Sunday, June 30, 2013

Two Summoning Spells


Call Chaos Monkeys
Arcane 1 Range: 120' Duration: 1 turn per level
This spell allows the caster to summon forth 2 Chaos Monkeys for each level of experience he possesses. The monkeys will instantly appear within 120 feet of the caster and will zealously serve him for 1 turn per level of the caster, or until killed or dispelled. The monkeys have no language, but will understand the following command words: kill, stay, follow, open, carry, and quiet. They will also understand pointing by their master. So, he can point to a foe and say “kill” and the monkey will attack the foe pointed toward. If summoned near the caster's enemies, the monkeys will automatically attack without need for further command.

Conjure Monkey Minions
Arcane 2 Range: 10' Duration: Permanent
This spell allows the caster to summon forth 2 Chaos Monkeys for each level of experience he possesses. The monkeys will instantly appear within 10 feet of the caster and will zealously serve him permanently, until killed or dispelled. The monkeys have no language, but will understand the following command words: kill, stay, follow, open, carry, and quiet. They will also understand pointing by their master. So, he can point to a foe and say “kill” and the monkey will attack the foe pointed toward.

Friday, June 28, 2013

CHAOS MONKEYS


CHAOS MONKEYS

% In Lair
30%
Dungeon Enc.
Pack 2d6, Lair 5d6
Wilderness Enc.
Crowd 5d6, Lair 5d6
Alignment
Chaotic
Movement
120' (40')
Armor Class
3
Hit Dice
1d4 hit points*
Attacks
1
Damage
1d4
Save
F0
Morale
0
Treasure Type
none
XP
6

Theses beasts can be summoned from the Abyss by magicians using one of several spells. One such spell, Conjure Monkey Minions, permanently summons the creatures into the world, where they occasionally outlive their summoner and take up a life in the wild, reproducing and spreading their mischief. They appear to be small to medium sized monkeys, but with long, muscular hands and sickly green-glowing eyes. They possess infravision to 90 feet, and are naturally stealthy, imposing a -1 to the surprise rolls of their enemies. If they surprise their enemies, they sneak around to the back of their enemies and strike with a +4 to hit, and if they score a hit they have mounted their victim's back and have wrapped their hands around his throat. The throttling attack scores 1d4 points of damage immediately and the monkey will maintain the hold, scoring 1d4 points per round, until it or the victim is dead. A victim being choked by a Chaos Monkey cannot cast spells, nor can it attack the monkey himself. The only action he can take is to try to break free, by using his round to attempt a saving throw versus paralysis.
If they monkeys do not have surprise, they can attempt to leap behind their target on a proficiency roll of 15+ to make a throttling backstab. If 6 or more chaos monkeys attack a single non-surprised victim, one is assumed to be behind the victim and can attempt a throttling back-stab. No more than one chaos monkey can have a successful throttling hold on any individual at one time.

Thursday, June 27, 2013

Freaking Crab People

Well, my Crab People Miniatures came today.   They should have put a big warning label saying "Danger, you have to glue their arms on."  I hate gluing miniatures together, especially when it's a case of free-flapping arms.  So far two are done.   5 have their left arms on, and the last has had both arms fall back off when I tried to add the right arm.   Pooh.

Post Scriptum:  I went back down and tried to finish gluing them at about 9:00pm Thursday.  It suddenly was as easy as pie.  One, two, three, instantly glued together.   My working hypothesis is that the humidity in the air was preventing the glue from drying in a timely fashion, and when I went back, the rain storm in the early evening had sucked out so much water from the air that the glue could properly dry.

Wednesday, June 26, 2013

After two days of Work (the bad kind); Back to Work (the good kind)

I spent Monday and Tuesday back at Work, teaching other teachers a graduate-level class on "Classical Rhetoric and The Common Core Standards", which went fantastically well.

But now, finally I can get back to more proper summer-time work.  This morning so far, I've soaked the parts of my model trucks and I've glue together and based my brand new Apes, and the King Theoden and Bullroarer Took miniatures I bought a while ago (the Crab people haven't arrived yet).  

An afternoon of gluing and painting awaits.

Saturday, June 22, 2013

Exciting Trip to Bel Air, Maryland

Today the family took an exciting trip to Bel Air, Maryland.   We were looking for some place to go and Annie mentioned that she'd like to go to a book store, but was unsatisfied with BAM!    There were Barnes and Noble stores in Lancaster and Camp Hill, but we've been to Lancaster enough times lately, and Camp Hill is no thrill.   The next closest B&N was in Bel Air.   I'd always heard of it, but couldn't recall actually ever having been to Bel Air at all.  So, off we went.

We poked around the Barnes and Noble and the Michaels, where Annie and Katie bought a bunch of books and art supplies respectively.  We dropped by the "Harford Mall" which was just a smaller, older, version of the Galleria.  Then we had a disappointing lunch at the Double T Diner, which was just like the Lyndon Diner in York, but without the nasty fish smell.

After lunch, however, I did find a really proper hobby shop, called Hobby Works.   It was a fine establishment, reminding one of the former glory of Race-O-Rama.   It was a new, clean, well-stocked store, with a fine selection of train stuff, race cars, and tons of models.   They also had tons of HO scale airfix and other brand plastic miniatures, which really took me back.   They didn't have any actual RPG or non-plastic miniatures, but that was just fine.

I ended up buying a 1/72 plastic model kit of 2 Army Trucks, and some model glue.  I haven't put a plastic model kit together in like 30 years,   I'll try to get around to building them this week, so we can use one for the Mutants and Muskets diesel truck next week.  Fingers crossed.

Thursday, June 20, 2013

All Henchmen Done

I finished a deck of 14 level 2, 7 level 3, and 7 level 4 henchmen, probably all we'll need for the higher level guys, given their relative scarcity.

Some names:   
Bard:  Depeche Mike
Craft Priest:  Holy Jack!
Assassin:   Bad Cheesely
Elven Night Blades:  Derk Halo and Spatium Umbra (Latin for Space Ghost)
Burglar:   Bosco Pudding
Lackey:   Red Bentley, Dungeon Expert

I decided to use the system whereby:
d4 hit die=  count 1's as 2's
d6 hit die=  1d4+2
d8 hit die= 1d4+4

It's going to make the PC's and henchmen pretty robust as opposed to equivalent HD of monsters, but that probably makes for a better game, because low hit points are just blowful and make you stop and rest too often and to puss out too much.

Tuesday, June 18, 2013

ACKS project two complete

I've finished my second deck, this time it's of first level henchmen (about 60).  I had already converted the ones in the AD&D deck, but now I've added another 20 or so to the pile.

This time, creating from scratch, I used the "reduce a score by 2 to raise the prime requisite by 1" rule.   That really has a huge impact on character creation.  Out of 21 guys, there are 2 fighters and a dwarf fury with 18 strengths, and an elf enchanter with an 18 intelligence.

I did get a little tired of picking "general" proficiencies, but besides that it was a very helpful exercise in getting more familiar with the character types.

Some Names;

Sister Susan Ordinary;  Barry Potter,  Other Barry Potter,  Crazy Jack, Brother Mumbles, Brother Turnip,  Dazzling Wanda

Monday, June 17, 2013

Geomorphic Tiles in Practice

Sunday's experiment with randomized geomorphic tiles on the 12"x12" cardboard squares was a complete success from my perspective.   I thought they did the trick nicely.   The 12"x12" allowed us to slap down several rooms at once, pretty much the range of most combats, but still having a more mysterious gradual reveal than slapping down the "Big Paper". 

I think having one entrance per side (maximum) at the 6 and 1/2 inch mark was perfect.   Having 2 entrances per side would be too much for the small tile.  Also, not having every time have all four exits is probably for the best too.

I'm definitely going to keep the tiles from last night and start creating a pile of tiles that we can use at any time.  Of course, we can still do planned maps but the geomorphic tiles will make instant creation of almost any dungeon or building complex super fast.

I suppose I should give each tile a number so for more-pre-planned set ups I can re-create a tile set up more accurately.

Saturday, June 15, 2013

The ACKS campaign and Badaxe Jack's stronghold

 On the Lords of Hack site, Jason outlined the lairs that are in the 10 miles square where he notionally wants to put Badaxe Jack's (from the Badlands Campaign) stronghold--see link:

The Lords of Hack: Securing your stronghold and you...

I think that the scenario that unfolds from these lairs is just completely awesome.  It strikes me that we might do the following: 
Step 1: make official conversions of our characters from Badlands.
Step 2: then make a new set of 3rd level characters from scratch
Step 3: Turn Jason's lairs into a massive underground monster complex, divided into regions and levels.  Give various people who are interested in doing so sections or levels of the dungeon and portions of the monster totals to develop into adventures.
Step 4:  Begin the campaign with the new characters hired to clean out some of the easier sections of the dungeon.
Step 5: introduce the old PC's as patrons and allies, and perhaps rotating them into the game now and again.

I'm now thinking that maybe we don't advance the time-line 10 years, maybe 1 or 2 years, maybe none.  Maybe we don't even need to advance our old PC's in level, or maybe just a level or 2.   Characters can begin to establish strongholds before 9th level, they just don't attract followers or starting batch of peasants until then

Traveller 5th, first scan

After skimming through this 653 page tome,  I have a few impressions.
One could imagine a conversation:

GM: "Okay,  let's crack open the book and start playing."

Author:  "Oh, this isn't meant to be played.  No, I suppose that if you mastered it and then designed a huge amount of stuff, you might eventually get to a point where you would be able to play a Traveller game with this, but you haven't done near enough work yet."

Seriously, it's 653 pages, but the examples of starships fit on 2 pages--and they don't even tell you one of the most important things: how many people can this ship carry.   

They don't have any examples of small craft, as best I could see on the first look through.  No fighters, shuttles etc.

They don't have fleshed out examples of vehicles either.

There isn't a single complete subsector made up.

Now, you can create absolutely anything you might imagine from  proto-type plasma rifles to titan-sized battle armor to pick-up trucks.   But, it doesn't include an immediately useful array of anything already made.

The ratio of "How to Create Stuff" to "Stuff you can use right now" is about 10 to 1 I'd guess.

It looks like the creation rules are pretty fast (compared to MegaTravller and Striker which were not fast). 

I think a Core Rule Book that is 650 pages long should have contained enough game-ready material that it could actually be played.

Friday, June 14, 2013

City-States part Two

Another interesting thing is the nature of the city states themselves.   Both the Invincible Overlord and the World Emperor are evil in alignment.   But, the population of both cities are thoroughly mixed in alignment.  Perhaps, if the books ahd come out later, the Invincible Overlord might have been switched from LE to LN  (he's described as LE with good tendencies).   The world emperor is evil, but completely detached (and green to boot).

Both states are surrounded by wilderness areas of course.  The World Emperor set has a hex map of the surrounding area and detailed descriptions of lairs, villages, castles etc.   The Overlord set is less forthcoming, only detailing things directly butting up on the city walls.

The most baffling thing about Invincible Overlord is the claim on the cover that "10 dungeon levels included".  Sure enough there are 10 dungeon level maps in the book.  But, I'll be dipped if I can find any key to the maps or any clue as to where theses dungeons are meant to be found and used.

Both city states have complex systems of social status and urban encounters in them (including rules for verbal smackdowns).  These are very different than things we'd see today.

The two cities, together with "Wilderlands of High Fantasy"---a series of outdoor hex maps of the entire continental area where both city states are located would be a useful campaign area, but it has a very strange vibe to it.

Judges Guild City States

I've had the Judges Guild's "City State of the World Emperor" set for 30 years or more, and also got a reprint copy of "City State of the Invincible Overlord" 8 or 10 years ago. 

They are very peculiar items.   Every single shop, temple, government building, beggar's lair, garrison company, tavern etc., is given its own paragraph of detail.  Every building has one or more NPC stats given for it.   In "Invincible Overlord" the descriptions are organized by street, in "World Emperor" they are organized by type, and a large blank is left for the GM to put a key number to place on the city map.

Here's an example from "Invincible Overlord":

Locks:

Scopgradon:  FTR LE  lvl 5   HtK 18  AC 9, Soc Lvl: 6, Str 10, Int 12, Wis 15 Dex 5, Con 10, Cha 14

Scopgradon is noted for super-strong locks (18/00 to break) selling for 100-600gp.  50cp and 15sp in cash box, 550gp triple-locked chest in room chained to steel post. (Invincible Overlord p6)

You'll notice that the locksmith is a 5th level fighter.  This is far from unusual.  In both city state books every single NPC has a class and level, and while many are first level, most seem not to be. 

The system seems to have been a late stage of Original D&D, just before AD&D first edition came out.  It uses the 5-fold alignment system (LG, LE, N, CG, CE) found in the Holmes' basic D&D and in the AD&D Monster Manual, but surpassed by the 9 alignments of the AD&D 1e PHB.   Most AD&D classes are present, but they were present here and there in OD&D too.

Wednesday, June 12, 2013

Crowbar And Brick: The Wormpriest (ACKS Class)

Crowbar And Brick: The Wormpriest (ACKS Class)

This fellow's class "The wormpriest" is pretty darn cool.  I'd see them mostly as NPC's, but a cult that worships Purple Worms is just too awesome

Monday, June 10, 2013

First ACKS project done

My first completed project for ACKS is the "Level 0 Henchmen" Deck.   I converted some of the hirelings from Badlands and then expanded the collection to around 60 total level 0 henchmen cards.    The two major towns in the campaign are both Market class III, and so they will have 4d8 level 0 henchmen available each month.   60 seemed to be about right to have a variety show up.

ACKS has a bright line between henchmen and hirelings.   Hirelings (who are available in larger numbers) will never go into a dungeon or on an "adventure."  Only henchmen will.  Also, henchmen all need stats and names, whereas hirelings don't. 

Also, it is comparatively easy to advance level 0 henchmen to level 1.  All they need is to get 100xp  (and what is harder, stay alive).  By the book, most level 0 henchmen become first level fighters, but I think many will go into my custom-made "Lacky" class instead in our game, depending on their general function.

There is a surprising variety of types in the deck.   I made most of the high dexterity guys into archers or crossbowmen (equalling level 0 mercenary soldiers).  Some high strength guys I made into Brute Squad guys (mercenaries with heavy hand-to-hand weapons).   Others I gave shields and spears as generic guard-types.  All of those types I would imagine would level into Fighters.

Other guys are more useful flunky types:  pack-haulers, wagon-masters and torchboys (low strength).  These guys are always needed to take care of the crap work.   I could see them leveling into the Lacky class.

Then there are other types entirely:  cooks, minstrels, heralds, healers (these are especially useful),   The system of proficiencies gives a nice basis for setting up different useful level 0 guys.   I didn't include a large number of craftsmen, since I don't think they would be henchman material, unlikely to want to adventure rather than work on their craft.

Some Sample Names:

Uncle Fudd, Bolt Hammerslam, Wingus, Dingus, Clumsy Ralph, Mister Boarley, Stupid Marco, Krankor I, Krankor II, Krankor III  (I printed out the same card three times when getting it formatted), Greasy Bill, Mad Phillip and  Clark (I would keep my eye on Clark).

Friday, June 7, 2013

Old Logs

I spent a good part of yesterday morning reading through the logs from the Badlands campaign.   I had forgotten so much, like when Nigel used Audible Glamour to play "The Girl from Ipenema" to mask the sound of hideous screaming when the hobgoblins were "unshrunk" inside a very small shed.

I also had forgotten that I was using the Hackmaster monster books to come up with interesting monsters in several of the adventures.   Those volumes do have some really useful stuff in them:  the undead skeletal Tyrannosaurus Rex, for one, all sorts of useful undead creatures in general, and things like Prancing Pigdawgs and carnivorous sheep to help out Orcs.

Intra-party violence was pretty wide-spread too.  But, that was almost completely Marlon's fault.  Not that I'm opposed to it by any stretch of the imagination:  other players can be the most interesting enemies.

So, as far as I'm concerned:

Eat the pennies, Quizboy.  

Thursday, June 6, 2013

What Fresh Hell is this?

After being bombarded by requests, I finally got myself properly set up with "Linked-In".  Why did I do this?   What fresh hell have I gotten myself into now?   How does this help me in some way?

Wednesday, June 5, 2013

Mapping musings

Badlands Map Availablity:

I'd like to get a copy of the Badlands Region and the broader Gatavia province in some sort of electronically available format where everyone could reference it when not sitting in my  basement staring at my wall.   Maybe even just cut down to  8"x11" size so everyone could carry a copy.  Does anyone else have an idea how that might be done?   I suppose the simplest way would be just to do a hand-drawn scaled down version and copy it for everyone and then maybe scan it.   But, the grids on graph paper have a bad habit of not scanning or copying well.


Geomorphic Dungeon Tiles:
The other map-related conundrum I'm undergoing is the plan to make some geomorphic squares for quick, instant dungeons.   I see two options for the geomorphic plan:

Option 1:  every square has 4 exits, 1 per side, all at the 6-7" mark of the side.

The first option means that every square matches up with every square along any side, you can just grab any square at random at any side and smack it down.  This will mean more possible combinations, but a certain monotony of result.

Option 2:  every square has 4 exits.   2 of the sides have 1 exit each at the 6-7" mark,  1 side has 2 exits, at the 4" and 8" marks,  and the last side has no exit.   This gives a less monotonous flow, but you can only connect each square in a limited number of ways.

Tuesday, June 4, 2013

Memories of a filthy cheat

Thinking about starting ACKS got me remembering the "Melvek Wilds" game, which used the Basic/Expert/Master version of D&D as presented in the "Rules Cyclopedia."  It was way back in 2000, the second or third campaign we played with what eventually became our current "Lords of Hack" group.   It was the first game where Bob joined the crew, and no one else in the current line up was with us.

I had started the group with a fellow from Lancaster, we would alternate between his house and mine (although his house kind of sucked because you had to climb two flights of stairs to get from the game site and the bathroom).

This dude always seemed kind of "lucky", rolling a lot of "20"s to hit.   It was when whe started this campaign that I became definitely sure that he was a compulsive dirty cheat.  I mean all of us have fudged a die roll here and there, it's only natural, but this guy apparently never would roll honestly when cheating would do.

The proof came when he rolled his character for the D&D campaign.   The method was to roll 3d6 in order for the scores.   Well, shut my mouth if he didn't end up with 4 "18's" and 2 "17's".  And then he rolled a character for his wife, and son of diddly she ends up with 4 "18's" too.    How much of psycho or an infant do you have to be to do this with a straight face and then look your fellow players in the eye?   Douche.