Monday, June 13, 2016

Back to Basics, Part 2

Yesterday the Order of the Platinum Dragon was called to the Council of Greyhawk to help figure out what to do about the sun.  Panic is setting in and the world searches for a solution.
Eventually, the great wizarding minds of the land come up with the idea to re-light Moradin's Forge. This is an asteroid that orbits the planet, but in the Dawn Time it was used by Moradin to create the Dwarves.  He then loaned it to the gods of the Elves (who created Gnomes) and the gods of the humans (who created Halflings).    He even let the gods of the Orcs use it, but they created monsters.  The Forge was then put out.

While this is going on the Order has been accused of opening the Temple of Elemental Evil and the murder of Aleena, something they have no memory of.  

We went back into their memories and uncovered their very first adventure. It was not B1 as they previously thought, but rather a visit to the Village of Hommlet where they met a cleric who wanted to know if they were adventurers like her.

We got about half-way through the Moathouse and the conspiracy theories are running rampant now.  The boys have pieced together every little detail they remember, including many I forgot!


For example, one character, who dropped out early on, is brought up.  "Where is Cynder?" refers to an elven elemental fire wizard that just stopped going with the group.  We totally forgot about her, well at least I did, until yesterday.

So far they have tied Lolth, Yeenoghu and Orcus together.  They remember the Tome of Strahd had a partial spell to block out the sun.  They remembered clues from when they went to Halfway.

For investigating the adventureI took some cues from the novelization of the "Temple of Elemental Evil" and had a goblin raid on the town and a fire at Rufus' and Burne's tower.  They never really engaged with Elmo, so I dropped him.

Frogs. With dirty little lips...
They battled the giant frogs, like everyone does.  They learned quickly that Basic D&D is much more deadly than D&D3 or 5.



Personally, I thought it was a blast.  Tables and charts that used to be second nature to me are now less familiar, but thanks to +Richard LeBlanc's GM screen and packet it was a breeze.
I will say it is one of the best GM's Screens I have used in a long time.  Much more useful than the D&D5 screen and on par with the AD&D1 screen.

Some things still need to happen.
- Aleena has to die. Sorry, but fixed point in time.
- Their memories need to be erased of this event.
- Cynder needs to disappear.
- The warlock, Croulie (that's how he spells it) also needs to be kidnapped by gnolls.  That one is easy.
- They still need to meet up Lareth and Bargel.  Lareth can be killed, Bargel is going to get away.
- Discover more about the "Elemental Eyes".

This is going to be great!

Sunday, June 12, 2016

Back to Basics

So today this is happening.


The Council of Greyhawk is meeting to discuss the emergency of the Sun going out.  But in the process, Lady Ironwolf accuses the PCs of causing the death of her cousin Aleena and opening the Temple of Elemental Evil!  The PCs (and the Players!) have no memory of this.

What happened? How does it relate to the current crisis?

Won't know till later today!

Special shout out to +Richard LeBlanc.  His GM screen and sheets will get much use today.

Friday, June 10, 2016

Kickstart Your Weekend: Leagues of Gothic Horror: Shapeshifters & Vampires

Triple Ace is back with more books in their Leagues of Gothic Horror line.  This time featuring Shapeshifters & Vampires.



I rather enjoy the Ubiquity System. It scratches that itch for me that I think others get from Savage Worlds. Leagues of Adventure and Leagues of Gothic Horror also sit in that sweet spot between Victorian adventure, Steam-punk, near-Pulp action and Gothic horror.   Plus I like the rule system. It's like a mix of Savage Worlds and Unisystem in some respects.

I could really get into this game.

Thursday, June 9, 2016

The Witch Queens Gather...In my Game Room!

Last week it was my pleasure to share some new art I had commissioned.


Well, today my (slightly) early birthday present has arrived.


It's huge, 20" x 30"!  And it is going to look great on my wall.


+Jacob Blackmon did a FANTASTIC job.

It will join some of the other witches I have collected over the years.





I know I should take better pics, but I was in a rush this morning before work.

They say art inspires, well looking at this art this is what popped into my head.

"Outside of the Goblinwood, in the shadows of the Broken Mountains lies the village of West Haven.  Every 13 years on the Summer Solstice the witches of the world gather here to discuss plans, share secrets and keep informed of matters in the world.  Ancient pacts and rituals prevent the witches from harming or to cause to harm each other.

On the night before Midsummer's Eve someone killed Elena the Fair, Witch Queen of Summer.

Now chaos reigns as the witches prepare to go to war with each other.  Old alliances are destroyed and new pacts are formed.  Winter has come early and if a new Witch Queen of Summer is not found and the old one avenged the world will plunge into everlasting winter."

Yeah. I'd play the hell out of that game.

Wednesday, June 8, 2016

White Plume Mountain at DriveThruRPG

One of the all-time greatest classic modules is now available at DriveThruRPG.

S2 White Plume Mountain


I had an absolute blast playing this with my kids.  They STILL talk about how they got Blackrazor.

DriveThru has a number of great files to go with this too.
White Plume Mountain Dungeon Tiles (lots of fun!)
White Plume Mountain Revised (3.5)

The PDF is the older mono-chrome cover, but I love this Jeff Dee one.

Tuesday, June 7, 2016

League of Extraordinary Ladies: The Huntress

Have not done one of these in a while.  So to celebrate the Kickstarter for Leagues of Gothic Horror: Shapeshifters & Vampires, here is a hunter...or rather a Huntress!
Plus I was reading through some of my Ubiquity books this morning and thought it would be nice to do this again.

The Huntress
Health: 8
Style: 2

Primary Attributes
Body 4
Dexterity 5
Strength 3
Charisma 3
Intelligence 5
Willpower 4

Secondary Attributes
Size: 0
Move: 8
Perception: 9
Initiative: 10
Defense: 9
Stun: 4

Skills (levels only)
Archery 6
Athletics 7
Drive 2
Firearms 6 (hand-held crossbow)
Investigation 6
Larceny 6
Linguistics 4 (English, Italian, French, Spanish)
Medicine 3
Melee 6
Performance 1
Ride 2
Stealth 7
Streetwise 7

Talents
Attractive
Danger Sense
Headstrong
Well Connected

Resources
Ally 3 (the Bat-Man)
Contacts (the Justice League) 3
Contacts (Criminal) 5
Wealth 5

Flaws
Obsession (prevent crime, hunt criminals)

This is Helena Bertinelli, not Wayne.  I have nothing against that version of the character, this is just Miss Bertinelli.  I set her Larceny, Streetwise, Contacts and Wealth accordingly.

Again with these I am not sweating the points. I want them to feel like their comic book counterparts.

Monday, June 6, 2016

Monstrous Mondays: Zugarramurdi Brujas

This creature has been haunting my dreams for a very long time.
I wanted a creature that combined aspects of the witch, vampire, hag and lich into one creature.  A "first draft" of this creature was known as an Occult Lich, but that did not really capture what I wanted.  Here is another attempt. This time for Labyrinth Lord.

Undead Witch by doghateburger
Zugarramurdi Brujas
No. Enc.: 1 (3)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 2
Hit Dice: 10+5*** (50 hp)
Attacks: 3 (claw/claw/bite)
Damage: 1d4/1d4/1d6
Special: Wisdom & Charisma drain
Save: W 10
Morale: 10
Hoard Class: XVII
XP: 2,600

The Zugarramurdi Brujas are undead witches that are believed to have come from the village of Zugarramurdi, Spain.  Zugarramurdi was the scene of a huge witch trail in the 17th century.  It was believed that these witch sold their souls to a devil named Akerbeltz, he gave them magical powers, silver and a toad familiar.  When alive they had power of animals and members of the opposite sex.  It was believed that these witches could also spit poison.  To maintain their power they had to sacrifice children on the night of the Summer Solstice.
Some of the accused died before they saw trail, but many of the witches were tried and executed.  Their remains, which could not be buried in hallowed ground, were tossed into a cave where the witches used to meet; Cuevas de las Brujas ("Cave of the Witches").
It is said they returned from the dead on the next Summer Solstice.

The term now is used to refer to any witch that comes back from the dead due to improper burial.  As an undead creature they are more powerful than they were in life, though most of their spell casting ability is diminished.
They attack with a claw/claw/bite routine as their primary form of attack.  On a successful critical hit (natural 20) on any attack they also drain 1 point of Wisdom and 1 point of Charisma from their victims.  Any victim reduced to 0 in either ability will become a zombie under control of the Zugarramurdi Bruja who killed it.
They also are surprised only on a 1 in 6.
They also cast the following spells as a 10th level witch: Bewitch III, Charm, ESP, Eyebite, Greater Command, Shriek, Withering Touch, and Undead Enslavement.

Zugarramurdi Brujas are vulnerable to silver, magic weapons and holy items.  Holy water does 1d8 hp of damage to them. They can be turned by good cleric as if they were vampires.  A lawful witch can also turn these creature as if she were a cleric of the same level, such is their abomination of all things the lawful witch holds sacred.   Like a vampire these creature cannot enter into a personal dwelling unless they are granted permisson nor can they ever enter hallowed ground, such as a place of lawful worship or a graveyard.  Doing so causes 1d8 hp damage per round.


Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!