It might be me, but LOST always felt like a freeform RPG made into a TV show.
GM: Ok, you are in a plane crash, you are on a deserted pacific island, what do you do.
Player 1: I stand around and go "It is a miracle"
Player 2: I was a prisoner being transported, so I am looking for
anything that would show that i am a Prisoner and eliminate it.
Player 3: I am a con-man, so I am out to con people
Player 4: Wait, I am playing a con man too
player 5: I can't find my son, so I will scream "WALT" as loud as I can
player 6: I am a doctor, so I umm..patch people up and look for a radio.
GM: Ok then, when looking for a radio, you meet a bear. A POLAR BEAR.
Tuesday, January 8, 2013
Wednesday, January 2, 2013
Monday, December 31, 2012
http://womenfighters.tumblr.com/
This is just a quick post, but I find it nifty, women fighters with reasonable armor! I am far from politically correct, and sword and socery is just fine (yes, the women are wearing almost nothing, but the men are just beefcake, so its equal opportunity) But I thought it was neat to have a blog on RPG images and in film with girls with actual workable armor. Also some great art.
and this Lord of the Rings image is just outstanding!
This is just a quick post, but I find it nifty, women fighters with reasonable armor! I am far from politically correct, and sword and socery is just fine (yes, the women are wearing almost nothing, but the men are just beefcake, so its equal opportunity) But I thought it was neat to have a blog on RPG images and in film with girls with actual workable armor. Also some great art.
and this Lord of the Rings image is just outstanding!
Friday, December 28, 2012
Minor Magical items for D&D and clones
Some minor magical items for your enjoyment.
Figurine of the hunting cat.
When Activated, a small, house cat appears, and wonders off. in 1d6 turns it will return to its owner with a Rat, bird, Rabbit, squirrel, or other small animal for its masters meal. There is a 5% chance that the cat will wander off to find a new master on each of its hunts.
Bone key
This key, which is made of bone, has a faint magical aura, when placed in a keyhole and turned, it casts the spell "knock" and disappears.
When Activated, a small, house cat appears, and wonders off. in 1d6 turns it will return to its owner with a Rat, bird, Rabbit, squirrel, or other small animal for its masters meal. There is a 5% chance that the cat will wander off to find a new master on each of its hunts.
Bone key
This key, which is made of bone, has a faint magical aura, when placed in a keyhole and turned, it casts the spell "knock" and disappears.
Cursed ring of Nothingness
This is a magical ring of plain copper. It does nothing but it cursed and cannot be removed unless Remove curse or similar spells are cast.
Flagal's Fabulous Flint
Will launch magical sparks that will campfires even in bad conditions. 1d100 charges.
Copper for the poor
A copper piece that if placed on a plate and the word is spoken "Blessings to _______" (Insert campaign deity). a dish of Meat and bread will appear. If placed in a cup beer or wine will appear. On the coin is a inscription of "_______, blesses those who give to the poor", and if this coin is given to a beggar, bless will be cast on the giver. The coin disappears upon producing food or drink.
Tuesday, December 25, 2012
Barrowmaze Review
Note, this is a review of Barrowmaze I, not II
ever wanted a sprawling dungeon that is not quite a mega dungeon, but well worth the money to provide a centerpiece of a campaign? Barrowmaze is a ideal purchase just for that.
The feel is not heroes going down to clean evil, though they would be welcome, it feels more of "Hey, lets go kill things and take their stuff!" and it is well suited for that.
Now, Mega-dungeon is a not well defined term. I would say it something that is "A complete campaign" would suffice for a mega-dungeon, and this is not QUITE large enough to do so. However it 300 encounter area map means that you will get a LOT of bang out of your buck. And for the ever popular Play by Post, this would most likely be a complete campaign to clear it out.
The layout is a very clean two column setup, which brief, (bot not totally terse) room descriptions. I happened to think it picked a good balance of fitting in information and giving you some flavor without massive text-blocks of room descriptions. It gives a good sense of being there.
In addition, Barrowmaze includes some new monsters, stated in the back of the book. Some of these are new, some are conversions of some of the more useful FF races. All are well illustrated.
In fact, the artwork is A+, it is of a consistent, top quality level and unlike some smaller press productions, it does not feel like 2-3 artists slapped together some work, but there is a constant feel. You cannot really ask for better artwork.
There are a few fractions in the complex, and some good hints on how to restock and play out these battles. Also, there is a lot of charm of finding former treasure seekers, many of them already finding doom in some sort of trap or as a meal for some beast. Much of barrowmaze is stocked with undead (as one might expect) so a good GM will need to keep that in mind if their is a lot of clerics, but it adds a number of new types of undead and keeps it varied.
The rules are for labyrinth lord but could easily be converted to most old school systems.
Rating: A
(Heck, if I wanted to start a new LL - B/X - BECMI type campaign, I would be most likely using Barrowmaze for levels 1-5, then using the Orcus hooks included to lead the more seasoned party to my recently reviewed Rappan Athuk.
ever wanted a sprawling dungeon that is not quite a mega dungeon, but well worth the money to provide a centerpiece of a campaign? Barrowmaze is a ideal purchase just for that.
"Local villagers whisper of a mysterious place deep in the marsh - a place shrouded in mist and dotted with barrow mounds, ruined columns, and standing stones. The tomb-robbers who explore beneath the mounds - or rather the few who return - tell tales of labyrinthine passages, magnificent grave goods, and terrifying creatures waiting in the dark. Are you brave (or foolish) enough to enter the Barrowmaze?"
The feel is not heroes going down to clean evil, though they would be welcome, it feels more of "Hey, lets go kill things and take their stuff!" and it is well suited for that.
Now, Mega-dungeon is a not well defined term. I would say it something that is "A complete campaign" would suffice for a mega-dungeon, and this is not QUITE large enough to do so. However it 300 encounter area map means that you will get a LOT of bang out of your buck. And for the ever popular Play by Post, this would most likely be a complete campaign to clear it out.
The layout is a very clean two column setup, which brief, (bot not totally terse) room descriptions. I happened to think it picked a good balance of fitting in information and giving you some flavor without massive text-blocks of room descriptions. It gives a good sense of being there.
In addition, Barrowmaze includes some new monsters, stated in the back of the book. Some of these are new, some are conversions of some of the more useful FF races. All are well illustrated.
In fact, the artwork is A+, it is of a consistent, top quality level and unlike some smaller press productions, it does not feel like 2-3 artists slapped together some work, but there is a constant feel. You cannot really ask for better artwork.
There are a few fractions in the complex, and some good hints on how to restock and play out these battles. Also, there is a lot of charm of finding former treasure seekers, many of them already finding doom in some sort of trap or as a meal for some beast. Much of barrowmaze is stocked with undead (as one might expect) so a good GM will need to keep that in mind if their is a lot of clerics, but it adds a number of new types of undead and keeps it varied.
The rules are for labyrinth lord but could easily be converted to most old school systems.
Rating: A
(Heck, if I wanted to start a new LL - B/X - BECMI type campaign, I would be most likely using Barrowmaze for levels 1-5, then using the Orcus hooks included to lead the more seasoned party to my recently reviewed Rappan Athuk.
Labels:
Barrowmaze,
gaming,
labyrinth lord,
Old School Gaming,
RPG
Monday, December 24, 2012
Elder Shadowmasters
Elder Shadowmasters
No Enc.: 1-4
Alignment: Lawful (evil)
Move: 120’ (40’)
Armor Class:4
Hit dice: 8+4
Attacks: 2 fists
Damage: 1d6
Save: F12
Moral: 12
Hoard: none
These are feared creatures of the deep dark places of the earth. Building whole communities in the deep dark places of the earth, as they detest sunlight. The native look is a humanoid body with white skin (with a faint blue tint) with long legs and arms, a short torso, and a large head. Eight 2-foot tentacles cover the mouth area, which is designed to crush bone and eat flesh. While highly organized they are generally quite evil, as they seek to enslave all other races. The great skill and what makes Elder Shadowmaster so feared is their innate Illusion ability. Young Shadowmasters have the ability of 6th level Illusionists, while most will have the ability of a 8th level illusionists. Some of the great leaders and oldest among the Shadowmasters have been known to cast at the 15th level illusionist. Due to their reproduction methods, if a area is abandoned, they can quickly fill a area with Shadowmasters, and then hold back new births to maintain a steady population figure (They eat their young if the population gets too crowded). Generally they spend youth in the large underground cities, then spend a time (200 years or more) to explore and learn, then return as a learned leader of their home city. They easily live 500 years, and if the magic flows strong, they can live longer then many elves. Prisoners or purchased slaves have a Iron collar placed on their necks, enslaving them to mindless work (The slave will think they where freed and experience a illusionary life while their body works to build Shadowmaster cities. ) They welcome traders, but woe to those who try to cheat or break the peace of a Shadowmaster city.
No Enc.: 1-4
Alignment: Lawful (evil)
Move: 120’ (40’)
Armor Class:4
Hit dice: 8+4
Attacks: 2 fists
Damage: 1d6
Save: F12
Moral: 12
Hoard: none
These are feared creatures of the deep dark places of the earth. Building whole communities in the deep dark places of the earth, as they detest sunlight. The native look is a humanoid body with white skin (with a faint blue tint) with long legs and arms, a short torso, and a large head. Eight 2-foot tentacles cover the mouth area, which is designed to crush bone and eat flesh. While highly organized they are generally quite evil, as they seek to enslave all other races. The great skill and what makes Elder Shadowmaster so feared is their innate Illusion ability. Young Shadowmasters have the ability of 6th level Illusionists, while most will have the ability of a 8th level illusionists. Some of the great leaders and oldest among the Shadowmasters have been known to cast at the 15th level illusionist. Due to their reproduction methods, if a area is abandoned, they can quickly fill a area with Shadowmasters, and then hold back new births to maintain a steady population figure (They eat their young if the population gets too crowded). Generally they spend youth in the large underground cities, then spend a time (200 years or more) to explore and learn, then return as a learned leader of their home city. They easily live 500 years, and if the magic flows strong, they can live longer then many elves. Prisoners or purchased slaves have a Iron collar placed on their necks, enslaving them to mindless work (The slave will think they where freed and experience a illusionary life while their body works to build Shadowmaster cities. ) They welcome traders, but woe to those who try to cheat or break the peace of a Shadowmaster city.
Zombie Cows - for T&T
Inspired by the secret cow level of Diablo II, and it it is silly, but might be useful.
Mooo I say
Zombie Cow
No Enc.: 1d6(4d6)
MR:20 to 40
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. If three or more Zombie cows approach a living person, they must save Level 2 LK to or loose a add as they are hypnotized/panicked by the flabby flesh bouncing in their general direction.
Zombie Bull (King)
No Enc.: 1
MR: 90
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. It think skin will adsorb 4 points of non-sprite damage like armor.
Mooo I say
Zombie Cow
No Enc.: 1d6(4d6)
MR:20 to 40
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. If three or more Zombie cows approach a living person, they must save Level 2 LK to or loose a add as they are hypnotized/panicked by the flabby flesh bouncing in their general direction.
Zombie Bull (King)
No Enc.: 1
MR: 90
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. It think skin will adsorb 4 points of non-sprite damage like armor.
Labels:
gaming,
Old School Gaming,
RPG,
Tunnels and Trolls
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