Monday, February 23, 2015
Castle Vulgoth Level 1
I was going through a box of papers today and found my original 1st level of Castle Vulgoth from 1988.
The notes on the back say "Advanced D&D - Castle Vulgate Level 1 - Center - Chris Yoder 1988."
I don't have a key to this nor do I remember anything about how it was originally stocked, but this is the basis for the 1st level of my mega-dungeon.
Keying Notes
Area 1: The Eye of Dagoth
Giant Eye of Dagoth carved into the floor which can be opened to reveal a black pit below.
Area 2: Control Room
Levers in this room open/close the sliding pit doors which open beneath the Eye of Dagoth.
Area 17: Prisoner Cells
Prisoners are held here to sacrifice in the pit of Area 1.
The End
Is there ever an end to a mega-dungeon?!?
Space Invaders
Look what I found today.
It says on the back Aug 20, 1980 Age 13.
Looks like I drew this almost 35 years ago. How time flies.
The End...
It says on the back Aug 20, 1980 Age 13.
Looks like I drew this almost 35 years ago. How time flies.
B.O.B. The Butcher of Buckley
He introduced me to Dungeons & Dragons in Miss Brown's middle-school science class around 1978. For that I will be forever grateful as it lead me to a whole world of new things. Yet, as in the way of things back in the early days of D&D, my characters fell like flies to his fell DMing. Just to name a few slain under him.
Ray Dragonfang
1st level fighter - hung in T1 The Village of Hommlet for thievery.
Andronicus Dragonfang
2nd level wizard - killed by a vampire in L1 The Secret of Bone Hill.
Alexander Dragonfang
6th level fighter - taken to hell on a Nightmare examining treasure from S1 White Plume Mountain.
Valkar Thunderhammer
1st level fighter/thief - killed by orcs in L1 The Secret of Bone Hill.
Valkar Thunderhammer II
2nd level dwarf fighter - sacrificed himself to save the life of an elf adventurer.
Frogo Underwood
2nd level halfling thief killed in S3 The Expedition to the Barrier Peaks.
Merlyn Dragonfang
7th level human wizard - slain by white puddings in G2 The Glacial Rift of the Frost Giant Jarl.
Boldar the Brave
1st-level human fighter - slain by frost giants in G2 The Glacial Rift of the Frost Gaint Jarl.
1st level fighter - hung in T1 The Village of Hommlet for thievery.
Andronicus Dragonfang
2nd level wizard - killed by a vampire in L1 The Secret of Bone Hill.
Alexander Dragonfang
6th level fighter - taken to hell on a Nightmare examining treasure from S1 White Plume Mountain.
Valkar Thunderhammer
1st level fighter/thief - killed by orcs in L1 The Secret of Bone Hill.
Valkar Thunderhammer II
2nd level dwarf fighter - sacrificed himself to save the life of an elf adventurer.
Frogo Underwood
2nd level halfling thief killed in S3 The Expedition to the Barrier Peaks.
Merlyn Dragonfang
7th level human wizard - slain by white puddings in G2 The Glacial Rift of the Frost Giant Jarl.
Boldar the Brave
1st-level human fighter - slain by frost giants in G2 The Glacial Rift of the Frost Gaint Jarl.
The End -- so far.
Wednesday, February 18, 2015
GaryCon IV
I had the honor of attending Gary Con IV (in 2012) and played in one of Grodog's Castle Greyhawk sessions on Sunday morning. I played an elven magic-user/thief multiclass. (If I can find the character sheet I will post it here too.) I, of course, was mapper and these are the notes and maps I made during that session.
Of life as we know it...
Loslore Adventure Log
Being an adventure log for players in my Loslore game.
February 5th 2015 Session 1
DCC RPG
A party consisting of:
Kyle Yoder playing Kylation (W2), Han Duo (T1) and a Peasant
Adrain Nelsen playing Brony (H2), Mojo (M2) and 4 Peasants
Party found themselves on a alternate plane of reality - seemingly a pocket dimension. Kylation and friends located Brony's group near a hillock. (Kylation is flying a small Barsoom-type flyer.) After some exploration, they entered the town of Garpax, explored part of the Tomb of Time in which they brok into a time tomb, encountered Dwarde, and 2 peasants were slain in the resulting melee.
Notes: Each PC is awarded 5xp for this adventure. Brony recovered a glowing red gem (item #1) from the 1st Time Tomb.
Footnote: Players will receive bonus experience points for helping refine entries into this log.
The End
The which does not kill your character will only make him.
February 5th 2015 Session 1
DCC RPG
A party consisting of:
Kyle Yoder playing Kylation (W2), Han Duo (T1) and a Peasant
Adrain Nelsen playing Brony (H2), Mojo (M2) and 4 Peasants
Party found themselves on a alternate plane of reality - seemingly a pocket dimension. Kylation and friends located Brony's group near a hillock. (Kylation is flying a small Barsoom-type flyer.) After some exploration, they entered the town of Garpax, explored part of the Tomb of Time in which they brok into a time tomb, encountered Dwarde, and 2 peasants were slain in the resulting melee.
Notes: Each PC is awarded 5xp for this adventure. Brony recovered a glowing red gem (item #1) from the 1st Time Tomb.
Footnote: Players will receive bonus experience points for helping refine entries into this log.
The End
The which does not kill your character will only make him.
Tuesday, February 17, 2015
Forgotten Fiends No.1
(I think I've been watching too much Twilight Zone AGAIN!)
The firebat was originally published in dungeon module C2 The Ghost Tower of Inverness. (TSR 1980.) I've always liked Erol Otus' work and actively collect anything with his illustrations. As you can see, he provided an illustration of this fiend for C2, along with Jeff Dee. Another fondness of mine is small flying creature that can come out of nowhere and really cause an adventurer problems. (Mwahahaaa!) This is a win win for me. With that said, here is the Fire Bat.
The firebat is a denizen of the Elemental Plane of Fire; although rather common there, it seldom appears in the Prime Material Plane. Its body is batlike, about two feet long, with a wingspan approaching four feet; its entire body is flaming, and it radiates a temperature of several hundred degrees. Its mouth is small but the fangs therein are razor-sharp, and the damage from burning affects the victim more than the blood drain (hence 2-8 points of damage per round). The skin of the firebat is tough and leathery, and even the relatively thin wings are difficult to pierce.
Firebats live in colonies usually numbering from one to two dozen. Naturally, they will only lair in very hot places such as volcanoes, near hot springs, and, of course, on their native plane. How they travel to the Prime Material Plane is a mystery, but some sages have speculated that when fire elementals are summoned, once in a great while some firebats will appear with them; and woe be upon the conjurer, for the firebats are not under the mage's control at all! Firebats reproduce by fission after gorging themselves on blood, so even one firebat escaping into this plane can start a colony — and can replace any casualties. A firebat colony will not grow very large, however, for they will instinctively limit their population to the available food supply.
When firebats engage an opponent, they make swooping attacks as they attempt to attach themselves to the victim. Once they have attached themselves, firebats do not need to roll further attacks and will automatically burn and bleed their victims for a total of 3 rounds (the first round they scored a hit plus two more rounds). At the end of three rounds, the satiated firebat will drop off and return to its lair. If the victim dies before three rounds are over, the unsatiated firebats will attack other opponents to finish gorging (but will never drain more than three rounds' worth of blood whether from one, two or three victims). Firebats can detect invisible opponents because of an advanced sonar sense and infravision; they attack invisible targets without penalty. Unlike normal bats, firebats are not impaired by sunlight (or other bright lights) and can see in the normal vision range quite well. Firebats are allies of fire elementals and will never attack them.
Firebats are pack hunters, and an attack by these creatures is a marvel of teamwork. Every member of the victim's group is attacked by an approximately equal number of firebats: if 12 firebats attacked 4 victims, 3 bats would attack each victim; if the same group attacked 9 victims, there would be 6 victims with one bat each and 3 unlucky victims with 2 bats attacking (chosen at random). If the number of firebats ever falls below 25% of their starting force (whether from casualties or gorged returnees), the firebats will all instantly withdraw and attempt to escape back to their lair. If cornered in their lair, they will fight ferociously to the death. When they die, a burst of flame envelopes them and their physical body is transported back to the Elemental Plane of Fire, where they are reborn.
The lair of a firebat colony tends to be rocky and cavelike, with many labyrinthine passages and exits but only one large, easily noticeable entrance. Treasure is likely to be in the form of gems and jewelry, for firebats love the sparkling stones and especially prize rubies, jacinths, and carnelians. One or two young firebats (under one year old) may be found in the lair if a hunting pack is destroyed, and each young firebat will have one-half the hit dice and damage per attack of an adult.
Firebats move by an awkward hop-walk on the ground, or (more effeciently) by flight. Firebats use true flight and not gliding, for hot internal gases lighten the creature a great deal. Water scares firebats, but it takes a minimum of 10 gallons of cool water to douse one firebat's external fires. Once extinguished, it requires 10 rounds of drying off before the firebat can ignite again. During this period it cannot fly, and will only do 1-4 points of damage if it attacks successfully. Firebats can glide through hot solutions (including lava and magma) at their flying speed, for they are at home in
anything involving fire.
The End.
Of your character's life by firebat.
Firebats move by an awkward hop-walk on the ground, or (more effeciently) by flight. Firebats use true flight and not gliding, for hot internal gases lighten the creature a great deal. Water scares firebats, but it takes a minimum of 10 gallons of cool water to douse one firebat's external fires. Once extinguished, it requires 10 rounds of drying off before the firebat can ignite again. During this period it cannot fly, and will only do 1-4 points of damage if it attacks successfully. Firebats can glide through hot solutions (including lava and magma) at their flying speed, for they are at home in
anything involving fire.
The End.
Of your character's life by firebat.
Sunday, February 15, 2015
Tucker's Kobolds
I read this article years ago and since that time it has stuck with me. This is the way to make a minor humanoid a real threat to higher-level characters.
From Dragon 127, pg. 3
By Roger Moore
This month's editorial is about Tucker's kobolds. We get letters on occasion asking for advice on creating high-level AD&D game adventures, and Tucker's kobolds seem to fit the bill.
Many high-level characters have little to do because they're not challenged. They yawn at tarrasques and must be forcibly kept awake when a lich appears. The DMs involved don't know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse.
One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concentrate its firepower on the target until the target falls down dead and wiggles its little feet in the air. Designing monsters more powerful than a tarrasque is self-defeating; if the group kills your super-monster, what will you do next”send in its mother? That didn't work on Beowulf, and it probably won't work here.
Worse yet, singular supermonsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn't be the measure of a campaign. These games fall apart because there's no challenge to them, no mental stimulation - no danger.
In all the games that I've seen, the worst, most horrible, most awful beyond-comparison opponents ever seen were often weaker than the characters who fought them. They were simply well-armed and intelligent beings who were played by the DM to be utterly ruthless and clever. Tucker's kobolds were like that.
Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the Criminally Vicious.
When I joined the gaming group, some of the PCs had already met Tucker's kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight "okay" monsters like huge flaming demons.
It didn't work. The kobolds caught us about 60' into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it.
"NOOOOOO!!!" screamed the party leader. "It's THEM! Run!!!"
Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad.
We turned to our group leader for advice.
"AAAAAAGH!!!" he cried, hands clasped over his face to shut out the tactical situation.
We abandoned most of our carried items and donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we discovered that these kobolds had honeycombed the first level with small tunnels to speed their movements. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next.
I recall we had a 12th-level magic user with us, and we asked him to throw a spell or something. "Blast 'em!" we yelled as we ran. "Fireball 'em! Get those little @#+$%*&!!"
"What, in these narrow corridors? " he yelled back. "You want I should burn us all up instead of them?"
Our panicked flight suddenly took us to a dead-end corridor, where a giant air shaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds.
We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good” but the group leader could not be cheered up.
"We still have to go out the way we came in," he said as he gloomily prepared to divide up the treasure.
Tucker's kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring.
If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few orcs and some low level NPCs could do to a 12th-16th level group, or a gang of mid-level NPCs and monsters to groups of up to 20th level. Then give it a try. Sometimes, it's the little things used well that count.
The End
Kobold, it's what's for revenge!
Friday, February 13, 2015
Random Rooms
Note, I have drawn these things from my imagination and various other inspirations including items posted on the Internet. I claim no original ownership of all these items. This is a resource for your games.
Random things to find in a dungeon or other area.
Stocking your Dungeon
Here are some links to stuff I find useful to fill in a dungeon.
- A petrified Medusa
- A pentagram
- A sealed 400 year old barrel of tuna. (A saving throw vs vomit is appropriate.)
- Gigantic quintuple-sized area
- Rusty chains hang from the ceiling
- Phosphorescent moss/lichen/shrooms.
- A bone scroll tube containing a partial map to this or a nearby level.
- Dire warnings against trespassers
- Faded images on the walls, all that can be discerned is odd shapes and forms.
- A giant hallway with pillars going in all directions. There is the sound of whispers and images you see flicker just outside your perception.
- Abandoned and partially collapsed railway tunnels from a bygone age.
- Caverns filled with steaming hot springs.
- Magic Mouths.
- A room, perfectly appointed with a hardwood desk, a bookshelf, rich red carpets, and some nice statuary. All nailed to the roof.
- A room with a door at the far end and some tapestrys on the walls, and a mirror on the 'left' wall. One of the tapestries depicts the room and mirror with a door opposite the mirror on the 'right' wall. Of course, the door is not really there at all.
- A torch lit banquet hall with a meal set for 50. The table is set, the food is set out, still warm, and smells great. No one is around at all.
- A area full of giant spider webs.
Stocking your Dungeon
Here are some links to stuff I find useful to fill in a dungeon.
- Dungeon Rooms, Traps and Items
- Rotating Dungeon Map
- Wandering Monster/Encounter Table Repository
- Repost of Melan's 'Dungeon Layout' article
- Mega-dungeon Filling
- Top 10 Mistake in Dungeon Design
The End.
We take no responsibility for character deaths.
We take no responsibility for character deaths.
Thursday, February 12, 2015
Castle Vulgoth
Gaming History
I first started running a mega-dungeon in the late 1988. I had read of Gary Gygax's Castle Greyhawk in Dragon Magazine and I wanted a dungeon of my own like that. My original players were David, Shelly and Tim. I do believe we were playing AD&D (first edition) at this time. The only really solid thing I remember about their adventures in Castle Vulgate (with fluoride protection - as Dave would quip) is that they encountered an fought a fire giant on one of the lower levels and Dave, playing Athar of Two Gate River, cast a fireball into the melee and it almost killed the whole party while leaving the fire giant unharmed. (Mwahhaaaa!!).
Many players have wandered into Vulgoth (renamed in 2005) without even realizing what they've stumbled upon. It's a vast place that sprawls over several different planes and time periods. Little understood, but often delved. Vulgoth awaits!
Current ongoing delves include
- A PbP group on Facebook
- Kyle & Adrain's adventures. (Adventure Log)
The Levels
- Original 1st level of Castle Vulgoth
The Elevator
In the center of the 1st dungeon level is a large metal spiral staircase which may be traversed up to the tower levels (provided they are there) or down to the lower dungeon levels.
In staircase winds around a open shaft in which the elevator runs. On each level there is an open shaft with a small metal panel off to the right side. This panel has two opal studs set into it. One green and one red. Depressing the green stud causes it to glow and summons the elevator (roll on Elevator Table 1) in 1d6 turns. The red stud cancels the elevator summoning and has no other effect.
Table 1 Elevator Operators (roll 1d8)
1.) Whizzle Ironfoot -- gnomish elevator operator (AC 12, HP 15, Alignment: neutral) will cooperate and supply rumors to the party if treated well. If not, will take the party to more dangerous areas of the complex. Put under a geas (by Steeleyes) to operate this elevator for 101 years.
2.) Neb, A very civilized Brain Hunter.
3.) Steeleyes
4.) Gorghast
5.) Melvin the Man Ape
6.)
Table 2 Elevator Appearance (roll 1d6)
1.) Ancient technology rope and pulley powered by a clay golem on a crank. The elevator itself is made of wood with a metal cage around it. It moves jerkily with sudden starts and stops. Operated by a simple up and down level. The whole apparatus seems somewhat unsafe and will cause concern to anyone riding it.
2.) Ultra High Tech Elevator
3.) 1920s Art Deco Otis Elevator
4.) Diving Bell like Elevator
5.) Enchanted Elevator (Clear Willy Wonka type affair)
6.) Steam-Powered elevator
Table 1 Elevator Operators (roll 1d8)
1.) Whizzle Ironfoot -- gnomish elevator operator (AC 12, HP 15, Alignment: neutral) will cooperate and supply rumors to the party if treated well. If not, will take the party to more dangerous areas of the complex. Put under a geas (by Steeleyes) to operate this elevator for 101 years.
2.) Neb, A very civilized Brain Hunter.
3.) Steeleyes
4.) Gorghast
5.) Melvin the Man Ape
6.)
Table 2 Elevator Appearance (roll 1d6)
1.) Ancient technology rope and pulley powered by a clay golem on a crank. The elevator itself is made of wood with a metal cage around it. It moves jerkily with sudden starts and stops. Operated by a simple up and down level. The whole apparatus seems somewhat unsafe and will cause concern to anyone riding it.
2.) Ultra High Tech Elevator
3.) 1920s Art Deco Otis Elevator
4.) Diving Bell like Elevator
5.) Enchanted Elevator (Clear Willy Wonka type affair)
6.) Steam-Powered elevator
The END - for now...
Until further content is added, enjoy these randoms maps of past Castle Vulgoth Delves...
The End.
Disclaimer: Fnord me baby!
DCC Resources
- DCC RPG Errata - Official from Goodman Games
- Purple Sorcerer Games - If you play, you need this
- Character Sheets from Goodman Games
General Useful Stuff
- Dave's Mapper - awesome!
The End
No player characters were harmed in this production.
The FLAILSNAILS Conventions
Just a note here gentle readers. I like the theme behind the FLAILSNAILS Conventions, but I don't follow them to the letter. With that said, here they are for your reading pleasure.
The FLAILSNAILS Conventions
We the GMs of the DIY RPGing, in Order to form a more perfect Ruckus, establish Justice, insure intercampaign Tranquility, provide for the common defense, promote the general Welfare, and Play some Games, do Ordain and Establish this set of Free Location And Inclusion Laws Supporting New And Interesting Leisure Situations (FLAILSNAILS).
Article 1
Any PC that began play at 0 xp (or less) and level 1 (or less) on or after July 26, 2011 may move freely from their native campaign (or any they have participated in subsequently) into games of a like genre run by any GM subscribing to these FLAILSNAILS conventions whether via electronic media or in real life provided the player can get a spot in the game. That's the point of them.
(Like, if you made a PC for Arcadayn's Swords and Wizadry game, you can move it to my D&D game since I subscribe to the FLAILSNAILS conventions. If he does, too, you can bring it back to his game the next day, and then take the PC over to your Uncle Chippy's game if he is down, and then bring it back to my game and then...you get the point.)
Article 2
As stated, PCs may be imported/converted from any game of roughly the same genre and system as the new GM's game, however the new GM is free to determine precisely what "roughly the same" means. GM and Player shall negotiate any complex translation issues regarding system-specific mechanics or powers.
In the case of D&D and similar games, any TSR D&D system or retroclone (Labyrinth Lord, Castles and Crusades, Swords and Wizardry, etc.) is considered acceptable in FLAILSNAILS games, plus, at the individual GM's discretion, refugees from Pathfinder, 3.5, 4e, Rolemaster, Tekumel, Warhammer Fantasy Role Play, LOTFP, Harn, GURPS, Pendragon, etc. providing the PC's stats can be translated into terms sensible in the new system. (And vice versa.) Ask GM if your PC is ok.
Same thing goes for other games--like if you want to run your levelled-up Shadowrun PC in my Gigacrawler game, I'm down because fucking FLAILSNAILS.
The details are up to the GM's discretion, but the purpose of the FLAILSNAILS conventions is to encourage sharing of ideas, rules, and funny stories across groups of gamers, so whatever can be done to encourage and facilitate PC immigration (writing Palladium-to-D&D conversion rules for instance) is encouraged.
Article 3
PCs will level up at a number of experience points appropriate to the system of the last adventure they played in before such time as they were eligible to level up in that system.
Jeez that's hard to understand. What we're saying is: if you gain 200 xp so as to total 1100 xp by the end of an adventure and that adventure was run in a system where you level up at 1000 xp, then you level up, regardless of what system your PC was "born" under or where it's going next.A level is a level. While in a world you abide by the conventions the GM there uses for characters of your class; but likewise, when your PC gains a level he or she has earned it, even if he or she subsequently enters a world where a like number of experience points would not have earned you that same level.
For purposes of clarity, think of and talk about your PC's xp as follows: "I am 300 xp into 2nd level". Since, for example, a PC levelling up in vanilla 3.5 needs 1000 xp to get to level two, a 3.5 PC who has 1200 xp is "200 xp into 2nd level" in ANY system. S/he does not "have" 1200 xp in any system but 3.5, s/he's just "200 xp into 2nd level" in Labyrinth Lord.
Another example:Instead of saying "My illusionist has 2500 xp and just levelled up to level 2 after a session of AD&D " you say, "My illusionist is 250 xp into level 2" to anybody who asks.
If this creates a situation where a PC would automatically level up merely by starting an adventure in a new system (i.e. you're 3000 xp into 4th level and suddenly start an adventure in a system where you only need 2000 more xp to get to level 5) the GM may ask you to recalculate your progress as a percent of progress toward the next level in the old system.
If you want to make shit real easy for everybody, GMs can just look at the levels of the PCs involved and reward xp in terms of "percent towards the next level" for those PCs. Like say "congratulations, you all earned 30% of the xp you need toward level two or 20% of the exp you need toward level 3, go do math."
Article 4
FLAILSNAILS GMs may run adventures designed for specific levels of PCs, just like anybody else. Since waiting around for every other FLAILSNAILS-eligible PC to level up as high as your barbarian did during that week you spent off school when you broke your ankle is boring, we have established optional rules for importing "overlevelled" PCs into lower-level games...
Each FLAILSNAILS GM is free to establish his or her own "handicapping" rules for such situations, however these are theDefault FLAILSNAILS High-Level PC Handicapping Rules For D&Dish Games...
Roll d100 per level above the accepted maximum your PC is to see what disasters befell him or her during the long journey to the foreign domain wherein their next adventure takes place.These handicaps are temporary--results only apply during the adventure in question (if you survive your season of "slumming", you get better):
(penalties cannot take PC below minimum score for the system in question or below 4 hp)
1-3 Blinded
4-6 Deafened
7-9 Gone mute
10-12 Lost an arm
13-15 Lost a leg
16-18 Gone mad: 25% chance of doing the exact opposite of intended action (after action is declared) each round during times of stress
19 Cursed: Slowed
20 Cursed: Laughs continuously and uncontrollably--must make a wisdom check to speak an intelligible sentence
21-23 All equipment lost.
24 One of your items is now cursed--new DM secretly decides item and specific curse
25 Sex change. Armor doesn't fit now. Re-roll charisma.
26-28 Disease: halve your hit points
29-31 Disfiguring disease--charisma is effectively the minimum, no henchmen
32-34 Brain damage: lose d6 from charisma, intelligence and wisdom
35-36 Major brain damage: lose d8 from charisma, intelligence and wisdom
37-39 Too much light reading during your trip: lose d10 intelligence
40-42 Culture shock--lose d10 wisdom
43-45 Disease: lose d6 from strength, constitution and dex
46-48 Major disease: lose d8 from strength, constitution, and dex
49 Curse: kleptomania
50-51 Pregnant or melded to useless siamese twin -2d6 dex
52 PC smells terrible, scent is obvious to any foe at 100 yards
53-55 PC is on a bender and won't sober up until adventure ends
56-58 PC has become grotesquely obese: -10 dex, always last initiative no matter what system is used
59 Curse: PC can't see weapons, claws, teeth or fire. 50% chance s/he doesn't know it
60 Curse: 17 and 18 are cursed numbers for PC--rolling either # is a fumble
61 Mutation: roll on baleful mutation chart of DM's choice
62 Artificially aged: -d10 constitution -d10 dex, -d6 str, -d20 hp
63-65 Fugitive: extremely thorough authorities are following you everywhere
66 Shrunk to 1' tall
67-69 Hungover: -3 to all rolls
70-72 Type 2 hangover: hearing and vision are only 25% relaible
73-75 Having an Elric phase: can only go 4 rounds without needing to smoke/inject/inhale some exotic substance. You will run out of it after d4 days.
76 Curse: in any round, all attacks will be against our PC until at least 2 have been successful
77 Curse: if any of your companions fall victim to a spell, you will, too
78-79 Haven't been eating properly on your trip--lose 1d12 hp, 1d8 constitution and 1d6 strength
80 Depressed and pining for home. -5 to all saves.
81 Infected wound. -d6 constitution and -3 to attack rolls
82 Roll twice ignoring redundant results
83-85 Limping. -5 dex, movement is 1/3 normal, blows doing more than 2 hp will knock you over unless you're braced against a wall
86 Paralyzed from the waist down, you have a wheelchair, though
87-88 Just tired from all that walking: -d4 to all rolls
89-90 Frostbite on the way-lose 3d4 fingers
91 Partially possessed by minor demon. Wisdom/will roll in times of stress to avoid aiding forces of evil.
92 Just loves it here! PC spends all free time writing a travel journal or sketching the landscape--cannot rest properly at all.
93-95 Can't speak what they call "common" around here.
96 Can speak it but finds the local dialect intensely grating-especially the way the locals pronounce the words "go" "if" "to" and "get". Use of those words will cause the PC to attack the speaker for 1d4 rounds.
97 None of these hicks can understand you through your accent
98-100 Your blood is too thick for this climate. You shiver or sweat all day--minus 2 to everything.
Article 5
Overlevel magic spells, spells not native to the new setting, unusual powers (such as psionics) and imported magic items may generally be used in the new game, however, the new GM is free to determine the exact details of how such things work. Spiritual conditions and mortal-deity compacts differ from domain to domain.
i.e. Use that crazy wand Jeff gave you in my game and it might no longer work the way you think it does, at least until you get home.
If such powers, abilities, or items are forbidden altogether by the GM s/he will make an honest effort to warn the player first. Neither GM nor player shall be a dick about this.
Article 6
The ontological status, authenticity, and rationale behind allegedly 'unique' items imported to settings where identical items already exist shall be determined by whoever's GMing during the time wherein the paradox appears.
i.e. If you go on an adventure to find the Wand of Orcus with Calithena GMing and show up at the pub holding the Wand of Orcus (because you got it in an adventure with Ian) then it's up to Calithena to explain this shit and he can make up any crazy thing he wants.
Article 7
When you post a new Costantcon game, say whether you are down with imported PCs or not.
Article 8
There are no in-game "hoops" to jump through in order to move a PC from one game to another--i.e. you don't have to have your PC sail in-game over the North Sea to get from my Vornheim campaign to Jeff's Wessex campaign.
However it is acceptable (and maybe fun) for GMs to create mini-"crossovers" in order to do fun, gimmicky things between campaigns. Like Jeff could say "first 3 PCs to kill the a sea dragon in Vornheim get to be in my Wessex game on Thursday".
Article 9
Players have the right to construct their own PCs "timeline" to justify how s/he ended up in place A on monday and place B on thursday. However:
-Once a FLAILSNAILS PC dies, you can't use that PC again in real-time, no matter when in the "timeline" the PC died and...
-If you gain items or level up over the ceiling for a given adventure in the middle of that adventure by doing a "side quest" somewhere else, it's the GM's discretion as to whether you now have the items or are considered "levelled up" during subsequent parts of that adventure.
Like: if I am level 5 and do part one of Evillossia Dungeon (adventure for levels 3-5) with DM Biff and we leave off with me alive in a pit, then the next day I go play with the same PC in DM Jed's campaign and kill an owlbear mastermind and level up to 6--(so high I'm no longer in the suggested "range" for Evillossia Dungeon), and then I pick up the next day in the pit in Evillossia, it's up to DM Biff whether I immediately level up to 6 for purposes of this adventure in Evilossia or whether I have to wait until that adventure ends.
Article 10
All this stuff, plus a calendar of FLAILSNAILS games on Google + and pages for individual FLAILSNAILS-friendly campaigns and PCs will all be on a webpage at some point. Or so we claim. Hey, Calithena's working on it. He's a busy guy.
Players will get xp rewards for pitching in with administrative bullshit on that site if and when we get it going.
Article 11
To speed things up, individual GMs might wanna post a blog specifying exactly what their conversion and/or overlevel handicapping policies are that they can put up whenever they're running a FLAILSNAILS G+ game.
_______
We, therefore, the representatives of the Old School Ruckus, in General Congress, assembled, appealing to the Supreme Referee of the world for the rectitude of our intentions, do, in the name, and by the authority of the good people of these campaigns, solemnly publish and declare, that these united domains are free and independent states, they have full power to levy war, conclude peace, contract alliances, establish commerce, and to do all other acts and things which independent gameworlds may of right do. And for the support of this declaration, with a firm reliance on the protection of Divine Providence, we mutually pledge to FLAILSNAILS our dungeons, our spare time, and our sacred honor.
- THE END
The Clangaverse
The Clang-a-Verse Project
(The multiverse thru Clang-colored glasses)
Volume No. I
GDA Stored.
Alpha-Omega Bomb, Church of the
A religion based on the Alpha-Omega Bomb worshipers as seen in Beneath the Planet of the Apes. The 23rd of EVERY month is the celebration of High Mass.
Clang-a-Cops
A police force formed to provide low-cost law enforcement services. Unfortunately, they turn out an awful lot like the Keystone Cops are were disbanded.
Clang-a-Care Health Care Inc.A low-cost health care service and insurance provider.
Clang-a-Corp Inc.
A large multinational/dimensional corporation founded by Clangador (circa 2005). The rest is classified as per Directive 39.
Alpha-Omega Bomb, Church of the
A religion based on the Alpha-Omega Bomb worshipers as seen in Beneath the Planet of the Apes. The 23rd of EVERY month is the celebration of High Mass.
Clang-a-Cops
A police force formed to provide low-cost law enforcement services. Unfortunately, they turn out an awful lot like the Keystone Cops are were disbanded.
Clang-a-Care Health Care Inc.A low-cost health care service and insurance provider.
Clang-a-Corp Inc.
A large multinational/dimensional corporation founded by Clangador (circa 2005). The rest is classified as per Directive 39.
Clang-a-Gram
A telegram that can be sent almost anywhere in the Clangaverse.
See your local Clang-a-Gram office for more details.
Clang-a-Techs
A subdivision of Clang-a-Corp.
Clang-a-techs handle all technological matters concerning Clang-a-Corp, their subsidiaries and are also contracted th Clangluna.
Clangluna, The Empire of
Founded: 2005 (When The Wombat strapped Clangador to the nose of a Saturn V rocket and launched him to the Moon.)
Clangador, being the enterprising fellow he is, founded Clangluna and the rest *is* history.
Clang_Mart / C-Mart / Mini Clang_Mart
Slogan: Shop smart, shop Clang_Mart.
Mid-sized discount department store opened in October 23rd 2008 (on the second High Mass). For a listing of products known to be carried by Clang_Mart, CLICK HERE.
Clang's Corner
Clang's "Hobbit Hole" in Middle Earth...
de la Cuervo, Pepe
(Mopar's avatar in the Clang-a-verse)
Rank: Sergeant (Class IV Citizen of the CAV)
A mechwarrior recently arrived in the Clang-a-verse…
Dun'roam'in
Clang's residence near Tacoma, WA., early 21st century baseline Earth.
Fleshy-Headed Mutant, Order of the
A decoration awarded to those who have shown faithful service to the Empire of Clangluna and/or The Church of the Alpha-Omega Bomb. Known holders include:
(1) Charlton Heston
(2) James Franciscus
(3) Moparmessiah
Guardian Data Archive (GDA)
A large space station used to collect and store an information index. May be accessed by anyone thru queries send by electronic medium or physical interface.
A subdivision of Clang-a-Corp.
Clang-a-techs handle all technological matters concerning Clang-a-Corp, their subsidiaries and are also contracted th Clangluna.
Clangluna, The Empire of
Founded: 2005 (When The Wombat strapped Clangador to the nose of a Saturn V rocket and launched him to the Moon.)
Clangador, being the enterprising fellow he is, founded Clangluna and the rest *is* history.
Clang_Mart / C-Mart / Mini Clang_Mart
Slogan: Shop smart, shop Clang_Mart.
Mid-sized discount department store opened in October 23rd 2008 (on the second High Mass). For a listing of products known to be carried by Clang_Mart, CLICK HERE.
Clang's Corner
Clang's "Hobbit Hole" in Middle Earth...
de la Cuervo, Pepe
(Mopar's avatar in the Clang-a-verse)
Rank: Sergeant (Class IV Citizen of the CAV)
A mechwarrior recently arrived in the Clang-a-verse…
Dun'roam'in
Clang's residence near Tacoma, WA., early 21st century baseline Earth.
Fleshy-Headed Mutant, Order of the
A decoration awarded to those who have shown faithful service to the Empire of Clangluna and/or The Church of the Alpha-Omega Bomb. Known holders include:
(1) Charlton Heston
(2) James Franciscus
(3) Moparmessiah
Guardian Data Archive (GDA)
A large space station used to collect and store an information index. May be accessed by anyone thru queries send by electronic medium or physical interface.
Heston, Charlton
October 4, 1923 – April 5, 2008
Savior of the Church of the Alpha-Omega Bomb.
He destroyed many damn dirty apes.
High Mass
See Alpha-Omega Bomb, Church of the
League of Lunas (L.O.L.)
Founded: November 10th 2008
Due to the proliferation of Lunas here in the Mechwarrior Hall. . .
"I, Emperor Clangador of Clangluna, hereby found the League of Lunas. Anyone who owns a "Loona" Class Luna my join the L.O.L."
Note: Anyone can be nominated by a owner of a Luna to join under an ancillary membership.
Loona-Class Luna
Special Order Item Catalog number Lu-001.
A Loona-Class lunar Object. Approximate copies of the Earth's moon. Comes with many different options and color schemes. Requires an [DELETED FOR REASONS OF CLANGLUNAR IMPERIAL SECURITY] security clearance from both the Empire of Clangluna and Clang-a-Corp to order. Price negotiable depending on interested entities.
List of Loona-Class Lunas
Clangluna [Prototype (May have been destroyed)]
Moparluna
Achooluna
Coluna
QuixoteLuna
Wiiluna
Krossplanes, The City of
***FNORD***
Krossplanes Trans-dimensional (New & Used) Vehicle Dealership (Inc.)
CEO: William Sharpe
Located on the west side of Krossplanes, KTVD sells all forms of vehicles from horse-drawn carriages to starships, you will find your vehicle of choice here.
MaZe, The
(((Place Holder)))
Omnivend 3000
An apparently regular (looking anyways) vending machine that dispenses a variety of strange food and beverage items.
(((LIST TO FOLLOW)))
Pimptastic Purple Pyrate, The
Clang claims it is a cloned version of him gone bad and taken up piracy.
Pseudo-war, The
In 2006 Clangluna declared war on Rizakistan due to international harassment from President Rizak of Rizakistan. Since that time, no real hostilities have taken place, but an official state of war does exist and hostilities could break out at any time.
Rizakistan
President for life Rizak the Really Horrible
Very mountainous country mostly devoted to poppy farming and invading Clangluna.
Storm, Xavier
Rank: Captain (Class III Citizen of the CAV)
B.O.B.'s avatar in the Clang-a-verse.
Starship Captain & Mechwarrior of great notoriety.
Storm (II), Xavier
Rank: Sergeant (Class IV Citizen of the CAV)
Mechwarrior recently transported to the Clang-a-verse.
Soylent Green
As taken from the 1973 movie Soylent Green starring the Heston.
UNIVAC
Universal Vacuum Tube Computer
The very best, most advanced vacuum-tube computer ever constructed (by Clang-a-Corp). It handles all the computational needs of The Empire of Clangluna. It is known to break down a lot, or just refuse to work, and spews out many irrational solutions to problems Emperor Clang poses to it. This is believed to be a result of the rat-brains co-processor that was installed, by the Clang-a-techs, in the Fall of 2007.
Rank: Captain (Class III Citizen of the CAV)
B.O.B.'s avatar in the Clang-a-verse.
Starship Captain & Mechwarrior of great notoriety.
Storm (II), Xavier
Rank: Sergeant (Class IV Citizen of the CAV)
Mechwarrior recently transported to the Clang-a-verse.
Soylent Green
As taken from the 1973 movie Soylent Green starring the Heston.
UNIVAC
Universal Vacuum Tube Computer
The very best, most advanced vacuum-tube computer ever constructed (by Clang-a-Corp). It handles all the computational needs of The Empire of Clangluna. It is known to break down a lot, or just refuse to work, and spews out many irrational solutions to problems Emperor Clang poses to it. This is believed to be a result of the rat-brains co-processor that was installed, by the Clang-a-techs, in the Fall of 2007.
The END
The Clangaverse project (CAVP) is copyright 2008 Clang-a-Corp Inc. No Squids or penguins have been harmed (so far) in the making of this project. (In one of the countless billions of galaxies in the universe, lies a medium-sized star, and one of its satellites, a green and insignificant planet, is now dead.)
2015 Reading List
January
Dagon, H.P. Lovecraft
The Statement of Randolph Carter, H.P. Lovecraft
Beyond the Wall of Sleep, H.P. Lovecraft
Nyarlathotep, H.P. Lovecraft
The Picture in the House, H.P. Lovecraft
Herbert West: Reanimator, H.P. Lovecraft
The Nameless City, H.P. Lovecraft
The Hound, H.P. Lovecraft
The Festival, H.P. Lovecraft
The Unnamable, H.P. Lovecraft
Dagon, H.P. Lovecraft
The Statement of Randolph Carter, H.P. Lovecraft
Beyond the Wall of Sleep, H.P. Lovecraft
Nyarlathotep, H.P. Lovecraft
The Picture in the House, H.P. Lovecraft
Herbert West: Reanimator, H.P. Lovecraft
The Nameless City, H.P. Lovecraft
The Hound, H.P. Lovecraft
The Festival, H.P. Lovecraft
The Unnamable, H.P. Lovecraft
February
*The Ship of Fools, Richard Paul Russo
*Orphans of the Sky, Robert A. Heinlein
*Hull Zero Three, Greg Bear
*The Ship of Fools, Richard Paul Russo
*Orphans of the Sky, Robert A. Heinlein
*Hull Zero Three, Greg Bear
The Fairy Chessmen, Lewis Padgett and C.L. Moore
*Note, I read these three books to prepare for a Metamorphosis Alpha game.
The End of the List so far.
Monday, February 9, 2015
The Amazing Maze
The Amazing Maze!
You'll Be Amazed...
By this Maze!!!
Well maybe not, but I decided to stat up the creatures in this maze for your OSR gaming needs. Make sure to read all entries before running this.
I'm not sure (is anyone) where this advertisement first appeared, but I've always liked it, so...
I'm not sure (is anyone) where this advertisement first appeared, but I've always liked it, so...
Starting from the top (the red dragon) and working right.
I.) Young Adult Red Dragon (10HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Special: Breathes fire (3d30), speaks draconic and common languages.
Treasure (optional): There is the body of a dead human with 71gp in a belt pouch, wearing a cloak of protection +2 and leather armor +1. The body also has a normal short sword and dagger.
Notes: This dragon is being held captive in this area. It is too big to navigate the maze and escape on its own. Once per day food and water are magically teleported into this area to keep it alive, but the dragon is very angry at being held like this and will attack anyone entering into its area. The only hope to avoid a fight is to offer the dragon a means of escape.
Treasure (optional): There is the body of a dead human with 71gp in a belt pouch, wearing a cloak of protection +2 and leather armor +1. The body also has a normal short sword and dagger.
Notes: This dragon is being held captive in this area. It is too big to navigate the maze and escape on its own. Once per day food and water are magically teleported into this area to keep it alive, but the dragon is very angry at being held like this and will attack anyone entering into its area. The only hope to avoid a fight is to offer the dragon a means of escape.
Treasure (optional): Hidden in the spider's nest are two gems individually worth 10 and 50gp.
Notes: This spider can be encountered anywhere in the maze. The area on the map is its lair, which is a room full of web with a nest near the ceiling where it"hangs out" if doing nothing else.
III.) Deep One: HD 1d8+2 (5hp); AC 6 [13]; Atk trident (1d6+3) or other weapon Move 6 (swim 12)
Treasure (optional): Colored seashells worth 10sp.
Notes: This deep one has been geased to remain in this room until he kills seven adventurers. (Only TWO more to go!)
Treasure (optional): Colored seashells worth 10sp.
Notes: This deep one has been geased to remain in this room until he kills seven adventurers. (Only TWO more to go!)
Treasure (optional) Three gems worth 100, 50 and 10gp respectively, which the minotaur carries in a shabby belt pouch.
Notes: This is the master of this maze. He knows it like the back of his hand and will stalk any party he detects entering the maze. His tactic is to sneak up behind a party that is already engaged with a creature and attack from behind.
Treasure (optional): None. Just some crunched up bones of hapless victims.
Notes: This manticore is hungry, aggressive and dumb as a stump. It likes man flesh and will specifically target one human until it is dead and try to eat its body.
VI.) Evil Dwarf: HD 1 (8hp); AC 4 [15]; Atk Battleaxe (1d8+3); Move 6; Special: Detect attributes of stonework.
Treasure (optional): +2 battle axe, 43 gp and a map of this maze.
Notes: This Dwarf is named Dwarde. He is tasked with infiltrating any adventuring groups who encounter him. Then he will try to report back to his master, providing information on the adventuring group.
Treasure (optional): +2 battle axe, 43 gp and a map of this maze.
Notes: This Dwarf is named Dwarde. He is tasked with infiltrating any adventuring groups who encounter him. Then he will try to report back to his master, providing information on the adventuring group.
Notes: This maze may be used in several different ways. Here are my personal suggestions.
1.) The Death Trap. The characters are dropped or teleported into this maze by an evil wizard or other nefarious foe. Their enemy expects them to die (Mr. Bond), but maybe, just maybe the adventures will survive to fight another day. Evil villains never actually watch to make sure their enemies are actually killed in their deathtraps now do they?!?
2.) The Sublevel. This is the sublevel to a larger megadungeon. The adventures might wander into here and before they realize what has happened and how dangerous some of these creatures in here are.
3.) There is no Spoon. There is no rhyme or reason. The adventurers just find an entrance to this magical maze and decide to explore it.
The End
Edited by Brony Hornblower
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