Hell South – Preview 4

Another glimpse at the Underworld …

24.94 Old Buckle: The ground here is quite uneven, with deep (1d4 x 100 feet) canyons and narrow ridges. On the edge of one such ridge an adventurer might spot a buckle and the remains of a leather belt hung on a small spike of stone attached to the ridge. An adventurer tried to use the belt as a rope to swing themselves down to a ledge located about 6 feet below the edge of the ridge. On this ledge there is a small idol of Lilith made of gold with inlaid ruby lips and amethyst eyes (worth 500 gp, weighs 100 lb). Touching the idol causes one to lose their balance. Kissing the idol teleports them into the stronghold of Lilith in Erebus, the second circle of Hell.

39.107 Quarry Men: A tribe of 200 rock men have an extensive quarry here, pulling granite from the walls of the cavern and selling it throughout the Glooms. Despite their stodgy and staid ways and dull way of speaking, the rock men are quite intelligent and excellent bargainers. The rock men dwell in small caves dug into the sides of their ever-expanding quarry. The best granite is retained and carved into new rock men. The rock men have a treasure of 2,130 sp, 380 ep, 2,520 gp, a brass icon of Vulcanus (worth 30 gp), two fine rhodochrosites worth 500 gp each and 20 barrels of mineral spirits (worth 6 gp each).

51.109 Notac-ichat: A clan of 40 notac-ichat and their 30 females and 35 young dwell here in a citadel of gray bricks, tiny windows and flat, crenelated roofs. The notac-ichat own a tapestry in which is impressed not only the image, but the intelligence of the archmage Vaunus the Vain. The tapestry advises their chief, Yar-Iskr, a rambling old male with purple chitin and a wandering mind. In truth, the archmage controls him and rules his people, using them to collect rare ingredients for a spell to make a simulacrum body that his mind can inhabit until something more permanent comes along. They currently lack an ounce of halfling blood and the wisdom teeth of a dwarf.

Image from Wikipedia

Deviant Friday – Leinilyu Edition

Playing some Space Princess with the daughter tonight. Had a brief skirmish between her crew of 6 and a sapphire space dragon. She lost her gynoid star warrior, but they finally finished off the dragon. Now I’m looking at the next artist in line for a Deviant Friday spotlight, and I see that it is Leinilyu, who happens to have some nice sci-fi art. Leinilyu brings Travis Charest to mind – very nice lines, understated and beautiful, but some great action work as well. Enjoy.

Spider-Woman

 

 

Digital Girl

 

 

Nike bot

 

 

Keeping Up With the Joneses

 

 

Sketch

 

 

Saucers

 

 

Serenity Cover

 

 

Sworn Sword Cover

 

 

Happy Thanksgiving, Mystery Men! Style

To start off, I want to give thanks for what has been a pretty good year for me. A couple years ago, I wouldn’t have thought I’d now be making a few bucks writing game material and even publishing my own games. I’m thankful for the opportunities I’ve had and for the support folks in the game community have given me. I’m even more thankful for my wife, daughter and family and friends. Things are going well today, but I know that things can change, and I’m determined to be thankful for what I have while I still have it.

Now then, on to the goodies. When I was a kid, we used to do these book orders in elementary school. One of the items we could get from these four-page “catalogs” was a subscription to one of two magazines (I think one was four younger kids, the other for older kids, though which is which I don’t remember), Bananas and Dynamite. One little article from Dynamite that stuck with me was about “Zero Heroes”. Apparently, these less-than-stellar superheroes were created by B. K. Taylor as a set of stickers. Years later (now, in fact) I managed to find them online (amazing, isn’t it) and happily present you a hero for the holiday (well, kinda).

The Great Gobbler
According to the back of the sticker, the Great Gobbler had some exciting adventures, but his series was finally cancelled because, no matter how exciting they were, people couldn’t get over the fact that he was just a big turkey.

Cover image above from retroCRUSH.

When Monks Aren’t Allowed in Dungeons

So you think monks don’t belong in your fantasy game?

This is what happens when monks don’t have dungeons to delve into …

For the love of Shaolin, give the monks something useful to do. Monks should be kicking orcs in the face, not making spectacles of themselves on weird game shows.

Queen and Kaiser – Some Thoughts

 

I know – I have lots of projects to work on, but when the muse kisses you on the forehead, you have to put pen to paper or risk forgetting everything. Thus, some notes on Queen and Kaiser.

Theme: Full-throated Victorian adventure. All the characters in a group serve a government – their success turns into success for that country in terms of expanding its empire, inventing new devices – etc.

Influences: Jane Austen, Bronte sisters, Lewis Carroll, Thomas Hughes, Rudyard Kipling, Robert Louis Stevenson, Arthur Conan Doyle, H.G. Wells, Jules Verne, H. Rider Haggard, Joseph Conrad, Edgar Allen Poe, Mary Shelly, Charles Dickens, Flashman (of course)

Replace the concept of “race” in most games with class – Low, Middle or High – maybe – might make the rest of the character creation concept too complicated

No classes – characters shaped by random experiences – kind of like Traveller.

Game set circa 1890

Roll experiences based on age of character – different tables for Youth (i.e. school days), 1881-1890, 1871-1880 and 1861-1870. Whatever age range you choose (youth, mature, middle-aged, old), you roll up to three times on a table, declaring the number of rolls before making the rolls.

The basic experiences involves adventures in Victorian England / France / Germany / Russia

One “experience” is called Bend Sinister – this sends you to a different table concerning crime and the underworld, a table one may never escape

One “experience” is called Foreign Service – this sends you to a different table concerning foreign affairs – spying, wars, going native, etc. This table can send you back home to the basic table

One “experience” is called Supernatural – this one goes into Victorian horror and science fiction – one roll, then back to the basic table and no more dips into the supernatural pool – can be ignored if the Referee does not wish to use this material in his or her game

Base the different eras on the literature and historical events of that period

Might restrict the characters in the basic game to English or German, maybe adding different groups in NOD articles – i.e. French, Russian, American, Japanese, Dutch, Ottoman

Characters can be male or female, though experiences might be different

Ability Scores – roll as normal for Target 10

Vigor (strength, fortitude, courage)

Dash (dexterity, quickness, flair for the dramatic)

Study (knowledge, learning, ability to think things through, common sense)

Charm (manners, etiquette, courtship)

You have “hit points” based on your Vigor and “charm points” based on charm, etc. to allow for different forms of combat – Dash can help in all of these things

Hit Point combat is normal fighting

Charm Point combat is about combat in the social sphere- getting the best of a person through being witty, using innuendo, out-talking people – wins people to your side

Skills
Horsemanship (riding tricks, charging, increasing daily movement, polo, steeplechase)

Fencing (swords, axes, spears, walking sticks, knives)

Ballistics (rifle, shotgun, pistol, maxim gun, light cannon)

Fisticuffs (boxing, wrestling)

Archery (bows, crossbows, slings, spears)

High Society (contacts in high society, waltzing, manners, witty conversation, negotiation, waltzing)

Sports (rowing, cricket, football, rugby, darts, billiards, bicycles, croquet, lawn tennis, roller skating)

Command (leading troops, morale checks, military contacts)

Climbing & Leaping (acrobatics, scaling walls and cliffs, leaping over chasms, balancing)

Decipher Scripts (decoding codes, reading ancient tongues)

Detection (finding clues, noticing things, sensing motivations)
Skullduggery (sneaking, cheating, lying, picking pockets, forgery, underworld contacts)

Occultism (uncovering frauds, divining the future, hypnotism, sixth sense)

Prestidigitation (escaping bonds, card tricks, sleight of hand, use of magical props)

Physician (first aid, more complex operations, etc)

Soldier (marching, camp life, cooking, resisting fear under fire)

Scholarship (basic knowledge from university life)

Invention (working with electricity, magnetism and chemicals)

Engineering (working with mechanical objects, building and repairing, clockworks)

Native (local customs and mores, finding one’s way, survival in the environment, native contacts)

Domesticity (managing books, managing servants, cooking, cleaning, first aid, contacts in the shops, commanding others)

Woodcraft (tracking, stalking, knowledge about flora and fauna, survival in home environment)

Husbandry (controlling animals, training animals, taming wild animals)

Seamanship (sea legs, climbing, swimming, gunnery, navigation)

Advance through skills as follows:
– Start at Acquainted (+1)
– Then move to Practiced (+3)
– Then Expertise (+6)
– Finally Mastery (+12)

At expertise, you may take one element of that skill set and advance it to specialization +9 (i.e. with expertise in soldiery you could become a specialist at resisting fear)

At mastery, your previous specialized skill becomes legendary (+15)

Foreign adventures and schooling tutor people in languages. For languages, it goes:
– Smattering (+1) – brief commands and a few words
– Conversational (+3) – can speak with others with no problem
– Literacy (+6) – can read and write in the language
– Fluency (+12) – can write well, have a knowledge of their history and lore and count as having a smattering of all related languages, including ancient dialects

The skills give variable incomes for expertise and mastery, based on the perceived value of the profession – this can be used to procure supplies for expeditions.

Each of the episodes in a life has a dark side as well, requiring one to make an ability check (DC 5, usually) or succumb to an injury, phobia, or some other flaw. The final character may be skilled, but will have some baggage he’s pulling around. Hopefully this makes the character breath and live in the mind of his player!

How about a war wound table?

– Lost limbs – major reduction of movement or dexterity
– Lost eye
– Wounded limbs – reduce movement or dexterity and such
– Permanent hit point loss (no more than 1) – minor wound and scar
– Dengue fever – yellow fever – malaria – reduced Vigor

Expeditions

The game concerns the adventurers being sent on expeditions by the Queen / Kaiser / Czar, etc.

Guides for different adventurers, but always focused on accomplishing a goal (first person to climb a mountain, discovering a lost city, recovering a stolen item, stealing an item, securing a fort, mapping a river, forging diplomatic ties with an aboriginal king or influential noblewoman, etc.)

There would also be a map of the colonial possessions of the empires of the period, and tables for how the world situation changes as adventurers succeed or fail at different tasks. There could always be the threat of a Great War, and the changing political climate could itself spur new expeditions (i.e. “After losing their hold on Rhodesia to the Germans, the Queen’s government has decided they need to obtain the plans for the latest German cruiser which is now stationed off the coast of Tanganyika.)

Foes
Drawn from the archetypes of Victorian fiction, but also from the Gothic romances and horrors, etc. Lions, tigers and bears, of course. Wells’ Martians, maybe.

First two images from Wikipedia


Strongman from the aptly named Olde Strong Men blog. No, I wouldn’t have ever known it existed if I hadn’t searched Google.

Waltz image from the Victorian Web.

First Playtest Characters for Space Princess

Last night, the kid and I rolled up some characters for Space Princess to test things out a bit. Thus were born these guys …

It was late, so there was no time to actually delve into space fortress and rescue a princess, but we did play out a couple of the “escape in a spaceship” scenarios.
Both went pretty well. In both cases, Crow was flying the Satellite of Love, a blockade runner. Lum was manning the light lasers and Zora the heavy lasers (and she was a crack shot), while Dr. Zaius was working the navigation computer – very slowly, I might add.

The first scenario pitted the blockade runner against four starfighters. After about six rounds of combat, the starfighters had been taken out of play – two having their weapons knocked out, the other two their engines. In essence, the escape was made. The starfighters had little ability to score meaningful hits on the blockade runner, so I might need to supe them up a bit.

In the second scenario, the SOL went up against a dreadnaught. This one was a bit more exciting. Initially, the SOL had no trouble out-maneuvering the dreadnaught. Crow is an expert pilot and the blockade runner is a quicker ship. Zora even scored some early successes with her heavy lasers. But as time went on, the firepower of the dreadnaught began to tell. The SOL‘s armor was degraded, then its weapons systems were taken out, the nav computer damaged (which prolonged making the jump to light speed). Finally, the artificial gravity was knocked out. It looked like Zaius had one shot left at making that jump into light speed and … he did. Just barely.

The kid was charged up over the battle, and even though the mechanics were very simple (pilot check, fire weapons, navigation check), the slow erosion of the blockade runner’s systems and the seemingly inevitable defeat made the process enjoyable. Mind you – one more round, and it’s very likely the SOL was, well, SOL.

Over the holiday I’m going to run the first official play tests of a space fortress, and I’ll post those results next week.

The Glooms – Dungeons and Mines

7.91 Adalark’s Tomb: A tall cenotaph of black marble stands 20 feet tall here. On the top there is a sculpture of a giant serpent, mouth open and fangs bared.

The serpent is the entrance to a small tomb complex located about forty feet below the ground. One cannot fit in the serpent’s mouth, of course, but by reaching deep into its mouth (unfortunately impossible for halflings or gnomes) and touching a stone lodged therein, a person is teleported beneath the ground.

[A] The entry chamber into the tomb is a square room with black marble walls and a 30 foot high ceiling. Against one wall there is a copper plaque bearing the following inscription: “Adalark | Called Great | Was Great | He cannot blame lesser thieves for following in his steps.”

There is a terracotta statue here of a weeping woman looking at the plaque, on hand reaching toward it. Approaching any of the walls in the room causes a sub-section (10’ wide by 10’ tall) of that wall to move backward – apparently one cannot step closer than five feet toward a wall. The walls extend back ten feet, at which point a metal portcullis descends from the ceiling, locking them in. The walls then slowly begin to crawl back to their original position to crush the intruder. The section of the wall with the plaque does the same as the others.

If all four walls are forced back at the same time, the wall with the plaque disappears completely and reveals a second chamber, and the other three traps do not spring.

[B] The trapped chamber opens here onto a balcony overlooking a square room about 10 feet below. In the room below there is gathered the treasure of Adalark the master thief, which consists of three gold ingots (3 lb each), a brass icon of a winged woman (worth 1,000 gp), a cape of deep red velvet (100 gp), six silver shields (250 gp each), thirty pairs of chartreuse gloves (they were Adalark’s trademark), a suit of halfling-sized platemail and 8,000 gp. The interior of the platemail is coated with platinum (2,000 gp worth).

Extending from the balcony there is a wall of force that does not allow one access to the treasures below. The treasure chamber is actually an optical trick called “Pepper’s Ghost”. The treasure is actually located in a room beneath the balcony. A large pane of glass slanted across the open area reflects the treasure, which is illuminated from below using a continual light spell. The most likely way of dropping into the treasure chamber is to use dispel magic to remove the wall of force. Any who then drop into the chamber without being very careful may drop through the glass into a pool of acid below (inflicts 3d6 points of damage from the fall and 1d6 points of damage each round from the acid).

14.87 Boring Wreck: A large earth borer made of steel with brass highlights has been abandoned here by the Master’s synthoids after the drill bit broke. The Master was already on to other projects and never reclaimed it. Eight were-weasels have now adopted it as a lair, and keep 60 cp, 170 gp, fifteen wolf skins (worth 8 gp each) and a small pearl worth 3 gp hidden inside.

20.92 Iromir Mine: Iromir is a natural alloy of iron and mithral. A very deep mine here, run by kobolds (who took it from a clan of svirfneblin), produced a good amount of the material, which the drow favor for their weapons and armor when they cannot find pure mithral. The shipments recently stopped. When a band of orog from the village in [32.98] appeared to investigate, they discovered the mine (it has seven levels) crawling with kobold zombies. There are now fifty orogs camped outside the mine and making some shallow forays into the place.

Image is copyright Wizards of the Coast.

Sunday Grab Bag

From the Mystery Men-Approved Vehicles Department

From the Bashful Blue-Eyed Ever-Lovin’ Thing’s Mom Department

From the Fab Four Department

If you don’t dig Hard Day’s Night, I’m not sure we can be more than friendly acquaintances.

From the Robots Have a Hard Life Department

From the “It’s Called a Hobble Skirt” Department

Useful information for fans of Morticia Addams

From the “It Ain’t Just Good to be a Gangsta” Department

From the Red Sonja Department

An image so awesome, I’m afraid I don’t even remember where I found it. Wherever it was, thank you!

Too Many Ideas …

Queen & Kaiser

Role playing in the late colonial period. Semi-Victorian gaming – gentleman of fortune, soldiers, daredevils, naturalists, native scouts, jungle guys and gals, etc. – but the game incorporates the competition between the Great Powers, such that the victories and defeats of the PC’s translate into victories and defeats by their patron power. You’d have to incorporate competitions of manners, honor, exploration, etc. Inspired as more by the satirical cartoons of the period and adventure fiction than realty. Maybe add some steampunk and occult rules for folks who want that, but otherwise keep it plausible rather than fantastic.

Image from wikipedia.