Wednesday, April 10, 2013
Treasures of the Fetid Pit - table 1
Treasure Table I for the Fetid Pit. These are “small caches”, and valued at the location’s “X” multiplied by the number proceeding it. The Fetid Pit is for the most part a Level 1:100GP per X area, but the table is appropriate for other fungal forest type areas with incidental scavenged treasure.
Tuesday, April 9, 2013
Thoughts Regarding Character Mortality and Old School Dungeons and Dragons
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| You're playing this group |
It's not to say that they aren't valid reasons to dislike classic play, but they're a critique of the kind of game that OD&D is not of broken rules. Classic D&D isn't heroic fantasy, it's low fantasy, and it's not a game that indulges the power fantasies for each player, but a game of collective world-building between players and GM. By "power fantasy" I'm not trying to be dismissive to other games or genres that are about the individual advancement or story of an avatar, I'm attempting to draw a distinction between a fantasy narrative of individual success (empowerment) and the broader narrative of a fantasy world (historical).
Old style D&D is not a story about any one PC, it's a story about the adventuring party as a whole, or ultimately about a fictional world as a whole. That's why replacing characters is so easy. That's why power levels are relatively compressed and monsters randomly encountered rather then balanced by encounter. At an even more abstract level classic play is about the game world and players slowly revealing it in cooperation with the GM.
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| Not this group |
Sunday, April 7, 2013
Down the Devil's Railroad - HMS APOLLYON Play Report
The hardened band of scavengers led by Quartle the frogling water elementalist and Semm, anointed priest of Lyriss had successfully cleansed a demon haunted mansion in uptown, seeing sunlight for the first time in months, and returned to a hefty reward. Still greater rewards beckoned and when news got out that the factors had an offer for 30,000 GP to anyone brave enough to undertake an expedition deep into the hull, Semm and Quartle began to gather themselves a skilled group of delvers in the hopes of claiming the reward.
Friday, April 5, 2013
Towards a Taxonomy of Rayguns
There’s nothing wrong with having rayguns, blasters, laser
rifles or various other kinds of science fiction weapons in your D&D – it’s
a tradition really. What’s wrong though
is handing out these toys without giving some thought to the mechanics,
especially in Flailsnails games – where the ray-gun from your gamma world one
shot becomes another GM’s problem right quick.
I don’t propose people stop handing them out, I give out strange guns all
the time – but I propose the following information be provided with any strange
firearm that is provided:
1) Type of Damage – This is important for shooting things like elementals and dragons. This can be encoded as the color of the beam (red=fire, blue=electricity etc.)
a. Heat/Fire - RED – Basically the standard. If anyone has a laser or raygun of any kind
this is the default. Additionally if the
ray is red I will call it fire damage.
b.
Lightning -YELLOW – From steampunk voltaic discharger to Gauss cannon.
c.
Frost - BLUE – rare, may also include other strange
kinds of entropic weapons
d.
Necromantic - PURPLE/GREEN – Death rays, ghost bullets etc. Not
so good for killing the dead.
e.
Physical - CLEAR/BLACK– Something like bullet or a particle
beam. Not so good against creatures
requiring magical weapons.
f.
Magical – PINK/WHITE/OPAL Something strange like a gun that
fires strange time distortion effects. Basically treat as a Magic Missile
2)
Damage – Yeah This is real simple, and always
included, but let people know what the standard damage for a long sword is in
your system – maybe in parenthesis next to the weapon damage. Otherwise your
gamma world (where HP is really high) guns or you high HP homebrew will wreak havoc on someone’s OD&D
game. Additionally some discussion of appropriate saves is useful.
3)
Charge/Ammo – Seriously we need to know
this. Please don’t hand out ray-guns
with endless power sources. It’s not
sporting. I propose the following rule
in general for such under realized weapons.
If ammo is not given the ray-gun will run out of power/ammo on the first fumble by the user. It's out of power for the rest of the session. It's up to the player to work out if the ray gun can be recharged between sessions. An alternative is a variation on the simple wand charges rules, where after every fire fight the player rolls a die (bigger or smaller depending on the weapon's reliability) and on a "1" it's exhausted.
Since I've been talking about rayguns, here's a list of random ray guns for your game.
Since I've been talking about rayguns, here's a list of random ray guns for your game.
D10
|
Ray Gun
|
Type/Damage
|
Ammunition
|
1
|
Red Laser – Standard space pilot side
arm, smooth black gun shape that fires a red beam with distinctive sharp
noise. Range 100’
|
Fire/1D8
|
Internal:
solar recharge (1day)
10 round battery
|
2
|
Array Pistol – Golden bundle of tubes
atop an ornate pistol grip of fine grained wood. When triggered a blast of orange bolts will plaster a target up to 40' away (+1 hit)
|
Fire/2D6
|
External:
30 round clips
|
3
|
Phase Disruptor - A chromed ovoid with a ringed emitter jutting from the front. It fires rays of white light that disintegrate portions of the target.
|
Magic Missile/1D6
|
External:
power packs 30 charges |
4
|
Mass Rifle - A bulky modernistic weapon of a compressed boxy design. Usually in camouflaged ceramic. It fires bursts of charged particles that rip through targets up to 200' away with a sound like tearing paper.
|
Physical/2D6
|
Internal: Converts gems to ammunition at 50GP per shot. 20 Shot power cell.
|
5
|
Gyrojet Launcher - Launches miniature missiles with deadly accuracy up to 400'. A Steel and Brass rifle with complex dials. +2 Hit and may shoot around corners.
|
Physical/2D6
|
External:
Gryojet Missiles Single Shot |
6
|
Crystal Ray Pistol - Grown from a softly glowing pinkish Crystal, these pistol shaped weapons are disposable and send a lance of frost up to 80' while emitting a soothing hum.
|
Cold/1D8
|
Internal:
Cannot Recharge 40 shots |
7
|
Metabolic Lance - An 8' weapon that appears to be made of a living bundle of tentacles and bone knobs. The lance converts protein into energy at a slow rate and then stores the energy for later discharge. Attacks as a 60' line of boiling acid that vomits forth with a wild contraction and gaseous belching sound. Targets in line of fire may save vs. Breath weapon to avoid damage.
|
Heat/Poison
1D10+2 |
Internal:
10 lbs of fresh meat per shot, takes 1D10 turns to eat. 4 shots |
8
|
Voltatic Cannon - Short barreled cannon of brass and rubber that generates a huge blue blast of lightning. The weapon takes one round to "spin up" after triggering/between shots, and then discharges a cone 30' long and 20' wide at the end. Targets in cone may save vs. Breath Weapon for 1/2 damage.
|
Electrical/3D6
|
Extrenal:
Batteries 3 Shots |
9
|
Ghost Pistol - Rusted Revolver with a sinister glyph carved into the cracked wooden grip. Fires screaming ghost bullets up to 200' as streaks of purple light that cause necrosis on impact. Ineffective against undead.
|
Necromantic/1D6
|
Internal:
Manifest at 1 bullet per turn 6 rounds |
10
|
Gamma Emitter – A cracked stone egg
set on a flanged titanium frame, this weapon silently emits an invisible poisoning radiation
beam up to 100'. Target must save vs. poison or suffer wasting disease that reduced all rolls by -1 per day, until death at -10.
|
Poison/1D12
|
Internal :
Recharge with souls using special
machines
6 round battery
|
Tuesday, April 2, 2013
Tomb of the Rocketmen - Illustrations
Attached are illustrations prepared for Tomb of the Rocketmen - the project continues apace....
First Feh-Ling the Verdigris Dragon...
A Fungal Rocket Zombie...
First Feh-Ling the Verdigris Dragon...
A Fungal Rocket Zombie...
Contest Winners! - Tomb of the Rocketmen
My Tombs of Rocketmen contest is done and I was so pleasantly surprised by the outpouring of maps from the internet RPG community - I will not say the OSR community, because it looks like some of the best maps are from folks outside that/my particular circus.
Since I got such a good response I've decided to provide two prizes. First, one for "Overall Best Map," and second one for "Best Classic Map". This was a close contest, there's plenty of maps I would have really enjoyed stocking, and I can see a level of excitement and craft in all the entries, so please, even if your map isn't a winner, consider keying it (some folks already did and great ideas are contained within) because a Necropolis of the Rocketmen is better than a single tomb!
Without further delay - below is the winning submission, whose fungus infested verticality and amzing detail got me really excited about designing a Tomb largely submerged beneath a fen and filled with all manner of alien infestations, bizarre archeo-tech (matter transmitters! commune-ication crystals!) and ornate chambers.
Since I got such a good response I've decided to provide two prizes. First, one for "Overall Best Map," and second one for "Best Classic Map". This was a close contest, there's plenty of maps I would have really enjoyed stocking, and I can see a level of excitement and craft in all the entries, so please, even if your map isn't a winner, consider keying it (some folks already did and great ideas are contained within) because a Necropolis of the Rocketmen is better than a single tomb!
Without further delay - below is the winning submission, whose fungus infested verticality and amzing detail got me really excited about designing a Tomb largely submerged beneath a fen and filled with all manner of alien infestations, bizarre archeo-tech (matter transmitters! commune-ication crystals!) and ornate chambers.
Logan Knight's Winning Map
Elementalism, Elementals and Froglings - HMS APOLLYON
The HMS Apollyon is a ruptured environment, while the general questions of what seas exactly it sails, and how long its been adrift cannot be adequately answered, it's clear that the space and time it exists in are not normal or natural to it and the majority of life aboard the vessel and has some strange effects. The long noted time dilating effects - decay is both strangely slowed, accelerated and possibly even reversed aboard the ship, at seemingly different rates depending on what happens in a given area - are coupled with a a susceptibility to magical influences and a certain animism that infects almost all objects aboard the vessel. Besides the tendency for bodies that are improperly laid to rest to reanimate or leave dangerous necromantic entities behind, and the ease that Outsider entities can force themselves (or be invited) aboard the Apollyon, there is a third category of manifestation - elemental spirits. Elementals are common and varied aboard the Apollyon, and like anything useful, the hulk's inhabitants have made use of them to increase their own powers.
The principal known practitioners of elemental magic aboard the Apollyon are the Froglings, both Sterntowers and the uncivilized tribes within the hull. Water and earth shamanism and elemental magic form the basis of traditional frogling culture, and it is likely that much of the knowledge Froglings have of these disciplines predates their time aboard the Apollyon. Yet the Apollyon's highly magical environment, while most often malicious, has enabled contemporary Frogling practitioners to raise the art of elemental magic to unexpectedly high levels. While not all Froglings are accompanied by an elemental familiar, many are, and the rulers of Frogtown are a circle of powerful water and earth shaman, each of whom has formed a symbiotic relationship with a powerful elemental that the shaman constantly seeks to make stronger by feeding them lesser elemental creatures and using totems and sigils to supplement their elemental's natural powers. Human magicians, mostly outside the summoning traditions of the passenger caste, have also turned to elementalism on occasions, but most often consort with fire elementals rather than earth and water, perhaps as a way to avoid any appearance of competition with the more powerful frogling practitioners. Below is a brief description of the Elementalist wizard and Frogling class skill set.
Wild elementals also abound, though they tend not to be 'pure' elemental forms of the cardinal elements (Earth, Air, Fire & Water), but rather strange para-elementals formed of the unnatural environment of the Apollyon. these creatures are almost always hostile and are hunted by elementalists as feeding on their essence will allow 'pet' elementals to grow in size, power and intelligence.
The principal known practitioners of elemental magic aboard the Apollyon are the Froglings, both Sterntowers and the uncivilized tribes within the hull. Water and earth shamanism and elemental magic form the basis of traditional frogling culture, and it is likely that much of the knowledge Froglings have of these disciplines predates their time aboard the Apollyon. Yet the Apollyon's highly magical environment, while most often malicious, has enabled contemporary Frogling practitioners to raise the art of elemental magic to unexpectedly high levels. While not all Froglings are accompanied by an elemental familiar, many are, and the rulers of Frogtown are a circle of powerful water and earth shaman, each of whom has formed a symbiotic relationship with a powerful elemental that the shaman constantly seeks to make stronger by feeding them lesser elemental creatures and using totems and sigils to supplement their elemental's natural powers. Human magicians, mostly outside the summoning traditions of the passenger caste, have also turned to elementalism on occasions, but most often consort with fire elementals rather than earth and water, perhaps as a way to avoid any appearance of competition with the more powerful frogling practitioners. Below is a brief description of the Elementalist wizard and Frogling class skill set.Wild elementals also abound, though they tend not to be 'pure' elemental forms of the cardinal elements (Earth, Air, Fire & Water), but rather strange para-elementals formed of the unnatural environment of the Apollyon. these creatures are almost always hostile and are hunted by elementalists as feeding on their essence will allow 'pet' elementals to grow in size, power and intelligence.
Monday, April 1, 2013
Tomb of the Rocketmen - Locale Ideas.
Tomb of the Rocketmen is winding up and I've gotten a fair number of maps submitted, so here's a sneak peek at what I've been doing to prepare for the PDF. Not all of these ideas will be included I fear, it's a bit much for an adventure with ten to twenty keyed locations. Additionally I don't want to give too much away while people may still be plugging away at their maps - but here's what's been stewing about in my head.
Saturday, March 30, 2013
Tomb of the Rocketmen! Give me Maps!
By Saint Gagarin, the Blessed Valentina, and his Holiness the Armstrong! I want more maps!
On midnight April 1, 2013 I will accept no more maps of the "Tomb of the Rocketmen", but until then, add to the considerable pile I have already amassed!
That's right this weekend represents the last chance to send in a map for Dungeon of Sign's first contest. Why do it? 1) It's easy - a 10 - 20 room map of a gonzo tomb for Rocketmen. 2) The prizes are good(ish) - win a copy of ASE 1 (or 2 if you have 1) and my efforts at keying your map and turning it into a Land of a Thousand Towers (ASE)/Gonzo Science Fantasy/Sword & Planet adventure for characters levels 4-6. There are drawings of rocket zombies already produced and 1/2 written tables of "What is resting within the pastel ceramicrete capsule" to facilitate science fantasy grave robbing. All that's needed is your dungeon design and graphic skills so that these items can find a home and be enjoyed by thousands, well hundreds, ok - more likely tens, of Dungeon of Signs' adoring fans...
How can I play you ask? Simple, send be a reasonably unblurry image of a map you made (however you make dungeon maps) of a new and ideally exciting location inspired by the following hook:
"Screened by thicket, swamp and forest, a necropolis of the ancients sinks slowly into the earth. Its existence rumored by foresters and vaguely referenced in some of the Temple of Science's oldest logs, the tombs and monuments have remained slumbering and undisturbed for ages. Ancient construction materials provide protection against the elements, but in the glorious times, when man traveled beyond the sky, tombs were not considered sport for plunder and the treasures of the ancient sky-farers should be unguarded, untrapped and ready for any hand that has the audacity to reach for them! Hack through the brigand haunted forest and seize the wealth of the very stars, amongst the TOMBS OF THE ROCKET MEN!"
Send something in - even if you don't win, at least you'll have drawn a cool map for your own use!
On midnight April 1, 2013 I will accept no more maps of the "Tomb of the Rocketmen", but until then, add to the considerable pile I have already amassed!
![]() |
| I didn't draw this - but it fits. |
How can I play you ask? Simple, send be a reasonably unblurry image of a map you made (however you make dungeon maps) of a new and ideally exciting location inspired by the following hook:
"Screened by thicket, swamp and forest, a necropolis of the ancients sinks slowly into the earth. Its existence rumored by foresters and vaguely referenced in some of the Temple of Science's oldest logs, the tombs and monuments have remained slumbering and undisturbed for ages. Ancient construction materials provide protection against the elements, but in the glorious times, when man traveled beyond the sky, tombs were not considered sport for plunder and the treasures of the ancient sky-farers should be unguarded, untrapped and ready for any hand that has the audacity to reach for them! Hack through the brigand haunted forest and seize the wealth of the very stars, amongst the TOMBS OF THE ROCKET MEN!"
Send something in - even if you don't win, at least you'll have drawn a cool map for your own use!
Thursday, March 28, 2013
Varities of Magical and Enhanced Weapons and Armor
As a follow up to the last post on HMS Apollyon magic weapons, here's a table of magic weapons with mechanical effects and potential ways to discover them. I enjoy these posts as they allow a hint or two of setting detail with providing much more than disparate imagery and a few odd facts.
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