Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Sunday, January 20, 2019

A Few of My Favorite Things (Plus a Extra Stuff for Starters)

House rules! There are a lot of them out there. Here are some that I like. I threw in some general resources at the end that I've found useful.

Most veteran readers will be aware of some or all of these, so I am treating this post as something of a quick-start guide for people new to the DIY sphere who want some good places to start customizing.

House Rules


Shields Shall be Splintered
The classic: sacrifice your shield to negate damage from an attack.

Equipment Tags
While the example is for sci-fi there's no reason this can't be applied wherever for many more varied and special weapons and armor.

Powerful Weapons
Less of a house rule and more of just a class feature that adapts firearm rules to other powerful weapons, but I really like the mechanic: Ignore AC from armor and apply DR instead, roll 1 size higher damage die if you are using two hands.

Horrible Wounds
Instead of just dropping dead, you can get a fancy scar and lingering trauma! It's fun - players can survive a bit more, but there's always consequence and choices to follow - keep going, or retire? See if it can heal, or make a new character? Having it split up by damage type is also great fun.

Heavy vs Fast Weapons
It just makes sense, you know?  Use STR for bows and weapons of d8 damage or higher, and DEX for d6 or lower and other ranged weapons. Simple, easy, sensible.

Luck Rolls
DCC's luck stat is so good it should be used everywhere. It's a tool to solve problems on the fly, a means for players to have additional input on goings, and a resource to manage and make decisions with. 3d6 as normal, burn a point to gain +1 on a roll, roll under for a check. That's it.

Vaginas are Magic Casting
You can safely cast a number of spells equal to your level per day. Any further, and you have to make a save vs magic or roll on a terrible magical feedback table. (See AuraTwilight's wild magic for ultra funtimes)

Knave Inventory
You have slots = to your CON. No fuss. Heavier armor and weapons take up additional slots.

Extra Stuff for Starters

Darkest Dungeon Character Kits
I will recommend this to everyone who will listen and quite a few people who won't. It's the single best starting point for pre-made characters that really get the old school motif, and a great way to demonstrate to new players that classes are not monolithic: not all fighters are the same.

Corpathium
Is fucking awesome, is what it is. If you need a hub city, this is your hub city. Modify to taste. Use it for Sigil, for Ravnica, for Throne, the Yellow City, whatever.

The Infinigrad Tables 
The best way to populate Corpathium.The job tables in Blasphemous Roster have saved my bacon before and they certainly will in the future.

Every god damn Trilemma adventure
They're short, they're free, they're great.

100 Minor Magical Items and 100 Problem-Solvers
Gives treasure some personality and use.

Other Stuff

"The Coolest Thing Ray Ever Did" by Jeff Rients

"Orcs, Violence, and Evil" by Emmy Allen.

Ramanan's automatic level 1 character generator

Purple Sorcerer's level 0 party generator.

Links to Wisdom and the OSR Planet

Benton's Incunabuli is some bloody fantastic prose and I can't wait for the book.

Signs in the Wilderness is mythic Americana and I can't wait for the book.

There's more, there's always more, but these are the ones first in line.

Sunday, July 15, 2018

3 Reviews: Krevborna, Chromatic Soup, and Faux Pas

It's a triple header!

In line with some of the talk going around of improvements in the general OSR/DIY community, I've gone and revamped my reviews to be a bit more directed. They're still going to be rambly and based primarily on clusters of personal impression points rather than in-depth analysis, though.


Krevborna: A Gothic Blood Opera

Jack Shear
Pdf purchased
Perused

What is It?: A system-neutral gothic horror setting guide / toolkit.

Notes:

  • The title is very accurate. You know exactly what you are getting into.
  • Provides everything one would need to run just about anything - NPCs, monsters, factions, cities, wilderness regions, potential dungeons, encounter tables, aesthetics character backgrounds, plot seeds, recommended reading.
  • The formatting is such that each topic of note is a table, bulleted list, or a single paragraph. Each city and region has the same sections in the same order, all nice and neatly spaced. Very easy to read.
  • The Bloodborne influence is super-strong. Mostly this is a positive, though when we had gotten to Grail Dungeons I was less enthusiastic about it.
  • There is not a whole lot of art (that which is featured is very good), which when combined with the formatting leads a lot of the book to look pretty samey. There's a good deal of whitespace. But, that does make it easy to find information on the page.

How I'd Use It: Most likely I would nestle Krevborna out in the hinterlands, and leave dangling hints and rumors of the goings on far away. It seems a good fit for a strangers in a strange land setup, so "invited to partake in elaborate vampire hunt" would also not be out of the question. I could definitely see adapting the tables in Yoon-Suin to Krevborna to supplement the provided adventure seeds.


Chromatic Soup, issues 1 & 2

Evlyn Moreau et al.
Physical copies purchased
Perused

What is It?: A pair of regional-setting gazetteer-zines filled with classes, monsters, random tables locations, and all manner of  practical plug-and-play things.

Notes:

  • Free pdfs, less than 5 bucks each for physical copies of 100+ pages, and Lulu regularly runs free shipping coupons. This is the highest quality-to-cost ratio in RPGs, by my reckoning
  • Content that can be plucked out and used as one desires. Links between entries can easily lead you into gradually introducing more stuff as time progresses. All the great strengths of zines are here on display.
  • The settings are full of weird backwoodsy folk and weird backwoodsy locations, fleshed out through the content.
  • Digest size makes for easily handling and carrying about.
  • There's no issue 3 yet, and thus I can neither submit content to it nor purchase it.

How I'd Use It:

Several of the classes have already snuck their way onto my master list of character options. With the way the books are organized, that alone will bring in other entries. The Tarry Baunbak, demon salesman of vol. 2, is sure to appear in my games at some point.


Faux Pas


Nick LS Whelan
Pdf purchased
Perused and played

Disclosure: I helped playtest this (though not all of it) and am credited in the book.

What is It?: A town come down with a terrible plague of the demons with a dungeon below. Comes with an audiobook!

Notes:

  • The audiobook module is both novel and helpful. Nick's done a great job with Blogs on Tape, and in proper form he's able to get all the content to sink in and stick.
  • The encounters in the town are all memorable (on account of being terribly fucked up). Writing is vivid and to the point. The mutations are visceral and gross. Adding the Violence as a temporary event complicates all reactions.
  • The gotcha (the demons are neither demons nor evil) is, unlike many gotchas, not just there to screw over the players. There's a solid amount of interaction choices and potentials to be had.
  • Offhand mentions of the practices of the ancient cult and the Creature that Lurks on Mars are the right kind of flavor-that-probably-won't-come-into-play: short and evocative. Same with God-most-Censorious.
  • The art and photo collages really aid with the off-kilter tone of the whole thing. The time limit adds the looming dread into the mix.

How I'd Use It:

Standalone adventure, and it's already been added to the docket. 

Saturday, February 24, 2018

Return to the Distant Lands of Diy

Click for full size

Hail Flailsnail!


We return to the Distant Lands of Diy, now significantly bigger. And hand-drawn! As before, I've smashed together as many modules, supplements, adventures and dungeons as I could into a single map. With only a few exceptions, these are all ones I either own, want to own, or are free anyway (free ones will be marked with an *, if anyone seeing this is new in these here parts.)

Cities and Regions

  • Vornheim (Vornheim, Zak S)
  • Krevborna (Krevborna, Jack Shear)
  • Carcosa (Carcosa, Geoffery McKinney)
  • The Immortal Capital (Kidnap the Archpriest, Skerples)
  • Thule (Kidnap the Archpriest, Skerples)
  • Scarabae (multiple posts, Jack Shear)*
  • Karlstadt (Better than Any Man, James Raggi IV)*
  • The Hills (Chromatic Soup vol 2, Evlyn Moreau et. al)*
  • Biting Marshes (Chromatic Soup vol 1, Evlyn Moreau et. al)*
  • Corpathium ("In Corpathium", Logan Knight)*
  • Marlinko (Fever Dreaming Marlinko, Chris Kutalik)
  • Slumbering Ursine Dunes (Slumbering Ursine Dunes, Chris Kutalik)
  • Dunnsmouth (Scenic Dunnsmouth, Zzarchov Kowolski)
  • Caversdale (No Salvation for Witches, Rafael Chandler)
  • The Misty Isle (Misty Isles of the Eld, Chris Kutalik)
  • Elatior (Maze of the Blue Medusa, Zak S.)
  • Leuke (Bad Myrmidon, Rafael Chandler)
  • Isle of the Unknown (Isle of the Unknown, Geoffery McKinney)
  • Hot Springs Island (Hot Springs Island, Jacob Hurst)
  • The Skyfortress (Broodmother Skyfortress, Jeff Rients)
  • The Great Discape (multiple posts, Dan D.)*
  • Quelong (Quelong, Kenneth Hite)
  • Yoon-Suin (Yoon-Suin, David McGrogan)
  • Denethix (Anomalous Subsurface Environment, Patrick Wetmore)
  • The Wicked City (multiple posts, Joseph Manola)*
  • Xor (multiple posts, Konsumterra)*
  • The Shoulders of Giants (On the Shoulders of Giants, Chance Phillips)
  • Perdition (Perdition, Courtney Campbell)
  • QuVrst (Fire on the Velvet Horizon, Scrap Princess and Patrick Stuart)
  • Jukai City (Fire on the Velvet Horizon, Scrap Princess and Patrick Stuart)
  • Hubris (Hubris, Mike Evans)
  • Meatlandia (The Chaos Gods come to Meatlandia, Ahimsa Kerp and Wind Lothimer)
  • Kwantoom (Mad Monks of Kwantoom, Kabuki Kaiser)
  • Gathox (Gathox Vertical Slum, David Lewis Johnson)
  • Lethlygon ("Purple Lightning People", Arnold Kemp)*
  • Strange Stars (Strange Stars, Trey Causey)
  • A Red and Pleasant Land (A Red and Pleasant Land, Zak S.)
  • The World Between (Grotesque and Dungeonesque vol 1-III, Jack Shear)
  • The Veins of the Earth (Veins of the Earth, Scrap Princess and Patrick Stuart)
  • The Ghoul Market (Vacant Ritual Assembly 1, Clint Krause)
  • Goblintown (multiple posts, Arnold Kemp)*

Points of Interest

  1. Blood in the Chocolate (Kiel Chenier)
  2. Sleeping Place of the Feathered Swine (Logan Knight)
  3. Death Frost Doom (Zak S and James Raggi IV)
  4. Deep Carbon Observatory (Scrap Princess and Patrick Stuart)
  5. Palace of the Silver Princess DIY (All and sundry)*
  6. Ruinous Palace of the Metegorgos (Evey Lockhart)
  7. Doom-Cave of the Crystal-Headed Children (James Raggi IV)*
  8. Vile Vengeance of the Bees (Buzzclaw)*
  9. Monolith from Beyond Time and Space (James Raggi IV)
  10. Find-and-Replace Dungeon (Zak S)*
  11. Stygian Garden of Abelia Pem (Clint Krause)
  12. Tower of the Stargazer (James Raggi IV)
  13. Atheneum of Yearning (Oswald)*
  14. Tomb of the Serpent Kings (Skerples)*
  15. Halls Untoward (Michael Prescott et al)*
  16. Anomalous Subsurface Environment (Patrick Wetmore)
  17. Comes the Mountain (Gus L)*
  18. Gelatinous Dome (Jeff Call)*
  19. The Inverse Tower (Michael Raston)*
  20. Hounds of Low Tide (Kiel Chenier, Michael Prescott)*
  21. Under the Waterless Sea (Zzarchov Kowolski)

Character Options 


We're not done yet! FLAILSNAILS protocols are in effect and all compatible classes are welcome (see here for a list), and to those I like to add:


Tuesday, December 12, 2017

Play Report: Blood In the Chocolate

There are times when being proven wrong is a wonderful and welcome thing. This was one of them.

After a long while of warming up to the idea, I decided to run +Kiel Chenier 's Blood in the Chocolate in the Distant Lands of DIY (with a healthy amount of FLAILSNAILS character options) and it resulted in one of the best nights of gaming I've ever hosted. There was a point towards the end where I was curled up on the floor, laughing hysterically.

The first-level party, gathered under the employ of a Scarabae-Umberwell chocolatiers' guild, consisted of:
(Most of the characters went without names during the session itself, so I provided fill-ins for this report.)

A note of appreciation is in order for Robin's player, who supplied everyone with turkey and mashed potatoes before we got to playing.


The Arrival



They step off the boat in the early morning, amidst the bustle of unloaded cargo. Martell Company sailors and Lucia's dockworkers scramble about with carts and crates, unloading raw goods from the Swordfish Isles and loading chocolates ready for market in Vornheim, Corpathium, and elsewhere. It is frigidly cold, of the sort where the sky is completely clear and the sun uncomfortably bright.

The party quickly introduce themselves to Karl Weiss, who tells them that tourists are always welcome to observe the factory from the loading area, but they are to come no closer. Dark figures can be seen in the guard towers. The factory itself was described as "huge and brutalist, like the inside of a Vogon spaceship but on the outside."

A plan is swiftly hatched to gain access to the dock office. Simmons, being a skeleton and thus immune to drowning, bumps into one of the sailors and throws himself in the water as if pushed. Robin raises the alarm, and Karl starts shouting for a rope. In the resulting commotion, Augustine slips into the dock office building. They steal the lockbox, the pistol shot, and a glimpse of the guards' timesheets before making an exit.

With the help of some sailors, Simmons is pulled from the freezing water. Being a skeleton, he is at no danger of hypothermia. Augustine and Octon make a convincing cover that he is some eccentric northerner, and so his swiftly-freezing clothing is of no concern. The frazzled Karl agrees that this makes sense and tries to recover his stalling work-shift. He's so distracted that he doesn't notice Simmons swiping the elaborate golden key hanging from his pocket.

The party convenes behind the office. 108 breaks open the lockbox with his big, meaty claw. Augustine gives the notice that the guard shift will be changing soon, and soon enough there are two whistle blasts.

Octon takes the opening to lead the group in a flat-out sprint up the path to the main doors. The mad dash is miraculously successful, if completely ridiculous.

"Shit! Shit! Shit!" Octon shoves the key in the door and hurries everyone inside. The doors swing back closed behind them, and lock with a solid kla-chunk.


The Smash and Grab



Upon entering the factory, the party swiftly sheds their heavy coats and gets geared up. The smash and grab begins: Xeno steals the mink coat in the foyer, pocket-fulls of chocolates are swiped but not eaten, several bottles of alcohol were picked up by Mel, Xeno, and Octon (108 decided to drink much of the rest), and Augustine raided the guest bedroom. Octon was able to identify the opal broach by its twin-headed raven insignia, marking it as belonging to the Von Vorg family of Vornheim.

With nowhere left to check, the party  attempt to open the locked door in the east hallway.

The locked door in the hallway gives way to Robin's shoulder, and the paladin manages to resist the poison gas. The group enters the main river-room, to the horrifying sounds of "Primus in the Chocolate Factory" (courtesy Augustine's player).

More looting follows. Mel and Xeno pour out their rum and fill up bottles of chocolate.  Simmons and Octon fill up their backpacks with whatever plant life they can find (much of it clearly imported from the Swordfish Isles).

There is some debate as to where to go next, but the group decides to pass on taking the paddleboat or crossing the bridges and instead exits by the southwest door into the west hallway. From there, they enter the stairwell and storage room, and happen across a mummified corpse.

"Everyone stand back! I'm a doctor!"

Augustine, of course goes to investigate the thief's corpse, which collapses into a cloud of sugar-dust. The beaked mask and goggles do nothing, and the good doctor is infected with Bubblegum Gasbags (A re-flavored Terrible Swells, appearing as clusters of neon-pink tumors that swiftly inflate) Robin takes the map from the dust, revealing that the bottom floor has two rooms: one marked with a skull and crossbones, the other with the phrase "what the fuck?"
 

The Descent



The now-buoyant Augustine is tied to 108 with a length of rope, and the crew descend the stairs into the darkened hell of the boiler room.

The pygmies working the boilers are a horrific lot; shrivelled, macrocephalic things colored like jellybeans. They attack the intruders immediately, but manage to do little. One fumbles his attack roll, and stumbles into a grinding gear. Augustine manages to drop a knife on one, 108 gurbles a crab-man war-cry, a dead pygmy in each claw.

But the violence, though intense, is short-lived: Octon shoots a Blob of Bioluminescence at the ceiling, and the flash of psychedelic ooze-light (plus the deaths of about a third of the pygmies present) breaks their morale and sends them scurrying back into their hidey-holes, beady glowing eyes peering from the darkness and evil chitterings heard under the noise of the boilers.

The experimentation room is next and contains in the far corner an elephant-sized blob of marshmallow goo. This is ignored to deal with what is brewing in the cauldrons. The party grabs whatever beakers and flasks they can find and gets to grabbing:
  • 11 pints of chocolate liquor, which is then used to overencumber Augustine so he's only bobbing a few feet off the ground, instead of up by the ceiling.
  • 2 pints of normal milk chocolate (stolen by Octon)
  • 3 pints of hazelnut chocolate (stolen by Simmons)
  • The last cauldron explodes all over the floor, and is lapped up by the blob.
The some of the hazelnut chocolate is fed to Augustine, in hopes that it might cure him. It gives him Brittle Throat Disease instead.

The prison is broken into, and they find a blue-skinned man there, body covered in scars and tattoos. No one can understand his babbling, but the pleads of an imprisoned man are universal. Robin, being sworn to liberate the oppressed, frees him from his shackles and leads him into the light of the laboratory...


The Ojou-sama Laugh



Enter stage right, Lucia de Castillo. There are four guards with muskets in the lab's two doorways, all aimed at the party.

"Hello hello hello," she says. "What have we here? Mice in my walls, nibbling at my pantry?" 

[Aside] The timing here was perfect, and completely not my doing: by the time the party was down in the lab, Lucia had just finished her tour of the factory floor and had descended there herself, with prior warning from Karl

Also, this moment is why you buy this module, guys and gals. You get to do the laugh. You could do the laugh normally without buying the module, and the module is really good on its own, but Lucia is designed specifically for this moment and it is wonderful. [/Aside]

There is a moment of knife-edge tension, and then Simmons throws his spear at her, which successfully wounds.

"Oh fucking hell..."

(Augustine's player comes in again with the music)

Lucia draws a pistol and puts a bullet through Simmons' skull; the skeleton collapses to the floor with a clatter and clang. The factory guards open fire to cover her strategic retreat back upstairs, but it appears that Lucia hires fresh graduates from the Stormtrooper Academy, as their shots (which could have easily killed several of the party right off) miss.

All is chaos. Octon hides himself by jumping inside the marshmallow blob. Mel rushes a guard pair and successfully knocks them down, pushing on to the boiler room. Blue takes cover behind a table. 108 and Augustine charge the other pair and together fail to injure them.

Octon notices now that the blob is purring, and he starts receiving psychic visions: scenes of gothic towers choked in snow and rust. Vornheim.

The two standing guards retreat to the stairwell, to block off Mel's path out. Robin gravely wounds one of the downed guards, who is left crying and bleeding on the floor: the other manages to right himself and retreats into the boiler room, just in time for Xeno to dash into the boiler room, stab him in the side, and nearly topple him into one of the furnaces.  (Like, she has got him hanging over the edge, it's super-metal). The pygmies cheer from the darkness, howling for more blood.

Octon continues to get visions from the blob; the two-headed crow of the von Vorgs on a tapestry, hanging across a long, knife-angular hallway.

Simmons reforms, picks up a dropped musket, and runs to the boiler room, just in time to see Augustine toss a vial of acid at the base of the stairs: an act that breaks the guards' defenses and forces further retreat, while simultaneously melting through most of 108's carapace and killing Mel in the friendly fire (his player immediately takes up the role of Blue, arming himself with the machete of the fallen Guild Dog). Augustine, being a balloon of healing, is able to aid 108. Xeno stabs the grappled guard in the chest and dumps him into the furnace. Blue and Robin take to the stairs. Tiny, technicolor hands pull the wounded guard into the machinery.

A third and final vision is delivered unto Octon: a table with a box of chocolates marked "Complimentary", and an invitation addressed "My dear Cordelia..."

What I'm getting at is that the squid-wizard successfully seduced a giant blob of marshmallow. 

Cordelia, now carrying Octon aloft, cascades out of the lab and up the stairs, the remainder of the party right behind.

The two surviving guards have planted themselves right at Lucia's door, and manage to avoid getting killed by Robin and Blue, but they ended up failing their saves vs. gigantic marshmallow ooze and are splattered all over the doors in a pulp (Robin and Blue manage to survive by pressing themselves against the walls)

"My dear Cordelia," Octon says in his best Lucia impersonation. "The rest of these traitors are in the next room. Open the door."

The ooze extends a pseudopod and taps out the musical key-code. The doors swing open.

Lucia stands before the party, bloody bandages wrapped around her shoulder and a pistol in each hand.

"Cordelia. Put him down. Now." Her command is like a hammer dropping down.

"No, Cordelia! I'm the real Lucia! You know me! I don't bleed, I never lose!" Octon counters.

The ooze, terribly confused by two of its mistress, cannot withstand the voice. It deposits Octon before Lucia.

GUN VS INK, LET'S GO

GUESS WHAT TIME IT IS
GO ON, GUESS.

The squid-wizard's Ink-Splash is faster than Lucia's trigger finger, and just barely. Blinded, Lucia's shot goes a hair's-width wide. Simmons takes this opportunity to commando-roll out from behind the ooze and take a shot with his new musket. He rolls minimum damage, which in this case is sillier than missing entirely.

Robin, being the paladin and thoroughly fed up with this sort of tyranny, walks up past the deafened calimarimancer and the aimless skeleton and stabs Lucia right through the stomach with her greatsword.

Final Words: "Hurk, blugh"

Now dead, Lucia's corpse gains all the years and pounds it had hidden away, which was pretty gross. Robin takes the silver necklace, which upon closer inspection is a fat elf lady getting a bit handy with herself. The vial in Lucia's pocket is given to Augustine, thinking that it is a cure.

It was marshmallow serum. The poor doctor is now a marshmallow blob, help aloft by bubblegum gasbags.

[Aside] The table (and Augustine's player in particular) just loses it in the best way here. I end up doubled-up on the floor with laughter.[/Aside]

When the laughter subsides, the safe is opened with Lucia's key. The recipe book is lost to the acid trap, but the silver bars are there for the taking, as well as shipping contracts with the Martel Company, details of their Swordfish Island expeditions, and receipts for Carcosan slave-traders.

The group decides then it is best to take over the factory themselves, which they do.  With the recipe book lost, the factory is sure to hit some hard times, even with Octon and Cordelia acting as the pygmies' new god-king. But the Old Growth remains, and the jungles and ruins of the Swordfish Isles offer greater mysteries to unfold. So to does the frozen waste of Carcosa, and the palace intrigues of Vornheim.

But mostly Hot Springs Island because dammit, I want to run Hot Springs Island.

Final Notes

 

Man, I love this adventure. I know that I said I didn't before, but past me is an idiot and a notorious liar besides.

Thursday, November 16, 2017

The Hoypoloi Sector





It's map time! People liked the last one, I like making them, it's a good relationship we've got going here. This time it's in space. Planets were generated using Stars Without Number, races were selected at random according to an old post of +David McGrogan 's, which I have been waiting to use forever. For extra fun, I used a different bestiary for each entry.

Inhabitants of the Hoypoloi Sector

  • Alkalion (Veins of the Earth)
  • Lurkers in the Obsidian Ruins (Carcosa)
  • Giant Nudibranch (Yoon-Suin)
  • Togruta (Star Wars Alien Anthology)
  • Kuo-Ta (5e MM)
  • Velociraptor (Volo's)
  • Coralkin Angler (Hot Springs Island)
  • Predator Saint (Fire on the Velvet Horizon)

 

Planet Gazetteer 


A-1: Hendiron
  • Togruta, Velociraptor
  • Sole Supplier - The only source of Elbow-Gourd Grease in the sector.
  • Post Scarcity - A low population plus robust 3D printing technology lets the locals enjoy a life of luxury, mostly free of want. A haven for artists and their kin.
B-4: Kittakikat
  • Velociraptor
  • Zombies - Of the fungal variety. Landing on world is not recommended.
  • Maneaters - If the meat is clean, you learn to stop complaining.
B-7: Riktik
  • Velociraptor, Kuo-Ta
  • Battleground - Continuous clan warfare has left much of the planet either wilderness or unsafe, outside of the fortress-cities of some of the largest alliances.
  • Secret Masters - The wars are organized and perpetuated by some of the original colonizers of the planet, kept alive through Overmind techno-magic. Not for any real reason, of course, it's all a game.
C-1: E'pe
  • Nudibranch, Kuo-ta, Coralkin Angler
  • Warlords - The Nudibranchs rule in technicality, but it is the coralkin warlords who wield the most power here. Their Kuo-Ta hordes swarm across the hills in mad frenzy.
  • Mandarinate - Schools for the coralkin warrior caste are run by the local Nudibranch creche, content to master the academics of war themselves while their proteges learn the practical skills.
C-6: Grrlblgrgl
  • Coralkin Angler, Kuo-Ta
  • Misandry - Male coralkin are little more than parasitic sex organs, and the females of the species apply that opinion liberally to males of other species.
  • Taboo Treasure - Overmind nanotech is commonplace on the world, feared and desired by the local populace.
C-7: Opa'luhahe'e
  • Nudibranch, Kuo-Ta
  • Fear of Magic - How the normally-permissive Nudibranchs turned against the arts is lost in the foggy history of their isolation, but their hatred runs deep. Under local law it is punished by death: looming international
  • Cultural Power - The isolationist / anti-mage message has spread to neighboring worlds, taking root in those with large populations of Kuo-Ta.
D-1: Junji-Tho
  • Kuo-Ta
  • Restrictive Laws - In an effort to emulate the refinement of their patrons, the Kuo-Ta of this world have instituted incredibly strict, incredibly thorough systems of polite interaction. Offworlders are, at best, buffoons.
  • Local Specialty - Best mushroom soup in the sector. People have been killed over bowls of this stuff.
E-3: O'a'paluho'nu
  • Nudibranch
  • Minimal Contact - Despite its location near major worlds, the thick cloud cover, low material wealth, and lack of proper space infrastructure mean this world can go months to years without a ship coming in to port.
  • Hostile Biosphere - Local pathogens wiped out the original Kuo-Ta population, leaving their masters on their own for the first time in kiloyears.
F-1: Ha'o'Apa
  • Nudibranch, Kuo-Ta, Coralkin Anglers
  • Theocracy - Home of the Nudibranch God-Creche, where new king-queens are spawned.
  • Pilgrimage Site - Nudibranch client races from across the sector and beyond come to pay homage. The Togruta and raptors don't care much for the pomp, but pilgrims are good for business.
F-4: Oxwyndorsep
  • ???
  • Friendly Foe - Both the Overmind and the Nudibranchs placed this world under interdict, for housing an ancient enemy known only to them. Things have been quiet for centuries, but the guard has not been lifted.
  • Xenophiles - Radio broadcasts pour out of the planet, inviting guests to come visit. They are creepily sincere and don't seem to have much of a filter.
F-8: Edge-Upon-Which-Folly-Befalls-Fortune
  • Lurkers in the Obsidian Ruins
  • Badlands - A failed terraforming process left this planet halfway to habitability. It suits the Lurkers just fine, but it is too dusty by half for all else.
  • Exchange Consulate - The Lurkers, against all sense, run the largest bank in the sector. The insurance rates are as brutal as one would expect from swirling clouds of obsidian chips.
G-1: Ota-Tarunga
  • Kuo-Ta, Nudibranch
  • Major Spaceyard - The Ota-Tarunga spaceyards are the lifeline keeping the planet afloat, and now even they are suffering under the stress of better goods from Pa'ahuil'el'e and CATLOTEH.
  • Fallen Hegemon - Economic catastrophe sent a once-glorious planet into a downward spiral. Few Nudibranchs remain, having been pulled from their tanks and made examples of in the violence.
G-2: Rritshiski
  • Velociraptor, Kuo-Ta, Togruta
  • Refugees - Kuo-ta fleeing the recent chaos on Ota-Tarunga have swiftly formed a significant demographic, leading to tensions with the raptor elites.
  • Regional Hegemon - With its rival world in deep straights, the raptor capital has seen
G-3: Antola
  • Togruta, Alkalion
  • Mercenaries - "Peace at home, war abroad" is the Antolan motto. Those with a need to smash some heads are sent off to the stars to vent some aggression for coin.
  • Primitive Aliens -The planet is home to the Alkalions, beings whose all-dissolving claws are so potent they might be used in starship drives to aid in poking holes through time-space.
G-6: Pa'ahuil'el'e
  • Nudibranch, Kuo-Ta, Togruta, Velociraptor
  • Abandoned Colony - Surface settlement of Pa'ahuil'el'e was abandoned early in its development. The Nudibranchs refuse to speak of it. With a good lens, one can still see the pre-fabricated buildings and bubbledomes on the arid surface.
  • Major Spaceyard - Pa'ahuil'el'e Spaceyard
G-7: Cut-Along-The-Line-Of-The-Event-Horizon
  • Lurkers in the Obsidian Ruins
  • Unbraked AI - They are old and alien, potentially works of the Lurkers or the Lurkers themselves - we do not know. For now they are fit to remain on their world.
  • Heavy Industry - The planet is slowly metastisizing with industrial tumors. Some factories create things of use, others do not, and in time the forges are recycled and rebuilt.
H-6: Chendo
  • Togruta, Predator Saints
  • Rising Hegemon - The rise of Chendo - political, cultural, spiritual - has been meteoric. Other polities watch them carefully. There is something unright with them.
  • Altered Inhabitants - The saints ask of things. The people give. The saints make changes. The people are changed.
H-8: Akishka
  • Velociraptor
  • Great Work - A megascale project is underway to build an artificial continent, sculpted as a perfect wildlife preserve and hunting ground.
  • Beastmasters - The native wildlife provided several species perfect for domestication, leading to early settlers founding one of the strongest hunt-cultures among raptor worlds.
I-1: Tuho-Ba
  • Kuo-Ta
  • Alien Ruins - Remnants of extensive Overmind settlements sit deep in the devouring jungle, untouched since their abandonment.
  • Hostile Biosphere - The few things on this planet that do not want to kill you will do so anyway due to the horrific toxic mess of the local sludge-forest ecosystem.
I-3: Trellivoon
  • Togruta
  • Mandate Base - Ancient complexes of the Knotmen dot the planet, mercifully absent of their creators. Their mad service to the Overmind is well-documented.
  • Cyclical Doom - The highly irregular orbit of Trellivoon dictates a climate that swings between unbearably hot and deathly cold. Surface life is minimal due to this.
I-4: Tekrikit
  • Velociraptor
  • Anthropomophs - It is the fashion of this world for its inhabitants to modify themselves in the forms of other avian species from across known space.
  • Anarchists - There is no sitting government in Tekrikit: in its place are community moots which tend towards chaos. Diplomacy is a nightmare.
I-7: A'lahi'o
  • Nudibranch, Kuo-Ta
  • Dying Race - The native inhabitants of this planet are the Salamanders, who face starvation in the face of the current ice age.
  • Gold Rush - Lowered sea levels have revealed vast mineral wealth along the equator, ripe for the plucking. Factory-cities work day and night to eat up their share.
J-3: Derrish
  • Togruta
  • Permeter Agency - A watchpost and listening station abandoned by an older Overmind-client sits on this world, being the only settlement of note.
  • Night World - Derrish is a rogue planet without a sun, adrift and secretive.
J-7: Tuko-Tuko
  • Kuo-Ta
  • Police State - After the departure of their nudibranch overlords, the newly independent kuo-ta polities used their newfound freedom to stomp down on freedom withunstoppable enthusiasm.
  • Sectarians - Politico-religious violence between rival totalitarian factions defines daily life on Tuko-Tuko.

Thursday, October 19, 2017

1d20 Hordes of Monstrous Humanoids

From Blood Bowl 2

  1. The last homo diluvii striking out in desperate, futile raids against the dominance of homo sapiens. They cannot fully comprehend what is happening to them.
  2. Creatures born of battlefield mud under a full moon, wearing tattered armor and wielding rusted blades. Marching songs like dirges on the riverbanks.
  3. Wild pigs that gained a taste for man’s flesh, and with it, a taste of man’s power. They have learned cruelty for its own sake.
  4. Eugenic eunuchs, educated by the finest imperial tutors and refined by years of courtly training. Their legions keep impeccable records of the dead and tallies of the maimed, to be discussed over immaculate tea ceremonies.
  5. An ancient army of men reduced to pallid corpse-eaters. They were cursed to wage their war forever by the wizard they cast down from his keep.
  6. Fleshy-faced hirsutes from the deep jungles. They do not wish to shed blood, but they know they must; if they did not, their gods would lack the vital essence required to fight off the serpents from beyond the stars that seek to devour all the world.
  7. Television heads, filled with static and shriveled and seizing black worms.
  8. Humans with a variant strain of toxoplasmosis guiding their sword-hands. They worship cats, and sacrifice their fellow man in exchange for feline favor. The cats know this, and approve of it.
  9. Men changed utterly under the open sky of the tundra. They have carved out chunks of their own frontal lobes; Only by returning to apes, they believe, may we save the world from the decadence of civilization.
  10. Red chitin armor, jaws that split into a dozen toothy fingers, black eyes the size of fists, weapons that shoot streams of fire. Anachronistic and illogical, the result of someone in the future changing the past.
  11. Skin like a raw bruise, great vents spitting steam, misshapen limbs out of alignment. Born psychically from anger and hate.
  12. Demons like harlequins, or the other way around. Herds cavort across the savanna alongside their elephantine brood-mothers.
  13. Obsidian bodies, bladelike and ever-fracturing. Mute beyond a distant thrum. They just want to give you a hug and tell you everything is going to be okay. They will not be dissuaded.
  14. Disenfranchised youth, radicalized salarymen, sportsball hooligans.
  15. Iron-masked men descending from floating castles. Can only seem to communicate through grunts and screams. Wear fine gold and blue silks and wield silver swords.
  16. Wasteland mutants, radioactive oozes leaking from deformed bodies. They are willing to trade for resources, but they won’t take no to an answer. Survival trumps diplomacy.
  17. Yellow-green skin pulled too tight over their bones, moving in reverse time: running backwards at you at full speed, coming from a destination they must reach with all haste.
  18. Biological war machine, the castaway of an interstellar war. Builders long dead, keeps building soldiers, can’t turn itself off.
  19. Giant, tusked hermaphrodites with pangolin shells. March under white flags. Will not fight, will just stamp in and take what they want.
  20. Bull-footed, eagle-winged, lion-maned, man-faced. Fire-wreathed soldiers sent to cull the sinful. Gods are confused, no one asked for this.

Saturday, October 14, 2017

Dungeon Hobo Slang

 
From the Hobo Museum of Britt, Iowa

Anderson – A paladin

Angel – A soft bed, a warm meal, or a hot bath

Beaky – A doctor

Chrit – A crippling injury

Devil gold – Bad money or a bad deal; treasure not worth the cost of getting it

Dice, the – Fate, luck, odds of success

Dinnercan – A suit of armor or a kettle made of such; a knight (derogatory)

Dungeon Pie – Pancakes consisting of acorn or corn flour, filled with meat (usually monster) and whatever spices can be gathered

Faffer and Connie – Nicknames for people from afar; barbarians, people from outside of civilization.

Freshwater – A new hobo

Funhouse – A wizard’s abode; a high-chaos, high-magic dungeon

Gary / Dave – Old, successful hobo. Wise, respected by his peers. A made man. (Alt: Gale / Dani)

Gob – A gag, a pun, a joke; an ugly or foolish person (affectionate)

Golden Rosie – The kind of prostitute you boil up for (alt: Golden Roy)

Gone to see Gary – To retire in wealth; to die, euphemistically 

Gran-Gran – A witch or headwoman

Grog – Old, experienced hobo. A grumbler, a traditionalist, often hidebound. Often used in jest.

Hack – The solution to a problem; sharing or crafting equipment

Handyman – A cleric

Hatjob – A wizard; a task involving or requiring magic

Hidenbite – A mimic

Ick – An ooze or slime

Lankh, the – A city, civilization (alt: the Ankh)

Lily-White Boys – Elves (Singular: Green-ears)

Lions and Hearts – A deck of cards or other game set (usually chess)

Meatbox – A notoriously deadly dungeon.

Meshi / Meshy – The communal mulligan pot. Monster stew. (alt: mess, mesh)

Molefool – A greedy hobo who delved too deep

Mousehole – A crawlspace

Mouser – A thief

Old Goose – A dragon

Post, the – A listing of services a hobo can offer. Usually symbol-based. Often painted on shields, printed in promotional pamphlets, or sewn into clothing. 

Razortip – A hobo gone bad; a murderer, thief, cheat, rapist, etc.

Red Hat / White Hat – The two classical dungeon hobo trades. Red Hats are more combat-oriented, while White Hats offer more specialized, non-combat skillsets. Well-off hobos will often carry their tools in a wooden box of the appropriate color, as further advertisement.

Red Stamp – A sign indicating that the hobo is permitted by local authority to certain jobs that will kill men.

Roughers – Cannibals, mutants, etc.

Scarlinik – Serpentman

Scrap Trick – An unorthodox solution to a problem; a moment of genius or madness

SkinnerbookA lawyer, someone who follows someone else’s rules

Spook – A minor undead, of the sort often commanded by Spooky Sam

Spooky Sam – A necromancer, lich, or other powerful monster

Stickerpig – A trap.

Strong Paul – A dwarf

Tatertop – A halfling

Tenner – A ten foot pole

Won the fiddle – Made out with a fortune, usually against a crooked patron, by cunning and guile

Friday, October 6, 2017

The HAUL Reviews: Hubris




Mike Evan’s Hubris is a book about horrible people living in a horrible world. It’s bloody, grody, dark, deadly, brimming with grimy effluvia, patently absurd, and a terrific piece of RPG writing.

(I recommend queuing up the LISA: The Painful / Joyful soundtrack at this point. I think it fits quite nicely.)

First, the setting: It’s a blast. A crashing chaos that manages to form a coherence of its own terms by finding an image / voice / theme, knotting everything up, and running with it. A strong current of black humor (wet and American, rather than dry and British) maintains a thematic throughline throughout the book. Things are horrible in Hubris, and the land is filled with horrible people, but it revels in its horribleness rather than trying to persuade the reader that it is Incredibly Serious Stuff.

There’s a giant robotic dog with a city on its back. Every single location sounds like the name of a high concept metal album (ex: Slavering Maw of the Heathen Below, Metallic Fortress of End Times, etc.) The most pleasant god to deal with is literally called the Stillborn Unwanted Child. The magical item table can come up with things like “Dehydrated Bugle of the Lamentable Baboon”. There’s a spell that turns people into furniture. On and on it goes: there’s nothing boring in this book, nothing wasted. I know exactly as much about Hubris as I need to know, and everything I learn is something I can use.

I’d like to propose a sibling to “keep it simple, stupid”, and that is “make it usable, dingus”. Hubris embodies both with flying colors. Everyone else (read: people outside the DIY-sphere) should take note: I have spent FAR too much money on RPGs that buried all their good ideas beneath a godawful puzzlebox of wonky mechanics and overwrought lore.

This segues into the second part of the review, which is the design beneath the setting: the book is useful. It’s possibly even too useful. It works as a single work, but twice as brilliant is the ability to open to a random page and instantly find some way to use what you find there. Pull out a spell, a god, a location, a monster., a class, a background, a race, whatever. The random tables are potent and fast and have the same punch as the rest of the book.

My favorite piece of all is the addition of “Lay of the Land” tables. A simple enough concept (“here is what is in that hex, as an alternative to a direct encounter”), but beautiful in its simplicity and effectiveness. Anything the characters run into on the Lay of the Land table could be turned into an encounter, a quest hook, or even just a memorable image-moment. It’s all about what you see, rather than what you have to stab, and so wading through hex after hex of intractable swamp doesn’t have to be boring. You can just admire the scenery as the disease-carrying mosquitoes eat you alive.

It’s a hell of a ride, and for my part I say that the Ennie was well deserved.

Monday, September 25, 2017

20 Spells From My Playlist

Not much to see here, folks, just a practice run at making GLOG spells using the ever-effective Araki Method of Power Naming

1) Knights of Cydonia
R: 20’ T: Point D: [sum] rounds
You summon [dice]-HD worth of rust-armored warriors from distant Cydonia and Tharsis. The rounds of activity are shared among all knights summoned.

2) Toxicity
R: Touch T: A container of liquid D: [dice] hours
You turn the liquid murky and foul for the appointed time: anyone drinking or touching it must save vs. poison. If [sum]>8, the change is permanent.

3) Get a Hold of Yourself
R: Touch T: Person D: [sum] rounds
Breaks target out of fear. They will resist fear for [sum] rounds.

4) Gold on the Ceiling
R: 50’ T: Gold and all other valuables D: [sum] minutes
Any item within range worth at least 1 gp will fly up into the air and become stuck on the ceiling. If no ceiling is present, the items will hover 30’ in the air until the effect expires.

5) Get Along Gone
R: 50’ T: [dice] persons D: 1 minute
[Dice] people are enveloped in a cloud of smoke, accompanied with a bright light and loud bang, permitting escape from combat.

6) Landsick
R: 20’ T: Person D: [sum] rounds
Target is overcome with powerful nausea, vomiting if 2 dice or more are invoked. Effect will only take place if the target is on solid ground; they will be immune if in the water or on a water.

7) Destroy the Past
R: Self T: Self D: As long as you can hold your breath
You are transported to the same location at a specified point in time within a range of [sum]x10 years. This will last as long as the player can hold their breath – breathing will result in returning to the present. All changes to the present will be applicable after the caster returns.

8) Promises of Sanctuary
R: Sight T: House or other shelter D: Until dawn
Target building is protected against evil intrusions of up to [dice] HD. If [sum] > 6 there will be fresh firewood, if >8, warm bedding, if >10, a hot meal, if >16 the Sanctuary Nymph will reveal herself.

9) Walk like an Egyptian
R: Self T: Self D: [Sum] rounds
You are rendered two dimensional upon a surface you are touching. You cannot move between adjacent objects unless 3+ dice are invested.

10) Whiteout Conditions
R: 15’ x [dice] T: Person D: [dice] minutes
Target is enveloped in a blinding snowstorm, centered on their body. The storm will follow them, though anyone else trapped in it will be able to escape normally.

11) Burn Burn
R: 20’ T: Book D: Instant
The targeted book goes up in flames. This fire is limited to the book and will not spread elsewhere. If a spellbook is burned, the caster has a [dice]-in-6 chance of learning a new spell if the ashes are eaten.

12) Obey the Beard
R: Touch T: Beard D: [sum] minutes
The target’s facial hair is awakened, and those listening it will be compelled as if under a Command spell. The awakened hair will always have the same identity, being that of Big Jimbo Holhms, a lumberjack known for his over-excitable imagination and love of activities that cause concussions.

13) Body
R: 30’ T: Person D: [dice] hours
Target’s body is separated into component parts, organ systems, and other structures. These might be safely moved about without causing harm to the target. Target will be aware of what is going on, but will feel no pain. There is a [sum] in 10 chance of summoning 1d4 alternate-universe versions of the target’s mother as observers.

14) Hang ‘Em All
R: Touch T: [dice] corpses D: Until released or decomposed completely.
The corpses, if strung up from gallows, will act as an oracular chorus to passersby: delivering warnings, compliments, advertisements, musical numbers and trivial information.

15) Word Crimes
R:10’ T: Visible Text D: 1 hour
Affected text will be changed so as to reference significant criminal behavior (usually of a humorous nature. If 2+ dice are invested, any individual of a criminal profession (thieves, assassins, drug peddlers, lawyers) will give great respect to the individual possessing altered text, for as long as the effect holds. After that, it’s up to smooth talk.

16) Fly Me To The Moon
R: Touch T: Person D: Instant
Target is instantly transported to a visible location on the moon. Any additional items beyond clothing and small objects requires an additional die of investment. Don’t use it on a new moon.

17) Way Down We Go
R: 30’ T: Multiple Persons D: [dice] combats
All effected persons have advantage for checks against fear, morale, or stress (as applicable) for [dice] combat encounters. This spell is only effective the first time a specific dungeon is entered.

18) Ventricide
R: Touch T: Person D: Instant
If 4+ dice are invested, the target’s heart explodes.

19) Coalescence
R: 20’ T: Corpse of ooze D: Permanent
The caster will create a rainstorm within the effect area, which will wash the remnants of the ooze to the space in front of the caster, ready for harvesting.

20) Hallelujah Money
R: 30’ T: Person D: [sum] rounds
Target is beset by seizures as an angel appears and showers them with [dice] x1000 false gold pieces, and scraps of paper bearing the visages of long-dead kings. The target must pass a WIS check to resist the urge to cease their current activities and founding a religion with a healthy appreciation for tithing.

Monday, September 18, 2017

Mapping the Distant Lands of DIY

Click to Embiggen

Modular design is great. You find something you like, find a place for it on the map, cross it over with something else, and eventually you have your own personalized sandbox adventure world.This map was all pieced together in Hexographer under the auspices of Sunday afternoon and is filled with a wide variety of stuff I like. I might use it in the future, I might not, maybe someone else will - regardless, it was a fun way to spend an afternoon.

Also, there are way too many talented people out there. This map features:
  • Vornheim, A Red and Pleasant Land, Maze of the Blue Medusa (Zak S)
  • Corpathium (Logan Knight)
  • Fire on the Velvet Horizon, Deep Carbon Observatory, Veins of the Earth (Scrap Princess and Patrick Stuart)
  • Fever-Dreaming Marlinko, Slumbering Ursine Dunes, and Misty Isles of the Eld (all by Chris Kutalik)
  • Hubris (Mike Evans)
  • Gathox Vertical Slum (David Lewis Johnson)
  • Strange Stars and Mortzengersturm, the Mad Manticore of the Prismatic Peak (Trey Causey)
  • Tales of the Dungeonesque and Grotesque (Jack Shear)
  • Yoon-Suin (David McCrogan)
  • Perdition (Courtney Campbell)
  • Against the Wicked City (Joseph Manola)
  • The Chaos Gods come to Meatlandia (Ahi Kerp and Wind Lotimer)
  • Under the Waterless Sea (Zzarchov Kowolski)
  • Hot Springs Island (Jacob Hurst)
  • The OSR Palace of the Silver Princess (a bunch of people)
  • The Ghoul Market (Vacant Ritual Assembly 1)
  • Death Frost Doom (James Raggi)
  • Anomalous Subsurface Environment (Patrick Wetmore)
  • Goblin Town and Lethlygon (Arnold K)
  • Tomb of the Serpent Kings (Skerples)
  • Halls Untoward (Michael Prescott)
  • Broodmother Skyfortress (Jeff Rients)
  • Blood in the Chocolate (Kiel Chenier)
  • Troika (Daniel Sell)
  • The Guild Dogs (Michael Raston)
  • Carcosa (Geoffery McKinney).
Unknown Kadath and the Plateau of Leng are there because Unknown Kadath and the Plateau of Leng should always be there. More love for the Dreamlands, I say.

This is technically challenge 28 from the #DIY30 challenge.

Tuesday, September 12, 2017

#DIY30: All the rest

There are a few prompts that I'm saving for full posts, but all of those that didn't make enough material for will be bundled together here.

11th) Why is the stone circle on the hill top broken? 

 

Archbishop Whalesh has broken the Treaty of Five Chiefs, overturning three generations of co-existence between the Church and the Five Peoples. He has given his blessing to those who would desecrate the High Places; bands of young men, converts to the church and severed from the stars have taken up the call to topple the marker stones, go out to smash the altars, to terrorize those who might sing the Music of the Spheres Cosmic.

The archbishop has likewise decreed the dissolution of all traditional marriages and outlawed the old practices – only a church marriage is official now. The astronomic arts, one practices with such care in the High Places, are likewise now criminal. 


12th) What is there to do when stationed on an interstellar lighthouse?

 
Beamrider relay stations are meant to be automated. They are places of utmost isolation – buoys in a black sea. But still, some intelligence will live there.

They will clone for themselves bodies, fork off branch versions to inhabit them. The station becomes home then to elaborate theatrical dramas, generations long. Sagas of love, loss, friendship, adventure, hate, retribution, redemption, all the things that put butts in seats. Passing ships export the recordings to wherever they might go.

Centuries pass, and the solipsistic history of a vast computer mind speaking to itself grows ever more byzantine. Eventually it will become too much, and the curtain call comes. There will be a final, brilliant moment, before the cast dies to the last, and at last there is fin.

The computer might sleep then, for a time, before starting over again. 


14th) Roll a D20 and count down that many photos on https://www.flickr.com/explore. That's your prompt.



(I used "xth random image on Wikipedia Commons" instead, rolled a 13)

A corroded metal ring, taken from the finger of a long-dead warrior. At least a thousand years old, it has no monetary value and only faint historical worth. It was a gift-ring once, a little bit of its old magic remains.

If the ring is stolen, the thief shall reliving the owner’s memories in their dreams each night – hours of bloodshed, friends hacked apart in the snow, keels splintering under grinding ice, starvation and fire and loss. If the thief is confronted with anything that might trigger these memories in their waking life, they must pass a WIS save or trigger a fight/flight/panic response.

If the ring is bestowed as a gift, it grants a blessing on its wearer – their hands shall always be warm in the snow, and their dreams shall be of mead halls and brave comrades. They cannot become exhausted through sleep deprivation.

Such was brave Hrathulf’s reward…
 

16th) Make an equipment list for a post apoc setting, using only things in 1 room of your home. Garage and kitchen are easy mode.


In the room you are able to find the following salvageable items:

  • Blue backpack
  • Satchel bag
  • Baseball cap with neck-flap
  • Ushanka
  • Deck of cards and bag of dice
  • Metal water bottle (21oz)
  • Sandals
  • Table-leg club
  • Icelandic flag scarf
  • Jacket
  • Flask
  • Bottle of antibacterial soap
  • Pocket knife
  • Nail clippers
  • The Silmarillion


17th) What nations existed 500 years ago and how did they fall?


Sorang-Seh, pearl of the Sedsen Isles, saw the crabs migrate. Their lagoons were left as empty as their stomachs. A few of their stone structures still remain in the islands they once called home.

Ungalt, home of the greatest jade carvers in the world, vanished in an instant, under the burning ash of Mount Fotets.

Tluseí died the slow death. A bloated government that could not keep order, a populace turned upon itself by the ideologues that had wormed into places of power, a changing climate and years of famine – all took a pound of flesh, until in starvation, the nation devoured itself.

19th) What single change would you make to a popular D&D setting and why?


Forgotten Realms – Supervolcano, asteroid impact, nuked from orbit by invading aliens, etc.

I do not particularly care for the Forgotten Realms. I understand the value of having a generic base setting, but the thing about generic base settings is that development is the DMs job. Give people the tub of Legos and let them go, don’t waste time elaborating on it.

So, I propose gigantic, status-quo shattering disaster followed by enough time to allow what is rebuilt to become an entirely different setting. This would push the Forgotten Realms out of the default position, and do a lot to remedy

Planescape – Change the cosmology

I love Planescape, both as it is and as a concept. As-is, there’s not much I would change: maybe either getting rid of the Outlands and just having Sigil and the planes, or moving all the important features of all the planes onto the Outlands and sticking it all on a turtle or whale or bull and calling it a day – but both of those are rooted in the feeling that the Outlands feel a bit redundant when you have the City of Doors right there.

Conceptually, thought there is a whole lot that can be done with “Here’s the multiverse. It’s structured according to rules. There’s a city in the center.”

You can take that concept and change the rules, the planes, the city, and come up with all sorts of cool variants. A new take(s) on Planescape that embraces that sort of variability would definitely be my cup of tea.

Wilderlands of High Fantasy / City-State of the Invincible Overlord – Rebooted with DIY sensibilities.

Pretty self-explanatory, this one.

21st) Most unexpected spell that helped you get past the walls of the Fortress of See.


“It was Eoldar’s Instant Hard-Boiled Egg what got us through that wall, I swear before the gods. We’d managed to get in through the Whore’s Passage, like Brency told ya, but were stuck just outside one of the inner guard posts and me leg was falling dead asleep. Guard was right in your way and didn’t look to be moving and I hadn’t got the space to get him drowsy with a bit of pixie dust. But he was making himself some breakfast, and I made a lucky guess, and he turned around for just enough for us to rush out and bag ‘im.”

22nd) Milk Demons- besides Cecil, what are their names and what do they taste like?


It is very important to remember that milk demons are a very different thing from demon milk. The latter will not be explained here.

Demon-possessed milk tastes like rotting sugarcane and turpentine. It cannot be spit out and demands to be swallowed. The only effective means of removing milk demons is through the pasteuxorcism process, where the possessed milk is heated and then cooled in scripture-inscribed vats of cold iron.

Common milk demon names, other than Cecil, are Calcigor, Fencil, Vixnilliar, and Lencelgan.


23rd) How do gods work in your campaign? Does belief make them more powerful? Can characters become one?


There are gods, and then the gods of men.

Gods are simple: A god is an entity that is worshiped, that is powerful enough to bestow magic to those who follow it. Whether or not they are believed in or followed has no impact on their power or scope, they exist beyond humanity’s belief in them. They might be called the Old Gods

The gods of men are different, for they are created by human beings. This is not a conscious effort, but rather a sort of naturally-occurring effect: mass exerts gravitational pull, humanity creates gods. Appropriately, these gods are representative of spheres of human life and existence, and live within the tangled mess of ethics and philosophy that man finds himself in.

The gods of man can fade over time as their followers die out or the world changes around them, eventually vanishing when there is no niche left for them. They cannot die like the aforementioned gods.

It is possible to achieve apotheosis through the magic that births the gods of men (such as in the case of DOG), but it is difficult and dangerous.

24th) If the object closest to your left hand right now was a magic item in your campaign, what would it do?


Item: Black cylindrical speaker, roughly size of a grenade.

When the Black Speaker is thrown, it will produce a cacophonous screaming in an abyssal language. The noise will rarely form a coherent statement, but it is spectacularly loud and aggressive.

The effect will last for about a minute, after which point the Black Speaker will be powerless until the next dawn.


25th) The last thing you drank is a potion. What are its effects?


Dihidrogen Monoxide is a most pernicious and deadly poison – flavorless, scentless, common and deadly.  Laws passed to control the substance termed the “universal solvent” have done little to halt its spread – this is due in part to the fact that it might be made into a potion that can purge Dehyd Demons from the brain.

Yes, this toxic substance, destroyer of neighborhoods and toppler of lives, is the only known method of fortifying the brain against Dehyd Demons and purging them from the mind. The drinker finds themselves stirred from languor and in possession of an icy focus. Their eyes are opened and the illusions of the Dehyd Demons are cast aside.

Of course, Dehyd Demons aren’t real. The Authority says so. They aren’t real.


26th) Your childhood pet is now a monster. How is it going to kill me?


“Locals say it was a big cat, sir.”

“How big?”

“Big enough that it shouldn’t be here. You don’t find tigers at this latitude, sir.”

“Anything else?”

“It was gray, didn’t make any noise,  and tracked sand everywhere.”

“And carried off a prize cow with it.”

“We found the cow, sir. Just over that hill. Half the cow, at least. Lots of sand around it.”

“No sign of tracks or fur?”

“None.”

“Might as well put out a posting for those vagrants at the Yeller and Trout. Decent reward, nothing fancy.”

“Consider it done, sir.”

27th) So what's with that overly-elaborate locked box?


Within that lacquered box lie the relics of St. Ren-jain, holy hermaphrodite and martyr of the Opal Steps. The relics include:
  • The fragmented skull, broken from the terrible fall.
  • The obsidian dagger with which their throat was cut.
  • A drop of breast milk, on which the Lost Infant was fed.
  • Crumbs from the Banana Bread Miracle, where Executor Yw was led to believe.

29th) Goblins are great. Why or why not?


Goblins are the greatest, and they are the greatest because they are goblins.

Humans have a tendency to become full of themselves. To think that the universe is ordered to their desires. To think that they are masters of the world, instead of its momentary stewards. To think that everything they do is serious and important.

Goblins reject this. They are here to take the piss, to be the gadfly, to destabilize the comfortable and remind the powerful of where they stand. They are the folk of chaos: of pratfalls and fart jokes and civil disobedience.

A goblin warren is based around their queen broodmother, who is protected by her sterile daughters and sisters (jack pucks) and served by her swarms of sons and brothers. Hobs are those goblins that run the Market. The Goblin Kings have gone away, but everyone knows that one day they will return.


**

And that's the end of the little ones. It was a great deal of fun, so many thanks to +Beloch Shrike and the others who helped fill out the list.