Tuesday, February 14, 2012

Alien Spore Thrasher



The Alien Spore Thrasher is a parasitic organism that propagates with special spores that drift around looking for a suitable, moist, living environment to start growing in.  A tiny intermediary form is assumed by the thrasher, barely anything more than several sacks that produce a mixture of venomous secretions and a set of mouthlike tubes that connect to the host organism.  The spore thrasher kills its host in short order and consumes its body to grow the thrashing fruiting body depicted above.  The stats below are for the fruiting bodies of large spore thrashers that grow in the metal arm forest ecosystem from the body of fallen metal arm trees.

HP: 1d4 x 100 HP 
AC:20  FORT:22 REF:25 WILL:18
Basic Attack:  melee reach 1 Thrash +12 vs. REF, 5d12 dmg
Minor Recharge 4,5,6:  Release Poison Spore Cloud Close Burst 1d6(6's explode on the radius of the burst roll- roll an extra 1d6, all subsequent 6's also explode) (choose 1 spore type)
Spores:
Redirecting Cloud : Until the end of the Alien Spore Thrasher's next turn, if any enemy rolls a natural 1-4 on a melee attack roll, the thrasher chooses a new target for the attack and the enemy must reroll against the new target.
Stupifying Cloud: Persists for 1d6 rounds.  Any creature beginning its turn in the cloud or entering the cloud must immediately make a save or become dazed, save ends.
Blinding Cloud: Persists for 1d8 rounds.  Any creature beginning its turn in the cloud or entering the cloud must immediately make a save or become blinded, save ends at -2.
Infecting Spores:  +20 vs. FORT vs. all in burst.  Those hit are infected.  The tiny growing organism rolls Stealth +30 to hide its presence (and avoid future heal checks).  1d4 days incubation period.  -3d12 HP from Max HP total.  Save at -2 each extended rest or the infection progresses, -1d12 additional HP from Max HP total.  Three consecutive saves ends the infection, as does magical healing specifically targeted at the infecting organism.

Wednesday, February 8, 2012

Alien Insects

I have been on a really productive streak lately in my 4e game as far as generating new material.  Most of the time I spend doing DM prep work is in creating new individuals or species for the party to encounter and detailing environments and locations for those encounters to happen in.

Twists and turns in the game have led the party to leave the jungle that they have been adventuring in for a couple dozen sessions and explore an alien planet in another dimension.  Different dimensions in my game have different rules for how energy and matter behave.  This planet has a solid metallic core that slowly cooled, forming well separated bands of different metals at different depths.   Some of these metals can take a gaseous form if subjected to an intense energy charge, and some take a crystalline form when the gaseous form is cooled.  Some of the metals have natural connections through shadow to other dimensions, giving them wondrous properties such as 10 x elasticity or compounding energy storage.

During the planet's summer, when it is closest to the sun in its very elliptical orbit, the heavy gasses of the atmosphere stay a few thousand feet above the surface of the planet, but during the long winter the planet grows cold and the gasses blanket the surface.  Most of the planet's biomass lives in the atmosphere; the bottom of the food chain are tiny chemosynthetic organisms with bouyant gas bladders which produce a strong bioluminescence as a by-product of digesting metallic gasses.  The light visible on the planet's surface is entirely the result of these glowing zooclouds.

During the winter storms, cold winds send tons of atmospheric life smashing into the planet's surface.  An entire ecosystem that mostly hibernates during the summer and comes to life in the winter specializes in cleaning up the detritus, eating the cleaner-uppers, eating the eaters, etc.

I have made up dozens of alien species, many blurring the line between plant, animal and insect.  And luckily I can now post about them even before they are discovered by the party!  Last session Tilia and a giant elder dragonfly creature shared a mind meld (Tilia has a nature spirit living inside of her which facilitates such things).  The ancient creature imparted thousands of years of encounters with the planet's denizens to Tilia, nearly killing her in the process with an overload of energy to the brain.  I gave Tilia a bonus to knowledge and nature checks conducted on this planet as a result, but I also thought it would be fun to post some creatures here so Mike (Tilia's player) can actually gain some real game knowledge that might be very useful...  starting with the creatures that were swooping in to engage Tilia in combat when we paused at the end of last session!

Ice Fly (adult form)  Initiative: +50 (superconductive nervous system)  Stealth: +25  Perception: +25

HP: 30                                 Movement: 15 Flight Hover
AC: 40                                 Shift 5 Fly as a minor action
FORT: 30
REF: 50
WILL: 30 (an incoming attack must hit the WILL defense twice to connect - superconductive nervous system)

Aura 1: Stinger Spine Aura:  Any creature that starts its turn in, moves into, or has the aura move past it suffers the following attack: Im. Reaction, melee +30 vs. Reflex, 5 dmg, ongoing 5 (stackable) save ends.  All damage done by the stinger spines also deals stackable ongoing damage because shadow connections are made that enable the ice fly to keep pumping a very effective cocktail of anticoagulents and uppers into the victim until a successful save is made.  Any creature taking 20+ points of ongoing damage from this gains an extra minor action, taking 30+ gains an extra move action, taking 40+ gains an extra standard action due to the stimulant effect.

Basic Attacks:  Stinger Spines (melee +35 vs REF, 3d6+5, ongoing 5 [stackable] save ends);
or Pincer Mouth (melee +35 vs REF, 2d12+8 and slowed save ends.  The target is also marked.)

Standard Attacks:  2 x Tail Stinger Spines OR Tail Stinger Spine/Pincer Mouth combo

Recharge 4,5,6: Blinding Dance:  Close Burst 10, +25 vs Will against all enemies in burst, Dazed and Blinded, save ends at -2, and the ice fly can teleport to any point within the burst.

Recharge 6:  Swarming Flies: Remove ice fly from play.  Place 4 ice fly tokens at the corners of a 5 x 5 close burst 2.  Each token has Aura 1 Tail Spine Aura and cannot be targeted by melee attacks.  Each token shifts 10 squares.  Remove ice fly tokens from map and place ice fly at any point in the original burst.  The ice fly gains 40 temporary HP.

Encounter:  Ice Fly Arrow:  move 30 fly (must move at least 10) and make the following attack at any point during the move: +40 vs. REF, 5d12 dmg +Blinded +Slowed, save ends at -2, and the target is marked.

Mark:  If marked enemy takes a move action, the ice fly shifts 10


The ice fly is a feared predator of the boundary between the red layer and the uppermost blue layer of the atmosphere.  Its exoskeleton is metallic crystal, and its nervous system is entirely made up of a superconductive metal that actually transmits signals many times faster than the speed of light.

Nymph Form:  Ice Fly Nymphs live in liquid gas lakes that pool on the upper surface of the floating living islands in the red layer of the atmosphere.  They are also feared predators.

Tuesday, January 31, 2012

Beautiful Bob Blew Up the Hovercraft

Every other Friday I preside over a 4e campaign.  Calling it "4e" is more than a bit of a stretch, as I add new magic and new rules every single session and it ends up being "D&D - Carl's (gonzo/sci-fi/morally relativistic) Flavor" whether we are playing Mutant Future or Dungeons and Dragons, 4th Edition.

I have gotten in trouble before claiming that 4e and Mutant Future and Labyrinth Lord and Advanced Dungeons and Dragons and B/X  et al are all functionally the same thing in the moment of true immersion in game play.  I still stand by that point, but I will content myself with noting that no matter for what edition I play Dungeon Master, the players will always surprise me.

A couple of weeks back, I was totally flabbergasted when Beautiful Bob activated the overload circuit that he had built into the ship at its creation (the entire hovercraft is a magical item created by the party, indestructible by normal means) and let loose all the magical energy stored in its battery in a tremendous explosion to prevent it from being towed to an unknown location.  Maybe even more surprising, the other players did not protest at all.

A tiny bit of back story:  the party was exploring a completely alien planet in another dimension, having left the hovercraft behind well hidden in the canopy of the jungle, guarded by the brothers Beobob and Beebul of the fierce people.  The hovercraft was the destination of the matched teleporter coins each party member held as a get-a-way option.  The hovercraft held Hammer's alternate mechanical/magical bodies (a Warforged Barbarian at character creation, Hammer has subsequently bound his soul and intelligence into a magical crystal that can be mounted in different bodies, allowing him different builds and classes as long as he keeps the same base INT, WIS and CHA scores).  The hovercraft held the largest piece of meteorite metal the party had found, an amazing natural battery capable of storing tremendous amounts of power... which the party had charged completely full by draining a giant whirlpool portal to another dimension.  The hovercraft had 20 rail guns constructed of Brood X leg blasters linked to the central battery with focusing lenses harvested from the eyes of the brood of Kariki Kalos.

And Beautiful Bob blew it all up without a second thought.  Honestly, the hovercraft was the one thing that had made travelling around in the jungle during the wet season feasible, and its firepower when fully manned by native gunners was a powerful deterrent to the devil bounty hunters and everyone else that the party has pissed off so far.

Of course, the party already has plans for how to make an even better hovercraft... 

Wednesday, January 4, 2012

Better partial and late than never...

So Mike Monaco's awesome Iron Chef adventure challenge has long since come and gone, but I am still planning on finishing up my "entry" one of these days.  I took a new job that involved getting trained and then starting an office up that had been closed due to widespread corruption for several months.  I literally did not have a day off except for Thanksgiving and Christmas for several months.  Real life once again intrudes on an awesome hobby!

Of course, I kept up on my DMing duties and (mostly) on my player's duties in my buddy Carter's campaign, so it is not like I totally left D&D behind for a few months.  I just haven't kept up on my bloggerly duties.

I am going to try to dust off what I had started for the challenge and present it here, starting with some (incomplete) random encounter tables.  This first post does not really have anything to do with the cards I got, directly.  These are incomplete random encounter tables for road travel through the abandoned vineyards and farmlands outside of the last frontier town.  The wilderness setting I came up with was directly influenced by the cards, but no cards show up in these charts.  If I had finished the Hex Special Chart the cards would have been more directly involved.


Farmland (road travel): (2d6 - roll once per hex traveled across)
2: Possibly Dangerous Encounter
3: Physical Obstacle
4-5: Physical Feature
6-7: Animal Encounter
8-9: Civilized Encounter
10: Rare Animal
11: Rare Person
12: Roll on the Special Chart for this hex


2: Possibly Dangerous Encounter (Farmland Road) (2d6)
2:Aggressive Wild Boars at the edge of the road roll 1d6: 1-3: 1d4 3 HD boars and 1d4 2 HD sows, 4-5: 1d4 3 HD boars and 2d4 2 HD sows, 6: 1 5 HD boar, 1d6 3 HD boars and 2d6 2 HD sows
3: Biting Fly Swarm persists for 1d6 turns (Save vs. Poison every turn if no precautions taken - minor fever persists for 2d6 days, unless double sixes are rolled for duration; then Save vs. Poison again or drop into a potentially fatal fever coma)
4:Ground Wasp Nest (roll for surprise; if surprised, swarm targets random PC, attacking each round like a 5 HD monster, 2d4 damage, pursuing for 2d6 rounds.  Other PCs that remain in the area or attempt to help must Save vs. Spells or find themselves targeted as well using the same rules.
5-6: Aggressive Dog on the road roll 1d6: 1-3: 1d6 1 HD stray dogs, 4-5: 2+1 HD Guard Dog, 6: 1d4 2+1 HD Guard Dogs
7-8: Local Drunks (Thugs) in a foul mood roll 1d6: 1-3: two 0-level thugs, 4: 1d4 0-level thugs; 5: 1d4 1st level thugs; 6: 1d4 2nd level thugs and 1 3rd level thug)
9:Fracas in the Field roll 1d6: 1-3: 2d6 1 HD Hired Hands quarrelling, 4-5: 1d4 2 HD Hunters pursuing game, 6: Predator attacking a calf (1d6, 1-3: 2d6 wolves,4-5: mountain lion, 6: one mountain lion attacks, one mountain lion is hidden)
10: Aggressive Bull on the road roll 1d6: 1-3: 5 HD, 1d8 charge, 1d6 trample 4-5: 6 HD, 2d6 charge, 1d8 trample; 6: 7 HD, 2d6 charge, 2d6 trample
11: Travelling Sellswords approach roll 1d6: 1-3: 1d4 2nd level fighters; 4: 1d4 3rd level fighters on horseback;  5: two 5th level fighters on horseback with 1d6 extra horses and 2d4 1st level fighters; 6: 1 8th level fighter in wagon, 2d4 3rd level fighters on horseback and 2d6 1st level fighters
12: Poisonous Critter roll 1d6: 1-3: Snake, random PC or horse is attacked (1 HD, 1 damage, Save vs. Poison if not wearing boots or take 3d6 damage), 4-5: Large Snake, random target is attacked (3 HD, 1d6 damage, Save vs. Poison or take 5d6 damage), 6: Scorpion (1 HD) attacks random party member or horse, Save vs. Poison or Death


3: Physical Obstacle (Farmland Road) (2d6)
2-3: Fallen Tree
4-5: Herd of Sheep (4d8 sheep) roll 1d6: 1-5: herded by 1d4 1HD sheep dog (1 HD shepherd within earshot), 6: unattended
6-7: Herd of Cows (4d6 cows: if number of cows is 4-8: roll 1d10, 9-12: roll 2d6, 13-15: roll 1d12, 16-20: roll 3d6, 21-24: roll 1d20) : 1-10: herded by 1 1HD mounted farmhand and two 1 HD dogs, 11: herded by 2 1 HD mounted farmhands, 12: herded by 2 2HD mounted farmhands and 1d4 1 HD dogs, 13-15: herded by 1d4 mounted 1 HD farmhands and 1d6 1 HD dogs, 16-17: herded by 1d6 mounted 1 HD farmhands and 1d6 1 HD dogs, 18-19: 20: unattended
8-9: Washed Out Section (1d6 turns of travel, 10% chance per turn of a wheel breaking or horse turning an ankle unless speed is reduced)
10: Broken Down Wagon roll 1d6: 1-3: abandoned full of produce, 4-5: 1d4 children waiting for pa to return, 6: full of beer kegs, being pulled by two brothers, runaway horse
11: Large Boulder (2d6 hundred pounds)
12: Fire roll 1d6 1-3: small field fire, 4-5: large field fire, restricts visibility, extends 1d6 turns, 6: large fire blocks path for 2d6 turns ahead


4: Physical Feature (Farmland Road) (2d6) (all buildings are set back from the main road, dwellings accessible by a well defined path)
2: Bridge over chasm roll 1d6: 1-4: Wood Bridge, 5-6: Stone Bridge
3: Stone Wall roll 1d6: 1-4: mostly fallen, 5: in poor repair, 6: in good repair
4:Wooden Fence roll 1d6: 1-3: in poor repair, 4-5: in good repair, 6: freshly painted white
5: Old Orchard roll 1d6: 1:Apple, 2: Pear, 3: Nectarine, 4: Peach, 5: Plum, 6:Cherry
6: Stand of Hard Wood (good quality, straight grain, old trees)
7: Outbuilding roll 1d6: 1-3: 3 sided cattle shelter, 4: Barn, 5: Grain Silo, 6: Bunk for Hired Hands
8: Corral roll 1d8: 1-3: 2d6 pigs, 4: 2d6 goats, 5: 4d8 sheep, 6: 4d6 cows, 7: 2d6 horses 8: abandoned and now home to a huge honey bee hive in the old trough
9: Farm House roll 1d8: 1-2: abandoned, 3-4: 1 family hovel, 5: 1 family farmhouse, 6: 2 family farm house, 7: Ale House, 8: Country Estate
10: Year Round Stream roll 1d6: 1-3 decent fishing, 4-5: good fishing, 6: great fishing
11: Thorn Bushes choke the road for 1/4 mile roll 1d6: 1-3: there is an established trail around the briar patch, 1/2 mile detour, 4: there is a narrow overgrown trail down the middle of the road, 5: there are wasp nests, and no easy trail, use ground wasp result under Farmland Road Dangerous Encounters if a path is cleared, 6: a 5 HD witch with 1 2nd and 2 1st level wizard spells and 1 2nd and 1 1st level cleric spells lives in the briar patch. Roll 1d4 random potions and 1d4 doses of deadly poison for the witch.
12: Interesting Mushroom Patch roll 1d6: 1: mildly nauseating, 2-4: edible, 5: rare curative (as a prepared broth): delays poison and grants a new Save vs. Poison or Disease, 6: poisonous, appears as edible (1-3 on d4) or rare curative (4 on d4); Save vs. Poison or Death if ingested


Obviously I never started the "Animal Encounter", "Civilized Encounter", "Rare Animal", "Rare Person" and "Hex Special Chart" sub charts. The hex special chart was going to be a big 2d20 chart of special encounters and unique places that would not get put on the map until rolled randomly. Groups of hexes could share a Hex Special Chart, but a result could only be placed in one hex, subsequent rolls of that result calling for a reroll. Some hexes might have a unique Hex Special Chart, while other large tracts (of similar farmland type, for instance) might all share one Hex Special Chart.

I was going to do a similar type of encounter chart for offroad farmland travel, town outskirts and town, the hot springs area, forest edge/ mixed forest, deep forest, forest swamp, and mountains.

Of course that would have been a crazy amount of work! The next time I start a "traditional", more western / Tolkien / pseudo-medieval game I would like to do something like this, however. I have never been satisfied by traditional random encounter tables. Encounter or No Encounter does not seem like a good initial result; using my charts, every hex will have some kind of randomly generated feature to spur the imagination of DMs and players, and that does not necessarily just mean the potential for combat. An unattended herd of cattle is an extremely unlikely result to roll, but it is also essentially a big pile of loot just sitting there in the middle of the road. But if the party succumbs to temptation, whose cattle were they? Who will come looking for them?


I like the highly varied results of the basic structure of two bell bell shaped 2d6 charts multiplying and then multiplying by at least a 1d6 with three results to get the final outcome. For instance, you would have to travel through 3888 hexes on average to encounter a large enough wildfire to block your path while travelling on a farmland road (1 in 18 chance of getting a result of "Physical Obstacle" on the original 2d6 throw, 1 in 36 chance of getting a "Fire" result on the second 2d6 throw, and a 1 in 6 chance of getting a large fire result on the final throw).
The probabilities get too complicated for me to figure out quickly in my head when you start talking about a 1 in 36 chance of rolling on the Special Hex Chart multiplied by a bell shaped 2d20 chart. At its simplest, a result of 2 or 40 on the 2d20 chart would only happen once every 14,400 times! Outlier rolls on the Special Hex Charts were going to call for extra planar activity, including a chance for a roll on the gate to random plane opening and things coming across chart.


What I was trying to accomplish was to change the basic dynamic of the random encounter roll. As usually played in D&D a single roll (often a 1 or a 6 on 1d6) determines if there is an encounter; if there is an encounter, a second roll on the encounter chart determines what the encounter is. This leads to frustrating results occasionally (three straight "random" encounters with black dragons on a road trip by wagon in Carter's campaign come to mind) and it is usually fairly obvious to the players if the result of the initial throw was "no encounter" so the basic mechanic does not build excitement well. The first throw on my charts is not a chance to see if there is or is not an encounter, it is a check to see what kind of encounter occurs when the hex is traveled through. It can and should be rolled each time the hex is traveled through! It is an acknowledgement that if you spent time in any chunk of land on the map, you would keep finding "things of interest". No DM will have these detailed out beforehand, but there is no reason that the random charts cannot combine "encounters" and "physical features" and even blur the lines between the two. For instance, rolling a possibly dangerous encounter is an outlier result on the initial throw, snake eyes. 1 in 36 chance to even get to roll on what would be the only chart in a standard D&D random encounter system. Rolling a physical obstacle to encounter while travelling through the hex is twice as likely, but still something of an outlier result. But if the "Thorn Bushes choke the road" result is thrown on the Physical Obstacle chart, itself a 1 in 18 result like the first throw, there is a slim chance that a possibly very dangerous encounter will be rolled in the form of a witch living in the middle of a large briar patch, armed with both wizardly and clerical spells, potions, and poisons.

I probably won't finish the planned charts for the challenge, but I will still put the main gist of my ideas out there in the next few posts.  My cards inspired a creative twist on the traditional frontier sandbox, and I can't wait to show how a Moon Dragon, a Sun Dragon, and an Astral Dragon all fit into it!

Monday, December 5, 2011

Alien Dimension

The players in my 4e campaign are exploring an alien dimension, in hopes of righting a wrong that is more or less attributable to them and which is in all likelihood completely un-rightable.

I sketched pictures and took brief notes on four alien ecosystems the party was likely to cross through while looking for Tshuin the tree jumper.  Tshuin, his brother Yerush and a young warrior named Anank had first encountered the party while tracking a large hord of alien locust-scorpions being driven by Minotaur vampires under the sway of Manu Jibleetu (the lich technomancer).  Yerush and Anank currently lie unconscious, kept magically subdued in the hold of the hovercraft back in 4e dimension while the party tries to track down Tshuin to explain that they had not listened to him when Tshuin had told them to just kill the pair.

You see, my players are having a moral dilemma.  Tilia and Beautiful Bob pretty much are the reason that the cross-dimensional instabilities have ceased and the borderlands between the jungle and the alien dimension no longer exist.  Tshuin, Yerush and Anank were on the 4e side when the dimensions separated, and their village and families were on the alien side.

The party has also learned that the villagers are at least as much alien as they are "normal", with a secondary insubstantial nervous system (ghost nervous system) attached to two very real mycelial tissue masses in the lungs and lower digestive system.

One of the effects of this ghost nervous system is that all the villagers are bound together with a telepathic link; when the dimensions parted, this link was severed for Yerush and Anank.  Tshuin still felt something... somewhere... but the others would not listen to him.  "Our families are dead!  Our children are dead!  The elders are dead!  The mother plant will go unpropagated and the pitcher-flowers will be undrunk!  Let us do the ritual of the black mask and welcome those who have wronged us to the same fate!"

Tshuin watched as his older brother and the arrogant warrior Anank anointed themselves and drank the sacred drink.  He watched as they burned their own blood and smeared the ashes into the raw flesh revealed after they flayed their own faces.  Tshuin said the ritual words that are said to free the soul, and watched as the eyes of the two glazed over... and became black... and the black spread across the face, a featureless black mask with two slits for eyes.

Tshuin hailed the party from a treetop as the hovercraft flew over the jungle.  He told them that his brother and Anank were coming to kill them.  The ritual of the black mask had revealed Beautiful Bob and Tilia as the reason the family had been lost.  Tshuin asked the party to kill the pair, because their souls had already been lost.  There is no reasoning with them, he said.  They are already gone.

But did the party listen?

Tuesday, October 18, 2011

Charts

I love reading the Tao of D&D and even (tentatively) commenting on occasion.  I have generally avoided the wrath of Tao, but rarely do my comments raise much of a reaction at all.  A minor victory, I suppose.  A typically awesome read inspired this post.

I couldn't agree more with the basic gist of the linked post; if I am going to make a random chart at all, it has to be useful in a thousand situations and not stale after six rolls.  Of course, Tao goes beyond simple complexity and demands of himself (and others, I guess, if I were to acknowledge the sub-plot of many of Tao's recent posts) charts and game mechanics that model the consistencies and vagaries of real life within an acceptable statistical deviance.

  I usually just stick with making charts with a gajillion results.  Ferrinstance, when I wanted to randomly generate magical fungi for my Mutant Future campaign's brief stint on Celestia, I created a "chart" with some number of thousand total possibilities,and I actually do not even possess the statistical acumen to give you a correct total.  The version that I posted on the interwebs is lacking the addiction and overdose tables, but even just the primary effect (d30 + subcharts + some random duration rolls) + secondary effect (d20 + subcharts + some random duration rolls) tables generate thousands of possibilities.

That is the kind of chart I am going to create, if I create any at all, because in general I just rely on my ability to perform well under pressure and come up with something awesome, and my ability to sit back at the correct moments to allow my players to come up with something awesome.  The time that I spend in prep is normally spent creating new creatures and cultural practices and items and sketching  and most dearly refining the physical rules that govern my RPG universe (i.e. expanding on magic and its relationship to energy, time and intent).  It is spent jotting down quick reminder lists of the various NPCs and factions that are going to be most active during the period of time the session is likely to entail.  When multiple days pass in session, I rely on my own ability to just create weather conditions and terrain descriptions that are not just accurate for the latitude and time of year, but evocative as well.  I do a fair amount of research on conditions in Earth analogs of the kind of places I stage my adventures, and I just wing it from there.  It seems to work well; weather is not an afterthought, it is a tangible part of the game, but I don't think any of my players care HOW I generate it.

I fly without a safety net a lot of the time; not all of the time; not even most of the time; and my poker face is good.  I act the same one way or the other if I am improvising from the seat of my pants based on the setting to date and the actions of the players, or if I am working from fastidiously prepared notes.

Don't get me wrong; I DO have fastidiously prepared notes.  I prepare reams of material for every game I have ever DMed... scribbled pages upon pages of notes, pen and ink, illustrations, diagrams, sidebars and more.  I just accept that a good portion of that work is just a mental exercise and that the number of hours spent conducting freestyle mental gymnastics during a session has no correlation to the number of hours spent preparing for a session.

There is rarely a situation in one of my ongoing games that I feel the need to create a chart for, because I have taught myself the lesson over and over again that I can be a successful DM just by staying out of my own way; providing interesting tidbits and reacting to player actions.  I have honestly never felt the need for "random" encounters and weather, and even when I have made such charts I usually have ended up using them as inspiration in the moment.  A post like Tao's makes me sort of wish that I had an alternate reality version of myself to make awesome detailed charts for every region in my 4e game, while the real-life me kept on happily creating undead mechanical constructs, strange tribal customs and new magic.  But then I remind myself that Tao's campaign is set in a world that exists, Earth, and a history that not only mostly exists (late middle ages with magic, if I can sloppily summarize), but is familiar to the typical gamer, while my games tend to be set in very alien climates and social conditions.  I fall closer to the Tekumel side of the divide than the Pendragon.  I align myself nearer to the Sci Fi / Arnesonian / Temple of the Frog school than the Fantasy / Gygax / Keep on the Borderlands camp.

There is something about your standard, bog simple, pseudo-European generic default D&D setting that does still  stir my blood, I must admit.  I am really enjoying what I am working on right now precisely because of that.  I am making random encounter charts for my entry into the Iron Chef Adventure Challenge issued by Mike Monaco (Swords & Dorkery).  There are going to be several layers of complexity layered on top of your typical THIS kind of terrain, THAT chart routine.  The basic format is going to be a d20 roll for each terrain type that a party could travel through in the hex-crawl (currently:  Farmland (grain - travelling by road); Farmland (grain - cross country); Farmland (root crop - travelling by road); Farmland (root crop - cross country); High Moor (via road & traveler's shelter); High Moor (cross country); Millbrook Town; Hot Springs and Abandoned Estates surrounding Millbrook; Mixed New Growth Forest and Farmland; New Growth Forest; Old Growth Forest; Mountain Foothills; High Mountains; Glacial Ice Field; Temple Marsh & Hotsprings; the Moon; the Sun; Astral Plane) with a result of 20 calling for a roll on a special chart.

I am going to call for a roll once per hex entered OR once per day if no travelling is conducted (with a secondary roll for time of encounter) .

Results 1-15 on the d20 terrain type encounter chart typically call for a roll on a sub-chart (a common feature of my chart design; when creating a version of Mutant Future for "Fantasy" gaming, I used the [d100 roll gives a result that leads to a sub-chart] mechanic to create WAY more variation in random character generation than the original game's mechanic); for instance, these results might be "Wildlife - roll 3d6 on the following chart" or "Civilized Folk - roll 2d12 on the following chart" or "Uninhabited Structure - roll 1d20".  Results 16-19 are more unusual / notable encounters for that terrain type.  A result of 20 = a roll on the special chart for that hex.  Most hexes within a terrain type share the same special results chart, but many hexes have unique charts.

The special charts are d30 charts and the linear distribution means that once the d30 comes out, some crazy results can come up.  Results 25-30 are typically major encounters that occur on a spread of hexes, with Demonic activity concentrated in the areas near the temple but still occurring on a 30 in hexes all the way out to Millbrook.

On top of that, the locations of some major NPC actors will be rolled randomly when the PCs enter the region and then their subsequent movements determined on a daily basis on another chart.

On top of that, there is a d100 roll each day for the 1% likelihood of a spontaneous portal to a (random) extra-planar destination opening in a randomly determined hex around the temple for a random amount of time, each portal with its own supplementary charts that reveal what crosses through to this plane, and subsequent movements.

I would love to add yet another layer of complexity, the ability for the last result to influence the next result, but I am not sure the players would pick up on it.  It does give me something to aspire to, if for no one else but myself!  There is no reason to be lazy with chart creation.  The entire purpose of charts is to save you time during the game, so investing time in their creation will give an exponential reward as a DM.  If you aren't going to go all out, then why not just ad lib it?





Monday, October 17, 2011

I got my secret ingredients!

Mike Monaco over at Swords and Dorkery issued a sweet challenge that I could not refuse.  My unopened pack of 1992 Series TSR Collector Cards arrived today (this was a Max the Cat approved operation):


LET'S GET READY TO RUMBLE!

I have already figured out how to easily integrate all 16 of my Counterfeit Proof Limited Edition Fantasy Cards.  There will be a forgotten temple involved, there might even be gates to the moon and the sun... who knows these sorta things?  Guess you gotta roll on the random rumor table like everyone else...

Get ready for a solar system spanning wilderness hex crawl with the potential for planar travel!

Tuesday, October 4, 2011

Iron Chef Challenge

I was browsing the blogosphere the other day and came across a blog that was new to me:  Swords and Dorkery.

Mike Monaco, the blog author, issued a challenge to open a pack of AD&D collector cards and use at least half of them in an adventure, encounter or to stock a dungeon.  He is also generously donating an unopened pack to the first sixteen respondents (I believe there might still be a few openings as of my writing this).  This is the Iron Chef Challenge!


I jumped at the opportunity and eagerly await my pack of cards.  I am going to use every golldurned card, I swear to Jeebus!  I have also offered to donate a prize to the prize pool (an extra copy of the 1e DM's guide that seems superfluous to me now that I have a copy with the original cover; the prize copy has the Easley cover with a cloaked figure opening a door).

I have long wanted to do something similar with Magic the Gathering cards (randomly deal some out and use them as adventure seeds), so this is really right up my alley.

I can't wait to find out what my secret ingredients are!

Monday, October 3, 2011

Devils Bathe in Holy Water in the Labyrinth. Lord.

In the Labyrinth Lord game that I play in (I am Dak, the Steve Buscemi of dwarfs) we had a great encounter with a demigod / powerful devil last session.  Exploring a temple hidden deep beneath the manor house of the recently deceased lord of the region, Dak was nearly compelled to worship the altar of an evil god when he touched a magically warded door into the temple fane.  Luckily, I rolled a 19 on my save and laughed in the face of evil.  And then I got really ticked off, because I have been playing my character as afraid of magic in the first place, and this really struck to the core of my character's fears.  I spent a goodly portion of last session destroying the evil altar with my dwarf steel hand ax, even though our good cleric's Detect Evil spell revealed that the evil presence in the altar grew stronger with every blow.

Sure enough, when Dak and Yor (the other party dwarf) succeeded in striking the last blow to the altar in spectacular fashion (collapsing a load bearing pillar onto it), an explosion of green flame occurred and a terrifying four-armed humanoid fish-demon-thing with a long eel-like tail burst into existence over the rubble.

Despite being dwarfs, with our inherently KICK ASS savings throws, we both failed a save vs. paralyzation when the evil fish thing sprayed us with a green liquid which subsequently encased us in a rock-hard goop.  The rest of the party looked on in horror from the doorway, with the exception of Innominus the lawful cleric of Indra who warded himself with a spell and dived in to combat.  (Thank Indra!)

Dak, terrified as he is of both magic and water, had tied a rope around his waist before entering the partially submerged chamber and tied the other end off on the spikes he had driven in to hold the door open.  This enabled my hireling Rodney to pull my paralyzed body out of the fray, but it was obvious that it was going to take several rounds of work by Rodney to chip the coating off and free Dak.

As I was paralyzed and unable to take actions myself, I couldn't help but get involved in the meta-game and I began asking Kom, the player of a character with the ability to make two ranged attacks in a combat round, if he had anything likely to damage the monstrosity.  We went through his list of equipment and it turned out that he had little if any magical or dwarf steel missile weaponry (besides his +2 crossbow, which he had already fired and would take a round to reload).

AHA, I thought, when I noticed that he had several vials of holy water written down.  Holy water, blessed by a lawfully aligned temple, had to be effective against a chaotic and/or evil being such as this, right?

Kom rolled a solid to hit roll and the vial of holy water splashed across the hideous visage of the slimy bastard... to no avail.

According to Labyrinth Lord, holy water works against undead, period.  If this is a faithful emulation of the early game, it seems to me like one of those lacunae in the old rules that occurred through oversight and not intention; after all, the very idea of holy water and its efficacy comes squarely from the catholic church, where it is used precisely to drive away evil spirits and devils.  Its not like a lousy 1d8 damage is going to be overpowering any devil anytime soon, but it seems to me like it should do something.

 It does make me curious, however, if ANY of the older editions (OD&D, B/X, AD&D 1e) make any provisions for holy water damaging a devil or avatar/agent of an evil god.  Being a lazy fuck myself, can anyone find a reference?

Wednesday, September 28, 2011

I spent $25 at Emerald Comics today...

And look what I got!


I did not own the actual box for the 1981 Basic D&D set before (I had been keeping my Ebay'ed copy of the rule book in the box for the Expert set), so I was going to pick up that bad boy for $5 no matter what... but the rulebook and The Keep on the Borderlands inside are in absolutely perfect condition, and the set still has the original dice, uncolored, with the original crayon!  Too good.

The RuneQuest 3rd edition Deluxe Box Set is likewise in perfect condition inside, and the box has only minimal wear.  Again, uncolored dice with crayon inside.  $10?  I think so!

And then something that has been on my wish list since I was a kid looking at the ads in Dungeon magazine (Dungeon and sister publication Dragon magazines were the only things D&D carried by any store in Haines, Alaska, available for a short while at the Babbling Book);  the Planescape Campaign Setting!  That one was incomplete (missing the maps of the planes, but including everything else PLUS two Planescape Monstrous Compendium softcovers) but still a steal at $10 given how much those things always go for on the secondary market.

Be still my fluttering heart!