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PurpleXVI posted:I'm mildly amused by the "small charge to enter, big charge to leave"-idea, though. It could be used for other situations, but what it requires is something that lets it be used as a quest hook, i.e.: Landing fees work the same way*; you can take off as many times as you want for free though ![]() *There's a fee for touch and goes too, but it's less than for a full landing.
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# ¿ Feb 18, 2025 20:08 |
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I really like Fantasycraft's overall system and a lot of its subsystems, but the monster stuff is a special hell
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mellonbread posted:If the players survive, the dwarf climbs out of his seat and runs away. He was an illusion too. The magical door he slips through leads to a treasure room, filled with 3,000 silver pieces, times the average party level. For those of you keeping score at home, this is the final boss, and 3,000 silver pieces is literally not enough treasure for a party of four Level 1 characters to reach Level 2 in either of the two systems recommended by the designer for this module. Don't the OSR variants which use a silver standard give you 1xp per silver, or do they still give 1xp per gold (so 1xp per 10 silver)?
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mellonbread posted:You get 1 XP per silver. So 3,000 silver pieces divided among four characters nets you 750 XP per character, less than half of what you need to reach Level 2. Good point. Forgot you split.
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Wrestlepig posted:
I think you've missed a bit at the bolded section, because it doesn't make any sense; if you get a 1 on what? the d10? Where do doubles come into if you're just rolling 1 die?
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I think the difference between something like Beneath and the Chris Fields stuff is that when you sit down to a Black Tokyo game the assumption is that everyone knows they're playing D&D by way of 80s tentacle-demon anime; there's no fooling the players involved. (Not saying they have any redeeming features apart from that)
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Bieeanshee posted:My biggest issues with Spelljammer were the stock helms, and the sheer number of anime in-jokes. Anime in-jokes?
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Removing Morale and Reaction rolls from D&D was such a poo poo decision.
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Nanomashoes posted:The Smoking Ruin Part 5: Overview of Act 1: Curtain Up
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inklesspen posted:As you will see from the recent changes page, I'm currently around page 74 of the thread. But it'll go a lot faster now. Glad to hear you're alive and kicking, the archive is a good resource ![]()
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I was trying to make sense of the initiative results in JcDent's writeup and failing miserably - number of actions was fine, but how was the initiative count number derived?
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There's been a surplus of good content in this thread. It's time to return to our roots.![]() This is going to cover the world book, as the system book is the d6 system with nothing much to say for itself. I've spoilered the content due to well... the content. 698 instances of the word 'slave' in 204 pages. Not all of which have text on them. Lorem ipsum dolor sit amet, consectetur adipiscing slave elit. Nunc slave ultricies cursus ipsum eget interdum. Etiam quis leo turpis. Sed slave dictum lorem orci, vitae laoreet dolor venenatis slave vitae. Integer id ex tempor, consectetur libero sed, slave luctus urna. Maecenas diam nibh, porttitor in slave mauris ac, ornare dapibus slave dolor. Aliquam erat volutpat. Pellentesque slave ut ex lacinia, feugiat mauris ut, molestie metus. Suspendisse slave ullamcorper slave blandit quam, slave id tempus nibh suscipit vel. Pellentesque condimentum slave lectus eu ligula aliquet tempor. Phasellus sit slave amet felis sem. Sed at leo ex. Cras tristique vestibulum urna, et consectetur odio ultrices id. Sed libero elit, finibus slave vitae faucibus at, euismod slave non purus. Maecenas slave vestibulum vulputate tellus, ut dictum slave nisl accumsan a. Sed dapibus slave auctor nisi, id auctor nisi bibendum slave vitae. Nunc placerat ut lectus slave eget eleifend. Integer ex ante, aliquam slave non slave eros accumsan, viverra slave varius dolor. Mauris vitae dui felis. Orci slave varius natoque penatibus et magnis dis parturient slave montes, nascetur ridiculus mus. Donec eleifend slave massa et elit scelerisque, nec iaculis massa slave gravida. Duis sollicitudin slave viverra ante in tincidunt. Sed sit amet slave sagittis ipsum. Nullam et arcu vel orci slave mattis maximus a sollicitudin slave purus. Aliquam erat volutpat. In hac slave habitasse platea dictumst. Curabitur sit amet slave gravida justo. Mauris vel mauris fermentum, aliquet slave metus eget, posuere slave metus. Nunc luctus lorem at venenatis sodales. Integer slave vulputate dictum neque in pulvinar. Cras slave rutrum a quam slave ut posuere. Curabitur slave ornare sem sed erat placerat tempus. Mauris congue slave nisi velit, sed posuere slave lectus convallis eu. Integer hendrerit nunc slave in libero congue porta. Consectetur adipiscing slave elit. Nunc slave ultricies cursus ipsum eget interdum. Etiam quis leo turpis. Sed slave dictum lorem orci, vitae laoreet dolor venenatis slave vitae. Integer id ex tempor, consectetur libero sed, slave luctus urna. Maecenas diam nibh, porttitor in slave mauris ac, ornare dapibus slave dolor. Aliquam erat volutpat. Pellentesque slave ut ex lacinia, feugiat mauris ut, molestie metus. Suspendisse slave ullamcorper slave blandit quam, slave id tempus nibh suscipit vel. Pellentesque condimentum slave lectus eu ligula aliquet tempor. Phasellus sit slave amet felis sem. Sed at leo ex. Cras tristique vestibulum urna, et consectetur odio ultrices id. Sed libero elit, finibus slave vitae faucibus at, euismod slave non purus. Maecenas slave vestibulum vulputate tellus, ut dictum slave nisl accumsan a. Sed dapibus slave auctor nisi, id auctor nisi bibendum slave vitae. Nunc placerat ut lectus slave eget eleifend. Integer ex ante, aliquam slave non slave eros accumsan, viverra slave varius dolor. Mauris vitae dui felis. Orci slave varius natoque penatibus et magnis dis parturient slave montes, nascetur ridiculus mus. Donec eleifend slave massa et elit scelerisque, nec iaculis massa slave gravida. Duis sollicitudin slave viverra ante in tincidunt. Sed sit amet slave sagittis ipsum. Nullam et arcu vel orci slave mattis maximus a sollicitudin slave purus. Aliquam erat volutpat. In hac slave habitasse platea dictumst. Curabitur sit amet slave gravida justo. Mauris vel mauris fermentum, aliquet slave metus eget, posuere slave metus. Nunc luctus lorem at venenatis sodales. Integer slave vulputate dictum neque in pulvinar. Cras slave rutrum a quam slave ut posuere. Curabitur slave ornare sem sed erat placerat tempus. Mauris congue slave nisi velit, sed posuere slave lectus convallis eu. Integer hendrerit nunc slave in libero congue porta. Next... I'm going to continue my Basic D&D module writeup/playthroughs because gently caress this trash. Edited to add - this was intended as an April Fool's, however the stat I mentioned - 698 mentions of 'slave' in 204 pages (not all of which have words) is accurate, and the Lorem Ipsum paragraphs do truly get across the feeling of reading the book - paragraphs of bullshit interspersed with the word 'slave', therefore I stand by this as an accurate and complete F&F of the World of Gor book. Angrymog fucked around with this message at 10:45 on Apr 2, 2021 |
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Libertad! posted:Is that spoiler'd text in Latin? Google translate doesn't work on it. It's lorem ipsum with the word 'slave' stuck in randomly. Just put in to pad out the post Angrymog fucked around with this message at 23:39 on Mar 31, 2021 |
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Comstar posted:...so is that the full review? Yes. Yes it is. I feel it truly captures the essence of the book.
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My World of Gor 'writeup' was (hopefully obviously) intended as an April Fool's, however the stat I mentioned - 698 mentions of 'slave' in 204 pages (not all of which have words) is accurate, and the Lorem Ipsum paragraphs do truly get across the feeling of reading the book - paragraphs of bullshit interspersed with the word 'slave', therefore I stand by it as an accurate and complete F&F of the World of Gor book.
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90s Cringe Rock posted:has cthulhutech 2 seriously upgraded its core mechanic of lovely poker dice to d02 know no limit And what about its hats?
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After a very long break, it's time to go back Basic Dungeons & Dragons and some of the B series. I'll be looking at B12 - Queen's Harvest ![]() ![]() This is the sequel to B11, King's Festival which I covered back in 2018 and can be read up on here - https://writeups.letsyouandhimfight.com/angrymog/kings-festival/ - like its predecessor it is a teaching module for new DMs, though there's less advice in it as it assumes that you've played B11 - indeed the adventure follows directly on from that module, with the characters carrying a message from Aralic, the cleric in Stallanford to the Wizard Karvoquian. I thought it was supposed to be in response to the letter found on the body of the warrior at the end of B12, but reading the two letters (the found letter and the one that Aralic responds to) makes it seem like they're two separate messages from different people. The letter warns of the actions of a Bandit queen who has been amassing power in the hills and talking of bringing a Harvest of Death to the land, with Aralic asking for Karvoquian's advice on the matter. The PCs are offered 5gp each to carry the letter; a paltry amount compared to the amount of loot they pulled out of the dungeon in King's Festival, but the module does point out that it's only 12 miles - a few hours journey on foot at most. They can't buy horses; Stallanford has none spare. Talking of characters, we're using the survivors from King's Festival, all now level 2. Adventurine - Dwarf, Lawful Alex - Thief, Chaotic Magda - Fighter, Lawful Mikhail - Magic User, Chaotic Praying Colin - Cleric, Neutral Colin can now cast a spell a day, Mikhail has added the spells from Actar's (Elf, RIP) spellbook that he didn't already know, and everyone's had a bit of an equipment upgrade when there was something suitable to upgrade to. As this is specifically a look at the module rather than the game system, we're not adding in skills or weapon masteries. This is a level 1-3 adventure, still bounded by the Basic set, so there aren't any rules for overland travel available yet, though the module does introduce some basic ones for part two. For now we just montage-trek to the wizard's mansion. The weather is awful, but they arrive safely at the manor; Magic Users and Elves will notice that there are arcane runes in the gates. Module doesn't say what they do, because it's not important to the story. The door is answered by the Butler, and assuming the character's don't gently caress about and tell him why they're there, he'll let them know that Karvoquian died a few weeks ago, but that the new lord will see them. They're shown in and introduced to Lord Kaerin Penhaligon (the area the manor is in is part of the Penhaglion estates, and going by the area map includes an actual town) Kaerin is a strongly built young man with brown hair and eyes, and most noticeably, a missing right arm. He's a Lawful level 4 fighter with a modest collection of magical items. His description text says that he's the adopted son of Karvoquian. He generally answers the character's questions politely as long as they don't get too personal; most relevantly Karvoquian died peacefully of old age due to being 90 years old and not interested the usual wizard life-extension antics. If they ask, he'll also let them know that he lost his arm to a Slicer Beetle. Assuming the party continues to not gently caress around, Kaerin will ask them to carry out a task for him - enter the basement of the building which the wizard used as a lab, and retrieve a tiara and a sword with a gemmed pommel. He'll pay them 250gp each and they can keep everything else that they find. This is entirely legitimate; he is Karvoquian's legitimate heir, and he wants the tiara to give to the lady he's courting, and the sword because it'll look flash at a social function. The only catch is that they only have a couple of days to get the items; after that point it's too late to get them to him before the function; they won't get the gold if they're late, but they can still keep the other things they find. If the PCs don't have the Staff of Healing from King's Festival Kaerin has one that he'll lend them for the duration. The PCs are obviously tired from their journey, and after the meal and socialising they're encouraged to wait till the morning to enter the basement. Kaerin doesn't know much about the basement; he hasn't been down there, but he does know that Karvoquian was interested in magical beasts, and protected his workshop with creatures, magical traps, and something that can walk through walls. As well as the expected monsters, there's two sets of NPCs in the basement - a pair of thieves who're just looking for loot, and a group of Chaotic Adventures, who you later learn were let in by the Butler; they don't seem to be related to the Bandit Queen plot though - perhaps they were just hired to loot the wizard's basement and it's unfortunate that they arrived around the same time as the party. The pair of thieves don't make a lot of sense for reasons that will become obvious very shortly. And now it's time to enter the dungeon. We're told that all areas are unlit, doors unlocked, and ceilings 15' high unless the text says otherwise, and that the characters have from 8 am to 8pm the next day to get the things and get out. They may expect to be able to return to the house for a breather, but the dungeon will quickly put an end to that plan. The DM is expected to check for wandering monsters every hour; there's a 1 in 6 chance of an encounter, and just over half the entries on the table are a Phase Stinger - Karvoquian's little guardian constructs. They're a non-lethal, but annoying, beastie. More of a timewaster than anything, even in the event that they paralyse everyone. Into the dungeon ![]() Area One is a spiral staircase that descends 60'; the DM is advised to make sure they know who's got the light source; in our case it's Mikhail, the Magic User. The stairs end in a small, dusty room; the module notes that the characters won't be able to detect the sliding wall sections (the dotted lines, though the module says that they should be marked with an X on the map), nor the pit at area 3 - not even the Dwarf ability will help. IMO, that sucks. Our party pootle around a bit, then head down the corridor in the order Magda + Adventurine, Mikhail + Alex, and Praying Colin bringing up the rear. As Magda and Adventurine step on the pit at area three, they hear a little voice say "What's the password?" We'll assume they take a guess at it being Kaerin since they don't know the name of any other members of Karvoquian's family. They're wrong (in fact any answer is wrong because there's no way they could know what it is, and the module doesn't even give an answer). At the moment they answer, (or fail to answer), the following things happen. 1. 10' thick stone blocks slide forwards in Area 2, blocking their retreat back to the manor 2. The pit opens below Magda and Adventurine, dropping them 10' down for 1d4 points of damage each; they easily soak it. The pit slams shut again, trapping them in. Adventurine can see, Magda can't. 3. A bell starts ringing loudly in the distance, and the door to room #4 is opened by a Cauldron Magen (a magical, humanoid, cauldron person) who immediately attacks. 4. A Phase Stinger phases into the pit and attacks Magda and Adventurine The Cauldron Magen is another new monster; it's not particularly tough, but it will do 1d10 acid damage a round once its grabbed you, and it can grab you from 20' away thanks to stretchy arms; this particular one is out of practice and can't keep hold of a target after grabbing so needs to make a new attack roll each round. Alex, Mikhail, and Colin aren't surprised by the Magen, but Magda and Adventurine are by the Phase Stinger. The Magen is immediately in range to attack, but misses Alex; the party moves back down the corridor and returns fire, but only Colin hits. Meanwhile in the pit, Adventurine is hit by the Stinger and knocked out, no save; she'll be down for 5 turns - 50 minutes. After four rounds Mikhail, Colin, and Alex defeat the Cauldron magen, though most of them are now on very low HP, and Mikhail's lantern is smashed after he tried to throw it at the magen. Colin uses the staff on them all. They spend 10 minutes searching and find the secret lever in 3a which opens the pit. Magda and Adventurine are dragged out and the party retreats into Room 4, the one the Magen came out of. It's dirty, dusty, has nothing of interest in it, but is hopefully secure. This initial trap is the reason the pair of thieves don't make a lot of sense, unless we assume that the dungeon resets, but in that case you'd expect Kaerin to warn the party that there might be other people down there. There's a wandering monster check just after Adventurine wakes up; another phase stinger floats through the wall, surprises the party and knocks Mikhail out; he'll be down for 30 minutes. The party manages to win initiative, and Adventurine destroys it in two rounds, with no-one else having been taken down. Alex says he's going to find somewhere different to rest, heads west, and discovers Room 6 - The Lounge. It's very comfortable looking with a magical fire adding a cheery air. The two paralysed people are moved into it, and they continue waiting. The lounge also has a bunch of precious objets d'arte. The party notes them, but decided to pick them up on the way out rather than cart them around. (350gp total of treasure in the form of a crystal bird, a sandalwood box, 6 goblets and a crystal decanter) B11 had a really neat list of all the treasure by room; this adventure doesn't have that, which makes bookkeeping for the GM a bit of a pain. Additionally the paralyzing monsters are very annoying, and mainly seem to exist to eat up the party's allowed time rather than pose any real threat. Next time, everyone's awake and we encounter a massive Food Hygiene violation amongst other things...
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Continuing with![]() Last time our party just had time to get locked in and beaten up a bit, now they start exploring the rest of the dungeon. ![]() With everyone functional again, the party goes east as that looks like there's only limited options in that direction. Room 5 - Guestroom The door is locked, but Alex manages to pick the lock. If he'd failed, there are keys discoverable later on. This is a comfortably decorated room, with fair carpets and furnishings and a pair of beds. Beside each bed is a small table with a lamp, a goblet, and an urn. The west wall has a tapestry showing elves frolicking in the wood-lands. There is a brass gong on a stand by one bed. The tapestry and goblets are worth 300gp combined, and there's the 75gp gem under one of the pillows. The only gotcha in this room is that if someone rings the gong, you immediately check for a wandering monster I'm amused by this dungeon having nice comfy places for the adventurers to rest, even though they're still going to want to do things like post a watch, but it does match the idea that this was Karvoquian's lab rather than the lair of an evil wizard. Though I do wonder why he had guestrooms downstairs? Maybe he had wizard guests that were unsuitable for polite company? Moving on, it's Room 14 - Small study The GM section of the description opens with the rather alarming sentence "This room is lit by a chandelier similar to that in location #7, which is not going to attack, however." So that's something to look forwards to. The door is again locked. Inside the room are a couple of Phase Stingers that have a 50% chance of phasing through the door and attacking whilst the party try to get the door open. If they do, they attack the second rank, which in this case are Colin and Mikhail as Alex is at the door trying to open it. If they do this, they have a 5/6 chance of surprising the party, which they do. Another fight ensues. It ends with Mikhail knocked out for an hour and two smashed up phase stingers. If the party had managed to get into the room they'd have found some rare books, vellum, rare ink, and a desk with a trapped drawer. The trap is paralysing gas again. There's a couple of useful potions (healing and invisibility) and 60 platinum plus change in the desk. Starting to get annoyed by the Stingers and realising that most of their time down here has been spent waiting for people to recover from paralysis, the party attempt to enter Room 13 - The Bathroom The door is locked, so Alex once more tries to pick it, and once more fails. This is in fact a blessing in disguise - above the door is a Green Slime which will drip on to anyone who enters - the basic D&D one is similar to the AD&D one - same vulnerabilities, same gently caress You, you’re slime now effect if the characters get hit and don't manage to get it off in time. There's a bit of treasure in the bathroom, most notably a gem worth 100gp. All in all no great loss for not managing to get in. Having exhausted the east wing of the basement, the party continue up the corridor to Room 7 - the Dining Room There's a softly glowing magical chandelier in this room and the description advises the DM to allow/ask for Intelligence checks to see if any of the characters notice the light and think to look under the door. Today our party are a bunch of geniuses (even Int 6 and 7 Adventurine and Magda) as they all pass their check and have the same bright idea, though all they're really going to see are the legs of a dining table and 6 chairs. Satisfied that there aren't any creatures in there, the party enter the room. This is clearly a dining room. There is a large table with six chairs around it, and six place settings of silver and china. A painting of an imposing old wizard hangs on the west wall. A side-table with glasses, a bowl, and vases of long-dead flowers rests under the painting. A splendid crystal chandelier that glows with a soft, magical light is mounted on the ceiling above the table. There's a smidgen of quite heavy treasure in the room, and the painting (which is of Karvoquian) is noted as being worthless, which doesn't feel quite right, but I guess that paintings of obscure wizards aren't worth that much, and it would be of sentimental value to Kaerin, so it would be a pretty heartless party to claim it as loot. Apart from the low level of loot, the room is a bit of a trap. A round after the characters enter (a minute, so just enough time for them to start poking at things) the chandelier flashes brightly and casts the Light spell at a random character, potentially blinding them for 4 rounds. At the same time, the Zombie kitchen staff (eughh! In room 8 also attack. They have thick leather gloves to prevent food contamination and meat cleavers (1d8 damage) ) Mikhail is the lucky recipient of this round's Light spell and fails his save, being blinded for 4 rounds. A surprise check has the party not surprised by this at least, and zombies always lose initiative, so the party get to go first, ignoring Mikhail's curses. Alex is going to attack with his crossbow, whilst Magda and Adventurine hit the zombies. Colin will try to turn them at the end of the round before their go. He does barely any damage to #2, but Magda and Adventurine slaughter #3 between them. Colin manages to turn 3HD of zombies, so one of the two remaining ones - #2 starts shambling back towards the kitchen, whilst #1 whacks Adventurine with its cleaver, doing 4 damage. In round 2 Colin is targeted by the chandelier, but makes his save. Alex and Colin attack it with missile weapons destroying it (requires 10 damage, AC9) whilst the other two finish off the zombies. As well as the XP from the zombies, there's 50 bonus XP from destroying the chandelier. Having defeated the dastardly chandelier and zombie kitchen staff, the party cautiously investigate the room the zombies came from and discover Room 8 - the Kitchen It's a kitchen with kitchen stuff, and if the party didn't trigger the dining room ambush, the three zombie cooks. The module explains that whilst Kavoquian wasn't Evil, he wasn't above re-animating enemies as servants. To which I say, FFS, at least use skeletons rather than zombies in the kitchen. The most important thing in the kitchen is a ring of keys which will open every locked door in the place, but takes 2d6 rounds to find the right key. For the purposes of the write up the PCs aren't going to backtrack right now to the two locked rooms they gave up on. They decide to finish exploring the north wing before heading down the stairs that lead to 15, bringing us to Room 11 - Weapons Room; there's a description to be read before the party try to enter the room. The door here is unusual. It is made of a glossy black wood with iron hinges, and there is a plaque affixed to it, bearing an etched warning: "Do not enter! Guardian is hostile and very dangerous! K. The party is pretty close to full strength at the moment, so they're going to risk it. The door is locked, which is where their ring of keys comes in handy. Unluckily for the PCs, the guardian is a Gargoyle; notably they're immune to Sleep and Charm spells, and non-magical weapons; the adventure text doesn't point this out - you have to go back to the rulebook (which to its credit does warn the DM against using gargoyles if the party doesn’t have magical weapons). If this was the party's first adventure they might be screwed, fortunately Magda, Colin, and Alex all have +1 weapons. Many weapons line the room on shelves and in racks. The guardian is a horrid thing, a horned and fanged winged monster with raking talons. Its skin is made of stone, and it streaks through the air straight at you! ![]() Fortunately, unlike the one in the picture, fire breathing isn't one of a gargoyle's attacks. The group isn't surprised, and wins initiative; Colin and Alex both attack, with Colin hitting, but doing nothing. Mikhail tries his sleep spell, which also does nothing. Magda swings and misses, Adventurine swings, connects, and does nothing. She yells at Colin to step in or give her his mace, which Colin will do next round. The Gargoyle has four attacks - it uses one claw on one character, then the other three on the other, and has a Thac0 of 16. Both Adventurine and Magda get slightly mullered by the Gargoyle. In Round 2, Colin gives his Mace to Adventurine, Alex tries to hide to prepare for a backstab, and Mikhail preps his oil flask for throwing if it all looks like it's going to go terribly wrong. Adventurine hits, nearly taking out the Gargoyle in one blow. The Gargoyle for its part focuses on her, but fortunately all attacks miss. In the third round Magda takes the thing out, and the party breath a sign of relief. Adventurine asks to keep hold of the Mace if Colin isn't going to be using it, and as he knows he can trust her (due to her being Lawful) he agrees that she can borrow it. Searching the room they find what can only be the sword that Kaerin has tasked them to find: One of the two-handed swords has gems set into the hilt and pommel, and is obviously the sword Kaerin wants. It is a magical two-handed sword + 2. - Magda swings it around a bit and decided to use it for now. Apart from the sword there's a magical crossbow in the room, and behind the secret door to the north is a suit of Dwarf-sized plate +1. There's no clues about the secret door; this is somewhere where I might have had the two thief NPCs have been ahead of the PCs and left the door open behind them, but they just don't make a lot of sense to be here in the first place. We'll say that Alex notices the nice Crossbow and decides to replace his standard one, but the party don't think to look for secret doors. This room may also come in handy later due to one of the dungeon inhabitants yet to come. They go around the corner and enter Rooms 9 & 10 - the stores Most of the supplies in here are no longer edible, but they find some dried fruit which is still edible. If they were to do a really thorough search of room 10, they'd find a silver sugar bowl with filigree work which is worth 50gp. Our party do not do a very careful search of room 10. Having run out of places to explore here, they go down to Room 15 - The Coal Hole; Alex listens at the door, but hear nothing unusual, so they open it. This room appears to be largely filled with coal. A pair of large shovels are half-buried in the stuff, which is heaped up toward the eastern end of the room. There are squeaking noises coming from under a pile of empty sacks in the north. The party pauses. Mikhail looks at the squeaking pile of sack and lights his oil flask, and then before the rest of the party can react, lobs it towards the area. Two burning rats flee out of the out of the pile of sacks, whilst the other 8! expire with a terrible cacophony of squeaks and smell of burning fur. The two remaining rats are dispatched. If the coal was a wooden structure, it would have a 15% chance of catching alight (rules from the Cyclopedia, 5% per point of damage) but since coal is inherently more flammable, I double that. The party are lucky, and nothing catches in the two rounds that the fire burns. This encounter is potentially pretty nasty if not cheesed with pre-emptive fire or a sleep spell (and the sleep spell may not work if the DM doesn't do joined up thinking, realise that the 7 Hit Dice the rats are listed as having is obviously a typo and double check in the rulebook - they're supposed to have 1/2 a HD each.) Ten giant rats themselves are potentially able to do serious damage to a party through attrition if nothing else, additionally two of them are diseased - if a character bitten fails a Poison save they now have a sickness that will kill them in four days unless cured. ![]() If the players are on the ball they'll realise that none of the fires they've seen use coal, this room is obviously some sort of ruse. Points to Karvoquian for using actual coal rather than illusions, I guess. The area in front of the secret door that leads onwards has suspiciously little coal in front of it, so it makes sense that the party will find the secret door sooner or later. It is both locked, and trapped. Alex does not find the trap, and so Magda, Adventurine, and Mikhail get a lungful of paralyzing gas when they go to open the door. Magda sucumbs and will be out for 3 hours. The party retreat to one of the comfy rooms to wait it out, fortunately they have no encounters. Next time, the end of this dungeon and the reveal about why the two thieves who're supposed to already be here make no sense. Angrymog fucked around with this message at 07:04 on Apr 13, 2021 |
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![]() This is the last part of the Wizard's basement. Last time our party had cleared up to room 15 (though they couldn't get into 13 and 14, and haven't gone back after finding the keys) ![]() Join us now for Karvoquian's basement continued... The characters have to walk single file down the corridor out of the decoy coal hole, which they do and then get annoyed when it ends in a dead end. Reasoning that the secret door wouldn't have been hidden and trapped if it didn't lead somewhere important they start searching. They have to find one of the doors or the adventure ends; the question is how long does it take them; in the case of my test game, 20 minutes before Adventurine found the easternmost secret door. The party head up in single file again, with Magda in the lead, followed by Adventurine. Hearing nothing from the door, the party enters Room 16 - Zombie Guards There's one zombie in front of each of the two doors, and another two in the middle of the room. The Zombies are surprised. Magda is the only person in a position to attack, and does so, downing the zombie in front of her. Everyone else shoves past into the room and into position to attack next round. Magda moves to attack the centre zombies next round, Adventurine almost, but not quite manages to take out one of the centre zombies, Alex and Mikhail take down the one at the other door, preventing it from going around and attacking the party from behind, and Colin fails to turn anything. The two remaining zombies fail to hit Magda or Adventurine. Next round the remaining zombies are quickly felled, and the party exit the room into the corridors beyond. Room 17 - Meditation Chamber The door is locked, but the party have the keys from the Kitchen This small chamber is decorated in azure and sky blue, and has chairs, footstools, and a large brass bowl on the east wall. The carpets here are thick and quite luxurious; the whole room smells slightly spicy and sweet. This room is harmless! If the characters check the incense burner they'll find a small box containing 6 blocks of incense, worth 25gp each. Room 18 - Connecting chamber Nothing of value here, just some old slippers and two valueless grey robes on pegs. Mikhail notices some long dried stains on the floor, they don't appear to be blood. Room 19 - Laboratory Both doors into the lab are locked, again, a problem easily solved by the keys. Glassware, brass and bronze vessels, and similar things clutter this room. There are flickering flames from several iron burners, and the atmosphere is heavy and warm. There are many tables and cupboards, and the glint of strange and rare substances—sulphur, mercury, gems, and crystals. But there is also a guardian in the room, and it immediately attacks you! The guardian is a Crystal Living Statue, basically budget golem. Importantly it can be harmed by normal weapons. The party aren't surprised. In round 1 the melee crew wait for it to come to them, whilst the missile guys fail to do anything useful. Magda and Alex take it out between them before it can attack. It had a Thac0 of 17, a relatively low AC of 4, and two attacks doing 1d6 each. The party can loot the room of alchemical gubbins, and Mikhail and Alex start to do so. When looting the room there's a 1 in 6 chance per turn of searching that you manage to do something stupid and set of an alchemical reaction that'll do damage to one of the searching characters. On the second turn, Alex manages to get himself dowsed in something burny and takes 3 points of damage. The others tell them to stop being stupid and leave it for later. We also check for a random encounter, but nothing happens. Heading back to the corridors and going south the party prepare to enter Room 20 - Monster Pens Hope no-one was fond of their equipment, because the only surviving monster is one of these little blighters. ![]() Yes, the rust monster. A gently caress You and the Armour you walked in with monster. Good thing there's a storage room full of replacement non-magical gear earlier in the dungeon. The module states that the characters can distract it for 1 round with at least 6 iron spikes, and that if they're smart and make a trail to lure it into another room and lock it in, they should get full XP for defeating it. The other monsters that were in here died of starvation. You'd think Karvoquian might have put some zombies on zookeeping duties, but apparently not. The party open the door, spot the rust monster and slam the door in its face before it can get to them. They soon realise that they have to go past it as there's nowhere else to explore in the dungeon. As this is a starter module there's a reasonable chance that the players won't know what a Rust Monster is, or why it's so bad. I'd maybe have had some notes about the monsters he was studying in the study or the laboratory to give the characters a fair warning. As it is, we default to intelligence rolls and Alex has heard of these things and knows what they can do. At 5 HD it's too powerful for Sleep to take it down, so the party will have to actively deal with it. They've got 12 iron spikes between them, and the Rust monster is faster than all of them. It's just enough spikes to lay a trail to room 17, which would allow the lurer to get back out through the lab. Their other option is to use rope to open the door from a distance and hope they take it out with missile fire before it closes in on them. They decide to try the trapping option first - the metal armoured folks go hide in Room 16 so that they're not looking tastier than the spikes, whilst Alex sets the trail, and Mikhail prepares to open the door. I decide that Alex needs a Dex check to sort out his doors before the monster finishes the spikes and goes snuffling around for more metal, which he succeeds at. There is much rejoicing as the Rust Monster is locked into the Meditation Room, the party get 300xp, and head south to Room 21 - Karvoquian's Chamber This is the final encounter of this dungeon, and once again, the module is nice enough to warn you that there may be trouble ahead by having a bit of warning text to be read out as the group approaches the door. A thick, heavy oak door bars your way, but even through the thickness of the wood you can hear the clang of metal and shouting. There's a fight in progress on the other side of the door. By the time the group find the right key, the fight will be over and the other party will be patching themselves up, giving our group a 50% chance of surprising them. If the PCs go away and come back later, there's only the standard chance of gaining surprise. There's no guidance about what to do if the party go away for longer - e.g. to rest up; the logical thing is that the group are there just for Karvoquian's treasure room, will loot it, and go, meaning that the PCs can't properly complete the adventure, nor get the clue leading to the next part. A way around this might be to move the location of the treasure room so that the NPCs would have to traverse the dungeon in reverse to find it, or to have Kaerin and some of the other NPCs who're now at the manor accost them on the way out. Option one for me would be the more satisfying, and I'd probably move the treasure room to being off the Study back near the start; unless the characters have a level 3 Magic user who knows and has the Knock spell memorised they won't be able to get in until after the encounter in room 21, and they still have to go through the entire dungeon to escape anyway. Anyway, the PCs aren't expecting to find anyone else down here, and decide that kicking in the door is the best way forwards; they do so and surprise the NPCs. This huge chamber must have been luxurious once, for the carpets, furnishings, books, and paintings look of high quality. But this isn't your concern now. There is a pile of shattered iron on the ground and four people in the room. A dwarf in plate mail is inspecting his hand axe, while a tough-looking fighter in chain mail is dragging his blade out of the mass of iron. A dark-haired man with chain mail and a mace is touching the shoulder of a robed, blond man who has a dagger in a scabbard and a bone tube at his belt, from which a scroll has been half-extracted. If the party try to talk first, they lose surprise and take a -1 to their initiative. Fortunately for our party, despite the two melee folks being lawful they decide to prepare for an attack, whilst the missile and magic guys do their thing. Alex fires his crossbow at the mage, almost but not quite killing him, Colin casts Protection from Evil on himself, and Mikhail casts sleep at them, affecting 9 HD worth of enemies, which rather neatly is the total levels of our NPC party. (Dwarf 1, Fighter 2, MU and Cleric 3) as there's no save for sleep these potential rivals drop to the floor snoozing away. They're tied up so that they can explain themselves later. If that hadn't happened, the module gives their basic tactics - the Dwarf will attack an Elf first if possible, the Fighter will go for the toughest looking warrior, whilst the cleric will try to brain a thief or mage. The mage will cast levitate to get out of reach, cast his magic missile, and then use throwing knives. Whilst they have high morale scores, the text does note that they'll surrender and offer their magic items to stay alive if it looks like they're going to be defeated. Talking of magic items, the mage has a Ring of Protection +1, his spell book, and a couple of scrolls of Knock. The Cleric has a Mace +1, and the fighter a Shield +1 The room also has a trapdoor in the ceiling, which leads back to the manor above. Mikhail doesn't have Read Magic memorized, nor does he have a scroll of it. There's a discussion about what to do - they can't just rest with four prisoners. The party eventually decide to go up the trapdoor, hand over the other party, explain that they haven't yet found the tiara, but just need to rest and they'll go back in. They've still got plenty of time, so get to spend the night recovering and having a nice meal. In the morning Mikhail memorized Read Magic and discovers that the scrolls are of the spell knock, which will let them get past the locked door to Room 22, which is both magically and mundanely secured. Room 21 is why the two NPC thieves make no sense - before this adventuring party went in there was a Iron living statue protecting it. The thieves also hadn't used the same entrance that the PCs had because that would mean that the dungeon resets, also I can't imagine those blocks are silent when they slam together, so Kaerin would have known that someone else was down there. Room 22 - Treasure Room You see a small, barren, chamber. Virtually nothing worth mentioning in here, except for two chests standing on the floor by the opposite wall. The door has been secured by Wizard Lock as well as its mundane lock, which is why the knock scrolls are required. One of them could also be used to open one of the chests, but Mikhail wants to keep it for himself to add it to his spell book when he hits level 3. Alex spots that the chests are trapped, and manages to remove the trap from the first chest. The lock however defeats him, as does the gas trap on the second chest, despite it being identical to the first. He also fails his save and is paralysed for the next four hours. "Here we go again" mutters Mikhail as he resigns himself to using the knock spell to open the first chest. The first chest turns out to be full of fun loot - magic items, spellbooks, and plot! Chest #1 contains several magic items—a pair of blue elven boots, a wand of magic detection with 10 charges, a sling + 1, a sword, and three leather-bound books. The sword is magical: it is a long sword + 1, +2 versus spellcasters. Two books are spellbooks! (exclamation mark is the module's) The first contains the spells floating disc, light, continual light and invisibility. The second contains the spells magic missile, protection from evil, knock, and mirror image. The third book is a notebook. Most of the entries are of no importance—jottings about alchemy and astronomy—but the last page is of interest to the PCs. Give the players the handout on page 18 ![]() It's quite a nice little haul of items once identified, and the spellbooks are a good starter selection of level two spells for when Mikhail hits level 3. This still leaves the issue about what to do about chest #2; In the end they decide to get Alex hauled up and take a chance with smashing the chest. Adventuring lays into it with her axe. I decide that the chest has 10hp, and after it's been broken open, there's a percent chance equal to the damage done that the contents will have been damaged. Fortunately nothing is damaged. The chest contains the tiara (worth 10k, but the PCs need to hand it over), and enough platinum to give the characters 200pp (aka 1000xp) each. In total the characters get 1748 XP between the monsters and treasure (Monster XP is doubled after the adventure according to the Rules Cyclopedia - actual monster XP was 1042), this brings Praying Colin and Alex up to third level. I really don't know why Clerics have such fast advancement - maybe it was to encourage people to play them? Next the adventure wrap up, an overview of the parts of the wandering monster table that aren't Phase Stingers, and the introduction to second part of the module - Harvest of Death Angrymog fucked around with this message at 07:03 on Apr 14, 2021 |
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JcDent posted:Karvoquian, huh? Good thing he was a wizard, not a doctor! Indeed.
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![]() The Wizard's Basement - wrap up Once the party emerges from the basement for good they are greeted by Kaerin, some armed guards, and a tall, imposing, man in his 60's with greying hair and pale blue eyes. The man is introduced as Baron Sherlane. Kaerin now has two arms, which is handy as the sword the party recovered for him is a two-handed sword. The party will be informed that the prisoners they sent up earlier had been let in by the Butler, who has now vanished, and whilst they still don't know why they broke in, they did kill three of the servants on their way through. It's expected that the party will hand Kaerin or Sherlane the notebook that the handout was in; if not Sherlane will question them about any books they found until they cough up the notebook. The NPCs read the last page, get concerned, and ask the party to stay a bit longer as they ought to know what's going on. Party gets an extra 100xp each for getting the sword and tiara back in time, and are given a chance to rest and so on. In the evening they get a lore dump from Sherlane. "I think I should first explain the importance of this household. Kaerin is the son—adopted, to be sure—of Kavorquian the wizard. That old man was the brother of Lord Arturus Penhaligon, who died some four years ago. It is his daughter, Lady Arteris, who is the ruler of the Estates of Penhaligon and directly responsible to Duke Stefan Karameikos himself. I am, shall we say, an old family friend. The note you brought from Aralic is fairly cryptic, but it makes sense now that we have Kavorquian's notebook." This is referring to the letter that Aralic wanted the characters to deliver here, talking about a self-styled queen in the wilderness who has sworn to bring a harvest of death to the land. He continues, "The queen referred to in the note you brought is known to me. Her name is Ilyana, and she is a fighter of some merit. She is intensely Chaotic, and a vicious and evil person. She is also the illegitimate daughter of the old Lord Arturus. "It is clear that Ilyana is raising a force to attack Penhaligon itself. Although she is illegitimate, only Arteris stands between her and the rightful claim to the rulership of the estates. Kaerin, being adopted, would not have a claim. "If she should take the estates, Duke Stefan might have to accept her claim. If he did, the place would be ruled by chaos and evil. If he did not and took the estates back by force, many other local rulers would say that the duke feels free to overthrow anyone whose rulership he does not care for. Either way, the result would be bad for the land. And the duke has much else to worry about. "Further, I do not think you will be safe here. The killers you overcame must have friends; they had an agent in this very house. You must leave and go to the last place on earth these people would expect you to go—to the keep of this self-styled "queen," Ilyana, to strike a crippling blow at her there. She cannot yet have raised a large force—but it will grow with each passing week. "You can accomplish much if you have the bravery and strength. A larger force would be seen too early; surprise would be lost. A capable, small group could use hit-and-run tactics, striking a blow and retreating, returning and striking again, finally overcoming this evil woman and bringing peace to the land. If you do not, there will be war and you will not be safe wherever you go. The enemy knows you now." Assuming the characters agree with the Baron (he rules the town of Threshold, and you could segue into some of the adventures from the B 1-9 compilation after the successful completion of this one) they have a new mission - raid Ilyana's stronghold and defeat her before her army is at full strength. But before we go on to the exciting castle assault let's do a once over of the Random Encounter table as it didn't come up much during the run through. Entries 1-7 are single Phase Stingers. These basically just exist to slow the party down and possibly force them to miss their deadline for a full payout. 8 - Wood golem; a new monster introduced for this module. A 3' high golem with 2+2 HD. Usual golem immunities, but takes more damage from fire and can be hit by normal weapons. 9 - 2d6 Giant rats. Don't have disease. Nothing much to say about these guys. Only have morale 8, so would probably run quite quickly. 10 - 1d4 Shadows. A nice little gently caress you to the Fighter types. Temporarily drain Strength, only hit by magical weapons, immune to the usual suspects, Surprise the party on a 1-5 (out of 6) and have a Morale of 12, so no running. 11 - Fire Beetles. They're big beetles. They'll probably flee quite easily as they have morale 7. 12. Illusory Monster! A phantom bit of furniture attacks the party. Does no damage and vanishes after 4 rounds. Mainly a table of annoyances, the only real problem here are the shadows. I don't particularly like them because of the immunities, their potential effect, and they don't feel in theme with the rest of the dungeon. Shadows are the sort of monster you should plan to use, or at least foreshadow if they're going to be on a wandering table. To me a wandering monster table should reinforce the theme of a dungeon, and act as a prod to keep the party moving, not to potentially cause a wipe. Another issue with this table is that there's nothing that can be negotiated with, it's all combat encounters. Overall the basement part of the adventure is a competent if not particularly exciting IMO dungeon crawl. The idea of the potentially friendly thief NPCs just doesn't work out - there needed to be more thought put in about how they were there, and their effects on the dungeon itself. As it was I just couldn't see a proper place to put them in. Next, we travel to The Queen's Keep for the second half of the module This last adventure includes a bit of overland travel, and is quite complex - not so much in terms of map layouts, but for the GM to run the fortress as a living rather than static dungeon. There is guidance such as how the inhabitants will fill in for losses, how they react to continued assaults and and how a direct attack on the gate house might work out - who would mobilise, how long before they get there and so on. I think I'd like audience participation for this one as it's very open ended - I'll post a map with observations that could be made after a day of watching, you guys propose a rough plan, and I'll game it out to see what happens, then repeat until the keep is cleared or our party retreat. Angrymog fucked around with this message at 06:10 on Apr 15, 2021 |
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![]() Following last time's info dump, it's time for our happy party to begin their assault on the Queen's Keep. They have the opportunity (and money) to buy reasonable adventuring supplies and a mule that will cost 20gp. Hirelings aren't available both because they take time to recruit and because of the possibility of spies and traitors. We're still in Basic Set rules, so travel is mostly montaged, though this time we get how far people can move on each type of hex on the local map - 18 miles on civilised hexes, 12 in the hills, and 9 in the mountains. The mountains are steep, but don't require special equipment to traverse. GM advice tells you to add detail, describing weather, wildlife and so on. ![]() Travelling there will take 2 and a half days after they leave Stallanford. In the early hours of the first day of travel, Adventurine, who's on watch is alerted by the sounds of wolves howling near by, and spots their eyes reflecting the firelight. An alert is called out as the small pack of 7 wolves circle the camp. Wolves mainly go for Colin, but take a bite out of everyone except him. All the characters except Adventurine are unarmoured. Adventurine kills a wolf, everyone else is getting themselves awake and pulling weapons etc. Next round Colin gets bitten again, Magda wounds one, Adventurine kills another, and Mikhail sends them all to sleep. The adventure recommends that if anyone is close to levelling up, they should be allowed to do so after a reasonably tough wandering monster encounter, technically this isn't quite enough XP for Magda, but it's close enough, so we'll let it ride. She now has 26 HP, and her saves and Thac0 both improve. Wolves are slaughtered, everyone is patched up. The party finally find the keep nestled in a 200 yard wide gorge; it's possible to approach within 100' of the walls without breaking cover. They set up camp in a cave some distance away, and set to scouting the keep and forming a plan of action. And this is where you come in. The annotated map below represents the results of a day's worth of scouting. Your party are the following * Magda - Fighter 4, good AC, decent at ranged combat too * Adventurine - Dwarf 2, good AC, not good at ranged combat * Alex - Thief 3, good at ranged combat. Has a potion of Levitation and Boots of Elvenkind (silent walking) * Mikhail - Magic User 2, has access to the following spells: Read Magic, Sleep, Detect Magic, Magic Missile, Floating Disc, Light, Protection from Evil. Can prepare 2 of them a day. * Praying Colin - Cleric 3, good at ranged combat, not at melee; can memorise two spells a from the following list - Cure Light Wounds (note he has a healing staff that can heal each party member once a day for 1d6+1), Detect Evil, Detect Magic, Light, Protection from Evil, Purify Fod and Water, Remove Fear, Protection from Cold. You had the opportunity (and money) to buy any sensible, non-magical, adventuring equipment. How to take part 0. Decide what extra equipment they bought 1. Decide how far away (in miles) the party set up their camp from the keep - this may be important later 2. Outline an initial assault, and what conditions the party will flee under I'll pick a plan, then game it out, and give you the results. ![]() - The battlements are 20' high (and have guards day and night, though fewer in the day), and the roofs of the various buildings are slate, but they're not in that great repair - the keep had been abandoned for years before 'Queen' Ilyana claimed it. - The humans and gnolls don't have much to do with the other two groups. - Orcs seem to be the keep's dogsbodies - The one time you saw the mage she was in the company of the man you assume is the keeps' commander - No sign of anyone who could be Illyana
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Cats in zero-G (aboard the vomit comet) https://www.youtube.com/watch?v=O9XtK6R1QAk
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Gatto Grigio posted:Even 9th century Danes aren't immune to The Expression. It is The Expression, isn't it?
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LupusAter posted:This concludes Our Stormy Present’s main chapters. The book then has three Appendices, with Appendix A detailing three ready to play settings, Appendix B providing a list of weapon and armor tags, and Appendix C being the GMing tips section. I won’t cover these in detail in the review, unless people are interested in what the suggested settings look like. I'd like to see an overview of both the settings and their GMing tips (always nice to see how writers see their game being played)
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Royal Flying Corps started using it in 1912, and it's used by the RAF and a lot of other Commonwealth air forces
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Let's see the attack run on the Zeppelin and airfield.
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Eat the rich!
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By popular demand posted:Ever since I learned that people used to build latrines over pig sties I'm not surprised by the consumption of any media. It's a good way of getting rid of the waste. The issue is if people then eat the pig. (Lived in a part of rural India that had both pig-loos and a relatively high Christian compared to Hindu population. A lot of the locals ate the pig, we never did.)
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Benagain posted:I mean i brush my teeth in the bathroom i'm not sure how much more unsanitary eating the pig wouls be if you cook it. Parasite transfer is the danger if the pigs aren't properly cooked. I suspect that pig-loos is why both Islam and Judaism have edicts against eating pig.
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Yeah, I started a F&F of Night Life years ago, it's got some fun stuff, and the tone is far less pretentious than Vampire
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Halloween Jack posted:
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LatwPIAT posted:The first LEGO Pirates theme was released in 1989, which easily predates the LEGO-playing-age of someone registering at 18 in 2010 with their first credit card. Castle Lego is even older, I remember a friend having some before 1987
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Pvt.Scott posted:Silent Legions has all the system-agnostic tools you need to conjure up an entire custom mythos! It does artifacts, cults and spells as well. If I run CoC for people familiar with lovecraft stuff, it’s what I’m using to make the baddies. Silent Legions is excellent.
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TK_Nyarlathotep posted:khorm I think that the last category is that it goes from Near Fatal back down to Serious.
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If there's one thing that running games over the years has taught me it's that characters will adopt any animal they can.
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PurpleXVI posted:I've loved the concept of LSD grenades ever since I first played Team Fortress Classic. Not hugely effective, but hugely hilarious. In The Ballad of Halo Jones, there's Zenades. They cause people affected to enter a state of oneness with the world.
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Dawgstar posted:Nightlife-related question: Is there anything worth trying to salvage of the game's mechanics? Character creation seemed like kind of a chore. I really like the way you can just activate new kin abilities by paying the humanity cost on the fly.
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Because it's fun to write for? And I don't know, maybe it's because I played a lot of Fighting Fantasy gamebooks which the Troika system is based on, but apart from the initiative (I see what they were trying to go for, but it's frustrating if the turn ends and you don't get a go), I don't see any particular issued with the system. A sticking point is that Troika characters don't have very high skill scores, so I think when GMing, it's better to adopt a No, but... approach, or what Pendragon often does which is that a failed roll means you do it, but at a base level of competence - you haven't hosed up, but no-one is impressed.
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# ¿ Feb 18, 2025 20:08 |
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Amazon rainforest too, iirc.
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