tag:blogger.com,1999:blog-92200242059056064342024-03-08T03:33:47.740-08:00NUELOW Games<center>On the Cutting Edge: Because We Fell While Running With Scissors.</center>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.comBlogger679125tag:blogger.com,1999:blog-9220024205905606434.post-16394008555411982142023-02-20T22:10:00.003-08:002023-04-16T15:04:58.514-07:00Richard Sala's Panique: An Unauthorized Second Editon!<div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfewbGOm6twOzWNtpjOAks_SdSKAwG9JTBaCQOp0uIhX4Fzi1g3BcRUTdLfZ1Em41wIkVHo3JGXaWPvvTrB3PwvmHh8Hj0OdStMAlxa7B4pY5YKJ0p0lGQi_ntEwlaD3KN8P1Mi5Gm5m0L1JfkU-CrCwwMmjqTS9Of1ejuw_AxOmbax2TEErPiPBpcDA/s1217/01%20pan%20cover%20detail.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="'Panique' cover art by Richard Sala" border="0" data-original-height="1217" data-original-width="995" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfewbGOm6twOzWNtpjOAks_SdSKAwG9JTBaCQOp0uIhX4Fzi1g3BcRUTdLfZ1Em41wIkVHo3JGXaWPvvTrB3PwvmHh8Hj0OdStMAlxa7B4pY5YKJ0p0lGQi_ntEwlaD3KN8P1Mi5Gm5m0L1JfkU-CrCwwMmjqTS9Of1ejuw_AxOmbax2TEErPiPBpcDA/w524-h640/01%20pan%20cover%20detail.jpg" title="Art by Richard Sala" width="524" /></a></div><span style="font-weight: bold;"><br /></span></div><div style="text-align: center;"><span style="font-weight: bold;">SECOND EDITION</span></div><div style="text-align: center;"><i>Design</i>: Richard Sala & Steve Miller</div><div style="text-align: center;"><i>Editing</i>: Steve Miller</div><div style="text-align: center;"><br /></div><div style="text-align: left;"><i>INTRODUCTION</i></div><div style="text-align: left;">In 1994, artist/writer Richard Sala created a board game for San Fransisco-based publisher Hairy Scary Toys. According to comments from Sala, the game sold dozens of copies ( NUELOW Games-type sale figures) and was generally a disappointment on many levels for him.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">At NUELOW Games, we're big fans of Richard Sala's work, and we love the idea of the <i>Panique</i> game. What we didn't love was the rules, some confusing elements of the board, and... well, basically everything but the fun Sala artwork.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">But! Games are our thing, so here's a 100 percent unauthorized, copyright-violating Second Edition of Richard Sala's <i>Panique, </i>with a revised board and vastly expanded rules. (If someone out there knows who's in charge of Richard Sala's copyrights and estate, let us know; we'd love to a version of this material for an actual release.)</div><div style="text-align: left;"><br /></div><div style="text-align: left;">To play <i>Panique</i>, you need to play are a couple of friends, one or more eight-sided dice; and a print-out of the board, featured immediately below this paragraph. You will also need markers to track the player's character as he or she moves through the house of horror--and you can either print the neat Sala character portraits and make little standees, use meeples from another game, or whatever else might be around the house.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><i>THE GAME BOARD</i></div><div style="text-align: center;">(click to view a larger version, and to download and print)</div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9m3kAnGJyi8d6PN6MY0RP7q8swY3WI3LO0lYRcOaMm90InPqm-cIG9eLM-myEJxLPpSw6ndbcGRGhdoamu5nNAkYps0Nbsfm4Y_6ZIlvqpCdVkwtPHjq49Thobo2_b7naTVu2y0TnDBN3jBnDET03GAiVJH6Kx9NloC5mIk9omvD3eumdCtMG5MSzAA/s1280/PaniqueBoard_1280.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1280" data-original-width="997" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9m3kAnGJyi8d6PN6MY0RP7q8swY3WI3LO0lYRcOaMm90InPqm-cIG9eLM-myEJxLPpSw6ndbcGRGhdoamu5nNAkYps0Nbsfm4Y_6ZIlvqpCdVkwtPHjq49Thobo2_b7naTVu2y0TnDBN3jBnDET03GAiVJH6Kx9NloC5mIk9omvD3eumdCtMG5MSzAA/w498-h640/PaniqueBoard_1280.jpg" width="498" /></a></div><br /></div></div></div><br /><div style="text-align: center;"><i>CHARACTER MARKERS</i></div></div><div style="text-align: center;">(click to view a larger version, and to download and print)</div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib2ZaT1FnMpoMhAUIwOZn4GpW5IWa_4B3xH79L6mMxjpjHdOQ5ZK3g3O8E8XfMWmO3OSyVqKdIGLA59R1GnWNFvJPl5uTtdL3SYc9YfclqQY14RZcCTGwTFBLlvhB3vz0elovAsSuZ32Yb7AKDnmceauyeNXZ5iw7Wi1-Or0E4tlnAlFE-EqfaTkwBmg/s794/08%20pan%20figures%2096.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="'Panique' characters by Richard Sala" border="0" data-original-height="362" data-original-width="794" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib2ZaT1FnMpoMhAUIwOZn4GpW5IWa_4B3xH79L6mMxjpjHdOQ5ZK3g3O8E8XfMWmO3OSyVqKdIGLA59R1GnWNFvJPl5uTtdL3SYc9YfclqQY14RZcCTGwTFBLlvhB3vz0elovAsSuZ32Yb7AKDnmceauyeNXZ5iw7Wi1-Or0E4tlnAlFE-EqfaTkwBmg/w400-h183/08%20pan%20figures%2096.jpg" title="By Richard Sala" width="400" /></a></div><br /> </div><div style="text-align: left;"><b>PANIQUE BACK STORY</b></div><div style="text-align: left;">The will of your late, eccentric millionaire uncle stipulates that in order for you to inherit his fortune--along with the other surviving relatives--you must spend a night in his old, creepy, haunted death-trap of a house. Whoever is still alive when morning comes can share the old man's millions.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">You arrive, along with the other relatives, arrive on a stormy night, and are greeted by the sinister servants. In the middle of dinner, before the evening has even gotten truly under way, the power goes out. Then the phone goes dead. The bridge--the only link to town--has been washed away by the storm. The guests and servants begin disappearing, one by one. You decide to set off by yourself and explore the house. If you keep moving through the night, perhaps you can survive until morning.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><b>GETTING READY TO PLAY</b></div><div style="text-align: left;">Each player places a marker on the space marked "Enter" on the game board; this marker represents an heir trying to survive the night. One 8-sided die should be placed on the boxed circle center-right on the board (the "Circle of Life"). If possible, each player should also have an 8-sided die to roll.</div><div style="text-align: left;"> Determine which player will go first by having each of them roll a die. The player with the highest roll goes first. If there are ties, the left-handed player goes first. If rolls are still tied, the oldest, left-handed player goes first.</div><div style="text-align: left;"> Panique is intended for 1-3 players, but we think that as many as 5 might have a fun time playing it together.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><b>PLAYING THE GAME</b></div><div style="text-align: left;">The player who goes first takes a turn by rolling a die and comparing it to the result on the Circle of Life. The player moves his or her marker the number of indicated spaces along the track on the board. When the movement ends, the player must take whatever game actions are listed on the space the movement ended in OR roll on the Lethal Encounter Table to see what might happen If there are no game instructions on the space, the Lethal Encounters Tables to see what happens.</div><div style="text-align: left;"> Actions described in a space or rolls against the Lethal Encounters Table are performed only when a marker is placed in a space as a result of the first die roll made by a player on his or her turn. </div><div style="text-align: left;"> Once all movements and Life Point adjustments are complete, the next player takes his or her turn. Play order goes to the left around the table.</div><div style="text-align: left;"> If two or more markers end a turn in the same space, the players can choose to forego their next turn. Each heir regains 1 Life Point.</div><div style="text-align: left;"> If an heir is reduced to 0 Life Points, the player controlling it is out of the game. The first player to be thusly eliminated performs all rolls on the Lethal Encounter Tables.</div><div style="text-align: left;"> The game is over when the first player gets his or her marker to the "Leave the House" space, or when only one heir remains. The winner is either the first player to have an heir escape to see the sunrise, or when only one heir remains alive. (Play can still continue if only one player remains with a living heir, in case everyone wants to see if anyone can survive the night.)</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhiIzONNG19jZH7b_R5CfOmLXSeteDqNqDHu5L3Jfh3puXz3fqbfXUewb7hepts8d0kf63BWfaDb-K6ik07Yzl5uC3Gqj8GZ6CcLbctyb9Q1L1fiQZkbqQffafca-FAEBJj4AT0mron686NaNEVzGfXBYsrJikHP3_vya3sKWs0FNWepPZtPQHpxQ_rA/s440/Panique44.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Ghastly One by Richard Sala" border="0" data-original-height="440" data-original-width="405" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhiIzONNG19jZH7b_R5CfOmLXSeteDqNqDHu5L3Jfh3puXz3fqbfXUewb7hepts8d0kf63BWfaDb-K6ik07Yzl5uC3Gqj8GZ6CcLbctyb9Q1L1fiQZkbqQffafca-FAEBJj4AT0mron686NaNEVzGfXBYsrJikHP3_vya3sKWs0FNWepPZtPQHpxQ_rA/w369-h400/Panique44.jpg" title="By Richard Sala" width="369" /></a></div><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>THE LETHAL ENCOUNTER TABLES</i></div><div style="text-align: left;">As the endangered heirs roam through the house of horrors, they encounter deadly foes and the occasional ally.</div><div style="text-align: left;"> At the beginning of the game, each heir (represented by the marker the player moves along the track on the game board) has 3 Life Points. Each encounter in the house can either take away a Life Point or restore one previously lost (to the starting maximum of 3).</div><div style="text-align: left;"> Whenever a player's marker lands on a space with no game-related instructions, the player to his or her left rolls the die on the Circle of Life to see who or what is encountered and consults the table to see what happens.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>Encounter Table</i></div><div style="text-align: left;">1. The Ally.</div><div style="text-align: left;">2. The Black Cat</div><div style="text-align: left;">3. The Butler</div><div style="text-align: left;">4. The Ghost</div><div style="text-align: left;">5. The Mad Doctor</div><div style="text-align: left;">6. The Mad Killers</div><div style="text-align: left;">7. The Man-Eating Plant</div><div style="text-align: left;">8. The Monster </div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>Detail Tables</i></div><div style="text-align: left;"><i>1. The Ally </i></div><div style="text-align: left;">An inhabitant of the house, possibly a fellow guest, tries to assist you.</div><div style="text-align: left;">1-2. A teen girl in a purple dress and no shoes offers to lead you to safety. She is promptly seized by smokey tentacles and dragged into a one-way secret door. Gain 1 Life Point.</div><div style="text-align: left;">3-4. A portly man with a white beard rushes into the room, just in time to engage a knife-wielding, shadowy figure in battle, allowing you to escape. Move forward one space.</div><div style="text-align: left;">5-6. A college girl with a gun in one hand and a knife in the other comes around a corner, cursing mightily. She opens fire at the shadows, giving you an opportunity to flee. You may choose one of these options: A: Move forward two spaces; B: Choose another player's Heir and move it back two spaces; or C: Move forward one space, and choose another Heir to move back one space.</div><div style="text-align: left;">7-8. A lithe woman in a mask and catsuit beckons you into the relative safety of a secret passageway. Roll again: 1-4 Move forward one space; 5-8 Move backward one space.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>2. The Black Cat</i></div><div style="text-align: left;">A black cat crosses your path. Roll again to see what happens.</div><div style="text-align: left;">1-2. You're startled and fall down a flight of stairs. Lose 1 Life Point.</div><div style="text-align: left;">3-4. You follow the cat to a secret passage. Move one space forward.</div><div style="text-align: left;">5-6. You follow the cat to a secret passage. Move one space back.</div><div style="text-align: left;">7-8. You follow the cat to peaceful sitting room for a brief rest. Gain 1 Life Point and Lose a Turn.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>3. The Butler</i></div><div style="text-align: left;">He seems to be devoted to making you feel welcome... but he actually wants you <i>gone</i>.</div><div style="text-align: left;">1-4. He offers to see you safely from the house, in exchange for a bribe. If you don't accept his offer, you lose a turn.</div><div style="text-align: left;"> If you accept his offer, roll again to see the result: 1-4. He guides you to a trap door and you plummet through it. Move to the Slime Pit; 5-8. He suddenly attacks you, knocking you unconcious. Lose 1 Life Point and return to the Enter space.</div><div style="text-align: left;">5-8. You recognize the butler for the threat that he is and strike first! Roll again: 1-4 You defeat the butler and gain 1 Life Point; 5-8 You are defeated by the butler and lose 1 Life Point.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>4. The Ghost</i></div><div style="text-align: left;">That's not cobwebs... that's a restless spirit!</div><div style="text-align: left;">1-4. You are seized by an invisible force and thrown around the room. Lose 1 Life Point.</div><div style="text-align: left;">5-8. You are confronted by a ghostly woman and a calm comes over you and you feel protected. Gain 1 Life Point and lose a turn.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>5. The Mad Doctor</i></div><div style="text-align: left;">They called him mad... and he is proving them right!</div><div style="text-align: left;">1-3. He offers to help you escape the house if you promise to fund his research, as your uncle did. Move one space forward.</div><div style="text-align: left;">4-6. He unleashes one of his monstrous creations upon you! Roll again: 1-4. You defeat the monster. Gain 1 Life Point. 5-8. You defeat the monster but barely survive. You lose a turn.</div><div style="text-align: left;">7-8. You are captured and subjected to his unholy experiments! Roll again: 1-4 Gain 1 Life Point, but lose a turn; 5-8 Lose 1 Life Point, but move one space forward.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>6. The Mad Killers</i></div><div style="text-align: left;">How do they sneak up on you like that?!</div><div style="text-align: left;">1-2. You are attacked by a man with hooks for hands! Roll: 1-4 You fight him off but are mostly unharmed. Lose a turn; 5-8. He wounds you, but you escape. Lose 1 Life Point, but move one space forward.</div><div style="text-align: left;">3-4. A masked woman in a slinky dress attacks you with a knife. Roll: 1-4 You fight her off, escape, and move forward one turn; 6-8 She stabs you repeatedly, you lose 1 Life Point, and you move backwards one space.</div><div style="text-align: left;">5-6. Your little nephew attacks you with a baseball bat. Roll: 1-4 You dropkick the little bastard off a balcony and gain 1 Life Point; 5-8. You get struck repeatedly but fight him off and lose 1 Life Point.</div><div style="text-align: left;">7-8. The sous chef has decided to make a meal out of you and is coming at you with a meat cleaver. Roll: 1-4 Lose 1 Life Point; 5-8 You flee to safety and move backwards one space.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5U_bc2Y2D6AlZ4c3E8Ger1cnMc_zAgJZ6SiW6NytFNsjx7CaY8xnLJ_w_oxwMjAJT8yu_NeldYsxHByLPV94ksZI6E6Lkd09N-FukOmdzFzbrZW2Dy1llQBPDUF4LcYaq6BZp-XPblFtjiyniQRxzx5TF-l_iP62B7tG6HxZVbvg1o38Jd5zJ4X9XvQ/s588/21d301b4ea5447686ab035dd39e8ffc2.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Peculia by Richard Sala" border="0" data-original-height="588" data-original-width="468" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5U_bc2Y2D6AlZ4c3E8Ger1cnMc_zAgJZ6SiW6NytFNsjx7CaY8xnLJ_w_oxwMjAJT8yu_NeldYsxHByLPV94ksZI6E6Lkd09N-FukOmdzFzbrZW2Dy1llQBPDUF4LcYaq6BZp-XPblFtjiyniQRxzx5TF-l_iP62B7tG6HxZVbvg1o38Jd5zJ4X9XvQ/w319-h400/21d301b4ea5447686ab035dd39e8ffc2.jpg" title="By Richard Sala" width="319" /></a></div><br /></div><div style="text-align: left;"><i>7. The Man-Eating Plant</i></div><div style="text-align: left;">Whatever you do, don't call it Audry... or Seymour!</div><div style="text-align: left;">1-4. The plant attacks, and you narrowly escape! Lose 1 Life, move one space forward.</div><div style="text-align: left;">5-8. The plant attacks and you are severely wounded. Lose 1 Life, lose a turn.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>8. The Monsters</i></div><div style="text-align: left;">1-2. The Creature attacks savagely and mindlessly. Roll: 1-4 You flee, back two spaces; 5-8 You are mauled and lose 1 Life Point.</div><div style="text-align: left;">3. The Doppelganger. Roll: 1-4 You confront what seems to be yourself, have a wonderful chat, and you give yourself good advice on escaping the house and move forward one space; 5-8 You want yourself dead, get attacked, and lsoe 1 Life Point.</div><div style="text-align: left;">4. The Succubus. The sexy demon seduces you, but is no match for the darkness that is your soul. You lose a turn, but gain 1 Life Point.</div><div style="text-align: left;">5. The Thing From the Basement. Roll: 1-4 You show kindness, it helps you escape the house, so you move forward one space; 5-8 You are attacked brutally by the savage monster, losing 1 Life Point.</div><div style="text-align: left;">6. The Vampire. Roll: 1-4 Your religious faith projects you from the powerful of the undead, you escape safely and move forward one space; 5-8 You are bested by the vampire, fall unconscious, lose a turn. Be restored to 3 Life Points. (See below for a Special Victory Condition.)</div><div style="text-align: left;">7-8. The Zombie. Roll: 1-4 It's a slow, lumbering zombie that you escape by running away, thus moving forward one square; 5-8 It's a fast, brain-eating zombie that catches you and you lose 1 Life Point before you manage to fight it off.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>Special Victory Condition</i></div><div style="text-align: left;">If "bested by the vampire" on the Lethal Encounter Tables, when the player's heir reaches the "Leave the House" space, he or she is immediately reduced to 0 Life Points, because he or she was turned into a vampire and is thus killed by the sun. The player is removed from the game and doesn't win.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggFkaUjPj7ZIyDFE-v0uP4G51GGhySOBn-ccbH-a_5hoSJRLSLXJmlQpT6WCF6vmU4Tn0xeydZx0sQ1-NQ-Mj9DC9umKKzdWDW5dVFUEY4IfzqTwfTRpitijO3ysugoyUvW4fv03wbAaAV1etSFWsgy1qmIdrhx7uurVnI8VV1-erGBPU5bbFUr3JwkQ/s293/Panique1b.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Panique art by Richard Sala" border="0" data-original-height="293" data-original-width="236" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggFkaUjPj7ZIyDFE-v0uP4G51GGhySOBn-ccbH-a_5hoSJRLSLXJmlQpT6WCF6vmU4Tn0xeydZx0sQ1-NQ-Mj9DC9umKKzdWDW5dVFUEY4IfzqTwfTRpitijO3ysugoyUvW4fv03wbAaAV1etSFWsgy1qmIdrhx7uurVnI8VV1-erGBPU5bbFUr3JwkQ/w258-h320/Panique1b.jpg" title="By Richard Sala" width="258" /></a></div><br /><div style="text-align: left;"><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com1tag:blogger.com,1999:blog-9220024205905606434.post-44565380614658693662022-10-14T02:52:00.004-07:002022-10-16T18:30:37.251-07:00The Notebook of Spirit Writing (Part One)The <i>Notebook of Spirit Writing</i> is a two-part magic item that consists of a notebook and a pen. They allow the creator to communicate with one, possibly two, specific spirits of a person who has passed on. The person must have been literate in the language in which the creator of the Notebook of Spirit Writing wishes to communicate. The person must further be someone that either had no relationship with the creator, or a friendly one. The closer the relationship between the creator and the target, the greater the likelihood of the enchantment succeeding.<br /><br /><b>CREATING A NOTEBOOK OF SPIRIT WRITING</b><br />Infusing the Notebook of Spirit Writing and the pen it will be used with requires the creator to follow a very particular series of ritualistic steps. Any deviation in the order, or any shorter time, and the character will either end up with an item that doesn't function, or an item that functions incorrectly and is possibly dangerous.<div> If there is an error or disruption in the rituals along the way, the creator can either restart the enchantment process with other items, or he or she can take a chance that the process will still be successful. At the end of each entry describing the steps in the ritual, there is a section that states the chance of failure and the results of success or failure. The GM should roll against the listed percentage whenever there's a step that's not done properly. If the roll is below or equal to the stated number, the step fails.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgp7VGYEMBIrhZo91y94lUVbGMqWskDoNpF9bM_K-3umipKhwXCjHeCyxvT6j9UU0-KrEBYatDgRZUg8hWGVeInQeO2GaXZOfrUaCdmFn8NN35bYvwfYXnI-IF3kjjEsKxLgQQ58qwAN83JhQxvSwLPka5uxnN6eufcns1R1dcVegZFTN8FmQwytQUgPA/s927/PenPals3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="927" data-original-width="805" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgp7VGYEMBIrhZo91y94lUVbGMqWskDoNpF9bM_K-3umipKhwXCjHeCyxvT6j9UU0-KrEBYatDgRZUg8hWGVeInQeO2GaXZOfrUaCdmFn8NN35bYvwfYXnI-IF3kjjEsKxLgQQ58qwAN83JhQxvSwLPka5uxnN6eufcns1R1dcVegZFTN8FmQwytQUgPA/w348-h400/PenPals3.jpg" width="348" /></a></div><div><div><br /></div><div><b>1. Selecting the Notebook and the Pen</b></div><div>The value and quality of the items used to make a Notebook of Spirit Writing are immaterial; what matters is the creator's desire to communicate with the subject and the steps taken to charge them with magic. The notebook can be anything from a spiral-bound pad of lined paper, or a leatherbound diary, and the pen can be a plastic ballpoint with an autoshop's name on it, or a 100-year-old fountain pen made of gold and ivory. The only important thing is that the notebook must be bound with some sort of covers.</div></div><div> Once the notebook and pen have been selected, the creator must sleep with them under a pillow (or similar headrest) for three nights in a row. Each night, while going to sleep, the creator must think of fond memories he or she has of the person that is the intended target of communication. </div><div> <i>Chance of Failure</i>: 100%. </div><div> <i>Consequence of Failure</i>: Further steps will produce no result.</div><div> <i>Consequences of Success</i>: During the third night, the creator has a pleasant dream about talking with the target about corresponding. The target likes the idea but says there might be risks. He or she doesn't elaborate.</div><div><br /></div><div><b>2. Enchanting the Pen</b></div><div>The creator must take the pen to a place where there is a pool or basin of blessed water within a sacred site. This can be the Catholic church, a Shinto shrine, or some ancient site in the wilderness with a natural spring where sacred rituals were conducted. Alternatively, the creator can bring the pen to the central well in an Amazon village, or place it in the Pool of All. (Those last two options are probably very difficult for most characters.)</div><div> The pen must remain submerged and undisturbed in the water for at least 8 hours.</div><div> <i>Chance of Failure</i>: 20%</div><div> <i>Consequence of Failure</i>: 50% chance of attracting a Warden each time the <i>Notebook of Spirit Writing</i> is used. (See "Using the Notebook", below.)</div><div> <i>Consequence of Success</i>: The pen is now ready to be used with the notebook to communicate with the target.</div><div><br /></div><div><b>3. Enchanting the Notebook I</b></div><div>Using the selected pen, the creator must write the target's name and birthdate on the inside cover of the notebook. The creator must then take the notebook and pen to the place of the target's birth. Here, the notebook and pen must be left within 10 meters (35 feet) of the exact location where the target was born. </div><div> The notebook must remain where placed, undisturbed, for at least 8 hours.</div><div> <i>Chance of Failure</i>: 20%</div><div> <i>Consequences of Failure</i>: Further steps have a base 10% chance of failing. 50% chance of a random spirit responding, instead of the intended target, each time the <i>Notebook of Spirit Writing</i> is used. (See "Using the Notebook", below.)</div><div> <i>Consequence of Success</i>: Step #4 can be attempted without risk, and the <i>Notebook of Spirit Writing</i> will function properly if the entire ritual is completed correctly.</div><div><br /></div><div><b>4. Enchanting the Notebook II</b></div><div><div>The creator must take the notebook and pen to the place of the target's death. Here, the notebook and pen must be left within 10 meters (35 feet) of the exact location where the target died. </div><div> The notebook must remain where placed, undisturbed, for at least 8 hours.</div><div> <i>Chance of Failure</i>: 20%</div><div> <i>Consequences of Failure</i>: Further steps have a base 20% chance of failing. 50% chance of a random spirit responding, instead of the intended target, each time the <i>Notebook of Spirit Writing</i> is used. These penalties replace any ones from earlier steps. (See "Using the Notebook", below.)</div><div> <i>Consequence of Success</i>: Step #5 can be attempted without risk, and the <i>Notebook of Spirit Writing</i> will function properly if the entire ritual is completed correctly.</div></div><div><br /></div><div><div><b>5. Enchanting the Notebook III</b></div><div><div>The creator must take the notebook and pen to where the target lived the longest during his or her life. Here, the notebook and pen must be left within the structure, or within 10 meters (35 feet) of it. </div><div> The notebook must remain where placed, undisturbed, for at least 24 hours. Once retrieved, the creator must write the target's death date on the inside cover with the pen.</div><div> <i>Chance of Failure</i>: 20%</div><div> <i>Consequences of Failure</i>: 50% chance of a random spirit responding, instead of the intended target, each time the <i>Notebook of Spirit Writing</i> is used. These penalties replace any ones from earlier steps. (See "Using the Notebook", below.)</div><div> <i>Consequence of Success</i>: Immediately after writing the target's death date in the notebook, the creator briefly feels safe and secure and as if someone as though someone is standing close to him or her.</div></div></div><div> The <i>Notebook of Sprit Writing</i> and the associated pen are now fully enchanted and ready to be used.</div><div><br /></div><div><br /></div><div> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhby2S9lkuAeJWySQcF_BORMBnVT-ae0kdiaujxzNylFsvaBquyJoVC_uJF-f7KvQ5ZKuc_zbQUwIryoCMkjIfboJbzvGqLrAXw0wi_03CeuPVLcaK4PGMtJ3ShihJIEw7RBSztBZp42vRxwRedFxjn6xqMVXofO5B22Ga63v4oEHYedKyZX8vVgQgsAQ/s1245/PenPals2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="792" data-original-width="1245" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhby2S9lkuAeJWySQcF_BORMBnVT-ae0kdiaujxzNylFsvaBquyJoVC_uJF-f7KvQ5ZKuc_zbQUwIryoCMkjIfboJbzvGqLrAXw0wi_03CeuPVLcaK4PGMtJ3ShihJIEw7RBSztBZp42vRxwRedFxjn6xqMVXofO5B22Ga63v4oEHYedKyZX8vVgQgsAQ/w400-h255/PenPals2.jpg" width="400" /></a></div><br /> </div><div><br /></div><div>--"Using the Notebook" and more coming soon!<br /></div><div><br /></div><div>The material in this post was inspired by the short film "Pen Pals". <a href="https://terrortitans.blogspot.com/2022/10/31-nights-of-halloween-pen-pals.html" target="_blank">Click here to watch it at the Terror Titans blog</a>.</div><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-47259848121639260282022-09-25T21:29:00.002-07:002022-09-25T21:39:16.342-07:00A new spell for d20 System Games: Mystic Pogo Stick!<div><i><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjakzuJUFDcBU6dzZQZFe1hhEtb-22Mr-k3QL-BL1TN2gpnQTLFKjgtfpA9N2qYxWmOXPsd_bzk-niaYxZnMshDilAlNjPbzTLffJ8Ck06KgDR_vrRG_mlgAfgBtXW0GYZCFQDNHpXQ0UfgBCcIO3j_9agnCCq6Y8xEjV-5hUmbLyMmhIR7VK5fdnq7fQ/s800/fun03-ok.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="800" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjakzuJUFDcBU6dzZQZFe1hhEtb-22Mr-k3QL-BL1TN2gpnQTLFKjgtfpA9N2qYxWmOXPsd_bzk-niaYxZnMshDilAlNjPbzTLffJ8Ck06KgDR_vrRG_mlgAfgBtXW0GYZCFQDNHpXQ0UfgBCcIO3j_9agnCCq6Y8xEjV-5hUmbLyMmhIR7VK5fdnq7fQ/w400-h400/fun03-ok.jpg" width="400" /></a></div><br /></i></div><div><i>Mystic Pogo Stick</i> is a 1st-level spell that was originally devised for inclusion in the forthcoming book <i>Mystic Moot and his Magic Snoot</i>. However, it was decided that it didn't quite fit the source material, so it was cut. (We also got rid of listing <i>Mystic Chopper</i> and <i>Mystic Limousine</i> as <a href="https://nuelow.blogspot.com/2022/09/the-miraculous-magic-of-mystic-moot-d20.html" target="_blank">spells that can be cast using Mystic Body Parts</a>, like a snoot.)</div><div><br /></div><div>The following text is released under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and it may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller.<br /></div><div><br /></div><b><div class="separator" style="clear: both; text-align: center;"><br /></div>MYSTIC POGO STICK</b><br /><i>Conjuration (Creation)</i><div><b>Level</b>: Arcane (Sor/Wiz) 1</div><div><b>Components</b>: V, S</div><div><b>Casting Time</b>: 1 minute</div><div><b>Range</b>: 0 ft.</div><div><b>Effect</b>: One or more quasi-real pogo sticks</div><div><b>Duration</b>: 10 minutes/level (D)</div><div><b>Saving Throw</b>: None</div><div><b>Spell Resistance</b>: No<br /><br />You conjure a quasi-real pogo stick. The pogo stick can be used only by you or the one person for whom you specifically create the stick. A <i>mystic pogo stick</i> looks like a pogo stick covered in glitter and swirled, bright colors, but you can make it appear more mundane or spectacular as you wish.<br /><br />The <i>mystic pogo stick</i> has a hardness of 5, and 20 hit points +1 hit point per caster level. If it loses all its hit points, the mystic pogo stick disappears. A <i>mystic pogo stick</i> has a top horizontal speed of 20 feet per caster level, and can propel the user up to 5 feet vertically per caster level into the air; an initiative modifier of +0, and a maneuver modifier of +1. <br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTql0HaQ-YLB2B2Qhg265_YPDfr2TJaknIwsxXpzU07MpujnusuY-M2oQARrSQ1wRJHUFisTek98z0o8Jx5GZq3imDoDvJ7p6xmXwBwOKCVXGkFQgOWetQI4ZOIZTihuCLUKFraeykymd2pbUUgJ-pCXXNaXLMF0rr3zIA9h8fWEC1QOD66TKQ63D7EA/s662/PogoDM_228x662.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="662" data-original-width="228" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTql0HaQ-YLB2B2Qhg265_YPDfr2TJaknIwsxXpzU07MpujnusuY-M2oQARrSQ1wRJHUFisTek98z0o8Jx5GZq3imDoDvJ7p6xmXwBwOKCVXGkFQgOWetQI4ZOIZTihuCLUKFraeykymd2pbUUgJ-pCXXNaXLMF0rr3zIA9h8fWEC1QOD66TKQ63D7EA/w138-h400/PogoDM_228x662.jpg" width="138" /></a></div>Users can leap onto raised areas using a <i>mystic pogo stick</i>, landing upright and able to successfully continue bouncing along on the stick upon making a successful Reflex save (DC10) upon landing. If the saving throw fails, they lose all actions for the rest of the round, but may choose to resume traveling on the pogo stick the following round. A character on a <i>mystic pogo stick</i> can take no actions other than bounce along while he or she is traveling, but if he or she has the Dodge, Improved Dodge, and/or the Mobility feat, the benefits gained are doubled.</div><div><br /></div><div>Generally speaking, the <i>mystic pogo stick</i> only functions effectively on dry, hard, flat surfaces, such as pavement or flagstones. If used on wet surfaces, or packed earth, cobblestones, and other hard but uneven surfaces, the horizontal movement rate is decreased to 10 feet per caster level and the user must make a successful Balance skill check (DC12) each round of travel or the pogo stick slips and the character falls prone, suffering 1d4 points of damage and loses all actions for the following round.</div><div><br />The <i>mystic pogo stick</i> gains certain powers according to caster level. Its abilities include those of pogo sticks of lower caster levels.</div><div><br /><b> 3rd Level</b>: The <i>mystic pogo stick</i> can travel on wet or uneven surfaces without a reduction in movement rates (vertical or horizontal) without the need for skill checks.<br /><b> 4th Level</b>: You may now conjure up to 3 <i>mystic pogo stick</i>.<br /><b> 5th Level</b>: The <i>mystic pogo stick</i> can bounce across sandy, muddy, or even swampy ground without difficulty or decrease in speed.<br /><b> 6th Level</b>: You may now conjure up to 5 <i>mystic pogo stick</i>.<br /><b> 7th Level</b>: The <i>mystic pogo stick</i> can bounce across water as if it were firm, dry ground.<br /><b> 8th Level</b>: You may now conjure up to 7 <i>mystic pogo stick</i>.<br /><b> 9th Level</b>: The <i>mystic pogo stick</i> can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The phantom chopper cannot take off and fly. It can only ride horizontally across the air. After 3 rounds in the air, the pogo stick falls.<br /><b> 10th Level</b>: You may now conjure up to 9 mystic pogo sticks.<br /><b> 11th Level</b>: As the 9th level power, but the pogo stick can move across the air for 6 rounds.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzyJPk0_RUPRmm5xSaMCcpDkZM_vmGASUfGw5FSl2pGMAiD7eFI2EO-iHMzrNnNcIbdIt23MghRoGgh9fVTeZIfYdh9Btdch3qc7El-Wo_KpiSml1h7y2Sga8V80vNK8-M8HMJ_nsZA4a-A2Z6KyQsp4ToUNysBuf09jiGEp0Z_pySbuPaSiP_-Acz5w/s612/istockphoto-108349386-612x612.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="430" data-original-width="612" height="281" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzyJPk0_RUPRmm5xSaMCcpDkZM_vmGASUfGw5FSl2pGMAiD7eFI2EO-iHMzrNnNcIbdIt23MghRoGgh9fVTeZIfYdh9Btdch3qc7El-Wo_KpiSml1h7y2Sga8V80vNK8-M8HMJ_nsZA4a-A2Z6KyQsp4ToUNysBuf09jiGEp0Z_pySbuPaSiP_-Acz5w/w400-h281/istockphoto-108349386-612x612.jpg" width="400" /></a></div><br /><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-27618439161231405822022-09-21T12:34:00.004-07:002022-09-21T23:39:54.456-07:00The Miraculous Magic of Mystic Moot (d20 Magic Body Parts)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7tj63bO73lGYHGrm_IZod8t1flxhGUbHZP7v7lNvQMc4bL9IPYuZU1Zq2AczIZ1_8qFv070WHzP9CAn4ckKvXT2uqwKaRN1Gk-NNIgwq7KsegX6suDmDw7ID0OEss1vT-chq0W4Aen7UZcEXIDY6mHqPTang4Hlgaxia-3Vh2WciJClOl1TqvmN4-aA/s960/moot-head-shot.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="960" data-original-width="887" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7tj63bO73lGYHGrm_IZod8t1flxhGUbHZP7v7lNvQMc4bL9IPYuZU1Zq2AczIZ1_8qFv070WHzP9CAn4ckKvXT2uqwKaRN1Gk-NNIgwq7KsegX6suDmDw7ID0OEss1vT-chq0W4Aen7UZcEXIDY6mHqPTang4Hlgaxia-3Vh2WciJClOl1TqvmN4-aA/s320/moot-head-shot.jpg" width="296" /></a></div><div><br /></div>We've got another comics/rpg product in the works. This one will collect most of the "Mystic Moot and His Magic Snoot" stories by the great Basil Wolverton in one place. It's massive amounts of goofiness delivered in four-page doses, and it might even be the perfect comic to read with the little ones to feed their interest in comics! And what's even better? It will feature all-new, ever-before-seen cover art by the great cartoonist <a href="http://www.stannex.com/" target="_blank">Stan!</a><br /><br />Who is Mystic Moot, you ask? Well, let's hear from the man himself, along with Wolverton providing a little background!<div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiddauNU_vFPwEl1nIQCwfUkq3-ADFxEty-rrbiBP-6ZPhMSrrNq9JJyvmXsnG5PTTsVsJktL5hRvqspCZ1fWjCno9HWZA99wAu12cMFbGGdnwvEgg6Ku7GUxbmcRo_4CKim24E4QgTo_aJyTYeIVuDDSDT5XCwpGqoh-j0tP3Ku3JpVcDu-fPc1TqCyg/s939/MootIntro.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="522" data-original-width="939" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiddauNU_vFPwEl1nIQCwfUkq3-ADFxEty-rrbiBP-6ZPhMSrrNq9JJyvmXsnG5PTTsVsJktL5hRvqspCZ1fWjCno9HWZA99wAu12cMFbGGdnwvEgg6Ku7GUxbmcRo_4CKim24E4QgTo_aJyTYeIVuDDSDT5XCwpGqoh-j0tP3Ku3JpVcDu-fPc1TqCyg/w400-h223/MootIntro.jpg" width="400" /></a></div><br />Along with the comics, there will be some d20 System rules that will let your characters have magic body parts, just like Moot. (There may even be some ROLF! content... it's been a while!)</div><div><br /></div><div>Meanwhile, here's a little bit of a preview. It's part of the Magic Body Parts rules. If you have feedback on this preview, we'd love to hear it. (You don't need to tell us if you think it's silly, and has the potential for all sorts of stupid antics in-game. We know. It's the <i>Way of Mystic Moot</i>.)</div><div><br /></div><div>The rest of this post is released under the Open Game License and it may be reproduced in accordance with its terms. Copyright 2022 Steve Miller. <br /></div><div><br /></div><div><b>MAGIC BODY PARTS BASICS</b></div><div>Every person (perhaps every being) is born with a magic body part. Through this very special point of their physical form, beings can naturally channel magic, without the need for strange phrases and doo-dads, and bits of precious metals. By thinking about, gesturing with, or touching the magic body party, and simultaneously wishing for a specific effect, the person can cast spells as if he or she was a sorcerer or a priest.</div><div><br /></div><div>Further, if the character is a sorcerer or a priest (or gains spell-casting abilities from other talents or feats), he or she adds Magic Body Part spells to the total spells that can be cast each day. The Magic Body Part spells are tracked on a separate list, as they are their own unique group of spells.</div><div><br /></div><div>While everyone has a magic body part, not everyone has the ability to use it. The powers of the magic body part can be discovered in a variety of ways--during a moment of extreme danger or pleasure, or from gurus wise in the ways of magic body parts. Even when a person becomes aware of their magic body part, it takes dedication and practice to fully master its potential. (The spells that can be powered trough the magic body part are limited in scope and variety when compared to other spellcasting disciplines and methods, but the advantage is that no specific material, somatic, or verbal components are needed, and the person can invoke a spell anytime and anywhere he or she wants.)</div><div><br /></div><div>A character's magic body part can be determined at creation, or it can be "discovered" later as the character gains levels and progresses through a campaign. Players whose characters have identified their magic body parts can either specify what that part is (the nose, the right ear, the left middle finger, the chest, and so on) or roll on a random table that will be included in NUELOW Games' <i>Mystic Moot</i> comics/rpg product.</div><div><br /></div><div>The player may choose the character's magic body part, but the GM may overrule the choice if he or she feels it is not in step with the tone or maturity level he or she wants in the game.</div><div><br /></div><div>The character's mastery of his or her magic body part is represented in the game mechanics and rules by a feat and a talent tree. The feat and talent trees are available to all character classes in games where they are allowed by the GM.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2LsRy5Bh3soPuBcHzLpWm6JvDTct7qoMsb2tEU4t5qYf1y5jz7WT5DGXsAuoMUk_DTrink0cd58t2xatW_NDm5Fc_8eB9B_1ldNf2d6rm1_eIm2fd8HTUmO4LLcUoR3ohKnvlABRO0zf4GMhKV_eaemMVmHL31leMeLZjNKJ-nkF_-cn1ZaSAvg0hQg/s630/Moot.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="293" data-original-width="630" height="186" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2LsRy5Bh3soPuBcHzLpWm6JvDTct7qoMsb2tEU4t5qYf1y5jz7WT5DGXsAuoMUk_DTrink0cd58t2xatW_NDm5Fc_8eB9B_1ldNf2d6rm1_eIm2fd8HTUmO4LLcUoR3ohKnvlABRO0zf4GMhKV_eaemMVmHL31leMeLZjNKJ-nkF_-cn1ZaSAvg0hQg/w400-h186/Moot.jpg" width="400" /></a></div> <br /></div><div><br /></div><div><b>MAGIC BODY PARTS: FEATS AND TALENT TREES</b></div><div>Once the character becomes aware of his or her Magic Body Parts, magic can be channeled through them, creating spell effects from the Magic Body Parts spell list. The Magic Body Part feat forms the foundation of the ability while the talents reflect the character's advancing mastery of his or her power.</div><div><br /></div><div><b>Magic Body Part Feat [Minor Power, Supernatural]</b></div><div>You are able to channel magic through a specific part of your body and create limited spell effects.</div><div><i> Benefit</i>: With a standard action and a successful Willpower saving throw (DC13), you may cast a 0-level Magic Body Part spells a number of times per day equal to your character level. Caster level is equal to the character level. If the spell fails, you may retry the following round.</div><div> <i>Special</i>: If you touch the magic body party while channeling magic, or thrust it forcefully in the direction of a target, the Willpower saving throw is DC10.</div><div> This feat serves as a prerequisite for superpower talent trees.</div><div><br /></div><div><b>Magic Body Part Talent Tree</b></div><div>These talents reflect a character's mastery of his or her magic body part.</div> <i><b>Magic Body Part Mastery (Basic)</b></i>: The character may cast 1st-level and 2nd-level Magic Body Part spells, in addition to 0-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases to twice his or her character level. All other rules for casting body part spells remain as described in the Magic Body Part feat.<div> <i>Prerequisite</i>: Magic Body Part feat.</div> <i><b>Magic Body Part Mastery (Comprehensive)</b></i>: The character may cast 3rd-level and 4th-level Magic Body Part spells, in addition to 0- through 2nd-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases by an amount equal to his or her Charisma bonus, in addition to the existing total. All other rules for casting body part spells remain as described in the Magic Body Part feat.<div> <i>Prerequisite</i>: Magic Body Part Mastery (Basic).</div> <i><b>Magic Body Part Mastery (Epic)</b></i>: The character may cast 5th-level and 6th-level Magic Body Part spells, in addition to 0- through 4th-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases by an amount equal to his or her Charisma bonus, in addition to the existing total. All other rules for casting body part spells remain as described in the Magic Body Part feat.<div> <i>Prerequisite</i>: Magic Body Part (Comprehensive).</div><div> <i><b>Magic Body Part Mastery (Legendary)</b></i>: The character may cast 7th-level and 8th-level Magic Body Part spells, in addition to 0- through 6th-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases by an amount equal to his or her Constitution bonus, in addition to the existing total. All other rules for casting body part spells remain as described in the Magic Body Part feat.<div> <i>Prerequisite</i>: Magic Body Part (Epic).</div></div><div><br /></div><div><br /></div><div><b>MAGIC BODY PART SPELLS</b></div><div><i>[They will be in "Mystic Moot and His Magic Snoot" -- coming soon from NUELOW Games!]</i></div><div><br /></div><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-45292334166490600592022-07-20T02:22:00.004-07:002022-07-20T02:22:00.155-07:00Bessie Love and the Crown of Eternal MasteryWe once again provide a glimpse of a time when Bessie Love (<a href="https://moviesinbw.blogspot.com/p/the-secret-life-of-bessie-love.html" target="_blank">as part of her secret battle against supernatural evil</a>) perhaps saved the world... but at the very least took a powerful magic item out of malicious hands. As per usual, we translate the item into roleplaying game terms via the d20 System.<br /><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3kqgkVCHjnYYx6Y3nLttLFvqNODsVDIBTqvDEgTWe080vGpaRNOXl_QgF3MFlDp8gIsL_SGbbeMPKMjA5NkjBJIdKSCznJFApPN8sjcPiP7h_1iK3aIVYVOLNdIMAB31nV0z9wYormxiYp9-qJFwrVqOnlZGBQr0t_-pDV7IyL7mrjrT2_WdwsAut/s700/CrownBessie.png" style="margin-left: 1em; margin-right: 1em;"><img alt="Bessie Love" border="0" data-original-height="700" data-original-width="586" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3kqgkVCHjnYYx6Y3nLttLFvqNODsVDIBTqvDEgTWe080vGpaRNOXl_QgF3MFlDp8gIsL_SGbbeMPKMjA5NkjBJIdKSCznJFApPN8sjcPiP7h_1iK3aIVYVOLNdIMAB31nV0z9wYormxiYp9-qJFwrVqOnlZGBQr0t_-pDV7IyL7mrjrT2_WdwsAut/w335-h400/CrownBessie.png" title="Bessie Love" width="335" /></a></div><br />On Halloween, 1928, Bessie Love had her first of many encounters with evil-doers trying to harness magic and enchanted artifacts left behind after the fall of ancient Atlantis. She prevented a necromancer from harnessing the powers of <a href="https://moviesinbw.blogspot.com/2020/10/bessie-love-and-gourdians.html" target="_blank">the Gourdians</a>, and, in doing so, came into possession of the <i>Crown of Eternal Mastery</i>. She even wore it to a Halloween Party that night--where she accidentally gained some insight into its powers. (Bessie found herself to be a better dancer than she had ever been before, as well as feeling more limber and dexterous while waring the <i>Crown</i>. She took this to mean that it enhanced a person's agility and dexterity. She failed to imagine the full power of the item, and she put it away in her collection of magical artifacts without ever realizing the truth.)<div><div><br /></div><div><b>THE CROWN OF ETERNAL MASTERY</b></div><div>This is a large, elaborate headdress that consists of a caul that's covered with a complex and tangled arrangement of gemstones and pearls on strings or set into delicate platinum frames. It represents the pinnacle of magical craftsmanship based in a fusion of the now-mostly forgotten <a href="https://nuelow.blogspot.com/2016/04/remains-of-atlantis-mastering-magic-ogl.html" target="_blank">Atlantean magical disciplines</a> of Biomancy and Technomancy. It absorbs all knowledge and skills possessed by someone who dies while wearing it, allowing others to later access and use it as if it was their own. Each pearl contains the sum total of experience and knowledge possessed by a person who has passed on. Each gem houses not only a person's knowledge and experience but their personality as well.</div><div> If it is subjected to methods that reveal magical auras, the <i>Crown of Eternal Mastery</i> is revealed to be imbued with powerful magics of an undeterminable variety. If the character attempting to analyze the item's magical aura is a skilled at creating enchanted items, he or she can make an Arcane Lore or Spellcraft skill check (DC18) to determine that there are faint undercurrents of abjuration and necromantic magic in the otherwise alien emanations.</div><div><br /></div><div><b><i>Using the </i>Crown of Eternal Mastery</b></div><div>When worn, the <i>Crown of Eternal Mastery</i> provides the wearer with a +2 bonus to Will saves. Additionally, the character can gain bonuses to skill checks and attack rolls for a limited time.</div><div> Unless the character somehow gains access to ancient Atlantean means of determining the functions of magical items, the <i>Crown of Eternal Mastery</i> will initially seem to function at random. Whenever the character wearing the <i>Crown</i> makes an attack roll or skill check, the GM should roll against the following table. The character gains the indicated bonuses for the duration of the encounter; until another skill check is made; until the character falls unconscious or goes to sleep; or for six hours. The GM decides which of the three options makes the most sense in the context of when the item is triggered.</div><div> The bonuses provided by the <i>Crown</i> stack with all other bonuses. The bonuses do not count for purposes of damage resistance against non-magical weapons.</div><div><br /></div><div><b>d20 Roll Result</b></div><div>1 +4 bonus to all Strength-based skill checks.</div><div>2 +2 bonus to all Strength-based skill checks,</div><div> +2 bonus to all melee attack rolls/melee damage rolls.</div><div><div>3 +4 bonus to all Dexterity-based skill checks</div><div>4 +2 bonus to all Dexterity-based skill checks,</div><div> +2 bonus to all ranged attack rolls.</div></div><div><div>5 +4 bonus to all Constitution-based skill checks.</div><div><div>6 +4 bonus to all Intelligence-based skill checks.</div><div>7 +6 bonus to all Craft skill checks.</div><div>8 +4 bonus to all Wisdom-based skill checks.</div></div></div><div>9 +4 bonus to all Charisma-based skill checks. </div><div>10 +6 bonus to all Perform skill checks.</div><div>11 +4 bonus to attack/damage with bladed melee weapons.</div><div>12 +4 bonus to attack/damage with blunt melee weapons.</div><div>13 +4 bonus to attack/damage with thrown weapons.</div><div>14 +4 bonus to ranged attack rolls.</div><div>15 +8 bonus to all Knowledge skill checks.</div><div>16 +8 bonus to all Perform skill checks with instruments.</div><div>17 +8 bonus to Acrobatics and Perform (Dance) skill checks.</div><div>18 +8 bonus to Hide and Move Silently skill checks.</div><div>19 Roll twice on this table, ignoring and re-rolling additional</div><div> results of 19. Gain both benefits.</div><div>20 Gain instant knowledge of the purpose of the Crown</div><div> and how to properly use it.</div><div><br /></div><div>Whenever the character is under one of the benefits of the Crown, he or she feels like some unseen presence is there, watching. The GM should also secretly roll 1d6. On a "6", the character hears a faint voice, a barely audible whisper that is so faint the character can't hear what is being said. The third time the character hears the voice, he or she is finally able to discern the words: The voice is explaining how to use the Crown of Eternal Mastery.</div><div><br /></div><div><b><i>Using the </i>Crown of Eternal Mastery<i> Properly</i></b></div><div>The character wearing the Crown of Eternal Mastery may attempt to invoke its powers once per round. To do so, the character takes a standard action, and the player rolls a Willpower saving throw (DC11). If the roll is successful, the player declares which of the following benefits the character gains: </div><div> * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under the physical attributes (Strength, Dexterity, Constitution).</div><div> * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under mental attributes (Intelligence, Wisdom).</div><div> * +4 bonus to all attack rolls, and a +6 bonus to all skill checks under the Charisma attribute.</div><div> * +6 bonus to all Demotions, Disable Device, Hide, and Move Silently skill checks.</div><div> * +8 bonus to all Knowledge skill checks.</div><div><br /></div><div>The bonuses lasts for six hours, or until the character chooses another set of bonuses. The bonuses also end if the character falls unconscious or goes to sleep while wearing the crown. (See "Drawbacks of the Crown of Eternal Mastery", below, for more.)</div><div> If the Will saving throw to properly activate the Crown's benefits fails, the GM rolls on the table of random bonuses.</div><div><br /></div><div><b>Drawbacks of the <i>Crown of Eternal Mastery</i></b></div><div>If the character falls unconscious or goes to sleep while wearing the crown, one of the personalities in housed in the gems takes control of the character's body. The character retains all physical attributes (Strength, Dexterity, Constitution), but the Charisma attribute is temporarily reduced by 2 points. Mental attributes (Intelligence and Wisdom) are replaced by those of the controlling spirit. The possessing spirit has access to all of the player character's memories and skills, as well as well as its own. The spirit is motivated primarily by a desire to keep the player character safe and help him or her to succeed. (Whether the GM plays the character while it is inhabited by a different spirit is up to the GM.)</div><div> If the player character dies while wearing the <i>Crown of Eternal Mastery</i>, his or her spirit is instantly absorbed into one of the Crown's gems and is added to the preserved knowledge and skill mastery preserved within it.</div><div><br /></div><div><b>Destroying the <i>Crown of Eternal Mastery</i></b></div><div>Any method that will destroy a normal magic item will destroy the Crown of Eternal Mastery. However, 1d6+2 angry ghosts emerge from the Crown and attack those who are attempting to destroy it. </div></div><div><br /></div><div>--</div><div>All text in this post is presented under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller. </div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-37483841834546780022022-06-15T13:29:00.003-07:002022-06-15T13:29:29.332-07:00Bessie Love and the Mist Maiden's Kit<div>It time for us to reveal another chapter in the secret life of <a href="https://moviesinbw.blogspot.com/2019/03/the-love-quarterly.html" target="_blank">actress/adventuress Bessie Love</a>. As is our habit, we translate the magical artifacts she encountered during this adventure in d20 System roleplaying game rules.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI9EHcNtCbkVg3ZW7fkOqsYHZu8-imlq2mxM_QdtZNRxcpwa7Pyi61R4WgOnmOcHVNxE52fNYsPVypgdO7Nomwi8ZOeiqZz5AZJuGvlgfzkj2H6C1bjjG8bNXugbhdzqlfKKaZChGO5c_qQd21TJTvux039o30n9haPDia4uRPsEyUFYXmJF0KS-w5/s948/BessieLove-Portrait1a.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Bessie Love" border="0" data-original-height="948" data-original-width="618" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI9EHcNtCbkVg3ZW7fkOqsYHZu8-imlq2mxM_QdtZNRxcpwa7Pyi61R4WgOnmOcHVNxE52fNYsPVypgdO7Nomwi8ZOeiqZz5AZJuGvlgfzkj2H6C1bjjG8bNXugbhdzqlfKKaZChGO5c_qQd21TJTvux039o30n9haPDia4uRPsEyUFYXmJF0KS-w5/w261-h400/BessieLove-Portrait1a.jpg" title="Bessie Love" width="261" /></a></div><br /></div><div style="text-align: center;">--</div><div><br /></div><div> In October of 1928, Bessie Love traveled to Seattle, WA. She was her way to what was rumored to be the most haunted lighthouse in the world on Devastation Point, but the night her train pulled into the Seattle station, a series of brutal murders began. Someone was stabbing and mutilate young, beautiful, and free-spirited women... someone who seemed to simply dissolve into the rain or mist after performing the hideous deed. The killer eventually claimed eight victims and became known as the Seattle Creeper.</div><div><br /></div><div>Love eventually tracked and defeated the killer, discovering that she was a librarian whose fiance had cheated on her with several women and then jilted her at the altar. The woman had a vast amount of arcane knowledge, which she used to acquire a trio of stealth-enhancing artifacts collectively known as the Mist Maiden's Kit, and then went on her murder spree. </div><div><br /></div><div>After defeating the murderous woman, Love added the artifacts to her collection. She would, on occasion, use the Mist Maiden's Kit during her investigations since its potential drawbacks were minor and more inconvenient than dangerous. </div><div><br /></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-UIEGO0An9UE/X3qo9x91dyI/AAAAAAAAYOI/miGnMmo9XmIMOKHHzaQQW6ip6asFrrBdACLcBGAsYHQ/s639/BessieLoveRainCoat2.jpg" style="margin-left: auto; margin-right: auto;"><img alt="Bessie Love, Flapper" border="0" data-original-height="639" data-original-width="360" height="640" src="https://1.bp.blogspot.com/-UIEGO0An9UE/X3qo9x91dyI/AAAAAAAAYOI/miGnMmo9XmIMOKHHzaQQW6ip6asFrrBdACLcBGAsYHQ/w360-h640/BessieLoveRainCoat2.jpg" title="Bessie Love" width="360" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i><span style="font-size: x-small;">Bessie Love wearing the Mist Maiden's Kit</span></i></td></tr></tbody></table><br /><div><b>d20 SYSTEM RULES</b></div><div>The rest of the text in this post is released under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a>, and it may be produced in accordance with those terms. </div><div><br /></div><div><b>The Mist Maiden's Kit</b></div><div>In 1924, a young couple, Carlton Jamieson and Lisa Svensen decided to become "rum-runners" and smuggle illegal liquor from Canada and across Lake Erie. The couple already ran an "underground railroad" that smuggled criminals and other people on the run across the Lake Erie from Cleveland and into Canada, so was a small thing for them to expand into a new and lucrative area.</div><div><br /></div><div>Carlton and Lisa were both from families who were long-time practitioners of sorcery and they used their arcane knowledge to facilitate their smuggling ventures, be they transporting humans or booze. Lisa had crafted a number of items that augmented stealth while Carlton enchanted their boat to travel more quickly and quietly across the waters. Although young, Lisa was already renowned for her ability to transform or conceal items or beings, and had earned the nickname "The Mist Maiden." (It was a small irony that Lisa was an expert at stealth magic, since she loved being fashionable and loved being the center of attention.)</div><div><br /></div><div>Sadly, the couple's magic was no protection when hardcore gangsters decided they wanted to take over their operation, and killed Carlton while sinking the boat. A heartbroken Lisa used her magical gifts to take revenge on those who murdered her beloved. She used the same magical tools that had once helped her avoid detection while smuggling to gain access to those who murdered Carlton and execute them.</div><div><br /></div><div>When the last man involved with the murder was dead, Lisa wished that she could be reunited with Carlton, and she dissolved into mist, leaving behind only the stealth-augmenting artifacts she was wearing--the Galoshes of Stealth, the Raincoat of Protection, and the Rainhat of Hiding. Each of the three items have a magical effect when worn, but their individual magical auras combine to provide the wearer with the ability to dissolve herself and all things worn or carried into vapor and then later reversing the process.</div><div><br /></div><div><i>The Galoshes of Stealth</i></div><div>This is a pair of tan rubber overshoes that can be fastened to protect the wearer's calves as well. (During the 1920s, it was fashionable for young women to leave their galoshes unfastened, with the tops either folded or flapping loose.)</div><div> The <i>Galoshes of Stealth</i> protects the wearer's feet (and lower legs, if properly fastened) from any liquid she might step in, up and including lava. Additionally, the wearer can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means. <br /></div><div><br /></div><div><i>The Raincoat of Protection</i></div><div>This is a black-trimmed, tan raincoat that's covered in a delicate, floral pattern that conceals the magical runes powering the item's enchantments. The pattern matches that on the <i>Rainhat of Hiding</i>.</div><div> The <i>Raincoat of Protection</i> grants the wearer a +2 to AC/DR, as well as a +4 bonus to saving throws made to resist effects and damage from element-based spells and abilities. Finally, once it is brought out of the rain, it is immediately dry and clean.</div><div><br /></div><div><i>The Rainhat of Hiding</i></div><div>This is a black-trimmed, tan rainhat that's covered in a delicate floral pattern that conceals the magical runes powering the items enchantments. The pattern matches that on the <i>Raincoat of Protection</i>.</div><div> The <i>Rainhat of Hiding</i> grants the wearer a +4 bonus to all Hide skill checks and a +4 bonus to Move Silently checks. The bonuses are lost if the wearer intentionally calls attention to him- or herself, such as making an attack, a loud noise, or waving around a flashlight or bright object. The bonuses can be restored if the character can duck out of view of watchers.</div><div> Like the <i>Raincoat of Protection</i>, this item is immediately dry and clean once it is brought out of the rain.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKD7GctcxZ69ld2sRwpfMoJkoqLeyX920AotQjbvMvITP3kgymfWSBp5GTZpc4M5_Dfz8DwuVTvabxP-f37hQe9yfTD36j7eZ55YPX3Zt8jo2sQB3kt-3Fqn-KGNh8BNRLFweY5Zn6UcM3wvj2VY2EkfkXW6vJ9_SsxE8k-hAthNrGG0KOXvfcIqS2/s454/mistcloud.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="237" data-original-width="454" height="209" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKD7GctcxZ69ld2sRwpfMoJkoqLeyX920AotQjbvMvITP3kgymfWSBp5GTZpc4M5_Dfz8DwuVTvabxP-f37hQe9yfTD36j7eZ55YPX3Zt8jo2sQB3kt-3Fqn-KGNh8BNRLFweY5Zn6UcM3wvj2VY2EkfkXW6vJ9_SsxE8k-hAthNrGG0KOXvfcIqS2/w400-h209/mistcloud.jpg" width="400" /></a></div><br /><br /></div><div><b>Combined Powers of the Maiden's Kit</b></div><div>When worn together, the three items give the wearer the ability to turn into a cloud of fine mist that is roughly the same shape and size as the character when wearing the Maiden's Kit. In order to transform, the wearer must take a full round action to will herself to assume a misty form, and make a successful Willpower saving throw (DC8). If the check fails, another attempt can be made the following round.</div><div> Once transformed into mist, the character gains the following benefits:</div><div> * Gains +20 bonus to all Hide checks when outside in the dark, and a +10 bonus if inside in the dark. If someone were to Is completely undetectable through normal means when in mist or fog.</div><div> * Can do anything a cloud of mists can do, such as flow through a crack under the door or a window. The character leaves a very faint trail of moisture.</div><div> * Can move across the surface of water at the same movement rate as if on solid, even ground. (The character cannot enter the water, however.)</div><div> * Immune to physical attacks, but also cannot make attacks or cast any spells, defensive or offensive.</div><div> * +4 bonus to all saving throws against effects and damage from magical and supernatural attacks.</div><div><br /></div><div>The transformation ends if the character loses consciousness, is subjected to an <i>anti-magic field, dispel magic </i>(at a 20th-level caster strength), or takes a full round action to will herself back into a solid state with a successful Willpower saving throw (DC12). If the Willpower roll fails, the character remains in her misty state for 1d12+2 hours before finally becoming solid again.</div><div><br /></div><div>--</div><div>For a complete index to all of Bessie Love's adventures that have been revealed here at Shades of Gray, <a href="https://moviesinbw.blogspot.com/p/the-secret-life-of-bessie-love.html" target="_blank">click here</a>.</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-65034434289012179242022-05-29T17:22:00.001-07:002022-05-29T17:22:33.904-07:00New Feat: Divide by ZeroHere's a feat for use with the <a href="https://nuelow.blogspot.com/2013/11/d20-supers-part-one.html" target="_blank">NUELOW Games superpowers d20 System rules</a>, or just for the hell of it in particularly crazy games. (Well, even when used as a superpower, it probably works best in particularly crazy games...)<br /><br />All text in this post is presented under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2022 Steve Miller.<div><br /><b>DIVIDE BY ZERO [Meta-Gaming, Minor Power]</b><br />Nothing is impossible. NOTHING!<br /><b> Prerequisite</b>: Lucky feat<br /><b> Benefit</b>: Whenever you fail a d20 roll (attack, saving throw, or skill check), you may reroll by announcing to the DM that you are doing so. <br /> <i> </i><b>Special</b>: There are two outcomes from invoking this feat.</div><div> If the re-roll is successful, treat it as a critical success (when appropriate). You gain a +1 bonus to all d20 rolls for the rest of the game session.<br /> If the re-roll fails, you (and possibly the other player characters) suffer one of the following random consequences. (DM's choice/creation or random selection by rolling 1d8 from the following table.)<br /> <b> 1.</b> Your character suffers a -1 penalty to all d20 rolls for the rest of the game session.</div><div> <b> 2. </b>Your character suffers a -2 penalty to all d20 rolls for the rest of the game session.</div><div><b> 3</b>. Your character's shadow disconnects from him or her. At the beginning of the next round, the shadow solidifies into a exact copy of the character, with the same attributes, hit points, skills, and combat abilities. All gear and equipment is copied as well. This shadow-being immediately attacks the character from which it sprang. It does not stop until it or the character is defeated (below 0 hit points), at which time it dissolves with a shriek of frustration and pain.<br /><b> 4</b>. Your character's shadow disconnects from you at the end of the encounter and become an independent creature. Until you manage to recover it, you will cast no shadow.<br /> <b> 5</b>. Your character no longer cast a shadow, nor does he or she have a reflection. This condition persists for 1d6+1 days.<br /><b> 6</b>. Your character's reflection in mirrors has a 50% chance of emerging from the mirror and attacking him or her if no one else is around. This mirror image of the character has the same attributes, hit points, skills, and combat abilities. All gear and equipment is copied as well. This being attacks the character until it or its target is defeated (reduced below 0 hit points). It then it explodes into hundreds of mirror fragments, with a dying shriek of frustration and pain, and inflicts 1d4+1 points of damage upon . This condition persists for 1d6+1 days.</div><div><b> 7.</b> All PCs and major NPCs present during when the failed re-roll was made, and who are alive at the end of the encounter, are subject to a -2 penalty to all d20 rolls until they unite to seek out the Monkey King at the center of Reality. All living characters must undertake this journey together, or none will be liberated from the curse by the Monkey King.</div><div><b> 8</b>. The character's physical form changes. Roll on this table to determine <a href="https://nuelow.blogspot.com/2017/09/random-sex-and-gender-generator-for-any.html" target="_blank">determine the character's new sex</a> and on this table to <a href="https://nuelow.blogspot.com/2016/02/d20-system-racial-templates.html" target="_blank">determine his or her new race</a>.</div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv7Dl9XtQwYYL1t88LLQQZpum1Eazsc8Wv20UB72hy_Nv_pJX-oapWHrq-bGxJG1TzWfSnCBT_GvqNN-ewbXUGMlQvhPNWMulRe4l-1_U2V0kHbcnXkTz_4Mw6SdmTBDzJrpu1PI_Y8rDqLW2KfQwdz0PT18UzpuZC93wns9T7Lg6H68dstqjgI5JIng/s799/Zero.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="650" data-original-width="799" height="325" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv7Dl9XtQwYYL1t88LLQQZpum1Eazsc8Wv20UB72hy_Nv_pJX-oapWHrq-bGxJG1TzWfSnCBT_GvqNN-ewbXUGMlQvhPNWMulRe4l-1_U2V0kHbcnXkTz_4Mw6SdmTBDzJrpu1PI_Y8rDqLW2KfQwdz0PT18UzpuZC93wns9T7Lg6H68dstqjgI5JIng/w400-h325/Zero.jpg" width="400" /></a></div><br /><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-49831455575487896662022-05-22T18:36:00.005-07:002022-06-23T19:10:35.296-07:00Spirit-Infused Coffee for the d20 System<br /><br /> An ad for "spirit-infused coffee" appeared in Steve Miller's Facebook feed. Although he KNEW what was meant by it--coffee augmented with the flavor of bourbon, tequila, or some other form of hard liquor--an idea for an adventure scenario popped into his head. Although the game mechanics included are for the d20 System, we believe that this idea is easily adaptable to any RPG.<div><br /></div><div>(And if the roastery that inspired this post comes along and recognizes the modified image of their product that we appropriated for this post--please don't us!)<br /><br /><br /><br /><div style="text-align: center;"><b>THE MYSTERY OF THE DEADLY COFFEE</b></div></div><div><div style="text-align: center;">An Adventure Idea by Steve Miller</div><div style="text-align: center;"><br /></div><b>THE BEGINNING</b><br />A sudden rash of violent murders against either random people, coworkers, or family members, is plaguing the city and slowly spreading across the nation. If the murderer is taken alive, he or she claims to have no memory of what happened. The only common thread is that Spirit-Infused Coffee (a medium-roast made from Arabica beans) has been found in the home or workplace of the killers. Standard analysis of the coffee shows no toxins or unexpected ingrediencies. Even if it is banned from stores, there's no way to stop the firm from offering it via mail order, and their legal team crush anyone who tries to interfer with the selling of the coffee. In fact, the claims that it might be driving people to murder becomes the motivating factor for TikTok Challenges.</div><div><br /><b>WHAT'S GOING ON?</b><br />The coffee is literally infused with spirits. Demons are summoned during the roasting process, and they are literally cooked into the beans, and those who drink the coffee are extremely likely to fall victim to demonic possession.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTVk4nCbh7f4P_ZYahT0d6PfoJXMcbYo6dskSJEHmFsXZjpgKcKYNlARt2Hg1va7AH24lIFVdUHGMTstpuMdpN_Udxz4G7J91Fxedzk5IRhXavZ8auTo1sBSwuNPScrlG5044B1Na1SIm5Sn4WNPBdqZhK7NBaNm1S3xlKWjHN1R_O0-vRfo080F4yOg/s347/Sirit_n.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="347" data-original-width="177" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTVk4nCbh7f4P_ZYahT0d6PfoJXMcbYo6dskSJEHmFsXZjpgKcKYNlARt2Hg1va7AH24lIFVdUHGMTstpuMdpN_Udxz4G7J91Fxedzk5IRhXavZ8auTo1sBSwuNPScrlG5044B1Na1SIm5Sn4WNPBdqZhK7NBaNm1S3xlKWjHN1R_O0-vRfo080F4yOg/w204-h400/Sirit_n.jpg" width="204" /></a></div><div><br /></div><div><b><i>EFFECTS OF DRINKING SPIRIT-INFUSED COFFEE</i></b><br />Roll 3d6 against the following table to determine what happens to those who drink the <i>Spirit-Infused Coffee</i>:<br /><b> 3.</b> Nothing but a pleasant caffeine jolt.<br /><b> 4-5.</b> Characters become overly horny and will be on a constant hunt for sexual partners. When advances are rebuffed, they must make successful Will saves (DC13) or attack the target of lust.<br /><b> 6-7.</b> Characters constantly desire food and drink, and it has to be high quality. When denied, or served bad food, the characters must make successful Will saves (DC13) or attempt to kill anyone who is perceived as standing in the way of a desired meal.<br /><b> 8-9</b>. Character must roll a Will save (DC13) whenever they are around cash or in shops. If the saving throw fails, they attempt to steal the money or some valuable item from the store. Anyone who tries to stop them is violently attacked.<br /><b> 10-11</b>. Characters stop going to work and instead just lounge about their homes all day, sleeping whenever possible. If the coffee is consumed at work, they must make successful Will saves (DC13) or immediately stop work and just be lazy. Anyone who tries to get them to stop sitting around is violently attacked. <br /><b> 12-13</b>. Once per hour characters must roll WIll saves (DC13) or be filled with homicidal rage against the nearest, most obvious target. (If it's someone or something in some sort of media, the characters must seek that person or place out). The rage lasts until the target is eliminated, and will grow to encompass anyone perceived as being between the characters and their ultmate target.<br /><b> 14-15</b>. Characters who see someone displaying obvious wealth, someone who is physically attractive, or who may simply just be enjoying a good time with friends, must roll Will saves (DC13) or violently attack that person. They will also attempt to steal whatever valuables the target is carrying. (This could be mugging, or a mass-killing, depending on the situation.)<br /><b> 16-17</b>. Characters become extremely self-satisfied and filled with pride over everthing they they do. They will constantly brag about themselves and demand recognition and praise. They must roll successful Will saves (DC13) if anyone denies their greatness, or violently attack the offender.<br /><b> 18</b>. Nothing but a pleasant caffeine jolt.</div><div><br />The evil spirit that has been infused into the coffee drinker remains in his or her body for six days, or until a Will save is failed. During that time, the coffee drinker cannot be possessed by other demons, no matter how much of the spirit-infused coffee they might drink. The coffee drinker will have only the haziest of recollections of the time he or she was possessed, and will remember nothing once he or she turns violent.</div><div><br /><b>ENDING THE THREAT</b><br />It will be up to the PCs to discover the true nature of Spirit-Infused Coffee and stop the spread of evil! They will have to get into the roastery and destroy the ritual site, and kill the demonologist behind the scheme. If their IDs are discovered during this process, they will find themselves hounded by the law firm (who are literally devils' advocates), even if they avoid any consequences from the authorities.</div><div><br /></div><div>--</div><div>All text in this post is released under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and may be reproduced in accordance with its terms. Copyright Steve Miller 2022</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-87957523970654249972022-02-28T19:35:00.005-08:002022-03-01T19:53:57.548-08:00Coming Soon: 'The Original Peacemaker'!<div>We're finalizing a new release that's been on-again, off-again since 2017 or so. (While this can be said of most of our planned releases lately, this one has been more-so than some of others.)</div><div><br /></div><div>Given that there's a TV series currently headling the Peacemaker, we figure the time is now or never to time to bring out<i> THE ORIGINAL PEACEMAKER</i>! It will collect half-a-dozen early Peacemaker tales by the character's creators, Joe Gill, Pat Boyette, and Dick Giordano and feature new d20 System content. We hope this first release will be the first of two volumes.</div><div><br /></div><div>By way of a preview, here's draft material of some of the d20 System content that will be in the book first book. The art with this post is an unfinished draft of the cover for the projected second volume in the series, as well as panels from the comics, taken from raw scans. (As per usual, they'll be cleaned up a bit and in black-and-white in the actual book.)</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg6v5kvII7FULISHDi2saPpcnQG2uscOcY-UjWtqlKTf9MJ40xG2Xy6AuBQ2ShZLzDcd93FuS_2H-OZIPbtLqCtH0LwE9196B7LJMW0Dc88435j_egCZ9WEbXoYWttmuvH_SzznWCtTnbflZ3CxNf6VFIf4t1asefxPlTQRcJNHTkJ2HjTUpQDc30Gcwg=s1273" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1273" data-original-width="895" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEg6v5kvII7FULISHDi2saPpcnQG2uscOcY-UjWtqlKTf9MJ40xG2Xy6AuBQ2ShZLzDcd93FuS_2H-OZIPbtLqCtH0LwE9196B7LJMW0Dc88435j_egCZ9WEbXoYWttmuvH_SzznWCtTnbflZ3CxNf6VFIf4t1asefxPlTQRcJNHTkJ2HjTUpQDc30Gcwg=w450-h640" width="450" /></a></div><br /> </div><b><i>NEW EQUIPMENT</i></b><div>Here are d20 System rules for some of the more unique items in the Peacemaker's armory, . All are the product of Christopher Smith's singular genius, and he will only share them with his most trusted allies.</div><div><br /><div><b>BRAINWAVE AUGMENTATION HELMET</b></div><div>During his brief association with NASA, Christopher Smith had the opportunity to study some alien technology that had been recovered on the Moon. The device, which looked like a chair, allowed a person sitting in cause it to rise into the air and slowly float in whatever direction the user wished. the person in the chair could also cause small items to float in the air and even bring them to him or her, or cause them to float toward targets. </div><div> Smith managed to reverse engineer and miniaturize the portion of the alien device augmented human brainwaves to grant limited telekinetic and telepathic powers. He encased his invention in the helmet he wears as the Peacemaker. </div><div> Although the helmet appears solid, it can be collapsed into an almost flat state (just three inches in depth) and can easily be concealed in a briefcase, for example.</div><div> <b> Using the Brainwave Augmentation Helmet</b>: When wearing the Brainwave Augmentation Helmet, the user can make a Willpower saving throw to either use telepathy to project thoughts to a single target within line-of-sight, use telekinesis to manipulate small objects, or fire the laser built into the front of the helmet.</div><div> When a would-be user puts on the helmet for the first time, he or she feels like someone just crushed his or her head with a rock. The character must roll a Fortitude saving throw (DC12) or become unconscious. If the character wears the helmet for three full rounds (with a successful DC12 Fortitude save required each round), the pain stops as immediately as it began, and he or she is now attuned to the helmet and may wear it without difficulty going forward. If he or she became unconscious or removed the helmet, the process must be repeated. </div><div> <b>Projecting Thoughts</b>: The character wearing the Brainwave Augmentation Helmet must specify the target to whom thoughts are to be sent. As a full round action, upon making a successful Willpower saving throw, the character may then transmit a statement, question, or command to the target. The target hears the character's voice in his or her head, in the target's native language. The difficulty of the Willpower saving throw is DC4, with +2 added for each word sent, and +2 added for every 20 feet of distance between the sender and the target. The player must specify the message before the roll is made, and if the saving throw fails, the target does not hear the thoughts. </div><div> The user of the helmet can try to send messages to a target as many times as he or she wishes, with a new Willpower save required for each attempt. The target does not typically receive a saving throw to resist, but if he or she is aware of what's happening and does not want to give the user access to their head, the target's Wisdom bonus is added to the user's Willpower DC.</div><div> <b>Manipulating Small Objects</b>: As standard action, the user of the helmet can flip switches, pull triggers, turn handles, or do any other manipulation of small objects within his or her line of sight. He or she can also lift small objects and cause them to float slowly in the air in whatever direction he or she wills, so long as he or she concentrates on the object.</div><div> To use the telekinetic powers granted by the Brainwave Augmentation Helmet, the wearer must specify an object and an action. Then, he or she must roll a Willpower saving throw (base DC2, with +2 added for every 5 feet of distance between the user and the object, as well as an additional +2 for every 5 pounds of weight).</div><div> <b>Firing the Helmet Laser</b>: As a free action, the user must aim the laser by looking at the target and then fire it by making a successful Willpower saving throw (base DC0). The user must then take a standard attack action and roll a ranged attack to see if he or she successfully hits the intended target. </div><div> The wearer can choose to just fire individual shots or cause sustained damage. The laser has a range increment of 10 feet, and it deals 3d6 points of damage (energy/piercing/heat) per shot, or 3d6+6 damage (energy/piercing/heat) per round if the damage is sustained. It also causes metal s The user can take no other actions while inflicting sustained damage with the helmet laser, and if he or she suffers damage or otherwise is subjected to a condition that can cause distraction, he or she must make a successful Concentration skill check (DC12+damage suffered) or the laser stops working. The character can attempt to reinitialize it the following round.</div><div> To use the helmet laser to maximum efficiency, a character must possess the Exotic Weapon (Helmet Laser) feat. Otherwise, he or she suffers a -4 penalty to the ranged attack roll.</div><div><br /></div><div><br /></div><div><br /></div><b>JETPACK</b><br />Peacemaker's jetpack is a marvel of miniaturization, and, is once again one of Christopher's unique inventions. It consists of a small backpack and fuel cells capable of producing powered flight for up to 6 hours. A character equipped with a jetpack can hover in place and fly at a maximum speed of 80 feet per round (good maneuverability). The speed is reduced to 40 feet if the user is Encumbered (such as if carrying another person or some heavy object).</div><div> With the flick of a switch, the jetpack can be reset to propel the Peacemaker under water at speeds up on 40 feet per round.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgr07098E7e16i0WUP6QSaomB1ZfY4WwYqzQcKhRQoNnItVdSQqM0mQIvciSVfSFqhVeEgK9LjyA2LqEjmOv0iziJ4xbNs29CAJq3RiSyc2d0Px122SICFsAB8-q_nXhUmtfQBbg867IrOvvSAbB4hKuBZcUtWzeIeJd_WfBXsUkjhJRLDdlbL_oqDFFA=s927" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="459" data-original-width="927" height="198" src="https://blogger.googleusercontent.com/img/a/AVvXsEgr07098E7e16i0WUP6QSaomB1ZfY4WwYqzQcKhRQoNnItVdSQqM0mQIvciSVfSFqhVeEgK9LjyA2LqEjmOv0iziJ4xbNs29CAJq3RiSyc2d0Px122SICFsAB8-q_nXhUmtfQBbg867IrOvvSAbB4hKuBZcUtWzeIeJd_WfBXsUkjhJRLDdlbL_oqDFFA=w400-h198" width="400" /></a></div><br /> <div><b>PLIABLE BODY ARMOR</b></div><div>The Peacemaker's helmet and uniform are made from an ultralight, absorbent material invented by Christopher Smith. It feels like cotton when worn, but provides protection from normal bullets fired by handheld firearms, as well as limited protection from explosives and other damage from kinetic energy sources.</div><div> The Pliable Body Armor does not increase a character's Defense Rating, but instead reduces damage from projectiles, explosions, and falls by 3 and converts additional damage (up 20 points) to non-lethal damage. </div><div> The Pliable Body Armor may be worn under regular clothing or even other types of armor. It is not breathable, however, so characters who wear it for extended periods in extreme temperature conditions will have to make Constitution attribute checks (DC11, with the difficulty increasing by +1 for each check). The character becomes Fatigued after the first failed check, and Exhausted after the second. The character becomes Unconscious after the third failed check.</div><div><br /></div><div><br /></div><div><b>STUN PELLETS</b></div><div>Identical in shape and size to regular bullets, and compatible with firearms of the appropriate caliber, these turn lethal weapons into non-lethal ones. This special ammunition is the creation of Christopher Smith, and he typically carries at least one firearm or magazine loaded with this type of round so he may disable rather than kill his opponents.</div><div> When a living target is struck by a stun pellet, he or she suffers 1 point of damage, plus an amount of non-lethal damage equal to whatever the standard lethal damage would be (subject to Damage Reduction, if any). If the damage reduced the character to 0 hit points or less, he or she becomes Unconscious. Otherwise, the struck character can take no actions for the rest of the round, other than to fall prone to the ground.</div><div><br /></div><div><br /><br /><b><i> NEW FEATS</i></b></div><div>The following feats can be added to the Charismatic Hero and Smart Hero bonus feats lists if they are included in a campaign.</div><div><br /></div><div><b>EXOTIC WEAPON PROFICIENCY: HELMET LASER [General]</b></div><div>You have mastered the thought-controlled laser in the Peacemaker helmet.</div><div> Prerequisite: Base Attack Bonus +1</div><div> Benefit: You make ranged attack rolls with the helmet laser normally.</div><div> Normal: Attacks with the helmet laser are made with a -4 penalty.</div><div> <br /><b>MILITANT PACIFIST [General]</b><br />You don't start fights, but you sure will try to finish them.<br /><i> </i><b>Prerequisites</b>: Charisma 14, Negotiator feat, Diplomacy 4 ranks<br /> <b>Benefit</b>: When you declare you wish to use this feat, you automatically give up initiative for the encounter, except for the following actions: </div><div> You must reveal yourself to potential foes, confronting them openly and free of any cover. While facing them head on like this, you must offer your foes a chance to resolve the conflict peacefully. If they choose to not take you up on the offer, you gain a +4 bonus to hit and damage rolls, and a +2 bonus to DR/AC for the duration of the encounter.. </div><div> The GM may call for a Bluff or Diplomacy skill check to see if your effort to convince the enemy to resolve matters peacefully is successful or not. If any of your allies attack the enemy while you are trying to take to them, you automatically fail, and still lose initiative.<br /> This feat can only be used against creatures with Intelligence of 4 or better.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhfAj7hofiXIBF42qUvJOsuQYCCNl0B5KjZVdsU4Nf0oQX9tbQIpnWfjEH2NBVdvjqGjk0tATv4LazuizuIIe9xRxxmkF4-VEPTacg38cafg_2kwzVdb-HzV2HDjXauQA7ac4TRMX0XoEfbvFjewUf_alQqnYZrMZo-vj95HxVbaItFEJJXUfb6k3oY6w=s1233" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1233" data-original-width="945" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEhfAj7hofiXIBF42qUvJOsuQYCCNl0B5KjZVdsU4Nf0oQX9tbQIpnWfjEH2NBVdvjqGjk0tATv4LazuizuIIe9xRxxmkF4-VEPTacg38cafg_2kwzVdb-HzV2HDjXauQA7ac4TRMX0XoEfbvFjewUf_alQqnYZrMZo-vj95HxVbaItFEJJXUfb6k3oY6w=w490-h640" width="490" /></a></div><br /><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-19737501433049122082021-11-02T12:52:00.007-07:002021-11-02T13:25:30.609-07:00The Truth?! Can you handle The Truth?!Here's a feat for the characters who know the truth is out there, and who can find it in the most unusual places by connecting dots and finding patterns that no one else can connect or see! (The material is released under <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and may be reproduced accordingly... if They will allow it. Copyright 2021 Steve Miller.)<div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-lq1Z8AIkt2o/YYGVlDtuKSI/AAAAAAAAa9c/GTSWxFfbWxs5WZFMEpc_HGLta_bYRiGPwCLcBGAsYHQ/s2048/Conspiracy.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1509" data-original-width="2048" height="295" src="https://1.bp.blogspot.com/-lq1Z8AIkt2o/YYGVlDtuKSI/AAAAAAAAa9c/GTSWxFfbWxs5WZFMEpc_HGLta_bYRiGPwCLcBGAsYHQ/w400-h295/Conspiracy.jpg" width="400" /></a></div><br /> <div><b>CONSPIRACY THEORIST [General]</b><br />Just because they're not out to get you, doesn't mean they want to keep you from revealing the Truth!</div><div> <b>Benefit</b>: Gain +2 bonus to all Bluff skill checks and Gather Information skill checks. The bonus increases to +6 on Bluff checks made when explaining why your conspiracy theories are true... because you Want To Believe.<br /> <b>Special</b>: Suffer a -2 penalty to all Sense Motive skill checks. The penalty increases to -6 when you're dealing with another character that also possesses the Conspiracy Theory feat.</div></div><div><br /></div><div>And <a href="https://nuelow.blogspot.com/2019/10/tin-foil-hats-and-more-for-d20-system.html" target="_blank">click here for a related post with items that no well-equipped truth-seeker should be without</a>.</div><div><br /></div><div>Also, while we're providing links, here's an evil for the conspiracy-busting PCs to investigate and stop: <a href="https://nuelow.blogspot.com/2018/11/who-wants-to-kill-american-vegans.html" target="_blank">THE VEGAN DEATH CONSPIRACY</a>!</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd50SJQA1yev903Td1jFRn8x-2nVOeD0WHcT_7XyTXigFBtB2aL0XrjEOalS3aWw9ScKDTWa18jLudr6zMD6lwQMD7exIt3OUMKgKuNKoN28POm82wMjzjQIpKv1mpr0_DCQ1gAKRfKX0/s960/johnson.image_.1_1.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="433" data-original-width="960" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd50SJQA1yev903Td1jFRn8x-2nVOeD0WHcT_7XyTXigFBtB2aL0XrjEOalS3aWw9ScKDTWa18jLudr6zMD6lwQMD7exIt3OUMKgKuNKoN28POm82wMjzjQIpKv1mpr0_DCQ1gAKRfKX0/w400-h180/johnson.image_.1_1.jpeg" width="400" /></a></div><br /><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-79412116986776136492021-10-31T12:23:00.010-07:002021-10-31T16:27:29.125-07:00Who's at the door this Halloween?Bring Halloween to your adventures set in modern times with these random tables!<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-591YJBS3GqU/YX7sfz53bDI/AAAAAAAAa7U/nzgxqIcWHs0vVwXtuWvcaV7NYJhbtH5xgCLcBGAsYHQ/s1600/lasthalloween.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="225" src="https://1.bp.blogspot.com/-591YJBS3GqU/YX7sfz53bDI/AAAAAAAAa7U/nzgxqIcWHs0vVwXtuWvcaV7NYJhbtH5xgCLcBGAsYHQ/w400-h225/lasthalloween.jpg" width="400" /></a></div><div><br /></div><div><b>WHO'S AT THE DOOR THIS HALLOWEEN?</b></div><div>If the player characters are at home on Halloween, either chilling or having a party, roll on DO TRICK-OR-TREATERS SHOW UP? twice per game hour between 5pm and Midnight.</div><div><b><br /></b></div><div>DO TRICK-OR-TREATERS SHOW UP? (roll 1d12)</div><div>1-2. Yes. Roll on the table below to see who.</div><div>3-4. Yes. Roll twice on the table below, as there are two groups, one behind the other.</div><div>5-6. Yes. Roll on the table below to see who. Roll again in 5 minutes.</div><div>7-8. Yes. Roll on the table below to see who.</div><div>9-12. No. But that means more candy for you tomorrow!</div><div><b><br /></b></div><div>WHO ARE THOSE TRICK-OR-TREATERS AT THE DOOR? (roll 1d12)<br />1. 1d12+1 little kids in costumes wanting candy!</div><div>2. 1-12+1 kobolds in costumes wanting candy!</div><div>3. 1d12+1 zombies sent by an enemy of the PCs, with signs around their necks reading "Happy Halloween"!<br />4. A vampire wanting blood!<br />5. A werewolf wanting flesh!<br />6. A demon wanting souls!<br />7. Death, here to collect one of the PCs (but will be happy with a couple full-sized Snickers bars)!<br />8. 1d12+2 robot assassins sent from the future!<br />9. 1d12+2 risen corpses of enemies (or grunts of enemies) the party have killed who have come seeking revenge.<br />10. 1d12+2 teenagers (not in costume) wanting candy!<br />11. 1d12+1 teenagers (in costume) wanting candy!</div><div>12. 1d12+12 little kids on costumes wanting candy!</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Rr_FfSyrTrU/YX7zAksKxzI/AAAAAAAAa7o/eHBtvKNpQawkqAKmBtt1becAK5pvlWXQwCLcBGAsYHQ/s1173/BewitchedHalloween.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="1173" height="272" src="https://1.bp.blogspot.com/-Rr_FfSyrTrU/YX7zAksKxzI/AAAAAAAAa7o/eHBtvKNpQawkqAKmBtt1becAK5pvlWXQwCLcBGAsYHQ/w400-h272/BewitchedHalloween.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-1141838298518055292021-10-24T22:01:00.003-07:002021-10-24T23:08:20.432-07:00The Hushpuppies: Magical Shoes of Death for the d20 System!The <i>Hushpuppies</i> are a pair of magical shoes of unknown origin. They seem harmless enough, but they are actually deadly weapons that are known to have been used to assassinate three heads-of-state, nine crime bosses, and five accordion players since their first known use in 1959.<div><br /><a href="https://www.blogger.com/#"><img border="0" height="319" src="https://1.bp.blogspot.com/-5BQZava0FZ4/Xs7DyLRXRPI/AAAAAAAAWhc/FjTS7OGaR7UUV17AToiynv1vyjPc0nxtwCK4BGAsYHg/w400-h319/HushPuppies.jpg" width="400" /></a><br /><br /><br /><div><b>The Hushpuppies</b><br />These magical, light brown and black soled Hush Puppy shoes radiate faint Transmutation magic. They resize themselves to the feet of any adult humanoid who wishes to wear them. </div><div><br /></div><div>After being worn for 48 hours straight and then removed, the <i>Hushpuppies</i> transforms into a pair of hellhounds that breathe poisonous gas. (For each additional 12 hours they are worn before removal, the gas becomes more deadly.)</div><div><br /></div><div>The hellhounds have standard statistics, aside their gaseous breath weapons. Each hound can breath once per round, expelling a highly noxious cone of gas with a range of 10 feet that deals 2d6+2 points of damage; 1d6 is added to the damage roll for each additional 12 hours the soes are worn. Characters exposed to gas may roll Fortitude saving throws (DC13) to suffer only half damage. The hellhounds will attack and attempt to kill anyone who is within a 30-ft radius of where they appeared, when they appeared. Unless commanded to pursue a possible victim, they will ignore anyone who moves beyond the 30-foot radius before they attack him or her.</div><div><br /></div><div>The person who wore the shoes is immune to the poisonous gas, but must roll a Will save (DC15) on the round he kicks off the shoes and they transform. If the save is successful, the wearer may command the hellhounds for ten minutes. If the saving thrown is unsuccessful, the wearer will eventually come under attack. If the hellhounds are still alive at the end of that time, they vanish in puffs of odoriferous smoke. A Hush Puppy shoe remains where a hellhound once stood.</div><br />(The text in this post is released under the Open Game License and may be reproduced in accordance with it. Click here for details. Copyright 2021 Steve Miller)</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-89214430054211374022021-10-21T14:05:00.003-07:002021-10-21T14:05:48.927-07:00The Boxes of Doom<div>"The Boxes of Doom" is a series of random tables intended to spark the imagination of GMs to create an adventure of mystery, magic, and horror. The GM should roll 1d6 against the tables below to generate key elements of an adventure, and then use their imaginations to flesh out the resulting storyline. The tables contain references to certain characters and concepts that have been featured in NUELOW Games products or on this blog, such as <a href="https://nuelow.blogspot.com/search/label/Sorceress%20of%20Zoom" target="_blank">the Sorceress of Zoom</a>, <a href="https://nuelow.blogspot.com/2020/02/amazons-artifacts-for-d20-system.html" target="_blank">the Amazons</a>, and <a href="https://www.drivethrurpg.com/product/195763/Secrets-of-the-Witchkind" target="_blank">the Witchkind</a>.</div><div><br /></div><div>The idea for this was suggested by a horror short film by Alex Magana, "Do Not Open", <a href="https://terrortitans.blogspot.com/2021/10/31-nights-of-halloween-do-not-open.html" target="_blank">which you can watch here</a>. I think you'll find it to be time very well-spent.</div><div><br /></div><div>What RPG rules mentioned in the post are nominally d20 System, but the post is mostly rules-free and full of ideas.</div><div><br /></div><div><b>THE SET-UP</b></div><div>People are vanishing all across the city, and the authorities are stumped. The only common denominator between the disappearances is that the vanished individuals shared certain superficial traits and that scraps of cardboard boxes were found where they were last seen. This is being written off as a coincidence by most in law enforcement, but conspiracy theorists and online armchair detectives are seizing on that.</div><div><br /></div><div>The truth is that the cardboard scraps are indeed the clue--the boxes are means by which a sinister attacker is causing victims to disappear.</div><div><br /></div><div><b>THE BOXES</b></div><div>These mysterious cardboard boxes are being left on doorsteps. If one of the boxes isn't opened within five minutes of its being found, the person who first discovered it or brought it into a home or office must roll a Will save (DC15) or feel a compulsion to open the box; anyone else who enters the room with the box must roll a Will save (DC12) or feel a similar compulsion. When the box is opened, everyone within the room (or 30 feet, if the box is still outside) are drawn into another existence. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Sfdmesi7oMA/YWbUKJ_BsXI/AAAAAAAAayU/QqeMu4zGvFQfCDY9p60RJdpqKk0xmqneACPcBGAsYHg/s1590/DontOpen2.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Samantha Cruz in "Do Not Open"" border="0" data-original-height="1041" data-original-width="1590" height="263" src="https://1.bp.blogspot.com/-Sfdmesi7oMA/YWbUKJ_BsXI/AAAAAAAAayU/QqeMu4zGvFQfCDY9p60RJdpqKk0xmqneACPcBGAsYHg/w400-h263/DontOpen2.jpg" title="Samantha Cruz" width="400" /></a></div><div><br /></div><div>Can the victims be saved? Who is behind this evil scheme? Roll on the following tables to determine the details around which you can build an RPG adventure!</div><div><br /></div><b>WHO IS BEING TARGETED? (Roll 1d6)</b><div>1. Young Women</div><div>2. Epidemiologists</div><div>3. Astrologers and Mystics</div><div>4. Politicians and Their Families</div><div>5. Journalists and Their Families</div><div>6. The Player Characters and Their Friends and Loved Ones</div><div><br /></div><div><b>WHY ARE THEY BEING TARGETED? </b><b>(Roll 1d6)</b></div><div>1. Revenge for past slights, real or imagined.</div><div>2. Their skills (or just their bodies) are demanded by the Sorceress of Zoom</div><div>3. Their bodies are needed to serve as vessels for demonic spirits.</div><div>4. They are prophesized to save the Enchanted Realm.</div><div>5. As #4, but only 1d6 of the victims are the actual prophesized ones. No one knows for sure. </div><div>6. As #4, but they are prophesized to destroy the Enchanted Realm as servants of the Sorceress of Zoom.</div><div><br /></div><div><b>WHERE ARE THE VICTIMS BEING TRANSPORTED TO? </b><b>(Roll 1d6)</b></div><div>1. A barren hellscape where they die from exposure 1d2 days after they vanish.</div><div>2. Prison cells in the Flying City of Zoom.</div><div>3. Into cages in an abandoned factory.</div><div>4. Into cells in a dank torture dungeon.</div><div>5. Into a richly appointed series of chambers in a castle in the Enchanted Realm.</div><div>6. An extra-dimension city inhabited by the Witchkind and Amazons--and they are as surprised to see the victims as the victims are to be there.</div><div><br /></div><div><b>WHO IS TARGETING THEM? </b><b>(Roll 1d6)</b></div><div>1. A would-be lover of the Sorceress of Zoom who is trying to impress her.</div><div>2. Someone they wronged--or who believes they wronged him or her.</div><div>3. A cultist hoping to curry favor with the demonic entity he or she worships.</div><div>4. A delivery driver who is hoping to unlock secret demonic powers.</div><div>5. An extra-dimensional sexual pervert looking for new and unusual victims.</div><div>6. The Master of the Enchanted Realm.</div><div><br /></div><div><b>WHAT POWERS THE MAGIC OF THE BOX? </b><b>(Roll 1d6)</b></div><div>1. Secret enchantments known only to a reclusive demonlord.</div><div>2. The boxes include matter from a cursed tree. 13 of them exist.</div><div>3. Each box houses a demonic spirit that is released into the world when the victim is transported.</div><div>4. Tiny dimensional imps native to the City of Zoom that have been enslaved; they are released when the box is activated and the victims are teleported.</div><div>5. A spell that is cast on each box that the creator obtained either through theft or as a gift from the Sorceress of Zoom. Each time the creator enchants a box, he or she becomes closer to ending up wherre the victims are being transported to. The creator can use the spell a maximum of 2d6+6 times. He or she is not aware of this limit.</div><div>6. Innate magical abilities of the person creating the box, brought out by intense hatred toward the victims. Unknown to anyone but the Master of the Enchanted Realm, the creator of the boxes is part dragon.</div><div><br /></div><div><b>HOW CAN THE VICTIMS BE SAVED? </b><b>(Roll 1d6)</b></div><div>1. The Player Characters must be transported by the boxes. They will then have to free the victims and find their way to a gate back to their world (assuming the victims are even transported to another realm).</div><div>2. The Sorceress of Zoom knows how to recover the victims. She will do so, and restore them all to life and into the Player Characters' care, so long as they catch and deliver the creator of the boxes to her.</div><div>3. The Player Characters must journey to the Enchanted Realm and secure the help of its Sorcerer Supreme.</div><div>4. The Player Characters must find the creator of the boxes and force him or her to reverse the magic.</div><div>5. As #4, except the creator of the boxes doesn't know how to reverse the magic. The Player Characters must either reverse engineer the spells themselves, or seek the help of another expert in magic. Roll on WHO IS TARGETING THEM? to see who the characters need to seek out.</div><div>6. There is no way to save the victims; the Player Characters can only avenge them and prevent others from becoming victims.</div><div><br /></div><div> </div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-77249031323120189442021-10-02T01:11:00.002-07:002021-10-02T01:11:24.244-07:00Doppelganger Eggs<div>This material was inspired by Dylan Clark's horror short film "Hatched" (2021). You can <a href="https://terrortitans.blogspot.com/2021/10/31-nights-of-halloween-hatched.html">watch it at the <i>Terror Titans</i> blog by clicking here</a>. (Ideally, you came here from that post, as even the title of this one may be a little bit of a spoiler.)</div><div> The game mechanics attached are for the OGL Modern variation of the d20 System, but it should be easily adaptable to most other RPGs that are out there.</div><div><br /></div><div><b>DOPPLEGANGER EGGS</b></div><i><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW13Ae6DMGRaq0VbAsPrjBCeGQMziV1PuBCDOSilsW49frPVm1AvraaZb8pc8MfXgBtEQoHryVExOQb8XryYy1fG5ovYmF5iMm6I83Pcm4W-uEbw7HYhZIGzKmML1UXABnDQAl5QGoHkw/s385/Doppelganger2.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="385" data-original-width="186" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW13Ae6DMGRaq0VbAsPrjBCeGQMziV1PuBCDOSilsW49frPVm1AvraaZb8pc8MfXgBtEQoHryVExOQb8XryYy1fG5ovYmF5iMm6I83Pcm4W-uEbw7HYhZIGzKmML1UXABnDQAl5QGoHkw/s320/Doppelganger2.jpg" width="155" /></a></div>Doppelganger Eggs</i> are one-shot magic items that were developed in ancient times by Atlantean Biomancers, and the art of creating them is now only known to the secretive Witchkind and a tribe of equally secretive doppelgangers (creatures capable of assuming the form of any humanoid creature they kill, as well as absorbing their most ingrained personality traits and skills) who work with them. By performing a complex ritual, a doppelganger is put into the egg. When the egg is cracked or hatches when the magic wears off, the doppelganger swiftly returns to his original size. It can then infiltrate the household into which the egg was smuggled (usually among other food items).<div> The Atlanteans would use the eggs to unleash assassins and infiltrators on unsuspecting enemies, and that is how they are used in modern-times as well. </div><div><br /></div><div><b>Creating <i>Doppelganger Eggs</i></b></div><div><i>Doppelganger Eggs</i> are created using any eggs laid by a non-magical bird or reptile and a willing doppelganger. Two beings with knowledge of how to create <i>Doppelganger Eggs</i> and the ability to cast 5th-level spells and knowledge of the Transmutation and Necromantic magic schools must work together to create the Doppelganger Egg. Usually, the two spellcasters and the Doppelganger are long-time associates, if not actually friends, so all those involved trust each other to do the best possible job and to take care of each other if a client/customer tries to betray them or welch on a deal.<div> The ritual must be performed in a specially constructed location with a permanent enchantment area used exclusively for the creation of <i>Doppelganger Eggs</i> and a small number of related magic items. Over the course of three hours of intensive spellcraft, a doppelganger and an egg are merge. By the end of the process, the egg is undetectable from similar eggs, except that it radiates a faint aura of necromantic magic if such is detected for. Up to four <i>Doppelganger Eggs</i> can be created at one time, and the ritual is prolonged by one hour for each <i>Egg</i> in addition to the first one. The makers of the Eggs can perform their ritual once per day, as it drains them to the point where they must have a full night rest before they can cast magic or perform rituals again.</div><div> Doppelgangers that work with the Witchkind conform to the standard statistics in the rule book.</div><div><br /></div><div><b>Acquiring <i>Doppelganger Eggs</i></b></div><div>To acquire one or or more Doppelganger Egg, a character must first gain the trust of the Witchkind, and then they must be able to locate a very secretive group of artificers in their society since what they do is not exactly looked upon kindly by any authorities.</div><div> Each Doppelganger is made to order. Upon making contact, those interested in gaining one or more Egg must provide a general description of what they want to achieve with the Egg, so the Doppelganger knows who to kill and/or replace and what to do once that has been done. A mission can be a straight-forward assassination or it can be a long-term infiltration. For a relatively simple mission, the cost to acquire an Egg requires a DC18 Wealth check (with the check increasing in difficulty by +4 for each additional Egg being ordered) with the base Wealth check being perhaps as high as DC28 for a complicated, long-term intelligence gathering mission). The price can be raised or lowered if the purchaser wants to impose specific restrictions or demands upon the Doppelgangers that aren't directly related to the mission at had (such as demanding that the location and/or assumed identity must be vacated as soon as the mission is complete). The price also increases if the purchaser wants the Witchkind and the Dopplegangers to handle the placement of the Eggs.</div><div><br /></div><div><b>Using <i>Doppelganger Eggs</i></b></div><div>Doppelganger Eggs are usually placed among innocent groceries that are brought into a household or other place where a target lives. As soon as the Egg is cracked or 48 hours pass (the duration of the magic), the Doppelganger bursts forth and swiftly returns to its full size. Any characters who witness this even must roll successful Wisdom checks (DC14) or be so startled that they will not be able to take action that round the Doppelganger appears, and the Doppelganger automatically gains initiative the following round. </div><div> The Doppelganger suffers a -2 penalty to all skill checks, saving throws, and attack rolls for the first six rounds after emerging from the Egg, due to the physical and mental shock of recovery. As such, it will initially try to retreat if it isn't catching potential victims completely unaware.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-vuWpFhgWiVU/YVgTCrbxlRI/AAAAAAAAat0/N1onvM3ewn89ejaiF4Rjp7jVjIfWlyCDQCLcBGAsYHQ/s612/DOPPLEGANGER.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="408" data-original-width="612" height="266" src="https://1.bp.blogspot.com/-vuWpFhgWiVU/YVgTCrbxlRI/AAAAAAAAat0/N1onvM3ewn89ejaiF4Rjp7jVjIfWlyCDQCLcBGAsYHQ/w400-h266/DOPPLEGANGER.jpg" width="400" /></a></div><br /><div><br /></div></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-33474508012534546232021-10-01T02:02:00.011-07:002021-10-01T12:35:36.236-07:00What happens if you say 'Bloody Mary' three times? The urban legend is that if you say Bloody Mary by candlelight in front of a mirror three times, she appears. But what happens when she does? Use the random tables below to find out, if the PCs in your game decide they want to tempt Fate during the Halloween Season. (The table can either be used every time it's done, or used to decide a constant result.)<div><br /></div><div>We've tried to make this as general a game supplement as possible. GMs will have to interpret what's here in the context of whatever RPG system they will be using this content in.</div><div><br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ae0ZB4GeWOk/YVaVtFcS_ZI/AAAAAAAAasw/J4J0yiyQYwE-fl4amajsG0edavXmUdIKQCPcBGAsYHg/s1467/BloodyMary1.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Katy" border="0" data-original-height="1027" data-original-width="1467" height="280" src="https://1.bp.blogspot.com/-ae0ZB4GeWOk/YVaVtFcS_ZI/AAAAAAAAasw/J4J0yiyQYwE-fl4amajsG0edavXmUdIKQCPcBGAsYHg/w400-h280/BloodyMary1.jpg" width="400" /></a></div><div><div><br /></div><div><b>WHAT HAPPENS WHEN YOU SAY "BLOODY MARY"? (Roll 1d6)</b></div><div> <b>1. </b>A ghoul with 10 times the normal amount of hit points materializes and attacks the foolish person who summoned it, as well as anyone who tries to intervene. After the summoner is dead, the monster disappears, taking the summoner's tongue with it.</div><div> <b>2.</b> An angry ghost manifests and attacks the foolish person who summon it, as well as anyone who tries to intervene. After the summoner is dead, the ghost will grant one person present (who is still alive) a wish.</div><div> <b>3.</b> A powerful demon appears. It demands that anyone present answer three questions truthfully; they will be questions relating to some dark secret the person harbors, often something they wouldn't want others present to know. In return, it will reveal three secrets kept by a single other person the summoner asks about. If anyone lies to the demon, it attacks the summoner and anyone who tries to intervene. After three rounds of combat, it returns to the mirror and drags the summoner to Hell.</div><div> <b>4.</b> The candles are suddenly and mysterious extinguished, but otherwise nothing seems to happen. In truth, the summoner has been magically replaced by an evil doppelganger that sets about destroying everything the summoner loves, even to the point of murdering his or her friends or family. The summoner is trapped in a mirror-space between dimensions, but can be freed if the ritual is performed again. This is only a temporary fix, though: The evil doppleganger must be captured and killed in front of a mirror before 13 hours have passed. Otherwise, the summoner shatters into a million tiny mirror shards and is dead forever.</div><div> <b>5.</b> A Bloody Mary cocktail (complete with a celery stalk standing in it) appears in a skull-shaped glass. The glass dissolves into vapor once the drink has been consumed. Roll again on "HOW WAS THE BLOODY MARY?" below.</div><div> <b>6.</b> Roll on "IT SEEMS LIKE NOTHING HAPPENED, BUT..." below.</div><div><br /></div><div><br /></div><div><div><div><b>HOW WAS THE BLOODY MARY?</b></div><div>(This table can also be used if characters are just ordering the cocktail.)</div></div><div><b> 1-2.</b> It's as if the Goddess of Cocktails made it herself. Perfection!</div><div><b> 3-4</b>. It's okay. You've had better.</div><div><b> 5.</b> It's what you imagine fermented menstrual blood from a leprous witch with a yeast infection would taste like.</div><div><b> 6. </b>It tastes great, but those who drink it start feeling sick soon after. The illness lasts for 1d6+6 hours.</div></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Jsxg-dQ30Ko/YVbHD1pGMbI/AAAAAAAAas8/lWapT9UM7AoiMTcT30K4vb7gLbDlhxGTwCLcBGAsYHQ/s553/Haunted.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Art by Bryan Baugh" border="0" data-original-height="289" data-original-width="553" height="209" src="https://1.bp.blogspot.com/-Jsxg-dQ30Ko/YVbHD1pGMbI/AAAAAAAAas8/lWapT9UM7AoiMTcT30K4vb7gLbDlhxGTwCLcBGAsYHQ/w400-h209/Haunted.jpg" title="By Bryan Baugh" width="400" /></a></div><div><br /></div><div><b>IT SEEMS LIKE NOTHING HAPPENED, BUT... (Roll 1d6)</b></div><div> <b>1.</b> A massive curse has been unleashed within a 1,000-mile radius of where the ritual has been performed: Zombies are animated and killing the living, making more zombies. To stop the world from being overrun by zombies, the PCs will need to find Bloody Mary's body and put her to rest once and for all.</div><div><b> 2. </b>The summoner is stalked by a shadowy figure which he or she sees peeking through windows or lurking behind him or her in reflections...but the figure can never be caught or spotted by others. There always seems to be someone moving around in the next room from the summoner, or just around the corner, but no one is ever there when it is checked. The stress disrupts the summoner's sleep, ability to concentrate and function normally. Eventually, the summoner begins to lose his or her mind. The curse can be reversed by the character performing the ritual again, causing the shadowy figure to manifest and attack. The shadowy figure has the same stats as the summoner. No one other than the summoner can hurt or be hurt by the shadowy figure.</div><div> <b>3. </b>The summoner becomes a magnet for maniacs that become obsessed with him or her, believing that they are destined to be soulmates. 1d6+2 of these "admirers" begin stalking the summoner threatening those he or she really loves, trying to drive wedges between the summoner and them, and otherwise trying to force the summoner to love them and only them. The "admirers" will eventually try to kill those the summoner really cares (and even casual encounters the summoner may have) about and even the summoner. This curse continues until either the summoner or the "admirers" are dead.</div><div> <b> 4.</b> The summoner (and any other characters within a 30-foot radius when the ritual is performed) are transported into the world that exists beyond the mirror and in-between moments. Everything initially seems normal, but the summoner and others brought into the weird realm soon realize they are in a place where time does not appear to pass and monsters lurk everywhere. They must find their way to Bloody Mary's lair and force her to let them go home.</div><div> <b>5-6. </b>A long-time friend of the summoner is brutally murdered and witnesses claim they saw the summoner casually leave the site, covered in blood. There is no other evidence, but 1d6 days later, someone else in the summoner's life is murdered. Bloody Mary reveals herself to the summoner, appearing like a haggard version of him or her, and states that people around the summoner will continue to die until he or she kills him-or herself. The only other option is to catch Bloody Mary between two mirrors and causing her reflections to implode.</div></div></div><div><br /></div><div><br /></div><div>--</div><div>For a great bit of Bloody Mary inspiration, <a href="https://terrortitans.blogspot.com/2021/09/the-31-nights-of-halloween-are-coming.html" target="_blank">click here</a> to check out the short film starring Katy Ford (seen in the image at the top of this post) over at Terror Titans.</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com6tag:blogger.com,1999:blog-9220024205905606434.post-46721412702370287772021-09-24T16:44:00.002-07:002021-09-24T16:52:23.052-07:00RPG Campaign Scenario Idea: To Where the Sun RestsThe other day, I remembered the Scottish band Goodbye Mr. Mackenzie, a group that should have been much, MUCH bigger than they were (but I digress)... and when listening to the song that bears their name, an idea for a fantasy adventure scenario came to mind. (The main requirements for making it work is that the game world must have actual gods and other supernatural beings, and it must not be govern by real-world physics and such.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-0jtC-XoF5yU/YU5iz56dL_I/AAAAAAAAapg/oZqvfW4u7fgDXSLoEeWiMhnPkFa0KGcNwCLcBGAsYHQ/s1200/adventurer_group-1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="1200" height="200" src="https://1.bp.blogspot.com/-0jtC-XoF5yU/YU5iz56dL_I/AAAAAAAAapg/oZqvfW4u7fgDXSLoEeWiMhnPkFa0KGcNwCLcBGAsYHQ/w400-h200/adventurer_group-1.jpg" width="400" /></a></div><div><div><br /></div><div>This material is far broader than what's usually posted here at the blog. It is, literally, just an idea that popped into my head, but it's for an entire campaign. If just one person out sees this as a seed for something they can create, I consider it time well spent. (The idea isn't quite suitable for my current D&D campaign, but perhaps in some future one...)<br /><br /><br /><br /><div style="text-align: center;"><b>TO WHERE THE SUN RESTS</b></div><div style="text-align: center;"><i>An Adventure/Campaign Idea for Fantasy RPG Settings</i></div><div style="text-align: center;"><i><br /></i></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-rBSbKdI2PGI/YU5iZO5S0lI/AAAAAAAAapU/KuJKgVbhrus1o3LzLuvZBerxiT_CrvEZwCLcBGAsYHQ/s1280/C_bg_0008.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="1280" height="225" src="https://1.bp.blogspot.com/-rBSbKdI2PGI/YU5iZO5S0lI/AAAAAAAAapU/KuJKgVbhrus1o3LzLuvZBerxiT_CrvEZwCLcBGAsYHQ/w400-h225/C_bg_0008.png" width="400" /></a></div><br /></div><div><b>The Beginning</b></div><div>The Player Characters (PCs) are traveling through a remote part of the world when they come upon a town that is completely devoid of any life. It looks like everyone packed up their belongings, loaded them onto wagons that headed in the direction of a massive mountain range that the sun descends behind to recharge every night before it flows through the underworld to rise into the sky again for its daily journey. The gods have commanded those mountains to be off-limits to mortals, and all the religions of the world hold to that commandment.</div><div> Searching the town may allow the PCs to find a few overlooked gold pieces and other minor valuables, but everywhere they look confirms that the citizens packed up and left, seemingly voluntarily. The answer to why all citizens in unison decided to abandon a perfectly safe and sound and seemingly prosperous town seems as if it can only be learned from the people themselves.</div><div><br /></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5g_HzSZhO4DX55-_buhvkOAkZuPSHaqjpSnOpbGsxGnFU-1gIBjwuDCUHyNZYQd258n7HtH4Y2wzxA5PmBhVwRHku4sQ9WldftvNvxCtGCWLWVcZa7spG85CpU-E6krt2ivTa43HKRAQ/s422/exoverview.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="269" data-original-width="422" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5g_HzSZhO4DX55-_buhvkOAkZuPSHaqjpSnOpbGsxGnFU-1gIBjwuDCUHyNZYQd258n7HtH4Y2wzxA5PmBhVwRHku4sQ9WldftvNvxCtGCWLWVcZa7spG85CpU-E6krt2ivTa43HKRAQ/w400-h255/exoverview.jpg" width="400" /></a></div><div><br /></div><div><b>The Middle</b></div><div>The PCs can easily track the townsfolk and catch up with them; they are traveling in a massive caravan, moving slowly toward the Forbidden Mountains. Men, women, children; peasants, craftsmen, nobles; all are traveling together, working together, moving their entire community across the plains to Where the Sun Rests.</div><div> All of the town's respected leaders began having dreams and visions a year ago, the priests foremost among them. They where instructed to lead the community to the Forbidden Mountains where their grand destiny would be revealed. A few weeks later, all the citizens were having the same dreams, and so they united in a common cause, packed up all their belongings and followed what everyone agreed had to be messages from the gods.</div><div> The PCs can choose to join the caravan--they will be asked and invited to do so because the townsfolk will welcome the added protection as they head toward the unknown. The PCs can also form advanced scouting parties and clear out threats ahead of the group of hundreds of non-combatants that need protecting.</div></div><div> The journey to the Forbidden Mountains will take many months, if not years. How frequently something exciting happens along the way is up to the GM. Time can also just pass. Soon after joining the trek, however, the PCs begin to have the same dreams that are driving the NPCs--strange, hazy images of figures beckoning them and moving toward the Forbidden Mountains. Sometimes, whispering voices say that a new world and a new destiny await beyond the mountains where the sun rests. The PCs are informed that they are among the chosen few and that a great honor has been bestowed upon them.</div><div> Any priests, clerics, or other PCs who communicate with divine beings on a regular basis get mixed messages. Some dreams and visions guide them toward the mountains, but others direct them to turn back and to attempt to encourage the townsfolk to do the same. They similarly get mixed messages if they use their "direct channel" to whatever entity they normally communicate with.</div><div><br /></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-dixPxQZzpho/YU5imjW4jFI/AAAAAAAAapY/PPae5Tae8X4Ikxf9CWqaMX3l3-r86EMWACLcBGAsYHQ/s525/028994c769547e25c1e5bdd58b244553.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="399" data-original-width="525" height="304" src="https://1.bp.blogspot.com/-dixPxQZzpho/YU5imjW4jFI/AAAAAAAAapY/PPae5Tae8X4Ikxf9CWqaMX3l3-r86EMWACLcBGAsYHQ/w400-h304/028994c769547e25c1e5bdd58b244553.jpg" width="400" /></a></div><div><br /></div><div><b>The End</b></div><div>The caravan reaches the Forbidden Mountains where they witness any manner of wondrous things. Things get more dangerous and fantastic as they (or maybe just a scouting party with the PCs) head up a pass. Eventually, they reach the place where the Sun Rests but any mortals who get too close are killed instantly by the heat and supernatural energies. Eventually, gods/avatars appear, alternatively urging the group to turn back or to move forward.</div><div> Eventually, PCs and NPCs who have close relationships with divine or other supernatural entities are brought into the presence of such beings. Here, they learn that the world has a very good likelhood of being destroyed as a side effect of a massive battle that's unfolding on other planes, between gods and demons and super-powerful beings. The citizens of the town were chosen by some of the gods to be evacuated to another world so at least some of this one will live on, but other entities either want everyone to die, or want some of the mortals from this world to have a chance to defend it and possible save it.</div><div> The PCs have one of two choices: They can either join with the townsfolk and be evacuated and, quite literally, explore new horizons; or they and a select few of the people from the town, can stay behind and try to prevent the destruction of the current world and thus possibly save billions of lives.</div><div><br /></div><div>--</div><div>I hope you at least found the preceding interesting enough a read to not feel like you wasted your time. Maybe I'll do a follow-up post with some NUELOW Games-style random story outline generators to flesh this out. I will have to see if anyone is interested in seeing more.</div><div><br /></div><div>Meanwhile, here's the song that inspired the above. Enjoy!</div><div><br /></div>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/ewM5c5P7Us8" title="YouTube video player" width="414"></iframe></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-43042906522756625232021-09-15T20:42:00.004-07:002021-09-16T00:06:57.123-07:00Amazonian Artifacts: Death's EmbraceThis post is the latest in our <a href="https://nuelow.blogspot.com/2020/02/amazons-artifacts-for-d20-system.html" target="_blank">d20 Amazons</a> post series. You can read the first one here, and you can see all of them by clicking on the "Amazons" tag at the bottom of this post.<div> Although written with the d20 System in mind, these rules are easily adaptable to other, similar roleplaying games.<br /><br /><b>THE THREE PARTS OF <i>DEATH'S EMBRACE</i></b><br />The exact origin of the three artifacts (which some Amazon historians refer to collectively as <i>Death's Embrace</i>) are unknown. Some say they were created in response to amorous fairy creatures in the British Isles and vampires in the Balkan mountains. Others say they were a gift from Athena to an Amazon who had caught the eye of Zeus. <br /><br />Each of the three artifacts that make up <i>Death's Embrace</i> provide the wearer with magical benefits or protections, but when worn together by an Amazon, they resonate with each other to provide a collective enhancement.<div> Each of the three items radiate faint magic of an indeterminate type, but that magic seems to grow more powerful if the items are brought together.</div><div><br /><div><br /></div><div><b>THE CUPS OF SWORDS</b></div><div>This piece of equipment is worn on the character's chest, but it does not provide any bonus to AC or DR. The <i>Cups of Swords</i> consists of two, felt-lined metal cups, linked by a small chain that is worn across the wearer's chest and fastened around her by two lengths of adjustable chain and a clasp. A 10-inch long blade projects from each cup.</div><div> <b>Benefits</b>: The <i>Cups of Swords</i> grants the wearer a +2 bonus to all d20 rolls (attacks, attribute checks, skill checks, and saving throws) when grappling. Unless otherwise specifically stated, any successful pin means the opponent has been pulled close to the character's chest and impaled by the cups of swords, suffering 2d8+2 points of damage each round the pin is maintained.</div><div> The <i>Cups of Swords</i> is considered a <i>+2 weapon</i>. The blades are made of magically-strengthened silver. The 2d8+2 stated above includes the bonus.</div><div> <b>Drawbacks</b>: None, except the <i>Cups of Swords</i> and its fastening chain must be in contact with the wearer's skin or the +2 bonus to d20 rolls while grappling is lost.</div><div><br /></div><div><br /></div><div><b>THE MASK OF REVEALING CONCEALMENT</b></div><div>This dark green mask covers the upper-half of the wearer's face and flares to upward-facing points on either side. </div><div> <b>Benefits</b>: When held to the wearer's face, it attaches magically to his or her skin. As long as the wearer is alive, the mask can only be removed willingly by the wearer, or through the use of dispel magic, cast at 20th level or higher. (The mask could also be torn from the wearer's face with a successful Strength attribute check [DC22], but that would tear both skin and flesh from the wearer that w but see <i>Drawbacks</i> for what happens if such a violent act is undertaken.)</div><div> When the mask is worn, it provides +1 bonus to all Bluff, Hide, Move Silently, Search, Sense Motive, and Spot skill checks.</div><div> In addition, the wearer may spot beings who possesses shapeshifting abilities by merely looking at them. The wearer must specify a target, take a standard action to look at it, and make a Will saving throw (DC11). If the save is successful, the character will see a faint, multicolored glow around the target indicating that it is a shapeshifter. The wearer doesn't know what type of being the target is, whether the form it is wearing is its natural form or not, or anything other than it has the natural ability to change between one or more forms.</div><div> <b>Drawbacks</b>: Once applied to a wearer's face, the mask can only be removed if the wearer wishes to remove it and takes a standard action and makes a successful Will save (DC8). The mask can also be ripped or cut from an unwilling wearer's face. This causes 5 hit points of damage and leaves the one-time wearer with a scarred and disfigured face, as well as a 25% chance of suffering damage to his or eyes that causes blindness. This brutal act gives the character a -2 modifier on Charisma-based skill checks if his or her face isn't covered when interacting with NPCs.</div><div> Whoever removes the <i>Mask of Revealing Concealment</i> from its wearer through brutal means is cursed, since the Amazons still retain a favored status among the now-remote Olympians. The brutalizer suffers a -4 penalty to all attack rolls, saving throws, and skill checks until the <i>mask</i> is returned to the reigning Queen of the Amazon and the character has gained the forgiveness of the person he mutilated.</div><div><br /></div><div><br /></div><div><b>THE NECKLACE OF SAFETY</b></div><div>This large necklace consists of 20 unevenly shaped strips of silver and platinum on a pair of linked silver chains.</div><div> <b>Benefits</b>: The wearer gains a +2 enhancement bonus to AC/DR and saving throws made to resist mind-altering drugs and environmental effects, as well as mind-affecting magic and spell-like abilities. (When appropriate, these bonuses stack with those gained from the <i>Cups of Swords</i>.)</div><div> <b>Drawbacks</b>: This bonus does not stack with any bonuses gained from enchantments on items that must be worn or carried by the wearer.</div><div><br /></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-GrvTwzdWv94/YUJ5neMo69I/AAAAAAAAalg/oLMVBA0e5BYdFs6UVDrsZQGcBhfaQ4vUQCLcBGAsYHQ/s479/241744858_179883494254219_8883467326599516073_n.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="479" data-original-width="452" height="320" src="https://1.bp.blogspot.com/-GrvTwzdWv94/YUJ5neMo69I/AAAAAAAAalg/oLMVBA0e5BYdFs6UVDrsZQGcBhfaQ4vUQCLcBGAsYHQ/s320/241744858_179883494254219_8883467326599516073_n.jpg" width="302" /></a></div><br /><div><br /><b>COMBINED MAGIC OF DEATH'S EMBRACE</b></div></div></div><div>When all three items are worn together, Death's Embrace, the wearer enjoys the following benefits:</div><div> *All bonuses to saving throws, skill checks, and AC/DR increase to +4. (Those from the <i>Cups of Swords</i> and others stack when appropriate.)</div><div> *<i>The Cups of Swords</i> is considered a weapon of +4 enchantment.</div><div> * The wearer inflicts a minimum of 2 points of damage with any melee or unarmed attack that is successful (regardless of damage reduction or immunities).</div><div><br /></div><div>--</div><div>All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 by Steve Miller.</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-36023005339983015152021-08-09T23:59:00.007-07:002021-08-10T01:07:41.556-07:00RPG-a-Day #9: The Medium<div class="separator"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL010K7qu07GbAAv2QyMQID_JizaPOPMSuXCOQhAco2zETEI391EpqMbqezmLm7ld3guB-TGAx-Z5P4IPE3jviyEsIH8k1drzg0SglTraNpM2co3dVU38fkjYcRIsVlDCHiut4IJRwDrY/s1745/224649402_2958996551088108_3435858710989281728_n.jpg" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1743" data-original-width="1745" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL010K7qu07GbAAv2QyMQID_JizaPOPMSuXCOQhAco2zETEI391EpqMbqezmLm7ld3guB-TGAx-Z5P4IPE3jviyEsIH8k1drzg0SglTraNpM2co3dVU38fkjYcRIsVlDCHiut4IJRwDrY/s320/224649402_2958996551088108_3435858710989281728_n.jpg" width="320" /></a></div><br /> In response to today's RPG-a-Day keyword, an idea presented itself that we may already have covered in other products--sort of like the time when we accidentally re-did our idea for a magic Pho shop but with a few added menu items because we forgot we'd already had and done that idea--but here's a d20 System feat and a talent tree intended to model the idea of medium or spirit channeler who uses those talents as an adventurer or some stripe of action hero.<div><br /></div><div>As with many posts here at the NUELOW Games blog, this post contains strictly first draft stuff. It flowed literally from Steve Miller's brain, through his fingers and the keyboard, and onto the blog. Any opinions or feedback you care to over are welcomed!<br /><br /></div><div>(All text from this point forward in the post is released under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller.)<div><br /><br /><b>THE MEDIUM</b><br />The Medium is a character who channels sprits of the dead, accessing their skills and knowledge as he or she needs it. The Medium is never possessed by the spirit, but is instead guided by it. Characters become Mediums in one of two ways, but they basically function the same and gain their abilities through the same feat and talents.</div><div><br /></div><div><b>First Type of Medium</b></div><div>This Medium is born. For his or her entire life, there have been "invisible friends" and whispers on the winds that have been lending help and encouragement during hard times, and cheering the character on during times of success and joy. These voices and invisible friends are beings who followed the character into this world at birth, and they have been watching over him or her ever since. As the character has grown, the bonds with the spirits have persisted and perhaps even grown stronger. This Medium is a character who possesses the Medium Beginning Occupation.</div><div><br /></div><div><b>Second Type of Medium</b></div><div>This type of Medium arises from a near-death experience. As a hero's soul returned to his or her body from beyond the edge of death, someone or something entered this plane, too. This spirit (or perhaps even several spirits) now exists to help and support the hero. This helpful spirit is represented by the Spirit Guide feat.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-SNYsSXGCR1c/YRIy0_qCzZI/AAAAAAAAaZs/SMrz5gFI-jIvKxx6jUURdJhT577YwgTZQCLcBGAsYHQ/s630/friendly_spirits1a.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="630" data-original-width="560" height="400" src="https://1.bp.blogspot.com/-SNYsSXGCR1c/YRIy0_qCzZI/AAAAAAAAaZs/SMrz5gFI-jIvKxx6jUURdJhT577YwgTZQCLcBGAsYHQ/w355-h400/friendly_spirits1a.jpg" width="355" /></a></div><br /></div><div><br /></div></div><div><div><b>NEW STARTING OCCUPATION: MEDIUM</b></div><div>For as long as you can remember, the spirits have been your constant companions and friends. Now, they help you as you embark upon a life of daring and danger.</div><div><br /></div><div><b>Medium</b></div><div>Mediums include professions such as clergy, psychics, sideshow performer, investigator, and life coach.</div><div> <i>Prerequisite</i>: Age 15+, Wisdom 12</div><div> <i>Starting Skills</i>: Pick two of the following skills as permanent class skills. If the skill selected is already a class skill, the character gains a +1 competency bonus on checks while using that skill. Decipher Script, Gather Information, Knowledge (arcane lore, history, theology and philosophy), Sense Motive, or add a new Speak Language.</div><div> <i>Starting Feat</i>: You gain Spirit Guide as a bonus starting feat.<br /> <i>Special</i>: You add the following feats to those you can gain when advancing in levels in your character class. <a href="https://nuelow.blogspot.com/2012/05/spur-of-moment-feat-for-d20-systems.html" target="_blank">Danger Sense</a>, <a href="https://nuelow.blogspot.com/2014/04/k-is-for-kismet.html" target="_blank">Foresight</a>, <a href="https://nuelow.blogspot.com/2018/12/new-d20-system-feat-fortune-telling.html" target="_blank">Fortune Telling</a>, <a href="https://nuelow.blogspot.com/2015/12/twelve-days-of-christmas-selfless.html" target="_blank">Selfless</a>, </div></div><div><br /></div><div><br /></div><div><b>NEW FEAT: SPIRIT GUIDE</b></div><div>A bodiless being--a kind soul, a nature spirit, or some being entirely--watches over the hero and help and supports him when needed.</div><div><br /></div><div><b>Spirit Guide</b></div><div>You can call upon a helpful spirit (or spirits) in times of need.</div><div> <i>Prerequisite</i>: Medium starting profession or near-death experience (must have fallen below -1 hit points).</div><div> <i>Benefit</i>: Specify a skill that the hero either has at least 1 rank in, or which can be used untrained. Gain a +4 bonus to all skill checks for the duration of the encounter or time period during which you are using the that skill, as your Spirit Guide lets you tap into its expertise. Your spirit guide will aid you a number of times per day equal to the hero's Wisdom bonus.</div><div> <i>Special</i>: Once per day, you may call upon your Spirit Guide to allow you to create spell effects identical to one of the following spells: <i>Daze</i>, <i>Mage Hand</i>, <i>Message</i>, <i>Prestidigitation</i>, or <i>Resistance.</i> The spell effect as if from a spell by caster of the hero's character level.</div><div> This feat is a prerequisite for the talents from the Guiding Spirits Talent Tree.</div><div><br /></div><div><br /></div><div><b>NEW TALENT TREE: GUIDING SPIRITS</b></div><div>While the Spirit Guide feat represents a hero's main spirit guide, the talents on this tree represent other spirits that are helpful to the hero and that share their power and knowledge with him or her.</div><div> <b>Spirit of Defense</b>: You gain a +4 bonus to DR/AC for the duration of a number of combat encounters each day equal to your Wisdom bonus.</div><div> <i>Prerequisite</i>: Spirit Guide feat</div><div> <b> Spirit of Might</b>: You gain a +4 bonus to damage and attack rolls for the duration of a number of combat encounters each day equal to the hero's Wisdom bonus +2. This bonus stacks will all other, regardless of source.</div><div> <i>Prerequisite</i>: Spirit Guide feat</div> <b>Spirit of Magic</b>: You may cast a number of 0- 1st-, or 2nd-level spells from the Divination school equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. <div> <i>Prerequisite</i>: Spirit Guide feat<div><br /></div><div> </div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br />Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-3533440818312577142021-08-05T19:47:00.003-07:002021-08-30T19:08:16.563-07:00RPG-a-Day #5: Throne<p>Continuing with the RPG-a-Day Challenge... while detailing another trophy from the Love Collection.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-4itE5nmCw5k/YQrnWHMR1HI/AAAAAAAAaXg/SsrgK_rxI-U55jX1rmzD-DJ63Xk5QpRgQCLcBGAsYHQ/s1749/206836228_2928388327482264_1999851285431166624_n.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1749" data-original-width="1746" height="320" src="https://1.bp.blogspot.com/-4itE5nmCw5k/YQrnWHMR1HI/AAAAAAAAaXg/SsrgK_rxI-U55jX1rmzD-DJ63Xk5QpRgQCLcBGAsYHQ/s320/206836228_2928388327482264_1999851285431166624_n.jpg" width="319" /></a></div><p></p><div class="separator" style="clear: both; text-align: center;"><b>THE THRONE OF JUDGE MARSTON THE MERRY</b></div><div class="separator" style="clear: both; text-align: left;">In late 1927, silent movie star Bessie Love, <a href="https://nuelow.blogspot.com/2019/03/the-secret-life-of-bessie-love.html" target="_blank">in her secret life as a warrior against supernatural evils</a>, squared off against and defeated a cult leader who not only trying to recruit Hollywood studio bosses to his twisted cause, but also tried to eliminate Bessie before she became a threat to his goals--and that was his mistake. From the ruins of his hideout, Bessie and an ally salvaged the ridiculously high-backed upholstered chair he had sat in while commanding his followers. Due to the presence of arcane symbols subtly included in the design of upholstery, Bessie was certain the chair held powerful magic. Although it radiates very faint magic, </div><div class="separator" style="clear: both; text-align: left;"> Bessie was not able to discern the chair's purpose until after she had moved to England, where an occult historian recognized the chair as the creation of Judge Edward Marston, a judge from a rural part of Northern England who lived from 1802 to 1873. He held his judgeship from 1844 through 1860. Common history records him as a fair-minded man who put the law ahead of such things as wealth or accidents of birth and the social status and clout that came with it, as well as a man who enjoyed parties--both hosting and attending. Secret histories record him as a skilled artificer, who created, among other things, objects to help him excel as a lawyer and judge. Few details are known about his creations, and even fewer are known to still exist. (Aside from the chair, Marston is known to have created a magic gavel and judge wig, the purpose of either of which is unknown.)</div><div class="separator" style="clear: both; text-align: left;"> The <i>Throne of Judge Marston the Merry </i>was so nicknamed by close friends. Marston first created it when he was named judge, and he always sat in it while presiding over his court and passing. After he retired, he reupholstered the chair, and it then sat at the head of the banquet table in his manor's great hall--and just as he had presided over his court from it, he spent the rest of his life celebrating with his friends from it. </div><div class="separator" style="clear: both; text-align: left;"> Marston died childless and his will divided his holdings and property among 12 different families of close friends or individuals he thought worthy. It is unknown how the Throne of Judge Marston the Merry ended up in the United States, let alone in Hollywood.</div><div class="separator" style="clear: both; text-align: left;"> Bessie Love initially had kept the Throne with most of the artifacts and magical souvenirs she collected during her adventures, but once it had been determined it was basically harmless, she moved it to her dining room.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;"><b>Powers of the Throne of Judge Marston the Merry</b></div><div class="separator" style="clear: both;">When a character is seated in the throne, he or she gains a +10 bonus to Sense Motive skill checks, as well as a +10 bonus to Fortitude saves made to resist all resist all toxins and poisons.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><b>Drawbacks of the Throne of Judge Marston the Merry</b></div><div class="separator" style="clear: both;">None.</div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Z4WMS0O6oMs/YQrtl1yy0yI/AAAAAAAAaXo/MdAihMAe90UAAQTQ4LkT8uKn-4bwwaekgCLcBGAsYHQ/s1800/BessieChair.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="1423" height="640" src="https://1.bp.blogspot.com/-Z4WMS0O6oMs/YQrtl1yy0yI/AAAAAAAAaXo/MdAihMAe90UAAQTQ4LkT8uKn-4bwwaekgCLcBGAsYHQ/w506-h640/BessieChair.jpg" width="506" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i><span style="font-size: x-small;">Bessie Love, seated in the Throne of Judge Marston the Merry</span></i></td></tr></tbody></table><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">After the Throne of Judge Marston the Merry became a fixture in Bessie Love's dining room, the small-framed Bessie delighted in having drinking contests with men and women who should be able to keep their liquor far better than she (because, as the saying goes, if you're not cheating, you're not trying). She would also tend to question suspicious characters in that room, while seated in the chair.</div><div class="separator" style="clear: both;"> After Bessie Love's death in 1987, the <i>Throne of Marston the Merry</i> returned to the United States and it presently stands in the study of a New York City-based mystic who is known as the Sorcerer Supreme.</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-31005702660445211512021-08-04T00:12:00.005-07:002021-08-04T01:40:38.941-07:00RPG-a-Day #4: Weapon -- The Sword of JudgementFor the fourth installment of the 2021 RPG-a-Day month-long event, the theme is "Weapon" so here's a magic sword that's thematically related to some previous posts here at the blog, such as <i><a href="https://nuelow.blogspot.com/2019/04/the-awakened-blessings-in-disguise-part.html" target="_blank">The Awakened: Blessings in Disguise</a>. </i>As with most of the posts in this series, this post is pure 1st draft material, so any feedback you care to offer is appreciated and may be used to guide future revisions.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl5AT6Z3wKXofPNxwiZ-Cl8QS0WBpJQG4r-CTiRxiAcqKq-WjUu4UrPvwtiLVYLOzVAak6CkWGETpkS51Rp8z0vYN_sB91iHGiE4YnKQzHUrgteRqBj2kZ_57mJlqKE_IKudVw0ur10N8/s1756/205015308_2928388077482289_7191325035455100379_n.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1749" data-original-width="1756" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl5AT6Z3wKXofPNxwiZ-Cl8QS0WBpJQG4r-CTiRxiAcqKq-WjUu4UrPvwtiLVYLOzVAak6CkWGETpkS51Rp8z0vYN_sB91iHGiE4YnKQzHUrgteRqBj2kZ_57mJlqKE_IKudVw0ur10N8/s320/205015308_2928388077482289_7191325035455100379_n.jpg" width="320" /></a></div><br /><div><br /><div><div><br /><div><div><br /></div><div><div style="text-align: center;"><b>THE SWORD OF JUDGEMENT </b></div> The <i>Sword of Judgement</i> is one of several artifacts of unknown origin that have appeared and disappeared throughout human history. It is a broadsword with a blade that's just short of 4 feet in length, with a hilt that appears like flared wings, and a hilt that is made so the weapon can be wielded one- or two-handed.<div> <i>The Sword of Judgement</i> is rumored to have been wielded by one of the Seven Archangels and to have fallen to Earth when that mighty being perished during the titanic battle between the Heavenly Host and those who joined Satan's rebellion against God. The fact that the blade is etched with script that has defied all translation and the mighty powers of the sword seem to support this notion.</div><div> When drawn, the symbols etched on the blade light up with a reddish glow. At the end of the second round of combat, the blade seems to catch fire and transmute into a solid fiery beam. The process reverses itself when the last foe has surrendered or been slain</div><div><br /></div><div><b>Benefits of the <i>Sword of Judgement</i></b></div><div>This is a +4 weapon that deals base damage of 1d8+4 and gives the wielder a +4 bonus to attack rolls. Targets struck with an attack roll of a Natural 20 burst into flames that burn for 4 rounds. The target suffers 1d8 points of fire damage each round until the duration expires. The fire can only be extinguished by submerging the target in holy water for a full round.</div><div> If the target is struck with another attack roll of a Natural 20, they burning duration is extended by an additional 4 rounds. If the target goes below -10 hit points while burning, his or her body crumbles into ash and cannot be resurrected by any means except through the direct intervention of a god or an extremely carefully worded <i>wish</i> spell. A burning target must roll a successful Fortitude save each around (DC12) to suffer only half damage.</div><div> If wielded against an evil god, a devil, a demon, or a cleric who serves and evil god, the <i>sword's</i> attack and damage bonus increase to +8.</div><div> The wielder of the <i>Sword of Judgement</i> gains a +4 bonus to Diplomacy skill checks and a +4 bonus to Intimidate skill checks.</div><div><br /></div><div><b>Drawbacks of the <i>Sword of Judgement</i></b></div><div>The wielder must never strike the first blow with the sword, unless they are moving to defend an innocent being who is under attack. Instead, the wielder of the <i>Sword of Judgement</i> must allow them to surrender or to attack him or her first; the wielder of the Sword of Judgement is permitted to parry the incoming attack or disarm the attacker. If an opening blow is parried, or an attacker disarmed, the wielder of the Sword must again allow the attacker to surrender. Only once blood has been drawn can the wielder attack without penalty.</div><div> If the wielder of the Sword of Judgement strikes the first blow in combat, he or she must roll a Fortitude save (DC14) or suffer 1d4+4 points of fire damage. For the duration of the combat, the Sword only grants a +2 bonus to attack rolls and no bonus to damage.</div><div> If the wielder of the Sword accepts the first blow and/or didn't attack a surrendering foe, the wielder of the <i>Sword of Judgement</i> rolls initiative and and engages in combat as normal, gaining all the benefits listed above.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-iP5nG1Vl3cw/YQpSW8-kOXI/AAAAAAAAaXY/qAiMlofJJe06lr6ulFTTIzmhAF5PPRTkwCLcBGAsYHQ/s480/unnamed.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="320" height="400" src="https://1.bp.blogspot.com/-iP5nG1Vl3cw/YQpSW8-kOXI/AAAAAAAAaXY/qAiMlofJJe06lr6ulFTTIzmhAF5PPRTkwCLcBGAsYHQ/w266-h400/unnamed.jpg" width="266" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div></div></div></div><div>(All text in this post is released under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller. All rights reserved.)</div></div></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-81893263168397013802021-08-03T17:35:00.000-07:002021-08-03T17:37:02.959-07:00RPG-a-Day #3: Feat Ideas from Key Words Here are some d20 System feats inspired by the key words for the third RPG-a-Day prompt. (I may be doing this wrong, but if you have comments or thoughts, feel free to share.)<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-fEYJexscg0Y/YQmcvluCzKI/AAAAAAAAaW4/SRK1BwdBxzIroWhv8lA1Jnc0TcCmcUjFACLcBGAsYHQ/s512/219166247_2954694804851616_2416177983295471718_n.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="512" data-original-width="508" height="320" src="https://1.bp.blogspot.com/-fEYJexscg0Y/YQmcvluCzKI/AAAAAAAAaW4/SRK1BwdBxzIroWhv8lA1Jnc0TcCmcUjFACLcBGAsYHQ/s320/219166247_2954694804851616_2416177983295471718_n.jpg" width="318" /></a></div><div><div><br /></div><div>These feats are strictly 1st-draft material that flowed straight from my head and onto your computer screen. Any comments you wish to make are welcomed. (All text in this post is presented under the <a href="http://www.opengamingfoundation.org/ogl.html" target="_blank">Open Game License</a> and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller)</div><div><div><br /></div><div><b>Grounded in Reality [General, Smart Hero]</b></div><div>You naturally form a strong mental image of your surroundings and are hard to fool by illusions and similar trickery.</div><div> Prerequisite: Situational Awareness feat</div><div> <i>Benefit</i>: By foregoing initiative (automatically going last in a combat, or taking a full round action), the character gains a +2 bonus to Will saves to resist illusions and all mind-effecting magic and environmental effects or creature abilities. This bonus stacks with other Will save bonuses. </div><div> Additionally, when re-entering a room or otherwise limited space that he or she has previously been in (even for just a moment), the character may instantly notice curious changes, like pictures on the walls changing, or furniture now standing at a different angle, or one bust of a matched set on a mantle that was there before but is now gone. The GM rolls a secret Spot check (base DC11, with any environmental modifiers that seem appropriate) for the character to notice, and then points out the possibly adventure-relevant or other curious changes in the space. </div><div> The character (or his or her allies) must still use other appropriate skills--such as Search or Research--to determine exactly what is going on in the area. The character with this feat gains a +2 bonus to skill checks related to the search, while granting all allies searching +1 bonuses to their skill checks.</div><div><div><br /></div><div><b>Risk Assessment [General, Fast Hero]</b></div><div>You can quickly determine how dangerous a situation is and adjust accordingly.</div></div></div></div><div> <i>Prerequisite</i>: Situational Awareness feat</div><div> <i>Benefit</i>: At the beginning of a combat encounter before initiative is rolled, or before making a skill check to undertake a dangerous non-combat action, the character may take a full round action to evaluate the situation and carefully study opponents and surroundings. The character gains the full benefit of his or her Defense Rating during this round, and may take 5-foot adjustments to seek cover from ranged attacks if necessary. During this time, the character is observing foes and evaluating their skill levels and combat tactics, or performing an extra careful analysis of the risky action he or she is about to perform.</div><div> If in a combat situation, the character rolls imitative at the beginning of the next round. The character gains a +2 bonus to all attack rolls, saving throws, and skill checks made for the rest of the combat encounter.</div><div> If the character was evaluating the circumstances under which to perform a non-combat action, the character gains a +4 bonus to whatever the main skill check for the action is, as well as a +2 bonus to any skill checks that are immediately related to the action </div><div><br /></div><div><b>Situational Awareness [General, Fast Hero]</b></div><div>You are keenly aware of your surroundings and any lurking threats.</div><div> <i>Benefit</i>: Gain a +2 bonus to all Listen, Move Silently, Search, and Spot skill checks.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-4wOWhac_0MA/YQngST2J39I/AAAAAAAAaXA/xoyT5cDWkHIwrmPrYZCm4pCDP3eybiwQwCLcBGAsYHQ/s600/parkinglotsafety.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="600" height="266" src="https://1.bp.blogspot.com/-4wOWhac_0MA/YQngST2J39I/AAAAAAAAaXA/xoyT5cDWkHIwrmPrYZCm4pCDP3eybiwQwCLcBGAsYHQ/w400-h266/parkinglotsafety.jpg" width="400" /></a></div><div><br /></div><div>I suppose one can say these feats belong to the Situational Awareness group. Perhaps there's an idea for a little product collecting new and existing feats and perhaps a couple talent trees in that. (Something along the lines of <i><a href="https://www.drivethrurpg.com/product/106920/Modern-Basics-Feats-of-Seduction-and-Subterfuge" target="_blank">Feats of Seduction and Subterfuge</a></i> or <i><a href="https://www.drivethrurpg.com/product/107874/Modern-Basics--Good-Cop-Bad-Cop-Feats-for-Those-Who-Carry-a-Badge" target="_blank">Feats for Those Who Carry a Badge</a></i>.)</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-20197947525249213562021-08-02T23:59:00.013-07:002022-10-28T22:53:38.990-07:00The Lighthouse at Devastation PointWe've turned an old map of a lighthouse into an adventure location. This is strictly first-draft material, going from the brain, to the fingers, through the keyboard, and onto the screen. Feel free to leave comments and suggestions. <div><br /></div><div>Generally speaking, the content in this article is usable with any roleplaying game system, although there are some specific references that are for the d20 System, or other systems that resemble or are based on D&D. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-haEvlGWsXLw/YQiyeLg7jDI/AAAAAAAAaWk/K7EPym744-gi5ZFvUe3KICUzIGBHeyhqwCLcBGAsYHQ/s474/OIP.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="474" data-original-width="474" height="400" src="https://1.bp.blogspot.com/-haEvlGWsXLw/YQiyeLg7jDI/AAAAAAAAaWk/K7EPym744-gi5ZFvUe3KICUzIGBHeyhqwCLcBGAsYHQ/w400-h400/OIP.jpg" width="400" /></a></div><div><br /><br /><b>DEVASTATION POINT AND THE LIGHTHOUSE</b><br />For centuries, ships crashed upon the jagged coastline near Port Defiance, and no approach was more dangerous than that near Devastation Point. After the lighthouse was built, the number of ship wrecks subsided, but then that structure and the windy promontory upon which it stood became the center of strange deaths and disappearances.<div> Lighthouse keepers committed suicide, killed their families, or were themselves killed by their wives. Entire families disappeared without a trace, sometimes with signs of violence having been done, other times it looked as if they were in the middle of a normal day and just walked out, leaving all their belongings behind. Further, as time passed, more and more tales of hauntings and mysterious happenings in and around the lighthouse.</div><div> Many attempts have been made to identify and eliminate or put to rest the evil spirits or ghosts that haunt the lighthouse and the promontory--and a growing number of paranormal investigators have died or vanished during these attempts. Other psychics and ghost hunters have seen their reputations destroyed or careers ended when they've declared the lighthouse free of ghosts, only to have the hauntings resume and more lives be lost.</div><div><br /></div><div><b>THE HAUNTING OF DEVASTATION POINT</b></div><div>Devastation Point Lighthouse is a focal point of necromantic energy that is drawn here through two sources--a dark artifact that was incorporated into the housing of the lighthouse's refractor; and the restless spirits of a coven of sirines who were murdered as construction began on the lighthouse.</div><div> The eddy of magical energy is so strong that not only is there a very good chance that anyone who dies within the walls of the lighthouse, the residence attached to it, or within 10 meters of the structure in any direction, will join the many ghosts that haunt the place. Similarly, until the ghostly sirines are destroyed and the artifact removed from the lighthouse, the hauntings will never cease.</div><div><br /></div><div><div><i>THE HAUNTINGS IN GENERAL</i></div><div>The following apply to all the hauntings in the lighthouse and attached structure, as well as the immediate surroundings:</div><div> * The hauntings occur between sunset and sunrise, or when the fog is so thick that visibility is less than 5 feet.</div><div> *. Each room in the structure has 2-3 hauntings. The haunting, or lack there-of, in any given room on any given night, is random. Sometimes, multiple hauntings may overlap in the same room. Entities may pursue the living from the rooms they are first encountered in, resulting in a battle against an increasing number of hostile spirits. The GM can roll a check for a haunting each time a new investigator enters a room, or he can just roll when the first or last one enters. A roll should be made whenever an investigator comes or go from any given room.</div><div> * If spirits and ghosts in the lighthouse and its immediate surroundings are destroyed or otherwise exorcised, they may return on the night of the next full moon.</div><div> * The only hauntings in the lighthouse proper are on the ground floor and on the upper and lower galleries at the tower's upper levels. Climbing the tower, however, presents dangers as well.</div><div> * The restless spirits of three regular sirines and the sirine priestess who led them haunt a cave deep below the promontory. It is only visible from the ocean's surface when the tide is at its lowest.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-hTyXXhAQo2k/YQhUMUfALcI/AAAAAAAAaWc/5fIb6zNFC5ED3R_3HYxJJVnwsuKW2JlKQCLcBGAsYHQ/s1087/4638e7.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1087" data-original-width="767" height="640" src="https://1.bp.blogspot.com/-hTyXXhAQo2k/YQhUMUfALcI/AAAAAAAAaWc/5fIb6zNFC5ED3R_3HYxJJVnwsuKW2JlKQCLcBGAsYHQ/w452-h640/4638e7.jpg" width="452" /></a></div><br /><div>SPECIFIC HAUNTINGS</div><div>Roll 1d4 to see what hauntings paranormal investigators or ghost hunters encounter while exploring the Devastation Point Lighthouse and immediate surroundings between sunset and sunrise, or during heavy fog. Creatures always vanish after being defeated, no matter how solid they seemed. They same is true of any damage they did to their environment--although damage done by investigators to the house remains. If a spirit is exorcised or destroyed, and rolled again, it is treated as a "Nothing" result. Creatures always vanish after being defeated, no matter how solid they seem </div><div><br /></div></div></div><div><i>THE RESIDENCE</i></div><div>This two-story structure is attached to the Lighthouse. It can be accessed through the Front Door (see <i>Front Door and Vestibule</i>) and through the door on the side of the Oil House (see <i>Oil House</i>). Both doors are locked, and they keep relocking on their own volition, unless the investigators break them outright.</div><div><br /></div><div><i>The Immediate Surroundings (Ground Level)</i></div><div>1-2: Nothing.</div><div>3: The faint sounds of several female voices, harmonizing a haunting tune.</div><div>4. Characters must roll Will saves (DC8). If failed, they feel as if something is watching them. They also think they catch a flicker of light from the top of the lighthouse tower.</div><div><br /></div><div><i>The Front of the Residence </i><i>(Ground Level)</i></div><div>1. Nothing.</div><div>2. Spot skill check (DC5). They see movement in the widow above the main entrance.</div><div>3. The faint sound of children's laughter is heard from somewhere inside the house.</div><div>4. The sound of a concertina is heard from within the residence, and lights glow faintly in all visible windows. The music and glows stop as soon as the front door is opened.</div><div><br /></div><div><i>The Front Door and Vestibule </i><i> </i><i>(Ground Level)</i></div><div>1. Nothing.</div><div>2. The Front Door must be forced (Strength check DC11) or broken down.</div><div>3. The Front Door locks itself, as soon as investigators leave or enter.</div><div>4. There is a bright yellow oilskin hat and coat hanging on a hook. They are sprayed with blood. They vanish when touched.</div><div><br /></div><div><i>The Hall </i><i> </i><i>(Ground Level)</i></div><div>1. Nothing</div><div>2. One of the investigator's thinks he sees someone darting up the stairs. Another thinks he heard the sound of the person's footsteps.</div><div>3. The sound of a man and a woman happily chatting, intermingled with the sound of knives and forks on dinnerware heard from the left (the "Dining Room").</div><div>4. The sound of a woman sobbing is heard from the right (the "Parlor").</div><div><br /></div><div><i>The Dining Room </i><i> </i><i>(Ground Level)</i></div><div>1. Nothing.</div><div>2. A ghostly man and woman in their 20s, dressed in 19th century garb are having dinner. If approached, they attack the investigators. They are ghosts. If left be, the scene fades after 1d4 minutes.</div><div>3. A ghostly family of a father, mother, and two young boys, dressed in early 20th century garb, are having dinner. If approached, they solidify into ghouls and attack. If left be, the scene fades after 1d4 minutes.</div><div>4. The faint sounds of a man and woman arguing, while a young child cries, are heard. If an investigator uses magic or technology to examine the room, two poltergeists attack.</div><div><br /></div><div><i>The Parlor</i><i> </i><i>(Ground Level)</i></div><div>1. Nothing.</div><div>2. A strong smell of pipe smoke and faint sounds of men chatting is in the air. This persists for 1d4 minutes, the fades away.</div><div>3. The sounds of rhythmic creaking can be heard from the room above. After 1d4 minutes, a woman is heard crying out, then all sound stops.</div><div>4. A woman in 19th century garb is sitting in an easy chair, sobbing with her face in her hands. If approached or otherwise disturbed, she turns into a banshee and attacks.</div><div><br /></div><div><i>The Kitchen</i><i> </i><i>(Ground Level)</i></div><div>1. Nothing.</div><div>2. A mouthwatering smell of delightful food is strongly in the air. After 1d2 minutes, investigators must roll successful Fortitude saves (DC11) as the odor suddenly turns foul and rotten, or be sickened for 1d4 minutes.</div><div>3. 1d4+2 knives appear spinning through the air. They deal 1d4 points of damage each and have a +2 bonus to attack rolls. Each knife goes inert after two successful hits on investigators.</div><div>4. A ghastly scene of a battered, blood-soaked woman in a torn slip, who is shrieking as she chops with a meat cleaver at a prone man in dark clothes. Both are in their mid-30s. She is a ghost and attacks any investigator who approaches her. She has a +4 attack bonus against male investigators. The scene fades after 1d4 minutes.</div><div><br /></div><div><i>The Sitting Room</i><i> </i><i>(Ground Level)</i></div><div>1. Nothing.</div><div>2. A creaking sound is heard from the ceiling, as if someone is pacing around in the room above.</div><div>3. Investigators must make Will saves (DC8). Those who succeed feel like there's a presence in the room. watching them. Those who fail are filled with blind rage toward the male character standing nearest to them. They attack that character with murderous intent for 1d4 rounds, after which they fall unconscious. When they revive, they don't remember what they did.</div><div>4. A bearded man sits in an easy chair, reading a fairy tale to three young girls who are seated in a halfmoon shape on the floor in front of him. If approached, they solidify into ghouls and attack. If left be, the scene fades after 1d4 minutes.</div><div><br /></div><div><i>Oil House (Ground Level, structure that connects the residence to the lighthouse)</i></div><div>1-2. Nothing.</div><div>3. The room feels strangely hot. There's a faint smell of something burning that grows stronger over a couple of rounds. Then the door to the outside bursts open and a man on fire, screaming and flailing, bursts in, promising to take the investigators to Hell with him. He is a small fire elemental.</div><div>4. There's a sudden crash overhead and a muscular man in a lighthouse keepers uniform comes crashing through the ceiling. Investigators near the center of the Oil Room must roll Dexterity attribute checks (DC13) or take 2d4 points of damage from the impact of the falling body and debris. The body, the wreckage, and the damage to the roof and ceiling vanish after 1d4 rounds, but not the injuries to any investigators. Characters gain a cumulative +4 bonus to the Dexterity skill check each time they experience this haunting.</div><div><br /></div><div><i>Hall (Upper Level)</i></div><div>1. Nothing</div><div>2-3. A body plummets past the window facing the lighthouse tower, crashing onto and through the Oil House roof with a terrible sound of breaking wood and tearing flesh and bone. If the investigators look out the window or run downstairs to check the damage, it's as if nothing happened.</div><div>4. The sound of clapping and someone playing a hurdy-gurdy while a woman sings "What Shall We Do With a Druken Sailor" drifts up the stairs from below.</div><div><br /></div><div><i>Bed Room (Upper Level)</i></div><div>1. A damp and musty smell grows strong in the room. Investigators in the room must roll successful Will saves (DC12) or suddenly be underwater and feel like they are being dragged deeper into the depths. They must immediately roll successful Fort saves (DC14). The investigators who failed the Will saves find themselves in the room, just as suddenly as they felt like they were in the water. They are soaked to the skin with salt water, any electronic equipment carried is damaged beyond repair, but otherwise they are fine. Those who failed Fort saves suffer 1d4+2 points of damage and are sickened for 1d4 rounds while they cough up sea water. The whole process barely takes a round. The room and everyone else in it remain dry. (Characters may avoid the affect of this if it is rolled additional times by leaving the room as soon as the air stars to grow musty and damp. Cruel DMs can roll initiative for the effect and the players, to see if they manage to escape.)</div><div>2. A bare-chested young man stands with his back to the room, gazing out the window. He is a ghost, and if approached he attacks the investigators. He fades away after 1d4 rounds otherwise.</div><div>3. A young woman in a gauzy nightgown stands with her back to the room, gazing out the window. She is a ghost, and if approached she attacks the investigators.</div><div>4. A couple is having sex in the bed, causing it and the floor to creak. They get increasingly loud in their excitement. After 1d4+2 rounds, they start to melt into brackish water, soaking the bed and the floor. If approached or otherwise disturbed, they turn into small water elementals and attack the investigators, soaking the room. One round after the couple melts or are slain, the room is perfectly dry again.</div><div><br /></div><div><i>Room (Upper Level)</i></div><div>1-2. Nothing.</div><div>3. The mutilated bodies of two young boys lay in a bloody, tangled mess on the floor. If disturbed, they animate and attack as half-strength Ghouls. If left alone, they fade away after 1d4 rounds.</div><div>4. Three girls in their late teens, wearing old fashioned nightgowns sit around a small statue of some strange creature. They are holding hands and chanting. If the scene is viewed for more than 1d4+1 rounds, witnessing investigators must roll successful Will saves (DC12) or become filled with such intense and overwhelming fear that they must flee the building. They must roll successful Dexterity checks (DC18) or tumble down the stairs and suffer 2d4+2 points of damage. If the chanting girls are approached, they turn into succubae and attack. If left alone, they fade away within 1d4+2 rounds.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-KAlNPL07Pss/YQj6Mn7vIII/AAAAAAAAaWs/Rf2altcgC2QAxeBcfabzjeDZbDogpTLVwCLcBGAsYHQ/s916/Lighthosue.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="520" data-original-width="916" height="228" src="https://1.bp.blogspot.com/-KAlNPL07Pss/YQj6Mn7vIII/AAAAAAAAaWs/Rf2altcgC2QAxeBcfabzjeDZbDogpTLVwCLcBGAsYHQ/w400-h228/Lighthosue.jpg" width="400" /></a></div><br /> </div><div><br /></div><div><i>THE LIGHTHOUSE</i></div><div>As previously mentioned, the Lighthouse has few hauntings, but is possessed by a different sort of supernatural danger. </div><div> It is accessed through a doorway in the Oil House, and a circular staircase allows investigators and ghost hunters to climb to the Lower Gallery and Upper Gallery at the top of the tower. </div><div> As the stairs are climbed into the tower, characters pass five landings. They must roll Will saves at each one. At the first landing, the Will save is DC8. Each time a Will save is failed, the DC increases by 2, so if all five Will saves are failed, the final roll is at DC18.</div><div> With each failed saving throw, climbers feel an increasingly level of self-doubt and a feeling that whatever they want to try to achieve in life will always fail. At the same time, they have a feeling that if they make it to the top of the lighthouse, maybe there can be hope yet. (If players wonder, GMs shouldn't hesitate to let them know that thoughts like these are not typical for their character--well, unless the character has been an emo with self-defeatish tendencies up to this point.) </div><div> If the character fails the fifth Will save, they are consumed with the idea that there is no point in living anymore and that they must end it all by leaping off the top of the tower. The character climbs all the way to the Upper Gallery where he or she may roll one final Will check (DC14) before leaping to their near-certain doom of 10d6 points of damage. </div><div> If another player character tries to stop the despairing investigator at any time on the way up the tower, he or she immediately snaps out of the spell and realizes that something was affecting his or her mind and emotions. Additional Will saves must still be made as described above (with the base reset to DC8), but even awareness of the influence the lighthouse has on those who climb it does not negate it.</div><div> The saving throws only have to be made during an ascent. Characters may safely descend from the top of the lighthouse via the stairs... assuming the gallery ghosts don't get them...</div><div><br /></div><div><i>Lower Gallery (Lighthouse)</i></div><div>1. Nothing.</div><div>2. A grizzled old man in a lighthouse keeper's uniform stands and looks out over the sea. If left alone, he fades away after 1d4 rounds. If approached, he turns into a Gargoyle and attacks.</div><div>3. Three girls in their late teens, dressed in 19th century clothing, stand side-by-side at the railing, looking out. If left alone, they fade after 1d4 rounds. If approached, they turn into Harpies and attack.</div><div>4. A young man and woman, dressed in early 20th century garb, are arguing and fighting. The man declares that if he will kill her before he will let her leave. If the characters watch the scene unfold, the struggle results in the man and woman falling over the railing and disappearing. If anyone tries to intervene, the couple attacks the would-be mediator. They are Ghosts.</div><div><br /></div><div><i>Upper Gallery (Lighthouse) </i></div><div>1. Nothing</div><div>2. The upper gallery shudders and creaks and shakes and bends beneath the investigators feet. They must roll Reflex saves (DC11) or tumble from the Upper Gallery to the Lower Galler, suffering 1d6 points of damage. If this occurs more than once, additional Reflex saves are DC8.</div><div>3. The lamp suddenly blazes to life, turns and sweeps a powerful beam of light across the investigators. Each person on the Upper Gallery must roll a Fortitude save (DC15) or be blinded. The blindness lasts for 2d4 days, during which the impacted characters' eyesight gradually returns to normal. Blind characters who attempt to climb down the steep stairs of the lighthouse must descend at 1/3 their normal movement rate and roll five different successful Dexterity checks (DC8), one for each landing. A failed save means the character has tripped and fallen down a stretch of stairs, and suffers 2d6 points of damage. If the character tries to descend at his or her normal movement rate, the Dexterity check is at DC14.</div><div>4. As the result of 3, but the light is also searing hot. Characters who fail their Fortitude saves suffer 1d6+2 points of heat damage.</div><div><br /></div><div>THE SIRINE CAVE</div><div>At some point, we'll reveal something about these placce and the creatures that haunt it, too, as well as how to break the curse on the Devastation Point Lighthouse.</div><div><br /></div><div>WHAT ABOUT THAT "DARK ARTIFACT"?</div><div>Oh, we'll almost certainly get to this one soon. Perhaps it'll even be <a href="https://nuelow.blogspot.com/search?q=Bessie+Love" target="_blank">Bessie Love</a> who recovers it...</div><div><br /></div><div>--</div><div>IF you enjoyed this post, you can encourage more of the same by commenting and/or getting some <a href="https://www.drivethrurpg.com/browse/pub/3765/NUELOW-Games" target="_blank">NUELOW Games products over at DriveThruRPG</a>. It gives us encouragement to know someone is out there, reading and reacting.</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-20497125858705886062021-08-01T19:00:00.014-07:002021-08-03T18:08:39.252-07:00RPG-a-Day #1: Scenario<p> We're going to try to do this year's RPG-a-Day Challenge here at NUELOW Games; each day has a different theme and will get a different post. Be sure to stop by to join us in victory or defeat as the month progresses!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-nzK7clVrBuM/YQdOikQPvVI/AAAAAAAAaWE/pjVG9Q5wTMsbhbIcBZhN9W107uUzSVnQACLcBGAsYHQ/s512/RPGaDAY2021SingleDay1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="512" data-original-width="510" height="320" src="https://1.bp.blogspot.com/-nzK7clVrBuM/YQdOikQPvVI/AAAAAAAAaWE/pjVG9Q5wTMsbhbIcBZhN9W107uUzSVnQACLcBGAsYHQ/s320/RPGaDAY2021SingleDay1.jpg" width="319" /></a></div><i>DAY #1: Scenario</i><div>The following is more of an outline that a full-fledged adventure scenario. We hope you'll feel inspired enough to want to flesh it out and use it. (This is also completely raw, first draft text; it is flowing from the keyboard onto the blog and then posted for the world to see. No editing or revision is taking place, so we apologize for dropped words or incomprehensible sentences.)</div><div><br /></div><div><br /><div style="text-align: center;"><b>THE DEADLINE FROM HELL </b></div><div><div style="text-align: center;"><i><b>A modern-day horror scenario for any game system</b></i></div><br /><b>Setting Up the Adventure</b><br />A party member gets a frantic phone call from a journalist friend. He says that his current story has put him on the trail of a Satanic cult and that they discovered him snooping around their secret lair. He knows they are hunting for him, and he begs the character to come to his home to before they get there, so they can help protect him and get him to safety.</div><div><br /></div><div><b>Options</b></div><div>The following situations occur depending on what the character does.</div><div> If the character notifies other party members, asks them to meet him somewhere and then heads to the journalists home: Go to The Chase below.</div><div> <i>If the character notifies other party members as asks him to meet at the journalists home</i>: Go to Converging, below.</div><div><i> If the character rushes over there without notifying others</i>: Go to The Trap below.</div><div> If the character ignores the plea, he hears that his friend's dead body was found on an isolated stretch of road, burned to the point where only dental records were useful in identifying him. Whoops.</div><div><br /></div><div><b>The Chase</b></div><div>As the characters arrive at the journalist's home, they see him being hustled into a cargo van by three burly men. </div><div> If the party tries to fight them: One cultist per party member that leaps from behind bushes or other cover to stop them. They fight the party to subdue rather than kill them.</div><div> An extra cultist--a particularly large man in a hoodie--stands back and watches. As the party fights, the van takes off. Once all the cultists have been defeated, the man in the hoodie faces the party... and his hood falls back to reveal that he has devil horns. He is quite a challenge for the heroes. As they defeat him, he burns into flame and ash. As they finish the fight, the van leaves, but they can see what direction its heading in, and with some skillful (and fast) driving, they can catch up with it. During their pursuit, the following complications occur:</div><div> --Nuns and orphans in a crosswalk. Driving check to not run them them down.</div><div> --A police car gives chase, only to crash.</div><div> --The van seems to get away, but a party member catches sight of it just as it's almost too late (with an appropriate attribute or skill check), and then a Driving check lets the pursuit continue.</div><div> The van eventually goes to an isolated clearing in the woods, near a burned out cabin. See "The Climax: Defeat in Victory?" below.</div><div> If the party is defeated, go the The Trap below.</div><div><br /></div><div><b>Converging</b></div><div>If the characters are arriving separately at the journalist's home, roll 1d4 once on the table below to see what encounters they have en-route. </div><div> 1. No Complications.</div><div> 2. A policeman stops the character near the journalist's home. The policeman is a cultist. He ambushes the character and attempts to render him or her unconscious. If the character is defeated, he is found by other characters in the panel van mentioned in "The Chase".</div><div> 3. A group of nuns and orphans flag the character down. Their bus has broken down, the head nun's cellphone is dead, and they need help calling the rectory or a tow truck.</div><div> 4. A traffic accident happens right in front of the character. Unless he or she makes a fancy Driving check, the character ends up becoming part of the accident, too, when it becomes a pile-up. The character is rendered unconscious in the crash, and he or she is found by the other characters in the panel van mentioned in "The Chase".</div><div> Characters who have "No Complications" arrive at the home to find everything appearing fine. If they wait for other player characters to arrive, they will see the panel van described in "The Chase" pull up. Other characters (if not in the van) arrive in an order determined randomly (roll 1d4). Each time another character arrives, the GM should roll 1d4. On a result of 4, three men get out of the van and head into the journalist's home. The events of "The Chase" unfold. If any character approaches the van, the attack described under The Chase takes place.<br /></div><div> If characters with "No Complication" don't wait for others to arrive, or doesn't wait for anyone to leave the van but heads into the journalist's home, the events of "The Trap" take place.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-yvsT5C55auk/YQdSH_dfA2I/AAAAAAAAaWM/0jt3LEYi27Ij38KWyXPzis03lX0RQJSSgCLcBGAsYHQ/s640/sadistic-cults-1606947815.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="640" data-original-width="640" height="400" src="https://1.bp.blogspot.com/-yvsT5C55auk/YQdSH_dfA2I/AAAAAAAAaWM/0jt3LEYi27Ij38KWyXPzis03lX0RQJSSgCLcBGAsYHQ/w400-h400/sadistic-cults-1606947815.png" width="400" /></a></div><br /><div><br /></div><div><b>The Trap</b></div><div>If the characters burst into the journalist's home, they find him kneeling at the center of a pentagram, surrounded by robed cultists. There is one cultist per player character. The journalist remains in the pentagram, watching the fight with an increasingly insanely gleeful look on his face.</div><div> The cultists fight to subdue the player characters. If it looks like the cultists are going to lose, three more join in (having emerged from the van). They continue their attempt to subdue the characters. </div><div> If the player characters lose the battle, go to "The Climax: Victory in Defeat?".</div><div> If the player characters look like they're going to win, the events of "The Climax: Victory in Defeat?" unfold in the house instead of at the remote ritual site. See "The Climax: Victory in Defeat?", below.</div><div><br /></div><div><b>The Climax: Defeat in Victory?</b></div><div>If the characters chased the panel van, their pursuit ends in an isolated woodland clearing, near a burned-out building. They are confronted by cultists (one for each character) who fight them to the death while the journalist heads with three individuals from the van to a ritual site nearby that is by a burned out building. Here, there is a Satanic ritual site with a large pentagram on the ground. Once the journalist and others have reached the ritual site, the cultists battling the player characters will try to move the fight toward the pentagram. As the characters are led toward the pentagram, the journalist speaks, with a mad gleam in his eye: "Don't make this any harder than it needs to be--you will die and your "righteousness" will be consumed by Satan and your life energy will become mine! I promised him your lives, he promised me immortality! Surrender--don't let your last few moments on Earth be filled with pain!"</div><div> The battle lasts for six rounds, or until it seems clear the characters are going to win. Then the journa list chants and a burly man with devil horns appears and joins the fight. The battle continues for three more rounds, or until it appears certain the player characters are going to win.</div><div> Then, the pentagram flares with magical energy and smokey figure rises from it, "My charity extends only so far," a voice boomed. "You were given a deadline and you failed to meet it."<br /> "No! There is still time!" the journalist screams. He rushes to attack the player character who is the most injured. If the player character survives 2 rounds of combat against the journalist, he and all the cultists burst into flame and die screaming as they disintegrate into fine ash.</div><div><br /></div><div><b>The Climax: Victory in Defeat?</b></div><div>If the characters were defeated by cultists previously, they wake up in the pentagram at a Satanic ritual site. The journalist is there with three cultists, plus one addition per player character. He speaks to them, with a mad gleam in his eye: "Don't make this any harder than it needs to be--you will die and your "righteousness" will be consumed by Satan and your life energy will become mine! I promised him your lives, he promised me immortality! Surrender--don't let your last few moments on Earth be filled with pain!"</div><div> The battle lasts for six rounds, or until it seems clear the characters are going to win. Then the journa list chants and a burly man with devil horns appears and joins the fight. The battle continues for three more rounds, or until it appears certain the player characters are going to win.</div><div> Then, the pentagram flares with magical energy and smokey figure rises from it, "My charity extends only so far," a voice boomed. "You were given a deadline and you failed to meet it."<br /> "No! There is still time!" the journalist screams. He rushes to attack the player character who is the most injured. If the player character survives 2 rounds of combat against the journalist, he and all the cultists burst into flame and die screaming as they disintegrate into fine ash.</div><div><br /></div><div><b>The Wrap-Up</b></div><div>Further investigation will reveal to the player characters that the journalist joint the cult while investigating it.</div><div> </div><div>--</div></div><div>If you liked this post, please encourage us to make more by getting some of our actual products. <a href="https://www.drivethrurpg.com/browse/pub/3765/NUELOW-Games" target="_blank">They are available here</a>.</div><div><br /></div><div>#RPGaDay2021</div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-74440061657877345992021-07-06T17:31:00.002-07:002021-07-06T17:31:45.069-07:00The Terror of the Killdozer!Here's a series of tables that you can use to randomly generate ideas for an adventure inspired by artwork from the great Gil Kane for a rejected cover for a comic book adaptation of the 1941 short story "Killdozer" by Theodore Sturgeon.<div><br /><div>Roll a six-sided die and record the result to make your basic outline. If results seem incompatible, you can re-roll, or you can use them as a mysterious element in your story and/or an avenue to come up with a truly outlandish and unique backstory for the rampage of the Killdozer!</div><div><br /></div><div><br /></div><div style="text-align: center;"><b>NIGHT OF THE KILLDOZER</b></div><div style="text-align: center;"><i>A Randomly Generated Roleplaying Game Adventure Outline</i></div><div><br /></div><div>A series of mishaps and accidents at a worksite culminate with a bulldozer rampaging through the area, crushing everything and everyone in its path. Will the player characters put an end to the nightmare, or will it put an end to them?</div><div><br />WHEN DOES THE STORY TAKE PLACE [optional]<div>1. In the early 1930s.</div><div>2. In the mid-1940s.</div><div>3. In the late 1950s.</div><div>4. In mid-1970s.</div><div>5. In the early 1990s.</div><div>6. In the late 2020s.</div><div><br /></div><div>REGION WHERE DOES THE STORY TAKE PLACE [optional]?</div><div>1. In Main, in the north-eastern United States.</div><div>2. Near Hadrian's Wall in northern England</div><div>3. Near Four Corners in the American Southwest.</div><div>4. In southern Afghanistan.</div><div>5. In the Amazonian Jungle.</div><div>6. In Egypt, not far from Cairo.</div><div><br /></div><div>WHERE DOES THE STORY TAKE PLACE (SPECIFICALLY)?</div><div><div>1. At a newly opening mine.</div><div>2. At a mine that is reopening.</div><div>3. At a construction site.</div><div>4. At an archeological site.</div><div>5. At a lumber camp near a river or lake</div><div>6. At a decommissioned military facility</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-tZh5tACnSn8/YMq-pJWpTbI/AAAAAAAAaIs/mTV8Apb3kRMO3sEL9VekI0jBFfTg4oe4wCLcBGAsYHQ/s1301/Killdozer.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt=""Killdozer" by Gil Kane" border="0" data-original-height="1301" data-original-width="897" height="640" src="https://1.bp.blogspot.com/-tZh5tACnSn8/YMq-pJWpTbI/AAAAAAAAaIs/mTV8Apb3kRMO3sEL9VekI0jBFfTg4oe4wCLcBGAsYHQ/w442-h640/Killdozer.jpg" title="By Gil Kane" width="442" /></a></div><br /><div>HOW DO THE HEROES BECOME INVOLVED?</div><div>1-2. They are hired to provide security.</div><div>3-5. They are part of the project from the beginning.</div><div>6. They uncover rumors of strange events that have happened at </div><div> the site through the centuries, and they come to investigate.</div><div><br /></div><div>WHAT IS THE WORK TAKING PLACE?</div><div>1. Mining</div><div>2. Logging</div><div>3. Road Construction</div><div>4. Demolition of an Abandoned Mental Hospital/Secret </div><div> Government Research Facility</div><div>5. Archeological Excavation of an Area Once Home to a </div><div> Mysterious and Long-Lost Civilization</div><div>6. Construction of a Housing Development</div><div><br /></div><div>WHAT GIVES LIFE TO THE KILLDOZER?</div><div>1. Spells protecting a buried Atlantean artifact that have been </div><div> activated because the vault housing it has been partially </div><div> unearthed and damaged.</div><div>2. Angry spirits (3d6, maximum of 13) of those interred at an </div><div> ancient burial ground on the site.</div><div>3. Demons (3d6, maximum of 13) who were trapped in buried </div><div> containers but were released when they were damaged.</div><div>4. Nature spirits (1d3+1) summoned by militant environmentalist </div><div> mystics who want to avenge the damage the project is doing </div><div> to the Earth.</div><div>5. An alien device has projected its awareness into the Killdozer.</div><div>6. Highly advanced circuitry and an IA, created and installed </div><div> by a mad scientist.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-a16idu95vAA/YOT1hpvLoxI/AAAAAAAAaOo/P-DyH1h_zZ0uHaYP4Otn9LeUz8Gs2E36wCLcBGAsYHQ/s630/killdozer-cover-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="The Killdozer attacks!" border="0" data-original-height="400" data-original-width="630" height="254" src="https://1.bp.blogspot.com/-a16idu95vAA/YOT1hpvLoxI/AAAAAAAAaOo/P-DyH1h_zZ0uHaYP4Otn9LeUz8Gs2E36wCLcBGAsYHQ/w400-h254/killdozer-cover-1.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div>WHO GAVE LIFE TO THE KILLDOZER AND WHY?</div><div>1-3. The "who" and "why" are the same as the "what"; the very </div><div> activity on the site animated the Killdozer.</div><div>4. A crazed mystic seeking revenge against the funders or leaders </div><div> of the project.</div><div>5-6. A mysterious cabal that wants to keep things buried on the site </div><div> exactly where they are.</div><div><br /></div><div><div>WHAT DOES THE KILLDOZER WANT?</div><div>1-2. To destroy everyone and everything in its path, for the sake </div><div> of destruction.</div><div>3. To avenge the damage to nature that has been caused by the work </div><div> at the site.</div><div>4. To have proper respect shown to the location and the supernatural </div><div> beings who dwell there via the performance of ancient, now very </div><div> obscure, rituals.</div></div><div>5-6. To be transported to another world/dimension.</div><div><br /></div><div>HOW CAN THE KILLDOZER BE STOPPED?</div><div>1-2. Explosives. Lots of explosives.</div><div>3. Ramming it with other heavy machinery until it's destroyed.</div><div>4. Finding a way to communicate with the spirits/demons animating </div><div> it and putting them to rest.</div><div>5. Letting it run out of gas.</div><div>6. Uncovering an ancient artifact hidden at the site (or nearby) and </div><div> turning it on the Killdozer.</div><div><br /></div><div>IS IT TRULY OVER?</div><div>1. Yes. The Killdozer is destroyed and work can continue safely.</div><div>2. More or less. The root cause of what animated the Killdozer may </div><div> cause more mayhem unless additional action is taken.</div><div>3. No. Once the Killdozer is stopped, the force animating it seizes </div><div> control of another vehicle on the site. (Treat as #2 if the solution</div><div> is to put angry spirits/demons to rest.)</div><div>4. No. Once the Killdozer is stopped the force animating it possesses </div><div> workers and the site, turning them into homicidal puppets. </div><div> (Treat as #2 if the solution is to put angry spirits/demons to rest.)</div><div>5. No. Once the kill Killdozer is stopped, the force animating it turns </div><div> ALL vehicles at the construction site in murderous engines </div><div> of destruction.</div><div>6. No. Once the Killdozer is stopped, a mystical burst of </div><div> energy transports everyone at the site to the distant past (1-2); </div><div> an alien planet (3-4); a nightmarish other-dimensional hellscape </div><div> (4-6).</div><div><br /><br /></div></div></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0tag:blogger.com,1999:blog-9220024205905606434.post-53816167184157706832021-06-08T15:27:00.000-07:002021-06-08T15:27:03.418-07:00Meet Myron the Living Voodoo DollIn issues of the anthology title "Dork" and elsewhere, writer and artist, Evan Dorkin brought us tales of Myron the Living Voodoo Doll. Here's an example of one.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-XfapYVtA2Hs/YL73khOYW0I/AAAAAAAAaHU/lfYFcaODq_ot_AC17ZPW-zoEMqs70vSGACLcBGAsYHQ/s600/fun-1011-600x118.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Myron the Living Voodoo Doll by Evan Dorkin" border="0" data-original-height="118" data-original-width="600" height="79" src="https://1.bp.blogspot.com/-XfapYVtA2Hs/YL73khOYW0I/AAAAAAAAaHU/lfYFcaODq_ot_AC17ZPW-zoEMqs70vSGACLcBGAsYHQ/w400-h79/fun-1011-600x118.jpg" title="By Evan Dorkin" width="400" /></a></div><br /><div>Each strip saw Myron have a mishap and that mishap was passed onto some unfortunate victim elsewhere in the world. For reasons that are probably too disturbing to dwell on, NUELOW Games's head honcho finds Myron hilarious. He also thinks he would be an interesting addition to your games.</div><div><br /><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-3dAYGuH53ak/YLHhoM1iaaI/AAAAAAAAZ7I/hMOarpLXZl8F1dg9hIeg05zXunoEeNu-QCLcBGAsYHQ/s472/fun-121a.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="Myron the Living Voodoo Doll by Evan Dorkin" border="0" data-original-height="353" data-original-width="472" height="239" src="https://1.bp.blogspot.com/-3dAYGuH53ak/YLHhoM1iaaI/AAAAAAAAZ7I/hMOarpLXZl8F1dg9hIeg05zXunoEeNu-QCLcBGAsYHQ/w320-h239/fun-121a.jpg" title="By Evan Dorkin" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><b>AN RPG SUPPLEMENT</b></div><div class="separator" style="clear: both;"><b><br /></b></div><div class="separator" style="clear: both;"><i>Design: Steve Miller * Eye Rolls: L.L. Hundal</i></div><div class="separator" style="clear: both;"><i>Based on "Myron the Living Voodoo Doll" by Evan Dorkin</i></div><div class="separator" style="clear: both;">(Myron the Living Voodoo Doll is used without permission... </div><div class="separator" style="clear: both;">and in the hopes that Mr. Dorkin doesn't sic lawyers or Myron on us.)</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div></div><div class="separator" style="clear: both; text-align: left;">INTRODUCING MYRON</div><div class="separator" style="clear: both; text-align: left;">Myron is the most unusual of voodoo dolls. He is alive, and he wanders about of his own volition. He does not initially seem different from other voodoo doll, but he has the following unique traits:</div><div class="separator" style="clear: both; text-align: left;"> * Myron is self-aware and he can speak. If a person thinks to talk to him, he will respond. He will explain his unique nature, but only if asked. (Myron is too busy contemplating the meaningless nature of existence to volunteer information to those he encounters.)</div><div class="separator" style="clear: both; text-align: left;"> * Myron can't help but become bonded either to the last person who handles him, or a person that individual chooses to place a curse upon. Whatever harm (or other extreme physical situation, such as being flung across a room) that subsequently befalls Myron also happens to the person who is subject to his inherent voodoo magic. Once bonded to Myron through his voodoo enchantment, (Myron doesn't necessarily want bad things to happen to people, but he<i> is </i>a voodoo doll so he can't help it.)</div><div class="separator" style="clear: both; text-align: left;"> * Myron is a tireless wanderer who is forever seeking new horizons. He never remains in one place for more than a few days. He is also one of the greatest escape artists to ever exist. Once he decides it's time for him to move on, there is nothing that prevent him from doing so. (Myron is completely immune to magic that tries to bind him or keep him trapped. Any such attempts cause him to teleport to a random location far, far away... while the person who attempted to magically trap him is subjected to Myron's inherent voodoo curse.)</div><div class="separator" style="clear: both; text-align: left;"> * If Myron is destroyed, he reforms 1d6 days later at a random location (see "Where in the World is Myron?, below). If someone had intentionally tried to destroy him that person is now subject to Myron's inherent voodoo curse--until it is shifted onto someone else. (Myron cannot be destroyed by any conventional--or even unconventional--means. The only ways to put an end to his existence and the inherent voodoo curse he carries is to either convince him that he doesn't exist via philosophical debate, or to bring him into the presence of God [the Clockmaker, the Creator, the Big Guy Himself], which will make Myron realize that existence is not meaningless.)</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">HOW DO THE HEROES ENCOUNTER MYRON? (Roll 1d6)</div><div class="separator" style="clear: both; text-align: left;"><i>This table is used to both determine how the party first meets Myron, as well as how they might randomly encounter him again later. </i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;">1-2. They find him among the property of a foe they've just defeated.</div><div class="separator" style="clear: both; text-align: left;">3. One of them receives a package from an unknown sender. Myron is inside.</div><div class="separator" style="clear: both; text-align: left;">4. His is found laying outside one of their homes.</div><div class="separator" style="clear: both; text-align: left;">5. A friend (or even an enemy) contacts them and begs them to track Myron, because he or she has fallen victim to Myron's curse and is suffering from random injuries and other mishaps.</div><div class="separator" style="clear: both; text-align: left;">6. He drops into one of their laps. Literally.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><i>The GM should roll 1d20 once per game month after the party's first experience with Myron is resolved. On a roll of 1, they cross paths with him again.</i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-PI_eHoubkgY/YLHuaofibCI/AAAAAAAAZ7w/4a67NlyX2jwt81DQ8XAuZEkayT3Un3NOgCPcBGAYYCw/s146/Cliff.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="116" data-original-width="146" height="159" src="https://1.bp.blogspot.com/-PI_eHoubkgY/YLHuaofibCI/AAAAAAAAZ7w/4a67NlyX2jwt81DQ8XAuZEkayT3Un3NOgCPcBGAYYCw/w200-h159/Cliff.jpg" width="200" /></a></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">WHERE IN THE WORLD IS MYRON (Roll 2d20)</div><div class="separator" style="clear: both; text-align: left;"><i>This table is used to determine where Myron can be found.</i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;">2. On a city street</div><div class="separator" style="clear: both; text-align: left;">3. In a daycare center</div><div class="separator" style="clear: both; text-align: left;">4. In a prison</div><div class="separator" style="clear: both; text-align: left;">5. In a city dump</div><div class="separator" style="clear: both; text-align: left;">6. At a train station</div><div class="separator" style="clear: both; text-align: left;">7. At a bus depot</div><div class="separator" style="clear: both; text-align: left;">8. By the sea shore</div><div class="separator" style="clear: both; text-align: left;">9. Along a busy highway</div><div class="separator" style="clear: both;">10. Along a country road<br />11. In the highlands<br />12. In a swamp<br />13. In a forest<br />14. In a jungle<br />15. In a desert</div><div class="separator" style="clear: both; text-align: left;">16. On a golf course</div><div class="separator" style="clear: both; text-align: left;">17. In a school</div><div class="separator" style="clear: both; text-align: left;">18. At a construction site</div><div class="separator" style="clear: both; text-align: left;">19. In the mountains</div><div class="separator" style="clear: both; text-align: left;">20. In a coal mine</div><div class="separator" style="clear: both; text-align: left;">21. In a cemetery</div><div class="separator" style="clear: both; text-align: left;">22. In a war zone</div><div class="separator" style="clear: both; text-align: left;">23. In a crack house</div><div class="separator" style="clear: both; text-align: left;">24. In a teenaged girl's bedroom</div><div class="separator" style="clear: both; text-align: left;">25. In a teenaged boy's bedroom</div><div class="separator" style="clear: both; text-align: left;">26. In a church</div><div class="separator" style="clear: both; text-align: left;">27. In a mosque</div><div class="separator" style="clear: both; text-align: left;">28. In a synagogue</div><div class="separator" style="clear: both; text-align: left;">29. In a serial killer's lair</div><div class="separator" style="clear: both; text-align: left;">30. In a politician's office</div><div class="separator" style="clear: both; text-align: left;">31. Floating on a lake</div><div class="separator" style="clear: both; text-align: left;">32. On a weather balloon</div><div class="separator" style="clear: both; text-align: left;">33. Floating on a river</div><div class="separator" style="clear: both; text-align: left;">34. In a high-rise office building</div><div class="separator" style="clear: both; text-align: left;">35. In a top secret government lab</div><div class="separator" style="clear: both; text-align: left;">36. On Paradise Island</div><div class="separator" style="clear: both; text-align: left;">37. On Gilligan's Island</div><div class="separator" style="clear: both; text-align: left;">38. At John Wick's house</div><div class="separator" style="clear: both; text-align: left;">39. At the home of a player character's loved ones</div><div class="separator" style="clear: both; text-align: left;">40. At a NASA or other space-exploration launch site.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">HOW LONG DOES MYRON STAY? (Roll 1d6)</div><div class="separator" style="clear: both; text-align: left;"><i>Myron stays in any given area for a limited amount of time, even if the party arranges for him to be trapped (as indicated in "Introducing Myron"). This table determines how long he can be found in the area determined by rolling on "Where in the World is Myron?"</i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;">1. 24 hours</div><div class="separator" style="clear: both; text-align: left;">2. 48 hours</div><div class="separator" style="clear: both; text-align: left;">3. 72 hours</div><div class="separator" style="clear: both; text-align: left;">4. 1d6 days</div><div class="separator" style="clear: both; text-align: left;">5. 1d6 weeks</div><div class="separator" style="clear: both; text-align: left;">6. 1d20+10 hours</div><div class="separator" style="clear: both; text-align: left;"><i> After the indicated period of time has passed, the GM rolls on on "Where in the World is Myron?" to determine where he can next be found.</i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;">DAMAGE SUFFERED FROM VOODOO CURSE (Roll 1d12)</div><div class="separator" style="clear: both; text-align: left;"><i>Each day, it's relevant to determine if a character is injured due to being subject to Myron's inherent voodoo curse, the GM must roll 1d12. On a "12" he or she rolls on the table below to determine what harm comes to the sufferer. If 1-2 hit points are taken, the character suffers minor discomfort or a sudden appearance of bruises or mild burns. Anything beyond that is painful and possibly lethal. Charactes may roll appropriate saving throws and benefit from any resistances to types of damage they may possess.</i></div><div class="separator" style="clear: both; text-align: left;"><i> Myron is destroyed if he takes more than 30 hit points of damage. He reappears at a random location 1d6 days later. While Myron is out of commission, there is no need to see if a cursed character suffers an injury.</i></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><i>Types and Amount of Damage</i></div><div class="separator" style="clear: both; text-align: left;">1. Cold Damage: 2d10</div><div class="separator" style="clear: both; text-align: left;">2. Crushing Damage: 2d10</div><div class="separator" style="clear: both; text-align: left;">3. Drowning Damage: 2d10</div><div class="separator" style="clear: both; text-align: left;">4. Electrical/Energy Damage: 2d10</div><div class="separator" style="clear: both; text-align: left;">5. Falling Damage: 2d10</div><div class="separator" style="clear: both; text-align: left;">6. Fire Damage: 2d10</div><div class="separator" style="clear: both; text-align: left;">7. Cold Damage: 4d10</div><div class="separator" style="clear: both; text-align: left;">8. Crushing Damage: 4d10</div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;">9. Drowning Damage: 4d10</div><div class="separator" style="clear: both;">10. Electrical/Energy Damage: 4d10</div><div class="separator" style="clear: both;">11. Falling Damage: 4d10</div><div class="separator" style="clear: both;">12. Fire Damage: 4d10</div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-abdFrx_xhhE/YLH2Qjtqo_I/AAAAAAAAZ70/kXOZcuStQXckJSzqBppELfl2K8UwgMiGgCLcBGAsYHQ/s1364/fun-121b.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="'Myron the Living Voodoo Doll' by Evan Dorkin" border="0" data-original-height="353" data-original-width="1364" height="104" src="https://1.bp.blogspot.com/-abdFrx_xhhE/YLH2Qjtqo_I/AAAAAAAAZ70/kXOZcuStQXckJSzqBppELfl2K8UwgMiGgCLcBGAsYHQ/w400-h104/fun-121b.jpg" title="By Evan Dorkin" width="400" /></a></div><br /></div></div><div><a href="https://www.patreon.com/evandorkin" target="_blank">If you enjoyed this post, consider supporting Evan Dorkin's current comics efforts via his Patreon page</a>.</div><div><br /></div><div><br /></div><div><br /></div>Steve Millerhttp://www.blogger.com/profile/11263633883997493518noreply@blogger.com0