Tuesday, March 28, 2017

$1.25 Minis

In the interest of being an el cheapo Canadian, I stopped at Dollarama yesterday to grab some minis.  I was looking for the cool coloured rock crystals that you see at gaming stores, but I was only able to find ones that had 2 different colours.  I had read somewhere that using the rocks for your spells slots in 5e is a handy technique.  I managed to find these fun little building blocks instead.

When I get some time I'm also going to number the blocks with a felt pen, which should make combat infinitely easier.

Awhile ago we played in our "out of the abyss" game, and we had got the DM some pathfinder minis for his birthday.  (one of the PF boxes).  While most of the monsters are pathfinder specific demon things, what the DM did was just use them as props/minis basically.  The idea was that creature on the card had nothing to do with what we were actually fighting (picture is a stringy looking demon, we are fighting orcs).  What I found though was the colour coding was crazy handy for tactics and keeping track of things.

As I stated in my post the other day on this:

Player:  "I attack the orc"
ME:  "which colour?"
Player: "the red one".

That combined with my home made battle mat I've been using since I started, should make combat relatively easy.

I'm excited.

Update on MF campaign:  Well yesterday evening got away from me, I managed to re-read a lot of the rules in the book.  Reading thru the monsters and gear I got a few ideas here and there for scenarios.  Yesterday afternoon I made a quick hex map with hexographer.  I may just have to wing the whole situation.  The good news is we are going to go thru character creation which should take a bit of time. Chances are the procrastination is going to kick in, and I'll be writing the night before.




Monday, March 27, 2017

I've got less than a week to plan.

Knowing me I'll put it off to the last minute.  Looks like our old school group is going to meet in about week.  The kicker is that we won't be playing the fantasy campaign as the DM doesn't have a lot of time to work on things (due to exams).  So we will be starting a mutant future campaign.  Of which I don't have a helluva lot written.  Well it's written, just in my head at this point.  I have a few little maps and other ideas prepped.  So operation consolidation and cohesive begins this evening.  (Or at least hopefully, i tend to procrastinate this shit to the day before).  I'm going to use wizard dawn and create a good 10 adventure locations and then plop them into a hex map.  I have a town home base (in my head) and a pile of factions already. 

Should be fun!  Can't wait to run the game!

Sunday, March 26, 2017

Session 8 - Ransacking the warehouse - Curse Of Strahd

Caution may contain some spoilers.

Yesterday was a helluva a lot of fun, we managed to role play, fight monsters and explore!  All of the things that make up a typical D&D session.  None of them being too much, which is always good.

When last we left off we had just polished off a bunch of twig blights and holed ourselves up in the warehouse of the winery.

As per usual Von Richten (or whatever aka he goes by) buggered off, leaving us to our own devices.  

We explored the basement of the winery, finding not a lot of interest, other than some rather creepy ravens, and vats of wine.  One of our players decided to fill himself a few bottles of wine for later.  (malltov cocktail).  During the exploration our thief had the hardest time trying to open any type of chest, door etc.  At one point one of us said out loud "you are by far the worst thief I've ever heard of!'  To which the thief replied "yes but you have heard of me!"

At one point while checking out a rather large room, we heard footsteps coming towards us.  Our wizard Nym cast fake fire illusion, and the bad guy failed his save and buggered off.

After a bunch of exploring and splitting the party, Nym encountered a druid and charmed him.  The other 2 players found a bedroom with a secret door.  Nym brought the druid to the bedroom, and we decided to kill him.  Nice thing was the druid and Nym both had these strange twig blight wands, once they were destroyed no more twig blights! woot.

My character tends to have A.D.D. and wander off and fiddle with things.  At one point I was fidgeting with a spigot on the wine vat in the hopes of possibly breaking it and filling the room with wine.

We decided to camp in the bedroom for the night and barricaded ourselves in.  The next morning we woke up and found Von Richten dead on our doorstep.  Being murderhobos we looted his corpse.  During that looting we found a raise dead spell.  My Cleric just barely raised him from the dead.  (Most of the day my dice rolling was exceptionally mediocre, thankfully I made this one, barely.  The green dice pictured above rolled really well last session, but not this one. )

Another extremely funny thing I just remembered.  And I'm not even sure what the specific chances of this happening are, but we had to all roll initiative at one point, and all of us rolled a 9 with modifiers.  3 of the 4 of us rolled 7's and had mods, one of us rolled a 6 with mods.  and the DM rolled a 19, which is also midly strange.  Anyways, if someone wants to do the math go right ahead.

Alright so Von Richten is alive and well, and wants all of his stuff back.  We are sad haha.

A few more hours of exploration and we find ourselves in the basement.  Getting ourselves into the basement was rather odd.  My character just decided to wander down their first as he tends to wander.  Our thief wanted to ride a barrel of wine down the stairs yelling YEE HAW!  and the rest followed behind.

And there is a very large pissed off tree with green eyes.  A fight ensues.  While we all wanted to fireball the beejeebus out of this tree, that idea seemed like a bad plan.  Since we are supposed to be saving the winery and not burning it to the ground.

We did however light off a few malltov cocktails at the tree, once we remembered that our fighter had a decanter of infinite water, which we could use to douse the tree after it died.

The rather scary looking huge tree finally met its maker, we found 3 holes in the basement floor. and so ended the session.

Apparently we level up next time.

And as a side note, my cleric has become somewhat boring to play, and I'm hoping he gets killed off soon.  I'd like to play a paladin samurai in barovia at some point haha.

Friday, March 24, 2017

F.I.E.R.C.E. (Freakishly intelligent evil regurgitating carnivorous entity.) - New Labyrinth Lord Monster

F.I.E.R.C.E.
(Freakishly intelligent evil regurgitating carnivorous entity.)
No. Enc:  Unique
Alignment:  Chaotic
Movement: 40’ (10’)
Armour Class:  0
Hit Dice:  8
Attacks:  3 (Bite/Claw/Claw)
Damage:  1d8/1d6/1d6
Morale:  9
Save: F8
Hoard Class: XIV
XP:  1400
The F.I.E.R.C.E is an abomination created by two evil mages who were in competition with each other.  Both of the mages were trying to create a hybrid guard dog type monster.  During their experiments something went horribly wrong (or so the legend goes) and the F.I.E.R.C.E was created.  This as much information as historians could gather, as all notes on the monster were gobbled up along with the two mages.  

This monster is a cross between a large worm, dog and a small dragon without wings.  It is approximately 15 feet long, with a large mouth filled with razor sharp teeth.  It smells of death and vomit.  Because of its underdeveloped digestive system it spews forth an acidic regurgitation once an hour.  This acid is a wave about 4 feet wide, and usually spills forth fifteen feet.  (The acid does 4d6 damage to anyone in the general vicinity).  


The F.I.E.R.C.E is a ruthless killer, using its large bite and claws to defend itself.  It is incredibly slow and often will hide in shadows and darkness waiting for unwary prey.  

Thursday, March 23, 2017

The extremely busy cartographer

I've often wondered exactly what Dyson Logo's resume would look like, at least as far as the last 3 or 4 years is concerned?

Dyson Logos 
Somewhere In Canada 

Previous Job Experience 
Doesn't matter, look below. 

Current Job Experience 
Drawing Maps for 4 years professionally

Honest to God! That's gotta be the coolest thing in the world in my humble opinion. If you can't tell I'm crazy envious.  

I have to say Dyson has basically changed the game as far as cartographer goes in our industry.  If you don't know, he has an awesome patreon where people pay him to draw maps.  He puts all these maps up for free on his blog for home use.  In the last few years I've seen more than a fair share of adventure modules coming out with Dyson maps in them.  Which just increases the awesomeness of the brand. 

Geek & Sundry just published an article with some of the best cartographers, and guess who's on the list? 

So you might be wondering why I'm posting about Dyson? Well he just released the latest Dodecahedron Cartographic Review For 2016. 

Here's the info: 
Another year of maps! 107 pages of maps with annotations curated from the maps posted to the Dodecahedron throughout 2016 (basically all the maps posted except for the My Private Jakalla maps which are still not complete).

The Review is available in two formats. The main emphasis of the release is an 8.5 x 11 inch spiral-bound book offered through Lulu. As spiral binding isn’t available through OBS, this is only available through the Lulu storefront. This $18 print edition includes a coupon code (on the first page) for you to buy the electronic edition for $2.50.

The PDF edition is available from RPGnow and includes not just the bookmarked version of the print-edition PDF, but also a digital appendix that includes the maps without the annotations making them easier to print for your games.

Lulu Link:
http://www.lulu.com/shop/dyson-logos/2016-dodecahedron-cartographic-review/paperback/product-23114854.html

RPGnow Link:
http://www.rpgnow.com/product/208042/2016-Dodecahedron-Cartographic-Review

Now If you are already jumping in your seat to grab the new review, if you don't already have the previous two years, here are the links. 



So honestly what the heck are you waiting for? Get the book, heck get all 3 if you don't have them.  I've often started working on a map, just to go "wait a sec I'm sure Dyson has a better one, I'll go take a look".

*Please note, I posted this up because Dyson is an awesome guy, not because I'm getting a kick back, grab the book if you like maps.  Cheers





Tuesday, March 21, 2017

The Bloodless One

The Bloodless One

No. Enc:  Unique
Alignment:  Chaotic
Movement: 90’ (30’) 
Armour Class:  -1
Hit Dice:  10
Attacks:  3 (2 Claws/Head Butt)
Damage:  1d8/1d8/4d8 
Morale:  10
Hoard Class: XV
XP:  3100
Spells: 5 (1st level) 4 (2nd Level) 3 (3rd Level) 
The Bloodless One is a rare lesser demon of the abyss.  It normally appears as a nine foot tall humanoid covered in coarse hair.  It's face is remarkably evil, with large protruding teeth and curved goat horns atop its skull.  It's purpose upon the plane of men may vary (see motivations table), it is however called into being by worshipers from time to time.  Upon it's arrival The Bloodless One will confiscate a lair from other chaotic humanoids, and or it's worshipers, demanding tributes and sacrifices in return for powers and spells.  What makes the Bloodless One different from most demons is that it prizes above all else loyalty, if its worshipers do as it asks it will go out of its way to return the favour.  

The Bloodless One has the ability to cast magic, and in some cases will bestow spells upon it's worshipers.  In combat the Bloodless One will protect itself by sending it's minions after anything that threatens it.  From the sidelines it will cast offensive spells, and when it has to it will head butt and claw at invaders.  The Bloodless One is so named because it does not in fact bleed, when wounded a deadly toxin will be released causing 2d6 damage to anyone in a 30 foot vicinity (allow a save vs poison for half damage). This will happen every single time the monster is hit.  Covering oneself in blessed holy mud will negate the effects of the toxin poison released by the bloodless one. 

To summon the Bloodless One one must do the following: 
*Spend 4 days and nights in prayer
*Sacrifice unwilling creatures each day
*Burn the hide of a dragon 
*Boil the remains of a once great lord/king



1d8
Motivation
1
To destroy the children of the one that previously vanquished it.
2
In search of a deadly relic from ancient times.
3
To go to war against another evil demon/dragon.
4
To cause suffering and harm against a college of mages who have used him in the past for nefarious means.
5
Extremely hungry for gold coins, which aids in digestion.
6
To topple the races of man, plunging them back into prehistoric times.
7
To acquire the knowledge to open the abyss forever.  
8
To find an extremely comfy couch to spend eternity on. 





Monday, March 20, 2017

Back in the saddle! with a bunch of cool stuff!

I'm back! had a nice relaxing vacation and know I'm onto more RPG stuff.  Below are a bunch of cool products that have come out in the last few weeks.  So of which you may know about some of which you may not.

FANTASTIC! EXCITING! IMAGINATIVE! Volume One

I contributed to this awesome holmes inspired mag (added one cool table).  You can get it for FREE right here.

Dr. Holmes himself said the game was "fantastic, exciting, and imaginative." We all hearily agreed then, and we all heartily agree now. Still under the spell of that blue-covered book all these years later, we created a plethora of new elements to inject into games run with those rules (or honestly, any similarly straight-forward such rules).
Herein you will find well-over 50 new ideas for your game — all of it inspired by the art in the original book! New spells, new magic, new monsters and threats, new directions to explore, and plenty of twists on the classics.
Warm up your dice — Adventure is here! 



VISCERA

The awesome +Andy Bartlett wrote a set of cool rules addons for Fighting Fantasy.  You can check out his post here:  http://drbargle.blogspot.ca/2017/03/viscera-v10.html

Speaking of fighting fantasy, there is another cool set of rules that came out latetly called " Trokia!"  I had a chance to download the rules but haven't had a chance to read them other than a quick look over. 

Troika! is a complete role playing game, giving you everything you need to create characters and lead them through the hump-backed sky towards adventure.
The game is a response to decrepit UK RPGs. A "retro" RPG rebuilt without sentimentality, corpses of darlings litter the streets.






The B/X Warrior



More than simply a fighter, the warrior class has access to talents drawn from a wide range of archetypes, all integrated into a single class. Berserkers & swashbucklers, thugs & knights, paladins & rangers, gladiators & skalds. No need for all of those specialised sub-classes any more!
Within these pages, you will discover:
  • Complete advancement tables for level 1 to 20.
  • 36 adventuring talents.
  • Themed packages of talents for a quick start into the game.
  • Rules for song magic and dabbling in arcance secrets.

Stalker Island

The infinitely productive +Tim Shorts just released a cool looking adventure for Swords & Wizardry light.  You can check it out on Tim's patron here

Stalker Island was created for my sandbox using the Swords & Wizardry Light system. I'lll have more information about the sandbox soon.  

Possible hooks for Stalker Island:
  • Cave found during hex exploration. Hey, the party finds a big ass cave, they're going in. No need for a hook.
  • Skulks travel to civilized areas to get supplies. One of the homesteads believes there are bandits stealing chickens, grain and ale. 
  • The skulks take a prisoner to grow another shank shrub to plant along the river banks for better protection. 
  • A young skulk has a crush on one of the local girls. He visits her at night. She believes he is a ghost. When the party is called the parents mention their daughter was talking to ghosts.

Demon City

If you have been living under a rock you might not be aware that +Zak Sabbath has a cool Patreon going for demon city.  He has posted a neat mechanic for task resolution here

Journeymanne Rules


And finally Dreamscape Design has kicked off work on the Journeymanne rule set for Blueholme, which expands past 3rd level.  You can check it out here

Journeymanne is simply a much-expanded version of the Prentice Rules. Character levels cover 1-20, so you don’t need the Prentice Rules to play. Characters can be of any species, referee permitting – we found medusae a bit tricky in play, but generally there are no technical problems in introducing any type of creature to the party. Character classes can be combined to create new classes like that old favourite, the fighting magic-user. There are also, of course, a lot more spells, a lot more creatures, and a lot more magic treasures. In addition, the rules have been expanded to cover high-level stuff like moving beyond the Underworld to adventuring in the Realm and in the Wilderness, and player characters establishing their own strongholds.