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Tuesday, March 31, 2015

D&D 6th Edition Announced!!!!!

Even though 5th edition was a welcome fresh set of rules, The wizards have decided to put out 6th! Not 5.5, NO...... 6th Edition! And from the reviews I've been reading, its quite good.  Although I am rather amazed that they went ahead and released this so quickly, considering we have barely scratched the surface of what 5th has to offer.

"We decided that one more edition would really please the masses, its not a question of if it ain't broke".  - company figurehead.

New Features Include
*Race As Class
*Descending AC


Just kidding.... April Fools! 




















Go buy the starter set for fifth edition here if you haven't already! 

Wednesday, March 18, 2015

Infestation Table

Random Infestation (1d10)
1.  Bedbugs keep you awake, loose one point of Constitution until you have a decent rest. 
2.  Provision's get rot from Insects, they are inedible.
3.  Stung by a wasp, and it turns out your allergic! - 2 Constitution -1 Strength, - 1D4 HP's
4.  A large swarm of Insects circles your head, making it difficult to sneak and remain hidden. - 15% on all sneak rolls.  Chance of being seen becomes 3 in 6. 
5.  FIRE ANTS! Swarm the campsite, lighting anything remotely flammable on fire.  AC 7, HD 2. 
6. A butterfly appears out of nowhere, it leads you to a location where there is a small sack of gold.  
7.  Strange worm burrows into your sack/backpack, before you realize it all of your stuff has fallen out on the ground.  
8.  Insects lay eggs in your ear while you are asleep, In 1d6 days you will suffer from a delirious state, stumbling about.  - 3 Intelligence, - 2 Dexterity.   
9.  Termites! have struck, any chest/wooden object you are carrying has holes in it.  
10.  Luminescent moths fly around campsite, lighting up the surrounding area. - 15% on all sneak rolls.  Chance of being seen becomes 3 in 6. 



Tuesday, March 17, 2015

A little update

Well its been awhile since I've written anything.  Good news! I'm going on vacation tomorrow to somewhere warm (well good news for me apparently) There's a 30 degree difference between here and there.  Anyhow, I'm bringing with me the rest of the "Enormity Project", I have 4 or so more maps to finish up.  Something about writing on paper with a pen is getting me excited.  Its more about the process of writing at that point, than writing and editing and laying it out in a word processor.  I guess its similar to writing on a acoustic guitar then plugging in with a band.  Things change.  So that'll be the plan between Cuba Libra's,  What I've done is just written on paper the rest of the room numbers for each map, I'll fill em in as best I can and then edit the whole schwack later.

In other news I've slowly started working on another PWYW module that was tentatively called "The Temple Of Gradag", *you wouldn't believe how many times I've written Gardag".  Whatever the case there are a lot of "Tomb" modules out there.  So what I've decided to do is turn it into a mini hex crawl, with a little town and a few other maps to keep your players busy.  I've been working on the personalities of the NPC's in the town to give you something to go on.  Which is quite fun honestly!  I have found this link very helpful http://www.rangen.co.uk/chars/pergen.php

Another thing that's been SUPER handy is How To Hex Crawl By Taskboy Games. 
Which I'm not going to say is the DEFINITIVE guide to Hex crawling, but pretty damn f**king close!  EDIT:  Its super helpful and opened my eyes up on how to do it better than I had been, as I said its not the definitive guide but pretty close for me.  Its enough to get me going properly, and it allows me some room for movement. 

Product Description:
Hexcrawls.  You've heard of them, but you can't quite figure out how to play one.  
This guide is here to help.
Compiled directly from the Labyrinth Lord core rulebook with additional insights culled from the historical RPG antecedants, How to Hexcrawl provides concrete steps for referee preparation, player initiation and the order of play for each game day of wilderness travel.  
Also included is a sample wilderness hex map with an archetypical base town called Dunshire.

At this point I'm not going to say ETA - Gradag first, then Enormity, but its starting to look like that.

That's it for me for the time being.

Keep those dice rolling.

Monday, March 9, 2015

badukathonk - New Monster For labyrinth lord

Badukathonk

No Appearing: 1
Alignment: Neutral
Move: 60' (20')
Armour: Class: 9
Hit Dice: 2
Attacks: Explosion
Damage: 3D6
Save As: Fighter: 1
Morale: 3
Hoard Class: XX
XP: 30

Badukathonk's are an extremely strange magical mistake.  Born from an attempt to cross a monkey with a human, a wizard inadvertently spilled a bunch of "dark powder" into the mixture.  Since then these extremely random creatures have wandered world's wreaking havoc.  Badukathonk's have somehow figured out how to breed, but scholars believe that this is extremely rare.  They appear as a short four foot tall humanoid, purplish in color.  Their arms are extended more than the average human almost dragging on the ground.  They have a prehensile tail that they use to hang from ceilings.  The absolutely strange thing about Badukathonk's is that when they are frightened by any noise they will explode!  When they are encountered there is a 60% chance that they will blow up right away.  When engaged in combat they will blow up in 1D4 rounds of combat, causing immense destruction.  In a normal encounter they will blow up a 20 feet section of dungeon.  (20 feet deep, above and on all sides).  

EDIT:  The name is very similar to badonkadonk. 
it is the sound that it makes when it explodes -  badu ka thonk.

The Ruined City Of Argna-Thar

Been doing a bit more writing this evening.  Here are a few excepts...

If a dwarf was to lay eyes upon Argna-Thar, it would be almost un-recognizable from its once mighty glory.  The Dagana have nearly destroyed all of the architecture within the city, replacing most with their own style of buildings.  In the centre of the main cavern the Dagana have slowly been building a large ramp up to the surface.  Argna-Thar lies within huge cavern, some 300 feet wide by 260 feet deep.  The cavern ceiling rises more than 200 feet above the buildings.  Below the main city is huge silver mine.  Across from the main cavern is a bridge that leads to a smaller cavern.  The nobility of the Dagana live here.  Living amongst the Dagana are a few tribes of Orcs, Goblins & Ogres.   The total population of Argna-Thar is approximately 300 souls.  

Important NPCs

Daimyo Adachi Ujimasa – Adachi is a ruthless warlord, second only in command of the armies of Argna-Thar to THE BIG BOSS himself.  Over the past 80 years he has proved himself in battle time and again. 

The Gates of Argna-Thar

The large gates of Argna-Thar are made of steel; they stand 50 feet high and are about 20 feet wide.  They are guarded by a contingent of Dagana soldiers.  There is an entrance fee to the City of Argna-Thar of 60 GP’s per person.  There is also a stipulation that anyone entering the city must tie a small black leather cord to the hilt of their weapon, making it difficult to draw it quickly.  Dwarves are not allowed anywhere close to the city; they will usually be fired upon as they walk up the great steps to the gates.  If a Dwarf can prove that he/she is not a ancestor of the Argna-Thar dwarves, and that he/she is Chaotic in nature, the guards may let them pass.  

Wednesday, March 4, 2015

The Curse of Nineveh

For all you Cthulhu fans, check it out.  A new release from Cubicle 7.  The Curse of Nineveh

In ancient times, when Nineveh fell, so too was a terrible evil was banished. This evil, a god named Nabu with ambitions to rule humanity, was bound by the Children of Tranquillity into his former temple and buried beneath the sands. Two and a half thousand years later a group of archaeologists uncovered the Temple of Nabu and unleashed a terrible curse — the Curse of Nineveh!
The Curse of Nineveh is a seven-part campaign for Call of Cthulhu set in London, in the summer of 1925. The investigators find themselves embroiled in the events that surround the return of the expedition from Nineveh and the terrible curse that they brought back with them. They must face shadowy watchers, a nefarious criminal mastermind and race against time to stop an ancient plan from being fulfilled – a plan that threatens not only London, but the whole British empire! - Drivethrulink