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Saturday, September 19, 2015

D100 Science Fantasy Places to Dungeoncrawl in Space!

This table was put together with the help of a bunch of people on Google+ and in the RPG Brigade.  Thanks for all the help.  I hope to use this list in my next sci-fantasy RPG campaign.  Enjoy.

1) Terraforming Base.
2) Rotting carcass of a huge space monster.
3) Hollowed out moon.
4) Hollowed out asteroid.
5) Spacehulk.
6) Bunch of old spaceships jammed together.
7) Shattered world & moon with ruins from extinct culture.
8) Weird remote religious site.
9) Catacomb world (chuck yer dead here!)
10) Garbage world (megadungeons carved from garbage piles).
11) Government research space station.
12) Head of a god floating in the void (might still be living).
13) Migratory spore pods on their way to far off planets (Pantera Planet Caravan video) being eating from inside by big slug-like parasites.
14) Colony generational life ship that never made it to its destination.
15) Horticulture preserve kept living by solar powered robots and rotating around a dying sun.
16) Debris fields on the planets near a huge space battle (parts of ships and survivors).
17) Self-contained megacities that fled their dying world.
18) Giant wasp-like hive structure of extinct insectoid alien species floating through space.
19) Deathcube in orbit around a heavily populated world, designed to kill off the worst of the population for entertainment purposes.  It is filled with thousands of deadly moving rooms (Cube movies).
20) Space temple built entirely out of the bones of the dead blended with high tech glass.
21) Residential Arcologies.
22) Cyclopean ruins of ancient alien civilizations.
23) Ring World.
24) Transdimensional intelligent machine mazes.
24) Hive city on a remote world.
25) Paradise world built beneath the surface of the planet. The lower you go the more posh it is.
26) The root structure of the illusive Space Lotus.
27) Dyson sphere/ habitation ring.
28) Physical expanse that defies physics and geometry (extraplanar habitat).
29) Parallel planetary development world (like Earth but different).
30) Penal colony/moon.
31) Space dry dock.
32) Space truck stop / import and export site.
33) Temple world / massive holy site.
34) A giant cube filled with passageways based on non-Euclidean geometry. It carbon dates to a time before the big bang and may have been a life-boat for creatures trying to escape the destruction of the universe that was there before ours.
35) Deceased Crystalline Entity (Star Trek The Next Generation). Parts of it still course with saved energy that can be exploited, but leaching off this energy is difficult because randomly throughout the entire angular tube tunnels spikes of this energy often kill those wandering around inside of its crystal exoskeleton.  It devoured all of the life on whole worlds to gain this stored energy...  so there might be some consequences to taking and using it.
36) Dilapidated subway system in a space station / or ancient city.
37) Undercity that has been excavated and used as a secret base beneath some thriving metropolis.
38) Excrement / compost space barge that did not make it to the terraform destination.  It crash landed into a moon.
39) Penal Colony that will be sucked into a black hole in XD6 years.  No one has visited it or supplied it with food in many years.
40) Housing blocks stacked up and connected to each other by living alien flesh tubing that excretes oxygen and water. The tubing survives off of the flesh of the dead and excrement of the inhabitants.
41) Military World Destroyer Battlestation (Death Star).
42) Space Monster that has a star revolving around it. The enormous creature has many orifices that could be entered.
43) Hundreds of small ships fused together holding the remains of a lost intelligent species.
44) Desert world with thousands of huge tunnels carved beneath the surface by sand worms.
45) A lonely ancient and advanced living ship trying to kill itself by flying into a sun.
46) A small moon split in two that has two separate alien races battling each other for control of the whole destroyed moon. I picture them as red and black ant-like races with steampunk type weaponry. Clone tech lets them continue fighting indefinitely.
47) An artificial environment generated by very advanced aliens for their own twisted purposes. The environment is very different than that found on Earth and is inimical (hostile) to other species.
48) Android dump site where still operating robots have begun to excavate and live beneath the piles of broken parts.
49) Spaceship that looks like a robotic dragon that is being attacked by lots of small ships or other living things.
50) Giant robot heavily damaged from some old battle that is buried halfway in a moon.
51) A former artificial environment which has long been broken up into small sections, each section containing 1 to 5 rooms. All of these sections are floating freely from each other, only loosely staying close via gravity. There are empty gaps of space between each one. Every section has a short-range teleportation portal which takes you to another one, but it can be like a maze, the portals don't connect in a linear fashion anymore.
52) Monastery filled with depraved criminals (Alien 3).
53) Hidden genetic laboratory where the experiments have taken over and done things to the technicians.  Some of those unlucky scientists are still alive.
54) High security space prison filled with the galaxy's worst offenders.
55) Abandoned mining site with new tenants.
56) Abandoned cloning facility with hundreds of slumbering clones.
57) Royal opera house space station that draws humanoids from far and wide to see their performances.
58) Expensive high security space mansion.
59) Recently bombed out spaceport.
60) Power plant with an unknown power source, perhaps extraplanar in origin.
61) Sacrificial mound and underlying catacombs all beneath an air-tight dome
62) Space shopping center / mall.
63) Insane asylum on a comet.  A government agency loads it with new patients every time it comes near.
64) Expansive anechoic chambers (built to absorb all sound and it drives you mad).
65) Complex structure that is seemingly composed from light.
66) Human harvesting center run by aliens that sell parts a-la-cart to the highest bidder. It orbits a world with a high population.
67) Repository of knowledge from a forgotten alien species.
68) A slowly tumbling maze of undulating tubes and something is trapped within it that can't break free.
69) Mechanized reclamation and recycling plant for organic and inorganic matter.
70) Factory of enslaved workers.
71) A massive automatic factory that is harvesting power from a nearby natural source, and occasionally beams pulses of intense energy back towards its home world. It is filled with robotic machines for many chores including some anti-invader ones.
72) Microscopic (shrunken) aliens that have set up a station in a humanoid being. They mine the humanoid's bones for minerals, but the human is starting to shut down. Antibodies attack them like monsters would in a dungeon.  Picture a human skeleton with dungeon levels dug out of the bones.
73) Slaving ship destined for a world to be terraformed.
74) "Elephant Graveyard" of some nearly extinct alien species that lived/lives on many worlds.
75) Location exactly like the one you just left from but it is an alternative history place that is vastly different than the other location.
76) A holodeck-like generated structure composed from the memories of everyone in an extinct culture.
77) A cyberpunk or perhaps hyper-sci-fi themed dive into the depths of a person's mind. Could use psychology profiles to generate a random dungeon based on personality disorders.
78) Beneath a colony on an asteroid or moon (could be abandoned but maybe not). There is a very intricate but broken down system of plumbing/sewers.
79) Space dragon being hunted down by other creatures/ships.
80) A zoo, full of varied environmental conditions for creatures from many different worlds.
81) A terraforming / colony ship that contains time periods over a planet's history.
82) A comet that was a remote base in times past. Find the center of the comet so you can use the magic/nuclear/fusion bomb to melt it from the inside before it hits your planet.
83) A probability machine is fracturing time, investigating each timeline, and attempting to alter events for its own benefit. Once it finds the "best" timeline all life will be extinguished. It dwells in a complex labyrinth of computer consoles and screens. The guys that designed it called themselves wizards.
84) A hyper cube where all rooms lead to different but similar rooms in a collapsing multiverse.
85) A massive collector vessel. Containing one of every living creature in the universe in suspended animation, perhaps unique oddities as well. Ship is full of androids and robots but nothing in is in charge. An alien "ark" type vessel ancient that never reached it's destination and has been drifting through the void for a millennium. Unique bio forms have grown upon the vessel over time as well as aliens that boarded and became stuck there.
86) Space gambling city (Las Vegas of the void).
87) Space pirate lair, asteroid retrofitted as a spaceship.
88) A cluster of massive balloons, each about a half-mile apart, floating in the upper atmosphere of a gas giant. They drift gently on the winds, but are tethered together by thin strong cables. A secret research station is where the balloons are tethered to.
89) Luxury resort spaceport that has been cut off of their supply lines due to space junk destroying their engines and stabilizers.
90) A large geometrically shaped vessel comes out of a black hole. There are silicon based life forms demanding something but no one can figure out their language or what they want. They seem to be slightly out of phase with this universe.
91) Two massive warships of two different races crashed into each other and drifted into the middle space between galaxies.  They finally drifted into the edge of our galaxy. What do the aliens look like after tens of thousands of years. Interbreeding? What social structure has evolved?
92) A massive workshop for titan-sized aliens. The PCs are like Jack in the Beanstalk moving among massive crafting tools.
93) A Restaurant at the End of the Universe. They all have strange rituals about towels...
94) Demonic / extraplanar prison of summoned dark entities from paraspace.
95) A circular ship looking like the typical "flying saucer" enters the galaxy and heads right for your planet. All communications with the ship get one response in every known language and a million unknown. "The Seed is Here." The ship is full of massive androids and living metal beings. In the center is the "Seed" which appears to be a human woman in suspended animation. It is nearly impossible to navigate the portals to arrive at The Seed.
96) To escape genocide, inhabitants of a planet were forced to relocate to the rings surrounding their world. Cities exist on the largest chunks of rocks and ice in the rings, while smaller ones have tiny villages or even space-native species.
97) Old folks home in the stars. The inhabitants were sent there from a society that is obsessed with youth and their own vanity.
98) A being the size of the moon rides on top of a ship of twice that size. It does not seem to know how to operate the ship. The ship itself looks very old and traveling wherever it wants despite its rider's wishes.
99) A huge polyhedral shape that is an a sports arens for aliens (and PCs) to engage in all sorts of competitions, including zero gravity ones.
100) A derelict ship floating adrift containing 1000's of "dead: creatures except one is alive and she is very hungry. (Lifeforce movie).

Tuesday, July 7, 2015

The People of Pembrooktonshire - Resources (Lamentations of the Flame Princess)



I ran a campaign where the player characters started out in the messed up town of Pembrooktonshire.  I believe that we spent about 17 sessions in that horrible place but I would have loved to have played more sessions there.  A great time was had by all, but eventually reason took over and they wanted to get out of Dodge.

Here are some resources that I used while running the game that might be useful for a LotFP GM.

Keyed Map of Pembrooktonshire:
https://drive.google.com/file/d/0B5q-SrbFhJetVk11YjllUklnYnc/view?usp=sharing

D40 Random NPCs and Events Table:
https://drive.google.com/file/d/0B5q-SrbFhJetb2NDc2FMQ3dwYk0/view?usp=sharing

D40: To roll these dice, use the same structure as a d% roll, but replace one of the d10's with the appropriate tens die (D4). Thus a d40 is rolled with a d4 and d10. The highest number on the tens die is replaced with a 0 unless the ones die is a 0. That sounds more confusing than it is. A roll of 4 on the d4 and 0 on the d10 is 40, a roll of 4 on the d4 and 9 on the d10 is 09. When you think about it, this is lot like percentile dice, where 00 becomes 100.

Here is my actual play of my campaign where I used The People of Pembrooktonshire if you want to listen in.
https://www.youtube.com/playlist?list=PL5NHK6rtYgB3K-rjyXoPAPT9EUrr1kaH5

The People of Pembrooktonshire PDF:
http://www.drivethrurpg.com/product/64179/People-of-Pembrooktonshire
http://www.lotfp.com/store/

Reviews:
http://www.rpg.net/reviews/archive/14/14511.phtml
http://www.therpgsite.com/showthread.php?t=18968




The Keyed Map:


1. Jail (Constable Blackie Stark, Assistant Constable Peter Orhan, Curran Ranahan*, Paddy Kilpatrick*, Shamus Dooley*) / Courthouse (Judge Barnaby Smolenski, Ex-Mayor (Diseased) Impert Laverick, New Mayor Rupert Irving, Steward Pip Moulds) / Official Town Scribe (Basil Quedgely) / Performing Arts Building (Gemma Rouleau, Randolph Sabouin)

2. The Squicky Wicket Pub (Wendy Lillywhite) / Starving Artist (Vernon Vallancourt)

3. Pigeons, Pigeons, Pigeons (Clive Brodhurst) / Spotless Chimneys (Barnabas James)

4. Lock & Key Bank (Abraham Charrington)

5. Blubberer (Dennis Bergelin) / The Wonder of Glass - Glassblower (Justin Laroux)

6. Borcellino Farm (Lloyd Borcellino) / Kingsford Farm (Frances Kingsford) / Whispers Farm (Rachel Whispers)

7. The Good Shepherd Pub (Morris Simons, Millicent Wellesley) / The Finest Wines - Vinter (Arthur Wyndham)

8. Reuter's Printing & Binding (Reuter Family: Tobias, Kurt & Klementine, Jessica *DEAD*, Lilli, and Ursula Reuter. Others: Armand Leroux, and Franz Hoffman)

9. Honey & Beewax (Giles Denton) / Old Man Lakely (Addison Lakely)

10. Pembrooktonshire Post Office (Hector Degauchy) / Peacock Messenger Service (Bartholomew Peacock)

11. Diadora Jewelry (Warren Diadoro) / Roger's Gadgets (Roger Nelthorpe)

12. Light Your Wick Candles (Thurston Butcher) / The Potter (Sylvester Tither)

13. Offices of Alfred Cunningham - Barrister For Hire (Alfred Cunningham, Leonard Snow) / Magnificent Masks (Julianne Wilcox)

14. Shane Bunting's House / Laverick Family Residence (Sophie-Marie Laverick)

15. Elroy's Stationary (Elroy Aldersey)

16. The Wagging Tail - Dog Breeder (Randolph Harnsworth)

17. Elegant Prose & Poetry (Richard Frost) / Odd Jobs & More (Theodore Geurts & Raymond Lolley)

18. Up In Smoke - Tobacconist (Herbert Dooley)

19. Cleverdon Locks (Peregrin Cleverdon)

20. Le Strange Residence (Algernon Le Strange)

21. Eunuch Escort Service (Lancelot Dashwood) / Taxidermist (Nigel Bingsley)

22. Canes, Crutches, and Walking Sticks! (Abraham Christiannse) / Buttons For Show - Buttonmaker (Samuel Pfaff)

23. Da Vinci's House of Pleasures (Veronica da Vinci) / The Lucky Strike - Gambling House (Lucius Sprockling)

24. Joseph Dornford's Museum - War Hero / Englefield Barbershop & Dentistry (Charles Englefield)

25. Alford's Furs & Pelts (Anthony Alford) / Midwifery (Titricia Finn)

26. The Almeida Household (Martina de Almeida)

27. Diplomat Edmund Dusserre / Playwright Tobias Holmes

28. Sage Advice (Horace Fitzherbert) / Apartments (Percival St. John)

29. Sticky Adherent - Gluemaker (Gavin Old) / Chastity Belt Maker (Neville Savage)

30. Tick Tock Clocks (Edward Dilhorne) / The Tasty Bakery (Henry Waxman)

31. The Medicinal Leech (Bernard Eyre & Jasper Moulds (Both Dead))

32. Town Planner - Department of Destruction & Rebuilding (Thornton Cumberbund)

33. Extravagant Wagons (Louis Diggle) / The Alchemist's Art (Rupert Irving & Miranda Peaver)

34. The Last Stop Pub & Tavern (Eddie & Bertha Diggle, Drusilla Myklebust, Princess Octavia Teixeira, Dell* & Sarah Clover*) / Plague Inspector (Reuben Pontier)

35. Master of Languages - Interpreter (William Hoffman) / Enormous Dolls (Bianca Snoddy)

36. Temple of THE ALL (Ryryd Rhydderch, Benedict Onions, Pontificator Maurice Heathcote, Eurost Tither) / Schoolhouse (Alexandra Morgan)

37. Haddingfield Construction & Masonry (Royston Haddingfield & Oscar Mohl) / Tax Assessor & Collector (Clarence Ravensdale)

38. It Floats! - Shipbuilder (Thomas Grayson) / The Undertaker (Kenneth Patterson)

39. Proper Foot Attire (Myron Hunsley) / Cooper Pembrook (Jefferson Pembrook)

40. Clover Homestead (Dell & Sarah Clover, Sir Tiberius) / Stallone Pig Farm (Nathanial Stallone) / The Cemetery

41. Carpentry & Woodworking (Boyd Grützmüller & Roger Peter) / Weyhofen Garden (Matthew Weyhofen)

42. Sybil Orhan's Cottage / Wilberforce Residence (Katrina Wilberforce)

43. The Gypsy Wagon Camp - Plague Victims Site (Deserted) / Hunsley Farmhouse - Abandoned

44. Narquin Farm (Walter Narquin) / Umpleberry Orchard (Herbert Umpleberry)

45. Lady Matilda's Comfort House (Matilda Bainbridge, Benedict Wroxley) / Oxnard Sheep Farm (Imogen Oxnard)

46. Ironmonger (Sebastian Auvunet) / Quentin's Pipes & Fittings - Plumber (Quentin Lorenzetti)

47. Marcus Arbuthnot Sculptures / Just Nails (Cecil Ranahan)

48. Constant Farm (Gerald Constant & Homer Longacre) / Madget Farm (Eugene Madget, Roland Valmore)

49. The Tailor's Tailor (Gilbert Lumley) / H.O.M.E. Honorable Organization for Maidenly Emancipation (Penelope Rambottom & Georgine Revesby, Virginia Stark, Edwina Strokes, Henriette Woolcombe)

50. Baker's Butchery (Horton Baker) / Armor, Shield, & Sword (Julius Oliphaunt)

51. Chapelle's Goat Farm (Lucas Chapelle & Nicholas O’Shaunnessy) / Smith Farm (Jonathan Smith, Christopher Sparrow, Portia Tissit) / The Ødegård Residence (Beatrix Ødegård (Dead))

52. Finely Crafted Shoes - Cobbler (Helio DeCameron) / Manley Ropes (Oliver Manley)

53. Pembrookshiretonish Perfume (Cain Magellan) / The Maxwell Export Company (Toliver Maxwell, Sylvia Wayne)

54. The Gallows in a corn field (Frederick Amcotts, Alisa Somerbaker) / The Scarecrow Exterminator (Maximilian Pratt) / The Quaif Farm (Felix Quaif)



The Random Events and NPCs:

D40
Roll 1D4 and 1D10
     Random NPC
     Events / Encounters
1
Matthew Weyhofen sleeps with a woman - she has plants grow out of her...
2
Matilda Bainbridge - Two following ventriloquists - goes crazy
3
Gordon Balladeer - lamplighter - sarcastic sage
4
Nigel Bingsley - taxidermist - undead stuffed animals run a muck
5
Theodosa Birkbeck - doing things for ghosts around town thinking they are her boss
6
Lloyd Borcellino - animal children
7
Lucas Chappelle's carnivore ghosts escape and rampage the town
8
Abraham Christiannse - people unable to walk without their canes
9
Edwin Clover - Cockfighter - strange contraptions on the chickens
10
The 3 Cows - Dopplegangers turn back into angry dopplegangers
11
Martina de Almeida's husband - Doppleganger trying to locate the other 3
12
Giles Denton - Beekeeper wants to be Mayor - attacks with his mind-controled bees
13
Warren Diadoro - cursed jewelry around town starts to affect many citizens
14
Edward Dilhorne - no clocks in town match
15
Titricia Finn - Midwife of the Outer Powers, 75% of people born in the town are changelings and not human.
16
Theodore Geurts - ducks in the pond have gold and jewels in them.
17
Boyd Grutzmuller - buildings will collapse if magic is removed
18
Royston Haddingfield - All buildings in town have a secret room
19
Randolph Harnsworth - All dogs in town are small barking dogs
20
Myron Hunsley - contacts the party because of what he has learned from people's feet
21
Frances Kingsford's corn kills people
22
Addison Lakely - ex-magic user, hides magical auras in town.
23
Justin Laroux - makes glass fruit for people to eat
24
Raymond Lolley - Disturbed Street Sweeper
25
Cain Magellan - Someone smells like death and skunk spray
26
Oliver Manley's ropes kill people
27
Minerva Meijer - model
28
Oscar Mohl - Laborer - will help the PCs
29
Drusilla Myklebust - life draining madame – attempts to sleep with one of the party
30
Nicholas O'Shaunnessy - dunslinger finds The Black One.  The Obsidian Tower will
            appear soon...
31
Kenneth Patterson - dancing with a corpse by the lake
32
Gemma Rouleau - dances in public
33
Randolph Sabouin - Evil Puppets >:)
34
Bianca Snoddy Dollmaker - kids poisoned by snakes
35
Alisa Somberbaker - child with demon necklace - eats children
36
Christopher Sparrow - kills townsfolk because he thinks they are evil animals...
37
Percival St. John is thought to be a vampire. Angry mob goes to kill him at noon.
38
Nathaniel Stallone - coins vanish
39
Octavia Teixeira - princess is walking around town
40
Roland Valmore child - kills other kids via the Great Spirit




Monday, June 1, 2015

Fantasy Alphabet / Letter Symbols / Linguistic Doodling


If you were to start tearing up my gaming room you would find reams of paper that have this kind of doodling on it.  I'm not sure why but from time to time I just feel an overwhelming urge to try to make a new series of symbols that could be some fantasy alphabet.  There are way more symbols here than are needed to duplicate the English alphabet which I find intriguing.  I want to add in strange letter combinations.  Even if you just use 1/4th of the symbols above you can have plenty of extra symbols to represent CH, TH, ST, NG, etc.  It is kind of amazing that I could come up with so many different symbols from just using lines, circles, triangles, and squares.

I think the simplest symbols would represent the vowels or the most common letters used in whatever language they come to represent on the written page.  I left blanks if you want to go into an image editing program to type in your own letters.  I'm not entirely happy with the letters I associated with each letter symbol yet or I would post that up too.

I messed up on one of the letters in the image.  hehe.

What are some fantasy or sci-fi alphabets that you use or have come up with on your own?

Thursday, March 19, 2015

One Hundred Ways to Die in a Fantasy Setting

This table was heavily inspired by the Lost Souls RPG death tables.  It is a game about ghosts. http://www.hauntedattic.org/lostsouls.html

I'm going to be running a play by post game about ghosts that mashes together various rules from several different games but I'm going to be using a fantasy setting as the backdrop instead of the standard modern ghost setting.  I'll be throwing in setting elements from: the Mad City from Don't Rest Your Head, the world of Little Fears, and The Shadowlands of Wraith: the Oblivion.  It should be fun.

No more blah, blah, blah, here is the table.  Some of them are a little silly, but not overly so.

D100 Fantasy Deaths
Cause of Death
1. Died of a heart attack while vehemently defending your ideas.
2. Dropped dead of excitement.
3. Touched glowing, green ooze seeping from strange meteor.
4. Swallowed unknown elixir “to see what would happen.”
5. Suffocated while exploring mysterious cave.
6. Horse / Transportation accident.
7. Published rival's book under own name and then murdered by them.
8. Translated ancient parchment aloud while standing in front of a grave.  Strangled by an unknown party.
9. Murdered by an old friend with a mental illness.
10. Accidentally summoned a “Creature from Beyond.”
11. Tripped while ascending stairs.
12. Jumped from a high place and failed to land where you wanted to.  SPLAT!
13. Accidentally stabbed self while carving or butchering something.
14. Tripped (or were pushed) into a vat of some liquid, drowned.
15. Gargoyle (or some other statue) fell on head.
16. Died while attending a play or while listening to a story.
17. Metal or stone structure collapsed on you.
18. Murdered by a mad artist who used your body for his "art."
19. Drowned while swimming too far from shore.
20. Spouse wanted you dead, and had her brother do it.
21. Died in a dungeon for a crime you didn't commit.
22. Buried in sand, suffocated.
23. Stomach rupture after too much eating.
24. A dock collapsed and you were drapped under the pilings, drowned.
25. Skull crushed while not wearing a helmet.
26. Beaten to death in a fist-fight.
27. Died of heat exhaustion.
28. Crushed by fans at a jousting/sporting/melee championship event.
29. Hit in the head with a rock.
30. Ambushed from above, broken neck.
31. Choked to death on a bone.
32. Ran over by a horse and wagon.
33. Hit in the head with a rod of iron.
34. Overdosed on drugs/stimulants.
35. Allergic reaction to bee sting (or some other thing).
36. Died while repairing something heavy, crushed to death.
37. Horse was uncontrollable, landed on the ground and died after being dragged to death.
38. Lightning strike.
39. Poison in your wine or ale.
40. Fell down stairs, neck broken.
41. Stabbed to death by a beautiful stranger that you slept with the night before.
42. Gust of wind blew you off of a high place.
43. Died during construction of a new building.
44. Inhaled poison fumes.
45. Burned to death.
46. Ancient tower collapsed with you in it.
47. Drowned in a sewer.
48. Village was attacked, you were stabbed and died slowly surrounded by lots of corpses.
49. Boiled to death as some sort of punishment.
50. Burned to death as a result of a new form of alchemical weapon.
51. Friendly fire during a battle.
52. Starved to death in a forgotten room of a library, when a librarian locked you in.
53. Lord or politician killed you when you threatened to black mail them.
54. Died from eating rotten meat.  Served by a loved one.
55. Accepted a bribe, and was later killed by the one that bribed you.
56. Criminal was offended at your remarks, killed you in your sleep.
57. Killed by a shop owner for stealing stomething.
58. Arrows during a battle.
59. Scavenged for food while hungry and accidently ate poison herbs.
60. Accidently stabbed yourself, wound festered and you died.
61. Drowned in quicksand.
62. Hired to kidnap someone, and when the job was finished they killed you.
63. Killed while trying to release some hostages.
64. Torn apart by wild dogs.
65. Killed a corrupt person of high importance, killed by guards.
66. Stalked and killed by some supernatural murderer.
67. Fell out of a tree while climbing it.
68. Punched by a drunk, cracked skull upon on hard stone floor.
69. Crushed by a rush of people in a crowded area.
70. Mauled by a bear.
71. Murdered by an assassin.
72. Weapon failed you at the last moment, killed by soldier.
73. Refused to take a bribe and killed by corrupt soldiers/guards/etc.
74. Hunted down by a psychopath.
75. Died while saving a great king, lord, vassal, etc.
76. You were bitten by someone or something, and gangrene killed you.
77. Killed by a horrible virus/plaugue.
78. Buried alive while knocked unconcious.
79. Froze to death.
80. Starved to death, locked in room by someone you trusted.
81. You accidentally scarred someones face, and they killed you 10 years later.
82. A tree fell and crushed you during a storm.
83. Exotic pets turned on you.
84. Died of exposure when your clothes were forcibly removed from you.
85. Killed by a collector that wanted something valuable that you possessed.
86. Killed by the followers of a strange cult.
87. Sudden blizzard and ice storm left you stranded in the woods, died of exposure.
88. Left to die by trecherous companions.
89. Bit by a poisonous snake.
90. Angered a powerful host, who had you killed with an axe.
91. Someone thought you were someone else, and beat you to death.
92. Smothered while escaping from prison in a tunnel.
93. Hunting "accident."
94. Never returned after going down the river in a small boat with some "friends."
95. Lost in the woods, ate poisoned berries.
96. Killed by poor peasants, who wanted your shoes/boots.
97. Devoured alive by rats and mice in a torture room.
98. Suicide.
99. Stroke.
100. Killed by a jilted lover.

Monday, March 2, 2015

Three Bored at Work Dungeons


I doodled these up yesterday while I was snowed in at work.  They are for the ruins of Castle Vyn in the Blood Moon Rising Labyrinth Lord module.  The above image is the first level.  There are some black star teleporting symbols.  The rest is left up to interpretation.

I really enjoy just drawing up dungeons with a normal ball point pen.


The above dungeon would be a pain in the ass to map as a player.  The weird symbols are most likely some sci-fantasy artifacts.


I drew some quick squiggly lines and then put in lines based on the graph paper. 

There are spiral stair cases in the four corners that lead from the first level down to the last one. 




Saturday, December 6, 2014

Systemless RPG Dungeon Adventure Coming "Soon"

I have been working on a single level of a megadungeon for about a year or so now.  It took me quite some time to write up all of the room descriptions and then rewrite them... and rewrite them...  I give writers a lot of credit as it was a lot of work.  The adventure is under 40 pages long and this thing has been tough for me to finish.  Thankfully I have a lot of contacts from people that hang out on YouTube that have helped me in the final stages to complete it.

There are plans to put the adventure up on DriveThruRPG when it is all said and done though I have to figure all of that stuff out once the adventure is finished.  Currently my drawings are being colorized and a few of them were inspired from monsters in the AD&D 1st Edition Monster Manual.

The adventure has a bit of a dark tone and I think that is most likely because I have been reading a lot of Lamentations of the Flame Princess adventures over the last year or so.  Well, that and I have a sort of demented sense of humor and a knack for coming up with some bizarre and horrible ideas to include in my RPG sessions. 

Even though the adventure is systemless I refer to some common D&D mechanics like saving throws and ability scores.  It shouldn't be hard at all to run the adventure as is with an OSR retro-clone with some work by the GM. 

The adventure is going to be called The Lair of Murcanto Salmanocko: A Megadungeon Level.  Sure, it is a fairly long name but I like it.  I currently don't have any plans to write another adventure as this one took forever to draw the art for it, but who knows, maybe I will some day. 

A friend of mine is colorizing the images right now since I tend to be a black and white only sort of artist.  Phil's (Felipe1Gojira) YouTube channel is here:
https://www.youtube.com/user/felipe1gojira

Here is a sample of the work that he is currently doing with my images.  This is Murcanto's flesh golem. 


Andre Martinez is working on the layout, and he is the main reason that I have continued on with this project.  I really don't have a high enough Ambition Stat.  Thanks Andre for being my RPG cheerleader to get this finished.  Andre has worked on Within the Ring of Fire RPG and he used to be rather active on YouTube as well. Here is a link to the YouTube channel of the author of WtRoF and to where you can pick up a PDF of it.
https://www.youtube.com/user/woodwwad
http://rpg.drivethrustuff.com/product/118313/Within-the-Ring-of-Fire--Saga-Book

Matt over at AFistfulofDice edited the document and his YouTube channel can be found here:
https://www.youtube.com/user/afistfulofdice

I'll let you all know where to get the adventure when it gets completed.  Thanks.  -Tim

Monday, December 1, 2014

Keeping a Current House Rules / Rulings List

As a DM/GM in old school games, you have to come up with answers to questions from the players that aren't covered by the rules.  I think this is one of the strengths of using a rules-lite game such as Labyrinth Lord because you can craft the game to your liking very easily by adding on small layers of complexity as time goes on.  It just feels organic somehow to do this as a campaign progresses, like the game is slowly growing under your loving care.  It is like you are a gardener as you prune away rules and plant new ones.  

As a DM/GM I always want to be fair and consistent with the players.  So to make sure that happens, I always jot down the rulings I make as we play.  This way I can keep my own past rulings straight, and the players feel like they have a consistent and fair interaction with the rules and past precedents.  These rulings can also be called house rules if you like, and I think it is always important that your players know what house rules you have come up with for your games.  I always try to give my players a list of house rules before we even start playing, but some of them creep up after you start. 

So, if you are running a game out there, make sure to keep a list of what makes your game different when it concerns the rules, and your players will greatly appreciate you being organized and fair.  Also remember that the players should have some say on your house rules as well and a discussion with them at the start of a campaign about house rules can make sure that everyone is alright with them. 

Domain Spell Rituals with Many Casters

So for the Hill Canton's Domain PBEM Campaign that I played in, we were talking about the possibility of including powerful spells in the form of "Domain Rituals" that would affect an entire hex or hexes of a world map.  These would be similar in affect as the Domain/Realm spells of Birthright.  We were talking about how each Ritual would have various requirements of the number and level of the casters needed to cast the spell in question.  The world map we are currently using has 5 mile hexes.

I suggested that there would need to be a magic-user that would be the Focus Caster of the Ritual, and they would need to be of a higher level than the rest of those helping with it.  So the requirement for a certain Ritual might be that the Focus Caster must be of 5th level or higher.  In addition to the Focus Caster, there would need to be a required number of levels of helping casters, or Secondary Casters.  So perhaps a Ritual needing a 5th level magic-user might need a total of 10 levels of Secondary Casters.  So if you had four 2nd level magic-users, and two 1st level magic-users, then you would have a total of 10 levels of Secondary Casters.

We also thought about the possibility of a Ritual affecting additional adjacent hexes of the world map if there were enough Secondary Casters, or perhaps if the Focus Caster was of a level much higher than the required level for the Ritual.  The question comes down to the required extra levels that would be needed.  It also depends on how powerful you think that a bunch of clerics or magic-users should be in a setting.

If the setting is high magic, maybe the requirements would be less to affect adjacent hexes, and if the setting is low magic, maybe Rituals that affect adjacent hexes would not even be possible.  I think it comes down to the GM and what they would like out of the rules.  I'm guessing that the goal should be to come up with rules for those mid fantasy settings, and GMs can modify the requirements as they see fit.

I was trying to think of a quick formula to figure out the costs to affect those adjacent hexes from where the Ritual actually took place.  I wanted something simple, so here is my first stab at it.  I also wanted to either have a powerful Focus Caster be able to do this, and/or to have a bunch of Secondary Casters in addition to the normal requirements to affect those adjacent hexes.  So here goes:

1) If the Focus Caster needs to be of X level to cast the Ritual, then for every +1/2 X additional levels the magic-user has (rounded down) the Ritual can affect an additional adjacent hex.

2) If the Secondary Casters need to have a total of Y levels to cast the Ritual, then for every +1/2 Y additional levels of Secondary Casters the Ritual can affect an additional adjacent hex.

So using the above suggestion let's make up an example Ritual to show how I think this could work.

Ritual: Harvest Boon

Focus Caster Requirement: 5th Level
Secondary Casters Requirement: 10 Levels of Secondary Casters

"This Ritual decreases the growing time of planted vegetables in your hex by half.  This would allow a hex to have two harvests in one growing period, thereby doubling the work, and doubling the yield."

Let's say that your Focus Caster is of 7th Level, and that you have 10 total levels of Secondary Casters.  Using the above formula, you could affect the hex where the Ritual took place, and one extra hex (because you have a Focus Caster with 2 extra levels than are needed (5 divided by 2 rounded down).

Let's say that your Focus Caster is of 5th Level, and that you have 15 total levels of Secondary Casters.  Using the above formula, you could affect the hex where the Ritual took place, and one extra hex (because you have 1 1/2 the needed total levels of Secondary Casters).

The nice thing about that, is that you can have both a high level Focus Caster, and extra Secondary Casters and use both to affect more and more adjacent hexes.  Once all of the adjacent hexes have been affected by a spell, then you can go out to the next ring of adjacent hexes.  This probably would only happen for very large conclaves of magic-users or clerics however.

I think this format could be used for Divine Rituals, as well as Arcane Rituals, as I can see both working out well.  I'm not sure what the differences would be between the Divine and Arcane Rituals and their effects, but I'm sure there would be some overlap in areas.

In addition to the above, I was also thinking that other things could help out these types of far reaching Rituals.  Perhaps the following could be boons to casting bigger and badder rituals:

1) The stars are right.
2) Sacrifices (animal or humanoid)
3) Burning Spell Slots of the magic-users or clerics involved in the spell.  So they would essentially exhaust themselves of every spell slot they had for the day.  I'm guessing there would be some formula to give extra levels to either the Focus Caster, or Secondary Casters.  This might be a bad idea though.
4) Lay worshipers and lay cultists could help out, but there would need to be many of them to do so.  These worshipers/cultists would be chanting, singing hymns, dancing, smoking things, etc.
5) Alignment of the moon(s) in the night sky, or the position of the sun(s).
6) Using magically oriented crystals, or minerals that are particular to your setting.  Magic rocks can help in the casting perhaps by multiplying, or adding to the total number of casters, or the level of the Focus Caster.
7) Sacrificing powerful magic-users or clerics themselves might have a powerful effect, but with a heavy price...  The Terry Goodkind Sword of Truth series had a lot of magic items and powerful spell effects created by the loss of life of powerful magic-users, so why not here?  Perhaps every level that the sacrificed caster had would translate into twice the amount?  This might be too dark for some campaigns.
8) Summoned extra planar creatures could perhaps be conjured forth to aid in the spell casting, but with a lot of risks to those performing the ritual.  Perhaps there would be a % chance of the Ritual going awry, and perhaps performing a curse instead of a boost to what they were attempting to accomplish.

That's all I can think of right now.

The Hill Canton blog can be found here:
http://hillcantons.blogspot.com/

Elf & Magic-User Sumerian Spell Names / Command Words for Labyrinth Lord


I posted this over on the LL forum, but I figured it would be good to post the full list here.  Some of the translations of words are pretty weak, but I did the best I could with the available Sumerian words.  I think the worst translation was Reverse Gravity (because Sumerians didn't have a word for gravity).  If I couldn't find the word, I tried to boil down what the effects of the spell were, and go from there typing in words till something popped up.  I used the link to find all of these words:  http://psd.museum.upenn.edu/epsd/nepsd-frame.html



1st Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Charm Person "Namhili Umia"
Detect Magic "Hulu Emegar"
Floating Disk "Dirig Gur"
Hold Portal "Du Daggan"
Light "Geshnu"
Magic Missile "Emegar Gagsisa"
Protection From Evil "Shudul Hulgal"
Read Languages "Gu De Eme"
Read Magic "Gu De Emegar"
Shield "Duksium"
Sleep "Usag"
Ventriloquism "Zulun"

2nd Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Arcane Lock "Emegar Za"
Continual Light "Duri Geshnu"
Detect Evil "Hulu Tuku"
Detect Invisibile "Hulu Nu Igi Duh"
ESP "Ningdirig Shu Gid"
Invisibility "Nu Igi Duh"
Knock "Gal Taka"
Levitate "Dirig"
Locate Object "Hulu Barutum"
Mirror Image "Zarbarshu Mete"
Phantasmal Force "Gidim Gu"
Web "Ash Ningdu"

3rd Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Clairvoyance "Mushma Igi Bar"
Dispel Magic "Hash Emegar"
Fireball "Izi Ellag"
Fly "Barash"
Haste "Kusham Tag"
Hold Person "Du Umia"
Infravision "Mashgik"
Invisibility 10' Radius "Nu Igi Duh Eshe"
Lightning Bolt "Saggul"
Protection From Evil 10' Radius "Shudul Hulgal Eshe"
Protection From Normal Missles "Shudul Gagsisa"
Water Breathing "Asura Pag"

4th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Magic Eye "Emegar Igi"
Charm Monster "Namhili Mushhush"
Confusion "Suh"
Dimension Door "Anshag Daggan"
Hallucinatory Terrain "Kur Kalam"
Massmorph "Mah Giri Kur"
Plant Growth "Abushu Dubul"
Polymorph Others "Giri Kur Balare"
Polymorph Self "Giri Kur Ni"
Remove Curse "Hash Ash"
Wall of Fire "Egar Izi"
Wall of Ice "Egar Halba"

5th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Animate Dead "Zi Shag Gal Dugdugurhi"
Cloudkill "Dungu Gaz"
Conjure Elemental "Dim Lahama"
Contact Other Plane "Di Anshag"
Feeblemind "Huba Sag"
Hold Monster "Du Mushhush"
Magic Jar "Emegar Tigul"
Passwall "Dib Egar"
Telekinesis "Sa Sag"
Teleport "Emegar Zid"
Transmute Rock to Mud "Shu Bala Na Luhum"
Wall of Stone "Egar Na"

6th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Anti-Magic Shell "Nu Emegar Murguba"
Control Weather "Ku Gal An"
Death Spell "Dugdugurhi En"
Disintergrate "Sugzag Gu"
Geas "Gasham Duga"
Invisible Stalker "Nu Igi Duh Gissu"
Lower Water "Kita Asura"
Move Earth "Sa Lag"
Part Water "Na Deg Asura"
Project Image "Sig Mete"
Reincarnation "Kunu Sug"
Stone to Flesh "Na Ushmeda"

7th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Grasping Hand "Tab Silig"
Delayed Blast Fireball "Giri Gub Tab Izi Ellag"
Instant Summons "Inesh Dim"
Duo-Dimension "Min Anshag"
Limited Wish "Kisher Kurku"
Mass Invisibility "Mah Nu Igi Duh"
Magic Sword "Emegar Ugur"
Phase Door "Alad Daggan"
Power Word Stun "A Shum En Udi"
Reverse Gravity "Balare Shu Dub"
Simulacrum "De Uludin"
Statue "Alan"

8th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Antipathy/Sympathy "Umul Kunu" / "Umul Kar"
Clenched Fist "Mir Geshba"
Clone "Gabari"
Glass Like Steel "Anzah Kugan"
Incendiary Cloud "Manu Dungu"
Irresistible Dance "Gu Gud"
Mass Charm "Mah Namhili"
Maze "Dih Dus"
Mind Blank "Sag Nunignam"
Polymorph Any Object "Giri Kur Ningnam"
Symbol "Zib"
Trap The Soul "Ellagdu Shedu"

9th Level LL Sumerian Elf & Magic-User Spell Names/Command Words
Crushing Hand "Gum Silig"
Imprisonment "Egal"
Meteor Storm "An Amargu Ud"
Power Word Kill "A Shum En Gaz"
Prismatic Sphere "Bara Ni Karkar"
Shape Change "Egar Shu Bala"
Temporal Stasis "A'udtegiba Nu Sa"
Time Stop "A'udtegiba Gala Dag"
Wish "Kurku"

Wednesday, July 23, 2014

D100 Strange RPG Effects Table

I have been writing up a systemless adventure module and in it I came up with the following table filled with a bunch of strange effects that could be either good or bad for some dungeon crawlers.  Here is a link for the PDF.

https://drive.google.com/file/d/0B5q-SrbFhJetM3JHanppOHBhYms/edit?usp=sharing



D100 Strange Random Effects Table

Saving Throws are suggested for these strange effects but that is left to the Game Master to implement. Also the effects below are for only one random character in the area and not the whole group of characters.  Finally it is left up to the GM if these effects are permanent or if they are only a temporary effect.  "You" and "Your" in the descriptions refer to the character affected by these effects.  If a strange effect gives a character a spell per day and they normally can't cast spells this effect surpasses the normal restrictions to magic use.

1) Two random Stats increase.
2) You develop a persistent hunger for the flesh of your own race.  A Saving Throw could be used to resist this urge when it becomes too strong to resist.
3) You do not need sleep for 2D4 days.
4) Lucky you! Roll twice against this chart and apply both effects.
5) One Skill increases a minor amount, or increase a Stat.
6) One random hand and one foot shrink to half size.
7) One Skill increases a medium amount, or increase a Stat.
8) Your legs turn into a mass of useless tentacles.
9) One Skill increases a major amount, or increase a Stat.
10) Your face melts off leaving a skeleton visage.  Social interactions suffer a major penalty, but you get a bonus to intimidation attempts.
11) Hit Points go up a minor amount.
12) Your skin liquifies and as it sloughs off it cries like an infant.
13) Hit Points go up a medium amount.
14) Your hair turns into red beetles and they scatter in fear.
15) Your mind is transferred into a random item that you are carrying. You can control your body as long as it holds the item your mind is within.
16) Your teeth fall out after crumbling into ashes.
17) When you deal melee combat damage you deal twice as much.
18) Your mouth seals shut via a thick membrane of living flesh.
19) You double in height.
20) Your hands are replaced with constantly dripping mounds of putrescent goo.
21) Learn one additional language.
22) Somewhere in the world (or in this dungeon level) an evil person has their appearance changed to resemble yours.
23) Your skin changes at will.
24) You will start worshiping the next thing you see (player's choice) as a god.
25) You take half as much damage from any wound.
26) Drinking water causes you to turn into a goat for 1d4 minutes.
27) Only magical weapons can harm you.
28) Your body hair now glows brightly in the presence of evil, giving off enough light to illuminate a fifteen foot radius area centered on you.
29) You no longer feel pain, but you are less likely to notice that you are injured and thus less likely to seek aid for your wounds.
30) You must now vomit your stomach acid onto your food before eating it (like a fly).  This can also be used as an acid based attack within a short range.
31) Only blunt weapons can harm you.
32) Hit Points go down a minor amount.
33) Only slashing weapons can harm you.
34) Animals hate you, even once dearly beloved companions. You automatically critically fail any husbandry or riding related rolls.
35) Only piercing weapons can harm you.
36) You are convinced that you died an especially gruesome and dissatisfying death and that you now live your unlife as a ghost that haunts the rest of your party. No amounts of evidence can convince you otherwise.  Once a week you can make a Saving Throw to know the truth.
37) You gain 1 spell that can be cast once per day.
38) You can't speak for 1D6 days.
39) You gain 2 spells that can be cast once per day.
40) Your hair grows 1D10 yards.
41) you grow a pair of fully functioning wings.  You can fly with your normal speed but you can only wear custom made armor.
42) Your skin blisters as if it was burned.
43) You are 1D6 years younger.
44) You must say everything sarcastically.
45) A minor deity, angel, or demigod shows up and offers you one minor boon.  It will refuse tasks that it cannot or will not perform.
46) You are 1D6 years older.
47) You're a lefty now! Inverse main hand. For several weeks you will suffer from a lack of coordination but after this period of time you will become Ambidextrous.
48) Your intestines turn into snakes that bite the inside of your body.  There is a 1 in 6 chance that they are poisonous.
49) You gain 1 spell that can be cast twice per day.
50) A character's airways are closed 2/3rds of the time.
51) You gain 1 spell that can be cast three times per day. 
52) You cough out bloody feathers every few minutes.
53) You can breathe in water and in air.
54) You cough out writhing worms every few minutes.
55) Your skin provides a minor amount of damage reduction.
56) Dungeon walls speak to you, but they have nothing good to say. They berate you and antagonize you, and conspire to alert monsters of your whereabouts. They loudly reveal your tactics to any within hearing distance. Attacking the walls begets mockery. 57) Your skin provides a medium amount of damage reduction.
58) 1D10 screaming worms crawl out of the flesh of your arms dealing damage in the process.
59) You develop two fiendish and fanged mouths on your palms. They snarl and try to chew anything you touch.  Any living thing that you touch is harmed and you are healed an equal amount.  If you haven't fed them during the day they will try to self-cannibalize you at night.  You are more intimidating now than you were before. 
60) Your eyes become unusable pools of blood.
61) You can levitate at will.
62) You take twice as much damage from any wound.
63) Your fingers and knuckles become moving stone.  Damage done with your fists is tripled.
64) Children just don't like you now. They cry constantly and vomit in your presence. 
65) You vomit out 1D20 silver coins every 10 minutes.
66) Your hands become feet and your feet become hands.
67) You vomit out 1D20 gold coins every 10 minutes.
68) Your eyes turn into valuable gemstones but you can still see out of them.
69) You understand the languages of animals.
70) Whenever you speak your true name all light sources are extinguished within a twenty feet radius of you.
71) You understand the languages of birds.
72) When you stare at any fire you see a face of a grinning demon or devil in it.
73) When you hear music you hear subliminal messages that contain helpful tips and truths.
74) Your insides are replaced with insects and spiders.  They have a hive mind but your mind is now just one voice in a chorus of other voices.  They are able to wear and manipulate your body as they see fit. Physical Stats go down a medium amount, and mental Stats go up a medium amount. You take extra damage from all attacks that aren't spells or psychic in origin.
75) When you look at a book it speaks the words that you are staring at.
76) Your toe and finger nails grow an inch every minute.
77) Learn 1D2 languages.
78) All your stats go down a minor amount. You are convinced that you feel stronger, more intelligent... etc.
79) Learn 1D4 languages.
80) You forget 1 language for 1D6 days.
81) Your hair is constantly blown back by a magical wind (possible Stat increase).
82) Every time you look in a mirror you will see a monstrous version of you staring back. If you sleep near a mirror the monster will creep out of it and try to kill you and replace you. If you kill the monster while it is out of the mirror the curse will be broken.
83) An ancient intelligent artifact of bygone days materializes before you and will help you to achieve your goals.
84) You leave putrid black footsteps everywhere you walk.
85) Every liquid you drink turns to wine as it goes down your throat.  If you drink a potion it has the same effects it just tastes MUCH better.
86) Your shadow gains a will of its own.  It has an opposite alignment or temperament.
87) Water turns to blood when you touch it with your left hand.
88) You think that there is a loud talking bird on your shoulder but it isn't actually there.
89) Your insides and blood are searing hot.  You gain a high bonus to resist diseases, parasites, and poison because of it.  When melee weapons wound you there is a moderate chance that your spilled blood could burn your attacker.
90) When you speak or write, others cannot understand it.  They perceive it as an unknown language.
91) A small horde of roughly 20 vermin begin to follow you around and if allowed to do so will protect you to the best of their ability, but they will only act to defend you.
92) You see your heart leave your body as it bursts out of your chest. The wound instantly seals up. The heart however is still beating (somehow pumping blood through your body) and you are still alive. You must now protect your heart while it exists outside your body or you will die.
93) You fade out of existence when you sleep into a safe pocket dimension.  When you return upon waking you are fully refreshed.
94) You break out head-to-toe in unsightly, painful, and leaking pustules. People respond negatively when they can see your face and any social interactions suffer penalties for it.
95) You produce a shadow of light when in darkness that has the same brightness of a dim torch.  You have no normal shadow when in sunlight.
96) You are convinced that you are becoming some sort of supernatural or extraplanar creature. You refuse all evidence to the contrary.
97) All nonmagical mechanical locks automatically unlock when you draw within ten feet of them.
98) You can no longer rest or sleep. After 2 days you suffer penalties to all activities. Every day after that you may make another saving throw. Death may result from this effect, or if the GM wishes they are simply in a constant state of exhaustion. 99) Gravity affects you less.  You get a bonus to swimming rolls as you tend to float naturally, and whenever you fall you will float down slowly.
100) Your two arms merge into one centered on your chest.  Any Stat or Stats that represent combat, strength, or athleticism goes up a medium amount but now you only have one arm.






Friday, April 18, 2014

A Bunch of Weird Monster Drawings III

I have been slowing drawing monsters for my YouTube RPG Brigade Megadungeon Project.  Here are a few of the latest ones. 


Rest in peace David A. Tramier (The Ratfolk drawing is me doodling up the Lycanthropy drawing in the AD&D Monster Manual).






Here is a Yuanti that is also from AD&D.





This one is just a random chaotic monster that I have dubbed a Walking Nightmare aka Fry Head.  hehe.  






 

Monday, April 7, 2014

LLAECRCS: Labyrinth Lord Advanced Edition Companion / AD&D Race Creation System

I have no idea if this is a good way to go about making Advanced Edition Companion / AD&D races, but this is what I came up with. :) I'm sure that there are other abilities, limitations, restrictions, flaws, etc. but I think this is a pretty thorough list. If you have any suggestions put them down below. Thanks.

The idea that I came up with was to have the values of the positive special abilities balance out with the negative costs of the various flaws, restrictions, limitations, etc. so that the end racial point total equals zero.


Race Special Ability Values

AC Bonus +1 vs. Certain Races (+10)
Attack Bonus to hit +1 (+10)
Attack Bonus to hit +2 (+20)
Class Level Limits Increased [For each Plus 2 levels beyond the 10 per available Class Average] (+10)**
Damage Reduction 1 (+20)
Damage Reduction 2 (+40)
Double Damage Dealt (+30)
Dwarf & Gnome Abilities, 2 in 6 chance to detect traps, false walls, hidden construction, etc. (+10)
Elven Detect Secret Doors (+10)
Extra Spells Known at Character Creation: You know three 1st level spells and two 2nd level spells at character creation. (+10)
Familiar: The character can see through the eyes of this familiar. Spells can also be cast through the familiar as if the familiar was the caster (if the character is a Magic-User). (+10)
Hear Noise Skill Boost 1-3 (+10)
Hear Noise Skill Boost 1-5 (+20)
Hide in Nature 90% (+20)
Hide in Nature 50% (+10)
Hit Points +1 Hit Die Step (+20) [Example D4 to a D6]
Hit Points +2 Hit Die Steps (+40) [Example D4 to a D8]
Immunity to Cold/Fire/Electricity/Poison etc. (+30)
Immunity to Certain Types of Spells (+20)
Immunity to Ghoul Paralysis (+10)
Infravision 30' (+5)
Infravision 60' (+10)
Infravision 90' (+20)
Initiative +1 (+10)
Innate Fire/Cold/Electricity/etc. Damage [Like +1D6 Fire Damage Hands] [Per Appendage] (+10)
Innate Spells Once Per Day [Per Spell, 1/Day], Your Level = Magic-User Level (+20)
Languages Known 10+ (+40)
Languages Known 6-9 (+30)
Languages Known 4-5 (+20)
Languages Known 3-4 (+10)
Light Sensitivity [Normally Race also has Infravision] -2 to hit and damage in bright sunlight, -1 to hit and damage on cloudy days. Powerful light spells affect them in a similar fashion. (-20)
Light Susceptibility [Normally Race also has Infravision] -1 Penalty to hit & damage & saves (-10)
Magic Resistance 50% (+50)
Magic Resistance 40% (+40)
Magic Resistance 30% (+30)
Magic Resistance 20% (+20)
Magic Resistance 10% (+10)
Movement Increase 150% Human (+20)
Natural Armor +1 (+20)
Natural Attack [Per Attack] +1D4+Str Mod. (+5)
Natural Attack [Per Attack] +1D6+Str Mod (+10)
Natural Atack [Per Attack] +1D8+Str Mod (+20)
Racial Hatred, +1 to hit and damage (+10)
Racial Hatred, Double Damage (+20)
Resistance to Fire/Cold/Electricity/etc. 50% Less Damage (+20)
Resistance to Sleep & Charm spells 90% (+20)
Resistance to Sleep & Charm spells 50% (+10)
Saving Throw Bonuses, Dwarf Saves [+17 in total] (+30)
Saving Throw Bonuses, Gnome Saves [+13 in total] (+20)
Saving Throw Bonuses, [+8 in total] (+10)
Saving Throw Bonus, [+4 in total] (+5)
Scent Tracking 50% (+20)
Scent Tracking 30% (+10)
Set Pits, Snares, & Traps 90% (+20)
Set Pits, Snares, & Traps 50% (+10)
Snow & Ice Walking [You can walk in a surefooted fashion on the surface of snow & ice like Legolas without movement penalties or dice rolls.] (+10)
Spell Rest Time Reduced: You only need to rest for 4 hours to regain your spell slots. (+20)
Stat Modifiers +1/-1 (+20)
Stat Modifier +1 [Without Penalty To Another Stat] (+30)
Surprise Chance +1 [You Surprise Others] (+10)
Surprised Chance Decrease -1 [You are surprised less often] (+10)
Thief Skill Racial Bonuses if a Thief [Plus 20 in total] (+20)
Thief Skill Racial Bonuses if a Thief [Plus 10 in total] (+10)
Thief Skill That Increases as You Level Without Being a Thief (+20)
Tracking via Tracks 45% (+15)
Tracking via Tracks 25 % (+5)

** For this system I am assuming a 10 level limit average for each available class. So if you have 5 available classes, you have 50 levels to place in those classes. This special ability allows you to place 2 more additional levels into the available class level limits. So if you had a 10 point special ability if you have 5 available classes you could have 52 levels to place where you see fit.


Limitations, Restrictions, and Flaw Costs

Armor Restrictions (-10)
Attack / To Hit Penalty of Minus 1 with Certain Weapons (-5)
Attack / To Hit Penalty of Minus 2 with Certain Weapons (-10)
Attack / To Hit Penalty of Minus 1 with Many Weapons (-10)
Attack / To Hit Penalty of Minus 2 with Many Weapons (-20)
Bleeder/Frail: Whenever you take damage you take 1 more damage. (-20)
Blind [See Familiar above if you want them to have another way to see.] (-30)
Class Availability 2-3 Classes (-30)**
Class Availablity 4-5 Classes (-20)**
Class Availability 6-8 Classes (-10)**
Class Level +1 [If the character is of a particular Class they are considered 1 level higher] (+30)
Class Level Limits Decreased [For each Minus 2 levels below the 10 per available Class Average] (-10)**
Deaf (-30)
Fear of Something Common [Like Fear of Crossing Water] with a Paralyze Saving Throw to Negate (-10)
Fear of Something Common [Like Fear of Crossing Water] with a Paralyze Saving Throw to Negate, at a -2 Penalty (-20)
Half Damage Dealt (-20)
Hated by Types of Races, they get +1 to hit and damage against you (-10)
Hit Points -1 Hit Die Step (-20) [Example D4 to a D2]
Mute (-30)
Slower Movement 75% Human (-10)
Slower Movement 50% Human (-20)
Slower Movement 25% Human (-30)
Stat Requirements For Each Number Higher (-5) [Example 4/18]
Stat Maximum Limitation For Each Number Lowered (-5) [Example 3/17]*
Susceptibility to Fire/Cold/Electricity/etc. Double Damage (-30)
Susceptibility to Fire/Cold/Electricity/etc. 150% Damage (-15)
Susceptibility to Spells & Wands, -4 penalty to both Saving Throws (-20).
Weapon Restrictions [A Few] (-10)
Weapon Restrictions [A Bunch] (-20)

*There is no penalty if this is as a result of the +1/-1 Stat Modifier
** For this system I am assuming a 10 level limit average for each available class. So if you have 5 available classes, you have 50 levels to place in those classes. If you took the Class Level Limits Decreased option above, in the 50 level example you would have only 48 levels to place between the available Classes.


Balanced Abilities with Zero Cost

Languages Known, Race + Common Tongue (0)
No Weapon Restrictions (0)
Small Sized, Harder to Hit by Large Creatures +1 AC, Weapon Restrictions (0)
Large Sized, Easier to Hit by Small Creatures [They get +1 to hit], Large Weapons (0)

Wednesday, April 2, 2014

A Bunch of Weird Monster Drawings II

So it seems I have some more old drawings lurking on my laptop waiting to pounce on your feet that are hanging off of your bed...  Hopefully some of you can use this nightmare fuel for your games.  :)


I think of this one as some sort of corpse worm.  That, or it is eating the inside of your ear canal right now.




This is the face of... something.  This was one of the last drawings that I did with mechanical pencil.  I prefer drawing with just a ball-point pen these days.




A rock elemental.





I had this idea of repeating the same humanoid shape over and over again in different ways to make up a creature.  This was the result.  This one may end up in a RPG supplement but I'm not sure.  I sent it in awhile ago.  I think it may end up being a Dungeon Crawl Classics Patron.



I sent this one in to the same RPG author and it may be a Dungeon Crawl Classics Patron as well.  Worship it... or else!



I just drew the next 2 up last night.  I'm working on populating my level for my YouTube RPG Brigade Megadungeon Project.  This is the creature with a teleporting mouth that gets you in and out of the level to send you to other levels.  This one may end up in Theater of the Mind Magazine.
http://rpg.drivethrustuff.com/browse.php?manufacturers_id=4531







A bunch of these things live in a chasm in the center of the dungeon and they mutter in unison.  Every "turn" (not every round) characters need to make a saving throw or they have to roll a 1D6.

1) Walk slowly until you fall in the chasm.
2-3) Stand in one place for 1D6 minutes.
5-6) Fall into a deep slumber for 1D6 hours.




That's all that I have for now.  Have a good one.  Cya.