Wednesday, May 22, 2013

Holmes Monsters Illustrated: Basilisk


This thing seems pretty nondescript. None of that stuff about six legs and what have you. It's nice that we have both a bite and a gaze to utilize here, since normally what happens in my experience is that it's figured out (six legs is a big red flag), gazes are averted, and the monster is handily defeated.

Within The Underworld, there is large hall with neatly lined up statues around the circumference. Anyone making more than a cursory glance will notice that the poses are all peculiar, sort of like candid photographs, not like the stately or action-oriented poses one would normally expect. 1-3 large lumbering lizards tend to come investigate the sent of live meat, tongues flicking all about. (I interpret "rather small reptilian monster" to be in comparison to a dragon.)

When it's all said and done, any newly-minted statues will be neatly arranged near the outside walls by some unknown denizen(s) of the dungeon with a penchant for neatness and order.

Holmes Monsters Illustrated: Bandit

One of the neat things about Holmes Basic D&D is that it barely has any illustrations. We have nothing but the text to go on, so we get to exercise our imagination a bit (or perhaps our googling skills), and take some liberties.

As an exercise, I'm going to attempt to go through each Holmes monster entry, and find a picture or illustration to accompany it. I'll add some additional stream-of-consciousness notes wherever possible as well. It's really just a brainstorming exercise to help give my Skullfuck Mountain game a simplistic sort of depth, but hopefully you will find it entertaining as well.

So without further ado, I present you with our first specimen - the Bandit.


Bandits are usually encountered in smallish groups that work together to relieve passersby of any valuables they may be carrying. They are not true warriors, so they will generally only attack when they can stage an ambush and gain surprise.

These bandits you just encountered are (50% chance of each):

  • A ragtag group of 4-24 unskilled, out-of-work men who need to feed their families. They wear ill-fitting leathers and wield a variety of makeshift weapons (clubs, 2x4's, fireplace pokers, crowbars, brick-in-a-sock, segment of chain, modified pitchforks, and so forth). Their morale is generally low.
  • A smaller group of 2-12 sadists that just likes taking people's stuff for the sheer fun of it. Given the opportunity, they will seek to humiliate and possibly even torture their victims. These kind will generally be wearing studded leather armors and wielding decent-quality military weapons. The leader will usually have a whip and fine clothes from a previous victim.
In both cases, there is an 80% chance that one of the bandits will have a sixgun loaded with 3-6 bullets. This guy will attempt to stay hidden until the second round of combat, at which point he will emerge and begin firing (from behind cover if available) 2 shots per round, first at any wizards he can identify, and secondly at any fighter types.

Sixgun Mechanics
All shots are fired as if against leather armor.
The first shot fired always causes an immediate wandering monster check.
Hits on enemies 3 HD and up cause 1d6+1 damage.
For hits on enemies less than 3 HD, roll the hit location die (or just a regular d12) to determine effect.
  1. Right Arm: 1-3 damage, any held item dropped, arm disabled until magically healed or 1-6 weeks bed rest.
  2. Left Arm: 1-3 damage, any held item dropped, arm disabled until magically healed or 1-6 weeks bed rest.
  3. Right Hand: 1-2 damage, any held item dropped, hand disabled until magically healed or 1-3 weeks bed rest.
  4. Left Hand: 1-2 damage, any held item dropped, hand disabled until magically healed or 1-3 weeks bed rest.
  5. Head: Instantly killed
  6. Body: 1-4 damage. Disabled. Die in 1-20 rounds unless magically healed.
  7. Stomach: 1-4 damage. Only bare minimum of movement/actions possible. Any strenuous action taken, such as trying to attack an enemy, requires a save vs. death ray to avoid passing out from the pain. Die in 2-12 hours unless magically healed.
  8. Chest: 1-6 damage. Only bare minimum of movement/actions possible. Any strenuous action taken, such as trying to attack an enemy, requires a save vs. death ray to avoid passing out from the pain. Die in 3-18 rounds unless magically healed.
  9. Right Leg: 1-3 damage. Fall prone. 1/4 movement speed. Leg disabled until magically healed or 1-6 weeks bed rest.
  10. Left Leg: 1-3 damage. Fall prone. 1/4 movement speed. Leg disabled until magically healed or 1-6 weeks bed rest.
  11. Right Foot: 1-2 damage. Need assistance to walk. Foot disabled until magically healed or 1-3 weeks bed rest.
  12. Left Foot: 1-2 damage. Need assistance to walk. Foot disabled until magically healed or 1-3 weeks bed rest.

Monday, May 20, 2013

Welcome to Skullfuck Mountain!

In a far-off land there is a small lake. On the lake's south end, there is a small village that has a cozy inn, a few shops, and a well-regarded brothel. On the north end is a giant fucking skull-shaped mountain reputed to have monsters and treasures in it. What would you like to do?


Last Saturday my home D&D group of friends met up in my back porch to play. It had been over a month since we played, and I was hemming and hawing about whether we should continue our Gamma World game, or the DCC-based Demonland game we played last time we met. So I did what any good ADD-afflicted DM would do - I started a brand new game!

I've been drawing some modular maps in the style of Stonehell Dungeon, or the One-Page Dungeon if you prefer. The only difference is that I did mine 20x20 instead of 30x30, just as a matter of personal preference. I'd also been daydreaming about a Castle Greyskull/Gamma World-based megadungeon for a while, and the kicker was when I stumbled upon this old thread about the UK version of Holmes Basic. I found the artwork to be very inspiring, and it prompted me to break out my Holmes book and give it another gander. So I cobbled all these ideas together, keyed a few of the maps I made, and grabbed a few unused or lightly-used things from my regular Outland campaign that's been going strong for a while now. I linked everything together so I had levels for the eyes, nose, and mouth, and some extra stuff in case something crazy happened. The end result was maybe 10 sheets of notes and maps, roll up some ultra-shitty Holmes PCs, and off to adventure!

Phony alternate universe cover I made with FF art by Fangorn
It turned out to be quite a fun adventure. The dwarf fighter rolled 1 hp, so right away the thief kept trying to gank him and lost two characters trying. That fighter ended up being one of two survivors, and was able to make 2nd level after carousing. He then proceeded to roll an 8 for his next hit die. Pretty sweet if you ask me. That is the stuff of legend. There was judicious use of the mule for cover, and the super-deadly 2d8 Holmes firebombs. I typed up the house rules we used on the Smith Corona XE 6000 my mom dug up and gave to me after the game, and that was a fun exercise in itself. I really dig the finality of it all when using a typewriter (my correction ribbon is expired). The typewriter itself probably post-dates Holmes by 8 years or so, but who cares. Old and crappy is old and crappy, right? Anyways, I think this things has legs, so we'll be playing this again next time.*


PDF of the typewritten house rules, for those that might be interested.

P.S. - I finally got an excuse to use the magnificent Dying Earth Spells for D&D, so that's a big plus as well!

P.P.S. - This is totally ConstantCon/FLAILSNAILS-able, and I think these guys could use some competition.

* Unless I get struck by another bout of ADD


Monday, May 6, 2013

Alternative Combat System for D&D

If you're playing B/X or something similar, but perhaps you're a bit of a "roll player" (like me!), here's a quick little bolt-on system to bring some extra action into your combats. It is built on the basic principles of the DCC Mighty Deeds™ combat stunt system.


Step 1: Bump the thief up to a d6 hit die. Let's face it, he could use the boost.

Step 2: Use this for attack rolls:

1d16 + HD, i.e.

Fighter/Dwarf: 1d16+1d8
Cleric/Thief/Elf/Hobbit: 1d16+1d6
Magic-User: 1d16+1d4

For stunts, you have to declare them before rolling, get a 4+ on the hit die and a high enough total roll to score a hit. If you do not meet both conditions it's a miss. If you do meet both conditions, you can choose between scoring double damage (called shot), or scoring normal damage plus applying an effect, such as disarming, knocking down, pushing back, etc.

There's no advancement built in, so if you want the PCs to improve, you'll have to figure that out yourself. I figure a magic sword or whatever would allow you to replace the d16 with a d20 (more or less equivalent to a +2). I figure this is enough of an improvement over the regular system that we can just ditch the improvement over time. If you want to see the mathematical effect, check this graph.

For crits, you can do whatever, but I'd probably just do natural 16's for the sake of simplicity and giving a very minor bump to crit chances. Maybe even have fighters crit on 15-16 so they can be real murder machines.

If for some weird reason you don't already have several sets of zocchi dice, d16s can be bought individually.

Friday, April 26, 2013

Let's not talk about race

A few weeks back, I ran Austin Jimm's Contemptible Cube of Quazar, and I used these OD&D character generation rules, giving each player 10,000 XP to make as many or as few characters as they'd like, dividing the XP as desired. It ended in a glorious TPK, but that's not really the point of this post.

If you look carefully, you'll notice that race isn't referenced anywhere in the character generation document. I just didn't have room, and I figured we could handle it at the table. But an interesting thing happened that I hadn't anticipated. No one brought it up (with the exception of one player who said, "I want to be a black guy.") Now, this is a group that has a strong love for wacky character races, and I always get flummoxed by the race thing. I like to offer a wide variety of options, but I really don't like trying to sit down and codify special abilities for 30 different races, and that comes from the experience of having done it.

Another thing was this character I made and played at GaryCon. Since it was based off of Necron 99 from the wonderful film Wizards, I had no idea what race it was, and it didn't really matter.

So all of this has led me to believe that perhaps the question isn't race-as-race vs. race-as-class. Maybe it just doesn't matter. Maybe we can just toss race out the window entirely, at least as a mechanical game thing. Sure, you can be a kobold if you want, but it's more about how you look than how you function in the game. I think maybe next time I play a game with my home group where we make new characters, I'll just ask everyone to describe the appearance of their character, or even better - bring a picture! My hope would be that we would get some interesting things that are outside the scope of the traditional D&D stuff, like Necron up there, or something like the group on the title page of the Cook/Marsh Expert rule book, or perhaps something like this guy:



Wednesday, April 24, 2013

DCC Monk

I decided to make a monk for DCC. I love monks. I dislike clerics. I took the DCC cleric and mashed it up with the AD&D monk, one of the goals being to make a class that could reasonably replace the cleric entirely, and I think that's a possibility here. I believe I'm satisfied enough with it to introduce it as an option in my campaign. At a minimum, I'm tired of working on it, so I don't think I'll bother with it again until something comes up in actual play that would necessitate some sort of an adjustment. Check it out!

Link: MONK CLASS FOR DCC RPG



Wednesday, April 17, 2013

A More Horrible Pit Trap

I read The Monster of the Prophecy by Clark Ashton Smith the other night, and near the end it had this wonderful little bit:

They came to the final step of the stairway, where, in a vast vault, an abyss whose bottom was not discernible yawned in the center of the floor. On its edge there stood a fantastic sort of windlass on which was wound an immense coil of blackish rope.

The end of this rope was now tied about Alvor's ankles, and he was lowered head downward into the gulf by the inquisitors. The sides were not luminous like those of the stairway, and he could see nothing. But, as he descended into the gulf, the terrible discomfort of his position was increased by sensations of an ulterior origin. He felt that he was passing through a kind of hairy material with numberless filaments that clung to his head and body and limbs like minute tentacles, and whose contact gave rise to an immediate itching. The substance impeded him more and more, till at last he was held immovably suspended as in a net, and all the while the separate hairs seemed to be biting into his flesh with a million microscopic teeth, till the initial itching was followed by a burning and a deep convulsive throbbing more exquisitely painful than the flames of an auto da fe. The poet learned long afterward that the material into which he had been lowered was a subterranean organism, half vegetable, half animal, which grew from the side of the gulf, with long mobile feelers that were extremely poisonous to the touch. But at the time, not the least of the horrors he underwent was the uncertainty as to its precise nature.

After he had hung for quite a while in this agonizing web, and had become almost unconscious from the pain and the unnatural position, Alvor felt that he was being drawn upward. A thousand of the fine thread-like tentacles clung to him and his whole body was encircled with a mesh of insufferable pangs as he broke loose from them. He swooned with the intensity of this pain, and when he recovered, he was lying on the floor at the edge of the gulf, and one of the priests was prodding him with a many-pointed weapon.

Chew on that for a while!


S&W Appreciate!

If you want to appreciate S&W, do it with the best version of S&W ever (which sadly happens to be abandonware)!


Get it while it's hot! (or until someone yells at me)

Tuesday, April 9, 2013

Adventure Time RPG (again)


Remember last year when this guy put out this awesome piece of work?

I do.

I love the concept 1000000%, but I'm not a big 4E fan, and a tactical skirmish game seems like maybe not the best framework for Adventure Time, at least for my own tastes.

TOON seems like a much better choice for my own gaming, especially considering the fact that my daughter is 4, and if I tried to explain the intricacies of 4E to her without throwing 90% of it out the window, she would give me that look she gives me. If you are a nerd and have kids, and occasionally try to get them excited about your nerdy interests, you know the look I'm talking about. The one that's like, "Daddy, WTF is WRONG with you?"

Actually what I'm posting is nothing new. I already did it here. It's just that my daughter and her friend have been asking me to play lately, so I figured I'd work up a new character sheet, stick the "Adventure Time" logo on it, and put the "rules" on a separate page. It's only become Adventure Time because that's what the girls call it and they generally pick their characters from the show.

Anyways, here's the updated PDF. The original 4E version done by that dude is still a great resource to have, since it has a ton of setting info in it, ideas for weird powers, and lots of great art to extract from the PDF in case you want to make props or something like that. It wouldn't hurt a bit to have a copy of TOON by Steve Jackson Games around either, considering the many wonderful charts it contains.

Thursday, April 4, 2013

I Made a Hex Paper!

I'm always trying to find a nice sheet of hex paper to draw on, and have always had trouble finding something close to what I wanted. So I decided to figure out how to do it myself, and came up with this:

16x10 Hex Sheet

Nothing fancy here. Just a single sheet with some numbered hexes on it. It doesn't look like much, but there are 160 hexes on it. One interesting thing per hex, and you'll get a lot of mileage out of it.

Hopefully someone besides myself finds it useful!


Wednesday, April 3, 2013

Lulu-Ready DCC RPG Reference Sheets

DISCLAIMER: This file, while perfectly usable, is still considered to be in a "draft" state by me. It is very likely I will still make a few minor tweaks before I consider it to be "final". Unless you are 100% happy with this version, or don't mind going through the trouble of making two copies of this book, don't bother with it yet!

Okay, now that we have that out of the way...

LINK: Lulu-Ready 6x9 DCC RPG Reference Sheets Interior File (DRAFT)

Here is a draft of the reference sheets that is ready to be uploaded to lulu so you can order your own copies with nice glossy paper, which I have found to be quite durable.

I am calling this a draft, because I am still entertaining the idea of potentially adding in some of the content from the appendices, such as poisons, but I haven't come to a conclusion yet. I'm also agonizing over whether or not to go through the trouble of getting a bit of art to fill in the whitespace. Part of me would like to, but most of the time it seems like more trouble than it's worth.

If you find any issues with the PDF, please let me know. I offer it up with no warranty whatsoever.

To make your lulu book, create a lulu account, start a new "paperback book" project, and choose the following options:

  • Standard paper
  • U.S. Trade 6"x9"
  • Saddle-stitched
  • Black and white

Click for bigness
From there, hit "Save & Continue" and then upload the PDF for the interior pages, and click "Make print-ready file".

After that, it's time for you to make your own cover. If you like really shitty covers, you can use the Lulu Cover Wizard. Otherwise, I suggest using the Advanced One-Piece Cover Designer. Below are the cover file specs for this particular book.


One-piece cover requirements:
  • Your file must be a PDF, JPG, GIF, or PNG
  • Spine width: 0 Postscript points wide (0.000") (0 px)
  • Spine begins 441 Postscript points (6.13") (1838 px) from the left.
  • Total cover width: 882 X 666 Postscript points (12.25" X 9.25") (3675px X 2775px)
  • If using an image, its resolution should be set to 300dpi


As an example, here is one I worked up for the booklet I made for myself. I extracted the endcap images from the DCC rulebook PDF, pasted them together, and added the title and logo. Super easy! I'd love to see what kind of awesome covers other people come up with. Post a link or shoot me an email about yours if you make one.

Here's a real crappy and blurry photograph of it. I've been using mine for nearly a year, and it's held up quite well, so I think most would be happy getting a version like this. It's a nice step up from the home-made version.

Phone camera fail
P.S. - You can totally still just print this in digest size using adobe reader's booklet function. The only thing to be aware of is that the page count is higher, so taking it to a print shop afterwards and getting it trimmed is recommended. Otherwise you may be annoyed by how much the centermost pages stick out compared to the pages closer to the covers.

Friday, March 22, 2013

Tekumel's Underworld and Demonland


THE UNDERWORLD
       Scattered over Tekumel are innumerable half-buried, half-forgotten ruins. There are fragments dating back to the prehuman ages, when the Ssu and the Hlyss vied with one another for control; there are tunnels of melted rock and steel constructed during the days of man's first glory; there are jumbled heaps destroyed by the cataclysms which rent Tekumel when the planet was cast into outer dimensional darkness; there are catacombs and subterranean labyrinths dating from more recent empires, cities, temples, pyramids, and fortresses dedicated to the lost and unremembered gods of half a hundred kingdoms . Another factor is the custom of Ditlana, the ceremonial "renewing" of many cities every 500 years: cellars and foundations of an old city are filled in and roofed over, upper floors are razed, and then new and more splendid edifices are built upon this foundation. Such earlier buried habitations are now full of burrows and tunnels built by humans, half-humans, nonhumans, and the many parasites and predators of Tekumel who subsist upon man's leavings. Many earlier temples to the Gods of Tekumel - particularly those allied with "evil" - are still maintained in the Underworlds beneath the sprawling modern cities, and it is in these that many of the rich treasures of the ancients are preserved.
       Within the city precincts of Jakalla itself there are entrances to the "Underworld," for this is "the City Half as Old as the World," Princess of the River, Mistress of Cities. Outside of Jakalla lies the City of the Dead, where the Kings of the Bednallja Dynasty sleep the long black sleep secure in their mighty pyramids, guarded with care by the creations of the secret Priesthood of Ksarul. Treasures are to be found beneath these crumbling monuments, men say, and also a variety of hideous deaths at the hands of these undying guardians. "Sweet is the harbour, but Death is the ferryman," as the old Tsolyani proverb has it . . .
       There are many ruined cities, thus, throughout the lands of Tekumel. Taking just the terrain map showing Tsolyanu itself, there are the following to be explored:
·         Hex 2713: the Fortress of Hrugga, Mighty Warrior of the Gods
·         Hex 2813: the City of Ngala, where deadly Hrihayal waits for her demon lover
·         Hex 2831: the timeworn ruins of grim Ssuganar, first capital of the dreaded Ssu
·         Hex 2106: the half-submerged city of Engsvan hla Ganga, City of Wizards and Capital of the Golden Age
·         Hex 3607: the curious city of Hnakyal, where dwells He Who Has No Tail, the subject of many ancient and terrible legends
·         Hex 3503: the First Temple of Vimuhla, the Fire-God of the Ancients
·         Hex 4113: the Temple of hideous Sarku, Lord of Worms
·         Hex 5532: the City Beneath the Lake, capital of the extinct Webbed Ones
·         Hex 3530: the haunted capital of the Hlaka Kings, where no now Hlaka dares enter
·         Hex 6029: the walled ruins of the Mad City of Du'un.
       Aside from these, many inhabited cities of the human empires are underlaid with labyrinths as well: below the city of Fasiltum, City of the Chiming Skulls ; beneath corrupt and secret Purdimal, lost in its half-human rituals of evil; and beneath mighty Bey Sy herself, capital of the Empire of Tsolyanu, even though she was built only some 2,000 years past . Other lands have their comparable subterranean mazes and treasure troves, and there are many smaller caches and ruins here and there across the lands of Tekumel . It will be up to individual referees to develop these and introduce them to their players as opportunity arises .


I love this illustration, although I think Kent may have ruined it forever.

That's just about the most evocative half-page ever. I think I'll take this and madlib all the proper names I'm not too fond of, and use it otherwise word-for-word. "For what?" you might ask... Well, I've been spending the past few days pondering turning that Demonlord map into a little sandbox. I'll set it on the same planet as Outland, and probably still run it using DCC, but make a few tweaks to some things. I've likewise erased all the place names from the Demonlord map, so I can pop in some names I like better. I'm thinking an Eddison's Mercury meets Zothique meets Tekumel sort of thing. I'll call it Demonland, since centuries of war between men and demons over control of the land will be the underlying theme (and the cause for all those ruins to explore). For classes, I think I want to try to keep it to just Warrior/Wizard(Sorcerer?)/Thief and perhaps have Tieflings/Half-Demons as mostly-just-reskinned elves. Although I think I want to take the Eddison route of having most of the demon types cosmetically identical to men. This is weird for me, because I've never really gone the all-human route, and in fact I've always made fun of people who do that in their games. But as they say, "Don't knock it until you try it." I'm curious to see how my home group responds to this little experiment. Here is what I anticipate:

ME: "So everyone is humans, or you can be a half-demon but you still look like a human."
ONE OF THEM: "Can I be a xorn?"
ME: "..."
ME: "Aw sure, fuck it, why not."