Showing posts with label Weird Adventures. Show all posts
Showing posts with label Weird Adventures. Show all posts

Wednesday, February 6, 2013

Treasure Table - Sample - Hobo Treasures

HOBOS' TREASURES

Partially in response to my previous post, below is a random treasure list useful for generating "Hobo Treasures" for a gonzo hobo themed dungeon node.  It's not as detailed as I would like for a large node as it's not split between large and small packets or magical and mundane treasure.  I'd use this one as an adjunct to personal treasure of the hobogoblins, or whatever denizens of the node carried around in their bindles.  The table might also be useful determining rewards or boons granted to PC's for service to the Hobo King of the Great Northern Jungle.  So feel free to use it in your gonzo D&D, Wampus County or Weird Adventures games.  It's stated up for B/X D&D but pretty system agnostic.

"Hobo and Dog" - 1924
Also includes so wondrous "Deck of Several Things" to torment your players.


Monday, September 10, 2012

Viking Adventure

Contests

There are plenty of contests loose in the OSR blogosphere right now.  While I am still awaiting the final publication of Wampus Country's summer contest and Secret Santacore has just begun, there's still plenty of contests available to enter and hopefully to read the results of.  I spent a good chunk of Sunday nursing the most gentle of Tecate hangovers playing with a small dog on my laps and drafting entries to two contests.

1) Sorcerer's Skull's Adventure Seed Contest for an upcoming Weird Adventures' Companion, which is exciting news itself. I'm happy with my bootlegging and hillbilly themed entry, basically a table of slightly warped random encounters including a Black Shuck, hillbilly giant wrestlers, ghost bootleggers and various haints.  I may have manged to creep myself out with one or two items and I kind of wish the whole thing held together better, but I really enjoy some of the individual things I came up with and think the thing could have some utility for adventurers who feel like leaving the city (Weird Adventures' version of 30's New York).

2) Ramblings of the Great Khan's Viking Adventure Contest
seems like this might be for the Khan's current campaign, but heck Vikings!  Vikings are pretty awesome so I cobbled up the below one page adventure about pillaging (very Viking) a lawful shrine, but with the justification of laying a powerful undead reaver to rest.  It came out longer than I intended, fitting on a double sided page so I'm not sure if it makes it under 1 page rules - but I don't really care.  It was good practice at squeezing flavor into something with terse writing, and I think the maps, picture (see above) and final product turned out well.  By well I mean it is in the best tradition of crude paste-ups of typewritten text crammed into every available space with amateurish doodles as illustration.

 Here's the one about Vikings


Saturday, August 4, 2012

The Price of Total War

This is a Weird Adventures post about Hobgoblins and Hobogoblins, and the effect of PTSD on fey creatures.

Hobogoblins are a feature of the New World, toughed, rough-living descendents of the various quaint fey of Ealderde.  Everyone knows them to be basically harmless nuisances, so even the ocassional hobogoblin abduction story or murder spree is laughed off by a populace that knows hobogoblins only as dump-dwelling, train-hopping, petty thieves and drunkards.  Yet, like everything else, the great war has cast a terrible shadow over hobogoblins.  Ealderdian hobogoblins' and similar ancestral feys' lives were uprooted and shattered by the war just like the human populations they lived beside.  Hobogoblins were not destroyed by the war, they are survivors and gleaners before anything else, and the gobs of Ealderde soon adapted to harsh war-time conditions.  Skulking amongst ruins, trenches and no-man's lands hobogoblins scavenged from the detritus of war, just as in the New World they collect the cast away product of consumer society.  In the harsh enviornment of the battlefield disorganized, weak and careless hobogoblins were quickly caught in the crossfire, leaving only the cunning, the strong and the cruel.  These remaining creatures mimiced the militarized world around them, adopting many of its ways and fixating on weaponry, military rituals and uniform.  Nor are the powers of Ealderde wholly innocent in the creation of this menace, seeing how the war effected fey, both sides attempted to enlist, enslave and use transformed hobogoblins  for their own ends, enlisting or enslaving whole battalions of the creatures as terror troops and raiders.

Saturday, July 28, 2012

Cleric of Management

The recent infiltration of my career interests into my game playing interests has me thinking about how to stick a lawyer PC into a game - oh the possibility for terrible in jokes! In a plain OD&D game or a Gonzo science fantasy one this would be silly, I suppose on could have a robed and wigged barrister as a magic-user or thief, or even a barbarian trial by combat specialist who constantly referenced the arcane rules of his practice "Now, in a case of a simple murder the weapons have to be similar, and the defendant gets to choose.  Where reasonable suspicion exists and the the accuser has a history of blood-feud the Prosecutor will be armed with a two handed sword, and the Defendant a short sword."  Still I think that a more modern setting makes perfect sense for lawyer adventurers - they are often freelancers, can be involved with strange folk and sometimes must do their own investigating.  The most compelling modern fantasy setting I know is Weird Adventures.  Below we have an idea for a lawyer adventurer for Weird Adventures. 

Cincinnatus Klar - Cleric of Management
Cincinnatus  Klar
Novice Cleric

Strength - Average to Strong (due to inner conviction)
Intelligence - Slightly above Average
Wisdom - High but obsessive
Constitution - Below Average due to diet and lack of sleep
Dexterity - Average
Charisma - Average, attractive but oddly off-putting unless a devotee of "Management".


Cincinnatus "Cinch" Klar was a bright young man from a good family of Staarkish stock hailing from the steel league. He went to some of the better schools in the league and finally in the city.  Cincinnatus's education led him ultimately to the law, but Cincinnatus' bland career path following his older brother into the family machine parts business, working besides the family firm's elderly solicitor (Cinncinnatus's uncle Joheim) with the goal of letting the old man finally retire after learning the details of the trade was interrupted only a year after Cincinnatus recived his degree and was embarred in both the steel league and city.