver storm lighter 6-6 Instant camera
Find your way in darkness Remember anything
8
Optional rules

The Special Objects are everyday items, but they're extraordinarily powerful as if
magical.
Each object gives Advantage to the dice roll, for its corresponding action.
In case of a critical failure the Special Object is broken. It won't work normally and
loses its extraordinary faculties even if it is repaired.

9
Odd Suitcases

Generate the contents of an odd suitcase.


1D6→1D20→1D20 →1D20 (optional) A suitcase
How many items are in the case? containing
1 One
2-3 1D4 3 rotten dogs
4-5 1D12
6 Suitcase full and confetti

What are they? And the items are


1 Dog 1 Plastic
2 Bird 2 Golden/Gold
3 Insect 3 Rotten
4 Starfish 4 Photographed
5 Snail 5 Autographed
6 Medal 6 Numbered
7 Shoe 7 Brand new
8 Glass 8 Miniature
9 Scissors 9 Toys
10 Phone 10 Broken
11 VHS tape 11 Sold on sales
12 Plate 12 Drawn
13 Lipstick 13 Disassembled
14 Binoculars 14 Paper/Cardboard
15 Crown 15 Iron/Lead
16 Fountain pen 16 Missing parts
17 Shoe box 17 Cheap
18 Box of matches 18 Valuable
19 Soda Can 19 Gift package
20 TV set 20 Monochrome

10
There’s also
1 Glass
2 Nails
3 Confetti
4 Sugar
5 Salt
6 Fire
7 Sand
8 Sequins
9 Water
10 Buttons
11 Marbles
12 Fruits
13 Needles
14 Oil
15 Paint
16 Magnets
17 Newspapers
18 Darkness
A suitcase 19 Noise
20 Nothing

filled with
disassembled
scissors
and noise
11

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