Showing posts with label Music Videos. Show all posts
Showing posts with label Music Videos. Show all posts

Friday, September 24, 2021

RPG Campaign Scenario Idea: To Where the Sun Rests

The 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.


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...)



TO WHERE THE SUN RESTS
An Adventure/Campaign Idea for Fantasy RPG Settings


The Beginning
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.
   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.




The Middle
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.
   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.
   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.
   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.
   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.




The End
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.
   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.
   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.

--
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.

Meanwhile, here's the song that inspired the above. Enjoy!

Tuesday, December 1, 2020

It's December...


… Christmas is coming, so let's get in the Christmas Spirit with an unusual version of a favorite among the NUELOW Gang--"Little Drummer Boy", with a video that was filmed not far from the birthplace of NUELOW Games itself!




Thursday, August 6, 2020

Trouble is a Friend of Mine: A Theme Song for PCs & GMs

He's there in the dark
He's there in my heart
He waits in the wings
He's gotta play a part
Trouble is a friend
Yeah trouble is a friend of mine
 
"Trouble is a Friend" is the perfect theme song for the PC/GM relationship. It may have first been released in 2008 (performed by Australian pop singer Lenka) and it may have been featured in some 2010 teen comedy film, but we here at NUELOW Games just discovered it. 

And, as stated above, the lyrics summarize the place a Game Master holds in the existence of player characters perfectly. The various videos for the song even capture it to some degree as well. 

First, here's the original version (with  a fan-made video). If the song is new to you, we're sure you'll agree with our take. And if it's not... well, we're sure you'll reevaluate the song in the light of our interpretation. (If you DON'T agree... well, that's what the comments section is for!)



The song was recently covered by The Cog is Dead. It's a nice version that brings to the forefront the darkness that permeates the deceptively fluffy sounding original version. (This was actually how we became aware of the tune, being fans of The Cog is Dead.)


Lenka even revisited her own song with an acoustic version, which is up next. There's no video clip with this one, but give it a listen. Close your eyes. Picture your favorite PC, enjoying a quiet day engaged with favorite pastime... and then a new campaign arc begins...



And we're going to close this round of "Trouble is a Friend of Mine" (The PCs & DMs Theme) with a highly unusual version. We think this may be the version you'd use for games run by L.L. Hundal--fun, but often more than just a little odd.




--
Okay, so here's one more version... a more elaborately produced video and a new recording/remix of the song, presumably for use in whatever that movie it was featured in was. We think Lenka's two earlier versions of the song are superior, but we adore this video because it really seems to bring our seeing "Trouble is a Friend" as the "Theme Song for Player Characters & Game Masters" into perfect focus--especially the bit where Lenka first dances with and then fights with Trouble.


Friday, May 22, 2020

A new release, now at DriveThruRPG!

It's been a while since we've produced an actual product. That changes today! For A Song and a Dance is now available at DriveThruRPG, and it can be yours for... well, whatever you feel like paying for it.


The content of the product was all inspired by popular music and Christmas songs. Much of it originally appeared here on the blog, but it has been revised to a greater or lesser degree based on feedback from readers or the players in L.L. Hundal's game group.

Here's a list of the songs and artists that inspired the material in For a Song and a Dance, along with the type and amount of content they gave rise to:

Clothes of the Dead by Bongos, Bass, and Bob: Radom Tables to Generate Clothes Found in Thrift Stores.
Daddy Cool by Boney M: One Talent Tree (Five Talents)
Dancing Queen by Abba: One Feat
Dude Looks Like a Lady by Aerosmith: One Feat
I'll Be There by The Escape Club: One Character Template
Jingle Bells: One Magic Item
Little Drummer Boy: One Artifact, Two Magic Items
Never Gonna Give You Up by Rick Astley: One Talent Tree (Four Talents)
Safety Dance by Men Without Hats: Two Feats
Sharped Dressed Man by ZZ Top: Six Artifacts
Simply Irresistible by Robert Palmer: One Feat
We Three Kings: One Feat, One Magic Item

And, just because, here are videos for some of those great songs that we've not yet featured here on the blog...

Aerosmith's "Dude Looks Like a Lady":

Robert Palmer's "Simply Irresistible":


and finally...

The Escape Club's immortal "I'll Be There":

Please check out For a Song and a Dance at DriveThruRPG... and let us know what you think of it. We'll be here.

Thursday, September 5, 2019

The Daddy Cool Talent Tree

This talent tree is that latest addition to the NUELOW Games d20 System feat and talents based superpowers system. (You can see the basics by clicking here.) It was inspired by the 1976 Boney M song of the same name, "Daddy Cool". We've embedded the song and its original video for your viewing enjoyment, below. (All text in this post is presented under the Open Game License and my be reproduced in accordance with its terms. Copyright 2019 Steve Miller.)

The Daddy Cool (or Mama Cool, for female characters) talent tree works well for characters who have emotion manipulation as their main shtick.


DADDY COOL TALENTS
Your power is your charisma.
   Essence of Cool: Gain a permanent +2 bonus to all Bluff, Intimidate and Perform skill checks.
   Prerequisite: Any one Minor Power feat.
   Crazy Like a Fool: Gain a spell-like ability that mimics confusion. The character's total number of levels equals the caster level. The character may choose to limit the confusion affect to a single target, imposing a -6 penalty to the Will save to resist. This ability may be used a number of times per day equal to 1/2 the character's Charisma bonus (round up).
   Prerequisite: Essence of Cool.
   Dance with Daddy: Gain a spell-like ability that mimics irresistible dance. The character's total number of character levels equals the caster level. This ability may be used a number of times per day equal to 1/2 the character's Charisma bonus (round up).
   Prerequisite: Crazy Like a Fool
   Trust in Daddy: Gain a spell-like ability that mimics charm person. The character's total number of levels equals the caster level. This ability may be used a number of times per day equal to 1/2 the character's Charisma bonus (round up).
   Prerequisite: Essence of Cool
   Trust in Daddy II: Gain a spell-like ability that mimics charm monster. The character's total number of levels equals the caster level. This ability may be used a number of times per day equal to the character's Charisma bonus.
   Prerequisite: Crazy Like a Fool, Trust in Daddy




(For the record, when we dance here at NUELOW Games, it looks something like Bobby Farrell in this video.)

Wednesday, December 12, 2018

The Santa Slayings

Here's a Christmas Season-appropriate random mystery/horror adventure outline generator that was inspired by a combination of a drawing by Bryan Baugh and a spooky version of "Carol of the Bells" by rock group Halocene. (The video and song can be enjoyed at the bottom of this post.)


THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?


WHEN DO THE MURDERS START? (Roll 1d6)
   1. July 24 ("Christmas in July")
   2-3. November 20.
   4-5. December 12 ("The 12th Day of Christmas")
   6. December 25 ("The 12 Days of Christmas")

WHO IS KILLED? (Roll 1d6)
   1. A Family (Mother, Father 1-6 children)
   2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
   3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
   4. Church Choir Members (2d6 Guys, 2d6 Girls)
   5. Toy Company Executives (1d6)
   6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)

HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
   1. Every 1d6 hours.
   2. Every 2d6 hours.
   3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
   4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
   5. Every third day until stopped.
   6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.

WHO IS KILLED NEXT?
   Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."

WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
  1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
   3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
   5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
   6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.

HOW IS THE KILLER STOPPED? (Roll 1d6)
   1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
   2. By killing him.
   3. By cornering him and forcing him to surrender to be brought to justice.
   4. By killing him.
   5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
   6. By killing him.




Monday, December 3, 2018

Christmas is Coming!

'Tis the Season for Percussion Magic!



A few years ago, we posted some "Little Drummer Boy" inspired artifacts (the Drum of Bethlehem and the Drumsticks of Bethlehem). We're returning to the percussion theme, using the neat music in the video above as our inspiration.
   To read up on tabla drums, click on this link. Watching the video above should give you a good idea however. Basically, a set of tabla drums (known just as "tabla") is at least two drums, a daya (right drum) and a baya (left drum). The daya carries the main melody while the baya provides the bass.
The portions of this post from "The Magical Tabla Drums" to the end are presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.


THE MAGICAL TABLA DRUMS
There are an unknown number of magical tabla drums in the world. No one knows how they are created, nor who creates them, but numerous wise men have claimed that they are gifts to the world from Saraswati, goddess of music and knowledge, bestowed either as rewards to worshipers and musicians who have impressed her, or as sources of reassurance and comfort during trying times. The music of the drums are rumored to strengthen the powers of holy men and women, cure the sick, and fill warriors with the strength and prowess of war gods.
   Magical tabla drums are always found in sets consisting of 1d4+2 daya and 1d2 baya. They rarely radiate any form of magic (only 1%  chance) and when they do, it is always of a weak, undeterminable type. The function of the drums can only be determined by playing them. If a set is broken up, the magic is disrupted.
   A silence spell centered upon the characer playing the tabla will negate the drums' effects and totally disrupt their magic. Characters who were within range of the drums' magic must roll successful Will saves (DC10+caster level) to retain the benefits of having heard the music (see below for details).

The Tabla of Comfort and Joy
When a skilled musician plays a tune on these drums--with a successful DC12 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius become immune to negative mind-effecting magic and spell-like effects, such as fear spells or illusions designed to frighten or cause other forms of distress. Divine spells cast with the intent of heal, comfort, or otherwise make targets feel better or more cheerful, function at two caster levels higher than the actual caster.
   The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)

The Tabla of Protection and Celebration
When a skilled musician plays a tune on these drums--with a successful DC15 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius feel invigorated and gain a +1 bonus to all saving throws, as well as a +2 bonus to Armor Class/Defense. Characters also gain a +8 bonus to Perform (dance) skill checks, whether they have ranks in the skill or not.
   The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)

Saturday, December 1, 2018

Christmas is Coming!

Let's kick off the month with a great version of a favorite Christmas song here at NUELOW Games, "We Three Kings." The video is even better.




And here's a feat by in case you want to play/include a Magi or three in your d20 System games! (The rest of this post is released under the Open Game License, and the following material may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.)


READ THE STARS [General]
You can find guidance in the stars, both metaphorically and literally.
   Prerequisite: Intelligence 12, Wisdom 12.
   Benefit: By spending 1d3+1 hours studying the night sky, making notations, and comparing the results to a series of charts and diagrams, the character can gain any of the following benefits once per day.
   Momentous Destination: The stars reveal a prophecy that states you are to travel to a distant location where you will have a fateful encounter that may have world altering consequences and bring you great riches or power or knowledge, or all of the above. The direction in which you must travel is made clear, but the exact location to which you must travel and how far away it might be is not. (Note: The destination can be a town, a ruin, a dungeoun, or stable on the outskirts of a small town. It can be anything, really, where the GM has the next big adventure planned, or even the locaton of climax of the current adventure... because getting there is half the fun!)
   Smooth Travel: The stars reveal the easiest route to take while traveling toward a momenteous destination for one day of the journey, eliminating any overland movement penalties due to terrain type. You gain the benefit of a successful Survival skill check.  If the character doesn't have access to a map of the region, a Navigation or Survival skill check (DC15) to gain this benefit.
   Seer: The stars reveal if you are within a day's journey of the momenteous destination. You may also use the effects of the augury spell as if cast by a cleric of your total character levels.



Wednesday, June 6, 2018

Additional Ninja Cutie Secrets Revealed!

Here's some additional information about, and feats and a starting profession for, the Ninja Cuties!


A BRIEF HISTORY OF THE NINJA CUTIES
Ninja Cuties trace their origins back to mid-15th Century Japan when the Shouchiibi Ninja Clan decided they would develop their skills around "working smarter not harder, and generally take advantage of being smoking hot!" The effort was hugely successful, and male and female clanmembers vamped and vogued their way through the next few centuries before doing either was even a Thing. With the advent of photography, and eventually motion pictures, they spread across the world, hiding their true natures as spies and assassins and all-around rogues-for-hire behind the facade of being actors and models.
   Whereever they went, they recruited local beautiful people into their ranks, and by the 1940s, they were the first truly global Ninja Clan. A number of the most glamorous internationally known models and movie stars have been Ninja Cuties--something which remains true to this day.
   During the 1930s, this led to the Great Sundering, as those Ninja Cuties based outside of Japan were increasingly at odds with those in the land of their origins, finding themselves fighting against the Japanese Empire rather than for it. (The Ninja Cuties in the U.S. were in a particularly strange position, as White and Black Ninja Cuties were fighting both Japanese agents and the American government as they established secret havens for those among them who were of Japanese descent.
   During the Cold War, the various factions of Ninja Cuties came back together, united by common heritage and good looks. Through the decades since the fall of the Berlin Wall, their global secret network has only grown stronger. In the modern world, a Ninja Cutie will always help a member of the clan, even if their nations are at odds. Even Ninja Cuties who have strayed from the path set down by their forebears can expect help and support from the clan. call on that person will receive help and support from the clan.
   In present day, Ninja Cuties can be found throughout the entertainment and modeling businesses. Some have even entered the political realm, as good looks and sharp wit has become more important than actual intelligence and leadership skills. In order to preserve the secrecy surrounding the Shouchiibi Clan, some Ninja Cuties use their martial arts prowess as part of their performances, and  have even arranged to have fictionalized and comedic versions of their secret society presented on film, such as the one featured in Zoolander 2. As a result, even if sopmeone were to attempt to expose the existince of the Ninja Cuties, they would be laughed at and silly crazy conspiracy theorists.



Art by Claudio Pozas. Used with Permission.



D20 SYSTEM RULES FOR NINJA CUTIES
The rest of this post is presented under the Open Game License and may be reproduced within its terms. Copyright Steve Miller 2018. You can read the original Ninja Cutie post here (or just scrolling down if you're on the main blog page).


STARTING PROFESSION
Most Ninja Cuties are raised from a young age to be cute but deadly. This starting profession reflects that, and unless the character was inculcated into the Secret Circle of Cutie Ninjas later in life, this Starting Profession should be chosen.


NINJA CUTIE
You were born and raised within the secret community of the Ninja Cuties. Whether you stayed true to your childhood training and heritage as your family wished, or ultimately chose to persue a different path.
   Prerequisite: Charisma 13
   Skills: Choose three of the following skills as a permanent class skill. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Acrobatics, Bluff, Concentrate, Knowledge (Arcane Lore), Knowledge (Mysticism), Move Silently, Tumble, Perform (specific field), Search, Sense Motive, Sleight of Hand, Spot.
   Feats: Select one of the following to receive as a bonus feat. The character must meet any prerequisites. Combat Reflexes, Dancing Queen, Informant Network, Ninja Cutie, Shameless.



FEATS
Here are some feats suitable for Ninja Cuties.

DANCING QUEEN [Fast Hero, Bard, Fighter, Rogue]
You can dance, you can fight!
   Benefit: The character practices mixed martial arts. Add 1/2 of the character's ranks (round down) in the Perform [dance] skill to all melee attack rolls.

DANGER SENSE [General]
The character has an uncanny ability for sensing trouble just before it strikes.
   Benefit: You gain a +2 bonus to all Spot and Sense Motive skill checks.

SHADOW MELD [Fast Hero]
The character can use even the slightest shadow to "hide in plain sight."
   Prerequisite: Hide 6 ranks, Move Silently 6 ranks
   Benefit: When in an area that features at least some shadow, the character gains a +8 bonus to Hide skill checks.

SPECIALITY MARTIAL ARTIST [Fighter, Fast Hero, Strong Hero]
The character has mastered an unusual fighting style that turns normally harmless pursuits deadly.
   Prerequisite: Combat Martial Arts or Defensive Martial Arts
   Benefit: When this feat is selected, specify a Craft, Knowledge, or Perform skill. The character is a master of a fighting style that weaponizes that activity. You add ½ your number of ranks in the designated skill (round up) to your to-hit and damage rolls when making unarmed attacks. The character may use objects associated with the activity as improvised melee or ranged weapons without suffering a non-proficiency penalty. In general, the objects deal a base of 1d4 points of damage with a base crit range of 19-20.
   Special: You may select this feat multiple times. Each time, a different Craft, Knowledge, or Perform skill must be specified. You must declare which version of the feat (if any) the character is using at the beginning of each round if making a martial arts attack.



A Ninja Cutie Battle Anthem!

Wednesday, May 9, 2018

The Artifacts of the Sharp-Dressed Man (for d20 Modern)

How this collection of artifacts came into existence is unknown. They were first documented by paranormal investigator Marion K. Bassett when she was hired to inventory the belongings of occultist Ulysses Sheltner. Like most of the magical items that had been owned by Sheltner, they were stolen soon thereafter. The whereabouts of the artifacts are currently unknown.


CUFFLINKS OF PRESTIDIGITATION
This matched set of gold cufflinks, engraved with the initials U.S., give the wearer a +2 bonus to all Open Locks and Sleight of Hand skill checks, as well as a +1 bonus to all other Dexterity checks that involved manipulating small items and delicate equipment or machinery.


DIAMOND RING OF PERCEPTION
This broad, gold pinky ring with a diamond inset gives the wearer a +2 bonus to all Search and Spot skill checks.


FAT WALLET
This bulging alligator skin billfold increases the Wealth score of the person carrying it by 2.


POCKET WATCH OF TIMELINESS
This ornate pocket watc--with a flip-cover that sports a highly styalized pentagram and a face featuring small roman numerals--is on a 10-inch gold chain that must be fastened to an item of the character's clothing. When the watch on the chain is spun rapidly in a clockwise direction for a round, it puts the wearer under the effects of a haste spell for six rounds. When spun rapidly in a counter-clockwise direction, all other creatures within a 12-foot radius must roll Will saves of be subjected to the effects of a Slow spell for six rounds. The watch can only evoke a magical effect once every 12 hours, but it tells perfect time.


STICK PIN OF PERSONALITY
This golden stick pin has a small ruby in a sunburst-themed housing at its top. It provies the wearer with a +2 bonus to all Charisma-based skill checks.
   The stick pin also can be used as an improvised weapon that deals a base of 1 point piercing damage. For purposes of resistances, it is a +1 weapon.


TOP COAT OF PROTECTION
This black overcoat grants the wearer a +1 bonus to Defense Rating, as well as a +2 bonus to all Fortitude saves made against damage from any elemental source (like the fireball or ice storm spells).




If you find this post interesting or amusing, please check out and buy some of our products. It will encourage to make more (of both blog posts and full-blown books!

Friday, April 20, 2018

Who Killed the Pothead?

Everywhere he went, the unmistakable smell of ganja wafted through the air. Everyone he met was greeted with a friendly (if extremely mellow), "Hey, dude!". No one could imagine life-long pothead Laurel Yannay having an enemy in the world... and yet, someone has murdered him!

Use the tables below to generate an outline for a murder mystery for the player characters in your RPG campaign to solve! (Click here to see all the Random Murder Mysteries I've posted!)

WHERE WAS HE FOUND? (Roll 1d12)
1. On his couch.
2. On the beach.
3. In the park.
4. In the church parking lot.
5. Behind the smoke shop.
6. In the marijuana field.
7. In the congresswoman's office.
8. In  his pot-plot, in his parents' backyard shed.
9. In his mom's basement.
10. On the steps of city hall.
11. In the alley by the mosque.
12. Roll twice on this table. He was killed at the first location, but his body was left at the second. If the same result comes up twice, he was killed where he was found. Ignore additional results of 8.

HOW WAS HE KILLED? (Roll 1d12)
1. Crushed to death.
2. Strangled.
3. Poisoned.
4. Suffocated with hundreds of jelly beans.
5. Stabbed 1d12.
6. Shot 1d6 times.
7. Beaten to death.
8. Skull crushed with a blunt object.
9. Broken neck.
10. Electrocuted.
11. Thoat slit.
12. Roll two more times on this table; he died from both methods. If the same result comes up twice, he was killed by a single method, but MAN was the killer thorough. Ignore additional results of 8.


WHO KILLED HIM? (Roll 1d12)
1. His dealer.
2. His mother.
3. His lover. (Roll 1d8. 1-6 female, 7-12 male.)
4. His ex-lover. (Roll 1d12. 1-6. female, 7-12 male.)
5. The stripper. (Roll 1d12. 1-6 female, 7-12 male.)
6. The professional assassin.
7. The anti-legalization activist.
8. The pro-legalization activist.
9. The congress woman.
10.The congress woman's husband.
11. The DEA agent.
12. Roll two more times on this table. The first result is the killer. The second result is a person who helped over up the murder. Roll on the DARK SECRET table to determine the motivation as to why they worked together to kill the pothead. Ignore and reroll additional results of 8.

WHY WAS HE KILLED? (Roll 1d12)
1. Hatred.
2. Jealousy.
3. Greed.
4. Revenge
5. Dispute over who had eaten all the Doritos chips.
6. Crazed fanaticism. (Roll 1d12. 1-6 pro-pot legalization, 7-12 anti-pot legalization.)
7. Because his parents were sick of him living in their basement and growing pot in their tool shed.
8. As a sacrifice to a demon-possessed bong.
9. It was a mistake. The killer thought he was someone else. That person will be murdered in 1d4 days if the heroes don't solve the case. (Roll on the WHO KILLED HIM table to determine who the next victim will be. Ignore and re-roll if you roll the killer again.)
10. One of the player characters is the true victim. Killing the pothead was just a way for the killer to draw that person to a killing ground of his or her choosing.
11. The killer is a maniac who believes the pothead was possessed by an evil spirit. He now believes the spirit is in one of the other people on the WHO KILLED HIM table. He will kill another victim every three days until the party stops him. Roll on the "Who Killed Him" table after each death to determine the new victim. If a victim, or the killer, ever repeats, the next target is one of the player characters.
12. To stop him from revealing the dark secret. (Roll on the WHAT IS THE DARK SECRET table?)

WHAT IS THE DARK SECRET? (Roll 1d12)
1. The pothead and the killer were having a secret love affair that he was going to reveal publicly.
2. The pothead was going to reveal that the killer is a Russian spy.
3. He had discovered a local dealer/store owner was lacing the pot with a highly addictive substance of mysterious origin.
4. He discovered a cult devoted to infusing bongs with evil spirits that would then possess users.
5. He was the illegitimate child of the killer, and he was going to reveal that fact to the world.
6. He was going to publicize the membership list of the secret society, Potheads for Trump.
7. He discovered the truth about the Eleven Herbs and Spices.
8. He had proof that Donald Trump's hair is an alien symbiote.
9. He had discovered a mixture of pot and 'shrooms that provided a non-addictive super high, and the killer wanted the rcipie to profit on by himself.
10. As 9, except the mixture of pot and 'shrooms is one that's been known to the Society of the Green Hand for thousands of years, and it allows for spirit travel to their secret meeting place. He had to silenced.
11. He was a police informant and the murderer thought he had dirt on him. (1-6 he did, 7-12 he did not.)
12. Roll two more times on this table. Both secrets apply. If you roll the same secret twice, roll again on the WHO KILLED HIM table. The indicated character also knew the secret and will be murdered in two days if the killer isn't unmasked. 


And here's a song to help you get in the mood for the adventure...


Wednesday, December 27, 2017

How is the Vacation in Mexico Going to be Ruined?

Here are adventure seeds for an RPG campaign in a modern setting.


What Ruins the Mexican Vacation?
The player characters are hoping for a nice relaxing vacation in sunny Mexico... but, being that they're player characters, things aren't going to be so relaxing. What harshes their mellow this time? (Roll a d12 against the list below.)

   1. A drug cartel decides to force them into being "mules" and won't take no for an answer.
   2. An old enemy hiding South of the Border recognizes a party member and thinks they're after him or her.
   3. An old enemy who's been hiding South of the Border recognizes the party and approaches them with a request for help against 1-3)slavers posing as 'coyotes', 4-6) a drug cartel that's trying to force him to help them by kidnapping someone he loves, 7-9) the corrupt officials that have been shielding him, but who are now involved in things so horrible he wants no part of it, 10-12)discover what is going on at a secret base in the desert and why the Native Americans living nearby are vanishing.
   4. Space aliens are using the resort the characters are staying at a front for their unholy experiments on humans.
   5. A waiter familiar with the PCs (possibly through an old enemy) approaches them asks them to rescue his sister from a nearby cult compound. The cult is being run by 1-3) rogue CIA operatives conducting mind-control experiments, 4-6) an ancient Olmec vampire, recently awakened and working on restablishing his vampiric powerbase, 7-9) space aliens, who are replacing humans with duplicates in preparation for an invasion, 10-12) a druglord who is testing a new product that has the unfortunate side effect of turning users into werewolves.


   6. Mole People begin their invasion of the surface world at the resort the PCs are saying at (use kobold stats). Naturally, they are led by a sexy human queen (or hunky human king) who takes a fancy to a party member.
   7. Cultists in nearby Mayan ruins are performing a ritual that will summon mighty demons to cleanse Central American of everyone without pure Native American blood.
   8. A friend of the party is abducted and held for ransom by 1-2) a cartel boss, 3-4) an old enemy of the party, 5-6) renegade CIA agents, 7-8) 'coyotes', 9-10) a mad scientist, 11-12) Cultists.
   9. A mad scientist is attempting to create President Trump's border wall with 1-3) strange chemicals in the water supply, 4-6) mind control rays, 7-9) a stolen alien spaceship and its energy shield techology, 10-12) summoning and enslaving the ancient Oltec gods.
   10. Renegade CIA agents want to force the party into taking down 1-3)a terrorist ring, 4-6)a drug cartel, 7-9)corrupt officials coordinating cross-border crime, 10-12)a cult that is infiltrating CIA stations throughout Central and South America.
   11. A local priest approaches the party and asks them to recover a relic that has been stolen from his church by a local drug boss.
   12. Roll two more times, re-rolling duplicate results. Both indicated things ruin the party's vacation.

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If you found this material entertaining and/or useful, buy one or more of our products. It will inspire us to make more! Click here for the full catalog at DriveThruRPG!

Thursday, December 7, 2017

A NUELOW Christmas: Day Seven

Today, all we have is just a Christmas song and video to help you get in the right mood... as well as a reminder that Santa is always watching!


Saturday, December 24, 2016

Happy Christmas from NUELOW Games!

Happy Christmas to someone who never gets any Christmas well-wishes--Allah!





Our biggest desire is a worldwide ceasefire, because Santa is up in his sleigh!

"Merry Christmas, Allah!"

Wednesday, December 21, 2016

Christmas is almost here!

Are you excited yet? Here at NUELOW Games, we're counting the minutes until we find out whether Santa thinks we've been naughty or nice! (This year, L.L. Hundal went to hand-deliver our wish lists, since we think there was probably a mistake last year.)

Meanwhile, here's a Christmas song to get you into the spirit and/or pass some of those very, VERY long minutes!



Tuesday, December 6, 2016

Oh Tannenbaum... in the Style of Rammstein
(plus something for your d20 Modern game)

Psychostick and NUELOW Games want to help jumpstart your Christmas Spirit with this Rammstein parody. Or... maybe not. You be the judge!


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(Our resident Christmas Aficionado, L.L. Hundal, said. "Are you kidding me?!" when she first started watching. Then she began to laugh. Christmas Cheer Unlocked!)

The Members of Pyschostick wish you a happy Christmas!

And speaking of Christmas Cheer, here's something that's offered for you enjoyment under the Open Game license.


Bobble Hat of Christmas Good Will (for d20 System games)
This unique artifact radiates a faint magic aura from December 1 to January 5. During this time, it causes the wearer to radiate cheerful Christmas energy--but there is a price to pay should he or she abuse the status as an incarnation of the Christmas Spirit.
     d20 System Game Mechanics: Grants the wearer a +2 bonus to all Charisma-based skill checks. In addition, the wearer gains a +1 supernatural modifier to AC/DR and a 1 point per die of damage dealt by an attack, because those that would harm the character are hesitant to do so. If the wearer uses Bluff or Diplomacy skills to defraud or cause trouble for another person, all benefits of the Bobble Hat of Christmas Good Will are lost and the character comes under a curse that results in a -4 penalty to all Charisma-based skill checks. The only way the curse can be removed is through the power of a god, or by the character giving a Christmas gift to his most hated enemy, as well as giving away the Bobble Hat of Christmas Good Will to a more worthy owner.

Thursday, December 1, 2016

Welcome to December 2016!

Christmas time is near, and you're going to find lots of Christmas weirdness here... because it's our favorite time of year!

We're kicking off a month-long Christmas celebration here at NUELOW Games with this great little adaptation of one of Steve Miller's favorite Christmas tunes!


Sunday, September 11, 2016

Whatchagonna do when they come for you?! It's d20 Cops!

Cops are a hot topic these days, although not always in a good way. Maybe some of you out there are contemplating d20 System campaigns where the heroes are cops--well, if you are, we have just the product to help you add the right flavor to the player characters!


Cop Feats Galore!

Although designed with d20 Modern in mind, the feats in Modern Basics: Good Cop, Bad Cop can easily apply to any d20 System variant you're using, be it something with Finder as part of the name or something entirely different. Happy crime-busting (or bribe-taking, depending on the nature of the campaign).

Modern Basics: Good Cop, Bad Cop is available at RPGNow and DriveThruRPG. Click on the link to your favorite site to see previews or to get your own copy.

And here's a song from Rucka-Rucka Ali that may or may not help inspire your game!

Monday, May 16, 2016

The Clothes of the Dead!

Random magic and curses from the thrift shop--presented under the Open Game License! (Copyright 2016 by Steve Miller)

Modern heroes who are low on funds can hit the local Salvation Army or Good Will outlets in search of magical treasures hidden among the other second-hand items. When they go shopping, roll on the first chart to see what item they find that's more than just another cheap bit of clothing, then roll on the second to see what the specific item does. Unless otherwise noted, all modifiers only apply while the item is worn.

Bonuses and penalties can only be determined when the item is used in the situation is provides modifiers for. In campaigns where the PCs have access to the means to detect magic and determine the functions of magic items, all the thrift store items radiate magic. Any attempt to determine their function "reveals" them to be artifacts with uncertain purposes. Characters who do research into the items, Arcane Knowledge, Occult Lore, or Research skill checks (DC18) will yield the information that Marion K. Basset (television personality and occult expert) has delivered multiple lectures on such items at conventions and is reported to be working on a book about them, She may be able to help assertain more details about them items.

ITEM FOUND
1. Hat
2. Gloves
3. Jacket
4. Shirt
5. Pants
6. Footwear

Hats
1. +1 to all Charisma-based checks when worn
2. +2 to all Charisma-based checks directed at sex to which character is attracted.
3. +4 to Disguise checks
4. The item appears magical, but there it has no actual benefit or drawback
5. -4 to all Intelligence-based skill checks
6. +1 to Defense Rating, but -6 to all Wisdom-based skill checks

Gloves (unless otherwise noted, both gloves must be worn)
1. +1 to all Dexterity-based skill checks when worn.
2. +2 to all Craft and Repair skill checks when worn.
3. +2 to all Disable Device and Slight of Hand skill checks.
4. +2 to all Perform (Dance) skill checks; +4 if just the right hand glove is worn.
5. -4 to all Disable Device and Repair skill checks
6. -4 to all Repair skill checks, but +1 bonus to Fort saves to resist Cold Damage.

Jackets
1. +2 bonus to Fort saves to resist Cold and Heat Damage (stacks with similar bonuses),
2. +2 to Defense Rating (stacks with similar bonuses),
3. +4 to Investigate skill checks,
4. +2 to Investigate skill checks, but -4 to Sense Motive skill checks
5. -2 to Defense Rating,
6. -2 to Fort saves to resist Cold and Heat Damage (stacks with similar bonuses),

Shirts
1. The shirt never stains or becomes dirty.
2. +1 to Defense Rating OR +4 to skill checks related to acts of Seduction (when the top buttoms are undone).
3. +2 to Bluff and Diplomacy skill checks..
4. The spirit of the former owner haunts you. 50% chance that electronic devices being used near you malfunction at the worst possible time.
5. Enemies will target the wearer above other party members once they spot him or her.
6. -4 to all Charisma-based checks.

Pants
1. +2 to all Balance and Climb skill checks.
2. +2 to all Reflex saving throws
3. Pants tighten when worn. +4 to all skill checks relating to seduction.
4. +1 to Defense Rating (stacks with other bonuses).
5. -2 to all Reflex saving throws
6. 50% chance pants fall down at the worst possible moment (while character is fleeing a dangerous situation, for example).

Footwear
1. + 4 bonus to Run skill checks.
2. +2 bonus to Move Silently and Perform (Dance) skills checks.
3. Movement Rate doubled.
4. -2 to Defense Rating to Dodge attacks (stacks with other bonuses).
5. 1d4 hours after being put on, a strong odor starts emanating from character's feet, imposing a -4 penalty on all Hide skill checks.
6. -2 to all Reflex saving throws and Run skill checks.

OPTIONAL: HOW MANY ITEMS ARE FOUND PER TRIP
Roll 1d6 against teh table below. If several enchanted items are found, then roll that number of times against the ITEMS FOUND table and subtables to determine their types and enchantments.
1. None
2. 1d2
3. 1d2+1
4. 1d2+2
5. 1d2+3
6. None


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