A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

24 January 2017

[Inktober 2016] Day 27—The Lair of the Dark Folk


The Lair of the Dark Folk
(keyword: creepy)
A crumbling ruin at the ed of a dark, filthy alleyway hides a long, steep, winding stairway. Once leading to an underground hideaway of a minor noble, it now leads to the disgusting lair of a small tribe of dark folk; both dark creepers and a dark stalker reside here.

The walls, ceilings, and floors are coated and misshapen with trash and filth. The dark ones move quickly in their habitat; all others must move at half-speed or slower to avoid tripping or sliding. If someone falls, there is a 50% chance of an injury (1d4 + disease).

Ten creepers nest in the crannies of the main floor, while one stalker and six more creepers nest on the lower level.

09 November 2016

[Inktober 2016] Day 24—Potoel the Pie Maker

(Potoel the Pie-Maker
(Key word: one dozen)

Potoel makes pies. Pies and sausage. His wares are known throughout the city for their delicious taste and unique spices. Potoel developed his recipes while in the Wars against the city-state of Berl. Unknown to any, the Wars also turned Potoel into a high-functioning ghoul.

Upon returning home, he opened his shop selling meat pies he bakes on the premesis and sausages he makes in his basement. His wife left him soon after he opened the shop; at least, that's what he claims.

In his sub-basement, he keeps a baker's dozen of "fresh" sources: the city's beggars and hopeless are kidnapped and kept here until he's ready for a new batch. The occasional wealthy citizen appears there once in a while too.

It's true what they say: the less people know about what goes into their sausage, the better they'll sleep at night.

18 July 2016

[The Stronghold 'Zine] Issue #3 is One Step Closer!

Gentle readers, Issue #3 is one step closer to reality!

Both figuratively and literally (at least, in a literary sense).

Last night I received the digital image for the cover from +Jim Magnusson. It is, in a word, fantastic. I gave him the barest of suggestions (include a monster and the Stronghold) and he delivered in spades and with bells on. the artwork means I'm down to waiting for just one last image. And the monster in question, is leaving footprints. Big ones.

Sorry, folks. No teaser image this time around.

It truly made my day, and I needed it. Family crap again; trying to divide up my parents' estate is nearly killing me. The sheer greed and childishness that has come to light is...well, ludicrous, but also absurd to the level of humorous. I needed some good news after the emotional wringer that was my Saturday and Sunday.

Back to Issue #3: start gearing up and spreading the word. It's coming; can't you feel the earth shake?

08 July 2015

[From the Mailbag] Planetary Transmissions #1 Received!

Unless you've been living in a cave--or have been ignoring your OSR gaming feed--you've heard in the past couple months of the new system: White Star: White Box Science Fiction Roleplaying from Barrel Rider Games. I've been looking for a good Sci-Fi system for a while--collecting them, really--and grabbed up White Star as soon as it was released. (I'm actually anxiously awaiting the dead tree version.) I haven't had a load of time to peruse the PDF, but I like what I've seen: simple, elegant, and ultimately customizable.

This last is borne out in the sheer volume of third-party stuff that's been put out since the release of White Star. Heck, they've already had a little online controversy of their own, which will not be rehashed here or given any more print space. Suffice it to say, the system is kinda blowing up all over.

Enter Planetary Transmission by Leviathan Publishing. Issue #1 was released back at the end of May 2015 and Issue #2 is just about ready to be released. Just yesterday I got my hands on a copy of Issue #1 and ... HOLY COW.

This is some good stuff.

I think one of the marks of a good 'zine--or a good supplement of any kind, really--is its application to other settings/systems. It's why I try and stack a boatload of system-neutral stuff into The Stronghold. Well, Leviathan did it with Issue #1.

Just on my first read-through, I could see how both the new creature (the Dreg) and the creature template (the Strain) could be taken from the stars and translated to my 3.x campaign. The articles on "Allegiances" and "Contacts" spark some ideas for organizations and guilds in my campaign world, as does the article on "Armor Options." I'm already framing some of my own armor options and modifiers based on appearance, utility, etc.

The Death table easily transports to a fantasy setting for adventure hooks and quest ideas, and the Merchant table provides a useful NPC background for a fantasy bazaar. Granted, the Necro-sword would take some tweaking and the spaceships don't do much for a fantasy setting, but they are still cool ideas for a sci-fi campaign.  (I just need to convince my group to play some sci-fi, dang it all.) OH! Paper minis, too! BONUS!

All in all, a terrific first 'zine. I can't wait to get my hands on Issue #2....which should be hitting the printers any day now.

Do yourself a favor: Grab your own copy ASAP.

19 June 2015

[From the Mailbag] Mixed Bag of Goodies

An odd day today, deep in the throes of some manner of food allergy--dinner last night got contaminated somehow.... All day today the symptoms have been getting worse; currently I’m feeling like a bad case of the flu. Body aches, dizziness, nausea...then add in the bloating, excessive gas, and “bodily excretions” and I’m down for the count.

Fortunately, we were able to have some family fun today before the symptoms really set their claws into my midsection. My oldest two kids have been at a Youth Conference since Wednesday--a spiritual retreat for the youth of my church, in which all the youth of a certain region gather together for inspiration and spiritual education & growth. Did it myself as a teenager without complaint. This one was held at a two-year junior college 110 miles south of our home; for a variety of reasons, we decided to circumvent the norm (the church youth leaders usually convey them home) by driving down early in the morning with my youngest two in tow, pick up the eldest two, and do some “daycation” day trip stuff. Whenever we head that far south, we usually take the interstate, but when we head home, we tend to take the old state highway back up. This takes you through some quaint little towns and farm communities and is a restful, scenic trip.

This time around, we stopped at a town’s “Art and History Museum”--mostly because the wife’s ancestors helped found the town and I wanted her to have the chance to see some pictures or artifacts from her family and show them to the kids. Sure enough, her ancestors’ names were on a plinth right outside the converted mansion, and then in several of the rooms and nooks were artifacts and pictures of her relations, including a steamer trunk, baby clothes, and musical instruments of her relations that came across the plains with the early Mormon immigrants. Got some great pictures for the family album and the kids had fun.

(Incidentally, I loved the layout of this house and quickly sketched out some ideas to use in a future map. Inspiration is everywhere!)

By this time, the symptoms were grabbing hold and we still had another 60-odd miles to travel. Much to my delight when we arrived home, Fed Ex had delivered some books I’ve been anxiously awaiting. There’s nothing better than learning back-ordered books have finally come into stock and been shipped out. I hate my money hanging out there doing someone else some good while I wait and wait without product.

The only mitigating factor to my happiness (besides my physical ailments) was the state of the package. Noble Knight Games has always served me well in the past, without serious complaint. Even when I had an OOP miniature arrive broken, they rectified the situation immediately. But this was ridiculous.

Rather than using a small box, or even a padded envelope, to protect my shipment, they essentially “flat-packed” the books within a collapsed shipping box. The ends were taped with packing tape (except for slits on the side, which would allow dirt, etc., into the package).

Inside, they were wrapped in layers of butcher paper for padding. Not bubble wrap, or even packing peanuts (like if they were in a normally assembled box) I'm not exactly sure what the "cushion rating" is of butcher paper wrapped around objects, but apparently that's what my order rated.Now, when I got them out, they WERE held in one large plastic zipper-close-type bag. This would have mollified my concerns re: damage, except that the main bag WAS NOT SEALED (See below). This, boys and girls, in case you were not aware, drastically reduces the protective power of a plastic zipper-close-type bag. Sigh.

 But here’s what I received, with a squeal or two of delight from me.

First off, two titles from Expeditious Retreat Press--Monster Geographica: Marsh & Aquatic and Monster Geographica: Forest. These will fit well with the Monster Geographica: Underground volume that I already have in the collection. While I don’t really like the layout of these books (they’re arranged alphabetically under respective CR rather than like traditional monster manuals AND they don’t use the easier-to-read “one page, one monster” format) and they don’t have any artwork, they’re still (a) bestiaries and (b) full of fun, different, and mean critters. Plus, hey, MONSTERS, am I right?

Next was a volume for which I’ve searched for the past year: the Encyclopedia of Villains from Fast Forward Entertainment. Now, I’ve seen/heard lots of complaints about FFE, and some of that is justified and has kept me from picking up some various titles in the past. This one, however, comes recommended by +Tim Shorts  and with good reason. I think Tim likes NPCs about as much as I do...which is a lot. But, for all my devotion to 3.x, I will admit that statblocks and rolling up NPCs is far from my favorite gaming activity. I’ll jump at any chance I get to grab hold of some pre-gen NPCs; add in the fact that it’s an entire book of NPCs and that there’s a wide range of CRs: added bonus. Then add in backstory, associations, maps, etc.? WINNING PRODUCT RIGHT HERE.

I grabbed a copy of Arcana Unearthed because I like Monte Cook’s work, I like the Book Of Experimental Might, and it has some intriguing options/alternative rules. Plus, it was less than $5 and in great shape, so that certainly didn’t hurt.

Finally, the piece de resistance: Armory’s 30-Sided Dice Gaming Tables. I’ve always wanted a copy, but never found one in good shape at the right time. This time I lucked out. I love tables, especially d30 tables, and these are all useful, both at the table and for world-building. The contents take me back to a more innocent time of gaming and of life. The tables are printed around random black and white line images of lead miniatures from various distributors. The back cover is an advertisement for Armory’s 30-sided dice and “dice inking pens.” The text itself is typed out in classic dot-matrix Courier font; I’d use it in my own Stronghold ‘Zine for nostalgia if I didn’t hate the look of Courier so much. But the quaintness and nostalgia was definitely palpable, and the typos (“I do not have to many” jumped right off the page at me) added to the feeling that this really was printed in someone’s basement (or after hours on the shared work printer and then copied under some sucker’s customer code) and took me back decades. Even though this one came bagged and boarded for protection and storage, I think it’s going to see some use.

So, the day balances out. I have some reading material for when I curl up in the fetal position from the physical effects of my allergies. That’s always a good thing. At least I’m done with Issue #2 of the Stronghold ‘Zine until it comes back from my proof readers. Plus, tomorrow is Free RPG Day, one of my most favorite days of the year (although from the website it appears that several companies will be sending out the same re-tread free items from last year (and the year before, etc.)).

Oddly enough, I received shipping notices for this package and a package from another company on the same day; this one from Wisconsin and the other from Missouri. Both sent Fed Ex. Both sent using the same shipping option. Both hit the local distribution hub on the same day. The Missouri package says that the scheduled delivery on the other package is Wednesday, the 24th.  Hmm. Either some higher power doesn’t want me to explode from over-happiness today, or there’s something about Wednesday that requires some “Found Stuff” happiness. I’m not sure which option is more frightening.

17 June 2015

[The Stronghold 'Zine] The Contractions Have Started!

I'm going to catch grief for that title, I just know it.

But the fact remains, birthing pains are increasing, and delivery is imminent on Issue #2 of The Stronghold 'Zine!

Formatting has been finished, copy has been sent to my proofreaders and the cover is being finalized. We're finally fully dilated and ...

O.K., I just can't keep the metaphor going. I'm getting into "sleeping on the couch" territory.

So...what to expect from this issue? Well, honestly, this one is more of a theme issue than #1. A common theme runs through most of the articles, binding them together, but by no means so tightly that it requires using them all together. I've already given a sneak preview of what's in store, but for those who missed the previous post, here's what #2 looks like:

Stats for three new critters; one of these is friendly, one can be friendly, and one is...erm...not so much. While these are 3.x stat blocks, I think they're fairly easily converted to any retro-clone rule set.

There's a new locale described, with an accompanying new map. Two of the above-mentioned critters are directly associated with the locale, as is the new NPC statted up (3.x) and illustrated by the great +Jim Magnusson. I've also included names and descriptions for nearly a dozen-and-a-half new and system neutral critters. There's another installment of system-neutral random treasure tables included; these can be used with the locale as well as in your own setting of choice.

I've also drawn up a series of new wondrous magic items; I tried to make them fairly system-neutral or as easily imported as possible.NOTE:  these are NOT associated with the locale and the "theme" of the rest of the issue.

The cover art was donated by a young lady of my acquaintance who is working on her artistic talent and, I think, amazing potential. I'm proud to have been given what she terms "my best one yet" for the cover of Issue #2.

Finally, even though the random nose-picking article was not a big hit with some readers last issue, my philosophy is that every game needs a little bit of humor. Accordingly, and due to the joint fault of +Tim Shorts and +Jason Zavoda, there's another useful (I think) set of random tables to add a little bit of humor and ...erm... flavor to your game. No, really...I think thre's some great role-playing potential with this article. I guess we can discuss and debate once the issue is released into the world.

So...prepare yourselves. Spread the word. Issue #2 is coming. A birth announcement and purchase links will be forthcoming...SOON.

18 May 2015

[The Stronghold 'Zine] The Countdown Begins to #2

That's right, boys and girls. I'm officially starting the countdown to Issue #2 of The Stronghold 'Zine. I'm just waiting on one more piece of artwork and one more bit of info to finish up an article, then it's Foreword and Table of Contents time.

After that, it's a trip to the office supply store for a new color of cardstock for the cover.

Then the fun begins anew.

What's in store? Well, let's see.... Where's my draft ToC?

O.K. First, we've got some stats for three new critters; one of these is friendly, one can be friendly, and one is...erm...not so much.

There's a new locale, with a new map. Two of the critters are also associated with the locale, as is the new NPC I've included. In addition to the statted critters, there are nearly a dozen-and-a-half new and system neutral critters described. There's another installment of system-neutral random treasure tables included; these can be used with the locale as well as your own setting.

NOT associated with the locale are a series of new wondrous magic items; these are fairly system-neutral as well. And finally, even though the random nose-picking article was not a big hit with some readers last issue, my philosophy is that every game needs a little bit of humor. Accordingly, and due to the joint fault of +Tim Shorts and +Jason Zavoda, there's another useful (I think) set of random tables to add a little bit of humor and ...erm... flavor to your game.

Keep watching for the roll-out announcement and purchase links to be coming soon!

25 April 2015

[A to Z April] U is for Unlight Beetle (creature)

http://www.a-to-zchallenge.com/
The Unlight Beetle does not seem, at first glance, to be a formidable opponent, despite its size. It is typically slow, almost lumbering. Once the creature is disturbed or frightened, however, its true nature is revealed. Not only does it have unexpected speed, it also has developed a remarkable defense mechanism: the creation of a zone of utter darkness, similar to the casting of a wizard's darkness spell. (It is rumored that there exist a rarer version of the unlight beetle, whose ability is akin to a master wizard's deeper darkness spell. Of course, this "greater" version of the unlight beetle is also rumored to be venomous and extremely aggressive; such advanced and dangerous characteristics are highly unlikely in an insect of this type, of course. Others have theorized that the larger, venomous versions of these vermin are, in fact, rare male specimens of the species, as the common "lesser" versions are usually found guarding nests or young.)

An unlight beetle is typically about 10 feet long, with massive jaws it uses to bite and tear meals from carrion it finds and drags back to its nest. (It subsists primarily on carrion, although in extreme, desperate circumstances, they have been known to stalk and attack weaker creatures.) It has also developed the heightened senses necessary to travel, live, and attack under the effects of its natural darkness. Normally docile, the creature will attack if it is provoked and sufficiently threatened, especially if defending its young or its nest. The unlight beetle attacks using its massive jaws to bite and rend its foe or potential prey. Many an adventurer or unwitting animal has startled an unlight beetle, only to find itself surrounded in complete darkness and fending off the powerful, razor sharp mandibles of this giant vermin.

Unlight BeetleCR 4
XP 1,200
CE Large vermin
Init +0; Senses Darkvision 60'; Blindsight; Listen +0; Spot +0
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 42 (5d8+4)
Fort +4, Ref +3, Will +2
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee Bite +7 (1d8+4)
Special Attacks Darkness
Special Qualities Darkvision 60', vermin traits
Space 5 ft. Reach 5 ft.
STATISTICS
Str 19, Dex 10, Con 19, Int --, Wis 10, Cha 12
Base Atk 3; Grapple 11
Feats: Blindsight, Improved Grab
Skills: --
Languages --
Environment Any
Organization Solitary or nest (2-6)
Treasure None
Advancement --
Level Adjustment --

Darkness: as the spell

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Previous "U"s:
2014: U is for Undyrglade (item)

2013: U is for Ulah of Kaitus (npc)
2012: U is for the Upper Snarl (locale)
2011: U is for Urosh, Temple of


14 April 2015

[A to Z April] L is for Leprous Ghoul (creature)

http://www.a-to-zchallenge.com/
The term “Leprous Ghoul” is really a double misnomer: the creature is more closely akin to a ghast than a ghoul, and the disease it carries and transmits is not true leprosy. The creature appears to be a ghoul, or ghast, but in a greatly advanced state of decomposition. The typical leprous ghoul will be missing toes, fingers, ears, and nose, and likely has gaping, seeping wounds variously around its body.

The leprous ghoul covers itself in torn wrappings and ragged cloth in a mockery of life and in an attempt to hide the hideous scabs and wounds. The cloth is stained with indescribable fluids. This, plus the ghoul's usual diet add to a sickening stench which affects all those who come near to the creature.

The leprous ghoul is fast, vicious, and cunning. They live only to eat and spread their namesake disease, leprousy (so spelled to distinguish it from the traditional disease, leprosy, with which it shares little true similarity.)

While the leprous ghoul does not transmit ghoul fever, it uses both its bite and claw attacks to transmit its leprousy, which advances quickly after infection. After infection, a creature will rapidly lose parts of its body: fingers, toes, nose, ears, hair, etc., continuing to lose parts and develop gaping, weeping sores until finally succumbing to the disease and dying. Any creature that dies as a result of leprousy becomes a leprous ghoul and rises within 24 hours after death.


Leprous GhoulCR6
XP 2400
CE Medium humanoid
Init +4 Senses Darkvision 60'; Listen +4; Spot +11
Aura Stench DC(16)
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 42 (6d12+3)
Fort +4, Ref +6, Will +7
Turn Resistance 4
OFFENSE
Speed 30 ft.
Melee Bite +7 (1d8+4)
Full Attack Bite +7 (1d8+4) and 2 claws +5 (1d4+2 plus paralysis and leprousy)
Special Attacks Leprousy, paralysis, stench
Special Qualities Darkvision 60', undead traits, +4 turn resistance
Space 5 ft. Reach 5 ft.
STATISTICS
Str 19, Dex 19, Con 0, Int 13, Wis 14, Cha 16
Base Atk 3; Grapple 7
Feats: Alertness, Great Fortitude, Multiattack, Toughness
Skills: Balance 8, Climb 9, Hide 9, Listen 4, Move Silently 9, Spot 11
Languages Same as base creature (usually Common)
Environment Any
Organization Solitary, gang (2-4), or pack (4-10)
Treasure Standard
Advancement 9-12 HD (Medium)
Level Adjustment --

Stench: as Ghoul stench
Paralysis: as Ghoul paralysis
Leprousy: as Mummy Rot, with the following changes: damage is 1d3 Con and 1d3 Cha after 1 minute incubation, and once every hour afterwards until healed or creature dies.

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Previous "L"s:
2014: L is for Lell (npc)

2013: L is for Ladder, Nature's (spell)
2012: L is for Lung Leech Swarm (creature)
2011: L is for Lehman Caves


10 April 2015

[A to Z April] I is for Imp, Split (item)

http://www.a-to-zchallenge.com/
A rare breed of infernal creature, the split imp is diabolical and deadly to the innocent and uninformed adventurer. To the uninitiated, the imp appears exactly as a normal imp. Upon the first successful attack upon the split imp, however, the difference becomes all too clear.

Upon the first successful attack--whether melee, ranged, or magical--the split imp divides itself into several identical beings, each of whom immediately attack the creature who wounded the original split imp. The duplication occurs prior to the assessment of any damage from the attack; damage is assessed only to the original split imp, not to the copies. Only the original split imp can call forth the multiple duplicates.


GAME MECHANICS


Split ImpCR 4

Use the statistics of a normal imp, except for the following changes:
  1. The split imp loses both the "alternate form" and commune abilities in favor of the Split ability.
  2. Split: 3x per day, a split imp, upon taking damage from a successful attack, essentially summons forth 1d8 duplicates of itself, prior to any damage being taken by the original. Said damage is only taken by the original, and only after the duplicates appear. The duplicates (not the original) immediately surround and attack the creature that wounded the original. After the initial vengeful strike, the duplicates assume the same initiative as the original. Should the original be killed, the duplicates are neither destroyed or banished, needing to be individually destroyed or banished. Only one set of duplicates can exist at any one time.
  3. The Challenge Level of the split imp changes from 2 to 4.
**"D&DImp" by Source. Licensed under Fair use via Wikipedia - http://en.wikipedia.org/wiki/File:D%26DImp.JPG#/media/File:D%26DImp.JPG

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Previous "I"s:
2014: I is for Island, Oraoss (map)
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (monster)
2011: I is for Inkeeper

01 April 2015

[A to Z April] A is for Ash Goblin (creature)

http://www.a-to-zchallenge.com/
A sub-race of goblins who have inhabited the Ashwastes on the northeast edge of the continent for a millennia. Living in the Ashwastes among the various volcanic debris and gaseous emissions has radically changed their physiology and body chemistry. As a result of these changes, the Ash Goblin has a larger head than normal goblins, as well as a larger mouth filled with razor sharp teeth. Woe unto the opponent that has an Ash goblin latch his jaws onto its flesh; the bite is brutal and difficult to break free. The Ash goblin also has gained an inherent resistance to fire and fire damage, but also has a susceptibility to acid and acid-based attacks. Its difficult life and environment grants a natural level of Fighter class to all Ash goblins.

Normal goblin vs. Ash goblin
A squat humanoid with an enormous oval head leaps at you from behind a sandstone column. You stumble backwards, causing a puff of ash to rise from the blasted land at your feet. As it flies toward you, it swings a small sword--little more than a knife--wildly, attempting to knock your weapon from your hands. It lands in another puff of ash and its eyes gleam wickedly as it begins to gnash its razor sharp teeth together.

ASH GOBLIN   CR 1

Fighter 1
NE Small Humanoid
Init: +7; Senses: darkvision 60 ft.


DEFENSE


AC 16 (+3 Dex, +2 leather, +1 size), touch 14, flat-footed 13
hp11 (1d10+1)
Immune: Fire
Fort +3; Ref +3; Will +0
Weakness: Acid

OFFENSE


Speed 30 ft.
Melee: +3 Bite (2d6+1) or +2 Morningstar (1d8+1)
Ranged: +4 Javelin (1d6+1)
Special Attacks Grappling bite

STATISTICS


Str 12, Dex 17, Con 13, Int 12, Wis 11, Cha 8
Base Attack 2, Grapple 8
Feats: Armor Prof. Light, Armor Prof. Medium, Armor Prof. Heavy, Improved Grapple, Improved Initiative, Martial Weapon Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Bite)
Skills: Climb 5, Craft (Trapmaking) 5, Jump 5
Languages: Common, Draconic, Goblin

SPECIAL ABILITIES


Grappling Bite: If an ash goblin hits with a bite attack, it immediately rolls for a grappling attempt, using its massive jaws to latch onto the opponent’s body; on a successful grapple, it is “attached.” An attached ash goblin loses its Dexterity bonus to AC, but holds on with great tenacity, automatically dealing 2d6 damage each round it remains attached.

An attached ash goblin can be struck with a weapon or grappled itself. To remove an attached ash goblin through grappling, the opponent must achieve a pin against the ash goblin.

ECOLOGY


Environment: Desert
Organization: Gang (4-9)
Treasure: Standard
Advancement: By character class
Level Adjustment: +0

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**Images of miniatures ©Wizards of the Coast and ©Paizo, respectively.

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Previous "A"s:
2014: A is for Angelic Beer (beverage)
2013: A is for Acktok's Violet Mark (spell)
2012: A is for Albert "Rat-Tail" Gail (npc)
2011: A is for Adventure

30 March 2015

Fuzzy Tentacle Monster Action!

That title sounded a LOT better in my head.

I consider myself the prop-master of our group. I provide most of the minis for the various DMs; sometimes maps and other materials.

Our new DM, starting a new campaign, enlisted me on Wednesday to provide "some kind of sea monster." Well, of course, that's the ONE type of critter I don't have, mostly because we've never been on the water before. He was getting a little desperate, mostly because he hasn't DM'd in years, but also because he hadn't had much time to prep. He had some general ideas for the campaign, and then decided yesterday that we needed to board an ocean-going ship to get to the starting point.

[Aside: This is where I should point out that I'm playing a 3d-level Dwarven Barbarian. Based on recommendations from the DM, I made him a desert/wasteland barbarian. Completely desert-centric. Our first major encounter? Loading our butts onto a ship for a weeks-long trek across the freakin' ocean. End aside.]

Then I had an epiphany. I told him that I'd put together some tentacles. That way, he'd just need to stat the individual tentacles and could leave the real big baddie (or baddies) completely anonymous. He could even just use a stat block for a giant constrictor. He liked that, so my little grey cells started churning. I've scratch-built a bunch of place-holders and minis in the past, including a ping-pong ball beholder eye-beast.

Here's what I came up with after a trip to the craft store and the hardware store:
  • Loctite GO2 Glue
  • Gorilla Brand Super Glue
  • Fender washers, 1/8" x 3/4", 10 each
  • Fender washers, 1/4" x 1-1/4", 10 each
  • Zinc nuts, 3/4", 10 each
  • 3 Packs of 25 each pipe cleaners: black, green, pink 
[Aside 2: Actually, the pipe cleaners were called, per the packaging, "Fuzzy Sticks." No mention of "pipes" or the cleaning thereof to be found anywhere. End aside 2.]

Step One: 
Assemble the ring base using the two sizes of fender washers, a couple dabs of GO2 glue, then clamp for 30 minutes to set. Repeat 10 times.

Step Two:
Take one black and one green "fuzzy stick," insert them into the end of my power drill, hold the free end tightly, and start the drill spinning. (One interesting note: The drill, when drilling in reverse (counter-clockwise) gear actually made a shorter resulting spun combo fuzzy stick than when moving in forward (clockwise) gear.)
 You can see in the background there a stack of already-spun combo fuzzy sticks, the drying ring bases, and my GO2 glue (not to mention my disgustingly stained painting tray of 15 years). Also in the background is my first attempt, gluing a green, black, and pink fuzzy stick together, straight. This turned out to be messy and incredibly awkward. Hence the power drill and spun combo fuzzy stick idea. Now to attach the pink fuzzy stick as the suckered underside of the tentacle.

Step Three:
So here's where I had to start experimenting. Seeing how awkward and messy it was to try and glue the entire length, I tried to spot-glue and then tie (or wrap) the points together with black embroidery thread. After doing several this way, I resorted to wrapping the pink ends tightly to each end of the spun black/green tentacle, then simply tying together the longer tentacles with thread at different points, and relying on the wrap, pressure, and tension to hold the pink to the spun tentacle.

Step Four: 
The now-three strand tentacles were bent at different points to form a misshaped "U", with the point threaded through the hole in a ring base. Then I'd snip another length of tentacle and worked it down in through the hole and the "U" tentacle. This was the hardest part: you're essentially cramming six layers of "fuzzy stick" through a hole barely big enough for three or four. Then spread the ends out on the underside to keep the tentacles attached to the base.

Step Five:
After realizing how messy, awkward, and time-consuming the GO2 glue was to work with, I switched to good ol' Gorilla brand super glue. Four dots on the cardinal points of each nut, working the bent underside ends into the center of the nut, and holding the ring base against the nut until the glue set. (This was a much faster process than the GO2 glue, further "cementing" my love of Gorilla glue--and super glue as a whole.)

Step Six: 
Pose each tentacle into a sufficiently threatening pose.

Here's what the final product looked like: 



And here are some in-game glamour shots. My dwarf is the little tyke down here on the right hand side, right at the bow of the ship. Somewhere between these two pictures my dwarf was grappled, lifted to the sky, and then sliced himself free, dropping dramatically to the deck, rolling as he landed to minimize any falling damage.


All in all, the guys were impressed with the tentacles. I am too, speaking from the utmost of humility. 
They worked pretty well and looked good at this level, allowing (as you can see) for grappling and positioning of victims. We only lost one crewman from this attack. Fortunately, the DM didn't use the full box of 10 bases (2 or 3 tentacles each) that I'd prepared.




17 March 2015

Reorganization and Reassembly

Just a quick thought for this morning. I know last night I said I was all keyed up and couldn't sleep. Then I promptly found something that helped relax me.

Something semi-mindless, routine, and mechanical. Something time-consuming.

After all, re-sorting a horde of used minis back into their appropriate (and cataloged) places after a multi-month gaming campaign takes a while.

This was about 1/4 of the complete ... MASS ... that we used at one time or another, and that I couldn't re-sort as we went along because, well, we might need them next session too. So, truly, the picture doesn't do the full pile full justice.

The best part was seeing my kids as they walked by the open door to my study (from the POV of the camera). Each one of them gasped, groaned, and said, "That's not for our game, is it?!?"

And that wasn't even when I had the GIANTS out either.

[cue evil laugh]

Or the dragons.

Once I was done, I was well and truly relaxed. Dropped right off. I think it was even better than my tranquilizers.

16 March 2015

[From the Mailbag] A Monstrous Postcard!

On a personal note, I spent all night at the Emergency Room and hospital as my mom was rushed there late Sunday afternoon and eventually admitted. She suffered one of the classic "I've fallen and I can't get up!" scenarios. Unlike the commercials, she actually had an alert pendant available to her. Unfortunately, it was trapped underneath her when she fell, tangled in her heavy walker, and she couldn't reach it to activate it, and was trapped there for several hours.

She's recovering, however, and under observation for the time being. We're being told that she should fully recover.

So, I had a lot of time to sit and do some thinking, as well as some additional cursory work on The Stronghold Issue #2. It also means that I had very little sleep and have had, consequently, a pretty grumpy day. Until I got home.

You see, I had this waiting for me in my mailbox: A special treat from Sweden. Of course, ANYTHING I can get from Sweden is a special treat--[Aside: In all honesty, just about ANYTHING from Sweden is a treat. My father spent three years in Sweden as a young man serving as a missionary for The Church of Jesus Christ of Latter-day Saints back in the day, and was still capable of speaking it some 60+ years later when he passed away. He didn't tell a lot of stories, but enough to give me a soft spot for the country. Getting something from there makes him feel a little closer for a while. End aside.]--getting something from Sweden AND from +Jim Magnusson? Extra special.

What we have here is the latest in Jim's Patreon postcard series: Pages from "The Lost Monster Manual." Specifically, a representative of the Coot People. The reverse side is filled with fluff and crunch--background and stats about the critters. Unfortunately, I had a rage-fit about the United States Postal Service when I got it, because they gave it "a personality mark." A nice purple spot nearly dead center, with a streak all the way up to the top of the card. Not enough to really detract, but enough that it annoys my anal-retentive nature. [Aside 2: I've got it; I have it figured out. I was just about to hit "Publish" when I realized...it's nearly the color of lingonberry, which my father loved. So, I figure a postal worker on one or the other side of the Pond, was intrigued by the artwork while he was eating his lunch and dropped a glop of lingonberry onto the card, then tried to wipe it off. That works. End aside 2.] But I'm going to curl up with a bit, let it spark the creative grey cells, and then tuck it safely with its brothers in a place of honor. [Aside 3: I'd like nothing more than to collapse; I really want to, but I've reached that over-tired point. My brain is racing, but not productively. End aside 3.]

03 February 2015

[From the Mailbag] Mythoard January 2015

So.... Bad day yesterday, all day. As you may know if you read yesterday's post, it was a bad day made much better by the arrival of the Storyteller's Thesaurus.

Then I get home, and by 11 p.m. Google+ feed has blown up with people raving about the receipt of their January Mythoard package.

Wait a second, I think. I'm a subscriber...where's MY package?!? So I turn to my son (who was the first one home yesterday) and I ask, calmly: "BOY!" (for often I call him "Boy") "Boy!" I say, "Was there any kind of a package in today's mail for me?"

"Oh, yeah. There was one."

(silence for a moment or two)

"Um...son.... Where is it?"

"Oh, I left it on the table by the front door."

(facepalm)

(second facepalm as my boy has not yet moved to retrieve said package)

"Um.... Could I have it please?!?"

For those of you who may still not know about Mythoard, Mythoard is the first Tabletop RPG Subscription box! From the website: "From modules, minis and maps to rules supplements, accessories and dice, you'll be sure to find some great RPG treasure in every single box! Sign up today for your own hoard!"
Quest for the Mythoard, No.1  Randy Musseau 2015
And oh, baby...did it make my day even brighter. I didn't have my camera with me, so I don't have pics, but let's look at a quick roster of what was inside:

  • First was a pair of polyhedral dice in orange and black vortex: a d4 and a d8--these match the orange and black d6 from last month's Mythoard offering. Sweet, especially considering my motto. [Aside: for any new readers, I am firmly convinced that there is no such thing as "too many dice" because, well.... Hey! Dice! Ahem. Period. Your argument is invalid. End aside.] . Courtesy of Chessex Games.
  • A button featuring Thopas, the gnome. Courtesy of Lesser Gnome.
  • An unpainted metal miniature version of Thopas. Also courtesy of Lesser Gnome.
  • Two Mythoard two-pocket folders with front cover art by Randy Musseau (see above), back cover art/maps/text by Monkeyblood Design and Chubby Monster Games. I found it kind of humorous that the map was for "Tenkar's Tomb." I can only imagine this refers to the infamous Tenkar, and that he went out in a spectacular fashion.
  • Inside one of the folders were two cardstock sheets: one a preview of Old West firearm rules for the DCC game: Black Powder, Black Magic and the other a copy of "The Brimstone Epitaph," an Old West newspaper. Both courtesy of Stormlord Publishing.
  • Next out was an encounter card deck of 54 system-neutral "monster inspiration" cards rather than stat cards. Clever idea; they'll be useful for at-table random encounter generation. My deck was the Fey, Constructs, and Wildlife deck. I understand that there were two other decks and inclusion in each package was random. The artwork is fantastic; I'm definitely going to try and pick up more of these. Courtesy of Inkwell Ideas. A pair of solid-cover card sleeves were included as well, for use with these encounter cards.
  • Last out was a Pits & Peril supplement, "The Powers That Be." There's always room for another couple deities in a pantheon. I need to devote a bit more time to this one, but there's likely something good there for mining, at the least.
So. All in all, Groundhog Day came up good for me. I feel content today, and can't wait until the next Mythoard. The first two have been really great, full of good stuff. Well worth the price, in my opinion. As of this writing, there's 180 spots left of 250 for the February package...swing over and sign yourself up!

24 February 2014

2013 Totals

2013 is now a cold corpse, receding in the distance as we journey onward on horseback. I was doing some book-keeping/house-cleaning in the Stronghold and noticed that my "2013 Totals" table (on the sidebar) had not been updated since mid-June 2013. I also noticed that my "Year-To-Date Acquisitions" page had suffered in limbo since July 18, 2013.

So...I have no idea how my totals compared to 2012. But, I think I can be excused, seeing as how I purchased a law firm and became a self-employed small-business owner around the time that I stopped keeping track of my gaming milestones.

I'm going to try and do better this year. I make no promises; of course, I have no idea if any of you care about my self-congratulatory totals and inventories. If you do, then accept my promise in good faith. If not, continue to ignore my tallies.

One thing I think I will have to do is refrain from including links to products on my "Acquisitions" page. That alone was sufficiently time-consuming (between link-searching and coding) that it made updating the page a chore. Shopping sprees of free items on DriveThru RPG and similar sites also made upkeep generally confusing and frustrating, especially when you add in the afore-mentioned link-searching and coding.

As far as the biggies--Miniatures and Dice--I have found a rough estimate, made as of about mid-November: 125 miniatures and 33 dice. There were probably a few more before the end of the year, but that looks pretty good. I also hereby declare 2014 to be the year of the dice, apparently, as I've already doubled my total dice purchases for last year...I'm at 70 right now, after a mail delivery today.

I know I said this last year, but I'm going to shoot for some increased blogging. 2013 was a year of stress and frustration, both on a personal and professional level, even more so than 2012. I've already endured health issues, family issues, and financial issues and it shows no signs of slowing down. As always, though, the hobby and the friendships made through the hobby helped make it survivable.

Everyone join me in a toast: raise your dice cups high and keep them d20s dry. Here's to 2014!

04 February 2014

[From the Mailbag] It's All Tim's Fault, Honey!

A couple weeks ago, Tim over at Gothridge Manor decided to show off his loot from the Troll & Toad Clearance Sale. At the time, it caused great consternation in some corners of the OSR as others dropped by Troll & Toad and promptly dropped their paycheck(s) on clearance items. At the time, I resisted the urge.

Then I gave in.

I dropped more than I expected, because every new web page that I flipped over had something else that I "needed." Plus, I argued with myself, I really need to get the order to a point where the exorbitant shipping is justified. So let me share my loot with you...with the understanding that it's all Tim's fault.

First of all, they had a few Babylon 5 titles to go along with the new Ruleset I picked up over the holidays from Paizo. They had a copy of the ship plans for the G'Quan, a Narn heavy cruiser. This should dovetail nicely with the Earth Force Hyperion plans that came in from Paizo. Plus, I just really love the Narn and am excited to crack this open and see what the ship actually looks like.
The next item they had was a 1st-level adventure: The Cold Equations. The players have to flee a dying passenger liner a day or so out from the station; it looks like it involves the Psi-Corps and corporate intrigue. In looking at it now, it may not be compatible with the ruleset I have. I'll have to really sit down and figure out if that's true. The problem is that there were (apparently) several different versions of the Babylon 5 system published.
The third one evoked a few bad words when I pulled it out of the box and saw the Traveller brand sprayed across the front of the book. I definitely know that this one isn't compatible. This one is a "start up" adventure in which the players are thrust into the middle of an inter-Drazi conflict (hence the title: "The Trouble with Drazi"). At least this may give me some ideas and inspiration for the system I do have. I will hold out that hope, at least.
The final Babylon 5 title is a sourcebook covering the Zocalo, the merchant/shopping area on the station. After being burned with "The Trouble with Drazi," I need to sit down with this one and review compatibility. It's an interesting little read, though, including some species-specific weapons, things to buy, connections to make, and so forth.
Now, Tim could try and argue that the Babylon 5 titles are not his fault because I was already on the hunt for those game materials. These next few are certainly his fault, because he brought them to my attention. Because of that, and because I'm weak-willed, I lay these directly at his feet. Well, figuratively. After all, he already has copies and they may get ruined with all the snow and water on the ground.

The first one is a monster manual from Expeditious Retreat Press entitled "Monster Geographica: Underground." I also wanted the other one Tim grabbed up that dealt with marsh and swamp monsters, but I guess I pondered my purchases for too long and it was sold out. Like Tim, I love me some monster manuals: you can never have too many.
Next up is a level 4-7 adventure from Fast Forward Entertainment entitled, "Temple of the Troll God." The adventure promises full-color maps and an introductory portion of the adventure online; unfortunately, the website no longer exists. I'll have to do some checking around to see if these bonus materials exist anywhere else.
Another title from Fast Forward, this one by none other than James Ward himself. "Slave Pits of the Goblin King" also boasts free maps and bonus adventure stuff online. Maybe this material will be easier to track down if I can track down contact info for James Ward. We'll have to see; it may not be worth the effort.
The final Fast Forward title, also by James Ward, is "Demonic Lairs"--a collection of homes of ten powerful demons and devils. I had to grab this one because, hey, LAIRS.
Troll & Toad was getting rid of a bunch of their magazines as well. They had a good stack of Dragon magazines, and quite a few earlier issues. Since I have the digital versions up through Issue #250 on my Dragon CDs, my collection starts with #251. I subscribed starting with #279 through the death of the print run. Somewhere, however, I've developed holes in my collection. Fortunately, they had one that I was missing: #278. This one I know was borrowed by a guy in my group that wanted to start his own group with a couple of the guys from the group and their wives. The campaign lasted exactly one session and I've never seen the magazine again. Needless to say I was happy to see this one for sale, especially on clearance.
And the final "book" purchase for this order was the one issue of Autoduel they had. I've never owned a copy of Autoduel before; I've never even held it in my hands. I may be addicted now; I may just need to try and track down all of the issues (even though my brain tells me it would be pricey). Just flipping through it brought back fond memories of playing Car Wars. That still remains one of my fondest set of gaming memories, Car Wars.
Then there were the dice. Yes, Tim's fault again. He alerted me to the fact that they were selling off dice on clearance as well. The first set I grabbed up were a set of Crystal Caste Ancient Red. (I love the little spring-loaded latched boxes, although the latch never seems to be very secure.
Like Tim, I like me some odd and unusual dice. (Note: the Lego minifig is there for scale. These are some odd size dice!) Two of them are Chinese character dice: one shows numbers 7-12 to go with the 1-6 d6 I already own and one shows the characters for the words for each number 1-10. Also shown is a d10 showing geometric shapes; I thought this would be perfect for random dungeon design. Simply roll the die to get the shape of the next room, hallway, or structure.
Again, there's my Lego Centurion (non-Battlestar Galactica Ancient Rome version) for scale. These dice are "rock, paper, scissor" dice. I bought two so that it would keep both parties in a "rock, paper, scissor" contest on an even keel and remove any possibility (OK, most possibilities) of cheating from the game. Yeah, I know you could just play "rock, paper, scissors" but LOOK DICE!
Finally, my King Emeralds. These things are massive for regular polyhedrals. I have some d30s and a couple d20s that are this size already. When I saw that it was a complete 7-die polyhedral set, I just had to jump on them. Especially for $3.13. You read that right. I don't know that I've ever purchased a set of 7 dice for that price (other than the Ancient Red shown above that were $2.36).
As far as prices on the other stuff above, all of the books were priced at 49¢, except for the "Demonic Lairs" title which was $1.99. The magazines were 99¢ and 86¢ respectively.

There was a pile of plastic miniature goodness in the box as well. In an effort (too late) of keeping this post picture-light, I won't post individual pictures of the minis. Maybe I'll keep that for another post later in the week/month.

30 April 2013

[A to Z April] Y is for Ynx (creature)


A tall, slender humanoid approaches you from the end of the corridor. It reaches out its four arms, equidistantly placed around its torso. The creature has an equine head with donkey-like ears and shark-like skin. Its eyes glow an eerie green The creature flails its arms around as it nears you; one touch of its hand and it vanishes, as does the corridor around you. When your vision clears you find yourself in an unknown place.

Ynx CR 4

CE Medium Monstrous Humanoid
Init: +5; Senses: darkvision 60 ft.; Listen +4; Spot +4

DEFENSE


AC 18 (+4 Dex, +3 Studded leather, +1 natural), touch 14, flat-footed 14
hp30 (6d8+3)
Fort +5; Ref +10; Will +7

OFFENSE


Speed 30 ft.
Melee +8 Slam (1d6+3)
Special Attacks Displacement burst
Spell-like Abilities (CL 8th); 3/day -- quickened dimension door

TACTICS


A ynx attacks with all four arms, slamming its foe repeatedly. It will first target its foes with its displacement burst, or the largest group of its foes. It will flee if it is reduced to less than 5 hp.

STATISTICS


Str 19, Dex 12, Con 17, Int 12, Wis 13, Cha 18
Base Attack 4, Grapple 8
Feats: Improved Initiative, Improved Natural Attack, Mutliattack
Skills: Concentration 6, Escape Artist 7, Hide 5, Intimidate 7, Jump 5, Listen 4, Move Silently 2, Spot 4
Languages: Common, Ynx, Telepathy 100 ft.

SPECIAL ABILITIES


Displacement Burst: Once per day, a ynx can teleport all creatures within 50 feet of it to randomly determined locations. The ynx can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the ynx; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.


-------------------------------------------------------------------------------------
Previous "Y"s:
2012: Ylder's Timid Divinity (spell)
2011: Y is for Yllseriad, The Shrine of


24 April 2013

[A to Z April] T is for Tombstone Blossom (monster)


This flower has a long, reedy stem topped by a small blood-red flower from which protrude sharp branch-like violet spikes. Despite its unusual appearance, it is attractive in an odd way.

Tombstone Blossom CR 2

N Small Plant
Init: +2; Senses: blindsight; Tremorsense 60 ft.; Listen +1; Spot +1

DEFENSE


AC 12 (+1 natural, +1 size), touch 11, flat-footed 12
hp 13 (2d8+4)
Fort +5; Ref +0; Will +1
Immune: plant traits
Weaknesses: vulnerability to fire

OFFENSE


Speed 0 ft.
Melee Sting +5 (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison

TACTICS


A tombstone blossom can sense any living creature within 60 feet. When a living creature comes into range, a tombstone blossom will attempt to force contact and make a touch attack, either through an actual attack (while they are not mobile, they can make an attack on any creature within its range) or through casual contact (the blossoms are quite lovely and attractive, so casual contact is highly possible). Once the touch attack is successful and the living creature is poisioned, the tombstone blossom poison begins its work. Any creature who dies as a result of the blossom’s poison will give rise to another patch of tombstone blossom flowers.

STATISTICS


Str 11, Dex 14, Con 14, Int --, Wis 10, Chr 16
Base Attack 2 Grapple -4
Feats: --
Skills: --
Languages: --

SPECIAL ABILITIES


Poison (Ex): Sting-injury; saveFortitude, DC 13; frequency: 1/round for 6 rounds; effect: 1 Con; cure: remove disease then any restoration spell.

Undead Bane (Su): A living creature who remains still within a patch of tombstone blossoms receives benefits akin to a hide from undead spell. A harvested blossom bestows the same benefit for up to 1d4 days following harvest, if worn on the lapel (or similar area) of a living creature.

ECOLOGY


Environment: Temperate
Organization: Solitary or patch (2-15)
Treasure: --
Advancement: --
Level Adjustment: --

-------------------------------------------------------------------------------------
Previous "T"s:
2012: T is for Thord’s Gore Reach (spell)
2011: T is for Thoklin Oroxel (npc)

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