NOD 10 Goes Live!

NOD 10 – the August issue – is finally live. The Mutant Trucker article was holding things up, but since I had enough material without it, I’m pushing it back to next issue and getting this show on the road. Here’s the description …

NOD is rounding out Summer with the remainder of the Mu-Pan hex crawl begun in issue 8. It also presents the Leech, a new playable class, randomized chimerae, two new races for PARS FORTUNA, two new Demon Lords and a continuation of Phantastes. 80 pages. 

E-Book (PDF) is up for sale at $3.50. I’ll get the print book up once I get my proof copy. You can visit my Lulu shop HERE.

Hopefully, I’ll get a more entertaining and useful post up later today.

My Old School Bona Fides

Yeah – anyone can claim to be from the Old School (and thus glory in the fabulous honors and rewards thereof), but can they prove it? I was at the parents’ house last night looking through old photos and found a few of me getting my old D-n-D expert set and a couple AD-n-D books.

You’ll also notice a Crossbows and Catapults add-on and Robotech model in this last one. Don’t know why I’m doing the paparazzi move in the photo though. And though I no longer have the box for the Expert set, I still have the expert books and those AD-n-D books to this day. Actually – I have that Crossbows and Catapults stashed somewhere as well. The Robotech model put up a good fight, but was eventually lost.

The Monsters of Space Princess

While I’ve been writing Mu-Pan and plotting out Hell (previews to come soon), I’ve also been slowly filling in the gaps on Space Princess. At this point, I’m about 80% done writing it, having put some yeoman’s work into the monster section yesterday. Most of the beast are re-purposed from Ye Olde Game or d20 Modern, with a couple originals stuck in as well. I still want to invent some more aliens that might lurk in the bowels of a space fortress, but the following list should give you an idea at what adventurers might find in the game. The “danger level” gives an idea of how powerful the monster is.

Now I just need to finish up the starship battle rules, the sample space fortress (or one sector therein) and sort out the art, do some play testing and I’ll have a nice little pulpy beer and pretzels sci-fi game. Should come in at around 50 pages, and therefore be pretty affordable.

Son of Grab Bag

Yes indeed, it’s another grab bag of ephemera …

From the D-n-D Becomes More Real Everyday File

Giant underground river system discovered (well, theorized anyhow) underneath the Amazon system. Dwarves were unavailable for comment.

From the Honest Politician File

Found this at Patrick Owsley’s blog.

From the Favorite Comic Cover Ever File

Honestly – there’s nothing about this cover I don’t like.

From the Best Thing I’ve Seen All Week Dept.

Seriously. Excellent piece of work by Fearless Fosdick at DeviantArt.

From the Wow Department


Jonny Quest Opening Titles from Roger D. Evans on Vimeo.

If you haven’t seen this gem yet, give it a look-see. For me, Jonny Quest is to adventure cartoons what Citizen Kane was to Orson Welles’ movie career. Nobody has been able to top it.

Deviant Friday – jimmymcwicked Edition

Today, I peer uncomfortably at jimmymcwicked. He makes fun drawings of fun stuff that are cool and fun. He also sells his wares HERE. Go visit, won’t you?

COMMANDO

 

 

Yes – he’s a commando. Not a freaking trite, overused ninja.

 

BOSSK

 

 

Generic Future Soldier Girl

 

 

Teela

 

Wonder Woman vs. Cheetah

 

Sgt Rock

 

 

Blobby Guy

 

Hawkeye and Black Widow

 

 

O’Hara, Shana M.

 

 

Shades of Blue

Here are six cousins to the venerable blue dragon.

Azure Dragon: An azure dragon’s sense of self-worth is as majestic as the color of its scales. Azure dragons are mesa dwellers – haughty and self-satisfied. They control the weather over their domains, alternately keeping it dry as dust to discourage large interlopers from approaching and then, when fools dare tread on their domain, causing downpours that turn into flash floods. Azure dragons are medium-sized for blue dragons, with lofty, white horns that curl and nearly meet above its head. Azure dragons are always capable of speech (usually a throaty, superior baritone) and magic. They can always use the following spells: Control weather (at will), call lightning (at will) and lightning bolt (3/day).

| Azure Dragon: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (F24); Save 6; CL/XP 11/1700; Special: Spells, control weather, call lightning and lightning bolt.

Cerulean Dragon: Cerulean dragons are small for blue dragons, with tiny scales and over-sized wings. They are gregarious and vivacious, and the least wicked of the blue dragons, though they are as self-centered as any other wyrm, and prefer to be the center of attention. Electricity runs up and down their scales (touching them inflicts 1d4 points of damage) and their bodies give off an electric hum. They are capable of controlling electro-magnetic forces around their body (treat as double-strength telekinesis that only works on iron-based objects). Most cerulean dragons keep dozens of steel blades around their lairs, whipping them into a blade barrier when intruders approach. The blade barrier has a radius of 20 feet and inflicts 8d6 points of damage to anyone who passes through the barrier. They have the normal chances for speech and magic use.

| Cerulean Dragon: HD 8; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d6); Move 9 (F24); Save 7; CL/XP 11/1700; Special: Magnetism, blade barrier.

Glaucus Dragon: Small, wiry and suspicious, the glaucus dragon likes to toy with its prey. It always acts as though it is incapable of speech and magic use, and always pretends to be sleeping when first encountered. The beast breathes a heady, thick gas – as thick as pea soup – that forces those who breathe it in to pass a saving throw or be struck by the slow spell and age 1d10 years per round. The cloud covers an area measuring 20-feet in radius. This aging can be reversed with a potion consisting of the offending dragon’s blood mixed with blueberries and stirred with electrified copper. They have the normal chance for a blue dragon to speak and use magic.

| Glaucus Dragon: HD 8; AC 1 [18]; Atk 2 claws (1d6), 1 bite (3d6); Move 12 (F27); Save 8; CL/XP 11/1700; Special: Breath weapon (aging).

Indigo Dragon: Indigo dragons are large and lazy – almost floppy if that’s possible for a dragon. They have small, useless wings on their shoulders and terrific maws filled with sharp teeth and two elephantine tusks that jut out of their mouths. Indigo dragon are gluttonous and boorish. They have only a 45% chance to speak, and when they can speak they rarely have anything interesting to say. Indigo dragons radiate an aura of static electricity down the spines on their back. This electricity arcs to any creature within 10 feet, inflicting 2d6 damage per round on characters without metal armor and an additional 1d6 damage for characters in metal armor and/or wielding a metal weapon (i.e. 4d6 total for a character in metal armor wielding a metal weapon. Indigo dragons are encountered in their lairs 80% of the time and are asleep about 70% of the time.

| Indigo Dragon: HD 10; AC 2 [17]; Atk 2 claws (1d6), 1 bite (4d6); Move 6; Save 5; CL/XP 12/2000; Special: Electric aura.

Sapphire Dragon: Sapphire Dragons have brilliant, polished scales that look like little teardrop shaped sapphires. They live deep underground and are notoriously fastidious and picky about their surroundings. All sapphire dragons can assume human shape as they wish, usually taking the form of tall, stately men or women with blue-black hair and sapphire blue eyes. They enjoy attention and worship, and often cultivate little cults of beautiful men and women. Sapphire dragons can always communicate telepathically and cast spells, though they sometimes are incapable of physical speech.

A sapphire dragon with spell-casting ability always has the following spells: First Level – Sleep; Second – Level: ESP; Third Level: Suggestion; Fourth Level – Confusion; Fifth Level: Feeblemind. Their breath is a sapphire ray that can be directed at a single victim. The ray causes all of the victim’s synapses to fire, stunning them for one round and leaving them with a pounding headache for the next 24 hours. While suffering from the headache, spellcasters have a 5% chance of their spells failing to materialize.

| Sapphire Dragon: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (F18); Save 7; CL/XP 13/2300; Special: Breath weapon (stun), spells, telepathy 100 feet.

Ultramarine Dragon: Ultramarine dragons are large, powerful specimens of dragonhood, with deep blue scales that gleam in the light and absolutely blaze in the moonlight. They have large, knowing eyes and long, overlapping fangs. Ultramarine dragons are imperious and overbearing, and are especially vulnerable to flattery. They are also uncommonly fond of intoxicating beverages, and have been known to keep especially skilled bartenders in their lairs mixing wondrous concoctions.

An ultramarine dragon spits chain lightning. Chain lightning strikes one target initially, then arcs to up to ten other targets who cannot be more than 10 feet apart from one another. Damage is normal on the first target and half normal on all others. Saving throws to halve damage are permitted. If multiple targets fail this saving throw, their minds are switched by the mystic lightning.

| Ultramarine Dragon: HD 10; AC 2[17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; CL/XP 13/2300; Special: Chain lightning (damage and mind-switching).

Image found at the Lost Papers of Tsojcanth.

News of the World [Mystery Men! Dark Renaissance]

The players in my Google + Mystery Men! game continue to hunt down clues from Seattle to Washington DC. But as they do so, world tensions are rising …

News of the World

March 17, 1962

TENSIONS RISE!

New York City – Tension continues to rise on news of a break-in attempt at the Old Senate Office Building and angry exchanges at the United Nations. After a day of attacks on military targets in the United States by American super villains, Soviet Ambassador Zorin issued an angry reprieve to those who have blamed communist agents for these attacks, declaring such accusations are based purely on “falsified information” from the FBI. In fact, Zorin went on to say, he believed these attacks were mere ruses to cover up American involvement in similar attacks on infrastructure within the Soviet Union, including the destruction of a dam and the sabotage of the Voskhod spacecraft in development in the USSR. American ambassadors countered that the United States government has made no such accusations of Soviet involvement and that accusations of American sabotage in the USSR are completely baseless. Nonetheless, each nation remains at a high state of alert.

Washington DC – After a successful robbery of the home of Senator Henry Haskel (D-Ala.) that netted the thief top secret papers, an unsuccessful attempt, possibly by the same burglar, was made last night on the senator’s office at the Old Senate Office Building. At approximately 3:00 A.M.an unknown assailant, apparently “cloaked in darkness” according to eyewitnesses, wrenched open the locked window of Sen. Haskel’s office with “super-human” strength. The presence of the Bronze Statesman on guard in the office and heavy security by military personnel chased away the villain. This comes as tensions between the United States and Soviet Union are at an all-time high.

Chicago – After fighting the “Great Train Robbers” in the morning, popular heroes Firefly and Green Mask joined forces again to foil an attempted armored car robbery near 13th St and Wabash by known criminal Doctor Magno. Magno stood little chance against the combined efforts of Firefly and the Green Mask, and is now in police custody awaiting trial and transportation to Iron Island in Shore City, OH. Two associates of Doctor Magno escaped the scene in a 1958 Packard sedan after showering the two heroes with machine gun fire.

New York City – Negotiations between the Port Authority and the New York City Council continue over the site of the planned World Trade Center.Current plans would require the demolition of the Hudson Terminal building of the H&M Railroad and the demolition of famed Radio Row.

Washington DC – The U.S. Space Administration announced today that space agent Scott C will replace Deke S of the famed Rocketeers on their planned Mars expedition. Deke S had to withdraw from the program due to a heart condition discovered during a routine medical exam. Team leader Rocky X was unavailable for comment.

Mexidor – In the run-up to the long awaited elections in the Central American nation of Mexidor between the ruling, pro-American Democracy Party and the pro-Soviet Workers’ Dignity Party, there have been many stories of campaign shenanigans, dirty tricks and even violence. But now people in the hill country are spinning yarns about purple zombies seen wandering the hills and attacking livestock. Mexidor’s authorities have found no evidence that these spooks are real, and blame the sightings on a campaign of fear by the WDP. Dr. Albert Hale of New York University was unavailable for comment.

New York City – A 200 year tradition for New York City continues today with the St. Patrick’s Day Parade. Residents are warned that streets around the parade route, which extends from 5th Avenue and 44th Street to 86th Street, will be blocked and traffic congestion should be significant.

Ruminations on the Netherworld

Rebellion seemed like a good idea at the time …

So – a hex crawl through Hell. What to expect.

The basic architecture of the Netherworld here will be from Dante’s Inferno, with some touches drawn from Milton’s Paradise Lost. The rest will be pulled out of my imagination, which is fueled by any of a thousand images I’ve seen or read over the years. One thing it will not do is sync well with the old Gygaxian cosmology of the alignment-planes. Hell here is about Chaos, and the idea that demons, devils, daemons and demodands are all something fundamentally different will be ignored.

Dante can only be used up to a point though. While some aspects of his cosmology are appropriate for NOD, given the fact that it uses a Medieval Christian architecture for the basis of its cosmology. Some aspects are not as appropriate. A “Limbo of virtuous pagans”, for example, doesn’t make much since in a world with a profusion of deific identities, even if they may not actually be “gods” in the sense that ancient peoples imagined them to be. So, the first circle has to be changed. I’m taking inspiration from Hades’ Fields of Asphodel and making it a ring of grasslands – long, gray-green blades of grass and a profusion of asphodels and deadly trees. Under an eternal twilight the grasses are grazed by stench kows, hellephants and other demonic beasts who are in turn hunted by various terrible things. Essentially, it’s Hell’s savannah, with caravans of shades on their way to the Palace of Minos to be judged and sentenced. Many lesser demonic lords have their fiefs in Asphodel, marshalling their hellish hosts in service to more powerful lords below.

A goodly portion of Dante’s Inferno is also designed to portray his political enemies in the bowels of Hell getting their just rewards – since 14th century Italian politics plays no major role in NOD, that stuff doesn’t quite work either.

From Dante we get the architecture, but the meat of NOD’s Hell will be owed more to Burroughs. Essentially, I’m taking a Sword & Planet tack with depicting Hell since, in my opinion, everything in a fantasy role-playing game should be geared towards running adventures for players. In other words – there will be “people” living in hell – tribes and nations among the demon lords – like the drow, duergar, sahitim and other “evil humanoid” communities from fantasy gaming. There will be dungeons to delve and treasures to find in this weird little pocket dimension locked in the center of NOD.

Light in Hell
One of the hallmarks of Hell in the Christian cosmology, and similarly in other beliefs about the Underworld, is the absence of light. In Christian cosmology, light represents more than just physical illumination – it is also about spiritual enlightenment and reason.

The uppermost layer of Hell is given illumination in Dante, since it isn’t so much a place of punishment as it is a place of no reward. As mentioned above, I’m giving it an eternal twilight. Lower rings of Hell, however, are without light. The regions of upper Hell are simply dark. Fire provides no illumination – it is as black as night – so adventurers must rely on magic (spells, magic swords) and their own inner light. This manifests as a dim, gray glow for chaotic characters, a warm twilight for neutrals and a brilliant daylight for lawful characters to a range determined by their wisdom score. This radius grows smaller as people go deeper.

The deeper portions of Hell are swathed in spiritual as well as physical darkness. Here, one’s faith and reason (i.e. intelligence and wisdom) are ever assaulted and chipped away at, and even magical light ceases to function without supreme effort (i.e. magic resistance toward light, divination and healing spells).

A Brief Tour

Limbo: Before one enters Hell, they enter Limbo, a sort of ante-Hell. These caverns lead to the rocky vault through which flows the Acheron, plied by Charon and his assistants. They can give one access to the gates of Hell, which are not easily penetrated. Hell is surrounded by a massive wall guarded by demons and the gates are guarded by Sin and Death. Shades can simply pass through the gates, but living petitioners have a harder time. The shore of Acheron is beset by stinging vapor wasps that torment the souls waiting for passage across the river. The walls of Hell can be seen beyond – massive, basalt walls with insets holding tormented angels that remained neutral in the War of Heaven, forced to hold up the battlements of Hell eternally.

Asphodel: Mentioned above, this is a hellish savannah plied by caravans of the damned. Easily the most dangerous safari you’ll ever go on. Perhaps this is Persephone’s garden – a gesture of growth and beauty twisted by the entropic energies of the Underworld. Designed for 10th level parties.

Eerebus: A bleak, stony plain constantly ravaged by hurricane-force winds and freezing rains. There are gullies and canyons and flash floods and mist-shrouded moors and worn, stone castles. Eerebus is a place of shadows and dreams. Its constant rain is the source of the lower rivers of Hell – they form streams that flow into the bog that is the third circle of Hell. I imagine it populated by frogs, water weirds, tempting undead (vampires, baobhan sith) and, of course, succubi and incubi. The transition between Erebus and Abbadon is the easiest to make, for one circle simply flows into the other. Designed for 11th level parties.

Abbadon: Abbadon is just miles and miles of bog (and I mean that in both the sense of a swamp and the slang term for a toilet). A drizzle of human waste falls from the sky, landing on the souls of gluttons too fat to move, and the circle of Abbadon is absolutely crawling with otyughs. Mushrooms of every shape and size (and some ambulatory) grow in the bog. Few demon lords dwell in Abbadon, Jubilex being one of the few. Cerberus guards the entrance to Gehenna.

Gehenna: Gehenna is a desert of gray sands and swirling winds. Gangs of tethered slaves drag massive blocks of stone about the desert, but never finish dragging them – there is no destination – nothing here is every completed. The remnants of great cathedrals and pyramids rise from the sands, staffed by corrupt clerics that have been turned into huecuvas.

Stygia: Beyond Gehenna there is a muddy swamp that is, in fact, the flood plain of the River Styx. This swamp is filled with the souls of the wrathful, biting and rending one another and anything else they can get their hands upon. Islands in the swamp hold the citadels of demon lords, their followers fishing for souls and other critters in the swamp. Phlegyas ferries souls across the river to the quays of Dis.

At this point, NOD 11 should contain the first half of these upper circles of Hell – the northern half, so to speak. NOD 12 will finish it with the second half. NOD 14 will cover the lower hells.

Dis: Dis is the great metropolis of Hell. It covers an entire circle of hell, and does for the souls imprisoned within what modern cities do to their inhabitants – the torture of a thousand daily frustrations. The city is a maze of dark alleys, burning plazas, tombs, sepulchers, catacombs, brazen towers and the great parliament of Hell, the Pandaemonium. I’m picturing Dis with a Persian/Byzantine feel. Many demon lords have “townhouses” within Dis.

Dis will probably occupy NOD 13 – an appropriate issue for it, I suppose.

Avernus: Avernus is the first of the lower Hells, and here Dante started regretting the whole nine circles of Hell thing, because he starts packing different geographies into each circle. The seventh circle has three geographies, which Dante presents as rings (and I do this on my initial map), but I’m now thinking of doing as bands instead. The first is a badland of jagged, maze-like canyons inhabited by minotaurs. The burning river of Phlegethon flows through these canyons. This boiling river is home to tyrants and warlords. As they attempt to escape the river, they are set upon by the centaurs that patrol the banks.

The Phlegethon then flows into a woodland of black, gnarled trees that are actually the souls of wastrels. The woods are haunted by hell hounds and harpies. Beyond the woodland is a desert of burning, black sands, where charred blasphemers are staked out on the sands to writhe and burn. Mulciber’s forge is located here, and sparks from this hammer fall from the sky like a rain of fire. The center of the ring is a great ravine of dark water – the River Eridanos – which flows over the side as a roaring waterfall. Here dwells Geryon, the only creature capable of carrying folk to Malebolge beyond.

Malebolge: Malebolge is a land of tall mountains and deep valleys, each valley being given over the a different punishment. The valleys are inhabited by the Malebranche devils, who do not permit folk to pass through unchallenged. Looking over the edge of Malebolge one sees the imprisoned titans chained to the miles high cliffs that lead down to the deepest hell, Cocytus.

Cocytus: Cocytus is a frozen land of icy mountains surrounding a great lake covered in ice of varying thickness. Great, gray afancs swim beneath the ice, sometimes breaking through to feast on intruders. At the center of Cocytus lies Lucifer, ruling his dark realm from chains.