Sunday, January 29, 2017

d30 Monstrous Tricks and Combination Monsters

I took a list of ideas from the Grayhawk supplement and numbered them to facilitate peopling adventures. Lots of Balrogs out there. Any typos that remain are probably Gary Gygax's fault.
  1. Oxen which are cross-bred with Gorgons.
  2. Small lizards which are able to breath fire.
  3. Creatures which grow to huge size if approached too closely.
  4. Animals which turn to some horrid monster if touched.
  5. A giant with faces or multiple heads which can never be surprised, and with four additional eyes is able to see invisible and hidden objects and co-ordinate no less than two attacks per melee round.
  6. Giants known as "Rock Giants" which so closely resemble stone that they can be detected seldom (1 in 12 is a good percentage).
  7. Fire-resistant mummies. Many players will get used to frying these monsters with oil. But watch the fun when they run into one of these critters!
  8. Skeletons who are able to hurl their finger joints as if they were magic arrows.
  9. Monsters which are in endless supply due to a magical point of origin. "Greyhawk" had a fountain on its second level which issued endless numbers of snakes.
  10. Containers which are filled with a gas or liquid which turns into a monster if the gas or liquid is dispensed.
  11. A Medusa riding a Gorgon.
  12. A Medusa who has a pet Basilisk and a pet Cockatrice.
  13. A Balrog riding a Red Dragon.
  14. A Balrog with Salamanders as servants.
  15. A Balrog with a pet fire-breathing Hydra.
  16. A Frost Giant riding a White Dragon.
  17. A Troll with a magic spear riding a Purple Worm.
  18. A Lord with magical arms and armor riding a Wyvern.
  19. An Ogre-Mage mounted upon a Manticore.
  20. An Evil High Priest riding a Chimera.
  21. Hero/Warlock Elves mounted upon Lammasu.
  22. Thieves with Bugbear guards.
  23. A Cloud Giant riding a Tyrannosaurus Rex.
  24. A Wizard with a pack of Hell Hounds.
  25. Mars mounted upon Talos' shoulders.
  26. An Ogre Jelly monster which appears to be a mere Ogre, but. . .
  27. A Snake which is actually Grey Oooze.
  28. A Giant Spider-like Black Pudding.
  29. A Symbiotic Dragon which spits Ochre Jelly, Black Pudding, etc.
  30. A seemingly Golden Dragon which is actually mobile Yellow mold. 

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Sunday, December 18, 2016

Merging Rhialto the Marvellous into The 998th Conclave of Wizards

The 998th Conclave of Wizards (Goodman Games) has a couple minor issues. One of them is the introduction scene of the wizards. There are two problems with it:
1) There is a page of boxed text introducing them. Split over 2 pages. And the players are expected to sit through them. Talk about OSR sacrilege.
2) The wizards aren't Rhialto the Marvellous and his buds.

So the solution, as I see it, is to skip the scene altogether. The rest of my solution should be preceeded with using safety tools to let your players know that they might meet sexist jerks soon.

Rather than the the module's conclave scene, we have something easier to grok. The players are brought to the city by some random circumstances. In my own campaign, I had the city be the silver city on the moon hinted at by The God that Crawls (hey, this was in the pre-canceled days). And Scotty from #Shmelerak sent them there. There are a million portals that could be seeded.

Once in town, they hear the the Starry Council is looking for new (male) recruits, who will be allowed to attend the next conclave (like comic-con for wizards), and get library privileges, etc. If they inquire further (they don't have to because agency, m'kay), they get to meet first one of the little people that provides handy exposition and then 1d3 random members of the Rhialto Super Friends Squad that happen to be holding court that day. Here is a d24 table of them:
  1. Ildefonse, the Preceptor of the council.
  2. Rhialto the Marvellous. The apogee of wizardly fashion.
  3. Herark the Harbinger, precise and somewhat severe.
  4. Shrue, a secret diabolist*, whose witticisms mystify his associates, and sometimes disturb their sleep of nights.
  5. Gilgad, a small man with large gray eyes in a round gray face, always attired in rose-red garments. His hands are clammy, cold and damp; his touch is avoided by all.
  6. Vermoulian the Dream-walker, a person peculiarly tall and thin, with a stately stride.
  7. Mune the Mage, who speaks minimally and manages a household of four spouses.
  8. Zilifant, robust of body with long brown hair and a flowing beard.
  9. Darvilk the Miaanther, who, for inscrutable purposes, affects a black domino.
  10. Perdustin, a slight blond person without intimates, who enjoys secrecy and mystery, and refuses to reveal his place of abode.
  11. Ao of the Opals, saturnine, with a pointed black beard and a caustic manner.
  12. Eshmiel, who, with a delight almost childish in its purity, uses a bizarre semblance half-white and half-black.
  13. Barbanikos, who is short and squat with a great puff of white hair.
  14. Haze of Wheary Water, a hot-eyed wisp with green skin and orange willow-leaves for hair.
  15. Panderleou, a collector of rare and wonderful artifacts from all the accessible dimensions.
  16. Byzant the Necrope.
  17. Dulce-Lolo, whose semblance is that of a portly epicure.
  18. Tchamast, morose of mood, an avowed ascetic, whose distrust of the female race runs so deep that he will allow only male insects into the precincts of his manse.
  19. Teutch, who seldom speaks with his mouth but uses an unusual sleight to flick words from his finger-tips. As an Elder of the Hub, he has been allowed the control of his private infinity.
  20. Zahoulik-Khuntze, whose iron fingernails and toenails are engraved with curious signs.
  21. Nahourezzin, a savant of Old Romarth.
  22. Zanzel Melancthones. Those who meet him forget the details.
  23. Hache-Moncour, whose vanities and airs surpass even those of Rhialto.
  24. Hurtiancz, short and burly, notorious for his truculent disposition.
*: As diabolism is verboten, Shrue is likely the secret villain of this module.

†: Teutch will refuse to hold court with females in attendance. This is but one of the facets of the council's sexism. Females are much derided by the order as they think women to be seduction targets at best and dark practitioners of the art of ensqualming at worst. Let players hate the wizards; they can relish them being taken down in the future by that old threat from a previous aeon: The Murthe. Or maybe the PCs will actually help out on the conclave's darkest hour, because agency.

More details about each wizard can be found here.

Anyhoo, outside of the council court encounter, the players can look into rumors and such, finding out details of whatever wizards they want to target for burgling, the spell duel, or patronage.

At some point, roll one of the wizards to be missing along with the Baton of Perpetual Light, opening the option to go to their tower or The Obelisk out in space.

The wizards should be given ad hoc spell-effects in a spell duel based on the following d12 spell names/how high they rolled (just roll one each round the wizard can cast something; roll a d5 to see what level the spell is):
  1. Xarfaggio's Physical Malepsy
  2. Arnhoult's Sequestrious Digitalia
  3. Lutar Brassnose's Twelve-fold Bounty
  4. The Spell of Forlorn Encystment
  5. Tinkler's Old-fashioned Froust
  6. Clambard's Rein of Long Nerves
  7. The Green and Purple Postponement of Joy
  8. Panguire's Triumphs of Discomfort
  9. Lugwiler's Dismal Itch
  10. Khulip's Nasal Enhancement
  11. Radl's Pervasion of the Incorrect Chord
  12. Claytonian's Attributive Counterspell
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Wednesday, September 14, 2016

LOTFP Summon Spell for DCC (another way)


I and others have previously explored ways to use Lamentation of the Flame Princess's summon spell in DCCRPG. This is another attempt, but this time, I'm utilizing the fumble and misfire mechanics of DCC spells. You'll probably need both Lamentations and DCC to use this spell. DCC demons don't seem to have a set way to determine Will, so I just went by HD. Also, I did away with most of that play it safe and summon a weak demon rigamarole.


Google doc link if you can't read the embedded text.
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Monday, June 20, 2016

Calabraxis Expanded

+Stephen Murrish has taken the basics of Wizardarium of Calabraxis and expanded it it just the ways I always hoped a reader would; he added an extra dungeon level and a nearby town. It's a really significant amount of content which could probably make a dungeon on it's own...
Non-embedded google docs version viewable here.



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Wednesday, September 9, 2015

d24 Names for Tough PCs and NPCs

Give them to a tough dood, dudette, or third genduder. Mix and match and mash the given and surnames.


1
Deathtit
Cinachøke
2
Kag
Lafgüt
3
Sword
Dagshiv
4
Hisneimiz
Akilinwurd
5
Sopping
Hardman
6
Holy
Diver
7
Slap
Dashzson
8
Kill
Kilkil
9
Argun
Groanstein
40
Fatt
Rekless
11
Lurv
Wortmun
12
Leroy
Jenkins
13
Dab
Gentilblud
14
Mash
Lovesperm
15
Dirkk
GentlechΩk
16
Phelonius
Derkski
17
Slick
Arghorn
18
Hort
Cuttington
19
Garg
LeBlood
20
Doom
Shake-spear
21
Fark
Asshold
22
Oam
Mahnswat
23
Hohld
Mahbeir
24
Float
Nugget

Bonus name: Bloody Morose

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Tuesday, September 8, 2015

Interview! Aaron Kesher of THAC0: The Movie Fame

THAC0 might seem at first to be just some amateur project, but it is really, genuinely good, especially once the intro has passed. Based on a play, it has great dialogue and will make any RPG smile. Especially when they make fun of GURPS. And Neil Gaiman is in it for a second! It also scratches my suburban/cold-mid-west-hell gamer nostalgia itch.

I bugged Aaron (the guy who leaves everybody hanging all the time in the movie) on Google Plus for some info on this great work. The short interview is below the embedded video. It's short because though I asked follow up question Aaron stuck to character and left me hanging. Oh well, as long as you get a chance to enjoy a great movie, I've done my job!

"You've got to convert to 3rd edition!"
"Why?"
"Why?! What the hell kind of question is that? It's the new edition." 
"So?"
"It's the new edition! It's one number higher!"


Me:

 
You've mentioned THACO started as a play. Who wrote it? How long was it? How many times was it performed? Were the cast members of the movie also in the play acting troop?


THAC0 did indeed start as a play, written for the 2005 Minnesota Fringe Festival by my multi-talented friend Bill Stiteler, who's active in the MPLS theater world. He's written a number of other plays for the Fringe as well, including an adaptation of Neil Gaiman's lesser known graphic novel "Signal to Noise", in which I also participated, and the slightly infamous "Watching Porn".

All FF shows are an hour long. It's a dynamic venue, so when you finish you have 10 minutes to strike your entire show and get off the stage so the group coming in after you can have 10 minutes to set up before their curtain. Needless to say, the sets are minimalist. In fact we managed to fit it all in my Honda Element, where we stored it until the next performance.

There were five performances, the last three of which, after word got out in the MPLS gaming community, were completely sold out. Some people even saw it twice, which was pretty awesome. You could hear people in the audience, as we were setting up, saying "Oh--I used to have that game!"

We did another run, about a year later, maybe, in a small local theater. Only  three performances I think. We also had the chance to perform selected scenes at CONvergence. I couldn't be there for some reason, but my shoes were awesomely filled by Dawn Krosnowski.

I dug this up after some searching: http://thacothemovie.com/ [the link was dead by the time I clicked on it, but you can always plug it into The Wayback Machine]

You see pictures from both instances in the Flash rotation... I'm the one with the earrings and SF MOMA t-shirt...

The play and the movie had the same cast, though with some of us in different roles. In the play, I believe our names were Matthew, Mark, Luke, and John. I played Mark, the DM, and I Bill played Matthew, the guy we were waiting for. The play had an extra element where, between scenes in the basement, Matthew was spotlighted and delivered a monologue about different aspects of geek culture. This didn't make it into the movie.

In the movie, Bill and I switched parts, mostly due to time constraints on my end (my wife and I had just had twins). Since the monologues were gone, my part was small enough that I only had to commit to a couple of days of actual filming. And we also all just used our own names.

Oh, and there was also that cameo by Neil Gaiman... :)


Claytonian JP
 Yeah, that was a curious cameo. How did you land one of the best fiction authors of our time? Was his initial reaction when approached as leery as the line he delivered in the movie, or was he up for anything?

Aaron Kesher
Actually, if I'm remembering this correctly, a friend of Bill and his wife worked for Neil in some capacity, so they had gotten to know him. It may have started with Bill contacting him back in 2003 for permission to turn Signal to Noise into a Fringe play. So anyway, he was happy to do it--the reaction was entirely acted. :)

[THAT'S ALL FOLKS]
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Friday, August 28, 2015

Deck of Many DCCisms

Recently a coworker gave me his old 3e core books. I don't like 3e at all, but I have to admit, the DMG of any edition has fun things for me to think about. Someone requested a DCC Deck of Many Things. Turns out there aren't many results on the 3e version of it, so I glanced over it, got ideas, and condensed them to 14 results. And since we are talking DCC, you could just roll a d14...

In any case, I'd probably have the deck only allow drawing of one card per PC (exceptions in the result).
  • Ace: I saw the sign!
    • Your star sign changes. Roll it. And yes, it can mean bad luck for you if you currently have a negative modifier. If anyone draws from the deck after you, their star sign changes too, but if they happen to draw an ace as well, they get to choose what it changes to.
  • Deuce: Two lumps are better than one. 
    • Grow a second head. Roll its Intelligence and Personality. It has a fifty percent chance of being a wizard or a cleric. If you have a mercurial magic effect that grows extra heads or faces, you instead lose that and roll a new effect.
  • Trey: Three alignments, or was it four?
    • Change alignment to opposite of party cleric (or most powerful party cleric). If they are neutral, you become militant-neutral, which is the opposite of neutral and requires you to create stratagems to take down Chaos and Law at the same time.
  • Four: Forlorn Forty
    • You are transported 40 miles beneath the earth, in a forlorn encystment, insensate and preserved against death. This is permanent, but who knows, maybe your party can save you.  If they do, you come back with one psionic power and some groovy stories.
  • Five: Glory or Guts
    • You now roll a d16 for saving rolls, but have +1d to crits
  • Six: Lucky to be alive (check your Luck mod)
    • If positive, Pass any Roll the Body check... once per positive luck mod you have right now. You must choose to do this instead of rolling before you would roll. 
    • If your Luck mod is currently negative, make a DC 15 Fort save vs death!
  • Seven:  The Hellish Hunt (check your privilege, er alignment)
    • If not Chaotic, The court of chaos has chosen you as a target of a great hunt
    • If you are Chaotic, they will send you a quest you daren't refuse. Or just summon you for their namesake adventure.
  • Eight:  Kick the puppy
    • Lose a level, change all your hit-dice to one size larger than they were, kick any nearby halflings, and draw again.
  • Nine: Tempting choices (choose one)
    •  gain a level by defeating the next monster(s) you see on your own
    • gain a signature deed with one weapon (and a deed die for that deed as a Warrior of your level)
    • Draw three more cards, know what they will do, and discard one of them
  • Ten: Materialism is magic (choose one)
    • a completely random melee weapon of magical nature is rolled up and pops into your hand
    • a completely random spell of random casting level appears in your mouth
    • an odd magical item the judge has always wanted to introduce pops into your pants
  • Knave:  I have a cunning plan (choose one)
    • Gain +2 to one ability score
    • Gain +4 to one thieving ability, which you may burn luck on like a thief to boot
  • Queen:  We are not amused (choose one)
    • All magic items on your person turn into wood
    • You lose your soul (you still function but have -1d to Will until you find it)
  • King: It's good to be the king (gain one)
    • Gain a fief and 2d30 loyal henchmen
    • Or inherit Tegel Manor if your judge has that
  • Joker:  Don't monkey around with fate
    • You gain 1d4 wishes, each of which has a 1d3rd chance monkey's paw type unintended effects
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