Monday, December 31, 2012

My second "convention"

Well, we don't really have conventions down here, but as I once said here, I like how it sounds. :)


I had prepared a Labyrinth Lord adventure and was really excited about DMing again for people that are not my regular players. But things not always go as you plan.

I should have been there earlier, because upon arriving there were already five tables, four of them (D&D 3.5e, Transformers, Marvel Heroes and Dresden Files) were full with 5 or 6 players each, and one with only two players. Since it looked there weren't any more people coming, I decided to join this last table.

The setting was Tron: Uprising using tweaked Mutants & Masterminds rules. Being familiar with the setting only through the movies Tron and Tron Legacy (TIL there were also comics and series), I must say I enjoyed it very much. It was an infiltration mission: hack someones's identity disc, get into a spaceship, retrieve some information from it and sabotage some tanks it was carrying as a cover-up. We finished early because we chickened out and skipped the fight with the boss. Why fight if we already have the information we came for?

I proposed then a short LL game, but two guys wanted to try The Day After Ragnarok so, never having played it, I tagged along. A group of 4 mercenaries, working for MI6, sail to an island, in Japanese occupied SE Asia, to retrieve the blueprints of some WMD from an abandoned base. The side of the island we arrived was littered with shipwrecks so I suggested to circle it. "Since I've been running this adventure no one ever suggested that!", laughed the DM. Upon turning the eastern cape we saw a Japanese destroyer anchored and quickly turned back, anchored between the shipwrecks and went ashore. We found a crazy old Nazi scientist which we interrogated and learned where the base was. He tried to drug us with some food, then escaped, he was then shot, captured and killed. We found the abandoned base deep in the jungle: barracks, labs and office buildings, an airfield and a huge hangar laid there deserted. We approached the hangar and were met with gunfire from the inside. Retreated to the tree line chased by Japanese troops and a German mechwarrior. We managed to escape back to the boat and away from the island.

The bad: I couldn't DM and get my LL Society points.

The good: I had the chance to play two games I haven't played before.

Monday, December 24, 2012

Seasons Greetings


Thanks +Wayne Snyder, fellow adventurer from Thursday's hangout DCC game!

Sunday, December 23, 2012

The Hairy Wizard Formerly Known As Ian The Minstrel

Yes, I couldn't come up with a suitable name, so that's it. He's the survivor of my DCC funnel for the "Return to the Crypt of the Lizard King" adventure, which you can read about here and here on +Edgar Johnson blog. 

He's a chaotic cultist devoted to the Metal Gods of Ur-Hadad, which you can read about here, on +Adam Muszkiewicz blog, who is now DMing the "Slaves of the Silicon God" adventure. 

He wears a purple robe embroidered with golden tentacles, wears the Helm of the Lizard King and is very hairy, thanks to the mercurial effect of 1'' of all body hair growth every time he casts Sleep. Lately he's been experimenting the effects of powdered space tentacle. Will he get a ticket for CUI (casting under influence)?

We're in the city of Ur-Hadad, after exploring a ruined temple in the jungle, that was inhabited by some curiously intelligent ape-men. Let's see what the Metal Gods and +Edgar Johnson has prepared in the near future, when we explore the  "Mysterious Temple of the Serpent God"...




Thanks to +Bear Philippe for the picture.

STR 5, AGI 14, STA 10, PER 10, INT 18, LCK 7

EDIT: He became Formerly Ian after all the corruption he suffered through different adventures: hairy, eyes of different color, legs of different length, wobbly legs, sores and more.

EDIT2: He became Formerly Formerly Ian after magically healing all corruption and reverting to his original form.

EDIT3: He appeared on the back of the second issue of the Metal Gods of Ur-Hadad zine drawn by +Wayne Snyder. It was also in a tshirt and stickers.



Saturday, November 17, 2012

Shakespeare Insult Kit Roller


"Thou !"

EDIT: Download the html here!"

Tuesday, November 13, 2012

Shakespeare Insult Kit


Will certainly use this with my DCC wizard. :)

To create a Shakespearean insult roll 3d50 and combine one word from each of the three columns below, prefaced with "Thou":

Column 1  Column 2  Column 3
1 artless  base-court  apple-john 
2 bawdy  bat-fowling  baggage 
3 beslubbering  beef-witted  barnacle 
4 bootless  beetle-headed  bladder 
5 churlish  boil-brained  boar-pig 
6 cockered  clapper-clawed  bugbear 
7 clouted  clay-brained  bum-bailey 
8 craven  common-kissing  canker-blossom 
9 currish  crook-pated  clack-dish 
10 dankish  dismal-dreaming  clotpole 
11 dissembling  dizzy-eyed  coxcomb 
12 droning  doghearted  codpiece 
13 errant  dread-bolted  death-token 
14 fawning  earth-vexing  dewberry 
15 fobbing  elf-skinned  flap-dragon 
16 froward  fat-kidneyed  flax-wench 
17 frothy  fen-sucked  flirt-gill 
18 clocking  flap-mouthed  foot-licker 
19 goatish  fly-bitten  fustilarian 
20 gorbellied  folly-fallen  giglet
21 impertinent  fool-born  gudgeon 
22 infectious  full-gorged  haggard 
23 jarring  guts-griping  harpy
24 loggerheaded  half-faced  hedge-pig 
25 lumpish  hasty-witted  horn-beast 
26 mammering  hedge-born  hugger-mugger 
27 mangled  hell-hated  joithead 
28 mewling  idle-headed  lewdster 
29 paunchy  ill-breeding  lout
30 pribbling  ill-nurtured  maggot-pie 
31 puking  knotty-pated  malt-worm 
32 puny milk-livered  mammet
33 quailing  motley-minded  measie
34 rank onion-eyed  minnow 
35 reeky plume-plucked  miscreant 
36 roguish  pottle-deep  moldwarp 
37 ruttish  pox-marked  mumble-news 
38 saucy reeling-ripe  nut-hook 
39 spleeny  rough-hewn  pigeon-egg 
40 spongy  rude-growing  pignut
41 surly  rump-fed  puttock 
42 tottering  shard-borne  pumpion 
43 unmuzzled  sheep-biting  ratsbane 
44 vain spur-galled  scut
45 venomed  swag-bellied  skainsmate 
46 villainous  tardy-gaited  strumpet 
47 warped  tickle-brained  varlot
48 wayward  toad-spotted  vassal 
49 weedy unchin-snouted  whey-face 
50 yeasty weather-bitten wagtail



Thanks Joey Lindsey on G+ for digging this up.

EDIT: Download it here!

Friday, November 09, 2012

Metal Gods of Ur-Hadad - Session 3

Metal Gods of Ur-Hadad is a campaign played every Thursday on G+ Hangouts by Edgar Johnson and Adam Muszkiewicz using Dungeon Crawl Classics. We played our third sessions and finished exploring the Crypt of the Lizard King.

From my four original 0-level characters, a corn farmer, a dwarven miner, an urchin and a minstrel, only the minstrel survived and advanced to be a 1st level wizard.. The urchin died on the first session killed fighting against some bandits, the corn farmer died on the second session killed by a trap, and the dwarven miner died on the last session.

Helm of The Lizard King
Type: Helmet; AL C; Powers: (see below).
• If someone puts on this helm, it will bond closely and permanently to the person's head. The helm may be removed by magical means, but no mundane means short of decapitation will do so. 
• Wearer gains a 3 point bonus to for any task involving influence, leadership, or persuasion. 
• Grants the wearer the ability to find his or her way while afloat on water, and to detect currents and hazards like rocks, reefs, whirlpools or storms. 
• Unless the wearer is of chaotic alignment, he or she will lose 1 hit point per day unless the helm is removed. 

He was killed after trying the Helm of the Lizard King on since he was of lawful alignment and had only 1 hp left. Death by treasure! That was a first one. :)

And that's how my chaotic minstrel now become wizard inherited all the belongings of the dead 0-level characters, including the Helm, he's now wearing.

Session 3 - http://revdoctoredj.blogspot.com/2012/11/session-3-recap-metal-gods-of-ur-hadad.html

Sunday, November 04, 2012

Castle Amber - FLAILSNAILS

A long due session recap. On October 20th I played in the gran finale of Castle Amber game by Shawn Sanford. 

The party:

Sol Irthosian, Fighter level 6
Kellan, Illusionist level 8
Zingaro, Cleric level 3
Grogar Nox, Fighter level 1
Sir the Fist, Cleric/Fighter/Magic User levels 5/5/5
Grimpaw, Cleric level 3
Malice, Assassin level 5

After killing the blue dragon and a wyvern last session, the group continued exploring the tomb in search of Stephen Amber. Gimli kicked a door open only to find a 14' tall stone giant not happy at all to be interrupted in such a way. Kellan used his Wand of Wonders and to our fortune the giant was slowed. Everyone closed to attack it and rapidly it fell under the blows of the groups. 

He had a chest that Gimli opened with a crowbar and inside we found 5000 gp, a magical sword, an ivory scroll case and two vials. Sir the Fist rushed to read the content of the scroll case, but alas it was cursed and he turned into fly inside an amber stone. Luckily one of the clerics had a Remove Curse memorized and he was back to normal. Grogar went for the long sword and felt something when he held it. It was a sentient sword! It was a +1/+2 vs. spell users sword, but also could detect traps and invisibility at will. Meanwhile Grimpaw couldn't decide which vial taste first, and so he checked the vials for marks or tags, the he smelled them, checked their colors and consistencies, but still was undecided. Sir helped him by grabbing one and drink it. One was a Potion of Clairaudience and the other a Potion of Invisibility.

Then we found a manticore in another room and Kellan used again his Wand of Wonders, this time engulfing the whole room in darkness. Then Sir the Fist threw a Fireball into the darkened room. One of the clerics dispelled the darkness with a Light spell and everyone threw missiles at the manticore that retaliated with its dangerous spikes. After killing it we found its treasure, about 3000 gp, all melted. We cut it into nuggets and distributed it among us.

There were two doors in that room. One led to a room with fiery walls and an ember-covered floor, that we decided not to explore. The other has a small beach beyond the door and was full of water. Sir the Fist and Sol (or Grogar?) flew in the carpet and spotted a huge Great White. Someone suggested to start chumming the waters with the manticore and so we did. That lured the shark close enough to fire missiles at it while shooting at it with guns from above. We also chummed the water more with manticore poisonous spikes inside the entrails. The shark ate them and died.

Across the room another door led to a room occupied by a 5-headed hydra! Several intents to attack it from the carpet went wrong. Kellan suggested to go invisible. He cast Greater Invisibilty on Gimli and Sir flew it to the hydra. While Gimli battled single-handed the hydra, Sir flew Grimpaw, then Sol, and the Sir himself descended. The hydra was soon dead.

From there a single door led to the tomb of Stephen Amber. A tapestry hung behind the coffin and Sol prompted us to burn it. We did so and a robed man with a golden crown appeared. We had saved the king!
Everything vanished in a mist and we were all back to the castle, where the king tanked us all and produced from his robes valued gifts for everyone.

Gimli got a ring worth 10000 gp and Malice the Elf Assassin with his gift was able to pay his debt to the dwarf. 

Saturday, November 03, 2012

Metal Gods of Ur-Hadad - Sessions 1 & 2



Metal Gods of Ur-Hadad is a campaign played every Thursday on G+ Hangouts by Edgar Johnson and Adam Muszkiewicz using Dungeon Crawl Classics. We played two sessions and so far it's been a blast!

This is my first time playing DCC and beginning with four 0-level characters is really fun, since the variety lets you do things that couldn't be done with only one character. It's a simple game system and the game fast-paced. I begun with a corn farmer, a dwarven miner, an urchin and a minstrel. The urchin died on the first session and the corn farmer on the second.


Monday, October 29, 2012

Era RPG Game Intro @ DriveThruRPG

In April 2012 my friend Gerardo Tasistro created UY RPG Publications, and now is launching a preview of its first creation, the Era RPG:

Click to download
"This booklet will introduce you to the basic mechanics and game play for Era in the Imperium setting.  Imperium is set in the world of Raakad.  A mixture of Greek and Roman cultures, crisscrossed by nomadic tribes, mystical forest creatures, elves, dwarves and foul orcs."

Now available for downloading at DriveThruRPG!

Tuesday, October 23, 2012

Hidden Temple of the Five - FLAILSNALS

Last week along with +Gerardo Tasistro, we took up +James Aulds offer to enter the "Hidden Temple of the Five" for a quick one shot. James wanted to test it before showing it to his group.

A mudslide on the side of a hill known as "The Pit Hill" which revealed a flight of steps going down into the depths. Morgan the Barbarian, Antii the Specialist and his follower Lutka the Fighter explored the place. I came with this map but seriuoslyI doubt it is accurate:


This was James' feedback after the session (my comments between brackets):

"general dunegeneering common sense, spiking doors, probing with poles (100xp)

using brazier boats and not becoming giant catfish food (100xp) [It was a cool idea I guess, and we were lucky in our rolls too.]

[Regarding the brazier boats Gerardo said later on a post: "I did not take my armor off while crossing an underground river on a bronze disk for a boat. I mean, my character was an INT 7 barbarian so OK, maybe I was playing character, but to be honest it didn't spring in my mind to warn the other player."]

defeating sake para elemental (375xp) [It rose from mouldy rice and water!]

gemstones (8) in 4 pairs (total 315 gp) [We found this in the garbage after killing the sake elemental.]
  • red pair (80gp)
  • green pair (70gp)
  • yellow pair (120gp)
  • small blue pair (45 gp)
trying to talk to/taunt a ghoul (10xp) [It emerged from one of five leather covered pits and after trying that, we fled. Luckly because there were five of them!]

fleeing bettles (25xp) [They were under the sand guarding six stone statues, and appeared when Antii went to try to put the gems back into the statues' eyes. He tried several times and when he failed. James said: "You know, they might not be magical gems..." :)]

burning the mold room (150xp)

totals 430xp for each player and 215 xp for the henchmen

yall were not really in much danger at anytime with your levels since i did it for a 1st level group but thank you for popping it open

the towns folk are raising a group to try to kill the five armed ghoul now, they will most likely meet the goblins that are being sent in after yall tomorrow night, and a catfish and some irritated beetles"

We had a great time and would definitely like to play with the guys again.

Thursday, October 11, 2012

Familiar bags

This magic item is based on this article by Erik Tenkar. Art by Teo Tayobobayo.




The Familiar Bags, are a set of three tiny leather saddlebags with bronze buckles, the size of a small pouch, that can be strapped to the back of the spell caster's familiar. Each bag can hold 2 cubic feet or 10 pounds of material. In that way the caster can can store spell components, vials, potions or even coins and gems. 

A set of Familiar Bags weights 3 pounds and costs 1250 gold pieces.

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