Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Thursday, February 3, 2011

Under WhiteFang Mountain



Our five characters (cleric, thief, agent* and two fighters) in our party fought our way with ease through the tunnels of the troglodytes. The wily troglodyte shaman unleashed his worse on us; poisonous snakes, flaming strike, devil rays, but to no avail, he and his minions were soaking up damage. Realizing all was lost, the trog shaman tried to flee behind an obscuring mist. But our pseudodragon, Whiskers quickly tracked the cool trail of blood from the retreating shaman to a arrow crevice. The wounded troglodyte made a defiant final stand with his viper rod, but was decapitated by my battle axe.

This all was leading up to a showdown with a scheming dragon, Rathulagon. Our hope centered on the other fighter, George making a lucky hit from his masterwork composite bow with an arrow of evil slaying.

Upon entering the dank lair of the evil Rathulagon, the thief was well-prepared with his potion of invisibility and his stealth sword. My fighter, Clovis drank his potion of haste. The lawful good cleric blessed the party and cast fire resistance upon Clovis (front and center), then hung back in gaseous form waiting to aid the injured or dying with her staff of curing. Whiskers flew high and right armed with a wand of magic missiles. The agent (house rule - mage/thief), Lexus prepared her lightning bolt spell. Our intention was to scatter quickly; the dragon wouldn’t get all of us, but I feared, he would get enough of us. The surprise/initiative dice were rolled . . . Drat, a tie. At least we weren’t surprised, and ties go to player characters.

“Who disturbs my rest?”, bellowed the mighty Rathulagon (AC 23, 152hp).

Clovis’ reply was a solid strike in the chest with a javelin of lightning. Lexus let loose with a lightning bolt to the head. George rolled a ‘2’ and his arrow of evil slaying bounced pathetically and impotently off a stalactite. The red dragon shrugged off the 40+ hit points (hp) of electrical damage and breathed fire, searing both fighters, Clovis and George. Fortunately, we both made our reflex saves and were only moderately injured (18hp).

The next round, our thief pounced from hiding, rolling a natural ‘20’, but Rathulagon had a +12 fortitude save and no critical hit was obtained. The thief inflicted merely 6 hp with his back stab. The thief earned no glory that day, but he did gain the ire of an all ready angry dragon. The rest of our party did their best to inflict damage with melee weapons, but Rathulagon was a brutal and dangerous adversary. This was going to be a brutal battle of attrition; axes, swords and magic missiles, versus fangs, talons and dragon fire.

Six rounds latter, after failing his attempt to take escape, the smoldering dragon corpse lay adjacent to the bodies of an eviscerated thief and a crispy critter, we used to call George. Battered, burned and bleeding, the survivors gathered up the loot; gold, silver, gems, a flaming sword, and a mithral suit of elven mail. It was going to be expensive to reincarnate our fallen comrades, but our previous good deeds had earned us the respect and sympathy of the provincial church. Fortunately, our prior generosity also allowed us access to a high level (10th) priest.

Saturday, November 13, 2010

Fliers



Built into the hull of a flier are buoyancy tanks which contain the eighth Barsoomian ray or the ray of propulsion. This ray is “constantly streaming from the planet constituting a force of repulsion to gravity which when confined is able to lift enormous weights from the surface of the ground. It is this ray that enabled them to so perfect aviation such that battleships far outweighing anything on Earth sail as gracefully and lightly through the thin air of Barsoom as a toy balloon in the heavy atmosphere of Earth.” (PM, XXI) Altering the concentration of the eighth ray in the flier’s buoyancy tanks allows the craft to vary altitude; however, the Red Planet’s thin atmosphere makes heights in excess of five haads (1000 ads or 2 miles) suicidal.

Noiseless engines with concentrated, highly flammable, fuel power the propellers that drive these vehicles to speeds in excess of 200 miles per hour. The flier is steered either by using large rudders or by varying the relative performance of the propellers. Each modern flier is equipped with the “ordinary Martian Air compass, which, when set for a destination, will remain constantly fixed thereon, making it only necessary to keep a vessel’s bow always in the direction of the compass to reach any point upon Barsoom by the shortest route .” (TMM, II)

The scout flier (not pictured above) is the smallest and fastest of all fliers. “The body of the one-man air craft is about sixteen feet long, two feet wide and three inches thick, tapering to a point on each end. The driver sits on top of the plane upon a seat constructed over the small, noiseless radium engine which propels it.” (PM, XXI). It is capable of exceeding speeds of 150 miles per hour. The scout flier is utilized in scouting, patrolling, and relaying messages.

Does anyone know where I can obtain good miniatures to represent Martian fliers?

Wednesday, July 14, 2010

the OSR is flaming again !


I go on vacation one week
and we have another family feud ; - 0

just like MENSA,
it is very difficult to keep you
intelligent, creative and independent
types together . . .

I am not here to add to THAT discourse
but to show you how i

RANDOMLY STOCK ENCOUNTER AREAS

When designing encounters for a balanced PC party;
total all PC & NPC levels (counting zero-level NPCs as ½)
, then divide by five to obtain the party level or X.
X = encounter level (EL) or challenge rating for each monster encountered.

After you have drawn up your dungeon map
Or use
http://www.gozzys.com/article.php?cm_id=8
and have an idea for the adventure plot, use a d10 to
stock the rooms, caverns or encounter areas.

1)…Monster whose EL = X -1,
…..Treasure value = X squared, times 100cp.
2)…Monster whole EL = X -2,
…..no treasure.
3)…Monster whose EL = X,
…..Treasure value = X squared, times 100sp.
4)…Monster whole EL = X ,
…..no treasure.
5)…Monster whose EL = X +1,
…..Treasure value = X squared, times 100gp, +
…..% chance of magic item = 5X%.
6)…Secret door to hallway or another room
…..chance to find is 1 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out.
7)…Hidden treasure, value = X squared, times 100 sp, +
…..% chance of magic item = X squared.
…..chance to find is 2 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out.
8)…Trap, typical damage is d2X, attacks randomly,
…..chance to find / avoid is 1 in 6 for each searching character. Chance of encountering a wandering monster is doubled, if party does not post a watch or look out.
9)…Truly empty room, except for room features,
….. invent your own or
…..use Monte Cook’s table 3-11, DMGv3.5, p.65.
10)..Prisoner, 90% of prisoners are commoners;
…..otherwise, NPC’s level = dX,
…..roll 2d6 to determine race of prisoner,
…..roll 3d6 to determine ability scores for NPCs.

ROLL…..RACE

…..2…...eXotic
..3- 7...Human
…..8…...Dwarf*
…..9…...halfLing
….10…..Orc
….11…..Elf**
….12…..Half-elf***

*Dwarf prisoners without a designated class are 1st level fighters,
**Elf prisoners without a designated class are 2nd level mages,
***Half-elf prisoners without a designated class are 1st level in class corresponding to their highest ability score.



Recalling the advice from the Land of NOD

Only half of all treasure is found in the portable form of coins, gems or jewelry; the rest will be in the form of trade goods. Some sample trade goods are

100 cp = one hundred pounds of wheat
100 cp = fifty pounds of flour
100 cp = two kegs of beer (40 lbs each)
100 sp = ten pounds of salt
100 sp = six pounds of cinnamon
100 sp = three pounds of ginger or pepper
100 sp = three kegs of fine wine
100 sp = three adult pigs (100 lbs each)

100 gp = six pounds of saffron or cloves
100 gp = ten square yard of silk (10 lb)
100 gp = three saddles (30 lbs each)

Monday, April 19, 2010

Open Gaming License


WELCOME,
This is a blog about classic role playing games and
Edgar Rice Burroughs' Martian Chronicles - - 
If you are here by accident, have a look around.



The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").   All Rights Reserved.

 

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content  You are copying, modifying or distributing, and  You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
 

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

 
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

 
15 COPYRIGHT NOTICE:  Open Game License v 1.0                 Copyright 2000,  Wizards of the Coast, Inc.


above image from: http://
media-cdn.tripadvisor.com/media/photo-s/01/17/91/af/stone-age-times.jpg

Saturday, March 20, 2010

Dungeon Ecology

Now in order to feed all those underworld nasties,
I propose the UTOW
(feel free to create your own stats):

Utows are a ubiquitous worm that have the unique ability to extract heat energy from the planet’s soil and convert it to biologic mass. The planet has a molten core, that radiates heat at an unsteady and alarming rate. Utows, aka ubi-thermo-worms play an important role in maintaining environmental stability by cooling the surface; otherwise, internally-generated heat from the core would burn and desiccate the root systems of the planet's flora.

Although not usually large (size = 2d6 -3), nor tasty; the utows are nutritious and are the foundation of the diet of subterranean reptiles, amphibians and humanoids. Utows are a subterranean krill that have their greatest concentration 10 to 20 feet below the surface. In general, larger utows are found deeper below the surface. Naturally, utows are rich in vitamin A, a key component of retinol (infravision).

Neither agile or aggressive, utows can deliver a savage bite and the worm’s gizzard will contain (1d6 x Size) coins of varying denominations.

the Dungeon Dozen
has some more creative ideas
(April 2013)

Saturday, February 27, 2010

Character Names

here is the quick and easy way to get a Fantasy/ Barsoomian sounding character name

go to the white pages of your phone book, place finger on any page (randomly)

take first five or six letters of last name (space)
followed by first three letters of first name

examples . . .

Charle Mic
Hilli Lar
Tompk Deb
Watso Ali

OR if you dont like these, try rearranging . . .

Mic Charle
Lar Hilli
Deb Tompk
Ali Watso