Showing posts with label Gold and Glory. Show all posts
Showing posts with label Gold and Glory. Show all posts

Tuesday, January 3, 2023

Recent History of the Ancients

[Old, old file in my pile of Gold and Glory Campaign notes]

After their final war a few Ancients scrabbled for survival in the nuclear wasteland they had created.  Over 10,000 years pre-war tech got used up/broke, mutations and radiation died down, and the former ancients had devolved into primitive tribes all but forgetting their former glory & Armageddon.  Just starting the slow crawl back to civilization. Then came strange lights from over the horizon, lifting people into the night sky. Returned some days later, deformed, mutilated or transformed.

Over next dozen generations Zamorans (Greys) genetically manipulated the former ancients eventually settling on a swine/human hybrid. Zamorans also pushed their technology development. Causing them to rapidly reach the steam age. A few hundred years into their Golden Age of Steam, after they had spread across the world and formed several constantly at war (Mord) empires Zamorans obliterated all their cites, released species specific mutagens, decimating the hybrids. Over next hundred years Zamorans deposited several hundred thousand humans they had abducted from various points in Earth's history. These humans were encouraged to kill the human/swine hybrids and take their stuff. To escape marauding humans the hybrids hid underground and in the least hospitable wildernesses. Today we call these former ancients / swine hybrids orcs.

[1 in 12 orcs have enough ancient DNA to activate ancient tech and get ancient AI's / robots to obey them. Pure Strain Ancients are not aware of what happened to their less fortunate brethren but will know they are genetic descendants after a simple medical scan.]

Posing as various human gods Zamorans conducted genetic and social experiments on and generally jacked with the human cultures they had transplanted. Created grotesque hybrids, helped one nation conquer its neighbors only to inflict famine and plague on it later, forcing the most capable humans(heroes) to participate in life or death games, survive trials, or complete bizarre "labours". Thus giving rise to the various legends of capricious and fickle gods.  Soon Trans-dimensional Beings of Pure Thought (TBPTs) decided Grey meddling had reached a point they could no longer ignore. They weakened dimensional barriers creating many connections and coexistence with a fey dimension. This brought the fey, true magic, made The Portals possible, and overtime caused the various human gods and demons to become "real".

Unfortunately, this weakening also attracted Cosmic Alien Intelligences that rival TBPTs and whose "meddling" is far worse than Zamorans.  The TBPTs also created a belt of energy around the world which causes Grey technology to fail. Several Grey star ships malfunctioned and crashed before they figured it out and kept away.  The The crash-landed Zamorans got some small revenge. Posing as Asgardians they convinced the Elves to abandon Alvar ways and take up science.  As punishment the TBPTs transmorgified these Greys into true Aesir/Vanir but left the Elves to decide their own future.  TBPTs are generally responsible for giving gods their power and they are the primary means the TBPT hope to contain Cosmic Alien Intelligences and eventually drive them away at Ragnorok.

Wednesday, April 3, 2013

Total Dungeon Kill

This last Sunday's Gold & Glory game at King's Hobby, the group avoided a TPK.  Instead causing a TDK, Total Dungeon Kill, or nearly so.

I've modified Dwimmermount to better fit my campaign. Still, spoilers ahoy!


The Internet has failed to provide
me a dungeon crevice picture, so
you get rainbow unicorn man instead.
On the Reliquary level of Dwimmerhold is a room.  Bisecting this room is 5-8' wide crevice. Filling this void is roiling, pinkish mist.  On the far side is what no adventure can resist, an unexplored passage.

One tossed rock and a lucky listen check later. An echoing splash reveals liquid far, far below and that a large open space lurks beyond the pink haze.  Referee "Rules a kinda hard 3d6 under Dexterity Check to leap across without incident."

Let's recap; Players know that failing means passing through weirdo mist (historically nothing good has come from weirdo). Followed by a probably fatal impact into what was fair but incorrect of them to assume is water. That they possess a Goblet of the Pegasus, a  potion of Lascivious Lift (levitate), and several Zealots who could likely call down some divine aeronautics.

Risking great peril guy with 17Dex immediately springs (roll...) successfully across and secures a rope. Referee amends ruling, "With aide of rope it is now kinda easy 2d6 under Dexterity for safe traversal" and reminds, "You have more or less fool proof ways to fly across, I advice against risking probable death, but whatever."

A volunteer is found to "pay" the goblet, which fills with his blood. Most of the party partake of this grisly libation and start flying across. But, not the Zealot of Set and his somewhat loyal Thief henchman. Hell No! They cast aside the meek fears of lessor men and toss their fates into luck's fickle embrace.  [A Referee can not expect a better, or at least more entertaining player than he, tip of the hat.] As probability dictates, the high Dex thief makes it. Probability has less to say about the 12Dex Zealot. Who rolls 1,6*, then another 6.  "Weeeee, uh ohhhhhh", Referee mimics the Doppler effect of rapidly receding sound.

Save to grab rope, side of crevice, otherwise avoid disaster. Failed. Referee rolls d100 for "Passing Through Weirdo Mist Teleports to Another Plane/Planet Check", no such fun.  Referee "Falling damage, yeah hold on, I need to find more dice...", gang hears the crash / splash of the no longer living Zealot, Set is not pleased.  [Several steps later into this hapless tale Zealot player remembers and cons Referee into letting him retcon a Feather Fall prayer. 1st time Zealot death avoided.]

The gang's token Ogre, perhaps overly enamored with his newly realized aptitude for flight, immediately plunges into mist. To rescue his comrade in arms, or perhaps just to loot his body? We will never know.  d100 Tele... nope, big guy doesn't show up in someone else's' plane :(.

This is when party, based on description, guesses that the liquid is probably Azoth (concentrated magical mojo). Also at this time they discover the huge lake (cavern walls are beyond range of Ogre's light source) was home to a "larger than is right" Arcanoplasm whose 12' pseudopod reaches up to engulf and deal a goodly amount of squeeze to the soaring Ogre.  Due to the big brute's lack of other tasty magic the Arcanoplasm "eats" remainder of his Fly. Referee now informs Zealot (floating more or less on top of the Arcanoplasm and recently "not actually deceased") his only magic item, the really neat, coveted by every other player, were-rat slaying Pantherman** Battle Axe had also been "ate". Cries of genuine dismay from around the table.

Round about now is when the Wonderbus wielding White Hand Assassin and Wand of Awesome toting Hermeticist decide to join the fray. [Sadly forgot to check if they got teleported away by pink mist.] Wand of Awesome conjures Phantasmal Monsters which no one will see due to...  Assassin unaware that is launches a Sphere of Annihilation*** loads the "Black" ammo, aims in the amoeba thing's direction, towards the huge lake of concentrated magical potential...  BOOM goes the Wonderbus, black sphere shoots forth, slowing growing to 1' diameter and "coasting" to a stop (Referee rolls...) just above surface of Azoth. Tendrils of the silvery black substance start sucking up into sphere...

Sphere of Annihilation meets Lake of Indestructible
"Oh my", Referee thinks and asks for a moment. Thinking; event horizons, black holes burst xrays when sucking in matter. So, SoA sucking Azoth will burst random magical effects, Booyah! Three per round sounds 'bout right  1) Infrared light blinds everyone in Azoth chamber 2) Target is teleported behind caster, interpreted as everything within the chamber below sphere (taking on role of caster), Azoth, Arcanoplasm, and everything above, adventurers, switch places. 3) All weapons animate and "flee" from their owners [What's better than dead characters? ones left alive to cry over their lost loot Just kidding, kind of ;)]

All of this is too much for the 1st level Mage, who expires and is forgotten.  The Ogre and Zealot remain engulfed by Arcanoplasm, are unable to fly, and fall towards cavern floor. Followed by tons of Azoth recently teleported above them.  In a fit of niceness Referee calls for only 3d6 falling/crushing damage. Guess the Arcanoplasm cushioned the blow.  Next up in the parade of "Very Bad Things", saves to avoid subsequent drowning.  Then, since they're swallowing and wallowing in "activated" Azoth they each get hmmmm, a roll on the "Heinous Blunders Table" (normally reserved for d20 natural '1' after epic casting failures, so ~0.25% of time. This is Referee's first time ever using, he does a happy dance).  Ogre starts coughing up spores containing his consciousness (which he doesn't know and better not be reading this blog, nor follow that link, grrrr!).  The Zealot gets Cronified.

Meanwhile the Sphere is sucking in Azoth, growing bigger, sucking in more Azoth.  This continues, and continues...

The Assassin, who had immediately said "I fly North" when Referee announced Azoth/everything else inversion, gets and makes a save to flee chamber before Azoth comes crashing down. Luckily there was passage to North. [Forgot he was blinded, and rightly should have flown into a wall. It was quite challenging keeping this event from bogging down. I almost always choose "Forward Action", rather than looking things up, worrying if I'm correct, etc. For instance, the building action and tension would have been lost and wasted if I looked up what the heck an Arcanoplasm was in the book. From name and statblock containing "detects casting within 100'" it became a magic sucking bloboid. But, I do always retcon or otherwise compensate for my mistakes that negatively impact players.]

The adventurers who have been watching from above in the "crevice" room, flee.

The Assassin, now beyond range of crazy magical rhumba time, guesses correctly and locates dry land before his Fly wears off.  He subsequently avoids great peril from "Triple Secret Random Dungeon Fate of Very Probable Doom Table" (Jeff Rients Cinder Miscellenum pg 24 "Dungeon escapes") and joins up with other survivors later that day.

Set I beseech thee, get me the hell outta here!
Referee (for 2nd time this campaign) reminds the Zealot "who oft faces certain doom" of the prayer that extricates one from certain doom "Take me back to Paradise City" aka Word of Recall. He amazingly gets it answered****, ethereal serpents swallow and transport Ogre and Zealot, now a Crone, to his temple, The Tower of Set in the City of Towers.  But not before a half damage squeeze by Arcanoplasm. Which "kills" Zealot for the 2nd or 3rd time. The Sorcerer Priests of Set are not amused to discover an Ogre and raggedy old, dead Crone dripping Azoth all over their serpenty sanctum.  But recognizing their Zealot's accouterments they allow Ogre to drag off his corpse. The priests plan to dig it up for animation later, after players believe he's been safely "rested".  Set remains not pleased.

Meanwhile... all of Dwimmerhold is shaking and rumbling.  The fleeing adventurers fly past various dungeon denizens who are (roll, roll, roll) too busy to cause problems.  They make it to the surface as half the hill collapses into itself*****.

Eventually the gang regroups at their current haunt, the Fun and Fancy tavern.  They agree to pay Vog Mur's exorbitant fee to grow a clone of the Zealot/Crone in his flesh vats. Thrice dead Zealot/Crone soon emerges and is free of "defects".  But, like all who dance with the darkness beyond, permanently loose one point of Constitution and +/- 4dFudge Wisdom.

Referee rules that Cronification means Zealot now has 1/2 original Strength and 1/2 original Dexterity (because the world is cruel and unfair we always round down). Also "she" has an "effective" Charisma of 3.  "Effective" being Referee-speak for "I'm not exactly sure, will figure it out later." At the very least he won't be able to "participate" in normal society and will probably get an "evil-eye" ability.


Lost: 1st level mage, Pantherman Axe, Wonderbus, Wand of Awesome, few other minor magic items, lots of weapons including expensive Blunderbus and crossbows, most all of the Azoth (this is huge, campaign altering), large portions of several levels of Dwimmerhold.

In addition, Zealot lost his average looks, youth, and gender.  Ogre is slowing exhaling his mind...

Gained: The attention of the Invincible Overlord, who is one or more of Sorcerer/Lich/Vampire/Demon, ruler of The City of Towers, and not someone you want taking an "interest" in your activities. The unending ire of the Eld.  WTFs from various Dwimmerhold factions. Chaos within Dwimmerhold that clever players would exploit...


All because one guy had the courage to dream, "I can totally make that roll." :)


After that, cause there was still an hour left, gang decides (truth be told the Referee probably overly encouraged them) to go play cards with the recently discovered skeletal dealer and its "Deck of Many Things"!!!

I feel, this.

* There is always some chance of failure when rolling Xd6 ability check. If your ability is higher than max possible roll then any '6' rolled "explodes" (i.e. 6 is added to total and die re-rolled, recursively)

** Reskinned Minotaurs from deeper within Dwimmerhold. Which the gang had previously encountered and "befriended".

*** I had thought of this Wonderbus ammo as more of a Black Hole whose "gravity" and size grows the more stuff gets sucked into it.  I expected it to be shot and left in some dungeon room, slowly sucking in air and anything fool enough to touch it. Previously decided it wouldn't grow *that* much even if shot into solid rock, maybe expanding across a couple levels. I had not considered it getting fueled by tons of Essence of Magic.

**** Zealots don't pre-memorize. They may "pray" for any spell of any level.  But to be "heard" (i.e. cast it) they must roll Xd6+Y under their Wisdom, where X is level of spell, and Y is number of spell levels they have cast previously. More or less, details in G&G PHB.

***** I considered obliterating this dungeon. I strongly support player choice/consequence and efficacy, no matter how shattering (for instance players can launch the Firelances of the Ancients nuking the planet, or loose a Great Old One which more or less same effect but with SAN loss.  If it comes down to it we can all hop a dimensional rift to Harn, Shadowrun or a zillion other worlds weighing down my bookshelves.)

But, one) I like Dwimmerhold. After heavy adaption, it connects to a lot of content, history, and other stuff I'm disinclined to reveal to my players reading this blog.

And, two) there's some top shelf sheznag up in that dungeon thar. Powers I suspect could and would stop an Azoth fueled black hole; the metal gods, prison defenses, peeps on level 9, and the Campaign's current gods (who are the "directly meddle in the affairs of mortals" type) would not let such an entertaining dungeon be so quickly lost.

So, I will stack the levels of Dwimmerhold in Blender, cut out a large sphere centered on The Reservoir, and figure out how the inhabitants deal with player caused habitat destruction.



Wondebus

[I had forgotten where I first sawWonderbus, from Sorcerer Skull.]

This odd, gleefully embellished blunderbus has a brass dial affixed to its side, within handy reach of a "trigger".  Something most blackpowder weapons lack and which allows the Wonderbus to be fired without a punk. This dial my be turned by action of the thumb to one of with two settings:

"Magic" which is used to expel, considerably further afield than one may throw, Boom Boom Balls (mundane black powder grenades, area effect damage, blast open doors, etc).  Or, if blessed with possession of such, to fire the scarce and extraordinary ammunition constructed particularly for this singular arm. These shells have the appearance of large, 1", marbles of varied hues and patterns. Colloquially known among baser adventures as "balls".

"More Magic" a selection, I implore, the wielder make only after rigorous deliberation with their compatriots who will likely be pressed into handling the aftermath of its emanation.  Or, alternatively, every freaking chance you get.  Numerous effects of this stupefying setting have been cataloged.  Most are jovial or amusing nature, many adversely impacting the target, only a few alarming or dangerous to oneself.  The single, reoccurring outcome is the conjuration of copious glee within the Referee.  Roll d1000 and consult your local "Chart of a 1000 Ridiculously Entertaining Magical Effects" 


Some known Wonderbus "Balls":

  Red, Fireball
  Blue, Lighting
  Green, Stinking Cloud
  White Threads, Web
  Black, Sphere of Annihilation
  Purple / Yellow Spiral, Confusion
  Translucent Whiteish, ice-storm
  Clear Hollow, Sphere of Force / Stasis (traps target)
  Multi Colored Sparkles, Chromatic Rays

More Magic effects seen in Gold & Glory campaign.

  Time Stasis everyone but wielder with in 30'. Which was all of party, but not pack of 25 or so Pygmy Lizards busily charging.
  Pack of Pygmy Lizards having irresistible urge to swim upstream and spawn.
  Fleeing doppleganger's last meal being forcefully expelled from its body, in both possible directions.  (The disgorged Pantherman parts, fortuitously tipped off party who this gang of shapchangers ate and replaced, thus avoiding souring an advantageous alliance).
  Spewing several chickens, non-blessed, at the urbane ghasts of Dwimmerhold. Who found it rather borish behavior.
  Caused several slimes to cavort merrily.




Tuesday, April 2, 2013

Wand of Awesome



The Wand of Awesome looks totally rad (way more rad than the image I googled in 30seconds and in egregious violation of someones copyright, posted above). Every wizard covets it. Anyone who has it, desperately craves to use it (even non casters, which it works for, that's just how awesome it is!).  In the dungeon, while visiting his lordship "The frequently Not Amused" Baron of Bogomips, on a hill, in their underpants, everywhere and anywhere.  All times are the best time to use the Wand of Awesome.

When used, roll the mini spur d4, d6, d12, d20.  d12 determines the particular spell, d4 the spell level, and d6 the spell college from G&G Grimoire of the effect that occurs, adjudicated as necessary using d20 to  interpret the Awesomistiy of any result requiring such interpretation.

Adjust as needed to fit your rule set and / or whimsy.

Monday, April 1, 2013

Goblet of the Pegasus



The Goblet of the Pegasus is one in a series of beastly cups.  Each one follows the pattern; make sacrifice (hit-points, life, etc. depending on goblet), it fills with blood, drink the blood, gain fleeting power symbolic of goblet's animal.

 As might be guessed, this particular goblet grants flight. For how long depends on how much sacrifice and how many share the sanguine drink.

Wednesday, November 21, 2012

3x5 men-at-arms

Another installment of 3x5 playaides with Telecanter's Silhouettes. This time, men(and not so men)-at-arms.


Commonly available 0-level d4+2hp men-at-arms include Shield Bearers and Spear Men.  Both cost 5sp/day with additional + 5% share of master's treasure if dragged into dungeon, tomb or similar "adventurer type" area. A step up are Swordsmen (including Hammer Slammer) with +1 moral. Providing supporting fire are Archers, and Crossbowmen.  All are 10sp/day, + the 5% "you want me to climb down there?" hazard pay.

Around the City of Towers in my Gold and Glory campaign there are occasionally a few non-humans available for hire.
Morlocs, ex-pitfighters and others who've crawled out of the steam-tunnels beneath the city. 5sp/day + 5%. Treat as 1HD orcs or 1/2 orcs.
Beastmen, the freed decedents of Wraith Overlord's "Legio Bestia" (Beast Legion). 10sp/day + 5%. Treat as celtish styled 2HD gnolls. Tend to hire out in close knit packs of 2-4.
Ogre Brutes, no one remembers how Ogres first came to live in The City. Over generations Urban Ogres have grown smaller (still big), smarter (still dumb), and more sociable than their wild cousins.  Pay negotiable, easy to cheat/trick. Treat as 2-3HD ogres or 1/2 ogres.

















Sunday, November 18, 2012

3x5 Dogs n Things

[Update: fixed speling mistake (and added a couple dogs), uploaded to Google Drive]

Still making 3x5 "hireling" cards with Telecanter's Silhouettes. In my campaign there's more than dogs available at the local menagerie...


The orchound (hyena) and warpig are both entries from Zak's 100 dogs chart. Snipherback Dwarves train and hire out Attack Goats. Current campaign has crocodile/alligator thing going on. So the Crocavens silhouette was a no-brainer. Ferret cause as impressionable youth I saw this movie.  Who can resist Flying Monkey's, not I. The last three are bruisers. Semi-Controlled Bars, Berserk Prone Silverbacks, and feed them well and often or else Terror Birds.

Attack goats do double damage on charge. Can bash down doors as fighter with 18 strength. Sure-footed.

Crocavens come in flocks of 2d4 and require a Croc Miester to control them.  1HD, d6, AC14, save 16+; fly, locking jaws(d4 auto-hit subsequent rounds), swarm (crocavens get +1 to hit for each crocaven locked onto target)


Ferrets not raised from pups will (1in 6 chance per "adventure") run away to go live happy ferret lives.


Flying Monkey's must be magically imprinted on new owner. Can be trained to drop oil / other "bombs" and to use magic wands. Susceptible to musical charm.

Baring magical or natural (ranger) animal control Bars, Silverbacks, and Terrorbirds require NPC handler to control them. 










Friday, November 16, 2012

3x5 Hirelings

[Update: now with proper english! uploaded to Google Drive]

To go along with my previous Dogs! Porters, Torch bearer, Lantern bearer and guide.  Torchy carries 6 torches each lasting 1 hour (6 turns).  Lantern guy has 4 hours (24 turns) of oil in lamp and caries two flasks good for another 4 hours each. Although chance of that oil being used in lamp rather than as Molotov by party pyro is nil. The guide is cause I print these out 3 to a page and he looks cool.

If not obvious the 8 boxes are for hitpoints. I'd only give these guys 1-4hp, ymmv. And they can get hit, be burned by fireball, and flee in panic but are non-combatants so no HD or attack.


Thanks again to Telecanter for his silhouettes.






Thursday, November 15, 2012

What's Working Well - Playtest Report

This past weekend was 5th session of using Gold and Glory Swords & Wizardry based house-rules. Along with a few one-shots I've got enough play testing to share a few things that are working well. These house rules are quite divergent from stock D&D. But, to me at least, they feel right in play. Streamlining crap I don't find fun and providing grim, gritty feeling without being just "you die".

Death, Dismemberment, and Constitution

Everyone (should) know about Death & Dismemberment.

When an adventurer has no more hit points, damage is subtracted from Constitution and a Death and Dismemberment Table roll is made. Possibly, producing real wounds such as broken bones, guts hanging out, severed limbs, and death. If Constitution reaches 0, adventurer is dead. This is in place of any Constitution modifier to hit points.

With unlucky roll, adventurers may die or receive mortal wound when out of hit points. On the other hand it is quite possible that they are just knocked out, only stunned, or not hurt at all. This stretches out the distance between "things are looking bad" and "Total Party Kill". In past campaigns player's often didn't run away until after 1st or 2nd character death (and by then it was often too late). Now, it's pretty obvious when people start rolling on D&D that the shit has hit the fan.

Not knowing exactly "how much life" adventurers have left (any Death & Dismemberment roll could their last) increases player tension and feeling of real risk when choosing or being forced to "push on". Monsters, hirelings, etc. are dead at 0hp. Henchmen and maybe important villains will probably use this system (hasn't come up yet).

Healing Constitution damage or stopping a fatal wound from being fatal are the primary uses of magical healing. Hit points can't be recovered by "normal" magic. Instead...

Rolling Hit Dice for Healing

At various times; after good rest (i.e. in a town), after downing swig of booze (1/day), after gaining a level; each adventurer rolls their current hit dice and uses that total as their new hit points (if greater than current hit points). This is in place of any hit point recovery or healing rules.

There is only "current hit points". No need to track or remember "total", "max", etc. No waiting days to heal 1 or 2 or adventurer's level, or CON bonus or some other shit hp per day. Less whining about how gimped their character is cause they rolled '1' for hp. Although, now rolling high is not the same booyah! moment. Over extended period of downtime (rolling each day of rest) hit points will tend towards maximum. Giving benefit to resting up before big delve.

This has just worked. Nice pacing of action. Little more forgiving but still deadly. Very curious to see how it pans out at higher levels. (party just hit 2nd lvl last session).

This maintains (my imagined) purpose for hit points. That is, a limit on how long adventurers can be "out mucking about in the dugeon" depending on how well they "manage" this resource. But eliminates / reduces boring wait to heal downtime / lame cleric serial healing everybody. The 1/day booze provides "insurance" vs unlucky guy getting clobbered first encounter and bugging everyone to go back and rest.

Dex as AC

Using ascending AC; naked is 10, hvy armor(best commonly available) is 16.

Instead of providing modifier to armor class, adventurer's Dexterity score is their "natural" armor class. Their effective AC is greater of their Dexterity or the AC of worn armor.

The advantage of wearing armor is that it protects against critical (nat 20's). And in theory, but I forget this, Dexterity AC is only effective vs mêlée (can't dodge a bullet*). But really, 3d6 in order, means high Dexterity is appropriately rare. So, most adventurers need armor. I'm more than fine having the occasional 16+ Dex character be awesomer.

* Not sure I care.  Rules exceptions are rarely worth it. One thing I've learned to totally let go of is using mechanics to emulate realism. Instead emulate style / atmosphere. In the case of Dex is AC, it is bikini chain mail, panther reflexed loin-cloth wearing barbarian, swashbuckling buccaneer etc.

Shields only Splinter

Shields do not modify AC. Their primary use is to absorb damage via Shields Shall Be Splintered. Although, this hasn't come up yet in play they do provide significant (20% small, 40% large, 80% tower) cover vs missile fire.


[The last two work to compress the "power curve". Slowing power creep is one reason I'm using Swords and Wizardry these days. Also, no changing AC; if surprised, behind, using two-hand weapon this round, etc. Really no modifiers, nothing to calculate. AC is either the armor you are wearing or your Dexterity, bam, done.]

Saturday, November 10, 2012

Dogs!

uZak's 100 dogs (and by indirection Noisms) + Telecanter's silhouettes  = Norm get's off his lazy ass and makes some 3x5" canine "hirelings". Not as pretty as Telecanter's packanimalpaloozas. Better than a small, but vicious dog to the nuts.


Last session potential dog purchaser tested the wares by taking their captured kobold and War Poodle to the local fighting pits. Threw the wretch in with the poodle who sat, expectantly looking up at "master" (rolled #12 Extremely well trained--will obey any order it can understand and never checks morale.) At the command to "kill" the war poodle lept across the pit and tore the pore kolbold's throat out.  'bold only had a hp left having spent the last day, unfed, locked in a barrel. Dogmonger closed the deal, player didn't even bother haggling.

Enough of that, release the hounds!









Wednesday, October 31, 2012

Arcane Duels

These rules are part of Gold and Glory's Player's Hand Book and are inspired by JG "Field Guide to Encounters, Vol 1", pg11.  I have yet to play test these, 1st lvl characters are reluctant to engage their betters in mental fisticuffs.

Arcane casters such as Magi, Wizards, and Seers may challenge each other to Duels of Arcane Mastery also known as Manitou Combat. These are mechanics you are required to flavor them up to suit your campaign and/or character.

It Begins

Eye to eye contact is required to initiate a duel which may be avoided with successful Save. This does not inhibit blind duelists who make use of their mind's eye.

Duels are resolved in an arena of the minds. Participants are oblivious to the world around them. Mental spells or effects such as telepathy, ESP, charm, sleep will not work on them. Although their bodies aren't particularly protected from harm.

Brain Brawl

Duels are fought in a series of segments. Three of which occur for every "physical world" round at end of each Combat, Movement, and Action phases(or whatever works for you).  Each duelist starts with mojo equal to their level. At the start of any segment duelists may burn a spell and gain (spell level) mojo.

Each segment each duelist rolls Xd6, X is any number up to caster's level. But, beware rolling doubles, which tend towards being bad. Everyone losses mojo equal to (their roll - highest roll). If two or more are tied for highest they each loose on mojo.

There Can Be Only One!

A duelist reduced to zero mojo also loses. Losers' regain conscious physically drained from their defeat (current Hit Points are reduced by half and they are Stunned for d4 rounds). The last remaining duelist wins! Their mind returns to their body invigorated from victory. They may act normally the next phase.

Extra Secret Results of Rolling Multiples from Referee's Screen

Doubles                      Triples
============================ =================================
1 Blamo!, lose duel          Pop! Head explodes, lose life
2 roll on Minor Chaos Table  roll on Heinous Blunders Table
  (google for it)              (google for it)
3 Psychically Stunned        Psychically Scarred, 
  for 3 segments               forget d6 memorized spells
4 Ow, -d6 HP                 Ow!, -d6 HP
5 Sloppy, loose 1 mojo       Mana Leaking Everywhere, loose d6 mojo
6 Well played, steal 1 mojo  Well Played, steal d6 mojo from opnt

Tuesday, October 30, 2012

Church of the the Holy Glow

I owe inspiration for the following to reading ASE1 dungeon, Henchman Abuse and Dungeon of Signs blogs.  The Metal Gods, Sick Rock and probably other stuff are directly from Anomalous Subsurface Environment, take a moment to go buy that now, it is keen.

[An aside to the serendipity of winging it. Long ago I placed DeForest Piper's One Page Dungeon Smuggler's Chantry near my campaign's center of action. Thinking vaguely of using smugglers to tie in a pirate town to the south. By the time players got around to finding it I had been reading the aforementioned inspirations and was jonesin for some mutatedness.  Um, er, yeah you stand before the, the... Church of the Holy Glow (at this time was still thinking it was front for smugglers). Then party brought badly injured dude to church.  (Remembering Sick Rock from ASE). Uh, yeah, we can heal him bring him closer to the light, brother.  (Scrambling through Mutant Future). You're healed and are covered in thick porcupine quills.

One day at work the titles and name Brother Radicals came to me. Other bits congealed until I finally wrote it all down last night.  Now that it has substance the players will probably never visit again! That's ok an Attendant can always visit them ;)]


The Brother Radicals

Priests of the Church of the Holy Glow are called Brother Radicals, seekers of the Radiant Truth.  They worship Hallowed Atum, god of truth and builder of the universe.

Brother Radicals are aware of and occasionally converse with The Metal Gods.  They remain undecided as to whether these voices are Saints, true (if minor) gods, or even lessor manifestations of Atum.

All Brother Radicals are able to (mostly) successfully use ancient technology.  They have no clue how it works or often what it is for.  All churches will have at least one functioning Geiger counter which is required to identify and measure the holiness of Radiant Truth.  They frequently have other relics; "Accouterments of Heroes" [cloths, knick-knacks, other sundry ancient junk], "Words of Atum" [portable music players], "Implements of Unification" [stunners, vibro-blades, sonic-disruptors, plasma torches, etc.], "Most Sublime Chariots of the Saints" [various ground/grav/air vehicles, Brother Omega cruises in a pimp purple, shag upholstered, low-rider Impala (bouncing suspension crushes unbelievers for 2d6 damage)].

Brother Radicals advance as clerics. Receiving same number and type of spells as clerics of equivalent level. Bestowed by Atum or one of the Metal Gods. They are unable to turn undead or other creatures. They may start Neutral but all are Chaotic by 4th level.

Level     Title     Notes
========= ========= =========
1-3       Alpha     1 mutation, pass as normal
4-5       Beta      2 mutations, might pass as normal
6         Theta     3 mutations, these guys and up freak the f'ck 
                    right out of normals
                    and generally wear thick, hooded robes "in public"
7         Gamma     4 mutations, "and up" possess light sword, laser 
                    pistol, or the like
8         Zeta      5 mutations, ballistic long johns reduce physical 
                    damage by half
9         Omega     6 mutations,
                    glows with Truth of Atum [all within 10' suffer 
                    rad sickness], wears Saint's Shroud [personal 
                    forcefield] 
                    There is only one Omega Brother Radical. 
                    At least only one per schism of the church

The Radiant Truth

"Its rays bring us further into his grace, brother."
Known as Sick Rock to most. For most grow sick and die within a few days of being exposed to its thin green glow. Brother Radicals know that it is, in fact, the material manifestation of Hallowed Atum.

Healing

"Come brother, bask in the Radiant Truth."
The Brother Radicals the proud possessors of legendary and infamous (less proud) healing arts.  They are able to cure afflictions known to be incurable.  They enthusiastically cure all petitioners  freely and with out obligation.  Supplicants must only listen to a sermon on the "Truth of Life, the Universe, and Everything", apply the required emollient, follow the true and proper sacrament, and step into the glow of the Radiant Truth.

The supplicant will then commune with Atum [fall into coma] for d4 days. During which time they will be healed and if pious enough [50% chance] be blessed with devolution.

Initiation

"We are all made of Atum and thus brothers, brother."
The Truth of Atum is not secreted away by Brother Radicals. It is available to all, praised be Hallowed Atum!  Initiation into the church is similar to its healing; different sacrament, same emollient, same coma, 100% chance of devolution.

Brother Radicals undergo ever more cryptic initiations upon reaching each new title. The most devout are Unified.  Others must live on and seek greater Truth.

Devolution

"Glory and praise to Atum, I can shoot lasers from my eyes!"
Through devolution one becomes closer to perfection and Unification with Atum.  Although Unification is the professed goal of all Brother Radicals, many secretly really just want kick-ass mutations.

[Devolution == roll on your favorite mutation chart.  I use ones from Mutant Future]

The Most Holy (and Secret) Emollients of Atum

"Fallout threatening your weekend plans? Forgettabout it with new, improved
RadAway. Now with Omega Block 3000(tm)!"
The church hierarchy's secret anti-radiation serum cut with anti-virals and regenerative stembots. When properly administered it prevents the wasting sickness normally contracted from exposure to Sick Rock. And its radiation powers the stembots which heal/cure pretty darn much anything.

Only Zeta and Omega Brothers know how to distill it. Only Omegas know what it really is / does.  Occasionally a shipment from the Most High and August Central Church is delayed and local Brother Radicals are unable to heal or perform initiations.

Skeptics

"Come brother, still thy tentacles and let us help you to Unification."
Some who are healed or undergo initiation lack sufficient purity of heart.  These tainted souls are unable to receive Atum's Benediction and must be helped towards Unification.  Unfortunately, a few are so misguided they resist and leave the care of the Church before successful Unification.

These poor creatures now roam the wild, causing trouble for the faithful. We'd be ever so grateful if you could bring to them the final Truth of Unification.

[A few mutations are so extreme, dehumanizing, and/or horribly negative the Brother Radicals (try to) kill the victims and cover up that they ever existed.  Sometimes they fail.]

The Twelve Attendants of Atum

"Come all ye unfaithful, hear the deafening Truth and be Unified!"
The "Paladins" of the church. Originally twelve in number, the exact count has varied over the ages.  Always limited though, as there are only so many Exalted Receptacles of Atum to go around.  Once properly ordained paladins receive divine sanction and become one with their Exalted Receptacle. Thenceforth they are able to invoke the Absolution of Atum and bestow Unification to even the staunchest heretics.

[Exalted Receptacles == ancient/alien power armor. i.e. Boom Gun armed Glitter Boys or Humpty Dumptys  Anyone can be "ordained" as one of the Twelve Attendants. This involves getting "power armor training" brain dumped from an alien device, chip implant, or the like.  Most Attendants survive that. Those that do eventually succumb to mental psychosis and/or physical attrophication. Before that happens Paladins are rewarded with Unification. But, occasionally one flips out early.]

Holy Sites

Molybidium Mines
Resting place of much Radiant Truth and other holy minerals.  Suitably for such a venerable site, its sanctity is preserved by many of Atum's Children [mutant monstrosities].  Divine creatures Brother Radicals are proscribed from harming.  Thus, frequently, requiring an escort when prospecting for Truth.

CentStratCom
Where Saint Norad secured the holy firelances.  Safe from misuse by heretics.  The Scriptures of WOPR detailing the rituals [launch codes] required to wield the lances have been lost.  When particularly put upon the church goes looking for the WOPR Scriptures.  Often hiring adventures for the task, rather than mucking about dangerous places themselves.


Shinning Garden of Shiyane
The holiest of holies. Where Atum's light shone into the darkest depths and common earth, stone, even rain were transformed into The Radiant Truth.  Billions witnessed Atum's glory and were Unified.

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