Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Thursday, 15 August 2019

I have been painting some things!

I realise this blog has been quiet for a long time. Blame the siren song of Facebook and the less siren but much more remunerative song of blogging for the Gaming the Crusades project! However, I was inspired by my annual trip to Bring Out Your Lead to get some painting done in the week or so afterward. 

First on the table were these models from a standby of this blog, ThunderChild Miniatures. By now you know that I love Jason Fairclough's 3D-cartoon style, and these little guys are no exception to that rule. I bashed the whole squad out in a relaxing Sunday afternoon. Very simple paintjobs but I think they came out quite nicely. 


Next up is one of Mark Copplestone's lovely halflings from the old Grenadier fantasy range. I believe this little guy is still available from Mirliton, although I haven't checked. He was part of a very thoughtful gift from a friend literally years ago -- in fact, I got him around BOYL 2016, maybe? Anyway, he is great and will represent my character, Lucullus Mortsafe, in a D&D game even though the game does not include miniatures. If I had him to do over again I would redo the sleeves; the contrast between the layers is too stark. Also the primer went on quite grainy, although you can't really see it here. 


These Daleks are from Doctor Who magazine and now that I look at them I realise that they are of two slightly different designs. Curious! Anyway, I primed them and then "painted" them with silver and black Sharpie. I'm not gonna do that with the grey primer again; it was a real hassle.



Anyway: I am not dead.

Monday, 4 December 2017

Monster Man entries 2: Glowber-tuttle to Man-Tain

(This is just one of several pages of monsters for the Monster Man contest. To see the rest of the entries, click here!)
Glowber-tuttle
by Kit Chapman

The glowber-tuttle is a friendly, stupid, docile creature that lives at the bottom of dark holes. Any dark hole will do, dry or damp, hot or cold – the glowber-tuttle doesn't seem to mind. One of the happiest creatures in the realms, the glowber-tuttle walks around with perpetual benign smile that mages have categorised as 'a little dopey', seemingly content with every aspect of its uninspiring life.

Resembling a very large turtle, the glowber-tuttle is known to exist in a variety of colours and is usually found in large colonies deep underground, milling about slowly with other glowber-tuttles and living on a diet of lichen and moss.

A naturally inquisitive animal, the glowber-tuttle sadly has limited darkvision, making it poorly suited to its choice of natural habitat. The good news is that this dimwitted cave-botherer has evolved a natural light source. Deep inside its carapace, organs conspire to mix acidic substances, resulting in a form of bio-luminescence. Thanks to this, the glowber-tuttle lights up when disturbed, allowing it to see what is going on as it merrily makes its way toward whatever new adventure is approaching.

Unfortunately, this bio-luminescence is highly unstable. As the glowber-tuttle gets excited, it begins to pulse its light, hoping to increase the brightness and see what wonderful new thing has stumbled into its world. The light becomes brighter and brighter, until the glowber-tuttle explodes in a shower of overjoyed illumination, covering anything nearby in acidic goo.

Mages have speculated as to why the glowber-tuttle has such a tendency for spontaneous combustion. The leading theory is that this prevents the glowber-tuttle colony from ever venturing into an area too rife with excitement, and acts as a natural defence mechanism against predators that stumble too close to the colony breeding grounds (nobody has ever witnessed glowber-tuttles breed, so one can only speculate that, given they don't seem to explode while fornicating, they must be very boring lovers).

Despite its lack of ill will toward visitors, the glowber-tuttle is a peril for any journey to the deep. One exploding glowber-tuttle is uncomfortable (though rarely deadly) but tales have spread of entire parties being wiped out by an excited gathering of glowber-tuttles, each bursting apart in a shower of eagerness to see what all the fuss is about.


Medium beast, unaligned
AC 15 (natural armour)
Hit points 30 (4d8+12)
Speed 10ft

Str 12 (+3) Dex 8 (-1) Con 13 (+1) Int 2 (-4) Wis 10 (+0) Cha 6 (-2)

Skills Perception +3
Senses Darkvision 10ft, passive perception 11
Languages –
Challenge ¼ (50XP)

Brave. The Glowber-tuttle has advantage on saving throws against being frightened.

Illumination. When curious, the Glowber-tuttle sheds dim light for an additional 30 feet. Should the Glowber-turtle use flash, it will shed bright light for 30 feet and dim light for an additional 30 feet. If the turtle uses flash a second time, it will explode (see Boom), shedding bright light for 90 feet and dim light for a further 30 feet.

Boom. When the Glowber-tuttle dies, it explodes. Creatures within 5 feet must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half damage on a successful one.

Actions

Flash (Recharge 6). The Glowber-tuttle emits a bright flash of light over a 15-foot cone, pleasantly smiling as all around are blinded. Creatures within 15 foot must succeed on a DC14 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

Jellybender
by Logan Howard
Solitary, Large, Devious, Amorphous
Spore (1d8+2 damage)
10 HP
0 armour
Special qualities: Amphibious, Blind, Multiplying, Unharmed by fire, lightning, or mundane weapons, Vulnerable to freezing
Jellybenders are large gelatinous salamanders that can be found in deep streams with little or no light. They can grow to the size of a small horse eating everything from bat guano to goblins and humans. They are mostly transparent but may be tinted with a variety of colors depending on their usual diet. While they are completely blind and don’t hear very well, they are keenly aware of vibrations, ripples, changes in pressure, or other activities in their environment.

Jellybenders are difficult to spot when they are submerged and will often take prey by surprise. An adult can lurch out of the water to land on top of its victim. Being held under water by a slippery, burning mass is a terrible way to go.

Lightening or chopping attacks will sometimes cause them to divide into multiple jellybenders. Because their acid skin is the primary danger, a small specimen is no less harmful than the original. Their inner body is in constant motion churning food and oxygen to all extremities. Although they are usually found in cold water, ice or freezing attacks are particularly effective against them and make them slow down or die from asphyxiation.

Instinct: Eat those tasty visitors!

       Burn through armor
       Stick to a weapon or body part
       Switch between sticky and slippery


Koosh Lion
by Ted Prodromou


FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 10
% IN LAIR: 25%
TREASURE TYPE: B
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-12
SPECIAL ATTACKS
 Subdual (see below)
SPECIAL DEFENSES
 Bounce, Move Silently
MAGIC RESISTANCE: None
INTELLIGENCE: Animal
ALIGNMENT: Chaotic Good
SIZE: L
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil

The Koosh Lion was created by a benevolent but mad wizard as a way to keep his guards and soldiers on alert and entertained. The creature is a quite gigantic (12’) bipedal lion with a cheerful smile.

The Koosh Lion can Move Silently as if it were a 10th level thief, despite its great size. It stalks those who look somewhat like guards (this definitely includes adventurers.) Once it gets close enough, it pounces upon them. The Koosh Lion intends these attacks playfully, and will attack only for subdual damage (using the subdual damage rules in the Player’s Handbook). Its attacks consider of two claws and a bite.

If adventurers fight back in the same spirit of playful companionship (and subdual damage), the Koosh Lion will consider them friends, and join them in travels as long as it is well-fed and not harmed. It will try to help them by fetching objects, and will do leaps and tricks and pranks to keep them entertained.

If the Koosh Lion is ever attacked with lethal attacks (or damaging spells), it becomes surprised and upset. It gives unhappy warning yelp the first time, then retaliates with lethal attacks at further betrayal.

A Koosh Lion’s hide is rubbery and bouncy. Whenever an attack against it misses, the attacker has a 50% chance of being knocked away 10” by the bounce of force. The Koosh Lion is cunning in using this bounce to its advantage.


LEGOM
by Bob Faulkner
The Legom - should and will be made out of whatever lego you have to hand. I have provided a visual guide above on how to scale your LEGOM to an appropriate challenge rating.

The LEGOM is an ancient and mystical art, developed by the Wizard Aeki as a means of flatpacking magical war robots, the art of building the LEGOM has been lost in the annals of time.



Here are some rumours about LEGOMs:

  • Every part of a LEGOM is a LEGOM. The smallest unit of LEGOM is a Brick.
  • All LEGOMs can be constructed out of other LEGOMs using nothing but an allan key.
  • LEGOMs were used in the "Constructors War" where they faced off against the dreaded legions of the Meccanom.
  • LEGOM "Bricks" are highly prized artifacts in their own right, if you know the proper sigils and rituals, they can be adapted to any number of menial tasks.
  • LEGOM speak an ancient language that nobody understands.
  • LEGOMs can combine themselves together to make bigger LEGOMs
  • LEGOMs can break themselves down into smaller LEGOMs when they need to multitask
  • LEGOM land is sometimes marked on ancient maps, and the location of such a place would be of great interest to many treasure seekers.
  • LEGOMs are dismissed as an interesting failed experiment by some, who prefer custom built golems constructed out of hardier materials to serve a specific function.
Legoms are suitable for any genre of game, and can form castle features, or spaceships with equal ease.

Man-Tain (and Banino)
by Kris
Man-Tain, The Plantain That Walks Like A Man

SolitaryLargePlantain Club (d10+3 damage) 
16 HP
1 Armor
Close
Special Qualities: Plant, Produce a banino instantly (can only have one at a time)

Put your ear to the ground. Hear that “thump, thump, thump”? The plantains, they are restless tonight. Man-Tain comes -- the fabled, putrescent plantain who walks like a man -- and he absolutely will not stop, ever, until we are mashed.   

InstinctTo mash living things
  • Bleed slippery mush when damaged
  • Stink
  • Torpedo out of peel in a suicide attack
  • Trample villagers


BaniñoSolitarySmall, StealthyGnawing Teeth (d4 damage) 
3 HPClose
Special Qualities: Plant, Grow into a Man-Tain in one week (only if progenitor is destroyed)

LEAVE MY BANANA SON ALONE!”  
InstinctTo protect precious seeds
  • Bite into sword arm/casting hand and hang on
  • Disappear into the jungle when Man-Tain is destroyed
  • Get underfoot

Tuesday, 28 November 2017

Frugal gaming: a lot of model for £1.

Today's episode of Monster Man is going to focus on giants, so I thought I'd take the opportunity to finish up a project I'd had sitting on a shelf for ... well, I think for a year or so, to be honest.

Anyway, here it is: it's a pretty simple creation. All I did was take this toy from Poundland, straighten out his axe a bit with some hot water, put a coat of car primer on him, and paint him. You could probably do more to make him look good; I'm aware that he looks pretty rough. A design on the shield would be pretty cool, for instance, and I could have done more with the mould lines. Still, given that he cost me £1 plus the last of my really big Reaper bases, I'm pretty comfortable with how it worked out. 

The toy line is called Terra and this guy is "Halldor the Raider."



In the meantime, my Frost Giants from the Reaper Bones 3 Kickstarter arrived and this guy is totally incompatible with them in terms of style and scale, but whatever. He's done and he looks OK, so I am content. 

Monday, 13 November 2017

The Monster Man Contest: Week 2 Update!

Has it been another week already? The Monster Man contest continues to go full steam ahead. There are nearly two weeks left, so if you haven't come up with a fun monster to enter yet, you've got plenty of time to get your hands on some prizes.

New Sponsor!

I'm pleased to announce that we'll be adding three print copies of Robert "Thorkhammer" Pinnell's Sanctum of the Stone Giant Lord to our prize pool! As you might be able to guess from the title, this module is an unofficial expansion to the classic Against the Giants. This prize comes in partnership with our existing sponsor Chaotic Henchmen Productions!



In other sponsor-related news, did you see that sponsor Grant Howitt's game Honey Heist was on Foreververse? That's pretty cool.

And in yet more sponsor-related news, sponsors Oakbound Studios just released the rulebook and the first few figures for their post-apocalyptic skirmish game, Factious Waste. The digital rulebook is just £3!

Here are some models I painted for the game:




I am not the world's best painter, but I think they look pretty cool. 

Anyway, if you want your models inexpertly painted or your game products enthusiastically plugged, why not become a contest sponsor? There's always room for more!

Charity game stream!
Listener Edwin Nagy and his friends are hosting a 24-hour live RPG stream to raise money for children's charity Extra Life. They'll be running a dungeon crawl for most of the stream, with a Cthulhu interlude, and over the course of the stream they'll be raising money by raffling off some great prizes from sponsors like Chaosium, Frog God Games, Pacesetter, Gallant Knight Games, the H. P. Lovecraft Historical Society, and more! It's all going to be at http://twitch.tv/froggodgames starting at 6 PM EST (that's 11 PM GMT) on Friday 17 November.

If you've designed a Monster Man monster and want to inflict it on the players, the DMs will incorporate it into the game for a $5 donation. I'm hoping to have a monster of my own ready for one of those rare chances to send money to a good cause via an act of petty cruelty.

Read more here!

Yet more entries!

Early entries continue to come in, including:

The Jellybender!

The ... well, you can read. 

And the unpredictable menace of the Spellagron!

Keep 'em coming, monster fans! And as always, stay tuned to Monster Man for further updates!

Wednesday, 1 November 2017

The first Monster Man contest!

Important update: The contest submission deadline has been extended to Thursday 30 November!

Monsters are great. Making monsters is doubly great. Making monsters while saving money is triply great. And making monsters, saving money and winning fabulous prizes? Has such felicity existed before now?

The first Monster Man contest celebrates the spirit of creative improvisation and adaptation that is such an important part of role-playing games. It's something I've talked about on previous episodes of the Monster Man podcast (http://monsterman.libsyn.com), and now it's time to put it into practice!

Here's how it works:

1. Find a cheap toy

When Gary Gygax needed inspiration for a new monster, he turned to the cheap plastic toys he could find in any dime store. The Bulette, Rust Monster, and Owlbear all come from these little monster models.



So head down to the pound shop (or dollar store, or flea market, or dusty corner of the attic, or wherever) and get yourself some cheap toys. These are going to be the starting point for your monster.

Update: Rules questions!

The question I get asked the most is: but what if I can't find the actual toy I want to use? Look, I'm not out here trying to limit people's creativity. I'm out here trying to encourage people's creativity. If you have a photo of the toy you want to use and it is not an actual toy you have in your possession, I mean, whatever. Or if, like one entrant, you want to just make a monster out of Play-Doh and wire, you know, that's fine too. Inspiration is where you find it. "Miniatures from everyday objects" is the main theme here.

If you do use someone else's photo, though, please credit it if possible.

2. Let your imagination work

Use the toy as inspiration to create a cool monster. You can modify the toy if you like, but this isn't a conversion contest: you won't be graded on modelling skill. Expert sculpting isn't any better than sticking on a new head with hot glue, adding evil eyes with nail polish, or making spikes out of toothpicks.

3. Write up your monster

Create a Monster-Manual-style entry for your creature. It should have a description of the thing's habitat, behaviour, and so on. You should also create stats for the monster in your favourite game. It doesn't have to be AD&D -- that's the game the podcast is about, but part of the point of the show is that the Monster Manual is inspirational and informative for any gamer. A photograph of the original toy would also be great to include!

4. Submit your entry

If you have a blog or website, put your entry up there and send in a link via email, Twitter or what have you. Otherwise, email me the writeup and I'll post it here. I'm @gonzohistory on Twitter and my email address is the same thing at gmail. You have until 30 November to submit your entry!

5. Vote for the finalists!

Check out the contest entries and leave a comment or send an email or tweet telling me your two favourites, in no particular order.

6. Finalists go to the judges

I and my team of volunteers will total up the scores, identify the 8 finalists, anonymise them and send them to the judges. Our judges will select winners for 1st through 3rd place.

7. Win fabulous prizes!

Every finalist will receive a finalist's goodie bag including a PDF scenario from Chaotic Henchmen Productions plus a bunch of other fun stuff (watch this space for further prize announcements).

The third-place winner will receive a print scenario from Chaotic Henchmen (or a selection of PDF scenarios if that's their preference), plus a £10 gift certificate from Otherworld Miniatures.

The second-place winner will receive a print scenario from Chaotic Henchmen (or PDFs as above), plus a copy of the Secrets of Shandisholm core rulebook and Barrow Ring Burning supplement from Oakbound Studios and a £20 gift certificate from Otherworld Miniatures.

And the grand prize winner will receive a print scenario from Chaotic Henchmen, a print copy of Goblin Quest by Grant Howitt, and a £30 Otherworld Miniatures gift certificate. The winner will also have their creation sculpted by Geoff Solomon-Sims of Oakbound Studios!

Do you make games or game-related products? Would you like to support the creativity of Monster Man's listeners? Get in touch! You can email me at gonzohistory@gmail.com or send me a message on Twitter @gonzohistory .

This contest is made possible by the generosity of our sponsors:

Chaotic Henchmen Productions

Oakbound Studios

Otherworld Miniatures

Grant Howitt

Listen to Monster Man for announcements, future contests, and more fun stuff: http://monsterman.libsyn.com



Wednesday, 20 September 2017

New podcast!

For the last month or so, I have been recording content for my new podcast, MONSTER MAN. It's a show where I read my way through the AD&D 1st edition Monster Manual from 1977 and talk about the history, mythology, and game uses of different monsters. Sometimes I have guests.

Anyway, you can visit the podcast site here or find the show in your favourite podcast app. The RSS feed is http://monsterman.libsyn.com/rss

Have a listen. If you enjoy it, please share, and if you don't enjoy it, keep your mouth shut.


Sunday, 9 July 2017

Simple D&D character models

As I mentioned in my last post, I've just started playing in a new D&D campaign. Even though it doesn't seem like we're making much use of miniatures, I always like to have models for the characters, just for fun. I dug into the box of Bones, which includes models from all three Bones Kickstarters at this point, and found some models with input from the other players. I only have models for the first three characters created so far. 


The paint jobs are a little blotchy, but I often struggle to achieve more on Bones person models. The highlights look extra blotchy in this photo; they're a little smoother in real life. 

Anyway, on the left we have brother-and-sister paladin-and-cleric team Winslow and Winifred, with their good-for-nothing wizard cousin Dunlow beside them. Dunlow is a modern figure, clearly meant to be a Harry Dresden type, but I liked his douchey little hat. His flashlight hand was replaced with a book that was a spare part from a Black Cat Bases model of H. P. Lovecraft. I wanted to echo the house colours worn by Winslow and Winifred in Dunlow's scarf (which has a white fringe you can't see) to reflect that he's a house member but with a different sense of style. 

Anyway, this is just to say that I have not been idle!

Wednesday, 5 April 2017

Final fight: the Annihilator in person

All good things must come to an end, and that includes my D&D campaign. I knew that I wanted a spectacular miniatures battle for the end of the game, and that included a big gosh darn dragon. I was even willing to spend a little money, although not much by dragon standards.

I was actually a bit anxious about finding a suitable model, since gaming dragons tend to be on the pricey side (although the Reaper Bones ones were quite reasonable). I didn't know exactly what I wanted, until I stumbled on this bad boy in a charity shop for £10.


That's all 28mm scenery, for reference.

Now, originally he was blue, so I just slathered him in cheap black craft paint, highlighted some fins and warts and things up to green and gave him a coat of varnish. On the morning of the game, I might add. The paint job isn't going to last, but again, he's hardly likely to turn up again, is he? When you're doing frugal gaming you have to think about how things are going to be used.

Still, I think for £10 he's not bad, especially since he can do this:



Overall, a very satisfying final battle.

Tuesday, 28 March 2017

The end of an era

Back in late 2013, my friend Alex was on a bit of a D&D kick. He asked me to run a game, and I said I would do it, happy to have the chance to put some of my new thoughts about adventure gaming into action. Bob, Simon and Angela joined us. Simon dropped out eventually, but Stephen and my wife Allison joined us along the way.

And here it is 2017 and we're about ready to wrap up. We started out in 3.5, but switched to 5th and I (for one) have never looked back. What started out as a story about a couple of scrubs in a jail cell about to be sacrificed has gone all over the campaign map, to an alternate dimension and even into hell. They've robbed temples, explored tombs, hunted vampires, blown up a giant Fortress Golem by killing a demon on top of it, escaped the law, tampered with the fundamental structure of reality, broken an ancient curse and established a kingdom on a tropical island. They've battled cultists, sorcerers, the living dead, apes, a skeletal dinosaur, the dread Eye of Daoloth, fishmen, genetically-engineered super-soldiers, clones, wargolems, snowlems, cannibals, clockwork soldiers, reality-warping hellbeasts, and the dread Chunder Shark. They've formed alliances, lost friends, and discovered ancient secrets. The one thing they've never done is fight a dragon.

And, I mean, it says dragon right on the cover.

So for the grand finale of the game I'm going to stage a fight against a dragon. And not just any dragon, but this guy:


Chained to the roof of the sky by heroes in ages past and released by our heroes for reasons that seemed good at the time, this son of a gun breathes not fire or acid but monsters. He's helped our heroes save reality, but the price of that aid is that he's coming to eat the peaceful villagers of Frog Island. Unless, that is, our heroes and their unlikely coalition of pirates, gloomy Vikings, civilised hobgoblin mercenaries, drug-addled shamans, decadent aristocrats and general riffraff can do something to stop him. Fortunately, they did manage to get some dodgy magic items from a mummified snake priest. Those'll help, right?

It's the last session of the longest game I've run in ages, and over the next few posts I'll be sharing some of the preparations I'm making.

Thursday, 15 December 2016

Holiday special!

So it seems to be an annual tradition in my D&D game that I run a holiday special, complete with a goofy Doctor-Seuss-ish poem and some seasonal themes. Last year our heroes got into a flying-sleigh-fight with a bad guy who wanted to prevent presents from getting to good boys and girls, and also battled a squad of snow golems (snolems for short).

This time there were Christmas treants hung with alchemical globes, each of which produced a different effect. And it's not over yet.


Here, Kaia, in rock elemental form, digs a hole while angry Christmas treants approach. Frances casts spells and Reginald skulks among the trees. Zylphia is just outside the bottom of the shot, hacking one up with a sword.

Monday, 3 October 2016

Movie Monday: The Dwarvenaut (2016)

I know that Movie Monday is more typically a feature of my other blog, but we've actually got a gaming-relevant film this week! The Dwarvenaut is a documentary about D&D enthusiast and Dwarven Forge proprietor Stefan Pokorny.


And it's ... it's charming. I found it hard to watch, because I'm not good at vicarious embarrassment, but Pokorny's enthusiasm and fuck-it-let's-do-it attitude are infectious (and a valuable reminder to me that being embarrassed on behalf of people who are passionately doing a thing they love and are good at is a useless emotion). If you know a lot about D&D, you're not going to learn anything from this; it's more for people who are loosely familiar with the game or who maybe played once a while ago.

It's fun to see the backstage stuff at Dwarven Forge, and it's fun to learn about Pokorny's history. You come away with a pretty positive view of him and his enterprise; I'm never going to buy Dwarven Forge dungeon stuff, because that is not how my budget works, but I'm glad he's out there making it, having fun and not going out of business.

Anyway, if you want to spend an hour and a half looking at the weird factors that drive someone else's creativity and cheering along with a dude who cold wears a wizard hat and does not give a shit, you could do a lot worse than giving this a spin. It's on UK Netflix at the moment.

Tuesday, 30 August 2016

The Magonium Mine Murders: What happens next?

One of the problems with sandbox scenarios is that people often feel they're a bit static. You know, you venture into the Vale of Doom or whatever, but since there isn't really a narrative as such, some players or GMs struggle to see the effect of player actions.

Now, as I understand it, the way these are supposed to work is that you just what you do with a sandbox you created yourself. You just figure out what the NPCs' motivations, knowledge and responses are, and you're off to the races. But it would be nice to have some rough ideas of what might happen next, just to get you thinking.

Maybe not this exactly.

This kind of thing is what I'm thinking about for the what-happens-now section:


Friday, 12 August 2016

The Magonium Mine Murders: Location descriptions

So in a previous post about the development of The Magonium Mine Murders, I said that I would add some location descriptions in my next post. Here are a couple of samples.

Although it's meant to be a loosey-goosey adventure sandbox, a big part of The Magonium Mine Murders, as the name implies, is a whodunit, so most of the location descriptions are about clues. Here are a few sample locations. They're still in progress, but I don't think it'll be hard to tell which bits are incomplete.




Thursday, 4 August 2016

Animated swarms

In Wednesday's D&D game, the party ran across a being -- or force of supernature -- that inverted the animate status of things. When it encountered living tissue, it made it non-living, petrifying it. Where it encountered nonliving tissue, it animated it. This meant some grisly encounters, such as animated suits of armour filled with the crunching, petrified bodies of soldiers.

Also, the area was full of swarms of small animated objects -- not just the suits of armour, swords and so on that you find in the Monster Manual but also knives, lamps, bottles and what have you. I decided I would treat these like the swarms of small creatures you get in the animals section of the MM.

Relevant image stolen from here.
I wanted this enemy to be a dangerous nuisance with some fun special effects rather than a huge damage-doer, but I didn't mind making them reasonably beefy given how tough my PCs are.

In fact, the PCs ran like the wind as soon as they encountered one of these swarms, having knocked it out with dispel magic.

Swarm of animated items
Medium swarm of Tiny constructs, unaligned
AC 14 (natural armour)
HP 26
Speed 5 ft., fly 30 ft.

Str 12 (+1), Dex 15 (+2), Con 11 (+0), Int 1 (-5), Wis 5 (-3), Cha 1 (-5)

Saves: Dex +4

Damage immunities: poison, psychic. Condition immunities: blinded, charmed, deafened, frightened, paralysed, petrified, poisoned
Damage resistences: bludgeoning, piercing and slashing

Antimagic susceptibility, deceptive appearance, swarm

Senses: Blindsight 60 ft, passive perception 7

Type (if no type then just household junk):

  1. Knives. Attack +5, 4d6+4 slashing damage, 2d6+2 if on half HP.
  2. Lamps. Attack +5,  4d6/2d6 fire damage, Dex save DC 14 or light one flammable object. Vulnerable to fire damage. If hit with area fire damage, explodes, causing 6d6 fire damage in all adjacent spaces (Dex DC 14 halves). 
  3. Pots and pans. Attack +5, 4d6/2d6 bludgeoning damage. AC 15. 
  4. Chemical vials. Attack +5, d6d6 damage. 1-3: acid, 4-6: poison. 
Now, how to do these as a frugal monster. 

Friday, 29 July 2016

The Magonium Mine Murders: Plot text

So, here's a question: how much background do you want in a plot? I find that a lot of scenarios provide very detailed background, not all of which is immediately relevant. This can lead to scenarios being overlong, which can make them fun to read but tough to use. This is a phenomenon we've seen before: scenarios are often written to be enjoyable to read, which is fine, but when you're not sure about something and you're trying to look it up at the table that can be a pain.

This salt mine map is the inspiration for the Magonium mine. 
Now, if you think you might want to play The Magonium Mine Murders at some point, there may be some spoilers here, so I'm going to put this next section below a cut.

Tuesday, 19 July 2016

Magonium Mine Murders: Dramatis personae

When you're writing a mystery scenario, you have a lot of characters, and you need to convey information about them tersely. Some of these guys are more important and will need extra information, but here's what the preliminary NPC list will look like.

The Dead
  • Alba, mining camp administrator. Got too close to a counterfeiting scheme. 
  • Natan Pentic, miner and inventor. He lost the Duplication Engine.
  • Olij, Ekim and Maldish, miners. Like Pentic, killed in cave-ins caused by the Mole Men.

The Living

In the mining camp
  • Rogin Hyland, an alchemist and conspirator. Killed Alba
  • Bellows, Alba's overworked former assistant. 
  • Lumicent Pulver, disillusioned veteran and guard captain. 
  • Ildico, Arinbjorn and Horvat, slaves. 
  • Simvesh Threen, Chert, and Uldaria Lattiger, miners. 
In the boomtown
  • Schenck, a crooked fight promoter. 
  • Calvey, a bookie, his crony. 
  • Gola, Pakrish, Karud, Luz and Crazy Legs, prizefighters. 
  • Lurik, Iggsy and Big Billiken, mobsters. 
  • Livia Cherm, disgraced and bitter former mine engineer. 
In the surrounding area
  • Orvant the Blind, outraged hermit and mystic. 
  • Sirine, a bandit chief. 
  • Arn, Roby, Two-shivs and Jul, bandits. 
  • Gerrick, the law north of the river. 
  • Lovint Kroth, the law south of the river. 
  • Iron Scorpion Nine, an efficient and unforgiving military officer. 
That's a lot of characters, but in most cases you don't really need to know much more about them. In the expanded version, they might get a sentence of description. 

Because you have been patient, have this photo of a Reaper Bones model I painted for an upcoming game ambushing some hapless barbarians.



The ridged texture of the thing's exoskeleton made it an ideal candidate for my usual speed-painting practice of priming grey, drybrushing up from there and applying colour using washes. 

Sunday, 10 July 2016

Maze of the Blue Medusa review

Short version: it's pretty great.

Long version:

OK, so Maze of the Blue Medusa (available from Sator or I guess Satyr Press) is a megadungeon collaboration between Zak S. of Playing D&D with Porn Stars and Patrick Stuart of False Machine. It is a copiously-illustrated hardbound book in the style that you've come to expect from the previous work of both creators: taking the basic structure of D&D and making it memorably weird. Although there are traps, monsters and treasure, there are no orcs; the scoundrels exploring this bizarre environment are going to be up against chameleon women, moon men, masked weirdoes who think they're birds, the sinister Empty Knight, mummies stuffed with books, liches, aurum spectres, etc., etc., etc. And, of course, the titular Blue Medusa.

Here is a video I made showing what the book looks like. If you don't feel like clicking on it, basically, it looks pretty great and is well laid out and easy to use, more so than most gaming books.



The Maze

OK, so the titular Maze is a megadungeon of about 300 rooms, roughly divided into a bunch of smaller thematically and geographically-linked sectors. At the heart of the maze is the medusa herself, basically acting as a jailer for all kinds of monsters, demons, freaks of nature, supervillains, would-be tyrants and so on. Around the medusa and her collection of petrified hellraisers you have the usual accretion of scoundrels, lunatics, power-mad schemers, hapless dolts, hubristic adventurers, pitiable survivors of long-collapsed empires, religious devotees and bizarre products of reality-warping events. In particular, three sisters who once headed an empire are imprisoned here, together with the treacherous ministers who betrayed them. Their interlocking ... areas of effect, I guess? ... are a big part of why the different sections of the Maze have their different feels.

Aside from the random encounters, the monsters in the maze tend to be unique -- so there's a minotaur, for instance, but he's a named character with particular personality and agenda. There are various liches and mummies, but they are each distinct -- if sometimes briefly sketched -- individuals. And quite a lot of the monsters are one-offs of various kinds, like the two-headed monstrosity made from the severed hands of a giant demon.

A lot of what appeals to me about the Maze is the way in which it's a product of its history, without needing a history lesson to understand or explore. Everything in it feels like it's weighed down by millennia of betrayal and isolation, without you necessarily having to know about the relationship between the Triarchy and the Saurid Empire to appreciate it. A lot of the characters in it are about the weight of years and history, and the way in which life can narrow over time into futile, destructive obsession, but it doesn't feel preachy or on-the-nose.

The writing

I like the writing style here -- it's evocative and moody without being pretentious (well, that's a matter of taste, and I accept that I might be more inclined toward pretentiousness than most) or overlong.

Here's an example from the Gallery section of the Maze.

121. Fortuna -- Crown of Night

Sphinx-like statue recovered from ancient realm. Her crown is composed of the battlements of the city she was made to defend. She knows a lot about that city and not much else. Quite depressed as her city is long gone, locked away in the hidden storage area of a forgotten dungeon. 

Then you get a description of the city (which Fortuna is trying to remember more clearly) and a really clever and fun riddle mechanic by which the PCs can help Fortuna recover her memory.

Like any dungeon book, Maze of the Blue Medusa is probably not best read straight through, but I was so keen that that's just what I did. And there was a point, somewhere around room 200 or so, that weirdness fatigue set in. I started thinking "oh, ho hum, what's in this next room? I bet it's a tragic grotesque performing a futile task." But that's what you get when you try to read something that's not meant to be a novel as though it were a novel (is that why many scenarios are hard to use at the table? Because they're written to be read in a sitting? I suspect at least partly).

Set meal or a la carte?

Maze of the Blue Medusa is very different from your typical D&D dungeon, which to my admittedly inexperienced eye seems like a good thing. It might be hard to integrate into an existing campaign, especially one that has a lot of conventional fantasy elements. Even I, who love the weird stuff, tend to like occasional moments of dreamlike Gormenghast-on-acid fantasy against a backdrop of relatably mundane humanity, while Maze seems more into presenting a world of bizarre Gormenghast etc. which, when entered with the appropriate spirit, eventually reveals its tragically relatable humanity.

Now, there are two ways to deal with this: first and most obviously, the dungeon contains its own isolating idea -- it's not a hole in the ground, but rather some kind of alternate dimension. In fact, one of the cultures that has access to it thinks that the Maze is literally the afterlife and that all the people and creatures in it are gods or spirits. So even within the context of the regular 2d4-orcs kind of world, the Maze can fit because it's meant to be totally bonkers in context. So in this case the relatable everyday-ness comes from the PCs rather than their immediate setting.

Secondly, you could just break it down for parts. I think you'd lose some of the charm of the dungeon like this -- it's the balance of all the different elements that I think makes it really amazing -- but there is definitely a lot of good stuff in there. Individual traps, characters, magic items and so on are so densely-packed that I think I found a couple of dozen bits I'd be willing to steal just within the first section of the dungeon.

Honestly, what I might do is pilfer a bunch of individual characters and locations for my current (relatively high-level, probably not long before concluding) campaign, and then, at some point in the future, drop the Maze whole-hog into my next D&D game.

Using the Maze in 5th ed. 

Maze of the Blue Medusa is pretty systemless; most of its monster mechanics are one-off. It's grounded in a sort of consensus version of old-school D&D, which means that its HP totals in particular are probably a bit lower than you'd expect from a 5th ed. game. If/when I run it, I might add a bit to most bad guy totals and implement some kind of rule of thumb for calculating save DCs. Other than that, with a little bit of flexibility I think it's perfectly doable in 5th at the indicated levels. The book suggests that characters of level 1-5 can do this, assuming they box clever and don't mind dying a bit, and characters of level 6-10 should be pretty comfortable. I wouldn't say for certain without running it, but that sounds about right to me. My party are level 14 at the moment, and in stand-up-fight terms they'd stroll this, although the brainy parts are equally challenging for characters of any level.

There's a fair bit of blending player and character wits, and a surprising amount of stuff that's based on the characters' past and experiences. The latter part means that I'm not sure you'll get the most out of this dungeon if you just drop fresh characters into it. Fortunately, even getting into the dungeon requires pulling off a presumably complex art theft, so you can start the characters out with that and build up some fodder for when they meet the various memory- and regret-themed critters that play on their pasts.

So overall, then? 

Ultimately, dungeons are for playing and thus I can't really tell what this one is like for me and my players until I actually run some of it. But I found the writing evocative and almost always clear, the layout convenient and easy to use, and the art (with one or two minor niggles) cool and inspiring. If a regular old dungeon were presented with this level of clarity and efficiency, it would be excellent, but Maze of the Blue Medusa combines accessible presentation with a dungeon that's genuinely fantastic and eerie. If this sounds at all interesting to you, you should at least splash out a few bucks for one of the PDF options.