Monday, 31 October 2022
EMO ZIne 13 Grows Up
My Patreon has for the last year has done a 12-page-ish digest zine of new adventures and campaign material and a 3 fold flyer adventure each month and some drafts of works in production for upper tiers.
As of 13 the format is changing to A4 and is currently over 100 pages and will drop soon. The new format will be compiling past tables by theme. The current work features my Auldwood setting. The next will be Exilon. In part these comps will be used to finish off larger works. I will probably stop writing adventures for a but will include some lairs in future and hope to finish off some volumes of 3-fold adventures.
I do appreciate feedback and requests as ever and haven't had much comments on anything I've done in 6 weeks. Comments help me keep motivated and I like having inspirational reports on how my work is used. The more feedback I get the more stuff I make. Patreon support is wonderful but Feedback is more useful. About 10% of my Patreons use polls which is something.
I may well be starting to play some BX dnd or a clone as I wind up my cosmonauts. Me regular D&D game is struggling to make meetups happen but it is that time of year when this gets worse.
I tried and failed to get a LuLu book up and printable. Which is sad as I worked and did this for 3 newspapers.
Hope you all had a horror-filled Halloween of fun.
Thursday, 27 October 2022
d12 Mysterious Alien Pots
Phew! At last!
Next time you need an alien pot in a game try these!
May the stars bless you all
Above are some of the pots I found on my last expedition to Isla Anura to the ruins of the Anuran empire who had advanced technology 3 trillion years ago and so they have very nice pottery.
d12 Alien Pots
1 Seems rigid but if touched is slimy and cold at first but its just some kind of illusion only noticed by living creatures touching it. Sometimes it seems to move as if breathing or making squishy noises and technological tests see no sign of these hauntings
10 A cube-shaped vessel with fine line patterns and an open circle on top and dark inside. Some looking at it had the momentary sensation of being able to see more sides than three at once. The intricate patterns and brilliant metallic glaze reflect the face of the wearer in strange ways. It seems heavier than it should and if filled with water it seems lighter
11 Intricate shell-like crinkled surface of this vessel catches in breeze and makes strange whispy sounds. Somehow coated in a layer of calcite indicating a great age and found in a cave on a rock plinth. A few experimented with this effect and one heard voices that would not stop even days later and killed themselves. The object was kept away not to be opened from its vault by anyone alone. Has two locks that must be opened at the same time and is soundproof
Sunday, 23 October 2022
Weekend Games - Kosmosaurs and Ziggurats
Finally finished module party stuck in for months due to meetup troubles for 3 months and of course characters were trapped together so no sandbox sidequests like I normally do and have been playing Horror on the Hill B series module and some of my stuff on side.
Also playing Kosmosaurs but will look for something else next. It has been fun but I possibly have urge to tweak it. As 3rd session players have got quite a bit better at using abilities and stacking dice. I think Id rather people get a new skill vs the things you are good at as the skills seem much more specific and more plausible to learn. What your good at to me could be sports or science while skills would be more specific. Possibly it is just my take. Possibly I will do something like every extra defence roll you make in a round you lose another dice - it makes targeting ppl with teamwork vs tough ppl work better plus lots of near meiis FX do that already. Once someone has lost a stat point things go down hill fast. Todays adventure was more planning, travelling,and investigating with less pressure and action than I managed to bring to bear the previous two games. Players gaining a few extra d6 seem to throw combat out of wack. I guess lots of GMing is really risk management. Will do at least one more game and possibly find some other family friendly game. If I use my stuff I will probably be too dark for juves.
EMO homebrew D&D Exilon Campaign
As we were together had to check through the module for exactly the party location and work out what treasures and clues we had after months apart. Manages to get moving and avoid several combats, Trapped in the ziggurat they had to overcome lots of beautiful ancient decor dungeon chambers and creatures and gain quite a few impressive items of royal regalia. Was a moment when a player wanted to save vs his own stupidity at wanting to ice storm the most beautiful bejewelled tree of the gods just to get some vermin. As you go up the dungeon certain choices and opportunities can be closed. They avoided one locations and missed one of the sacred regalia ranking them a B grade success. They had to battle some divine petty gods with metallic skin and hair and were rewarded with a fortune if treasure.Their semisuccess meant the kingdom would do well and prosper in war. The local millitary got exited.
The module over (Sacred Temple of Erwadu - players all rated highly), time for my Exilon campaign to kick in. So they were sent to the ziggurat under oath a character received healing and was willing to owe a quest. So from that they were all locked in the dungeon. They also got to meet lots of kings on the way as it was a big deal every 40 years or so occasion. When they got out they were heroes and 9th-10th level and ready to rock estates and land. The King of Ikathin granted them all lands and they swore oaths to him and most of the party was pretty pro-Enki now. The king also said he would like to send a ship over the horizon to visit Enki's magic island. The wizard character had a tower built opposite the river of her Amazonian home city.The draconic shape shifter and earth spirit found a good estate on the border with the sun kingdom more central to the free city league centre and his snakey homeland. The barbarian was granted land near the Tyranean border a progressive one barbarian power united and mostly an ally. The king also wanted him to build the template for a propper chariot corp for the kingdom no the ox battlewagons they were still using. The guest party cleric got to be in charge of a larger temple in a city. The guest party cleric got to be in charge of a larger temple in a city. The guest party cleric got to be in charge of a larger temple in a city.
Plans were made, land was allotted and 25 settlers were provided. The wizard had been learning lots of new spells and teleported everyone back to their starting village to check on their family and business at home. The wizard did more teleporting to the various royal palaces they had visited and stayed atover recent times. As the kingdom elites wondered who they could fight to benefit from being blessed in war, news came the fall great death templar city that had stood since humans re-invented thousands of years ago. This means instead of yearly fighting undead legions their is now a border contiguous with more barbarians and the Arcane Empire where elemental wizards are prominent. So quickly The king of mighty Ikathon renewed all his allegiances with the free city-states, the amazons, the Sythron hordes and the Tyraneam league. So war has broken out and the players will be expected to get lots of expensive new clothes and build their mansions.
Was possible in adventure for city to be destroyed or ruined and for players to kill each one to be king (my first order would be to get my buddies raised from the dead). Could run adventure again with later era campaign as the adventure has options of running it as a monster-filled ruin and less of a mythical test-quest.
Called to help a noble who claimed a diplomat had stolen an enigmatic elder alien starcore and needed it back at all costs. Party were fairly interested in possibly the relic being to dangerous for anyone. Had to bring along a galactic pen pusher to process all the antiquities filings over such a relic, When arrived heard a mayday to find local space cop hopper crew shooting at a station. Team kosmosaur drove them off and helped the people and improved their life support, medical facilities and force field. The local authorities were not too thrilled. Finally met the noble on the industrial volcano planet and became more suspicious especially the bit about don't believe the ex-diplomat he has mind control powers so gag him. Party found some evidence and met black market and local rebels. Turns out the system rebels and planet rebels had a split. Party managed to uncover evidence this split was engineered and crime and some rebels were infiltrated and being played by the state, Turns out an oppressive regime with mind control for dissidents needed rebels to justify everything crap they did.
So they made a deal to get the diplomat and relic and made plans with law t pretend to fight if need be to help them be convincing. Players managed to reunite the rebel factions with the power of friendship and kosmosaur neutrality. Filled out some forms to clear possible overthrow of despotic state,
Turned out the rebels had an ancient battlemoon powered by the relic and they were gonna destroy the evil fleet and rulers and then spread the revolution. Kosmosuars managed to take over the moon, threaten the rusty old war fleet then dropped to planet to arrest the tyrant. Took out his engine with the pterodactyls smart bomb. As party battled killbots one kosmosaur (duck billed ex gardner) silently followed the leader into his escape craft to confront him and used his smart trowel to beat the boss with a light sword. The kosmosaurs did a switcheroo on the starcore with a fake and threw it in the sun on the way back to base. Only had a few days filing forms as the celestial bureaucrat was satisfied at their compliance in this subplot complication.
The Kosmosuars were commended and got an increase in their budget the next galactic summit
d100 Woodland Paths of Auldwood
d10 Quick Types
1 Animal Trails
d100 Woodland Paths of Auldwood
01 Deer Path - deer run this path between clearings and waterways
11 Trappers Path where fur trappers use to reach deep woods. Often find traps in area for small furry animals
31 Dwarf Path - connected several small mines and a smithy of a dwarf clan with warrior patrols
51 Centaurs Ramble - where seasonally centaurs gallop along the path often drunk for thrills, They may attempt to kidnap humans if they feel especially lusty which causes all sorts of trouble
61 Faerie Trail - with many stone circles, carved menhirs and circles of mushrooms and flowers where faerie kind travel between worlds. It is dangerous to see them at night or especially full moons. They punish spies and may take humans as slaves for centuries then return them old and feeble hopelessly addicted to faerie food. Sprites, brownies and pixies are common here and will spy on travellers and make pranks on them if they don't leave cake offerings
71 Hellbog Path - a route through a swamp where a malevolent land spirit dwells
81 Bloody Maidens Trail - a local girl was murdered by werewolves and now her ghost wanters this path scaring and murdering those who remind her of werewolves
91 The Green Path - a strange new path that moves and seems to be a shorter path the way you need. Windchimes and bone flutes can be heard and other strange noises can be heard and vision becomes blurry. The path leads you into an otherworldly faerieland. The path is a enigmatic spirit sent to bring mortals to the otherworld
Thursday, 20 October 2022
End of VOL1 of EMO ZIne
last in digest format
the new format starts the next issue
on Patreon now and a Halloween 3fold
Will price up prints of issues 1-12 for sale by post: NZ & Oztralia (also my 3fold zines).
Will have the info soon.
New issues will be A4 and compiling old content by theme so can be added in chapters to eventual larger works. Struggled with LuLu book set-up and failed.
Tuesday, 18 October 2022
Emo Bestiary: Alerion
Neutral Magical Animal
Att 2x d8 wings or 1 2d8 Swoop
Mov 6 Fly 48
A scarlet razor-winged bird that slices enemies. Similar to an eagle with a metallic hue. Usually, it starts an attack with a swoop by surprise. Related to possibly stymphalian birds and the phoenix, the female lays an egg at age 60. After laying it gathers its retinue of normal birds and then drowns itself so the followers are left to raise the chick until it can fly. Their feathers can be used to make arrows or scaled armour +1. Training one from a hatchling makes a loyal companion but they can be jealous and over protective of their adopted parent. They make excellent flying mounts but may be distracted by rabbits and deer if hungry
1in6 gain an extra peck attack if both wings hit for a d6 damage
1in6 intelligent and can speak to all birds, those 1HD or less must obey, can form a swarm of lesser birds to attack
1in6 gain +4 to hit with a surprise swoop attack
1in6 if inflict enough swoop damage to render a target 0HP remaining damage can attack the next floe in a line, repeat this until all damage is used up
1in8 gain 2 claw attacks for a d4 damage each
1in8 are white and grey and any fire-related abilities are ice and cold-related instead
1in10 are immune to fire and heat attacks
1in10 immune to non-magic weapons, half damage from silver
1in12 may shoot a d4 metallic feathers per round each inflicting a d6 damage
1in12 may spit 2d4 fire up to 30 range which may ignite flammables and is used to start fires when hunting
1in20 has vorpal wings that can sever a limb or head on an unmodified hit roll of 19 or 20, head loss is instant death, and limb causes the target to lose a d6 per round until healed or treated
1in20 has a tiny crown and will have a retinue of up to 20 HD of birds and winged allies
1in20 may teleport back to its nest once per day
d12 Alerion Adventures
1 A pair of these birds guards an island where a wizard placed his treasures on an island
2 A mountain where tribal people climb for a heroic rite has had an alerion slaughter the young contestants and has gathered their heads in its nest. Tribal council requires an outsider must do this as they may not harm the birds who are their totem
3 A wizard wants an Alerion chick in a huge nest and has a swarm of birds guarding it
4 An alerion used to keep away the hyena folk but someone saw them trap it and carry it to their camp to cook and eat their age-old enemy
5 A narrow invisible bridge on a mountain reaches a magical cave a relic is said to be in but is guarded by Alerion birds
6 At a recent royal gathering one noble used his trained Alerion to win and now other kings want such a bird which the gods will be displeased by. Local druids will to allow nobles to steal a chick
7 Two cyclopses are having a contest as to which Alerion can decapitate the most works. They will pay adventurers to get orcs to chase them through a certain mountain pass then hide when the birds come. The cyclopses say the plan should work fine and don't worry several times
8 A narrow rope bridge was the only passage an order on monks had to reach the lowlands and a terrible red eagle has been attacking pilgrims and monks
9 A lady druid riding an Alerion has sworn to kill a noble who cut down their sacred tree, he needs bodyguards or someone to talk to the angry scary woman
10 A witch riding a rare black Alerion by night has killed several town watchmen and must be stopped
11 A mischievous elf bandit lives in a tree with a Alerion nest and the cheeky elf likes to taunt travellers to chase them. If they reach the great tree however the fearsome bird will swoop at strangers first
12 An elf knight riding an Alerion has been ambushing knights in the most shameful way on the kings roads
Friday, 14 October 2022
Reviews of some Old-School-Essential Adventures
I had heard some hype from these works by Brad Kerr and I liked the covers and gave them a go. There is another volume on the drive-through I will probably get. They have the kinda G+ gonzo and feel of 80s UK punk grunge I like in my game stuff. Both are digest and I got the softback. The next one is bigger and I might spring for hardcover. Both have good layouts and cover art. Simple hyper-flat illustrations like Samurai Jack a bit and adequate maps that are readable. I like the series formatting and despite the warning about the required ruleset, I think I will manage. They also have some cosmic significance to them which could influence your campaign long after which is nice.
Hideous Daylight 💖💖💖💣
This has adventurers exploring a vast magical garden. Its a bit like Gygax wonderland and a funhouse dungeon as a hexcrawl but better than that sounds. There is a strange portal to close, some weird unkillable beings some that get stronger with each encounter and lots of weird and wonderful encounters. I think some of these creatures could reappear in your campaign much later. It's like you are adventuring in a Heironamous Boshe painting.
Temple of 1000 Swords💖💖💖💣
So its a temple of a sword god and there are more swords than you have ever seen and the god is influencing a race of subterranean duck barbarians who are battling merfolk. There are rooms with hundreds of swords and you want to find 9 parts of a special sword. I think I would make it's + increase as the wielder does so this sword lasted in the campaign. There is a table with a d100 weird swords forged by a divine being from strange materials. That alone is pretty awesome. Id likes to run this.
Wednesday, 12 October 2022
d100 Auldwood Streams & Creeks
Stuff for hex crawling in the great woods.
d10 Quick Creeks
1 Treasure Streams
d100 Auldwood Streams & Creeks
01 Silver Creek - beloved by elves and there have been silver mines in some cliffs attracting miners and sometimes their pollution angered the faerie folk. Old folk came here to make weapons to fight lycanthropes
11 Salmon Stream - where great salmon each year come following their golden king. Fishermen and bears come and berries are common on its shores
31 Fishtrap Creek - many ancient stone walls and dams make it easy to herd and trap fish. Various fishermen keep ancient spots in their families for generations. Many fisher shacks follow the stream
51 Hook Creek - winding through stone cliff caves with many deep gauges and scratches in the rock. A breeding colony of Hook Horrors lives here and rogue males wander the creek bed
58 Wyvern Creek - two rival colonies of wyvern battle around this stream one clan are red and the other is black. Some say each family were a knight clan who would not stop fighting so an archbishop cursed them all
71 Corpse Creek - undead giant beavers appear whenever corpses are left near the creek. Floods drown many people and livestock every few years and the evil beavers build them into dams to make lakes of filth and corruption for other horrors. When the water goes foul or bodies are found an expedition is called to end the beavers
81 Hag Stream - boggy seasonal creek where a hag is said to dwell. She is said to eat attractive youths it can trap with illusions
91 Quicksliver Creek - a stream that blocks the passage of undead and lycanthropes and planar beings who cannot cross it
Tuesday, 11 October 2022
d12 Cult Summonings
But for quick use in my D&D game:
So devils and sometimes smarter demons leave out defective summoning devices and rituals that give the wielder knowledge of a ritual and words. The rituals only tease what they do and only an expert who has used these types can tell the difference. Some divination magic could help ID the type.
d12 Cult Summonings
2 An elder of the community with many relatives and influence and is known as spiritual
2 Crossroads away from the common gaze
3 In a clearing in a spooky forest wth a stone altar
4 Blasted heath away from anyone subject to frequent bad weather
6 A stone circle left by some prehistoric people
7 In a graveyard or crypt
8 On a small island in a river or the sea
9 In a hidden cavern
10 Tunnels under a village or town
11 In an abandoned house or basement
2 Initiating new members or discussing recruitment efforts
2 Astrology calculations mishap the stars are wrong
3 The sacrifice had some flaw unaceptable for powers that be
4 Some potion or incense ingrediant or other componant was flawed
5 Cult member missed rehersals and makes unspeakable gesture at wrong moment
2 Swarms of buzzing insects or croaking frogs vibing to ritual or possibly protesting its unaturalness
7 Air preasure increases causing nosebleeds and headaches to all who fail save in area (-1 all rolls for duration)
8 Otherworldly vapours with strange odours that drowns out other scents and remains for a d4 days, d8 types 1=brimstone 2=sewerage 3=rotting vegetables 4=animal musk 5=cinnimon 6=sweet narcotic floral perfume 7=ash 8=musty rotten fungus and spores
2 Locked chest of robes, 2d4 holy symbold 30gp each, 2d4 bottles of unholy water, candles, goat skull, spooky sounding horn, 2d4 masks
3 Trunk of leather outfits, straps, whips, chains, collars and scented body oils and saucy pamphlet prints with witches and mosters
4 Chest of 2d4 occult books including a cult book with member list with cult names and codes
5 Chest with 2d4 levels of spell scrolls (or runestones or tablets or seals whatever best)
6 Chest with 2d4 favourite potions the cult uses and possibly makes