Sunday, July 7, 2019

Sandy Peterson in Hell

Holy fork-balls, I just found out that Sandy Peterson of Call of Cthulu the RPG and d6 Ghostbusters fame designed The Chasm, which is one of the most loathed challenging levels in Doom history.

For a hot second, I was also confusing him with the Hickmans, because of the Mormon thing, but I got that figured out. Also, reminds me of how Paul (now Jennell) Jaquays went on to become a video game industry person too. Jaquays came back to our fold, but I don't know if Sandy has done RPGs recently... Fill me in on this in the comments.

Read up on Sandy here. And, since I mentioned them, read up on a fun campaign idea that uses the Mormon Columbia at Rient's blog here.
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Share good posts with good goblins. Claytonian at the gmails.

Wednesday, July 3, 2019

Arduinian Room Dressing tables and Thoughts on Caliban

this map is not accurate, but you could use it if you want to
So we've been playing Arduin using a custom system that I'll release when it's a little more done. Ah, heck, you can view it now if you want.  We tried out Caliban because it's one of Uncle Davey's famous dungeons, but the thing about Caliban is it really only has keyed rooms described. And it's huge. That's a lot of space that the DM should find a way to make interesting. Any hints, Dave? Well, yes, he made very gonzo rooms descriptions for the actual keyed areas. It would be real obvious that these rooms have treasure if you didn't expand on the "empty" rooms everywhere else, so take Hargravian descriptions and table-ify them! Don't forget to scour Arduin grimoires and All The World's Monsters for wandering beasts to help obfuscate those treasure guardians' purpose.
Obviously, lots of the ideas for these tables came from reading Arduin dungeons. I can't separate Jeff Rient's DNA from this (I don't know if he actually added his own stuff into his tables, which I consulted). 

Each room has a base structure. There is a 1d4th chance that they have some sort of of extra material paneled on, specked in, scratched in, etc. Consult the Other Features table below the first for that.
Base Composition (usually just the walls) [d12]:
  1. Igneous rock: 1) basalt, 2) granite, 3) foidolite, 4) obsidian, 5) porphyry, 6) tachylyte, 7) living stone (tough, but can bleed), 8) carved into statuary, which can be pushed to open secret doors.
  2. Sedimentary rock: 1) sandstone, 2) limestone, 3) shale, 4) dolomite, 5) silt-stone, 6) fossils, 7) coal, 8) stardust-silt.
  3. A prismatic wall or walls: 1) half-way from the PCs' entrance, 2) making a tunnel, 3) bisecting the area vertically from a height of 1d6 feet, 4) running perpendicular or parallel to another prismatic wall, 5) filling the room as a mist or sparkly motes, 6) that forms a few rounds after a PC has entered the space, 7) in front of each exit, including secret ones, 8) making a maze.
  4. Meteoric rocks: 1) stacked, 2) built into stonework and radioactive, 3) in a crater this room was built around, 4) as flagstones that may glow.
  5. Stonework: 1) dry stone, 2) mortared, 3) simulated by cutting into natural rock, 4) relief-carvings, 5) stacked as to conceal any secret doors 6) just stacked, 7) flagstones that conceal a pit or secret tunnel .
  6. Earthen works (prone to cave-ins if ill-built or damaged enough).
  7. Metal (may be burnished or rusted): 1) brass, 2) copper, 3) iron, 4) bronze, 5) tin.
  8. Jade: 1) blood-red, 2) green, 3) random color.
  9. Crystals (random color): 1) giant, 2) 1cm nodules, 3) tiny and sparkly, 4) thick  and flat enough to act as transparent panels.
  10. Chalcedony (random color of): 1) agate, 2) aventurine, 3) carnelian, 4) chrysoprase, 5) heliotrope, 6) moss agate, 7) chrome, 8) onyx.
  11. Futuristic material: 1) plastic (random color, might give off weird gas if burnt), 2) carbon fiber, 3) tension sheets, 4) pykrete, 5) circuit boards, 6) asbestos, 7) red tape.
  12. Void: 1) cosmic (if you jump too high, you will float away), 2) darkness left over from the before times, 3) a bottomless pit lies beyond the confines of the floor.
Other Features [d20]:
  1. Paneling: 1)Cherry-wood 2), amber, 3) mirrors, 4) wrought metal, 5) pine, 6) plaster.
  2. Arrases, Tapestries, or Hanging scroll-paintings: 1) pastoral, 2) apocalyptic, 3) demons, 4)  götterdämmerung, 5) creation myth, 6) dungeon history, 7) dungeon clue, 8) faded beyond recognition.
  3. Bones on floor or embedded in walls: 1) elves, 2) men, 3) demihumans, 4) monsters, 5) animals, 6) cryptids.
  4. Graffiti: 1) prophecies, 2) faction banter, 3) obscene 4) murder-hobo pictograms.
  5. Abandoned attempt by someone to break through wall or uncover a secret door.
  6. Fur: 1) animal hides, 2) [insert animal here]-skin rug, 3) strange (blue fur carpeting everywhere, etc.
  7. Filled with: 1) mist, 2) steam, 3) gas, 4) trash, 5) jungle, 6) shadows, 7) holograms, 8) diminutive monsters.
  8. Lots of fungus: 1) giant, 2) psychedelic, 3) ambulatory, 4) screamers, 5) sleep-spores, 6) culinary, 7) on ceiling only, 7) squeak when stepped on, 8) glow for d6 hours after plucking
  9. Covered in lichens, moss, and slime.
  10. Pillars: 1) doric columns, 2) caryatids, 3) standing stones, 4) a menhir, 5) ionic columns, 6) columns with relief carvings, 7) a monolith with clues or mystical powers.
  11. Something up with the ceiling or floor or both: 1) same as the walls, 2) covered in glass, 3) covered in 1 exploding d6'' of liquid, 4) blood pool or stain, 5) spiked, 7) a catch for a secret door, 8) rocks, ready to fall.
  12. Supernatural fire (random color and effect, much as prismatic walls).
  13. Traps: 1) trap triggered, 2) trap obvious but un-triggered, 3) hidden, 4) hoax-trap or illusion.
  14. Dusty, cracked, or both.
  15. Swirls, speckles, or veins (random color or material or both from the top table).
  16. Drapes (random material and color) large enough to conceal things behind.
  17. Ancient civilization junk: 1) mummies stacked up all about 2) teracotta soldiers, 3) scrolls, 4) litters (paliquins), 5) boat or boats, 6) sarcophagi, 7) pottery, 8) musical instruments.
  18. Everything polished or transparent (even if transparency is usually impossible.
  19. Site of a battle: 1) recent, 2) old, 3) ancient, 4) haunted.
  20. Gilt: 1) vermeil, 2) silver-leaf, 3) gold-leaf, 4) gold-flecks, 5) silver-flecks, 6) electroplated with copper.
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Share good posts with good goblins. Claytonian at the gmails.

Monday, July 1, 2019

Slam Beeftabs and other fighters I have named

Roll d12×d12×d12
Roll 3d12 to make a legendary bromancer
  1. Brock
  2. Slim
  3. Crug
  4. Flint
  5. Barb
  6. Flog
  7. Bulit
  8. Hand
  9. Spud
  10. Shiv
  11. Hardy
  12. Beef
  1. Deþ-
  2. Slab-
  3. Crud-
  4. Stab-
  5. Fud-
  6. Fire-
  7. Kril-
  8. Vile-
  9. Blast-
  10. Kil-
  11. Blud-
  12. Slam-
  1. -monger
  2. -steak
  3. -critter
  4. -cob
  5. -donker
  6. -nahker
  7. -shlocker
  8. -stud
  9. -creek
  10. -rock
  11. -fists
  12. -sword


















This is not the first time I've made a tough guys table. Use my old one, or just choose a name from:


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Share good posts with good goblins. Claytonian at the gmails.

Dragon Quest III Guide and other cool illustrated books and gaming stuff

This is a vid I made a while back, but a friend recently reminded me of it. When I DM, I like to have things like the Dragonquest III strategy guide by my side. One of my constant go-tos is a MeMoA guide. Lots of artifacts and curious to stock your dungeon with there. Can be used for NPCs too. I thumb through until I find something. Pretty much as fast as a random table.
Nobody puts barbarian baby on her knees in the corner.

Howard and Nester drawn by Shuji Imai.
The true title of the DQ show was Yuusha Yoshihiko to Maou no Shiro (Hero Yoshihiko and the Devil King's Castle) http://www.tv-tokyo.co.jp/yoshihiko/
Here is a vid from that series:

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Share good posts with good goblins. Claytonian at the gmails.

Sunday, June 30, 2019

Torches, Candles, and Lanterns: a Couple Illuminating Opinions

I've actually been called the worst DM ever based on a torch incident (I asked how they made them when the PCs were shuffled by evil woods to the middle of nowhere, which is apparently so heinous an action that to this day I am stalked on social media by a disgruntled player--I wish this was a joke). But I can't seem to be with Hollywood on this one and am not fond of ever-burning, easily had light sources. I like resource management too much. 

These days, I actually prefer fantasy lighting sources, such as the glowworm solution one of my players, Josh, thought up. You break the back of the worm and it glows like a glow-stick for a few hours. In the future, I'd suggest to players that they might forage for natural light sources like these in the "we didn't bring a light of out own" incident recounted above. Keeps it interesting, gives the PCs a chance to take the responsibility if the players don't know how to make a torch with natural materials, and world-builds (glowing bugs, fungi, and so on). 

Some of the following videos are what I lay the blame on for changing me views on lighting sources. They go as follows: Lindy on indoors use, followed by outdoors use, followed by Shadiversity's take.

Thursday, May 9, 2019

d12 Gaze Attacks that aren't Stoning

While perusing this monster list, I came across an entry that dungeon-snapped me:
Floating Horror(C): AC 4 Move 6 HD 6+1 Bobbing loathsome squid beast with two great quartz eyes. Shrink-ray gaze attack (save vs stoning) range 60', their tentacle attacks also turn targets to solid glass (save vs stoning).
Gaze attacks: we rarely see them for anything but making people into stone. So here are 12 more ideas to make your PCs regret not carrying mirrors on sticks into the duneon.
  1. Stink-rays make you have intense constipation. The smell of poo starts to exude through your pores. Will save to shit. Failure 3 days in a row spells death via internal rupture. Risky click. Fumble means an embolism from straining too hard.
  2. Rat-ogle turns you into 3 rats. They have animal intelligence, and must all be together in a sack before magic has any hope of restoring you. Their instinct is to run away.
  3. Glamour-glare makes you charmed by the monster so long as you can see it. What's more, the power rubs off on you and mutates. Should you survive the monster, you will have the same power for a few weeks. This is great at first, but it doesn't take long before the charm gives way to stalking, obsession, and cannibalism by your admirers.
  4. Chilling-look turns you into a snowman or ice-sculpture. If you melt, you'll be beyond all but the strongest magics to restore. Any party henchmen will openly wonder if drinking you will give an imbiber your powers.
  5. Dopple-dazzler switches the monster's consciousness with yours. This is a good one to give to mute or animal monsters, but cunning monsters work too; there is little evidence that the transfer has taken place, beyond the DM mysteriously asking for a save and frowning.
  6. Rapturous-stare. Those who look upon this monster and hear the bell it holds at the same time are raptured-- they get translated to the heaven or hell they deserve.
  7. Withering, phytophotodermatitistic-glare. This gaze is actually a chemical cloud (maybe, or maybe it's a gaze if you want). It makes your skin and eyes sensitive to UV light. Plenty of that in sunlight. Enough to kill you maybe. Like being a vampire without the fun.
  8. Reverse-poop-peep. Your digestive system is completely flipped upside down. The rest of you remains the same. Clever players may realize that gazing again while doing a handstand can reverse the effects.
  9. Mother-blink. The DM casually asks you what your PC's mother is like. Was she an adventurer? Was she smart? Strong? Anyways, you just turned into your mother.
  10. Impregnating-stare. You are filled with eggs of the monster. They will eat their way out. If the monster was a fungal fiend (cordycepts-clops), you turn into a zombie and climb a tree before going catatonic.
  11. Binding-reflection. You turn into a large mirror. In the mirror, your reflection can be seen, mutely banging on the glass, asking to be let out. Breaking the mirror breaks your soul or otherwise dooms you. On the other hand, shards of that mirror are pretty helpful in a dungeon with monsters that have glare attacks...
  12. Inverse-polarity-vision. The DM instructs you to write down 3 adjectives that describe your PC. All of these traits are reversed. Strong becomes weak. Cowardly becomes brave. Republican becomes Democrat.

Tuesday, May 7, 2019

Fueling Encounters and Using Resources with the Happenings Die

When exploring a dungeon, city, or wilderness hex of ye olde elf game, roll a d12 every ten minute turn, borough, or hex respectively.
This d12 goes to 16 on the table tho? Well, grow it to a d14 or d16 if the players have something going in their favor, like super-cautiousness or mentioning something in a world-buildy-way* that is just mmmmwah😗, or shrink it to a d10 or d8 if they have been loud or angering the gods etc.

Roll a d12 plus or minus two sizes
d12
#
Dungeon City Wilds
1An encounter!
Roll for surprise!
Hark! A vagrant!An encounter!
Roll for surprise and distance!
2Hunger strikes! Mark off a ration or lose a Con point.Nature calls.
You must find a lavatory!
Hunger strikes! Mark off a ration or lose a Con point.
3You stumble in on a meeting  between two other parties.
Roll for entities and attitudes!
You pass by two entities, whom you might know, encountering one another.You stumble in on a meeting, or the remains of one,  between two other parties. Roll for entities, time, and attitudes!
4Light source starts to sputter out.Roll to detect that pickpocket attempt that is going off on 
you right this moment.
Weather gets one step worse.
5Find spoor of something from a nearby room or wandering monsters table.Roll an encounter on the
harlots table.
Weather gets one step better.
6Something glints in the darkness... Roll Luck to see if it be weal or woe.Someone empties their 
chamber pot onto the street. Watch out!
Find spoor of something that can be either hunted or will soon hunt the party. The ranger will tell you which.
7A rest is needed. Push on and roll again, or take some stamina damage?Man with an Austral accent spreads open his coat to
show off his... rare wares.
Find ruins, ancient and giant statuary fragments¹, or standing stones.
8A smell is smelt.A vendor offers strange
critters-cum-snacks for sale.
You see the signs. You are in the territory of a forest faction or legendary beast. Roll again!
9Remains of d3 dead things are found. Likely adventurers that died in a way as to clue you in
on what to look out for.
A noble's litter, carriage, or exotic-beast walker comes by. One side, peasants!Exotic vegetation or rare herbs are here. Monster flora?
10A cold wind, a drip down your back, a rattle of chains, ahideous cackling, a far-off grinding, or other spooky thing makes for ominous atmosphere.A belligerent drunk waits for you to see them. "What are 
you looking at, quim-drips!?" They get pissed if you try to 
look away too.
A ravine or the like means extra time will be lost if you want to find a way around, or you could get a little risky if you're in a hurry...
11Something you have encountered before. Chances
are better that you have the
drop on it this time.
Someone in need of help is detected. Are they a beggar? Getting mugged? Worse?The remains of a camp let you know that someone was here in the last couple days.
12You stumble into a trap, unless a thief retroactively detects it before you run into it...City watch passes by. Try 
to look inconspicuous, you murder-hobos.
Something big flies overhead. Hide?
13A friendly adventurer has written a hobo sign to warn travelers about what lies ahead.Weather changes. Probably
rain again.
Weather gets one step better.
14A dungeon curio is spotted.A happy hour sign is espied. If you give in, roll willpower to 
not turn it into a carousing.
Mating calls, hunting horns, or the laughter of færie revels are heard.
15A sprung trap is spotted.You notice a train of virgins coming through on their
way to be processed at
some temple or other.
An itinerant monk, salesman, or mushi-shi happens upon you.
16Rare fungi that will fulfill the party's greatest apparent need 
at the moment, be it food, medicine, psychedelics, or a light source.
A reoccurring, friendly PC is plying their trade. They have a new rumor for you.A forest god is spotted in the offing. Tread carefully? Notice me, god-sempai?

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¹: You remember those fragments of statues in the film version of The Fellowship of the Ring near where Boromir was killed or where Sam and Frodo ended the second movie?
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Claytonian at the gmails.