Friday, November 30, 2012

ASE SESSION IV - Lessons in Dungeon Hygiene

ASE SESSION IV - LESSONS IN DUNGEON HYGIENE
Reginald - alas we hardly new him
A diminished party set out from Denethix, joined by a couple of new members - Reginald Wolfmother, a dandy who's tidy foppish ways would be his undoing, and Raymond (Series of strange numbers) Gamma, a young scientist and former student of the now deceased Dr. Jones.  An ancient vault was opened: some of its secrets revealed, some of its inhabitants put to the torch and a modicum of loot extracted from its dusty chambers.  Also we experienced the first death in the ASE campaign - senseless and avoidable, but exciting none the less.
RIFFRAFF OF THE CERTOPSIAN PLAINS

Wildeye - Demobilized Mercenary (F1)

Huxley - Devotee of the God of Forgotten Things (CL1)

Reginald Wolfmother - Dandy (Deceased) (F1)

Raymond (Numbers) Gamma - Scientist (SCI 1)

Margo the Flame - Sorceress/Pyromaniac (MU 1)

HMS APOLLYON - Plague Sénéchal (More Boiler Mail)

Plagued Armor
April 21, Year of the Feathers, 44 days after the beginning of the retreat.

The Marine line was thin and weary, stretching across the forty foot companionway, with only ten marines worthy of being called active. Seven walking wounded made up the rear line, and only Hereditary Corporal Penthurst wore powered armor, his shrapnel cannon the unit's only fire support.  That they would hold anchoring the sixty odd civilian militia behind them, was the best chance of stopping the advance of plague King Macheath and his legions of the steerage dead.  Penthurst also had a squad of frogling hunters in reserve, worthless in his estimation, led by one of their witch doctors - a grey hunched thing in robes who lorded her authority over the rest of her people with obscure croaking threats.  As pitiful as these forces were they were all that remained  between the overrun factory decks and the desperate efforts of the Steward's second corps to create a defensible bulwark sternward.

Thursday, November 29, 2012

Updated Character Sheets - Pahvelorn

PAHVELORN CHARACTER 
What 10 plus sessions of ODD will make of a character.

Below is the updated character sheet for Beni Profane - rat catcher, thief, poison arrow user.

Beni Profane - "Rat Catcher"
Beni is now 3rd level and he and his loyal dog continue to plunder the vaults of Pahvelorn.  He's fulfilled a geas to his not quite diety the six armed rodent The Mother of Thousands and managed to have a suit of shockingly tasteless and gaudy white leather armor made from the skin of a giant snake slain beneath a demon infested manor house buried in the vaults.

Currently Beni sees himself as the tactician and pragmatist among the adventurers known as the Order of Gavin and is finding a kindred soul in the fancy living wizard Satyavati.  He's a bit uncomfortable with the zealousness and love of battle that seems to have infected the clerical members of the party now that they've become seasoned veterans, but perhaps that's the problem with actually worshiping gods rather than simply placating the dangerous ones...

Beni recently learned that he should stay out of melee, even though he has a slightly magical saber made of elf metal he purchased from a Sarin.  Beni is starting to form a smuggling route from the city of the Priest King, Illum Zugot to Zorptah, his adopted home town.

Beni's dog Treacle has not only survived but been instrumental in the party's survival on several occasions.


Treacle, War Terrier

Wednesday, November 28, 2012

Monster Cards - A discovery & review

MONSTER CARDS - TSR (1982)

The holidays bring plundering one's parent's basement for curios and curiosities.  I discovered three partial sets (Series I, II and maybe VI) of TSR's 1982 Monster Cards the other week.  These things were a strange play aid published during the bloated yet still magnificent early 80's days of TSR when D&D was really popular.

Each Deck consisted of 30 cards, about the size of an index card.  On the front was an image of a monster from one of the various monster books done in full color by various artists, and on the back was the stat-block of the monster depeicted on the front.  The monsters are all over the place, from goblins to Fiend Folio curiosities.  There were even some new monsters including the first appearance of the Thri-Kreen insect man.

The front of some of the cards - presumably still TSR's property

Tuesday, November 27, 2012

HMS APPOLYON - Sample Boiler and Plate (Magic Item)

The heaviest armor aboard the HMS Appolyon is not the ornate, custom fitted steel plate armor of accomplished Passenger Class warrior fops, but rather rare suits of powered armor.  While the best known of these machines are the handful of elegant Boarding Suits in possession of the Marines, ancient bone white armors, with elongated limbs and twisting rounded surfaces now much repaired and rarely seen, powered armor suits are still being manufactured using the limited mechanical and magical resources of Sterntown.  Boilermail ranges from light exoskeletal suits that offer protection little better than plate mail, but dramatically increase the wearer's strength (allowing the mounting of heavier weapon or increasing melee damage) to fully enclosed heavy suits that can mount cannons and wield swords and axes weighing a few hundred pounds, often augmented with hydraulic penetration aids or voltaic generators that release a deadly charge on impact.
Jubilee Class Boilermail with the insignia of the Stewards

Sunday, November 25, 2012

HMS Appolyon - Monster - Gun Wight

GUN WIGHT 

No Enc.2-20
Movement: 30'
Armorclass: 4 + Special
Hit Dice: 4
Attacks: 2
Damage: 1D6/1D6+drain (melee) or 2D6/2d6 (ranged)
Save: F4
Morale:11
Hoard Class:None
XP: 245

One step up from the zombie mass, Gun Wights are shambling undead things that act as soldiers for the War Dead.  They attack either mixed in with large packs of zombies, or in small fire platoons.  

Universally these undead rise form the corpses of soldiers who died to firearms or artillery.  Their bodies are ripped by horrible wounds and all lack a head.  In the place of their skulls Gun Wights have a cluster of several firearms, or just the barrels, jammed into the mangled rotting flesh of thier shoulders or otherwise affixed as a gruesome prosthesis.  These guns are rusted and even bent, but still fire bursts of necroticizing energy that act mechanically like normal bullets.  The largest Gun Wights have sometimes been reported as having light machine guns or small cannon as strange prosthesis, but most have only a cluster of pistols, rifles and shotguns.

Not the smartest undead, Gun Wights also are less perceptive than most of their compatriots.  They will be surprised on a 3 in 6 and act last on the first round of combat unless accompanied by more lively undead who can direct and encourage them.
 
Special Defenses:
Gun Wights are undead and so immune to Sleep, Charm and other mind effecting spells.  Additionally, as Wights, they take 1/2 damage from normal weapons and full damage from silver or magical weapons.

Special Attacks: 
Gun Wights use the weapons mounted on their neck stumps to attack from range.  These are generally treated and a bolt action rifle with two shots a round, each doing 2D6 with any 6 'exploding' for another D6 of damage. In melee combat they attack with ragged claws as a wight, for 1D6 + level drain.
  

Thursday, November 22, 2012

Science Fantasy Racial Character Class - Vault People

When as glowing ashes of the cities fell in a silent blanket they quaked in fear beneath the earth. The lucky ones.  As the frost and storm raged across the land for a century, they ate and slumbered in plenty beneath the earth. The lucky ones.  As the surface bloomed again, the tentative shapes of grasses, plants and fauna, forever warped by the hand of the final war, they husbanded carefully their stores and overworked greenhouses beneath the earth. The lucky ones.  As civilizations of man and beast grew in bronze, bone and cyclopean obsidian above, they  watched their machines wind down and screamed in the dark for release, thin and cannibal. The lucky ones.  As man stumbling, learned sorcery, the practical arts and war again under the weak sun, the ancient seals creaked open and strange survivors of the ancient science men poured blinking into a world that had forgotten them. The lucky ones.
A Free Hunter Vault Man (Type -Beta)
When the ancient wizards warred and the world was destroyed, some of the wizard's followers fled beneath the earth, and a few have endured since, in warrens and bunkers slowly crumbling to dust. These vaults open from time to time as their seals fail or mad computer overlords decide that the surface is again safe for life.  It has been so long though, much longer than the first vault people could ever imagine.

Wednesday, November 21, 2012

Cenotes & Rodents

A map I drew tonight while play a nice game of Stars Without Numbers GM'd by ApisFurioso from Pilgrims Guide to to Zeitgeist.(Who is perhaps even more of a fan of ASE than I and has managed to use it in his home space D&D game already...).  Stars Without Numbers also seems an excellent version of B/X D&D in space - totally able to cross genres.

Here is the "Undershrine of The Rat Mother"

It's pretty linear - but I like the map.


Monday, November 19, 2012

ASE II Review

ASE LEVEL III - this is not a small dungeon
So, Patrick Wetmore over at Henchmanabuse has release the second session of ASE. I've thoroughly read a pre-publication copy as I made some of the art for the adventure, and this review is based on that.  This is not a critical review, it really isn't, not only was I tangentially involved in the second book, but it's the project that got me back into gaming and has inspired at least 1/2 of the content on this blog.

Dungeon Design and Stocking - with examples!

Recently there was some discussion on Google+ about dungeon design, and if it's possible to teach better dungeon design.  I frankly don't know, but it got me thinking about how I design dungeons vs. how I know others who I think are good GMs design dungeons.  Below is a glimpse of my method- with illustrations from the Mute Tower, which I finished running last week, and which presents a simple dungeon that was perhaps a bit the railroad because it exists only for the purpose of finding a map and some radioactive pebbles to get a party into ASE.

Now I design my dungeons "organically" or "naturalistically".  I rarely use random tables, and I try to stock them in a way that makes sense.  This creates it's own issues, but I feel it works well to build an interesting and alive feeling adventuring environment.
From VALL3Z GAX at http://gaxix.blogspot.com - whole adventure based on this drawing...