Monday, March 22, 2021

DM Log #1: Letters and Thieves

    Since November I have been running a weekly Swords & Wizardry Hex-crawl for a group online using Roll20 and Discord. The group has had several adventurers come and go during that time including some unfortunate deaths along the way. Our current line up consists of the remaining adventurers who after returning from the misadventures at the castle previously believed to be owned by the legendary Rogahn and Zalegar. The team consists of of Lenny aka "Lippy" the acquisitions expert, Kira the cleric of Drammond(god of adventure and luck), and Luca the most recent graduate of the Beltaine wizards college.



    Looking to sell what little loot they could acquire from the castle in the city they find out a local noble just outside the city is known to make purchases of the more rare and strange. They request an audience and are well met by the elven noble, Aramis. They work out a deal to sell a still fine quality but no longer magical rug, and some of the jewelry they found but more interestingly he has a job offer for them. He mentions a friend of his is being blackmailed by the thieves guild in Hampstead, that they have a letter which if it fell into the wrong hands would be disastrous for his friend and her family. He offers 1,500 gp to the group on its safe recovery and its contents still sealed. They have a month to retrieve and return the letter and no one is to know who hired them to retrieve it. It is in a brown envelope with the signet of lady Windgrace of Hampstead. The group agrees and heads back to the city to rest up and head out in the direction of Hampstead.

    They meet a young traveling mage by the name of Elfaine at the Bronze Gnome(tavern/inn) who is looking for a life of adventure and signs on to travel with the group. The next day they resupply their provisions for themselves and their hauling donkeys and head off in their large cart on the road to Hampstead. The weather is favorable and things go quite well with no major encounters for the first few days giving the mages time to trade and share spells with one another and to pass the time telling stories of their few exploits.

    On the night of their 4 day on the road Elfaine while on his watch hears something rummaging through their gear but by the time he noticed and aroused the rest of the team whatever it was ran off in the dark. Every one checks their gear and Luca notices his spellbook has been taken! Elfaine is appalled that some one or something would be so disrespectful as to steal a mages book and finds some tracks leading from their camp. He throws all caution to the wind and hurriedly follows them to a nearby cave with the rest of the group giving chase behind him. Once inside of the cave and ignoring the cries of his new friends to hold up and wait he listens and hears what sounds like chewing just around the corner behind a cave wall. The rest of the group catches up but fearing the worst they decide they have to confront now what ever has Luca's spellbook. They turn the corner and come face to face with a 6ft long giant badger.


    The badger is not particularly happy to have uninvited guests in its lair and drops the book and gives a wicked hiss of defiance. Lippy lets loose a arrow from his short bow and scores a hit and has drawn its attention to himself. Elfaine throws 3 darts, one of which embeds itself into its flank while Kira swings wildly with her mace missing completely in the dim light from the torch. Luca casts his prepared shield spell on Luca to hopefully provide him some protection. The badger furious at this point scores a wicked slash with its massive paw and knocks Lippy to the ground and unconscious. Elfaine throws some more darts to some affect but no where near enough to deter the raging beast. Kira seeing her chance rushes by and grabs the book. Luca unsheathes his dagger and stabs at the badger but  does nothing more than draw its rage towards him. The badger turns and unleashes its full  fury on him with a series of savage slashes across his throat killing him instantly. Kira comes in from behind and with all her might brings her mace deep into the back of its skull caving it in and the badger goes limp.

    After the bloodshed is done with the survivors drag out the bodies of their friends and the badger and head back to their camp to recoup. Watching over Lippy he eventually awakens to find the rest of the group cooking some strips of badger over the fire and saying their goodbyes to Luca over a makeshift grave they dug. They decide to let Elfaine hold on to his spell book for the time being and with nothing else to do here head back on the trail to Hampstead hoping they don't encounter any further issues along the way. The next few days went much like the first however they saw in the distance a castle up in the mountains but they opted to leave it alone for now but took note of its location. Eventually they find a road sign pointing east to Hampstead. The find that the road ends at a steep sheer cliff that plummets 50ft down into a chasm. The guards on the other side request to know their business and they state they are travelers with business in Hampstead. The guards tell the to not cause trouble and the draw bridge is lowered and they enter into the city. Requesting directions to the inn our heroes find themselves at the Hairy Cavalier. The tavern side is not overly busy with just a few of the local working men at a table chatting and drinking, 2 green robed men sitting at another table quietly drinking and keeping to themselves, and in a booth sitting across from each other are 2 robed figures looking like they didn't want to be bothered.


    While Kira procures room and board for the group as well as stabling of the donkeys and their cart, Lippy purchases some drinks for himself and 2 extra and heads over to the booth and sits down offering a drink to each of the other gentlemen and begins to prattle on slipping in the occasional thieves reference to see if either of them may provide some information on the local thieves guild. They are not particularly forth coming with any useful details and they make it clear they are just passing through and while accepting of his generosity their sour demeanor is evident they wish for him to be on his way. Kira during this time strikes up a conversation with the farmers and hears rumors of kobald sightings within the mountains and that they do not take kindly to those who trespass within their territory and are known for being especially clever and cruel. She also learns from them that there is a local temple to Drammond which just so happens to be a pilgrimage location for the faith which she takes note to visit first thing in the morning. She walks over to the booth with Lippy and the hooded men and inadvertently offends one of them which Lippy buys them another round of drinks and all seems to be fine right up until closing time. Kira feeling bad about what she said to offend the man as he is getting ready to walk out the door just puts a hand on his shoulder to get his attention and he spins around and has a hand on the hilt of his dagger and lets her know under no certain terms is she to lay another hand on him less she lose it at which she quickly calls over to the inn/tavern keeper and says that his tab and breakfast are on her and that she meant no disrespect now or earlier. He grumps at her and decides to leave with out causing any further commotion. The group then heads to their rooms and calls it a night.



Sunday, March 14, 2021

Hex Crawling Methodology

    Hexcrawling has became my preferred method of dungeon mastering my games, more often then not I am just as surprised by the situations as my players are. However even running such a free wheeling and open ended style still requires some prep work and some solid foundational structure to run smoothly.

    Over the years I have been collecting resources and tools for running in my games. Many are quite useful on their own and when combined together I have found they work wonders in preparing some very interesting results for the players to find. Below you will find all of the tools I am currently using in my own home campaign as well as the methodology used to go about doing so. This is intended to become a living document as various items and tools may get updated or exchanged for others as well as other category items are added or expanded upon.

     With out further ado I present the TOA: Hexcrawl Methodology v1.0


Tools used:

Hexmancer - Here

CDD#4 - Encounters Reference.pdf found Here

Wilderness Hexes - Here

D30 sandbox - Here

City Encounters - Not currently available for purchase, will update the blog here if that status changes

Nocturnal Encounters - Here

650 City Encounters - Here

Road Encounters - Here

Unique NPC - Here

Forests D100 - Here

Hills, Mountains and Plains D100 - Here

Marsh D100 - Here

Bandits - Here

Rumors - Here
================================

Hex Generation:

1: Roll hex type via Hexmancer generator or the terrain by hex table page 82 from CDD#4

2: Roll for unique feature, however use a d20 and add +1 on the odds for a feature
ex: wilderness rolls go from 1-2 to 1-3.

3: Roll d100 with a 20% chance of unique terrain based on type, from the wilderness hexes

-----------------------

Wilderness Encounters check:

1: Roll 3d6 for each 1 there will be encounter appropriate to the type of terrain, roll on the random encounters table page 84 from CDD#4

2: If an encounter is rolled, roll on the appropriate d100 chart for the terrain

-----------------------

Thorps, Villages, Towns, Cities:

1: Roll for size & pop, class & race, leader level, and settlement resources from page 104 on CDD#4 and take note of the availability modifier, if a player wants to know if something is there and you haven't planned for roll against the availability modifier

2: Roll on the shops and structures chart on page 108 of CDD#4, 1d4 for thorp, 1d6 for village, 2d6+4 for towns, 1d10+10 for city.

3: Roll for city encounters during the day roll on City Encounters, Nocturnal Encounters for night time

-----------------------

Taverns:

1: Roll on page 36-37 of d30 sandbox companion for tavern name, and details

2: Using pages 105-106 of the CDD#4 determine which type of establishment it is then roll for # of tables and rooms, baths, security, entertainment, stable, carriage house, and chance of clientele currently in the establishment. During the Day 1d4-1 patrons already there, 1d10-1 at night. Roll on unique NPC chart for traveller.

3: Roll on rumor truthfulness on 105 of CDD#4, then on the rumor generator

4: Every hour check for new patrons coming in, 2 in 6 chance that 1d4 additional patrons arrive and 1d4 leave. Then check for bar event per tavern type in CDD#4 page 106

Fight - one on one, subdual damage used
Brawl - many fighters involved, subdual damage used
Vicious - Many fighters with weapons drawn

-----------------------

NPC:

1: For townsfolk, or any non-classed/non-noble roll their details from page 26 of the CDD#4 or pages 46-48 of d30 sandbox

2: For classed roll their details on page 26 of the CDD#4 or pages 46-48 of d30 sandbox then stats and gear from pages 38-41 of the d30 sandbox


And that is pretty much it, it gets the job done and at least for me is a fairly entertaining process. If you find this useful or even if not leave a comment and let me know. Also let me know what tools you use not covered above and or any other sort of procedures you have came up with to help generate useful and interesting hexcrawls.

Friday, January 1, 2021

Filing off the serials #1 - Drink with the living dead

Filing off the serials #1: Drink with the living dead

Original Inspiration: Drink with the living dead by Ghoultown
Link: https://www.youtube.com/watch?v=yywGI1H_oyM

Welcome to the first installment of my new series: Filing off the serials.

    My hope is to provide inspiration by showing you can take ideas from anywhere, change them up a bit, and make them your own in your table top games of choice. I find inspiration in everything from music, tv and movies, other games, and of course books. Some of the things I will be covering might be a plot device, other times it might be an interesting NPC, or perhaps a new unique item be it mundane or magical.

    This time around we are taking a look at one of my favorite songs by the gothic western group Ghoultown. The original is quite the story involving a undead desperado who was cursed by god for shooting a man to drink his beer.

    The curse placed upon him after he was hung prevents him from resting in peace until some one could out draw him or defeat him in a drinking duel. This is definitely usable in any game where curses, magic, and the undead could be found.

    I particularly like the Deadlands feel to it so in my own game I am keeping with the western styling as shown below however some additional changes to make it a bit your own could be instead of him shooting the poor man he stabbed him from behind/slit his throat, beat him to death with some brass knucks, or you could also easily change the challenge from a drinking contest to any game like poker, pool, darts, dice, etc.

Without any further ado I present to you Jacob Hurst.


    Jacob Hurst, hung for shooting an innocent man just so he could drink his drink. Now he is cursed to stalk the land until someone can either keep up with him drink for drink with out passing out or put him down with but a single bullet.

ST: 11 DX: 12 IQ: 9 HT: 10
HP: 11 FP: 10 Will: 9 DR: 0
SM: 0
Attack: See Notes
SP: 5.5 MV: 5
ADV: Combat Reflexes, unkillable 3(achilles heel(silver), Alcohol Tolerance
DIS: Bad Temper(15), Bloodlust(15), Callous(15), Disturbing Voice, Impulsive(15), Lifebane, vulnerability(silver x4)
Skills: Carousing(14), Intimidation(12), Quick Draw (16), Guns(15)

Notes: His gun was enchanted as well as cursed along with him that day. He wields a variant of the grim revolver found in GURPS Magic Items 3 pg 103 however it cannot fire skull spirits and the damage is 2d6 P+ and 1d6 burn. While not exactly undead he cannot die unless killed with silver, however he does not offer up this bit of information during  the brief conversations he has. If his chosen victim at the bar does not play along with his demands he will shoot them and any one else who gets in his way up to 12 times if need be.

    Should Jacob normally "die" with out the final blow coming from a source of silver his spirit fades away and he will return some where else in about a months time. If some one can drink with him ounce for ounce til midnight or should Jacob fall unconscious (using whatever rules your game has for dealing with alcohol otherwise you may have to work out a system of your own) then the curse will be broken and he will die for good on the spot. Whether his revolver remains cursed is up to the GM.

    This will wrap up the first installment of FOTS, please feel free to leave your comments below as I would love to know if any of you plan to use this idea or any others I present in your games and how you go about it.


Tuesday, December 22, 2020

PA Business Generator

 So needing some tools to expand out my post apocalyptic cities I noticed there wasn't really anything that provided a quick ref of logical businesses that could be running in the environment. So today I provide you with my d50 chart of businesses that could be found in a PA city, town, or what have ya. Roll a d100 and divide by 2 and away you go. Also provided are some useful skills beyond just merchant that the seller, craftsman, or provider would potentially have. Most of these are taken from the very useful historical folks document which can be found at https://www.mygurps.com

 

Download

Monday, December 21, 2020

Post Apocalyptic Resources

    As of late I have been working on a GURPS after the fall of modern man campaign and being new to running the genre I have been in search of tools to help put together my new post apocalyptic world. Having ran Mutant Future a few times at least gave me a good source of where to start as for mutations, weapons, drugs, and misc junk but thankfully there is a whole wide internet full of resources available and I will be sharing with you good reader some of the most useful in my humble opinion.


1: Daves Mapper: https://davesmapper.com/city

    Right away I am having a blast using Davesmapper for generating ruined cities to populate my world with. In particular I am fond of using Amanda Michaels geomorphs as they are clear and concise and when exported are perfect for numbering to allow for quick notation of what each building is on its associated guide sheet.

2: Settlement Resources:

http://mutationapocalypse.blogspot.com/2016/08/settlements-in-post-apocalypse-part-iv.html 

    This has a little of everything from random building generator, random settlement resource generation, trade goods, random crises, and a very useful gas station forts table that provides some stellar ideas for not just gas stations and out of the way locations but also ideas that work for any sort of fortified village/town/city. Highly recommend but certainly would save an offline copy as you never know when the google links will go dead.

3: Settlement Naming:

http://wampuscountry.blogspot.com/2012/01/frontier-town-name-generator.html

    A handy set of 3 d100 charts for creating names for locations, settlements. Again I would save a copy in case google every purges it.

[edit] http://www.random-generator.com/index.php?title=Wampus_Country_Frontier_Town_Name_Generator looks like there is currently a version of this located here however they are having technical difficulties and will hopefully have the generators working again soon

4: Hazards:

http://www.paforge.com/files/gw3/3rdhazards.pdf

    Has a little bit of everything from strange weather, omens, traps and more.

5: Gear Resources

Everything:
http://paforge.com/files/resources/purchase.xls
http://paforge.com/files/resources/search.pdf
https://drive.google.com/file/d/0Bz3y1U9yyS02M0RMNGRKa0ZtYjQ/view

Armor:
http://paforge.com/files/gw3/3rdarmor.pdf


Weapons:
https://drive.google.com/file/d/0Bz3y1U9yyS02elNhNVQ5RVR0T2c/view
http://paforge.com/files/gw3/3rdweapons.pdf


Books:
http://paforge.com/files/gw3/books.pdf
https://drive.google.com/file/d/0Bz3y1U9yyS02a3NJOUIweVJQb1E/view



6: Misc:

Below are some of the more interesting random tables that didn't fit in the categories above

https://drive.google.com/file/d/0B8l15nXmXT3BSFZUX3VoLXBXT2c/view?usp=sharing

    100 Post Apocalypse random events

http://paforge.com/files/resources/plotseeds.pdf

    80 different plot seeds to spark your imagination for adventures

http://paforge.com/files/gw3/animaldata.pdf

    A very nice list of different animals and ideas for basic mutations associated with them, perfect for quickly designing manimals.


These are just what I am currently using for my game however I would love to know what you guys think of the tools above. Let me know down in the comments what useful tools you guys have found for your games.

Wednesday, December 16, 2020

Tales of Aeril: The Return


    It is good to be back. I realize the blog has not been updated in some time however there is no time like the present to rectify that. This year in particular has been crazy and everyone is looking for an escape of some sort, if even for a short while. Many of us even while restricted by the constraints of our new covid world yearn to create and provide to our fellows.

    In just the last few months I have started not 1 but 2 games online now both of which are moving along decently, players have came and gone but already new stories are being shared and a lot of laughs and new friendships being born. Currently my Swords & Wizardry players are working their way through B1: in search of the unknown are have found  just about every maze part of the castle but only minor scraps of what has been left behind, and still one of the clerics found a way to kill themselves setting off their own home made fire trap (i have never seen so many bad die rolls in my life) however they were a old school trooper and now the party has a new wizard friend and a paladin(npc) of the same faith looking to retrieve the body they left behind only to find a new mystery of where did the body go? Who took it and why? It has been quite the ride.

    The other group is something I have wanted to run for a long time. As a collector of books, especially game manual, I like to justify all of that shelf space that is filled with dead trees. Having picked up shiny new copies of GURPS 4th edition at least 13 years ago and being able to count on 1 hand how many times I have gotten to use it has been a sore spot with me for quite some time. This has not stopped me from adding to my collection over the years, to the contrary it has only expanded more and more every chance I can afford it. Now has been the time I have taken off the gloves and laid down the challenge. Run a successful GURPS campaign for a few months. We are in week 2 and while it is certainly taking some getting used to, we are currently running a interesting campaign in the far future (year 3097) where in 2097 scientists who were messing around with strange science trying to open the door to another world succeed only for it to bath our world in a strange energy that lead to a great devastation, mutating much of what it touched and bringing with it the blessing/curse of magic. The players are in a future now where things have gone back to a feudal way of life, monsters are everywhere, many robots have become sentient, and the technology of the future past mixes with the arcane might of mages. Fun stuff.

    Back back to the blog, I do plan to get back to writing more content here. The ideas never went away, things have just been a bit hectic. One idea I am very excited to bring every one is a planned weekly column I lovingly call Filing Off The Serials. The concept is taking an idea be it a location, character, mechanic, plot, or story from some other medium like a movie, book, or game and converting it to be usable in just about any ones game. “Good artists copy, great artists steal.” To quote Picasso and he was right, if it is good enough for Hollyweird when then its good enough for you too. I also plan to do a revised and updated version of the coveted d100 charts so stay tuned for that as well.

    Any rate enough for my rambling, I look forward to bringing you all more content and cant wait to hear your comments down below. It is good to be back.

Thursday, June 7, 2018

Return and Rumor Generator

It has been almost a year since I have made any new content for the blog here and it feels good to be back. A lot has happened in the last several months to keep me plenty busy and sadly pretty far from gaming. Thankfully things are starting to wind down enough that I can consider getting a new group together as I prepare for U-Con this year. As I have a fondness for random tables of various utility it is only fitting I make my return with my latest creation: The Random Rumor Generator(patent pending).

This is still in a semi-rough draft format but the general gist of what it does and how it works can be seen below.

<> - Roll on appropriate table

WHO:

1 <NOBILITY>
2 <MERCHANT>
3 <UNDEAD>
4 <CLASS>
5 <HUMANOID>
6 <GUILD>
7 Sage
8 Giant
9 Barbarians
10 Peasent
11 Guard
12 Miner
13 Dragon
14 Cult
15 Were-Creature
16 Mercenary
17 God
18 Demon
19 Fey
20 Bandits


WHAT:

1 Kidnapped/Ransom <NOBILITY, MERCHANT, or CLASS>
2 Are searching for <OBJECT or PLACE>
3 Has Stolen <OBJECT> from <WHO>
4 Are plotting against <WHO>
5 Has a magical <OBJECT>
6 Is on the run from <WHO>
7 Has lost <OBJECT>
8 Hates <WHO>
9 Secretly in love with <WHO>
10 Has hidden a <OBJECT> in <PLACE>
11 Is looking for adventurers to <reroll here>
12 Has poisoned <NOBILITY, MERCHANT, CLASS>
13 Has information about <WHO, OBJECT, or PLACE>
14 Is imprisoned <PLACE>
15 Secretly controls <PLACE>
16 Is creating a magical <OBJECT> through a sacrifice
17 Is in the service of a god
18 Is in the service of a demon
19 Wishes to control <PLACE>
20 Has been asking around about <WHO, OBJECT, PLACE>

OBJECT:

1 <WEAPON>
2 <ARMOR>
3 Ring
4 Amulet
5 Crown
6 Stone
7 Book
8 Wand
9 Mirror
10 Scroll
11 Potion
12 Gem
13 Ship
14 Candle
15 Earrings
16 Statue
17 Mask
18 Box
19 Cards
20 <BODY PART>

PLACE:

1 Ship
2 Village
3 Town
4 City
5 Kingdom
6 <UNDEAD, HUMANOID, or MONSTER> lair
7 Grove
8 Forest
9 Lake
10 River
11 Mine
12 House
13 Castle
14 Ruins
15 Church
16 Temple
17 Fort
18 Cave
19 <MERCHANT> shop
20 <GUILD> hall

NOBILITY:

1 King/Queen
2 Prince/Princess
3 Duke/Duchess
4 Count/Countess
5 Lord/Lady
6 Duke/Duchess
7 Baron/Baroness
8 Knight (Sir/Lady)
9 Reroll, Cousin to
10 Reroll, Disgraced


MERCHANT:

1 Inn Keeper
2 Tavern Keeper
3 Blacksmith
4 Armorsmith
5 Weaponsmith
6 Alchemist
7 Tailor
8 Cobbler
9 Cook
10 Baker
11 Fletcher
12 Boyer
13 Brewer
14 Cartwright
15 Candle Maker
16 Cooper
17 Weaver
18 Fishmonger
19 Grocer
20 Banker

GUILD:

1 Merchant
2 Assassin
3 Mage
4 Craftsman
5 Adventurer
6 Church


CLASS:


1 Assassin
2 Cleric
3 Druid
4 Fighter
5 Mage
6 Monk
7 Paladin
8 Ranger
9 Thief
10 Reroll


UNDEAD:


1 Skeleton
2 Zombie
3 Ghoul
4 Ghast
5 Ghost
6 Allip
7 Banshee
8 Shadow
9 Wraith
10 wight
11 Silent Knight
12 Death Knight
13 Crypt Thing
14 Coffer Corpse
15 Mummy
16 Specter
17 Apparition
18 Vampire
19 Demi-lich
20 Lich

HUMANOID:


1 Elf
2 Dwarf
3 Gnome
4 Half-Elf
5 Orc
6 Half-Orc
7 Goblin
8 Gnoll
9 Bugbear
10 Catfolk
11 Bullywug
12 Drow
13 Githyanki
14 Kenku
15 Lizardmen
16 Kobald
17 Merfolk
18 Rakasta
19 Hobgoblin
20 Troglodtye

MONSTER:

1 Giant Spider
2 Worg
3 Wyvern
4 Hydra
5 Rust Monster
6 Disenchanter
7 Roc
8 Giant Rat
9 Owlbear
10 Otyugh
11 Peryton
12 Pegasus
13 Naga
14 Minotaur
15 Mindflayer
16 Medusa
17 Harpy
18 Griffon
19 Gorgon
20 Cockatrice

WEAPON:

1 Short Sword
2 Dagger
3 Dart
4 Mace, light
5 Warhammer
6 Spear
7 Long Sword
8 Bastard Sword
9 Two-Handed Sword
10 Short Bow
11 Long Bow
12 Wrist Crossbow
13 Heavy Crossbow
14 Lance
15 Mace, Heavy
16 Axe, Battle
17 Axe, Hand
18 Staff
19 Club
20 Reroll with a +1 enchantment

ARMOR:


1 Helm
2 Boots
3 Robe
4 Leather
5 Chain Mail
6 Ring Mail
7 Plate Mail
8 Shield
9 Bracers
10 Reroll +1 enchantment



BODY PART:

1 Eye
2 Nose
3 Tooth
4 Heart
5 Spleen
6 Bladder
7 Claw
8 Brain
9 Bone
10 Hide/Scale/Fur


Overall its a good way to get a rough idea of some rumors flying around in your taverns when the village people have too much time on their hands. Let me know what you think of this in the comments section below or give your 2 cents and let me know how it can be improved. Looking forward to hearing from you all.

Monday, July 17, 2017

Free RPG Day 2017

   Wow its sure has been a long time since I last made an update here on the blog. I planned to have this post up way sooner then now but work has had me beyond busy and the lack of a regular game has made it a bit difficult to make regular updates a thing. Good news is the bug has bit me again with having a chance to play again got the ol juices flowing. Look for at-least a few more posts from me here in the following days/weeks as I put pen to paper once more.



   Now as for FRPGD day I have been going to a new game shop since my old one closed down shortly after Ucon. I brought the idea up to the new shop after visiting a few times and making friends with the store owners. I am always happy to bring the joy of events like these to places that did not even know they existed. I showed up to run mutant future and swords and wizardry, however as it is still a fairly new store in a much smaller community the number of participants was pretty dismal. I was able to collect a few quick start rules I wanted to check out and I was even awarded a dice tray(which I never knew I would love so much). Since things were going slow we opted to get a game going with who we had available.


   I am not the biggest fan of 5th edition, I don't hate it I just however prefer not to deal with the overall crunch now a days of the newer systems. I was ready and willing to rock and roll as a DM but the new guy behind the counter was adamant he really wanted to DM a game of 5th and well I just wanted to play so I took the neutral evil dwarven sorcerer(with dragon heritage hehe) of 5th level. My brother in law took a 5th level rogue/tinker mage, the store owner a super tank(22 AC) cleric who surprisingly didn't murder me for my self serving antics, and a nice kid I just met that day by the name of Ben who showed up and took over trodgar the npc barbarian. We was quite the motley crew.


   The adventure was something the DM wrote himself involving all of us being members of a adventurers guild who gave us the assignment to go to the village of nowhere and go to the mayors tavern(of which I'm assuming was in the middle of nowhere) in exchange for a 2,000 gp per person to solve what is going on there. Apparently we were to be paid an advance but th rogue had walked off with it and "forgot" to tell us about it. We head to nowhere and once there find every one is in some sort of a weird daze. There are 2 kids hitting a dead animal with a stick in which I took an immediate dislike to and placed an extended hold person on one of them. The other child begins to smack the frozen on with their stick now but with no real sense of emotion. The place was certainly getting a weird vibe about it. we walk over to the tavern and got a bad feeling about what may lay on the other side so in true murder hobo fashion I went back, got the frozen kid, and once the door was open threw him in ahead of us. The tavern goers rough him up a bit before throwing him back out into street except for one really odd looking fellow with a near permanent grin and a strange looking golden badge. we go inside and he doesn't say a word but just keeps smiling like the joker and waving us to come hither. Having found my signature spell at this point I extend a hold person on him in which no one in the tavern even seemed to blink an eye. The cleric sighed and took the moment to at-least check for evil auras in the room in which the whole town sort of reverberated bad ju ju but the held guy did not. With some reluctance I released my hold and he went right straight into being overly cheerful welcoming us to the town and that we should not dawdle and get to the church right away. Wanting to get through this as quickly as possible and out of this weird no horse village we opted to follow him to the church in which a withered old priest brings us inside to tell us what is going on.


   Apparently some 50 years ago a necromancer was looking to ascend himself to lich status, so the church sent one of their noblest of clerics to take care of the problem. The necromancers castle and the cleric dissapeared and had been missing until only a few weeks ago when the necromancers castle once more was next to the mountains in which it originally stood. Since then a miasma has invaded the town and only those who have a badge of the god of purity have been able to resist the drull that emminates now from the village. We are each given such a badge(the golden thing we saw the mayor wearing as well as the old priest) and told that we will be rewarded with 10k gp each for the destruction of the lich and the end of the miasma. We each received 2 healing pots, a pot that gives back 2 used spell slots, a good berry, and some sort of magic item based on if we asked for weapon or armor. the cleric got a +4 warhammer, the barbarian got his battle axe blessed from a +1 to +3 so long as he never lets it touch the ground(aka don't fumble), I got a ring that provided +2 dex and +1 to my lowest stat, and the rogue got some sort of dog tag that would become clear when the time came to use it. Shortly after his badge turned to wood and he too fell to the miasma and wandered off toward the bell tower above. the rogue started going through his journal and found a passage saying should the miasma take me please don't let me ring the bells, god please don't let me ring the bells. The cleric and I were already following the old guy up the tower and I use up my last hold person for the day and upon hearing the rogue say don't let him ring the bell we cut the rope. I didn't want to leave anything to change and "accidentally" knocked him down the flight of stairs in which the cleric being the good guy that he is tried to catch him and instead went for a tumble down the steps being cushioned by the old man. He barely survives and I make a strong case for he may try to bring the lich's wrath upon us before we are ready to deal with him and at-least we should tie him up so we can get out of here. So we ended up tying him up to the altar and after finishing the journal got a hint to avoid the main entrance.


   We step outside and all of the village people of no where were standing outside their doorsteps and as soon as they saw us leave the church they all go inside and put out their lights. Happy to get away from them we avoid the main road and opt for an animal trail that went parallel to it. We eventually see the castle and decide to camp out until morning to get back my spell slots and to tackle this place at daylight instead of in the middle of the night. We all get rested no random encounters and when morning comes it is still pitch black and well the moon is still out....dun dun dun dunnnnn..... so to the side of the castle we go. Luck was on our side as we searched around and found a secret way inside through a loose cobblestone. I create some dancing lights and send them down the steps to light our way. Everything is good right up until we get inside and the door disappears and arrows start flying at my lights (I had them a good 10ft ahead to act as sort of an early detection system as well as light). We arm up and head down to face off with 17 skeletons. Captain cleric goes in and lays down the holy law putting the fear of his god into 14 of the 17 skeletons. the barb rolls in and starts going to town on the remaining non-frightened skellies while I cantrip away (I still cant believe I got to throw around 2d10 firebolts for free every round). The next round we hear a unholy groaning and then the skellies eyes burn brighter red and appear to have shaken off the fear(something just bloody bolstered the bastards) and so we had to face off with the rest of them. Super cleric held the line with the rogue backstabbing the hell out of everything aided by the multiple attacks of the barb and my firebolt spewing finger guns(pew pew) and eventually they were all reduced to dust and bone once more.


   Now that we could actually take a chance to examine our surroundings we found 4 cells with chests in 2. I put on my magic detection(yeah magic eyes) and find in one of the other cells is a small hole in the wall radiating immense magical power. I pull out a strange looking deck of cards which then triggered a collapse of the other 3 cells...oops. I put the deck in my robes but eventually it started to burn and I had a compulsion to draw a card. In doing so I got a pendant which in my mind told me it would protect me from all magic, useful but I wasn't about to throw it around my neck just yet. Every one else opts to draw a card of which I don't quite remember what every one else got. When the 4 card was drawn the deck change to be much smaller in side and the back had that of a dragon. When I drew this time I got a horn that filled me with greed. I blew into it 3 times and on the third I actually succeeded at my perform check (18 cha FTW) and it blew away the rocks from the chest cell I was next to before disappearing and with it my new found additional greed. the cleric goes and opened the chest and found within a bright shining sword which the rogue succeeded on a lore check and found out it was a sword of luck and that it had charges of the wish spell. Here is where things fell apart quickly and in much humorous fashion...albeit in a very childish fashion. The rogue slight of hand reached for the sword and subtly wished that the cleric mis-identify it as a well I wont say here but it was pretty awful but funny in a dark sense of humor. The cleric goes on to misidentify alright but the spell didn't go quite as it was intended(do they ever...) and the DM rolls on his table of potential magic items, and apparently he believes in letting the die land as it may as it turned into a deck of many things. It detailed the rules and well I drew first and was rewarded with the sun card 50k exp, the experiences of my ancestors flash before my eyes and suddenly I was 9th level adding haste, banish, and cone of cold to my spell repertoire. the rogue got one of the other cards that gave some additional xp taking up to 7th level I think, the barb pissed off a demon, and the cleric refused to draw and thus the deck vanished.


   Moving on I eat my good berry healing up and gaining back all my spell slots. We find the body of a cultist with a journal bragging out a terrible trap involving a mirror and the eventual ascension of his master...yada.yada.. and we decide to move forward through the stone doors which the barbarian had to bash down(which he did with ease) and down the corridor we found the mirror. The cleric saw something that looked like a chest with teeth staring back at him...in which I asked "like a mimic?" in which the mirror cracked some revealing a new image to the barbarian who said he saw a sphinx...which caused the mirror to crack some more but also released the sphinx....and that battle hurt. Long story short we eventually took it down and then the mirror disappeared leading us to a room with a skeletal knight. He greeted us and said he was here to slay the necromancer and was attempting to stop him from ascending to becoming a lich. He recited his hour long name and we recognized him as the paladin who came to stop the necromancer 50 years ago. Its at this point the door melted into the stonework and a terrible face emerged from the wall and proceeded to attack us from floor by causing jagged shards to flow up at us. I did not get as much damage done as I would have liked because the damn thing kept making his saves for half damage or straight up counter spelling my lower level spells(but I made the bastard burn all but one of his spells in the process) while the rest of the team attacked the moving face with everything they had. Eventually down to his last spell and attempting to still claim lichedom he cast reincarnation.....and turned himself into a female wood elf with no memory of their former life as a necromancer. Naturally as soon as this happened the place began to crumble and we had to make a mad dash out of their. The day was saved we got paid and the town was a little less bleak. Overall every one had a great time, the DM got some more experience under his belt, and there was a lot of laughs.

Monday, November 21, 2016

Ucon 2016 writup

   It is that time again to write about my adventures at UCON. As always it was everything I was expecting and more. I did not get to go to any other cons this year due to my new work schedule thankfully if I can only make it to one con a year I will continue to make it this one. With out further ado here is the breakdown of my time for 2016.


Friday:

   Right after getting my weekend + play games all weekend badge I immediately ran across non other then followmeandie's very own Larry Hamilton. He was getting things setup for a White Star game. We had a good time catching up on lives outside of gaming and he was willing to let me hop in and play. I have not played white star before so I decided to just go with what sounded cool and played to my preferred playing style. Naturally I went with a mercenary and got suited up with a laser rifle, power armor, jet pack, and he even let me bring a few cannisters of oil(you never know when you need oil). I decided at this point I was going to be Boba Fett if he fought for the rebels. The rest of the players included a robot, pilot, and 2 space knights.

   Here Larry revealed the map and the adventure, we was right in the middle of a battle zone as civilins when we hear a distress call coming from a federation ship. There was a black hole type area generating massive amounts of radation, which I lovingly referred to Cthulhu's butt hole, making scanning difficult. We knew there was insectoid bad guy ships in the area but getting accurate information on them was not easy. We headed for the source of the distress call and found some signs of life needing our help. Since i had a sealed suit and the droid did not need to breath we freefloat on over to the other ship just as it suffers a form of explosion. We adjust to its new movement and board. We find survivors holed up in a sealed room but they dont have enough oxygen to survive forever, so we craft a plan with the rest of the crew to fix what we can to re-oxify the ship where we can and seal the rest while bringing over survival suits and bring them on over to our ship. The poor pilot was having a hell of a time with the controls thanks to the radiation(damnit cthulhu.......) so it took him a few tries to connect our ship with theirs. Fast forward we eventually succeed, rescuing around 28 federation peeps and bring them onto our ship just before theirs blows up losing their captain and a few other higher ranking officers.

   We reach out to some of the other federation ships in the area and several hijinks ensued including some fire fights with the insectiods, who at one point had 3 fighters on us 2 of which destroyed themselves by accident and I got onto coms with the 3rd ship that was disabled by our fire and I told them to perform seppuku. Rolling against my charisma and an additional roll he had me make the ship suddenly just goes up in a massive explosion, we may never truly know if my charisma actually worked in talking an enemy into killing itself but I will continue to believe that I did. All around it was a lot of fun for my first time playing White Star and the rest of the table appeared to have a great time too.

  I then met up with Ryan Thompson of Gamers & Grognards to go over updating my con character to level 5 for his game he was running after the small lunch break. For those who haven't been following along my previous years posts, my first game of S&W was in Ryan's game running the adventure Eruptor's Vengeance back in 2013. I played a 3rd level elf fighter/magic user who with the help of his friends succeeded in collecting a dragon bane shortsword, which was used to deliver the killing blow on the fateful drake, and collecting a ring of regeneration. Ryan allows those of us who wish to at future cons to bring any characters we have played previously in his games to future games he runs. I have since then brought my elf with me last year who successfully rescued some lost patrol guards from the sewers. Some how going into this game this year I knew it was going to be my dragon slayers last game either via honorable death or retirement as I knew he was heading into a place known as dragon island.

  Our adventuring group including some additional cool peeps including Larry, Del Teigel (who is an amazing artist btw), Andrew Moss,  and a few other faces who I have met before but sadly cannot recall their names (my apologies guys if you read this please feel free to give me a hard time about it). We apparently got a treasure map during a game of cards from the lone survivor of a group who had been to an island with many untold riches but protected by a great many dragons. I went and collected some 1st level fighter mercenaries (first time I ever brought on cohorts) and we chartered a boat to the island. The first cave we found was completely frozen over with a large white looking dragon sleeping upside down like a bat. We debated for a while if we should attack it or not which the majority felt it was best to let sleeping dragons lie. The next cave over had an invisible dragon laying on its horde which only the wild elf was able to percept. Again discretion was the key to surviving and we left with out attracting its attention. Our luck ran out in the third cave however as we awoke 3 young dragons who went right to the offensive. We thankfully dispatched them quickly and looted their treasure before any adult dragons came out to hunt us down.

   We then proceeded to a much larger cave, and I got a sinking feeling. Big caves tend to equal big risks(like big bloody dragons) and sure enough I was not disappointed. Shortly after entering our halfling thief(Del) got caught by a large dragon(don't quite remember now what color) and flew up to drop him. Thankfully he had a previous life as a sailor and knew how to use ropes and knots effectively. He tied his grappling hook to the dragons leg and as he fell rolled some of the best dice rolling Ive seen at a con. Rolling double 20's he caught his hook on a large bit of rock on the wall and the rope held as the dragon went to sweep in to get another victim causing it to go taught and swing the dragon head first into another large rock formation. Due to the critical nature double damage was rolled.....2 points more then it had. For the first time ever I saw a dragon go down via smashing its own skull in via grappling hook. High fives all around we celebrated him surviving his fall(and some healing via my ring of regen) and looted the horde finding some groovy gear and a mysterious potion which honestly must of been a black hole in a bottle as this stuff ate anything.....including the invisible dragon we encountered earlier. Having slain 5 dragons and fat with loot we ended the adventure and returned to our ship. From here I decided my character has had a good enough career as an adventurer that he will head back home and open a bar, retiring for now.

   The last event I attended was the OSR panel on aesthetics in OSR products. Special guests was Stacy Dellorfano of Contessa, Bill Webb of Frog God Games, Donn Stroud of Drink Spin Run, and Ryan Thompson. It was a great panel talking about the new art aesthetic being used with the next printing of S&W. There was some great stories shared by the group and the overall tone from the hosts and the audience was a positive one. The fireside chat way they hold these panels every year really makes for a great bit of audience participation. On a side note who I would love to see a podcast of Bill just telling stories for a while.


Saturday


   My brother in law is who introduced me to UCON back in 2013 and so we make it a point now every year to head out together if our schedules line up. We made it to the convention and split up for our separate interests (he is more into board and strategy war games) and I met back up with Larry for Delving Deeper. Again not a system I have played and there was several new faces at the table. I played a fighter(big shock I know) and we went to go rescue some misguided kids who disappeared while the town folk blamed the kindly old dudes in black robes who took up residence in the forest. I had fun and would play Delving Deeper again if I had the opportunity but honestly S&W is more my cup of tea.

   Keeping with my current pattern I headed over to Ryan's table and got myself setup with a paladin on a quest to explore a dread burial ground where riches was rumored to be holed up. Several hijinks ensued including a run in with a gelatinous cube, the alchemist getting possessed (and subsequently my being charmed), an undead dude spiked to the wall in eternal torment, and more. Amazingly we all survived but it was close when I was charmed into waylaying another party member with my flaming longsword.

   The con had tons of interesting things going on in which I checked out including but not limited to a vendor booth area(picked myself up the monster alphabet...hehehehehe), Bill Webb was available for book signing(got all 3 of my original Rappan Athuk books signed woooo!), a game auction, a vote for worst movie clips(which was hilarious for the parts i was there for, and for the star trek fans there was something very cool known as the Artemis Bridge Simulator. I didn't play the sim but it was pretty bad ass and the guys running it was super nice and talked shop with me for a bit when I was in between events.

  Down in the boardgame area I met up with Christopher Badell of Sentinals of the Multiverse fame. A real stand up guy who is definitely passionate about gaming, and he was nice enough to sign some of my promo cards. He even popped into the writing/design talk later in the evening featuring John Wick, Darren Watts, and Marc Tassin. The talk was informational and plenty of note worthy pointers and resources was shared by each of the guests. It was great that UCON had something like this and I hope they continue to do so going forward in the future.

  I met up near the end of the evening with my brother in law and checked out an interesting submarine group game. It was essentially a much more demanding game of battle ship for 8 players called Captain Sonar. I took the role of engineer and honestly I think I could have done better. It is a fun game but requires 8 players to really be interesting and would take atleast 2 or 3 games I think before every one really gets a feel for how to play well. If you have the play group it would be an interesting way to spend a board game night.

  Back upstairs Dirk Collins, was kind of enough to bring his entire collection of Judges Guild materials for the 40th anniversary of Judges Guild. He had layed out all the maps for the Wilderlands of Fantasy(which is massive!) and was allowing us all to take pictures next to it and to peruse a bit of gaming history. I have a small but growing collection of Judges Guild material and it was cool to see it all there. Too bad I didn't have the time to hop into his game he was running. Thanks again Dirk it was a pleasure to chat and view your collection.

  While I waited for my bro-in-law to finish up I stopped in and watched the first little bit of Bill Webb's game of Tegel Manor running the S&W lite rules. Things did not look like they was going to go well early on with some skeletons getting the upper hand and the poor clerics turn rolls not going quite in their favor. From the sounds of things Tegel Manor claimed several victims over the weekend. Alas I could not stay and had to take my leave and return to normal life. It was fun while it lasted and it was great to see many from the community who I feel have become friends and enjoy seeing even if it is only once a year. Looking forward to next year.


Tuesday, August 23, 2016

Beware the lowly kobald - Using history to create a truely deadly advisary




    By now most have heard the tale of Tuckers Kobdalds where the kobalds on level one were some of the meanest and straight up cleverest opponents in the dungeon. I have always felt this should be the norm and not the exception. Kobalds in the world of Aeril are as a race isolationists, preferring to be left alone, yet are devastatingly clever in particularly in the art of guerrilla warfare and trap making. They are also exceptionally territorial and do not take kindly to uninvited guests. That is not to say they cannot be reasoned with but you better pay attention, bring gifts of food or treasure, and most of all be respectful.

    Kobald lairs tend to have several warning signs that can clue you in that you are entering their turf, usually skulls on poles, strange markings on trees, cavern walls, or large boulders. Trust nothing you see in kobald territory else be prepared to suffer dire consequences. Below are traps used at various times in warfare throughout history that I could see kobalds using or devising in the protection of their home and property. At the bottom I will also be providing links for those who would like to read up on history themselves and possibly expand on these ideas a bit.






Hanging Snakes

    One of the simplest traps and can be used pretty much anywhere is the placement of venomous snakes tied to a branch, over a doorway, or any where some one not paying attention can walk right into. The snake being tied up for several days and most likely hungry and angry will likely lash out at anything or any one stumbling into it. Viscous and effective.

Snakes inside bags, packs, and chests

    Continuing with the use of natural biological weapons, snakes as well as spiders, centipedes, or any other naturally occurring venomous creature works well as a trap or deterrent to any one snooping through a kobald's treasure.

Noxious/Explosive Gases

    Kobalds are masters of their domain and such are always looking to harvest anything of value from the terrain. Bladders full of swamp gas can make for a terrible time that can sicken those who breath it or if exposed to an open flame create a explosive reaction. Kobalds know this and will setup pressure plates holding back several of these that when triggered release the the stored gas into the area. If flint is available a secondary effect could cause a spark to ignite flammable gases. From here the options and trigger mechanisms are endless. Possible places used are totems, chests, corpses, discarded equipment, etc.



See-Saw Spike Trap

    A simple setup using 2 boards one acting as the pressure plate and the other covered in sharpened spikes setup on a fulcrum so when stepped upon, swings the spiked end up and into the face/chest of the victim. Not uncommon like most spiked traps to be covered in some sort of poison, green slime, or other noxious material. 

Foot Traps

    Sometimes it is better to maim then outright kill. Various forms of spiked foot traps where stepped on impales the foot or the spikes are lining the pit at a downward angle to trap the foot and stab at the leg/ankle which may not be as heavily guarded by armor. Almost always poisoned and will cause most who step on them to howl out in pain. The effect is two fold as the victim has now given away their location, and are now an additional burden on those who have to carry or assist their injured comrade. If they are stuck in the trap for a period of time, monsters or a squad of armed kobalds may come scouting to finish off stragglers.

Caves & Tunnels

    Kobalds have a natural advantage in small cave and underground networks. Their small stature allows them to move quickly while any one taller then a dwarf or gnome will have to hunker down and move slowly through the area. this provides more opportunities for traps, such as the before mentioned pit spikes, rigging dead ends to entrap the unweary, or just cause a cave in. Most conventional weapons are also useless due to the cramped environment.

Upping the Stakes - Kobalds with Class

    Depending on the ruleset your using, kobalds who wish to strike out on their own make amazing rogues/thieves, assassins, and sometimes fighters. Assassin being the most likely in my opinion being able to sneak around effectively, work with various poisons and traps, and understanding the need to strike quick and disappear into the shadows or terrain. A monster race army like orcs, trolls, gnolls, etc would do well to seek the services of a kobald squad of fighters, trap makers, and assassins to soften up enemy ranks, remove upper level personnel, and strike demoralizing fear into the enemy.

Final Thoughts

    This was just a quick exercise at taking a look at our own world history, in this particular case a good majority from the Vietnam war, and find a way to use it for gaming ends. This does not make light of the horror that actually occurred during this time and hopefully it will inspire those who read this to do some research into the topic and learn from the past. Sometimes before moving forward you should look behind you first.

Further Reading:

http://www.cracked.com/article_21738_the-5-most-horrifying-booby-traps-in-history-war.html

http://peteralanlloyd.com/general-news/viet-cong-booby-traps-during-the-vietnam-war/

http://vietnamboobytraps.weebly.com/non-explosive.html

Monday, August 15, 2016

Malicious Monstrosities - Delusion Wasps

    It has been a while Since I have had the chance to create some new horrors for my sandbox world. I have done quite a few undead in my previous posts and the northern reaches of my world where the snow does blow has some truly terrifying stuff to find, so now it is time make the wild wilderness of the forests and plains just a little less friendly. 




Delusion Wasps

HD: 1
AC: 2(17)
ATK: 1 sting (1 + poison), 1 bite (1d4)
Move: 1 (fly 20)
Save: 17
CL/XP: 3/60
Special: Hallucinogenic Poison

    Delusion wasps look much like their mundane counterpart except for their jade coloring on their upper body and metallic rainbow coloring on their thorax. Their poisoned sting (save to resist) induces horrific delusions in the victim causing them to see and hear things that are not there(treat as being under the confusion spell) for 2d4 rounds. Multiple stings are cumulative. Assassins have been known to capture and raise hives of these to soften up a target or in the use of interrogation and brainwashing.

Monday, June 20, 2016

Free RPG Day 2016


    This marks my third year attending Free RPG Day at my FLGS over in Fowlerville. My goal before hand this year was to spread the word the best I could across social media and word of mouth to try and draw as much attention to what I feel is something that is important to our hobby.

    I went out early around noon just after they opened for the day and spent some time talking with a couple of the other DM's who signed up to run tables for the day. I was slotted in at 5 to run a S&W adventure and pretty much every one else was running this years version of the pathfinder goblin adventure. When the OK was given I collected just the few things that I wanted to have this year (the DCC adventure combo and the lamentations of the flame princess slugs bestiary) making sure that there would be plenty for any one else coming in and sat down for the first game of the day.

    I don't really play pathfinder short of at FRPGD mostly because I prefer to DM and I prefer the old school method of adventuring. This is ok because our DM was new and my fellow adventuring companions are also experienced AD&D players we regularly broke away from the conventions of what was wrote out in the adventure and ad-libbed and on the spot ruled quite a bit. I played the bomb throwing goblin who absolutely loved finding random junk because I found a use for pretty much anything I found and made more then my fair share of improvised explosives (nothing makes me happier then finding a barrel of grain alcohol, several empty glass bottles, and plenty of cloth to create Molotov cocktails) along with throwing salt all over an enemy and watching their donkey chase them all around trying to lick them (I was aiming for their eyes but the DM found his stride and just went with it). When it was all said and done we burned down a gnome wedding, blew up alot of stuff, got high off some cake, and returned as heroes of our tribe. All in all I think it went pretty well and we helped a new DM find out that it is ok to deviate from what is written and just have fun with the game (which was a big win in my book).

    Sadly being in a smaller area and being Father's Day weekend no one showed up for my 5pm game but that is OK. The point is to show up and show support not just for your game of choice but to support others as well. I might not regularly play Pathfinder but I wouldn't want to see it go away either. The hobby is about getting together, making friends, and adventuring and that goal was accomplished as well as supporting the local FLGS which sadly in our age of Amazon and Ebay, they get under-appreciated. I like having a place that is fairly close to me that has room to play, a shop owner who is receptive to what I am looking for both all facets of tabletop gaming, and regularly has interesting stock showcased that I might not have seen else where. Some times yes this means paying more then what I would have if I got some of the same things online but to keep game shops around who support our hobby I feel that extra 2 or 3 dollars I spent is going to something more worth while.


    Side note: Thanks to Shawn at Game Links for hooking me up with the awesome mimic dice bag (at a very reasonable price too I might add) as shown below. I love being able to zip up my dice and not have them make the great escape!


Sunday, June 19, 2016

MTG: Conversion - Artifacts Part 1

Today I decided to begin work on converting over the Alpha/Beta/Unlimited artifacts into usable magical items and locales for OSR inspired games. This ofcourse requires a bit of creative license with how they should be represented. Below in my first go at some of these iconic and some lesser known minor trinkets. Let me know what you think, how these can be improved or come join the group.

White - Spells of Healing and Protection
Green - Spells of Nature and Animals
Black - Spells of Death and Necromancy
Blue  - Spells of Guile, Illusion, and the element of Water
Red   - Spells of Emotion, and the elements of Fire and Earth


Basalt Monolith - Created on leylines the basalt monoliths were created in the ancient past and the secrets of their creation long forgotten. Their locations are often fought over by kingdoms that surround them as the first spell cast within the stone circle is treated as 3 levels higher. This effect is only available once per day.

Black Lotus - These flowers are extremely rare growing only in remote locations and well guarded by fierce lotus dragons. When dried and the oil distilled this creates a powerful potion that if inbibed by a spellcaster increases their spell casting ability by 3 levels for 24 hours.

Crystal Rod - When held any spell cast within 20ft that falls into the blue catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Disrupting Scepter - A +1 mace that may be wielded 2 handed that on hit causes the target to make a save vs spells or lose a random prepared spell for the day.

Force Field Ring - 3 times per day this ring reduces all damage dealt to the wearer to just a single point for a single combat round. The activation only requires a thought and thus can be activated after a hit has been confirmed but before damage has been rolled.

Gauntlets of Might - The wearer of these spiked gauntlets, once the prized possession of a great orc chieftian generates Combat Aura 1 (gain +1 hit/damage and -1(+1) AC) within 30ft affecting goblins and orcs. All goblins and orcs who gaze upon the wearer must make a save or be treated as if charmed.

Iron Star - When held any spell cast within 20ft that falls into the red catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Ivory Cup - When held any spell cast within 20ft that falls into the white catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Kormus Bell - A large heavy bell that when rung causes all non buried corpses in a mile radius to rise up as skeletons and move at full speed torwards the bells location.

Mox Emerald - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the green catagory
Mox Jet - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the black catagory
Mox Pearl - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the white catagory
Mox Ruby - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the red catagory
Mox Sapphire  - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the blue catagory

Nevinyrral's Disk - Created by a lich king in ages past, this disk when thrown will activate 1 combat round later in utter destruction dealing sucking in all magical energy creating an anti-magic field for 1d10 years in a 40ft radius. This causes 1d6 damage to all caught in this radius for every year of magic stripped from the area.

Rod of Ruin -  3 times per day this rod with a ghastly face can direct a un-erring bolt of black energy that deals 1d6 damage to its target.

Throne of Bone - Any one sitting on this throne when any spell cast within 20ft that falls into the black catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Wooden Sphere -  When held any spell cast within 20ft that falls into the green catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Friday, June 17, 2016

Phyrexian Beastairy Encounter Table

For every one who has been following my series on converting Phyrexian Monsters to the OSR here is an encounter table to bring in random invading forces into your worlds.

Use a d6 with a d10 or if you have one a d60.

Get Phyrexian Encounter Table here

The Machines of War

Recently I have returned to complete my series of Phyrexian Monstrosities concluding with the colorless Machines of War. This has also led to the creation of a new google group to continue this project into a full fledged community driven conversion book of M:TG Monsters, Spells, Artifacts, and Settings to the OSR. For any one wanting to help with the conversion process or fan art, layout, editing, or any other support you can think of please feel free to join.

Without any further ado lets finish this series with a bang.

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The Machines of War
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Corpse Cur

Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: bite (1d6)
Save: 16
Special: infect, reanimation spores
Move: 9
Alignment: Chaos
Challenge Level/XP: 3/60

Just barely resembling a hound of any kind, these dogs of war have a long shiny neck that ends in a set of powerful jaws. Like many phyrexian innovations death only releases more suffering for those around them and the corpse cur is no exception. On death the corpse cur releases in a 20ft radius a black cloud of spores that reanimate all dead non-phyrexian corpses into zombies for 24 hours before falling to ash.


Wurm Coil Engine

Hit Dice: 6HD (24)
AC: 3 (16)
Attacks: bite (2d6+2)
Save: 11
Special: deathtouch, lifelink, rebirth
Move: 6
Alignment: Chaos
Challenge Level/XP: 11/1,700

As massive engines of war, the worm coil can drill through the ground burrowing its way past most defenses or it can drive its massive spinning "mouth" straight into the enemy itself devouring and crushing several foes at once. Its bite is fused with a incredibly potent poison that kills instantly for those who fail their save. If brought to 0 or fewer hitpoints but not completely destroyed, the wurm will detach its midsection  revealing another spinning bladed maw and the glistening oil will revive the 2 halves to 6HP each and 5(14) AC, one with the deathtouch ability the other with lifelink. Do not reward additional XP for these 2 additional wurms.


Core Prowler

Hit Dice: 2HD (8)
AC: 5 (14)
Attacks: bite (1d6)
Save: 16
Special: Infect, accelerant spores
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120

Constructed horrors with bloated bodies with a strange airsack attached to them. On death they release accelerant spores that cause all in a 30ft range to make a save or take 1d4 additional infected wounds if they are already infected.

Phyrexian Hulk - Golem

Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: Fist (1d8+2)
Save: 13
Special: None
Move: 8
Alignment: Chaos
Challenge Level/XP: 4/120

A old design that lives on in the core of the glistening oil.

SpellSkite

Hit Dice: 4HD (16)
AC: 2 (17)
Attacks: special
Save: 13
Special: spell absorption (60 ft), spell reflection
Move: 9
Alignment: Chaos
Challenge Level/XP: 6/400

Spellskites are magical banes created for 1 purpose, negate enemy spell casters. Any spell cast within 60ft of the spellskite has a 50% chance of
being absorbed by the spellskite and stored like a ring of spell storing. It can hold a number of spell levels equal to its max HP. Any spell that does damage that directly target the spellskit and is not absorbed has then will reflect back a % of the damage (rounded up) to the caster like a ring of spell turning. Any spells stored in the spellskite may be cast by the spellskite as if it was the original caster.


Phyrexian Juggernaut

Hit Dice: 5HD (20)
AC: 1 (18)
Attacks: Slam (1d8 + 5)
Save: 12
Special: Rage
Move: 6
Alignment: Chaos
Challenge Level/XP: 5/240

The fearsome Phyrexian Juggernaut wades into combat attacking the nearest target and goes on the warpath destroying everything in its wake. Known to level entire castles on its own it will not stop fighting until all enemies are dead. When they enter into this rage they will not retreat and will fight until they are destroyed. This gives them an additional +3 to hit and damage (reflected above) but they will focus on a single target only until it is destroyed.


Rusted Slasher

Hit Dice: 1HD +3 (8)
AC: 4 (15)
Attacks: rusted claws (1d6 + 1)
Save: 17
Special: rust regeneration
Move: 6
Alignment: Chaos
Challenge Level/XP: 3/60

The rusted slasher is the Phyrexian incarnation of oxidation, destroying all metal that has been found wanting. Their large bulky frames
are slow to move but once their claws come to bare armored foes are rendered quickly into parts. Every time an metal armored foe is hit with its claw attack they must make a save or have their the armor AC reduced by 1. If their armor reaches 0 AC it will fall to pieces. The Rusted slashed regains 3 HP every time it causes this to happen.


Blinding Souleater

Hit Dice: 3HD (12)
AC: 5 (14)
Attacks: claw (1d6)
Save: 14
Special: paralyzing gaze
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120

While humanoid in shape these constructs gaze deep into your soul with a glance forcing any one who meets its gaze to make a save or be paralyzed while its attention is remained on them.


Phyrexian Digester

Hit Dice: 1HD +1 (5)
AC: 3 (16)
Attacks: bite (1d6)
Save: 17
Special: Infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30

These are best described as quadrupedal walking slag furnaces. They have a infectious bite and look to consume the dead and dying reducing any non-metal it has digested into a thick black ash that it continuously spews from its smokestacks.


Psychosis Crawler

Hit Dice: See Below
AC: 5 (14)
Attacks: Psionic Blast (1d4 + mental effects) (20 ft)
Save: based on HD
Special: Immune to mental effects, absorb brains, mental damage
Move: 6
Alignment: Chaos
Challenge Level/XP: Based on HD + 3

Brains in jars given metallic, spider like bodies. They initially start at 1 HD (4 HP) but as they consume additional brains their HD grows. They tend to stick in the back letting more melee oriented troops enter combat before unleashing their psionic blasts. This psionic attack deals 1d4 damage and causes the target to make a save or become paralyzed for a number of rounds equal to its HD. If they make their save there is a 20% chance the trauma of having their mind invaded will result in a form of temporary insanity lasting for a number of rounds equal to the HD of the Psychosis crawler, roll on the chart below. If the Psychosis crawler can spend a full round with its mandibles attached to the still living head of a paralyzed victim, it will extract their brain and add 1 HD to its total instantly slaying its victim.

Temporary Insanity Chart(D10)

1: Attack nearest ally                    6: Lay on the ground and cry
2: Start clawing at own body doing 1d4 damage        7: Run as fast as you can from the battle
3: Do nothing other then scream                8: Temporary Amnesia, forget name, skills, spells, friends, etc
4: Hug who or what is nearest to you            9: Beserk gaining +3 to hit and damage but must engage in melee every round
5: Start taking off Armor, Clothes, Etc            10: Start ingesting small objects(coins, rocks) or any fluids your carrying (potions, oil, poison)

Monday, May 2, 2016

Return to the Moat House

    One of our 3 main players couldn't make it for the 2nd session in a row, so having been prepared for this with a group of npc adventurers who just so happened to be passing through. The assassin and druid return back to Hommlet, wearing tarp ponchos and word spreads of their sound defeat at the moat house and what they encountered. The village elder summons a meeting and it is decided that the 2 visiting adventuring parties if they are willing to work together can split a 500gp reward to clear out the moat house, plus any treasure they find. After meeting with the other adventuring group which consisted of a elven fighter/mage, a cleric of st. cuthbert, a ranger, and a burly fighter they all got on the same page that they could return to the moat house and clear the place out.

    The druid had some gp stashed on her horse and was able to buy some leather armor for the 2 of them as well as a bow/arrows for the assassin. They also acquired some pints of lamp oil, just in case. They then went to speak with the head druid and learned that the beastial creatures they met were not in fact werewolves but sounded more like gnolls, viscous brutes that delight in killing their prey. He was quite amazed they was allowed to leave with their lives as he has never heard of this happening before and that they should consider themselves quite lucky. He offered his magical abilities if they require them but he cannot leave the grove un-attended.

    The group then decided to head off to the moat house, the trip being for the most part uneventful until the ranger noticed something was amiss in the bushes, and out sprang a young giant praying mantis (about 1/2 the stats of the giant version from 0E reloaded), looking for an easy meal. The party won initiative and they did some damage but it was not scared off, in fact it grabbed the ranger off his horse and began to bite him soundly. The Clerics horse got spooked (critical fail) and he fell off his horse and got knocked out cold. The assassin got behind it and drove a arrow deep into its back, while the rest of the party finished it off.

    They got the cleric back to his senses and healed up the ranger and decided to head off still to the moat house. Once there its night time and they can now notice a roaring fire in the middle of the court yard. The ranger and assassin decide to sneak around and see if there is an alternate entrance. They thought about crossing through the swamp nearby but over heard some heavy croaking that sounded to be some frogs but of giant size. Not wanting to deal with these they move around but find nothing but more moat and for the most part solid walls. They return and the Druid goes and investigates the gateway and found the courtyard is empty short of the fire. They  decide them to move in and investigate however they pour 2 pints of oil right at the entrance so should they need to escape they can throw a torch behind them to possibly slow down persuit.

    Once inside they check one of the doors they didn't investigate last time and find the room is empty short of a pile of rubble in the corner. The druid wants to check it out and starts moving some of the rubble and catches the gleam of something under the rocks. She points it out to the fighter and he reaches in and pulls out a finely crafted bejeweled dagger. He is examining it in the torch light when a giant adder pops up from the newly created hole in the rubble and bites him soundly. He failed his save and dropped the dagger behind him. The druid and cleric beat the thing senseless and it hid back inside the hole(failed its morale save). Now the group has to work quickly before the venom has a chance to kill their new found friend. 

Wednesday, April 27, 2016

A New Year and A New Group

    I know it has been quite some time since I have made an update to the blog. In all honesty there has not been a whole lot for me to report on. My new job while amazing has kept me very busy and I have only gotten 1 gaming session in since the start of the new year. Thankfully things are starting to wind down to a more manageable state and the ol burning desire to roll dice is beginning to kick in once more.

    I have decided to expand out the world of Aeril a bit more and did a bit of random hex generation thanks to Martin Rayla's Hexamancer which you can find Here. I sprinkled in some old school 1st level adventure goodness throughout my 4 map continent including the village of hommlet, the keep on the borderlands, saltmarsh, and a few others. I am looking to do more of a hex crawl with this group and so many areas of the map have room to grow into bigger things. Currently there is no major cities or kingdoms designed out but those will come as they are designed and or needed.

    The new group is about as green as it gets but also bright eyed and bushy tailed as they come. My brother in law is a veteran of table top role playing and even runs an iron kingdoms game that I may be joining in the near future and rolled up a duelist who believes every one is responsible for their own fortune in life. A co worker of my wife's found out I DM'ed and had always wanted to play in a real D&D campaign and so him and his girlfriend signed on to play. Neither has really ever played in a real sit down D&D campaign before but were very excited to play. I informed them from the get go that I aim to give a fun experience but I run in the old school tradition, so do not get too attached to their characters, bad things happen whether any of us want them to happen or not. They understood and rolled up an assassin and a druid. I hinted heavily they may want to consider hiring on some additional help if there is a role in the group they feel they may be lacking in(ex: healing/magical support/extra fighting power) which they promptly forgot about later in the session.

    Before the game began i gave them an option of what kind of local they wanted to start in; plains, mountains, or heavy forest. They voted for heavy forest and found themselves heading to Hommlet. Once there they went straight for the tavern to find a place to stay for a few days and maybe find some work. The assassin and druid ordered drinks and the duelist not having any money but still hungry sees a village militia man eating a steak. With out warning he goes up to the militia man and demands a duel for his steak. Obvoisly he is very confused by this odd stranger making an absurd demand and ingores him, right up until the duelist calls him a coward and unworthy of defending this village (at his point i rolled a hostile attitude for his reaction) and he accepts the fight to first blood outside the tavern. They step outside and unsheath their blades and the militia man side steps the duelist and delivers a cracking blow to the back of his skull with the pommel of his blade knocking him to 0 hp and out cold (it was a max damage hit) before getting a round of pats on the back by the other militia men and returning to his dinner. The inn keeper tells them where they find the local church to see if they can convince them to possibly help out their foolish friend.

    The group throws him on the back of the druids horse and take him over to the church and discuss healing of their friend. They work out a deal that he will do so in exchange they check out the old moat house not terribly far from the village as there has been rumours of stirrings of vile creatures not seen in many years out there. The village cannot support a expedition at this time so if they will check it out it would be a great service to the village and they are welcome to take any spoils they find. The group agrees, the clerics heal the duelist and in the morning they head out to the moat house.

    It is at this point that forgetting they are new I should have possibly done more to give them some additional pointers in maybe asking around town a bit more, or possibly seeing if there was any one in town who might want to come along that could provide some assistance instead of letting los tres amigos walk in by themselves however from the very git go i told them running away from anything that looks too dangerous is a extremely valid and perfectly acceptable answer to many situations they may face. If you feel you are outgunned, then fall back. With that they headed to the moat house.

    The trip there was uneventful and seeing the marsh next to the moat they opted to leave well enough alone (avoiding at this time the killer giant frogs) and headed for the old draw bridge. They rightly took one look at the old draw bridge and figured it was safer to cross with out their horses/mules and left them tied out a little ways away from the place and go in on foot. They cross inside and find the place a ruins. The assassin decides seeing the many doors this place has to just start kicking them in and making as much noise as possible(i dont know why) the first door leading to just an empty room. The druid opens one of the others on the other side and is greeted by the swinging battle axe of a gnoll, just barely missed getting sliced in half. She backs up telling it they mean them no harm as the duelist moves in to engage and the assassin lets loose an arrow that misses. At this point the rest of the gnolls including a large darker haired leader step out and rolling a helpful reaction decides that they are outnumbered 3 to 1 that he will spare these gnats in exchange for them to leave all their wordly possessions and leave while he is in a good mood. The duelist is not having this and the rest of the group is not keen of leaving everything they got with no guarantee their lives will actually be spared. He steps right up to the leader and demands a one on one fight, if he wins they leave with their lives and their gear. At this point i figured what the hell let him have his duel and so the leader accepts and the rest of the gnolls surround them. The fight was mostly them dodging each others blows and only giving minor cuts to each other. The gnoll then loses his grip on his weapon(crit fumble) and the duelist gets 2 free shots at him which he sadly flubbed, just before the gnoll roared with anger and brought his axe down into the duelists skull killing him instantly (crit hit for 2x damage), rolling another reaction and surprisingly enough getting another helpful reaction the leader made himself distinctively clear, leave all of your possessions including your clothes and now dead comrade and leave now before he and the rest of his pack rend them to pieces. They was not happy but they did as they was told leaving everything that wasnt on their pack animals behind and left.

    They found some tarp and a few daggers on their dead friends mule making some makeshift panchos to atleast cover themselves with as they ride back to the village. Despite the setbacks they had a bit of fun and are looking forward to our next game. A few npc characters will introduce themselves after hearing about their mis-adventure at the moat house and offer some advice and possibly some assistance. I let them know that they do not have to stay in the village they are welcome to travel wherever they like but I have a feeling there will be some revenge on their mind and a helpful new stranger may be willing to assist them with that.

Wednesday, December 30, 2015

End of an era and the start of a new one

    So with the new year on the horizon I have got some big news. I will be taking on an exciting new job with a lot of new opportunities provided. This will however bring an end to my current S&W group that I have been running for about a year and a half. We stopped at a pretty good point and no one is terribly upset and every one is very happy for my chance to expand on my career.

    With that said I am now focusing more of my creative energy on a fantasy based coop card game that it may never see the light of day beyond my play test prototype but should be fun non the less. It will be taking what I feel are the best aspects of adventure card games and expanding on it with my own take. Any one who wants to get into brainstorming ideas are welcome to ping me.

    I will look to put together a new gaming group once I get settled in and have a better idea what my schedule will be like. I have several friendly local gaming shops that I want to spend more time at and get to know the players there better. I will also be continuing to create as much free OSR goodies as I can for all of you and perhaps even a book or two that i've been brewing may eventually get finished and available through lulu and drivethru.

    So happy new year to every one in the OSR and here is to 2016, a year of change that I hope is good for every one.