Thursday, September 29, 2011

WTNW Format Update!

The WTNW Core rules have been updated and are only $10 for the pdf download. This version features original art from ScryingEye Games, a two-column layout and visually pleasing appearance plus a more detailed rules section and four scenarios featuring British versus Germans.

Get it here!

Edit! WTNW Miniatures Available for sale now!

OSR September of Short Adventures - Day 25

(Dungeon Crawl): A Get Ready, Get Set, Go! (Pathfinder) adventure set in (A Random Dungeon)

Get Ready:

  • The players have been lured into a dungeon of mass destruction. You should use whatever key plot you need to get them there. Here are a few examples which may help:
Table of Getting them There
·         They are paid by the local town magistrate to weed out the dungeon.
·         They are prisoners and must escape.
·         They have come for fame and fortune.
·         They woke up there in the dungeon.
·         The players took a wrong turn in another dungeon.
·         The players want to get home and must make it through the dungeon.
·         An artifact of great power is hidden in the dungeon and the fate of the known world rests on them finding it!
Get Set:

  • The players are dropped in the middle of a random dungeon.
  • The DM should use the charts below to randomly create the dungeon as the players explore the rooms and corridors.
Random Dungeon Creator™ (Roll 2d6 and consult below)
·         2 – Passage going straight
·         3 - Passage going left
·         4 – Passage going right
·         5 – Small 20x20 room
·         6 – Medium 40x40 room
·         7 – Large 50x50 room
·         8 – Fixture (roll 1d6)
o    1 – Table
o    2 – Desk
o    3 – Bookcase
o    4 – Fountain
o    5 – Rubble/Debris
o    6 – DM Choice
·         9 – Monster or Encounter (Roll on Monster Table)
·         10 – Lake or Pool
·         11- Blocked Passage
·         12 – DM Choice

Random Monster Generator™ (Roll 1d6 and consult below)
·         1 – 1d4 monsters of CR equal to the party
·         2 – 1d6 monsters of CR equal to the party
·         3 – 1d4 monsters of CR +1 higher than the party
·         4 – 1d2 monsters of CR +2 or higher than the party (this can be big bad)
·         5 – 1d6 monsters of CR -1 than the party
·         6 – 2d6 monsters of CR -1 or -2 than the party


  • Use the above table to run the dungeon. You will want to fill the monsters with CRs appropriate to those listed above. This should be a fun exercise in randomness.
Notable NPCs:

  • None it’s all random!

    Tuesday, September 27, 2011

    OSR September of Short Adventures - Day 24

    (Nazi Zombies): A Get Ready, Get Set, Go! (D20 Modern) adventure set in (1940s Berlin)

    Get Ready:

    • You are part of an elite allied unit of monster hunters. The nazi zombies have held up in a nearby mall that has been bombed out by American B52s. How appropriate.
    Get Set:

    • The players are soldiers in a Weird World War game.
    • Enforce the feeling of a post apoc setting as was Berlin during the attack.


    • The nazi zombies are made up of several members of deceased SS troops and should be of sufficient level to give the players a run for their money. As an added bonus, give the Nazis some sense of ability to learn and think.
    Notable NPCs:

    • 30x Nazi zombies ranging from level 1 to 7.

    15mm Nam, Modern and SciFi For Sale

    I have two scifi armies for sale, one vietnam and one modern. The sci fi are pro painted and I would like 200 each or 350 plus shipping for both. The nam stuff includes some beautiful die cast helos, resin pbrs and jeeps and are peter pi up want 250 for the nam. The modern includes a platoon of us an over 100 soviet themed inf, apcs, humvees, m1a1, bradleys etc. I want 250 for these. Let me know at cronickain at gmail . Com

    Prices are negotiable within reason.

    These have sold

    Friday, September 23, 2011

    Spirit of America

    Every year the US Army Spirit of America is held in different cities. This year my hometown of Jacksonville, Fl was proud to host the celebration! I took my whole family. The show is a precision drill and band celebration of the history of the US Army from the Revolutionary War to the current war against terror.

    OSR September of Short Adventures - Day 23

    (Something's Out There): A Get Ready, Get Set, Go! (D20 Modern) adventure set in (A Child's Bedroom)

    Get Ready:
    • You and your friends have had a great day playing and are now ready for bed. The problem is that Jimmy is afraid of the dark and your parent's have already gone to bed. To make matters worse those shadows are looking dangerous!
    Get Set:
    • The players are kids at a slumber party/hang out whatever.
    • The kids imaginations should play into the game.
    • The DM should feel free to add to the scenario whatever the players suggest 'could be there'.

    • This is really more of an exercise in what could be. The DM should feel free to use the classics - boogie men, monsters, etc. 
    Notable NPCs:
    • One of the toys is actually a psychic amplifier and the players have to figure this out and disable it before their nightmares become reality!

    Thursday, September 22, 2011

    OSR Challenge of September Short Adventurers - Day Twenty Two

    (The Stranger): A Get Ready, Get Set, Go! (Pathfinder) adventure set in (The Woods)

    Get Ready:
    • The party goes down a winding path in a densely covered wood.  Up ahead they hear the cry of a young woman.
    Get Set:
    • The players come to a clearing in the woods where  a young lady waits weeping by an old fountain. The fountain is made up marble and has seen years of neglect.  The woman sits by the fountain and cries into the water.
    • If the players can calm the woman (DC 25 Diplomacy check) then she tells them between sniffles that she has been here for hours. She tells a tale of how her knightly escort whom she was betrothed was ambushed by goblins on the path. He left her at the fort to wait. The knights she talks of are from a long-dead order. 
    • The players do not see a fort, only ruins and the fountain.
    • With a DC 20 History check one of the players recalls how the pair never married and caused the destruction of the kingdom when the brothers blamed one another for her death. Something strange is going on.

    • The woman is named Arabella Whiteflag and she has been lost in time.
    • If the players drink from the fountain they will see the fort manifest as they are transported back to the time when the knights of the realm were prevalent. 
    • Once they drink from the fountain the players will have a choice of trying to rescue the woman or trying to find the knight. The knight is lost in the woods and is battling the goblins.
    • The knight could be a good guy who just lost his way in the woods trying to defeat the goblins or he could be a sinister agent working against the king of that time trying to stop the marriage from taking place. A great war broke out because the woman and the man were never betrothed. It is up to the DM how this plays out.

    Notable NPCs:
    • Knight (Remains up to the DM), Arabella (lvl 12 aristocrat)

    Wednesday, September 21, 2011

    It Came From Beyond the Still - Out Now!

    After months about a month of tireless work from myself and my design team we give you the ultimate miniatures skirmish game in down-home alien butt kicking. Have fun ya'll!

    SuperDungeon Session Fourteen (From the Journal of Elation the Succubus)

    This is from the journal of one of the players in the Superdungeon game.

    Elation had no delusions for her fate if she were to fall to the hands of an enemy.  Age could not harm her, no; it was the self-righteous attitude either either either of a holy warrior, priest, or the like, the hands of one of her sister or her own kind, or her own desire for self-destruction that would kill her. 

    Some mortals claimed that their lives would flash before their eyes before they died.  Elation could understand that, as she regarded the past few days of the festival in a single heartbeat.

    Tyne managed to acquire acceptance by the metalworker’s trade union.  Quinlan entertained the many women of the festival.  Surely, Sigrid finding less to keep her occupied, found solace in the various brews offered.  Elation was debating leaving for a month’s time, if only to find if the priestesses of Elistree would accept her. 

    The festival ended for Elation the moment her friend, Thrusk the half-ogre stumbled into town, holding his entrails within his opened belly and sporting several marks of claws.  If not for the quick work of desperation, he would have perished.  She already knew she would have killed the entire town or tried to, of only to protect him.  Unlike her three companions, she trusted them not to turn on her, however, Thrusk was one she sought as a friend, and he would be reviled and hated by all he met. 

    The Priest of We-Jas was able to tend to his wounds and Thrusk provided her with the name of his assailant.  Melenghel

    The half-ogre was like herself, bereft of a realm, from a realm called Krynn, he was of a race of intelligent ogres, she didn't care, she was protective of what she considered hers, whether he preferred it or not, she considered him his, just as with Vera, the follower of Elistree.

    OSR Challenge of September Short Adventurers - Day Twenty One

    (The Joined): A Get Ready, Get Set, Go! (D20 Modern) adventure set in (A Cemetery)

    Get Ready:
    • A large dark cemetery with several mausoleums and crypts.
    Get Set:
    • The players are monster hunters investigating rumors that the graveyard is inhabited by ghouls or zombies because of the very large trail of bodies.
    • They have a map of the location as well as a master key that opens every crypt - save one. The master key does not open the crypt of the Du Cat family. This is the most old of the crypts.

    • The DuCat's crypt is a red herring though it might be fun to have the players try to get in and explore it.
    • The cemetery provides clues: some of the graves have been recently disturbed and crypts have been left open.
    • There is indeed both a warren of ghouls and a group of zombies in the cemetery. This is an ancient cemetery and a curse has been put down upon the ground after Mrs.Barbara DuCat recently died from a strange and unexplained accident. She was a witch. The players can figure this out by checking out newspaper clippings etc.

    Notable NPCs:
    • The Joined - Zombies/Ghouls
    • There are 10 zombies and 10 ghouls. Each is an identical pair. The zombies are the mindless bodies of the people cursed and the ghouls are the souls trapped in a rotting body. In order to destroy them both they have to be defeated within an hour of each other. Failure to do so will result in both rising again.

    Tuesday, September 20, 2011

    OSR Challenge of September Short Adventurers - Day Twenty

    (The Hause): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Ravenloft)

    Get Ready:
    • A sizable house of the beaten path looks a nice place to rest.
    Get Set:
    • The players find a house along an old road. The house looks deserted and may look like a nice place to camp for the night.
    • The players enter the house and are unable to leave until they help the ghost of a child who long ago lost her sanity and now relies on her dolls to make her happy.

    • The girl's name is Vandara Lightstone and her parents were cursed by the dark powers. Unfortunately she does not know why they were cursed only that her dolls keep her company.
    • Her parents have been transformed into the dolls. They will kill the players if they can.
    • The hause is alive and the players should have a creepy time moving about the house as it is always watching them and sometimes trips them up or causes them to lose their way.
    • The house is an animorph and will continue to change shape, flex and as it is not limited to the laws of the natural plane it is able to twist back on itself and contort in any shape.

    Notable NPCs:
    • Vandara Lightstone (LE lvl 5 commoner/ghost) use the Ravenloft Ghost supplement if you have it and give her possession and poltergeist. If not just use the ghost from the monster manual.
    • Parents - George Lightstone (LE lvl10 fighter, living construct- doll), Maria Lightstone (LE lvl 7 rogue, living construct doll)
    • The parents were brought to Ravenloft because they were thieves who operated in the Dales. They were routinely used by the Zhentiurm to kidnap children and bring them to the games. The dark powers thought it would be a fitting punishment for them to be the playthings for a while.
    • It is Vandara who is the dark lord of this domain. 
    • The players cannot leave until they help Vandara find her 'dolls'.
    • At will Vandara can cause 2d6 animated constructs to appear and fight the players. They always take the form of toys. She can also close the borders to her domain at will in which case doors lead ever inward and windows always overlook another corridor.

    Monday, September 19, 2011

    OSR Challenge of September Short Adventurers - Day Nineteen

    (Dino Hunt): A Get Ready, Get Set, Go! (D20) adventure set in (WTNW- Earthin - Lost World)

    Get Ready:
    • The chance for a dinosaur hunt has always been at the top of your wish list. Now you have that opportunity. You and your friends have been paid by the state to bring back a specimen of T-Rex alive. Luckily you have just the thing.

    Get Set:
    • The setting is lush jungle teeming with dinosaurs and cannibalistic natives. Your team has one week to go to Earthin and bring back a T-Rex to the department of Zoology.

    • A local triceratops troop has been feeding in the area where you have decided to hunt the dinos. The players may have to contend with them as well.
    • A twist is revealed when a strange device is found near the dinosaurs that looks like a typewriter but is some kind of strange monitoring device. In truth the device belongs to the Devlyn who are keeping an eye on their dinosaur population.

    Notable NPCs:
    • Use the stats for the dinosaurs in the Monster Manual.

    Sunday, September 18, 2011

    OSR Challenge of September Short Adventurers - Day Eighteen

    (Help): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    • You hear the cries for help down the path. Quickly you rush to the rescue.

    Get Set:
    • Hobgoblins and several trolls are attacking a small caravan of three wagons full of woman.
    • The bodies of several guards lie dead around the wagons. The wagons are surrounded and the women huddle in the center, several have already been taken screaming into the woods.
    • The women are hopefuls for the priesthood of Selune’. Their leader, Sister Elize (Clr 5 of Selune) is helping them as best as she can.

    • The hobgoblins are Baneites working for the Zhentarim. They have been hired to destroy the caravan and murder the women.

    Notable NPCs:
    • Hobgoblins x20 ( Monster Manual), Hobgoblin Boss Haer (Hobgoblin lvl 4 fighter), 2x Trolls (Monster Manual) 

    Saturday, September 17, 2011

    OSR Challenge of September Short Adventurers - Day Seventeen

    (You Remind me of the Snack): A Get Ready, Get Set, Go! (World of Darkness) adventure set in (Jacksonville, FL 1992)

    Get Ready:
    • Your five hunters have been searching the Landing for about a month and have finally uncovered the hideout of a fanger.
    • Unfortunately, you have heard that he knows you are coming.

    Get Set:
    • The hideout is under the Landing and at waterfront. A small underground complex is situated just beneath the center.
    • The sounds of David Bowie emanate from within.

    • The hideout is a labyrinth, literally, the fanger Gormos is a big fan of the movie and has built his lair just like it!

    Notable NPCs:
    • Gormos is an elder malkavian, one of the crazy vampires and has been preying on the drunks at the Landing for a long time. It would be good to put him down.

    Friday, September 16, 2011

    OSR Challenge of September Short Adventurers - Day Sixteen

    (King for Day): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    • As part of the traditional rites of your tribe, you have been nominated King for a day. You may act accordingly.
    • Almost immediately people begin bringing you their troubles.

    Get Set:
    • Yurik is wanting to challenge Grun to a fight to win his wife Avar.
    • You have heard of the walking hut. If you could find it you would bring Rasheman great victory.
    • A witch asks for your audience.

    • The witch is the wife Avar and she wants you to nullify her marriage to Grun but unfortunately only the walking hut holds the key to how this is done.

    Notable NPCs:
    • The witch Avar and several of the tribesmen elders provide ready advice for the new young king.
    • This is a test to see if the king can locate the walking hut.

    Thursday, September 15, 2011

    Star Trek - The VHS Video Game Review

    A couple of weekends ago the guys came over and brought over a classic board game complete with challenges, traps and an uber bad guy.  The game was fresh and unpunched counters and pieces looked virgin-like as they sat unmolested for years in the casing. I of course had to get into it and so did my friend Randy. Very soon we were learning Klingon and getting our phasers ready - I am talking about the Star Trek TNG VHS Video Boardgame of course.

    The premise of the game is very simple actually.  The Enterprise docks into spacedock for some much needed repairs. The majority of the crew are off the ship including the command staff.  Only your team remains on the ship. A dastardly Klingon who's name escapes me at the moment steals the ship and gains control of the bridge.

    After a quick demo on how to play the game in which you roll the die and move around the ship trying to get access chips to increase your security clearance you are told by the Klingon that he tires of the peace between the Federation and the Klingons and wants to bring about a war by stealing the Enterprise and flying it to the Klingon homeworld of Cronos.

    The players must race time as the VHS plays in the background and the Klingon keeps chiding them and giving them BIJ (Klingon for Pain though I won't tell you what it devolved into over the course of the night). Each time we got to 'experience BIJ' we had to take a BIJ card and read it outloud. It was always something really fun like lose access cards or enter a stasis field or lose your phaser. I also won't tell you how much fun it is to talk to the television when the television talks back.There was more than once that we called him names. At any rate, throughout the game he tries to challenge you with the Klingon Sword and if you fail you get BIJ, heck sometimes you get BIJ when you succeed.

    You get a lot of BIJ in the game and sometimes you get access chips and security access to the holodeck where you can consult with holographic images of iconic characters, no Riker does not give advice for picking up chicks and you cannot actually date Bev Crusher but the holographic interpretations are very realistic cardboard cards that are contained in a Holodeck. The holodeck allows access to specific rooms and gives clues on defeating the evil Klingon.

    The pieces are fairly simple in that the characters are cardboard standees, the rank markers are cardboard, the access chips which fit neatly into the playing cards are also cardboard but the best are the plastic tubes that are used as stasis fields in which the Klingon continually places the characters and the oversize phasers that are the same size of the characters.  The stasis fields keep you from moving and make you look like you are stuck in either a vacuum tube or a pump of some kind (you figure it out) but we really enjoyed messing with people when they got into the tube. What's worse, when you get into a stasis field you have to wait until someone gets to the board piece that allows them to be dropped or wait until the Klingon drops them himself.

    Once you get all the access cards you can make your way to the command bridge but there are time warps and other elements that are twists and surprises throughout the game. The overall atmosphere in the game is really good though.

    Mel and I won this round when we took our oversized pen-I mean phaser and took it to the Klingon on the bridge. We were able to stop the Enterprise from entering Klingon space and flew back to the space port and were rewarded by some great speech in the instruction manual though personally I would rather had Bev Crusher or Counc Troy give us all big hugs.

    For the acting alone with the Klingon calling the players MAK (to stop) and Klingon worms and other fun phrases the game is worth it for that alone.  The actual game itself is really fun however and game play makes for an interesting evening. You might want to be careful though because there are hidden dangers throughout the game and if you get caught by the Klingon on your turn he might make you experience BIJ...

    OSR Challenge of September Short Adventurers - Day Fifteen

    (Ewoks are for Dinner): A Get Ready, Get Set, Go! (Star Wars) adventure set in (Endor)

    Get Ready:
    • You are a group of Wookies and you are hungry.

    Get Set:
    • A nearby Ewok village looks promising.

    • Eat Ewoks

    Notable NPCs:
    • Echawawaweiwa (Ewok Tribal Leader), x30 Ewoks.

    Wednesday, September 14, 2011

    Dragonlance - 100 Years Later

    Well the Stargate game never left the planet. We decided to call it quits after several false starts. I am afraid that the ladies really want me to run fantasy. Now I've been asked to run in a campaign world that I have never ran in before - Dragonlance. Well you know that I like to make it different so I've decided to let the gnomes have really gone bonkers over the years. While the game will still be highish fantasy it will also have a final fantasy element with the rise in technology to it.  Here's what I came up with for the guys. We start Friday.

    Since I am so lucky to have so many great DMs and GMs, game designers, visioncasters and dreamers on my blog I am asking for your help. What do you think would be a good mix in the game? I want to offer a good solid Margaret and Tracy Dragonlance but have a bit of a twist with the Final Fantasyeque elements such as swordguns and the like. What do you recommend for stating the above races? Minotaurs are much different in Krynn than they are in other realms. Any help or suggestions are much appreciated.

    Here's the down and dirty for the game with what I've decided so far bearing in mind that Dragonlance is always about self-discovery:

    • System - Pathfinder
    • The game will start in the old city of Palanthas about a hundred years after the war of the lance. Paladinsine did not die and Takhesis was defeated and put back into the Abyss. The game will have a Final Fantasy feel to it and there will be trains and other modes of transportation that have been created by the tinker gnomes. Sometimes it works.
    • First level characters.
    • Any alignment. (talk with me if you want to play anything other than neutral or good)
    • We will roll for ability scores 3d6 assign as desired.
    • Standard starting equipment.
    • Players can be of any class from any of the Core or Supplemental (Ultimate) Pathfinder books including Magus and Gun Mages. I have all the pdfs and books we need.
    • Players can be from any of the following races:
      • Human
      • Kender
      • Tinker Gnome
      • Mad Gnome
      • Silvanesti Elf (Highborn Elf)
      • Qualinesti Elf (Lowborn Elf)
      • Kagnesti Elf (Wild Elf)
      • Dimernesti Elf (Sea/Shoal Elf)
      • Half Elf
      • Hill Dwarf
      • Mountain Dwarf
      • Gully Dwarf
      • Irda
      • Minotaur
    • On Arcane Magic
      • There are now five towers of high sorcery as Druidism has emerged as well as TechnoMagic (Gun Mages and the like).
      • Any arcane class must pass the test of high sorcery at 3rd level. Mages will be required to specialize based on the robe color they end up wearing and gun mages will automatically become blue robes.
      • Each mage must select at least 1/4 of their spells from their robe's chosen school: White Robes - Divination, Red Robes - Evocation, Black Robes - Necromancy. Magus and Gun Mages have a different set of spell lists that they must adhere to.
    • On Divine Magic
      • Druids will automatically become green robes and all clerics will be called Holy Order of the Stars.
      • Inquisitors will be Holy Inquisitors of the Righteous and will have similar ranks to all the other classes in the game.
    I am new to running Dragonlance and am looking forward to the challenge.

    Here are some resources for the players:

    OSR Challenge of September Short Adventurers - Day Fourteen

    (Nick of Time): A Get Ready, Get Set, Go! (World of Darkness) adventure set in (Dark Ages Europe)

    Get Ready:
    • Your coterie is being chased out of your hiding spot and angry mobs of villagers are not far behind you. Several members of The Inquisition aid them. It is almost morning. Can you find a hiding place before your final death?

    Get Set:
    • Your running for your life!

    • The sun’s coming up! There is a cave up ahead. Maybe you can make it.

    Notable NPCs:
    • There are twenty villagers and two members of the Inquisition. One of them has True Faith. They want you dead.

    Tuesday, September 13, 2011

    Signs, Signs Everywhere there's Signs

    I love a good play on words. Over the years I've seen some great ones on signs. Here's just a few.

    We can Help!

    Forget wet floors...

    Flashers or watch salesman ahead? Do you REALLY want to know?

    You will be assimilated...

    Wonder how big their insurance premiums are?

    Evil Bob

    Caution do not feed the alligators

    Rin Tin Tin was not available

    Love the guy sawing or playing the music.

    YOU WILL DIE and then we will fine you!


    Make sure to be courteous when you scream too.

    OSR Challenge of September Short Adventurers - Day Thirteen

    (The Siege): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    •  Any moment the Cormyrian army is going to come over the ridge and attack the Black Keep.
    • Your party has to get into the Keep and unlock the doors so that the army can get inside.

    Get Set:
    • Acting on a tip from a woman who the player’s have befriended who works at the Keep they have found a secret entrance that leads from the sewers into the keep itself.
    • The players must be careful not to wake the sleeping inhabitants of the Black Keep, get to the gate room, and open the gate for the army.
    • Sir Lavan waits patiently with his Purple Dragon Knight for the signal.

    • The sewers are guarded by all manner of undead.

    Notable NPCs:
    • The woman is at the gate room and wants the players to spare her and her family.

    Monday, September 12, 2011

    OSR Challenge of September Short Adventurers - Day Twelve

    (Luck): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    • Who said Chult’s not a good place for a vacation? The innkeeper’s a nice guy and the wait staff  is fantastic! Now you settle down to a hand of cards with some locals who toss several gold on a table.
    • You hold in your hands a full house. Hopefully that’s enough.

    Get Set:
    • The players are engaged in a game of cards with some locals in a Chultian bar called Luckys.
    • There is already a large pile of gold on the table.
    • They may use diplomacy or bluff to try to get the other side to fold first.
    • Sometime during the game an ogre barges into the bar and demands payment from the barkeep for the job he did.

    • It is going to take a lot of luck to get out of this one.

    Notable NPCs:
    • The ogre is an ogre mage and the players are engaged in a card game with a group of yuan-ti cultists. The actual stakes are no less than the rights to eat the new comers.

    Sunday, September 11, 2011

    OSR Challenge of September Short Adventurers - Day Eleven

    (A Raiding We A Go): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Generic Setting)

    Get Ready:
    • Murguk the leader of your tribe wants you to show your bravery and steal something from the humans town. You and your friends are sent on a raiding mission.

    Get Set:
    • You are a goblin and you have been sent by your leader to go steal something from the human town. You go at night. Luckily, the town is not well guarded.

    • Murguk used his alter ability and warned the town ahead of time just to see what would happen.

    Notable NPCs:
    • Townfolk 12x(commoner 2), 5x(expert), 2x(warrior)

    Saturday, September 10, 2011

    OSR Challenge of September Short Adventurers - Day Ten

    (The Thirst): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    • Having recently overcome a severe water shortage a small town is grateful for the arrival of a man with a water cart but as the healing liquid is delivered many fall ill and die of a mysterious disease.

    Get Set:
    • The players are relaxing at the village enjoying some much-needed downtime when the local well runs dry. Luckily, a man named Hasluos has came and has brought a water cart with him.
    • The players are asked by the town to find the source of the plague and destroy it if possible. The man Hasluos is only happy to help and mentions that he saw a group of goblins just outside of town.

    • As you would expect it is the water merchant is the culprit. He is a tiefling named Soulash and a cancermage (Book of Vile Darkness).
    • The town means nothing to him but the horrible deaths of the people are his petition to Orcus for more power.
    • He hopes to obtain a demon stone for his work in the town. With it he would be able to control most of the surrounding countryside.

    Notable NPCs:
    • The goblins are a red herring but may be fun to beat up anyway. 10x goblins Monster Manual.
    • Hasluos (Soulash) lvl 7 mage 3 cancer mage. His favored spells are ones that make the victim feel like they are drowning or dying of thirst.

    Friday, September 9, 2011

    It Came From Beyond the Still - On To Layout!

    Art's done. Layout started. I have several supplements planned for future release. Can't you just hear the still bubbling and the grays coming? Available for sale soon!

    Flash Fearsday - 140 Character Horror Story - Holes

    Flash Fearsday is a microfiction challenge: write a horror story in 140 characters or less. If you feel that is too limiting, you can try for 140 words. Flash Fearsday was started atPorky's Expanse! but has moved to Lunching on Lamias. What will you create for the challenge?

    Holes - dark places hidden in secrets each with their own stories. 
    Some are of pain and some of loss, some in reality and some metaphor. 
    All are forbidding.

    OSR Challenge of September Short Adventurers - Day Nine

    (Virus): A Get Ready, Get Set, Go! (Shadowrun) adventure

    Get Ready:
    • An Aries Johnson has hired you shadowrunners to break into the Inca mainframe and upload the contents of a disk.

    Get Set:
    • Break into the high security facility, access the computer room and upload the disk.
    • The building is a large four story corporate building surrounded by an electric fence and guarded by auto cannon defenses.
    • Several robot guards maintain checkpoints at each floor.

    • The mainframe is tied to the net and has Black Ice. The security guards are all robots.
    • The disk contains a virus designed to destroy the mainframe.

    Notable NPCs:
    • Security guard robots x10

    Thursday, September 8, 2011

    OSR Challenge of September Short Adventurers - Day Eight

    (Black Pyramid): A Get Ready, Get Set, Go! (Call of Cthulhu) adventure set in (Egypt)

    Get Ready:
    • Your party is at a dig site and just uncovered the dig of a lifetime! Buried deep beneath the sands is the top of what may be a large buried pyramid that predates the ones at Giza by about a hundred years! The pyramid itself is jet black and is made of some kind of obsidian.

    Get Set:
    • The players find the entrance to the pyramid.
    • Once inside they find canpoic jars that belong to some unknown pharaoh.
    • The jars are covered in some kind of basalt dust and strange writings.
    • There are several rooms within the pyramid and each of them are trapped differently. There is a falling block trap, a spear trap, a fusillade of needles and a crushing room trap. The rooms contain the description of the spell of close portal but all of them must be visited before the spell is attempted.

    • On one of the walls in a room is the pictographic description of how this pharaoh brought night to Egypt and how they overthrew him and tossed him into this black pyramid. In the images are pictures of nightguants and anyone with Cthluhu Mythos may make a roll to find this out. Anyone with Occult or Egyptology may attempt to decipher to writing as well.
    • The pharaohs name has been scratched out off the writings. He is known only as “The Dark One.”

    Notable NPCs:
    • The players may have unlocked a portal to the home plane of the Nightguants. They must work quickly to cover the portal when they find it by performing the ritual spell which is written on the walls in the chambers.
    • A mummy guards the tomb as do five skeletal warriors and they can be encountered throughout the pyramid.

    Wednesday, September 7, 2011

    It Came From Beyond the Still - Art Sneak Peek

    Here's a picture from the upcoming It Came From Beyond the Still. The picture below was designed by Scrying Eye Games and is copyright The ArmChair General. Notice the Polaroid quality.

    OSR Challenge of September Short Adventurers - Day Seven

    (Final Freedom): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    • You have fought hard for months and have won many acclaims. Now your master tells you that he intends on paying for your freedom if you are able to beat your friends in single combat.
    • The hunchback Balok looks at you with a haunting look in his eyes. “You no die today.”

    Get Set:
    • The Thayans have spies within the pits and have secretly worked to pit friend against friend in a climactic to-the-death showdown. Unfortunately, they may get more than they bargained for on game day as the next morning before the games a key to one of the player’s cells appears in his food.
    • The key is courtesy of Balok a hunchback who the Thayans use to feed the grub to the fighters. One or all of the players have been nice to Balok and he is rewarding them.

    • You have two options here
      • Fight each other
      • Escape

    Notable NPCs:
    • There are ten prison guards (War 2) and three jailers (ftr3/rog2) in the pits. If the players can cause enough of a distraction in the cells they might be able to fight their way to freedom once and for all.

    Tuesday, September 6, 2011

    OSR Challenge of September Short Adventurers - Day Six

    (Bounty Hutt): A Get Ready, Get Set, Go! (D20 Starwars, Or Saga System) adventure set in (Star Wars, The New Jedi Order)

    Get Ready:
    • Meeting hutts can be tricky but especially so when they are interested in obtaining more than your services.

    Get Set:
    • A lecherous hutt named Angu is interested in hiring the party to obtain a shipment of weapons but unfortunately he is also very interested in the females of the party.

    • The players must work fast to obtain the information that they need to intercept the shipment of blasters without allowing the hutt to take advantage of their females.
    • Angu insists that they meet on the pleasure yacht and he is very accommodating.
    • The shipment of blasters is really a shipment of lightsabre crystals and was intended for the Jedi Academy’s new graduating class.

    Notable NPCs:
    • Two YT1300 transports are moving quickly through the rim towards Yavin. The party should attempt to fight their way into the ships and take the cargo. Each ship has a team of 3x fringers (lvl 2) and a pilot.

    Monday, September 5, 2011

    OSR Challenge of September Short Adventurers - Day Five

    (Pegasus Mired): A Get Ready, Get Set, Go! (White Wolf OLD WOD) adventure set in (Las Vegas 1980s)

    Get Ready:
    • The local Brujah sheriff Rahmen has been found dead in his home laying on his favorite recliner with a stake in his chest. The Brujah blame the Ventrue prince Maxwellian Pegasus. The prince claims it was the Sabbot. Your coterie has been tasked by the Brujah Archon to get to the bottom of the mess.

    Get Set:
    • Each group is eager to see justice done. The Brujah want the prince removed and call for a blood hunt the Archon wants to investigate more carefully. The player’s job is to uncover the truth.

    • As the party investigates, they find several red herrings that point to the prince being the ones who killed sheriff Rahmen. Most notably a packet of matches left at the scene from the prince’s casino Odyssey.
    • The players can visit any number of local establishments and question any who were close to the sheriff.
    • There were no witnesses but one Lasombra may hold the key.
    • The Brujah whip Irene killed Rahmen because he cheated on her with the Seneschal Jen. A Lasombra named Ronnie who owns a motel outside town where the couple conducted their nighttime affair may hold the key.
    • It is actually in Irene’s best interests for the prince to be blamed because she would replace him as prince.

    Notable NPCs:
    • Brujah Whip (Irene), Brujah Gangers x5, Venture Seneschal (Jen), Lasombra (Ronnie) 

    Sunday, September 4, 2011

    OSR Challenge of September Short Adventurers - Day Four

    (The Foul Breed): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Dragonlance)

    Get Ready:
    • Your are in a small the town of located just on the border of the territory of the Black Dragon Armies. Your party enters a local shrine and startles a priest who appears to be hiding something…

    Get Set:
    • The priest name is Hexvel and he is masquerading as a ‘good aligned’ priest of Paladine but is actually a priest of Takhesis.
    • He has been selling cure light wound potions to adventuring parties that are really cause light wounds and harm potions. Each time he is confronted he tries to get the players to believe that it was a ‘bad batch’.
    • Go!:
    • Hexvel recently acquired a bronze dragon egg and the knowledge of how to create Baaz draconians. It is his hope that he can use the dragon egg to cause havoc in the town long enough for the Black Dragon army to invade.

    Notable NPCs:
    • Hexvel (clr 5) will attempt to befriend the party and get them to purchase some of his clw potions (cause wounds). 
    • He will also attempt to get them to guard the entrance to the shrine while he prays to Paladine for their health.

    Saturday, September 3, 2011

    Hyperbole Bowl Challenge

    Two nouns, a verb, two adjectives and a hyperbole

    I have decided to join the brain trust and start my own challenge. This one is rather simple. Each time will feature a different set of instructions that you will use to construct your fragment. Use the above structure to form an interesting sentence that results in an exaggerated clause.

    Here is mine.

    The old man leaped with timid assurance.

    OSR Challenge of September Short Adventurers - Day Three

    (Escape?): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Forgotten Realms)

    Get Ready:
    • You are in bondage by the Red Wizards from the empire of Thay. You are heading to the games to be sport for the Tharchins.
    Get Set:
    • A mean hearted Thayan Guard named Praxis pulls one single chain you are each manacled to when you see your opportunity for escape.
    • Explain to the players that they see an opportunity for escape. It could be that Praxis is not looking or that one of the manacles have become loose.

    • The players are being allowed to escape and will be rounded up by the Thayan Guards that are hiding just beyond the hill. Those that attempt to escape are brought to the games and those that do not are brought back to Thay.

    Notable NPCs:
    • Thayan Slavers (Wiz 6), Thayan Guards (Ftr 3), Praxis (Ftr 3/Rog 3)

    Friday, September 2, 2011

    DM Advice - Be It Ever So Humble...

    After a good day of slaying monsters, every hero needs a place to call home where then can unwind and relax. Everyone needs a place where they are known and adored whether it is a metropolis, city, town, hamlet or thorp or even just a bar at the end of the universe every player’s hero needs a place to just veg. As a DM, it is your job to provide such a place. Sure from time to time it is OK to let them camp in the wilderness and hide out in the dungeon but this gets rather old and it makes it difficult to really justify how they are able to get new equipment, training and supplies.

    Flash Fearsday - 140 Character Horror Story

    Continuing the 40k Theme of Flash Fearsday here's my submission.

    Finally they came to the Home World.
    In their living ships of death.
    They consumed our souls.
    The Emperor is dead.
    The Imperium gone.

    OSR Challenge of September Short Adventurers - Day Two

    (Winter Road): A Get Ready, Get Set, Go! (D20 3.5) adventure set in (Ravenloft)

    Get Ready:
    • A snow-covered dark path. Your party now travels this dark path after completing your last adventure. Suddenly the mists rise around you and you feel a chill but not from the cold.

    Get Set:
    • This can be used in between any adventure in which the players have returned from in which they found some kind of magic item.
    • Unknown to the party they have just been transported to the demi-plane of Shadow via the Winter Path.
    • The Winter Path is a dirt path about fifteen feet wide that is bordered on both sides by a thick pine forest. The denizens of the Winter Path are shadow wolves, worgs and a Winter Wolf who rules the pocket domain.

    • The PCs need to escape The Winter Path. Unfortunately, the path itself is in the demi-plane of shadow and leaving it other than to go into the nearby woods is impossible. Anyone attempting to leave the path will be put at the spot they left the path.
    • The only way for the party to escape is to fight the wolves or to placate Frais by offering a magical item of sufficient value.

    Notable NPCs:
    • The wolves are really worgs (MM) and one is a Winter Wolf named Frais.  Use the base stats for the monsters but add the Shadow Creature template.
    • The Winter Wolf Frais is the guardian of The Winter Path. Originally, from Faerun’s North she was a particularly foul spirited and greedy Winter Wolf. When she killed an entire town just to obtain a magical ring that did nothing but provide sustenance she was transported to the mists. There she was cursed by the dark powers to guard The Winter Path where she must collect magical items from travelers until she feels sated. To that end, she will allow the party to pass if they give up one of their magical items.
    • At will Frais can close her borders by calling up an blinding icy storm. There is no escape. The DM should use the freezing effects in the DMG for players who attempt to go through the blizzard.
    • The Winter Road can be used to enter Ravenloft or to return to the realm where the players came.