Thursday, April 28, 2011
My latest haul from Noble Knight Games....
Eager to try out my latest catch, I rolled up my first Tunnels & Trolls character for his turn in the Arena of Khazan...
Z'al Baaz (Human/Warrior)
ST 10 CON 7
IQ 10 DEX 11
LK 11 CHR 9
Personal Adds (Melee): +/-0
Ht: 6'1" / Wt. 200 lbs
Z'al was captured by slavers and sold to the arena... his story to follow.
Saturday, April 23, 2011
My own dice bowl...
Saw this over at breeyark's blog, so I had to make one myself....
need to find a better way to cut the felt - mine is not quite circular.
need to find a better way to cut the felt - mine is not quite circular.
Thursday, April 21, 2011
So I fell off the bandwagon...
I did well for the fist week or so of the A to Z challenge, but I couldn't keep the pace. My apologies. Hopefully I can start posting some regular content again in the next few days...
Tuesday, April 12, 2011
April A to Z: J is for Just Because...
Just because it is my birthday, I am taking a day off of the challenge. : )
Cheers.
Cheers.
Monday, April 11, 2011
April A to Z: I is for Imagery
Today's post is a complete cheat of the A to Z challenge, too busy with work and "I" is stumping me. So, we go with Imagery. No game should go without lots of good imagery from the DM. Good descriptions and words taken from good pulp writers can help that immensely. I suggest of course the staples R.E. Howard, C.A. Smith, and of course H.P. Lovecraft to start. Good examples can be found online, so without further delay - and to give you something worthwhile to read today, I give you two examples of great stories with links to them for your online reading pleasure. I hope to be back on track tomorrow with "J".
From "The Charnel God" by C.A. Smith (can be found here).
From "Gods of the North" (aka: "The Frost Giant's Daughter") by R.E. Howard (can be found here).
From "The Charnel God" by C.A. Smith (can be found here).
"Mordiggian is the god of Zul-Bha-Sair," said the innkeeper with unctuous solemnity. "He has been the god from years that are lost to man's memory in shadow deeper than the subterranes of his black temple. There is no other god in Zul-Bha-Sair. And all who die within the walls of the city are sacred to Mordiggian. Even the kings and the optimates, at death, are delivered into the hands of his muffled priests. It is the law and the custom. A little while, and the priests will come for your bride."
"But Elaith is not dead," protested the youth Phariom for the third or fourth time, in piteous desperation. "Her malady is one that assumes the lying likeness of death. Twice before has she lain insensible, with a pallor upon her cheeks and a stillness in her very blood, that could hardly be distinguished from those of the tomb; and twice she has awakened after an interim of days."
The innkeeper peered with an air of ponderous unbelief at the girl who lay white and motionless as a mown lily on the bed in the poorly furnished attic chamber.
"In that case you should not have brought her into Zul-Bha-Sair," he averred in a tone of owlish irony. "The physician has pronounced her dead; and her death has been reported to the priests. She must go to the temple of Mordiggian."
"But we are outlanders, guests of a night. We have come from the land of Xylac, far in the north; and this morning we should have gone on through Tasuun, toward Pharaad, the capital of Yoros, which lies near to the southern sea. Surely your god could have no claim upon Elaith, even if she were truly dead."
"All who die in Zul-Bha-Sair are the property of Mordiggian," insisted the taverner sententiously. "Outlanders are not exempt. The dark maw of his temple yawns eternally, and no man, no child, no woman, throughout the years, has evaded its yawning. All mortal flesh must become, in due time, the provender of the god."
Phariom shuddered at the oily and portentous declaration.
- - - - From "Gods of the North" (aka: "The Frost Giant's Daughter") by R.E. Howard (can be found here).
The clangor of the swords had died away, the shouting of the slaughter was hushed; silence lay on the red-stained snow. The bleak pale sun that glittered so blindingly from the ice-fields and the snow-covered plains struck sheens of silver from rent corselet and broken blade, where the dead lay as they had fallen. The nerveless hand yet gripped the broken hilt; helmeted heads back-drawn in the death-throes, tilted red beards and golden beards grimly upward, as if in last invocation to Ymir the frost-giant, god of a warrior-race.
Across the red drifts and mail-clad forms, two figures glared at each other. In that utter desolation only they moved. The frosty sky was over them, the white illimitable plain around them, the dead men at their feet. Slowly through the corpses they came, as ghosts might come to a tryst through the shambles of a dead world. In the brooding silence they stood face to face.
Both were tall men, built like tigers. Their shields were gone, their corselets battered and dinted. Blood dried on their mail; their swords were stained red. Their horned helmets showed the marks of fierce strokes. One was beardless and blackmaned. The locks and beard of the other were red as the blood on the sunlit snow.
"Man," said he, "tell me your name, so that my brothers in Vanaheim may know who was the last of Wulfhere's band to fall before the sword of Heimdul."
"Not in Vanaheim," growled the black-haired warrior, "but in Valhalla will you tell your brothers that you met Conan of Cimmeria."
Heimdul roared and leaped, and his sword flashed in deathly arc. Conan staggered and his vision was filled with red sparks as the singing blade crashed on his helmet, shivering into bits of blue fire. But as he reeled he thrust with all the power of his broad shoulders behind the humming blade. The sharp point tore through brass scales and bones and heart, and the red-haired warrior died at Conan's feet.
Saturday, April 9, 2011
April A to Z: H is for Humanoids
I chose not to use the typical Tolkien or D&D based humanoids as adversaries in my game. Typically encounters will be with humans. When humanoids are encountered they will be of the following variety:
Beast-Men: Beast men are genetic experiments from ages past that have survived and reproduced on their own in the wild. They are creatures of chaos, and they carry a hatred for humanity in their hearts for their miserable lot in life. They are represented by the stats for Gnolls from the Holmes edition. They are mostly animal headed (not restricted to dogs or jackals - could be goats, cats, etc) fur-covered humanoids. They are usually encountered in the Desert of the Dead Gods, though a few tribes have ventured farther afield to raid human and Sumalhi settlements. They rely on their thick hide for armor, though a few may scavenge armor taken from the dead. They fight with any weapons they can get their hands on. Each tribe has a shaman that leads them in their worship of ATUM'BOM the god of chaos and destruction of humanity.
Mutants: Mutants are the surviving members of humanity that were trapped in radiation filled zones after the collapse of the ancients. Their mutations stabilized after a few generations and were passed on to each surviving generation that followed. They are represented by Goblins, Orcs, Hobgoblins, Bugbears, and Ogres in my world. For every 20 encountered (regardless of type) one will be a "Wild Mutant", these wild mutants will have 1d6 unstable mutations (these can be determined by choosing spell effects to apply to the mutant or using your favorite Gamma World type game to generate a mutation for them). These mutants live in nomadic tribal groups, and some have ranged far beyond the Desert of the Dead Gods and may be encountered in practically any terrain. Some even reside in the slummier quarters of Ugarit and other city-states. They are treated as second class citizens by all however, which causes much resentment amongst the mutants. A recent cult (started by human sympathizers and lead by human high-priests) is very popular among the mutants, the Cult of CA'AMERKU the Avenger. This cult has inspired many mutants to rebel at their status in society and has caused some recent riots and violence in the upper city of Ugarit.
Beast-Men: Beast men are genetic experiments from ages past that have survived and reproduced on their own in the wild. They are creatures of chaos, and they carry a hatred for humanity in their hearts for their miserable lot in life. They are represented by the stats for Gnolls from the Holmes edition. They are mostly animal headed (not restricted to dogs or jackals - could be goats, cats, etc) fur-covered humanoids. They are usually encountered in the Desert of the Dead Gods, though a few tribes have ventured farther afield to raid human and Sumalhi settlements. They rely on their thick hide for armor, though a few may scavenge armor taken from the dead. They fight with any weapons they can get their hands on. Each tribe has a shaman that leads them in their worship of ATUM'BOM the god of chaos and destruction of humanity.
Mutants: Mutants are the surviving members of humanity that were trapped in radiation filled zones after the collapse of the ancients. Their mutations stabilized after a few generations and were passed on to each surviving generation that followed. They are represented by Goblins, Orcs, Hobgoblins, Bugbears, and Ogres in my world. For every 20 encountered (regardless of type) one will be a "Wild Mutant", these wild mutants will have 1d6 unstable mutations (these can be determined by choosing spell effects to apply to the mutant or using your favorite Gamma World type game to generate a mutation for them). These mutants live in nomadic tribal groups, and some have ranged far beyond the Desert of the Dead Gods and may be encountered in practically any terrain. Some even reside in the slummier quarters of Ugarit and other city-states. They are treated as second class citizens by all however, which causes much resentment amongst the mutants. A recent cult (started by human sympathizers and lead by human high-priests) is very popular among the mutants, the Cult of CA'AMERKU the Avenger. This cult has inspired many mutants to rebel at their status in society and has caused some recent riots and violence in the upper city of Ugarit.
Friday, April 8, 2011
April A to Z: G is for Gnomes
After some consideration, I have changed course on the use of demi-humans in my setting. Though I plan to alter how they are used for this game, I will still allow some of them to be used. Today we will discuss Gnomes...
The Gnomes (called the Sumalhi in my game) reside in the foothills west of Ugarit in houses carved into the steep, rocky hillsides. They stand just under 4 feet tall with ruddy brown complexions and stark white hair (no beards). They are of slender builds and average under 120 pounds. Their eyes are black and pupil-less. They are decent fighters and especially resistant to magic (+4 to saves vs. magic) They have normal eyesight and no "infravison", though they can detect slanting passages, slopes, traps, shifting walls, and new construction 1/3 of the time underground. In addition They are renown healers and are adept herbalists, a Sumalhi can cast heal light wounds once per day (this is treated as an innate ability and not a spell). They advance as Fighting Men.
The Sumalhi were an ancient star-faring race before the time of isolation and a colony was founded on this planet during the height of Human Space.
In my game the Sumalhi will replace Dwarves as player characters.
The Gnomes (called the Sumalhi in my game) reside in the foothills west of Ugarit in houses carved into the steep, rocky hillsides. They stand just under 4 feet tall with ruddy brown complexions and stark white hair (no beards). They are of slender builds and average under 120 pounds. Their eyes are black and pupil-less. They are decent fighters and especially resistant to magic (+4 to saves vs. magic) They have normal eyesight and no "infravison", though they can detect slanting passages, slopes, traps, shifting walls, and new construction 1/3 of the time underground. In addition They are renown healers and are adept herbalists, a Sumalhi can cast heal light wounds once per day (this is treated as an innate ability and not a spell). They advance as Fighting Men.
The Sumalhi were an ancient star-faring race before the time of isolation and a colony was founded on this planet during the height of Human Space.
In my game the Sumalhi will replace Dwarves as player characters.
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