Thursday, December 18, 2014

How to Host a Intellivision Dungeon

Once upon a time I made a blog to record the creation of a dungeon I made in pixel art with How to Host a Dungeon. Sadly I have deleted the blog and I have lost the dungeon descriptions. Here is a animated GIF I made with the image files.

The blue chambers represent the dwarf civilization, then the big disaster happen, followed by a age of monsters that end with the rise and fall of the Great Ettin King. In the end the human kingdom prosper while the stone giants kingdom expend dangerously toward a new age of villainy.

P.S.: I have started a new blog here: http://howtohostaintellivisiondungeon.blogspot.ca/


Tuesday, December 16, 2014

Star Vampire

Star vampires are illuminated bio-engineering parasites. They convert their host body into a bio-engineering laboratory. They are know to craft leech-potions, ghoul-homunculi and  small bio-mechanical devices. Their main working material is blood. They live as hermits and can be consulted by wisdom seeking people. They can create devices or cast oracles from someone blood. They are only predatory when they need to find a new host. Even then they will help their host toward their next reincarnation (the process is similar to the reincarnation spell, but with narcosmic results).   

Reincarnation in the #Narcosmos , roll 1d12 (created by by Alex S):

  • 1. you are reborn as a plasmoid on a world where life is just developing; if you play your cards right, you will turn into a god on this world. 
  • 2. you are reborn as your mother, carrying yourself within yourself, knowing it, but never allowed to speak of this or you will break yourself; now you know why she looked at you that way.
  • 3. you are reborn as a child of a close friend of yours; as you learn to speak, you try and tell her all you know and prove your identity by telling your mother things she would never have shared with her child; there is an estrangement.
  • 4. you are reborn; you don't understand; there is pain, and hunger, feeding and frantic mating, licking and raising of pups, pain and lots of running; you love to run.
  • 5. you are reborn as the child of a stowaway on a slow ship; you spend years playing hide and seek with your mother between those container towers; scavenging, sleeping, disabling ship security piece by piece, expanding your territory slowly over the years.
  • 6. you are reborn, changed, augmented; your spirit arms can touch other people; your third eyes sees clearly; sex, prayer, talk, sleep, it's all a glorious vision of life; start a cult, for your vision is true.
  • 7. you are born like everybody else; your link to the past was cut, and it is only in drunken stupor and when waking up after surgery that you catch glimpses of your glorious other lives; oh, what you could have been! what you could have done! if only circumstances had been different.
  • 8. you are born into somebody else's body; their spirit it weak and you don't want to die; your experience is showing: slowly you build a cage around their spirit; blocking it off, taking over, taking control, living a new life, drink from this fortuitous cup once more! sometimes you can hear it scream and cry in the back of your mind and you know, you must never let it out, ever.
  • 9. you are born free of your previous shackles; you realize that you have always belonged to the star people; travellers, gazers, warriors, parasites; this new host body will do and in time you will get back to those friends that pulled that prank on you; fuck that previous life you led, like a piece of flesh!
  • 10. you are reborn into a better life; happiness is there if you will only reach out for it; abandon the false temptations of decadent society around you; you see through the illusion and are destined for a life of a simple hermit, content and free of strife.
  • 11. you are reborn back into the Schicksalsgenossenschaft of old; all the people around you are friends from previous lives; you have all helped each other out, again and again, and you know it, and they know it; this is going to be glorious.
  • 12. that was it! you have passed the last test, broken through, there are no more obstacles for you; will you enter nirvana and be free of suffering forever, or will you return in order to help others? If so, choose where your help is needed the most and go. Thank you! Thank you.

Thursday, December 11, 2014

Temple of the many Wishes


My Numenera character

We are playing the Devil Spine, my character survived her first debilated condition so I permitted myself to drawn her. She is kind of a passionate roguish fire acrobat. 
The antenna tower attack was epic. Calla jumped on the tower with her jump belt, then she ran for the roof top on the surface of the tower with her magnetic boots. My plan was to quickly destroy the antenna, I managed to damage it but the two giant green goo spiders downed me. Luckily Calla's halo of fire and her vuechi spheres saved her life. 

Wednesday, November 5, 2014

Fruit Bat Necromancer, Queen of the Rotting Fruits

"Fruit bats have been found to act as reservoirs for a number of diseases that are fatal to humans and domestic animals." -wikipedia

Wednesday, October 15, 2014

Hammers Goats!

It hammering time! The hammers goats are here to smash everything! 

You can use them as a gnoll reskin or as a player character class. For LotFP they use the dwarf class template, simply replace the architecture skill with the open doors skill! Oh yes, and they must be chaotic and they are simply too wild to wear armors (when wearing one they just go crazy and start munching the armor straps). 

Your pack of hammers goats are the daughters of...
  1. Orcus (or Baphomet) 
  2. The Chimera
  3. The  Minotaur 
  4. The Mad Carpenter 
  5. A Mighty Berserker (or the NannyHammer) 
  6. The Orc Mother (or the Gnoll Father)
And...
  1. Bachus (or his favorite Bacchante)
  2. The Black Goat of the Woods with a thousand young (or one of her young) 
  3. The Curse of the Were Goat (someone or something affected by it) 
  4. Pan (or his Satyre Great Priestess) 
  5. The Horned God of Chaos (or his spawn) 
  6. The Green Goat (or the Primordial Goat) 

The packs champions (or a hammer goat character) also receive a random blessing (d20):
  1. Holy Hammer (a indestructible hammer that do d8 damages and that smash 2 points of armor on a natural 20) (or maybe on a natural 8 when rolling damages?) 
  2. Holy milk (you have drink the holy milk, raise one of your attributes or your hp by 1 point) 
  3. Hermaphrodite (you parents favor you and you receive a random clerical spells as a first level cleric) 
  4. Teeth of steel (your teeth do d4 damage and can munch through anything) 
  5. Skull face (you have a staff and a skull face like Skeletor and you can cast one first level mage spell by day) 
  6. Bronze Hooves (you can make a extra rear attack for d4 damage) (+1 for climbing) 
  7. Hammers Gauntlets (two attacks that do d4 damage) (maybe they are +1, but you can't remove them?) 
  8. Boots of The Mountain Goats (you run faster and can jump higher (remove 1 step of encumbrance) (+1 for climb jumping)
  9. Carpenter (in addition to open doors, you also start with the carpentry skill. You can use your carpentry knowledge to better destroy structures) 
  10. Mighty Horns (your horns are super long and can gore for a d4 of damage or 2d4 when charging)  
  11. Girdle of Goat Strength (+1 to STR when thinking like a hammer goat) (will curse non goat people by transforming them into a hammer goat)  
  12. Battering Ram (do d6 damage, pushback on a natural 6 when rolling for damage, give +2 to open doors)
  13. Dead Eater (eating the dead heal you, munching for 1 turn give you 1 hp, eating everything for d10 turn heal d4 hp) 
  14. Horn of Braying (give +1 to initiative to your group if you blow the horn instead of fighting, +1 to your group morale) 
  15. Dark Cackling (your cackling is unnerving and reduce your enemies morale by 1) 
  16. A Thousand young (a 2d3 goatling fauns follow you everywhere, they fight as kobolts) 
  17. Berserker Rage (you always press in combat, when you reach 0 hp make a save vs death to be able to fight up to -10 hp)
  18. Iron skull (your skull is made of iron, you have +1AC and are considered as wearing a helm) 
  19. Scapegoat (you are a sneaky goat and you start with 2 skill point in stealth and 1 in sneak attack) 
  20. Flutes of madness (you must play for d6 rounds, d6 targets must save vs spell or go berserk for 2d6 rounds and attack random targets or do silly things) 

Thursday, October 9, 2014

Goblin Enchantress (with shaman and retinue)


B/X Goblin Enchantress by Benjamin Baugh (Special collaboration!)

Goblin Enchantresses (or in some cases,  Enchanters ) are not goblins who cast spells or enchantment, but rather humans who for whatever reason - natural attraction, strange rituals, or ancient family secrets - are enchanting to goblins.  Goblins love them, are oddly mesmerized by them, and obey their call and their will.  The more a goblin enchantress allows goblins to server, the more willing they are to do so.

The prime requisite for a goblin enchantress is Charisma.  A goblin enchantress who's Charisma is 13 or greater will gain a bonus on earned experience points.

RESTRICTIONS:  Goblin enchantresses use four-sided dice (d4) to determine their hit points.  They may wear leather and chain armor, but if so armored, can not use some of their special abilities (see below).  They may not use shields.  They may use any type of one-handed weapon, but if armed, may not use some of their special abilities (see below).  Further, because of their special relationship with goblins, they may never have normal retainers or followers, though they do attract special goblin retainers as they grow in influence.

SPECIAL ABILITIES:  A goblin enchantress is surrounded by a mob of eager if somewhat runty goblins who adore fawn and worship.  This strange power over goblinkind does not extend to their cousin species, like orcs, ogres, or similar.  With access to a suitable underground area - a dungeon mouth, caves, deep cellars - a goblin enchantress can call out in a strange song which draws out the goblins, and lays a glamour over their minds.  This siren call gathers d6 goblins per level of experience (to a maximum of 6 per level), who will follow and serve the enchantress until dismissed or slain.  New goblins can be called no more than once per day, and if above ground, only at night.

These enchanted goblins are less autonomous than those encountered during an adventure, but once per round, the Enchantress can give some or all of them a command, and they will continue to carry it out until their task is completed or until told to do something else.  They may perform most simple tasks with reasonable ability - succeeding on 1 in 6, modified by the number of goblins assigned to the task.  These tasks require 6 turns to complete, minus the number of goblins assigned.  If 6 are assigned, then the task is completed in a single round.

Goblins may be command to...

Perform domestic services - cooking, cleaning, and mending.

Perform manual labor - digging, clearing rubble, and similar activities requiring little finesse and strong backs.

Hunt, Fish, or Forage - providing a meal for d6 individuals, though they will most certainly spit in any food prepared for anyone but their enchantress.

Search an area - finding traps, hidden doors, treasure and similar.  If a trap is found, it is located by a goblin accidentally activating it.  d6 goblins are caught in the trap.  If it inflicts damage, a d6 goblins are affected (see below on enchanted goblins and injury).

Scout Ahead - the goblins are not particularly stealthy, as they babble and sing the praises of their enchantress constantly, but can scout ahead into the next dungeon area, but will never willingly get more than 30 feet away from their enchantress.  _

Additionally, in some situations goblins will act quickly...

if their Enchantress is unarmored they will armor her with their bodies, each goblins assigned to distract and protect her granting -1 to her AC to a maximum of 0.

if their Enchantress is unarmed they will attack her enemies within 30 feet, savagely but without much skill.  One goblin can inflict a d4 damage to a single target.  Each additional goblin assisting in the attack increases the die type by one step - so two goblins inflict d6 damage, three goblins inflict d8 damage, four goblins inflict d10 damage, and five inflict a d12 damage.  Goblins may be divided into however many groups the Enchantress desires to make these attacks.  Each group of goblins attacks like a Thief with level equal to their Enchantress's.

If their Enchantress is threatened they will sacrifice their lives to save hers.  Each goblin can absorb one d6 damage, dying in the process.  These goblins die with a smile on their twisted faces, and earn the jealousy of their fellows.  Her goblins will sacrifice themselves regardless of her wishes - the only time they will disobey her will.

If their Enchantress is unencumbered they will carry her, using their bodies to comfortably bear her weight.  Each goblin assigned to this task grants a speed of 10, with a maximum speed of 100 (ten goblins assigned to carry).

If their Enchantress is weary  they will bear her burdens, and each goblin so assigned can carry a load of 400 coinweight.  If asked to perform some other task, goblins carrying weight must drop their load first.

If their Enchantress is Bored, Worried, or Sad they will caper and clown, sing goblin songs, and make her frightful little dolls of lichen and twigs.

If dwarves are present enchanted goblins will mock, threaten, and insult them and make a show of protecting their enchantress from the dwarves, even if they're on friendly terms.

Enchanted goblins are not that independent, and are quite interchangeable - even their enchantress has trouble telling them apart.  If attacked individually, they have an AC of 8.  When damage is determined, roll a d6.  If it is equal or less than the damage inflicted, the enchanted goblin is killed.  Goblins make saving throws like their enchantress, and are immune to magic which would charm them away from their enchantress.  For the purposes of Sleep spells, they are considered to have hit dice equal to their Enchantress's level.

If ordinary goblins are encountered during an adventure, a reaction roll is made regardless of circumstances, modified by the goblin enchantress's Charisma bonus.  On a result of 6 or more, the enchantress may take a d6 + her level of experience goblins into her service, up to her maximum allowed.  Any remaining goblins, terrified of this power, must make a morale check, and if they succeed, immediately attack.  

Finally, while the goblin enchantress can not recruit human or demi-human followers, she may recruit goblin retainers.  These serve normally, and can include warg riders and goblin shaman who are able to cast spells.


The goblin enchantress makes saving throws and fights like a magic-user

Level   Title                     Exp.Points   Hit Dice      Summon Gob   Max Gob
1           Cave Maiden            0                 1d4               d6                      6
2           Dungeon Witch     4000             2d4              2d6                    12
3           Pretty Lady            8000              3d4             3d6                    18
4           Cruel Star             16,000            4d4              4d6                    24
5           Sweet Tyrant       32,000            5d4              5d6                    30
6           Deep Seer             64,000            6d4             6d6                    36
7           Cursetongue        120,000          7d4             7d6                     42
8           Blessed Hag        250,000          8d4             8d6                     48
9           Wormqueen         400,000         9d4              9d6                     54
10         Dark Mother        600,000         9d4+1          10d6                  60

When the goblin enchantress reaches 9th level, she may take a goblin city as her stronghold

notes  This is a bit fiddlier than most basic classes, but the core mechanics are simple enough to put on a 3x5 card.  Assign goblins to tasks, get bonuses etc.  Manage your goblins, because they can die pretty easily.

A simpler and more abstract way to handle this is by replacing the mob of goblins with a single goblin die which improves as the goblin enchantress levels.  This goblin die represents, in aggregate, the strength of all goblins working together.  So when commanded to attack, it inflicts gD in damage.  When defending, the goblins absorb gD in damage or provide it as a bonus to the enchantress's AC.  roll the gD equal or greater than 3 to complete any of the basic goblin tasks. When used, roll the die and if it comes up 1, some goblins have died in the process, and the die value is stepped down by 1 rank until the enchantress can recruit new goblins.  So, for example, if she attacks with her goblins, and inflicts a d6 damage on all her enemies within 30 feet, then roll the die again.  if it comes up 1, then the die value drops to d4 until she can recruit.  This represents goblins being killed serving her will.

I couldn't decide which mechanic I wanted to develop, so I went with the first one for arbitrary reasons.  If people would like to see it, I'll work this second one out in more detail.   

Wednesday, October 1, 2014

Gorm, Usamigaras and Madarua

The masks of Gorm, Usamigaras and Madarua.

Cults variant for the gods of the Lost City.

In the original module, the cult of Gorm only accept males as full members and the cult of Madarua only accept females as full members. Here is two variants for those cults.

Variant 1: the cults accepts characters of any genders, as long as you wear the mask of the cult you are considered a man, a child or a woman.

Variant 2: the cults accepts characters of any genders, but initiates risk being transfigured or cursed during their initiation.

Initiation of the lost gods: 
The character must wear the mask of the god and make a reaction roll modified by wisdom. If the initiate is sincere and faithful he or she receive a bonus for his or her reaction roll. If the initiate have doubts, there is no modifications. If the initiate is not sincere and hope to tricks the gods, he or she receive a penalty.

Reaction roll:

  • 2: Character is transfigured and receive the deity visage and may be transformed to match the deity age and gender (maybe). The initiate also receive a vision quest and a permanent wisdom bonus. 
  • 3-5: Character is blessed and receive a reaction bonus with members of the cult. 
  • 6-8: Character is accepted into the cult. 
  • 9-11: Character is cursed and receive a reaction penalty with members of the cult. 
  • 12 : Character is petrified, fused forever with the mask and become a guarding statue. 

Tuesday, September 30, 2014

Slimes!

I tried to do a slime generator, but there was too many options and I got lost. Maybe I will try to finish it someday. It was mainly about what a slime digest and what it secretes. 



Friday, September 19, 2014

Undercroft zine, Issue 2

The second issue of Undercroft is now available. I did a mimic queen-lady-thing for the cover.
you can get a copy here: http://melsonia.storenvy.com/

This issue includes a surreal creature by +Luke Gearing , an adventure and story by +Simon Forster , some weird monsters by+Matthew Adams , some potions by Tony A. Thompson, a cover by+Cédric Plante and I'm in there somewhere with some illustrative aid from +Claytonian JP 


Wednesday, September 17, 2014

Narcosa is waiting!

Some of the stuff I posted here made it into the Narcosa book.

THESE ARE THE DAYS OF HIGH ADVENTURE!
"Will you seek your fortune in Hashishastan? Will you gather the silk of the Mindmoth Caterpillar? Is it your destiny to join the Ecstatic Order of the Five Pleasure Plagues? Should you ingest those Troll Poppies?
Enter the weird world of Narcosa, a land of Shroombies, Drug Trance Mages, Purple Pipeweed, and hallucinogens injected via Stirge needles.
Born of a hashtag, emerging like rainbow-hued smoke from the minds of dozens of creators, Narcosa is a crowdsourced setting book for old-school games."


Monday, September 15, 2014

PCs camp events

The camp setup I posted was interesting, but it main flaw was that the events were concerning more the NPCs than the PCs. So I re-thinked the setup, and I think it better to just focus on the PCs and their retainers and followers.

Base chance of having a camp event: 1 on a d6.

Check for events:
  • For each 12 hours of rest at the camp. 
  • Each time that the group come back from the dungeon.
  • If after leaving the dungeon area, the group return from the town: there is a automatic event. 
Who is at the camp? 
  • Player characters only: roll a d8 on the events table
  • Retainers/NPCs only: roll a d20
  • Mix of PCs and NPCs: roll a d20
  • Only one retainer or NPC: d12
  • No one: roll a d8 
Rolling the same result:
Depending of the result, if possible escalate the situation instead of introducing a duplicate situation (use the descriptors in [brackets]). The situation descriptors in brackets should probably also be advanced by the GM, maiybe after each passing day.

NPCs looking for the camp:
NPCs or monsters who are looking for the camp have 3 chances on a d6 of finding it (this is reduced by bad weather and by efforts to hide or camouflage the camp) (leaving a lot of people or stuff behind can raise the base chances). 

Camping NPCs:
Random NPCs will camp in the area for d6 days. NPCs who explore dungeons will camp until they venture into dungeon. They will always post guards at their camp. 

NPCs venturing into the dungeon:
When venturing into the dungeon NPCs will:
  • Find loot, roll a d6: (1: none, 2 nearly nothing, 3-4 minor loot, 5 good loot, 6 they emptied one treasure room). 
  • Have losses, roll a d6 (1: some wounds, 2: one casualty, 3: 25% casualty, 4: 50% casualty, 5: 75% casualty, 6: TPK)   
  • Test morale to venture again in the dungeon if they have suffered more than one casualty.

Table 1: Camp Events (d8 or d20)
  1. Weather change 1-2 for the best, 3-6 for the worst: [Annoying wind] [Hindering sandstorm] [Deadly sandstorm].  
  2. Adventurers: [Arriving and making camp] [Scouting and preparing a expedition] [Venturing into the dungeon]  
  3. Bandits: [Arriving and making camp] [Scouting and bickering] [Venturing into the dungeon or setting a ambush for the PCs]  
  4. Raiders: [Arriving and making camp] [Scouting and resting] [Attack the PCs camp or ambush the PCs]  
  5. Someone traveling or lost in the desert arrive at the camp. (Roll a random NPC) (Can possibly become a new retainer or follower or can be a troublemaker) [NPC arrive] [NPC is helpful or cause minor trouble] [NPC offer to follow the PCs or cause major trouble] 
  6. Wandering fauna: [Lurk around the camp] [Attack a guarding or patrolling character] [Venture into the camp in search of food or preys] 
  7. Wandering humanoids from the dungeon: [Lurk around the camp and test the morale of the retainers] [Steal something or ambush a guarding or patrolling character] [Attack the camp to capture a retainer or to loot the camp] 
  8. Wandering monsters: [Lurk around the camp and test the morale of the retainers] [Attack a guarding or patrolling character] [Attack the camp]  
  9. Someone is lost. Someone went outside the camp and never came back. It may be possible to find his or her tracks. (2 on 6) +1 for guide or track wise characters. 
  10. Someone found something useful or interesting. Some usable gear, some defensive position or a clue about the dungeon (work like a rumors). 
  11. Moral is getting low. Test the loyalty of everyone left in the camp. On a fail they loose 1 point of morale. If the last venture went bad, test the retainers moral to see if they are willing to leave the camp. If the last venture went super well raise the morale of 1 NPC that passed the test.  
  12. Strange dreams or visions. A NPC is blessed or tormented by dreams. Test morale to see if the dreams are positive or negative. This will affect the attitude of the NPC. If the NPC dream again and get the same result, add or remove 1 point of morale.
  13. Getting away. Test loyalty of every retainers in order of loyalty. On a fail 1 NPC will leave the camp. [talks about leaving the camp] [try to talk the others into leaving the camp] [leave the camp alone or with others]
  14. Want something: the NPCs want something or want to improve how things are done. If the PCs disagree, the retainers ask for a raise of salary. If the PCs disagree for the raise of salary, test loyalty.  
  15. Friendship: two random NPCs became good friends. The one with most morale raise the morale of the other one by 1 point. The one with most loyalty raise the loyalty of the other one by 1 point. (if equal randomly distribute the point). If one of them die, the other one loose 2 morale. If the PCs screw one of them, the other one loose 2 loyalty. 
  16. Strife: conflict between two NPCs left at the camp. Lower the morale of one NPC by 1 and the loyalty of the other one by 1. Now those NPC don't like each other. They have -1 ML when fighting beside each others. 
  17. Strife: a fight erupt between two NPCs left at the camp. Test the morale of the lowest morale NPC. On a fail there was a fight between this NPC and a second NPC. Both take d4-1 dmg. The most damaged one lose 1 loyalty and 1 morale. If both are left alone, test for loyalty to see if they attack each other again.    
  18. Strife: someone have stolen something. Test loyalty of the NPC with less loyalty. On a fail they steal from a PC. On a success they steal from each other and accusation fly around. The NPC who got something stolen loose 1 point of loyalty if the PCs do nothing about the thief. 
  19. Conspiracy VS the PCs. Check the retainers loyalty. Those who fail hope to loot the PCs and to leave the camp. Add a penalty if there is a big tempting loot to steal from. [Secret meetings] [Preparations] [Execution of the plan]
  20. Found a micro dungeon: if someone vanished from the camp, they come back and have found a small micro dungeon that maybe a new entry into the main dungeon. If no one vanished, someone is missing and will come back during the next event. 

Tuesday, August 19, 2014

Pleasure Slimes of Narcosa

Pleasure Slimes are full of narcotics and want to trade pleasure for sentience. They smell good and emit relaxing aromas. If you touch them, they gently creep on you while sending you soft waves of pleasure. They are kind of shy and if you feel creep out or fight them, they get the message, they will change color and ooze back into a corner. 

If you let them ooze on you, they will completely cover you, this is quite relaxing, just like receiving a shampoo. They will dissolve what you wear (except weapons, tools and shield) in a number of rounds equal to your ascending AC. While doing so they will give you a first gift for free and they will heal you for 1hp by round culminating into a sweet orgasm. Don't worry for your stuff, they mimic your clothing, armor and everything else. But the imitation is not perfect and your stuff look as if it was made of cake icing. If you had a armor, reduce your AC by two points.

Now that you are coated in it, the symbiotic slime want to trade you pleasure waves and orgasms for points of Intelligence.

The trade go like this:
For 1 point of intelligence the slime can:

  • Send you a pleasure wave of healing that heal you for d6 hp by rounds until you reach orgasm. While receiving the pleasure wave you are quite distracted and can't do anything else. The pleasure slime let you choose when you reach your orgasm. 
  • Send you into a blissful trance that boost all of your attributes bonus adjustments by one step for d6 turns. (Culminating in a orgasm that stun you for as many rounds). 
  • Soothe you and negate any fear or mind control attacks effects. 
  • Upgrade your AC by 1 point (up to a fullplate AC). (Take 1 blissful turn to upgrade for each AC point) 
  • Extrude a wave of pseudopods in a powerful orgasm that stun you for the duration of the effect. The pseudopods work like the spell entangle (effect, duration, etc) and can dissolve their victims for d6 damage by rounds (and/or 1 AC by 2 rounds).
  • Take it magnificient slime form and protect you with it body. While doing so, you use the slime HP and AC. You can't move but you can cast spells and attack with the slime HD using it pseudopods or your weapons. (Pleasure slimes regen d6 hp by non-combat turn). 
  • Once a magic user have traded half of his or her INT score, he or she can trade a spell casting for a point of INT. (The slime cast the spell for you as if you were casting it) (The slime can cast any spell from your spell book). 
  • Mimic the effect of a narcotic that you used once.
When you reach orgasm, make a saving throw vs paralysis to avoid transferring 1 extra point of intelligence to the slime. 

A pleasure slime can only leave it host body once it host have reached a score of 0 Intelligence. 

When a host reach 0 of Intelligence he or she have a wonderful orgasmic revelation and receive the XP that the slime is worth. While having this orgasmic revelation, the host may choose to give one permanent point of Intelligence to the slime as a parting gift. If doing so they reach a higher level of revelation and gain 1 permanent point of Wisdom.

After this, the former host will regain one point of intelligence by day up to half of his or her original score. Then, he or she will regain one point of intelligence by week.

If the pleasure slime is destroyed while the character is hosting it, the character will not regain the traded points of intelligence. (Fire damage both the character and the pleasure slime). 

Once detached, pleasure slime will mimic the form of it former host. It will loose 1 point of accumulated intelligence by month. It may hang around to take care of it now dumb former host or it may walk away to enjoy it new sentience. 

Now, each time that a former host have sex and reach orgasm, he or she have 1 chance on a d6 of having a flashback or the orgasmic revelation and to secrete a 1HD pleasure slime. (this may only happen once). 

Tuesday, August 12, 2014

Use Super Heroes gimmicks to create Cults.

Take your favorite or classic D&D deities and apply some super heroes or comic books gimmick to create variant cults.



Super heroes gimmicks cults d30:

  1. Dead: this cult believe that their deity is dead. They are collecting the stories and artifacts linked to it death and are hoping for it return, but some are against it. 
  2. Legacy upholder: while the original deity is dead or gone, this cult worship a other deity who decided to step in to uphold the original deity name. Some wait for the return of the original deity, other secretly work to prevent it.  
  3. Temporary holder of power: this cult believe that for a time, a mortal was granted powers similar to the powers of the original deity. They worship him or her as a herald, saint or a minor demi-god.  
  4. Noble Alien Paragon: this cult worship a utterly alien but noble version of the original deity who is often a legacy upholder or a temporary holder of power. 
  5. Depowered: this cult believe that the original deity is depowered and walk among them. 
  6. Satire: this cult venerate a caricatural, ironic or grotesque version of the original deity or a minor deity that mimic and caricature the original one. Theses cults often represent their deities with animal traits.  
  7. Grim Dark Version: this cult venerate a grim dark version of the deity. Those are often satire cults who lost their ways and who ended up worshiping their satire deities too seriously. 
  8. Undead: this cult venerate a undead version of their deity. Some believe that the original deity came back from the dead, some believe in a undead double that oppose the original deity. 
  9. Cyber-Techno version: this cult venerate a cyber-techno version of the deity that replace or exist alongside the original deity. 
  10. Color variants: these cults believe in multiple color variants of their original deity. Each color variant have it own traits and color derived powers.  
  11. Usurper: this cult believe that a other deity stole the powers or the name of their original deity. Some hope for the return of the original deity, some work against it. 
  12. Impostor: this secret cult believe that a other deity is secretly impersonating their deity. They often loose themselves in conspiracy theory.  
  13. Villain/Reformed: this cult believe that their deity have fallen from grace and is now evil or that their deity reformed and is now working for the good of mankind. This cult is sometime a alternate history cult that believe in a villain or reformed deity that exist alongside their original deity.  
  14. Instrumented: this cult believe that they have created and a instrumented version of a deity. They believe that this new deity is more efficient and powerful (and under their control). Those cults are often cyber-techno version cults. 
  15. Kid: this cult believe in a kid version of their deity. 
  16. Divine Spouse: this cult worship the divine spouse of their deity. Those cults are often alternate or lost continuity cults. Some wish that the divine spouse would lead his or her own pantheon. 
  17. Pet: this cult believe that the deity have a pet with a similar set of power. They believe that this pet is the herald of their deity and that it can intercede for them. They also believe that sometime divine pets work together to secretly protect humankind. 
  18. Sidekick: this cult believe that their deity have chosen and is guiding a mortal that will one day ascend to the rank of divinity. They worship this mortal as a saint. But some envy him or her and wish for his or her downfall (or replacement). Most of those cultists see clerics as potential chosen ones. 
  19. Mortal Lovers: those cults believe that different mortals are or were the lovers of their deity. They worship them as saints and often believe that they were temporary holder of power. Some of those cultists believe that clerics have dated their deity. 
  20. Family: this cult believe that their deity have a whole family with similar sets of powers. Those cults are often alternate or lost continuity cults. Some cultists believe that clerics are members of their deity's family. 
  21. Gender switched double: this cult worship a gender switched version of the deity that exist alongside the original deity.  
  22. Gender switched alternate: this cult believe in a gender switched alternate version of their deity that replace the original deity. (Or that their deity actually changed gender or was actually of a other gender). 
  23. Culture double or alternate: this cult worship a version of their deity that origin from a different culture. These cults are often combined with other forms of worship (alternate history, gender switched, etc). 
  24. What if: this strange cult wonder what if their deity was someone else or had done something different. They worship visions of those possibilities. 
  25. Alternate history: this cult believe in a alternate version of their deity that come from a alternate past or future. This cult is often combined with other forms of worship.
  26. Lost Continuity: this heretic cult believe in a former and forgotten scriptures and version of their deity.
  27. New Power Set: this cult believe that their deity have acquired new spheres of influence and a new set of powers. They may believe that the change was voluntary or not. 
  28. New upgraded cooler version: this new cult believe in a new upgraded version of their deity that closely mirror their identity and interests. 
  29. Retcon: this secret cult believe that the past history of their deity is being changed by their deity or by outside forces.   
  30. Rebooted: this cult believe that past history have vanished and that their deity history is beginning again. This cult is often accompanied by a impostor or lost continuity cult. 
  31. Big Event Crossover: this doomday cult believe in a upcoming big pantheons crossover that will change their pantheon status quo forever.

Sunday, August 10, 2014

Cardinal origins and languages

Cardinal origins and languages for my Lost City campaign. 

Cardinal origins:

When you create your character roll a d6 and choose his or her cardinal origin. 
(The campaign is set in the eastern lands). 
  • 1- 2 Northern or Western
  • 3- 4 Western or Eastern
  • 5- 6 Eastern or Southern
Each cardinal region host many kingdoms and cities. I keep them vague for now, but later if we develop the campaign, I (or maybe the players) will be free to invent villages, towns or kingdoms of origin. 
  • Northern lands: the untamed north, cold and icy. 
  • Western lands: pseudo medieval-Europe, farms, hills and dark forests.
  • Eastern: pseudo medieval Middle-East, majestic mountains and lot of desert.  
  • Southern lands: vast savannas, jungles, rocky cliffs and volcanic islands. 
(But those are only broad and general traits, it is totally possible to deviate from them.) 
(And there is also the "far" north, west, east and south.)

Languages of men:
  • Cardinal Commons: each cardinal common (northern, western, eastern and southern common) can communicate with each other but with a reaction adjustment penalty. 
  • Great Empire: the language that unified the Great Empire before it fall. Can understand Ancient Empire with a reaction penalty.  
  • Ancient Empire: the near forgotten language of the first Empire of men. Can understand Great Empire with a reaction penalty.   
  • Thief speak: local secret and coded language. Can understand rat speak and other thief speaks with a reaction penalty. (Thieves quickly learn local thief speaks and loose their reaction penalty after they spend some sessions in a new city). 
Languages of the Earth:
  • Dwarven: can understand gnomish and old dwarven with a reaction penalty. 
  • Gnomish: can understand dwarven and old gnomish with a reaction penalty.
  • Old Dwarven: can understand dwarven and troll with a reaction penalty.  
  • Old Gnomish: can understand gnomish and troll with a reaction penalty.  
  • Troll Tongue: the old language of the Trolls (and giants). Can understand old dwarven and old gnomish with a heavy reaction penalty.  
  • Cave speak: common language of the underdark, there is so many variants that it always used with a reaction penalty. 
  • Old Folk: the language of house and field spirits. 
Language of the Forest:
  • Elven: understand fae idiom with a reaction penalty. 
  • Fae Idiom: the strange way of speaking of the faery. Understand elven with a reaction penalty. 
  • Sylvan: the language of the sentient threes and plants creatures. 
  • Slow Tongue: lizard men and reptilian creatures speak this ancient language. They can understand the Dark Egg Speak with a reaction penalty. 
Desert, Sea and Sky:
  • Sea Tongue: the secret language of intelligent sea creatures. 
  • Sky Song: the secret language of of intelligent avian creatures. 
  • Desert Tongue: the secret language of the desert. 
Chaos Spawns:
  • Spawns Tongues: the crude tongue of the cruel and brutish humanoids born from chaos (goblins, orcs, etc). They can understand each other with a reaction penalty.
  • Dark Egg Speak: the language of Kobolds and chaotic reptilian cults. Understand the Slow Tongue with a reaction penalty. 
  • Rat Speak: the coded language of were-rats and rat-creatures. Can understand thief speak with a reaction penalty. 
Alignment and magical languages:
  • The Tablets of Law: the lawful language in witch the gods wrote the Tablets of Law. 
  • The First Words: the neutral language that beast and human shared at the dawn of time. 
  • The Changing Tongue: the changing language of magic and chaos. (Read Magic let you read the ever changing magical variations of the language). Can speak with chaos spawns with a heavy reaction penalty.   
  • The Dark Utterance: the dark language of evil spirits and demons.
  • Elemental Runes: elemental languages only usable as written runes. Can be slowly "spoken" as a sign language with a reaction penalty.    
  • Gem Speak: the vibration language of gem creatures.
Any creature have a chance of 1 on a d6 to speak their alignment language (even animals). 
Magical creatures always know their alignment language (this include spell casting creatures). 

Extra languages
  • Humans, Halflings and Half-Orcs start with their cardinal common language. 
  • Dwarfs, Gnomes, Elves and Half-elves start with their racial language, a cardinal common language and a free additional language.
  • Thieves and assassins also start with Thief speak.
  • Clerics and Druids also start with their alignment language. 
  • Magic-users and Illusionists also start with the Changing Tongue.
  • Fighters learned a enemy language during a military campaign. But they now have a reaction penalty when dealing with this ancient enemy.    
A character origins and alignment determine his or her choice of additional languages: 
  • Northern : western or eastern cardinal commons, Great Empire, Dwarven, Sea Tongue, Sky Song, Troll Tongue, White Spawn, Blue Spawn.
  • Western : northern or eastern cardinal commons, Great Empire, Ancient Empire, Old Folk, Sea Tongue, Elven, Dark Spawn, Carrion Spawn. 
  • Eastern : western or southern cardinal commons, Great Empire, Ancient Empire, Desert Tongue, Elven, Gnomish, Sky Song, Blood Spawn, Wish Spawn. 
  • Southern : western or eastern cardinal commons, Great Empire, Dwarven, Old Folk, Slow Tongue, Sea Tongue, Ash Spawn, Green Spawn. 
  • Elf : any cardinal commons, Great Empire, Ancient Empire, Dwarven, Sylvan, Sea Song, Sky Song, Fae Idiom, any of the Spawns Tongues, Storm, Ice and Stars Runes. 
  • Dwarf : any cardinal commons, Great Empire, Ancient Empire, Old Dwarven, Gnomish, Elven, Troll Tongue, Cave Speak, Deep Spawn, Stone, Iron and Fire runes.
  • Gnomes : Great Empire, Ancient Empire, Old Folk, Old Gnomish, Dwarven, Gem Speak, Cave Speak, Deep Spawn, Dark Egg Speak, Stone Runes.
  • Halflings : any cardinal commons, Great Empire, Old Folks, Sylvan, Gnomish, Rat Speak.
  • Half-Orcs : any cardinal commons, Great Empire, Troll Tongue, any of the Spawns Tongues, Dark Utterance, Rat Speak.
  • Lawful : The Tablets of Law.
  • Neutral : The First Words. (Druid only: Sylvan and Fae Idiom).
  • Chaotic : The Changing Tongue. (Cleric & Magic-User only: Dark Utterance). 
  • Thief: rat speak.
  • Magic users: storm, ice, iron, stone, dust, water and fire runes. 

Saturday, August 9, 2014

Base camp for B4 The Lost City


I am preparing to run B4 The Lost City (with Labyrinth Lord), since the player characters are lost in the desert and are stranded at the dungeon location, I decided to give them a base camp that they can return to as if they were "returning to town". 

So the idea is that the group was travelling with a large caravan convoy full of different people. The convoy was travelling through the desert, Oregon Trail style, when it was attacked by a group of bandits just before a big sand storm.   

The survivors of the convoy took refuge in the ruins of the Lost City. They don't dare to venture into the pyramid. They hope that PCs will bring back water and that they will find a map or some way to orient themselves. They have maybe a day or two left of water (see table 4).  

It can be fun to ask the players to roll the dice to create the camp.


The base camp 
I guess that the base camp is composed of 10 notable NPCs, plus a bunch of non-described NPCs who can serve as PC replacements and potential hirelings (see table 4). Maybe it better to not be to precise with the bunch of non-described NPCs. 

Table 1: Notable survivors (those 10 NPCs are present at base camp) (determine randomly their gender)
  1. A greedy specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  2. A helpful specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  3. A apprentice specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  4. Someone lightly wounded
  5. Someone heavily wounded
  6. Someone interested in the artifacts of the dungeon
  7. Someone who keep the camp together
  8. Someone who is against going into the dungeon
  9. Someone who seem to support the PCs
  10. Someone who don't like the PCs

Table 2: Occupations (roll on this table to determine who are the survivors #4 to #10) 
  1. Specialist : 1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer.
  2. 1-4: Merchant, 5-6: Slave master
  3. Young and beautiful idealist or rebel: 1 orphan, 2 laborer, 3 slave, 4 servant, 5 poet, 6 poor student.   
  4. Noble who have lost (nearly) everything.  
  5. Family leader and some survivors of his or her family. Have family waiting for them at the caravan destination. 
  6. Stranger: 1 from the far north, 2 from the far south, 3 from the far east, 4 from the far west, 5 demi-human, 6 rare & unusual demi-human. 
  7. Sage: 1 mystic philosopher, 2 mathematician astronomer, 3 historian, 4 cartographer, 5 linguist, 6 naturalist & geologist.  
  8. 1-2 Desert guide (saved some water), 3-4 animal handler (saved some animals), 5-6 teamster (saved some equipment)
  9. Scum or shady character: 1 barbarian, 2 bandit, 3 nasty thug, 4 wanted murderer, 5 conman, 6 spy.   
  10. Religious: 1 cultist, 2 heretic, 3 major distant religion, 4 minor local religion, 5 major local religion, 6 prophet, oracle or seer. 
  11. Man-at-arm: 1 veteran mercenary, 2 caravan guard, 3 former henchman, 4 deserting soldier, 5 bodyguard, 6 former member of a town militia.  
  12. Classed (level: d4-1): 1-2 fighter, 3-4 rogue, 5 cleric, 6 magic-user.

Table 3: Events (roll each time the PCs return to the camp)
  1. Weather change (1-2 for the better, 4-6 for the worst)
  2. Bandits or Nomad raiders attack!
  3. Wandering fauna attacked someone. (1-4 wounded, 5-6 killed)
  4. Wandering humanoids from the dungeon captured someone. 
  5. Wandering monsters from the dungeon attacked someone. (1-3 wounded, 4-6 killed)
  6. A new survivor wandered into the camp.  
  7. The survivors found some food or water or some other useful supplies. 
  8. Strife, one of the survivor gain the leadership of the camp. Others don't like it.  
  9. Strife, violence and conflict between two survivors. 
  10. Strife, murder: one of the survivor was murdered. The murderer is unknown (secretly roll who it is). 
  11. The status of the wounded change: 1-2 for the best, 3-6 for the worst. (roll for each wounded). 
  12. Someone now want to follow the PC into the dungeon. (may be a good or bad idea)
  13. Someone left the camp with some loot that the PCs left behind. 
  14. Conspiracy VS the PCs. Determine 3 conspirators. Check for hirelings loyalty. 
  15. Someone have stolen loot from the PC or from someone else. (secretly roll who it is). 
  16. The camp split up! Half of the survivors moved to a new camp. 
  17. Moral is getting low. Test the hirelings moral to see if they are willing to leave the camp.  
  18. Someone gain influence. One of the notable survivor is now well supported.  
  19. Someone is lost. One of the notable survivor ventured outside the camp and never came back.
  20. Two events. (ignore new result of 20) 
No more water!
  • After the first day, the camp have 1 chances on a d6 of running out of water (they are rationing). 
  • This augment by 1 for each of the following days. Reset the chances if the group bring back water.
  • If the camp run out of water. In addition of the random events, the GM choose 1 of the nastier events from table. 


Table 4: Hirelings (Roll on this table if the PC want to recruit hirelings willing to venture into the dungeon.) (determine randomly their gender)

Hireling type d10 :
  • 1: Zaelots
  • 2-3: Men-at-arms
  • 4-5: Scums
  • 6-8: Torchbearers
  • 9: Servitor
  • 10: Follower (squire, novice, apprentice or young runaway)
Starting Loyalty (reaction test) :
  • 2: Friendly 9
  • 3 – 5 : Interested 7
  • 6 – 8 : Neutral 6
  • 9 – 11 : Unfriendly 5
  • 12 : Hostile 3
Zaelots (d4 volunteers)
  • Share : 1GP/day
  • HP : d4
  • AL : 1-3 chaotic, 4-6 loyal
  • Loyalty : depend of alignment : +2 if same, -1 if different, -2 if opposed.
  • ML : +2 (+2 with cleric of same faith)
  • AC : 9
  • WP : 1-2 club, 3 mace, 4 dagger, 5 shield, 6 spear.
Men-at-arms (d3 volunteers)
  • Share : 4GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d6 (reroll 1, once)
  • AL : neutral
  • AC : 7(6) Studded leather + shield + helmet.
  • WP : 1 axe, 2 mace, 3 javelins, 4 spear, 5 short sword, 6 dagger & short bow
Scums (d6 volunteers)
  • Share : 2GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4
  • AL : chaotic
  • Loyalty : -2
  • ML : -1
  • AC : 8 leather
  • WP : club & dagger.
Torchbearers (d4 volunteers)
  • Share : 1GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4
  • AL : neutral
  • ML : -2
  • AC : 9
Loyal Servitor (1 volunteer)
  • Share : 3GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4 (reroll 1, once)
  • AL : loyal
  • Loyalty : +2
  • AC : 9
  • Weapon : dagger.

Followers (1 volunteer)
  • Will become LV1 when their PC reach level 2 (naturally only if they venture with them into the dungeon) 
  • Share : 4GP/day (+1 ML/Loyalty for x5 pay)
  • Class: same type of class as PC.
  • Alignment : same as PC.
  • Beginner luck: can be use once by session. 
Squire
  • Fighter LV0 (can use fighter gear & manoeuvers)
  • HP : 4
  • AC : 7(6) studded leather + shield + helmet.
  • WP : dagger + short sword.
  • Beginner luck : can reroll 1 morale or attack test.
  • STR 13 (+1 hit & dmg)
Novice
  • Cleric LV0 (can use cleric scrolls, turn at -1 step)
  • HP : 3
  • AC : 8 leather.
  • WP : quarterstaff
  • Gear : 2 vials of holy water, holy symbol.
  • Beginner luck : can reroll 1 morale or turn undead or saving throw test.
  • WIS 13 (save +1)
Apprentice
  • Magic-user LV0 (can use magic-user scrolls)
  • HP : 1
  • AC : 9
  • WP : dagger
  • Gear : 1 magic-user scroll, 1 lantern and 3 oil.
  • Beginner luck : can reroll 1 saving throw, spell effect roll.
  • INT 13 (know 1 encountered language).
Young Runaway
  • Thief LV 0 (can use thief skills at half their rating)
  • HP : 2
  • AC : 9 (8) dex
  • WP : dagger & sling
  • Gear : extra trail rations and water.
  • Beginner luck : can reroll 1 skill or trap trigger or a enemy to hit test.
  • DEX 13 (+1 to hit with ranged wp).