Wednesday, 11 February 2015

d100 Loves Gone Wrong

Still 3 game logs behind and 2 articles on roadwar coming but finally did a d100 while on bus and travels. Reading books has been partly to blame for writing less. Damn - nobody learnified nothing from books!

My games have lots of weddings and babies but not enough horrid romantic tragedies. Will go under my gothic collection eventually.

Reading Irish fairy tales was good inspiration. Potions that make people forget love seem pretty handy thing for druids, but even then the mind wiped have subconscious bitterness.

If you were evil could apply to players loves but I might make them more avoidable. Once should be enough for a few years in most cases. You could roll for loved one of a king or friend of party to start a scenario. Perhaps even roll for dungeon boss.

The d10 version is for a quick problem with the d100 being a expanded version with more specific woes

d10 Quick Loves Gone Wrong
1 Rival Affections - another object of attention or love or distraction enters the scene
2 Spite & Jealousy - Lovers strong dislikes cause problems
3 Kidnapping - Some jerk steals the sweet heart away
4 Death & Murder - A sticky doom befalls the dear one
5 Spells & Curses - A magical doom befalls the object of affection
6 Loves Rewards - Intimacy may lead to some crisis or problem
7 Loves Secrets - A dark secret taints the love
8 Pride & Prejudice - Lovers arrogance brings downfall
9 Blood Feuds & Dark Inheritance - the lovers kin have a haunted past
10 Loves Unreasoned - strong emotions drive lover to excess

d100 Loves Gone Wrong
01 Romantic rival comes on the scene attracts interest from one of the parties
02 An old flame returns and tempts old interest from one of the parties
03 A new dear friend of lover is taking up their time and influencing them
04 One lover is haunted by a dream lover that begins distract them
05 A famous hero attracts one of parties
06 An important leader is attracted to one of the lovers and attempts to remove obstacle
07 One of the lovers adopts a new religion which increasingly steals away loves devotion
08 A supernatural seducer uses magical means and foul plots to obtain one of the lovers
09 A changeling or doppelganger or look alike attempts to court lover using form of true love
10 A enemy uses lies and deception to get intimate with one of the lovers
11 Lover disapproves of partner spending time with family or friends plots to drive them away or even kill
12 Lover insanely jealous of partners friendships, always afraid they are having affairs
13 Lover dislikes you spending time with anyone attractive
14 Lover does everything to stop you leaving home even feigning illness
15 Lover declares partner's religion is a obstacle
16 Lover cannot stand partners life of danger and tries to get them to settle down
17 Lover hates partners suspected children from other relationships and wants them dead
18 Lover scared of magic and tries to get rid of lovers enchanted junk
19 Lover wary of partners attempts to have fun or enjoy any vice
20 Lover thinks partner needs a new career and goes on and on and on with the hints
21 Kidnapping by evil kinfolk in seeking power
22 Kidnapped by vengeful enemies of one of lovers
23 Kidnapped by a cult to brainwash or sacrifice or ransom
24 Kidnapped by a evil wizard for a nefarious scheme
25 Kidnapped by a wicked knight and carried away to their tower to marry
26 Kidnapped by a monster as a mate or meal
27 Kidnapped by other worldly beings for a nefarious plot
28 Kidnapped by criminals seeking a huge ransom or blackmail
29 Kidnapped and replaced by a shape changer or imposter
30 Kidnapped by savage tribe to torment and ravish 
31 Assassins plot to kill lover sent by enemy
32 Poisoned by a witch seeking to get revenge
33 Lover given false news which drives them to suicide
34 Lover gets the plague and lays ill near death unless saved
35 A tragic pointless accident kills or maims lover
36 Killed by undead and raised as monster by power of evil
37 A lynch mob under mistaken fury slay a lover
38 Lover falsely accused of terrible crime and awaiting execution
39 A petty criminal kills or maims lover over paltry scraps
40 A jealous rival wants one of lovers out of the picture so they can get closer
41 A witch curses a lover with terrible spell using a attractive gift
42 A wizard transforms the lover into d4 1=stone 2=common beast 3=dragon 4=ogre
43 A sorcerer tries to enslave lover into life of vice with charms and potions and drugs
44 A necromancer seeks to kill lover to be be their eternal undead mate
45 Faeries steal lover away to fairy land for themselves leaving a changeling behind
46 Faeries take lover to fairy land and due to differences in time scale is married with adult children
47 Lover is bitten by lycanthrope and exhibits strange behavior
48 God drives a lover mad for hubris and they try to kill lover and any offspring
49 God mates with lover willingly or unwillingly producing a magical child
50 God plays tricks on lovers to test or torment them
51 One or both partners catch a horrible sexually transmitted disease
52 Stillborn childbirth d4 1=mother dies too 2=parent suicides 3=mother sterile 4=parent drive mad
53 One lovers becomes responsible for d6 adopted children
54 One of lovers turns cold and disinterested in affection or intimacy
55 Church claims relationship not recognized and intimacy forbidden
56 Lovers have a child but birth surrounded by omens and prophecies
57 Child replaced with changeling by faeries or is a monster
58 One partner obsessed with having as many children as possible and fertility potions
59 One partner is infertile and other badly wants children
60 One lover has multiple lovers and has insatiable appetites
61 One lover is a shape changer
62 Lover is member of a forbidden cult
63 One lover used to be opposite gender
64 Lover used to be non human d4 1=demihuman 2=humanoid 3=monster 4=animal
65 Lover is a witch or warlock and seeks to spread evil using lover as protector
66 Lover committed terrible crimes and fears being discovered
67 Lover secretly employee of evil faction or villain
68 Lover has a curse or prophecy dooming them
69 Lover has a cursed relic they keep a secret and cannot abandon
70 Lover is actually a ghost in human form or in control of a human host
71 Boasting lover keeps local gossip mills churning with wild stories of partners prowess  
72 Boasting lover infuriates local leaders with claims they are inferior to partner
73 Lover urges partner to help genocidal cause due to personal vendetta
74 Lover boasts partner better than the gods who are displeased by hubris and blasphemy
75 Boasts that lover greatest in land attracts duelists and punk kids from peers far and wide
76 Lovers gossip about partner offends local faction who demand death for this dishonour
77 Lover gossips about partners hidden wealth, trade secrets and problems
78 Lovers gossip attracts stream of unwanted suitors, jealous rivals and concerned holy teachers
79 Lover has unreasonable phobia and begs partner to keep horrors away
80Lover boasting about partners wealth attracts criminals and con men
81 Lovers family scarred by a dark history
82 Lovers family has many enemies that try and destroy the new partner
83 Lovers family have many factions and several mark the couple for death
84 Lover has divine or other planar ancestors that interfere in key family events
85 Lovers family hate the partner and humiliate them with scorn and lies
86 Lover has hopeless family in laws move in
87 Children on one of lovers clan carry a non human taint of the elder gods
88 One lovers clan include agents of a rival foreign power and serve to weaken the kingdom
89 Family of one of lover connected to cursed and haunted location feared across the land
90 Both families of lovers hate each other constantly causing problems and threatening murder
91 Lover always running away to serve a cause
92 Lover goes mad and tries to kill partner, possibly caused by gods or inbreeding
93 Commits suicide if left alone too long from depression
94 Lover has multiple personalities that begin to emerge with different alignments
95 Lover loves to waste money on gaudy status symbols, always making new debts
96 Violent streak in lover willing to kill to help partner in secret
97 One lover likes to throw money at shams, cult leaders, frauds and hucksters
98 Past trauma reduces lover to madness requiring constant treatment and nursing
99 Once married lover turns into domineering, drug abusing and lazy bully
100 One lover only aroused by strange possibly illegal or sacrilegious sexual acts

*any similarities to real life coincidental - no scrying was used

Monday, 9 February 2015

Projects and uncomming CON Games

Hmmm slightly increased hours seemed to have hit my imagination a bit as i haven't finished any new content here for a while. Spend more time on e-bay buying teeny man dollies and games with my moola than imagineering. Also as ive printed off lots of tables from here in my game folder - feels like ive run out of need for ideas as i have tables for most of in game needs at moment. DnD game has players deep in a classic dungeon with some holy crypt stuff too. Player suggested some maritime theme stuff for when they finish dungeon they intend to go to sea. d100 NPC lists are on slow side. I am working on several Roadwar tables and features. I am trying to get back on horse but posts im working on are slow and massive.

Have been reading big book of so called Celtic myths really they mean Irish. But very good for gamer ideas - love gone wrong, curses, tragedy, magical shenanigans, doomed gods and casual mention of otherworld portals. Reading BRP Rome and Insmouth book and other gamer stuff Iv been buynig too.

Am adding to my Egyptian and Indian armies, getting lizard men and 1920s cops and gangsters, gladiators and pirates and a Tarzan set. So will have more animal minis like crocks, lions, bears. I envisage 1920s folk vs lizard men for raid on Insmouth.

I actually got the Arkham county book on the fishy town from a friend so only 2 more mythos rpg books to get now. Probably with the new edition standard now will be among last items i get for game now serving audience who cant divide or multiply by 5 and probably will never read books. Found a great place full of old game books so im getting: RQ3 book (all in one nice book) Borderlands box set for RQ, Dawn Patrol (will run Wings against Cthulhu some day), 1001 vehicles for mega traveller, and a Gurps book. Still want all the gurps history stuff. Oh and a scanner so i can purge my filing cabinet and post here my gaming goodies from yesteryear (back to 84).

So here are my Pitches for the next RPG Con
Based on he Premise I can run each for a day

"Fall of the Mutants: Battle for San Francisco"
TSR Marvel Super Heroes System
Up to 12 Players All Ages


A battle royale in the streets of San Francisco Where Your Favourite Mutant (and non mutant) superheroes battle the Marauders and the Horsemen of Apocalypse and worse. This all ages event will run all day with players being able to play multiple sessions and choose good or evil characters from the Marvel Comic Universe as it was 1988.

Based on previous successful CON session 2014. It is a fast paced system with a single resolution table that can handle the likes of Daredevil to the Hulk effortlessly. Very simple to learn and play. Most of the original game rule books and adventures are available online from fan sites like classicmarvelforever.com without complaint from game/comic companies.

Once again the tabletop will have a scale model of a city with toy vehicles and a large supply of Heroclix minitures. Players are able to destroy the urban terrain and use any property as weapons to win for your mutant faction. Come decide the fate of mutant kind.

"Cars against Cthulhu"
Chaosiums BRP and Call of Cthulhu 1st Ed System
Up to 6 Players


Based on road warrior films like Mad Max and Deathrace 2000, computer games like Roadwar 2000 by Microprose and tabletop games like Steve Jackson's Car Wars and Games Workshop's Dark Future setting. Also influenced by Kim Newman's Dark Future Novels (written under name Jack Yeovil) and H.P.Lovecraft's Cthulhu Mythos books.

Players are drivers in a near future apocalyptic setting with heavily armed vehicles in a world going down the toilet. Every day the news gets worse: plagues, famine, war, zombies, cyborgs, out of control cults and the increased prevalence of televised lethal motor sport events. Australia's biggest race event hosted by the Sydney Murder Motor Sports League is the Murder Race 2000. This years race spectacle is the biggest yet attracting teams from around the world for high octane thrills and kills. Prime Minister Paul Hogan will award the winners with 10 million in prize money. The usual gangcults, terrorists and crazed fans are sure to try and interfere as the whole nation sits back to watch the spectacle. Only this year inhuman eyes gaze down on the racers who will unwittingly decide the fate of the human race.

The game will use toy model cars, miniatures and road sections on the tabletop based between 1/68-1/72 and HO scale. Players are welcome to bring their own model Hotwheels or Matchbox cars to be stated up for play. Players will have a selection of drivers and armed vehicles to pick from. Each racer also has a terrible secret which may jeopardise their survival chances. May the most ruthless bastard win.

"The Strange High House in the Stars"

Chaosium BRP/Call of Cthulhu 1st Ed System
Up to 6 Players

It the dawn of the 22nd Century. Mining and research outposts have settled the asteroid belt and the moons of Jupiter and Saturn. An asteroid habitat controlling a deep space antenna array has broken out in murder and violence. Your team of Investigators mission is to find out what has happened to the hab and rescue any surviving crew. While all the hab crew were screened for mental health long before leaving Earth, madness seems the most likely explanation for loss of contact with the array. As the fastest rescue equipped and trained vessel past Mars, It is up to your crew to contain the situation.

Players will get to choose from rescue crew personnel sent to investigate what has gone wrong in the habitat. Your crew are all trained in space rescue and high G acceleration making you the best crew for the mission. Good Luck.

Some Other Time Dept....

Paranormal agents sent to examine remains of a Internment Camp in Alaska where the last residents of Insmouth died in the 50s. Actually a Superworld/Cthulhu mashup. Players are all tainted by blood of old ones and each has a agent handler.

Cthulhu pretty safe. Marvel went well last time so keen to repeat and should have good word of mouth. Car race game biggest risk to put cthulhu in the title. My taste in weird old games is a bit too obscure possibly. Older gamer Nostalgia can't compete with hip steampunky mustache twirling and post 1982 rule sets.

Next con...

A Gangbusters/Cthulhu Mash up with lots of Tommy Guns and car chases - I will have minis but might put this off till next con so im sure if i will have cars and possibly better model buildings - considered running the trouble brewing campaign for gangbusters as a day event for con with two teams of 6 - could run gangbusters, classic cthulhu and cthulhu metropolis as event to and play lots of 20s pop music. WW1 flying game possible too (Biggles vs Cthulhu?). Getting dawn patrol so some model kits might be the go.

My club seems to have certain time slots busy so i might offer to run cthulhu after work in city club - about 5 now but they are full of card game douchebags mostly.

Friday, 6 February 2015

BABYLON BRP: Temple in the Stars

Pek son off Targ came running across the desert to join them. He had hunted them for months and tracked them from last known location. Under the Arab nomad temple was a dark stairwell. After a short distance there was a grey wall that seemed to be not solid. Sobek sent a dove through and it came back saying it was quiet and unwilling to go again as it felt tired. Heroes marched in but Sobek and her bird passed out and did not go through the grey veil. The rest came to a copper lined complex with triangle shaped corridors into a room where they could see a ledge and a strange door. The door had a triangular jeweled grid next to it and a elongated hexagonal door. The upper part of the door had a series of circles and the lower one a point with varied lengths of lines radiating from it. Pek messed with door control and saw a corridor with two doorways. In the room was a pile off foodstuff, water and bedrolls. Everything was lit perfectly with no shadows. They all felt magically drained and decided to wait and recover in hopes Sobek could catch up.

While resting heard something slithering sounds on upper seldge. Ariana climbed Toth and Pek to see what was on 20 foot ledge and saw a door with stairs going down. Continued resting but wary.

After 24 hours Sobek came though portal unconscious. Took 2 hours to wake up feeling weary. Now united  and most happy they could escape so they went onwards to inspect the complex. Pek was deemed very clever so was assigned the role of door opener. Really it was mostly luck but nobody really knew.

So down the copper hall though the door to a great hall with a doorway opposite. Above the door was a row of semi opaque crystal panels. Sobek went to look at up close using her friends as ladders and tried to see what was on the other side. Something creepy, perhaps mummies. The room had a stone altar and a chest of priest robes, silver coins a sacrificial dagger and a medallion. Pek saw a man hiding behind altar. He stood up holding a grey metalic lump from which a chilling cloud of gas came forth. The others all fled the gas but Ariana was injured by frost bite but killed the man. Took the metal lump but could not tell how to use or which way was up.

Passed through next door into a t-junction. They chose left and saw three doors and a distant open area with strange lights. Opened first door and saw a faceless sphynx in a black octagonal chamber. Some recognised it as a temple of Nyarlenthotep. Sobek was an initiate already and had been to his celestial throne. Toth had the spell to become a initiate but never had cast it. Ariana went in and looked at the sphynx and fell feint. She had unwittingly had a spell placed in her mind and and her spirit met the dark god and accepted his offer of power. Others rushed to Ariana's side to help her up from her dizzy spell.

All left the shrine and entered the next room. This was a horror show the likes none had seen. Manticores were behind crystal bars, growling and swearing in Arabic. Three benches in the middle of the room had worse horrors. One had glass vessels and tubes of bubbling fluids, some contained manticore fetuses in various stages of growth. The centre table had a frozen in mid air, a exploded manticore, its pulsing gurgling organs suspended in some manner. They watched the revolting scene before gazing at the final bench where a manticore was being modified to have reptilian leathery wings and a scorpion tail. As they smashed the lab and killed everything they found the last manticore had freshly implanted organs and rows or spines inside it's tail for some reason. After hacking and smashing all they went to the next room.

One wall was black biological pulsing mass with three large biological engines attatched, each with a gaping orifice. Pek poked to with his axe and the oriface closed. The machine began to swell and the wall gurgled and throbbed. A fleshy balloon as big as two men began to be birthed from the hurt machine. Ariana stabbed it to see if it would burst. All were covered in slime with the blast and a huge spider monster remained. Sobek turned away before she saw anything. Her sanity was dwindling. She had become a drunk of late but now she had developed blindness as supernatural danger came near and always grasping her weapons, even with her lovers.

The others battled the horror spider, hacking off it's legs and eventually slitting open it's egg filled abdomen. It had massive venom dripping claws, web shooting spinnerets and spells but of course was killed.  All backed off and shut the door. The weirdly lit open area had four shallow hexagonal pits with cylinders of light from floor to ceiling. each had different glowing symbols in the light. Toth found they could manipulate the signs. Pek discovered maps of the heavenly globes including Earth. Sobek found anatomical diagrams of the manticore surgery explaining new manticores could fly and fire  envenomed bolts. Others found other incomprehensible symbols and strange images none could understand. But some saw hints of biology and navigation and astrology lore.

Someone heard shuffling around the corner and all leaped out to see a priest. As the men hacked the stunned priest into hunks they saw strange coloured blood and organs under his loose sloppy skin. Insides looked more fungal with strange wings and lobster claws on multiptle limbs inside the skin sack. Definatley not human. Pek opened a door into a new room with humanoids behind the crystal walls and the princess of Ur they came to rescue in the first Place. She was in shock. Others worked on de frosting human captives from frozen cells including men from other lands and times in the past. Toth befriended a man from the time of the pyramids. Several Gutians grunted savagley. Ariana met a man from old Knossos. Several were more savage than gutians, wearing only furs with elongated jaws and stooped appearances that none could speak to. The princess revived and told them she had seen a duplicate of herself leave with priests days ago.

Toth waited by the door and watched the hall and saw several shifty priests hiding. One saw him and fired a lightning bolt. Pek and some others ran past hall dodging lightning. Pek used time to go round the complex and sneak up on them. He splattered ones head and the others charged. The remaining one got Pek trapped with a web gun and the others ran up and killed the last one. Horrible non human creatures in human skins again.

The last room was a long hall with pallets holding more of strange weapons the alien men used. Took the weapons and someone accidentally activated a holographic display of a ape man at the end of the hall. Got idea it was a target range. All moved to the entry chamber to return to Earth. Saw a last creature without skin, a horrid exposed brain, fungus lobster insect thing they killed before.

Finally rested for a day then returned through the gate. Sobek passed out and her pet terrorbird jumped to her side. Kull had been looking after the chariot donkeys and captured camels while others away (on Yuggoth?). They crossed the desert directly to Ur losing the strange savages and Gutians on the way. Ur gate keepers surprised as they had already celebrated return of the princess and rewarded the nomads who rescued her with several talents of silver. They were taken to the court where the fake princess outstanded everyone by shedding her skin and flying out the window in her true form as one og\f the other worldly horrors.

The king had charioteers hunt and kill the escaping nomad cultists and the heroes were given the fortune in silver and offered the eternal friendship of Ur. They were escorted back to Babylon and spent several months at rest. Sobek spent her spare time with her shaman having her troubled mind healed. the others forfilled their cult obligations and and trained.  

Tuesday, 3 February 2015

Exile Log: Return to Hobgoblin Halls

Note: Player of Acula had to slow down a bit gaming due to Ninja training b4 going to Japan and had several others left due to work shifts and leaving Australian immigration jerking around a players partner so need some new blood. Tonight Skinner Von Doom joined the party with a 7 foot 8 inch giant named Skull Crusher. Acula managed to pop in later and game worked out ok. But game in a bit of peril. Very hard to fit in new games at club at moment and too many games on not my cup of tea. DnD still to me about creating original fantasy and house rules over published twaddle by big companies trying to be contemporary (safe).

I lucked out at work and another worker i was going to share cut shifts with offered to go to another centre leaving me with more hours but i sweated for a few minutes. Applying for some management jobs so i can get rid of the shift work crisis every three months as Australia gets into Thatcher-ism and austerity. Also anti-science/poor/education with free fuel for coal mines, no penalty rates for workers, money for rich to have babies and the biggest military spending leap in countries history including war time.

I have 240 Caesar 1/72nd scale plastic fantasy miniatures which worked great. Include adventurers (plus a troll), dwarves, elves, undead, goblins and orcs.  Used a fat serial killer heroclix for giant. Will get set of lizard men, some knights and robin hood set for thieves and monks. Players appreciated. Almost have all the ancients I need (just want more Egyptians, Trojans, Mycenaean chariots and Indian infantry and elephants. Modern special forces, militia plus 20s gangsters next. Some vikings, saxons, rus and more roman era stuff later. Players really enjoy and cheap and portable.

Honestly im working on a d100 again...

Only 3rd dungeons with this 7th lv party

So while Acula, his wife Olga and devil worshiping priest went scouting Nahme and the Octopus sorcerer watched the hobgoblin camp guarding the valley where the ancient dungeon entrance lay. They Met Skullcrusher a young giant (only 11) with his gang of bandits and dog pack. They found giant as a six foot four year old and thought him a big idiot. He eventually got bigger and ate the leader and took his place. He is a expert with club and throwing rocks with a magic cauldron that removes poison and disease and a returning rock.

The Tako brought his one eyed eel bounty hunter chum and Nahme brought her boy thief, priest and bugbear. They glared down the valley, entering at high noon when most hobgoblins in tents asleep and guards would be blinking and dazzled.

A fireball from the octopus wasted the centre tent and singed the others killing almost 20 hobgoblins. Nahme flew over head with bow and the giant charged with his bow wielding bandits lagging behind. The rest of the hobgog crew leapt up to block the creek bridge on the road to the dungeon mouth. Magic misiles and arrows whittled away humanoids and the giant had fun smooshing the squishy green men.

As monsters crushed last few fled and Nahme flew after them killing them in the dungeon entry. Bandists and dogs left outside and Acula joined them in time to enter. Realized monsters had repurposed everything on first level as kobold spies said. Goblins of level two had been pushed down and the kobolds had been squeezed into the undead tombs and relic vaults the party cleansed and looted six months ago. Marched up to central chamber down long hall and archers and giant killed all the guards without a sound. Went to goblin area and scouts found a common room with goblin "day shift" socializing over a meal. Gobbos saw the Bugbear spy on them and he muttered something about being new in dungeon and lost and gobs told him to piss off. So Giant and bugbear came back in demanding fealty. Goblins bowed down but a boss heard commotion and sent in troops from adjacent barrckas. A huge battle raged with Giant smooshing gobbos and Acula and the Octopus shooting scores of arrows. As Ogre forced them back towards throne room, other party members went down other passages to kill stray goblins.

Theif boy started picking locks with priest to protect him. Acula and his orcs hunted some escaping goblins and found entry to kobold caves. Octopus, Nahme, Eelman, bugbear and Giant pressed the goblin guards right to the Throne room door. Giant bashed way through with a few tries and the kings Thoul bodyguards attacked him. Giant heroicly took many arrows and thoul scratches without harm as Nahme shielded him with spells. Thouls were new to party and the part ghouls-troll-goblin hellspawn surprised them. As they were regenerating the octopus hit them with fire shuriken. Finally the Thouls went down and the Giant pressed in with bert the bugbear and the crafty eelman at his sides. Giant tried to smash the king aand then tried to grab his crown and finally beat him unconscious causing the two survivors to surrender.

Nahme, her boy thief and priest checked out some side passages where treasure and important goblins lived. As monsters swarmed them Acula's orcs helped to wipe them out, then rushed to get his father in-law the kobold king to help.

Kobold king amazed his son now a might orc hero and offered him three more daughters to marry (not the worst this time). Kobolds and their dogs swarmed the goblin areas capturing stragglers and claiming the treasure to keep it safe. Meanwhile the hobgoblins on other half of the level escaped upstairs, dragging minuscule loot, prisoners and shrines with them.

So party totally took first floor and had a feast. Kobolds bought fermented dog milk for everyone! Nahme declined. Giant boated he was king here but Acula kobold kin disputed this. Nahme declared this was a holy reliquary and belonged to church who would reward us for liberating it. Kobold king happy to relocate to party dungeon under their village, already filled with kobolds from here.

All agreed they would smush Chondaru on the upper levels. Giant was told of other dungeons on way here he could claim. Hobgoblins, orcs and ogre on upper levels were a barrier to the Wizard tower on the top most levels. Chondaru the mystic was there in hiding from the party. Acula ,married the three kobold princesses cementing the party hold over the little creeps.

Finally the party were ready for the big push and had the dungeon under siege.

Tuesday, 27 January 2015

Psychon Log: Strange Seas

So our heroes finally escaped the starship orbiting the moon, a generation ship that never left earth like the Warden did in ancient times. The escape pod came towards Psychon (or earth as ancients called it), they saw the orbital arrays of the gods and the multi chromatic hexes covering the planets surface. Some god guided them down with a ray sending the escape pod into a glacial wall between two hexes.

The crew disembarked back home at last, aware some god had dragged them here. None had cold weather gear so fled down glacier into a new land.

A unicorn headed beast woman
A copper skinned monk with  goblin archer and ferret familiar and a riding centisteed insectoid horse
A food  robot able to become a moped, wetbike or dual gendered humanoid with a cleaning drone
Dr Greed A time travelling rogue with his girlfriend and riding scissor beetle

As they fled the ice and snow they saw the strange new land. Under the ice was yellow soil with red rocks. Great creamy seas littered with emerald and red islands. Around the coast were more red and magenta forests with a dimly glowing yellow wastelands deeper inland. The sky was dim and grey, lit by auroras and occasional flashes of lightning. As they climbed down to the treeline there was a small quake collapsing the glacier behind them absolutely preventing backtracking. The gods of Psychon no doubt.

Reached the creamy seas shore and looked at distant island covered in emerald slime and red rocks. They went to build a raft from the trunks of magenta wood and while they dragged it to the beach saw a mass of seaweed with eyes arise and crawl towards them hungrily. Hit with missiles then leaped into melee. Monk with hands, rogue with two swords and robot with a buzz saw. Once it was inanimate the goblin began picking out the tasty eyeballs. The robot analysed it and determined it was nutricious so he consumed some he could process into food with his flavour banks. Tiny crabs scuttling about which goblin licked - "ew eucalyptus crabs".

Got raft in water and used robot as an outboard to move to island. Once landed killed another seaweed beast and went inland. Saw a horrid mass of sewerage which bubbled on approach. Mystic symbols formed on it's oily reflective surface as it formed a disgusting oozing humanoid. A sewerage golem, 12 feet tall lumbered at them. Hurt it a bit but party fled. Hoped to stalk with arrows but it hid somehow.

Found red rocky ruins with a gaping doorway into dark cave. Crabs, barnacles and weed covered walls. Robot put on his lights and party went down. Possibly tidal movements flooded the tunnel so they moved fast. First chamber had two bull headed statues a altar and a pile of tablets the robot recognized as cthonic rituals. Art on mosaics depicted bull men fighting bat people. Rogue went down a passage to find three blue skinned people with green eyes. They wore jumpsuits, had holstered weapons (marine frequency light lasers). The ate kelp foodbars from plastic boxes. Rogue sneaked back and others willing to be friendly.

Turned out they were snooty and a bit rude but ok. They were atlanteans and refused to tell secrets of their kind or help party. Finished their food and left/ Party explored a bit more and found eels in a pool. Gobin caught one and offered to robot to analyse and synthesize the flavour and protien but the eel shocked the bot stunning him. Rougue skillfully ran around room walls while others took other route. Found stone chest with blue metal plate designed for ox man. Took it anyhow and left.

The sewerage golem awaited and they had a fierce battle covering themselves in feces. Robot used cleaning drone to freshen everyone up. Smell of bleach and ammonia was an improvement. Got back to raft to see atlanteans walk into sea. Set sail but tidal waves forced them to beach. Ox men with cubs came to inspect them but seemed to be not hostile. Bull men boasted they had discovered party and they should follow them to village. Party agreed and followed them. Glowing mutants spied them but feared the seven ox men. Anotherr band of seven ox men apeared and the first group seemed anoyed.

Both groups began boasting and formed lines to face each other bellowing. They told humans to stand back during battle to see who would claim their discovery. After a good abusing each other they began headbutting each other, locking horns and shoving each other. Occasionally one would fall and other would stand over them beating their chests. After fifteen minutes the original band had a close victory. So they continued march with the subordinate band in tow. Saw large island with some buildings on way. Out of sea came a band of Tako octopi folk concerned for party. Explained how bat and bull men were foes in ancient times and both served cthonic gods. When almost extinct they banded together to survive newer threats and abandoned vile gods to adopt human ones. Now both dwelled in village but both breeds resolved all conflict with boasting and ritual bouts of harmless battle. Also the atlanteans were a small colony living in a undersea lab. The oxmen were a bit restless so octopi bid farewell and invited them to visit their island.

Took party to wharf and trade camp where met the magenta bat folk and dark blue skinned men. Sailed over to island and landed. The ox men boasted to all who gathered (most of islands 200 beings). Once they had glory they lost all interest in party and wandered off to get drunk on fermented ox milk. Dock folk pointed them to buildings in middle of town used by both factions and foreign folk. A mostly empty shrine to Kernu and a mixed species pub. Inside ox men and bat men and blue men all mixed. Explained to party many horrors of the realm.

Ghouls were on land and under water. Blue skinned pirates stalked the seas. Mutants from the wastelands. Sea wolves (were shark-wolf men, former pirates). Undersea folk. Tako.

Strangest of all was the supposed hidden race. Party keen to hunt pirates and see if story of underground city true. In the night Dr Greed saw a periscope rise from floor and he pretended to remain asleep.

In morning party went to ox king and sold him armour suit for gold and rent his ship and crew. Party keen to explore some islands. Dr Greed got bat men priest to heal him and bat folk all strutted about claiming they're healers must be the greatest. Monk recruited a promising youth as a monk and initiated him. A stranger joined them, a sorcerer who party were suspicious of but decided to keep near. Impressed Dr Greed with identifying magic item he had carried for ages. Party set sail with ox men oarsmen.

Almost near pirate islands when saw dolphins. Only were not dolphins. Shark-woloves leaped from water and onto the deck then transformed into were wolves. Many could not harm them. Ox men though huge were powerless and panicked. Goblin normally a deadly archer could not harm them. Doc Greed had magic blades, the robot had a magic buzzsaw and the monks could harm magic beasts with bare hands. Sorcerer helped with spells too. Greed killed one wityh a laser pistol. A close battle with many almost killed. All feared Lycanthropy infection, the boat was off course and ran aground while most ox men unconscious. Sea wolves returned to human form dead. Two escaped.

Many mysteries to solve....

Monday, 26 January 2015

Babylon BRP: Into the Wasteland

So the heroes arrived in Ur with the prince who summoned them and arrived in the court of the King. The awaiting the was their sister Iltani. They had left her in Knossos several years ago. She demanded her share of treasures and her magic tiara back. After calming her down and explaining how they fled palace in the night after killing minotaur was no time to find her. Iltani explained how she was forced to serve Poseidon to atone for her sins against the god and that the god expected them all to surrender to his temple. She spent years questing around Mediterranean.  Party agreed they would wait till Empire got to the northern sea by conquest and they had a need to cross waters. Ariana was most saddened her family would probably not see her for a long time. Still after the squabbling they were glad to be united.

The king of Ur had a daughter kidnapped by arabs from the gardens of Ishtar. They were abhorrent cultists of some sort of daemon sultan. He begged them to find the girl and avenge the Ishtarian priestesshood. There was a great oasis they were to find where they worshiped the moon god Sin as did the men of Ur. They would help the party find the heathens.

Divination revealed struggles and hardship. Packed chariots with water and food and set off. Through the western wastelands they saw gazelle and ostriches and was mostly peaceful by day. By night heard some animal growling in darkness creeping near. Dawn saw huge footprints of a unrecognisable beast. It was like a lion or a hyena they saw in Africa but neither. In the distance later that day saw four lions. Big ones with manes like ones they saw in Africa. As got closer saw they had huge spiky tails and flesh faces of me. The sun glinted from their rows of shark like teeth. Manticores!

They charged at high speed and circled them shooting them with arrows and javelins. The beasts swore at them but they were too slow and dumb so died easily. Sobek skinned them now everyone could have a manticore cloak. That night the mystery beast of darkness came snuffling around them. Sobek who could cast a shaman spell to speak with beasts called to it. It complimented her how delicious and sweet she sounded. In morning she suggested they try and pretend to sleep next time and lure it in close. All agreed this was wise.

Next day saw a hermit wandering alone. As got closer saw was a arab with a turban who had a mad gleam in his eye. That was enough for Kull who charged his chariot and ran the man down as he chanted something. His impossibly broken shattered body twitched and kept chanting for a time then shuddered to a stop. In distance a beast was spotted from a great height. Some kind of hideous dragon but Kull saw it was not a true dragon his cult could command. As it swept in they were struck by horror. It tor head off a donkey on Kull's chariot and he jumped off. Sobek rode along side to calm the screaming donkeys fleeing out of control. She hit its wing with a javelin too. Ariana got two good shots in belly and as flew at Toth he leaped up and cut it's belly open killing the beast. It's stinking black blood left stains on Toth and the donkeys, but fair Ariana dodged the dragging entrails of the beast as it crashed. As usual they went to claim trophies but the beast was putrefying in the sun and smoking.

They saw a oasis in distance that was fair with topless maidens, date palms and inviting tents. Sobek sent a dove who said everything looked great with tast grain scattered everywhere. Iltani and Ariana agreed was in wrong direction and not to be trusted.

That night the black beast of darkness came closer. All hid in ambush. As it pounced they leaped to they're feet and struck at it. Seeing the demon of darkness properly for first time they wailed in fear. Sobek could merely copy her friends, her own will shrunk in despair. It was a black lightlss sillouette with a lion like body but huge crocodilian jaws. It's eyes were white slits and it's breath was fowl. Mortal weapons could not harm it but the heroes armed with magic treasure weapons from across the world slew it. Thoth knew it was a avatar of Nyalathotep. Sobek grabbed a juar of palm wine and began a lifetime habit of drinking to forget. he had spoken with the god and seen his otherworldly palace and been offered power.

Next morning arrived at true oasis. Welcomed by curious locals who offered to buy their goods and women. Ariana managed to offend local men and Sobek joined in til Sheiks man calmed situation. Tensions grew at suggestion women be put in stable, with Iltani outraged at ignobility of locals. Ariana bought a local dress and covered herself which satisfied the locals a bit. Met the Sheik who was more open minded and had a large harem from many lands. He served the moon god and was willing to aid in killing the outcast cult and to aid the men of mighty Ur. Ariana got a bit drunk and while in bathroom, Sobek accepted offer of Sheik to spend night with him. She told Sheik Ariana was married and he thought Sobek the warrior woman charioteer was a exotic delight. Ariana was grumpy that Sobek told everyone she was married. Some discussion about her virtue and how many she had slept with out of wedlock.

In morning Sheik gave them rations and a shepherd boy who had escaped cult. Boy had parents killed and would help them find the cult lair. So a few days into the worst wastelands till they came to rocky plain that Toth had dreamed of huffing temple incense in Ur. Chariots had to go slow but Illtani assured them her sorcery could mend broken wheels if they needed to risk moving faster.

Saw cut stone rubble and a ruined temple with square pillars. Kull saw boy in chariot whisper into his hands and release a moth. Kull kicked him from the car and set his huge fierce warhound on the screaming boy. The savage brute tore off his arm and tore out the boys throat. Others wondered about the justice of this when they saw turbaned heads pop up in ruins. More men were seen running for cover so heroes began shooting and hurling javelins back.

Dozen began casting missiled at the heroes and the chariots were very effective defenses. Kull pulled up and jumped over a wall hacking into them with his huge holy axe. Thoth and Illtany went for a flank using wall as cover to attack several men. Ariana with her bow was picking off many but she was caught in rain of arrows from topmost part of ruin. Sobek jumbed on her terrorbird and they charged into the centre to break up the kopesh wielding warriors charging from the temple gates. The bird was hardy and deflected many attacks and dodged others, easliy killing men with kicks and nips from its axe beak.

More warriors poured from behind front of temple ruins and two camels each with two archers riding came from other side. Iltani injured the camels panicking them and Sobek told camels who had knocked off some riders that the cultists were planning in eating them. Illtani with her mace and dagger killed many while Toth cleaned his way to rear of the temple which was really just a facade of the front and rubble. He saw ladders going to upper tiers where javelin casters and archers were so he began to climb up.

Kull with his armour and protective spells felt invulnerable and took on five men. Ariana shot a few in rear and was missed by dozens of missiles from her covered position. Sobek and her bird took a few scratches and went through the doors. Commanded her bird to kill men trying to remount camels and she tried to climb other side of temple. Iltani ran about behind temple killing more stary men. Camels were doing best to get away. Toth ran along battlements knocking men to the ground. He hen went up to the top tower to get archers on top. They stood on the trapdoor but he was so strong he lifted them off, one falling to death. Sobek tried to jump off wall onto her bird and missed but she landed unharmed on her feet. Last archers jumped to deaths to avoid Toth while Kull killed the wounded and dying. Terrorbird managed to get a few bloody gobbets of flesh to eat.

Found a trapdoor into underground lair their prophecies predicted and made camp to rest. All pleased with battle, over 42 dead men and two camels captured.

Next: Into the darkness



This was the battle, heroes on chariots and cultists in their ruined temple. The yellow dino is actually Sobek's terror bird. Was a very exiting battle with lots of Peter Jackson-esque comedic fumbles and falls to the death. Thats Ariana behind chariot parasol. Kull with big axe by curved wall.

Babylon BRP: Into the Underworld

So have my mini collection growing - have Hittite, Sumerian, Sea People. Assyrian, Arabs, Assyrian allies (i will use for Babylonians). Getting Indian and archean greek and egyptian next. Fantasy sets by Caesar are awesome and getting 6 boxes or orcs, elves, skeletons, dwarves. Have at some other gamers interested in 1/72 ancients and am getting 1/72 fantasy box sets next at a good price (less post than from USA). No clubs in NSW doing this scale so im going to have to make my own scene much like i do with oldschool rpg's. Will be getting 1920s and modern special forces and insurgents too. No good sf this scale i can find.

Anyway....

The party arrived in Lagash as King has sent them to work in south where Babylonian control isn't what it could be. The heroes got in their chariots and donkey battlewagon and set off.

Toth the half egyptian hero of Nergal with his snake goddess wife
Ariana the half minoan beauty, former pirate and hero of Adad the storm god
Kull the Gutuian now a hero of Marduk serving Babylon by taming barbarians
Sobek the barbarian charioteer with her pet terror bird, a apprentice shaman of lion cult

Admired the acres of fruit trees and vines surrounding city but could tell was not as lush as it ought to be. Presented passports at Lagash and overjoyed guards sent for priests. All seemed very happy and invited party to the Temple of Ningizzida. Heroes wary but taken to meet priests and the king. Apparently they had forfilled a prophecy by arival and priests asked them to enter the entrance to the underworld and restore the flow of life from the depths of the earth. Heroes accepted. Toth knew locals had different idea of underworld to his own adopted people in the city of Cutha, sacred of Nergal. His wife urged him to go. She was kin of many of the snake divinities on display in the temples. Cadeceus intertwining snake motifs, snake headed women, horned adders in fruit trees, jeweled beaded men with snake bodies and many more.

Night before Ariana got horribly drunk flirting with snake priests and the others practiced divination to learn of perils ahead.

Under the temple a crowd of city notables gathered to see them off. In a great chamber they saw gates, covered in copper with designs of the underworld powers: Ningizzida, Tammuz and Geshtianna. The great bolt was opened and music priests rattled cistrums, blew horns and plucked harps. Holy singers chanted as doors opened. Eerie mist wafted out and heroes entered the depths.

In a great fog shrouded chamber they marched across dusty floor into the unknown. Found a stream with a old man with a jeweled beard fishing. He smiled at them. They spoke in Sumerian and he was a minor divinity of fishing and wisdom allied to the serpentine powers. He told them the stream source was blocked by a evil hydra and if they killed it he would give them a magic cave fish each.

Marched on and saw a village of snake headed folk. Tried to speak to them but they were hostile and kin of the hydra. A fight broke out and many snake men injured before they fell back. Toth was poisoned and could not go on but Kull called on Marduk at some personal cost  to heal him which impressed all. Wounded party fell back to the old man and rested. Returned to the path next day and avoided snake village. Saw a great golden goat grazing on sleeping vines. Sobek who loved all animals spoke to it and it offered some fleece if vital forces released. Later saw a bejewelled maned giant lion which Sobek spoke to learning secrets of her own lion cult.

Finally they arrived at a great Zigguratt with dry creek beds heading in the four sacred directions. Climbed to top and entered shrine cautiously to see a great well inside. They called out and the hydra arose with six heads dripping venom. It would not move or be taunted from its position no matter the insults hurled at them so they attacked. It was a long battle as they well healed the Hydra. Eventualy they hacked off its heads and dragged it out, hurling it down the stairs. Collected it's teeth, skulls and hide and witnessed the sweet holy waters begin to flow.

Sobek met the goat and received some gold fleece. Each got a magic fish from the old man which made them healthier and spent night with him. Ariana seduced the man as rest slept. Morning they returned to the geat where the crowd had awaited them for three days. Already the orchards were bearing fruit.

The grateful lords of Lagash gave them silver and promised to send priests to bless their crops and beasts. They knew secrets to grow fruit trees overnight and would plant a orchard on Toth's Estate. A great feast was called and heroes got to be paraded through city. Became evident this happened every thirty years for thousands of years.

As party subsided a prince of Ur came, calling them to help the king on a urgent manner.

Roadwar2001: Dinobusters

So the team awaiting call from their corporate masters had a possibly rogue suit from Gentech ask them to help rob dino embryos from a closed dinosaur theme park. Karumi the ninja on her bike, the good christian mutie in his now living hotrod built for ramming, the ex Sherri in his interceptor and the veteran cyber psycho in his light truck kitted out for em warfare.

Were to be paid $150 000 plus four star insurance (incuding air extraction) and ammo costs while on mission.

Team trundling along in outback saw lone biker on road waving them down. Warily stopped and gave him water. His gang ditched him and he would die out here. Was a member of a mutie motor gang. Guys gave him a job and put him in the back of interceptor where he could be watched. Guy seemed really happy with his turn in luck. Name was Sludge, never said wha his mutation was but everything but his mouth covered..

Later came across locus swarm and all pulled over to wait it out. Mutie glad he had enclosed his cabin finally. After the grass was all gone and six inch locusts too weak too fly were crawling everywhere. Mutie and sluge grabbed lots for food. Hmmmm sky prawns.

Almost at target when saw road half collapsed. Closer still saw cliff bend was reinforced with concrete bunkers making collapse very unlikely. Some men spotted hiding near by and a 4wd hidden of road in trees. Mutie floored accelerator intending to ram through then spotted mines so he jumped pile of rubble and killed two hiding men.

Sherrif fired RPG blowing up mines and killing more men and drove through rubble fine. Men left fled for 4wd. Karumi went off road, waited till the men got near then fired a large high explosive rocket killing them all and setting 4wd alight. All stopped to search the dead. Found uncut gems and gold flakes. Were a prospector gang who also used explosives in ambushes. Mutie opened his boot to feed unconscious men into his bio fuel plant grinders. Horrible screams ensued. Put a few corpses in back seat for later. Had a few bites and offered some to Sludge who said he only ate humans from necessity. Another funny little test.

Finally arrived at perimeter of DinoWorld, a subsidiary of Global Theme Parks Ink. The wall started with 3 meters of concrete then 9 meters of metal beams, bars and electric razor wire. Some other tracks nearby. Mutie went scouting while others camped. Found a tree had damaged wall at one point so a risky climb and leap could possibly get through. Found campsite of multiple bikes, 4wd and a 4wd truck.

Back at camp Sheriff on crime data base found a gang obsessed with dinosaurs. Used cybernetics, biomods, tattoos to modify selves and had been caught trying to smuggle raptor embryos into Australia from Singapore.

In night a sneaky pterodactyl crept up on all fours to steal food but Karumi meditating on the EM warfare trick among satelite dishes and antena saw it. A few shots drove it off.

In morning the suit opened gates with a former employees card. Inside was overgrown hotel theme park rides and museum. Beyond was hectares of jungle and dinosaurs. Grazing peacefully inside gates were three Anklosaurs. Karumi wheeled in her bike and sludge and suit came in too. When Cyborg started his truck the Anklosaurs flipped and assumed aggressive stances. Karumi read the mind of lead male who felt his ladies threatened by noise. Shut off van and eventually calmed down. Hid all the vehicles outside except bite hidden in door in gate house.

Went into admin as they could only get perimeter cam feed from gatehouse terminal. Opened lock of admin and cyborg jacked in his deck to the security station computer. Got maps of service tunnels and some cam feed but some one else in here had been in system and left traps. The system computer refused to talk to that deck. Suit had his deck but wanted to await for an emergency or nearer precious embryos.

Sheriff looking around found a head sized dino poop. Warned all to look out. As headed to elevators saw 4 huge raptors coming. Suit and and sludge puled back others opened fire. Two killed and two wounded tried to flee but sheriff magnum finished them off.

Went into sub levels and fixed a electric transport and all headed into the depths. Some patches partly flooded and roots coming through ceiling. Came to red zone on map where roof collapsed. As Cyborg and mutie went to clean up rubble so car could get through, Karumi saw a curious raptor peer through hole. he screamed as raptors dived in. Bullets everywhere and screaming. In confusion Sludge got arm torn off and raptor grabbed him and jumped out of hole to surface. Most of others killed.

Past block almost at dino nursery lab and passage caved in. Climbed out hole and approached base to see a ceratasaur hungrily looking at cyborg. Rest all hid and ambushed beast killing it. Got into lab and found it was being ransacked by gang. Karumi sneaked in close with her katana killing their techie. Others killed gang while they were confused about their boss. Nabbed all the lab embryos and some extra samples for the eski (what Australians put things they wanna keep cool in like beer or goon bags).

Fled bunker and gang members riding raptors came and they managed to kill them. Sheriff tried to jump on a raptor but it ran too far so he quit trying. As almost escaped park when t-rex came. It too killed in hail of lead. Landed and almost killed berserk cyborg. Let out when calmed down.

Escaped park, got payment. Happy trails.



Sunday, 25 January 2015

Long Stairs Mission Log

So ran a session with a player from earlier group with several newbs. The vet I made a corporal and 1st lv wizard (secret) and rest had 4 zero level soldiers and civilian experts recruited to explore the dungeon dimension as part of operation Alice and the experimental operations group.

The recruits were taken to the surface base in Emu Flats for training. The corporal had lost his whole squad and returned tainted by magical texts and was now a apprentice wizard with training to hide his magical effects. His squad had no idea.

After basic training they went through the nuclear blast doors and the apature into the dimension to the forward base. Of course vets ignored them as most would probably die. After settling in a few saw signs of the base mission. Medics saw some wounds in hospital they couldn't comprehend. Others got to clean monster cages and dissect some dead orcs. A few saw documents seized from the alien species including elves, dwarves and goblins.

As one player had done basic scenarios and I knew another was coming late, the squad was to look up a old abandoned forward camp. Went with a sarge to the distant deep cavern. On way found a unmapped small cramped tunnel. Sent in a green recruit who crawled with a pistol and a torch into a chamber with a huge chest with four locks. Seemed it couldn't fit through only exit. Kid tapped chest and lost radio contact.

Squad ordered to turn backs while magician corporal summoned three halflings to explore the hole. One returned complaining of gas before he vanished back to where summoned beings come from. A trooper climbed in with two gasmasks, found unconscious kid and dragged him out with a mask. He recovered promptly. Sarge marked on tablet map and got squad moving.

Found huge cave with a crumbled structure of stone on rock outcrop connected to entrance with a raised path. Most of floor level 20 feet lower. Was a lake and three other passage ways. One passage was up high on a cliff overlooking cave. As approached the ruin saw Australian army rubbish dated from 60s and evidence others had camped here more recently. Found a toilet pit buried of something not human. Some fish and elf bones chewed near fire place.

Set up camp and sarge got six squaddies and corporal to check out perimeter. On way hears voices no like any recording they had heard. So sneakiest men went ahead to get better angle to see in cave saw 5 short white haired bearded humanoids with white eyes. Two had hooked glaives, two including boss had hammers and one with a crossbow. They seemed aware someone else in cavern. Two crept out and rest of squad saw secondary boss with hammer sneak out but not  crossbow user.

Squad opened fire obliterating visible hammer man. Snipers shot leader and surprised leader took so many bullets and still standing. One foolish squaddie charged with a bayonet into cave and stabbed a creature but crosbowman shot him down. Rest of squad moved up and blasted rest till all down but one with glaive who reached snipers. Two men pulled back the over zealous kid and stabilized wound but he was also poisoned by crossbow. The radioed sarge and requested doc move in. The glaive man took out two troopers before one sniper grappled him allowing three other men to bayonet him. Guy went down dropping glaive but broke free before a hail of boot brought him down.

Poisoned man was kept alive with constant cpr and adrenaline shots before doc managed to find antidote on a creature and risked it. Other men regained consciousness and four of five creatures stripped and cable tied. One squad member badly hurt unconscious still and poisoned guy was saved. Sarge ordered cave quickly scouted then all returned.

Back to base where two in hospital and other participated in base life. Playing volleyball, brawling in bar, spending time in brig, studying monster tech and getting familiar with base tech. Heard of doppelgangers and mimics in base. Also how sterilised dogs had become fertile and were impregnated by blink dogs.

In hospital late one night a man awoke to find a ghoul infantryman sucking on his bandages. He screamed and flailed and got a claw but awoke another wounded man who called out and punched ghoul. When ghoul turned on him, the first trooper ran for guards who came and killed creature. Doc came to see fuss and treated mens scratches.

"Lucky only a proto ghoul" he remarked.
Then noted on medical records men might be susceptible to ghoulism on death.

Creatures captured identified as Derro. In cells they lied and threatened and tried to turn interogators on each other. Strange mentality and brain structures intrigued base scientists.

Next did a quick return to the cave. With some new team members including a drone operator. In the cave the Derro were guarding before they went till they found a mini keep gate house with portcullis operated by derro. A side passagehad a well with bald grey skinned gnome fishing. Best sneakers tried to grab him and gnome got to slap one in face with rod before being pu in a sack and carried back to camp. Turned out corporal knew elvish and gnome knew a dialect so communications were established. Creature was friendly and offered to establish trade if humans were here to kill derro. Gnome was keen to get help but sarge said we can take this gate now.

Stealthiest in dungeon cam gillies suits got close with demolitions troops and pulled back. As guards spotted them the demo crew pulled back under cover from kill drone and rest of squad. Corporal summoned several dwarves inside gates causing derro to swarm around gates to get them when demo charges set off. Destroyed walls and injured most of the derro. Squadies threw 3 grenades which finished them off. Looted some silver and more poison antidote and said fare well to gnome. Set some booby traps on derro base remains and went back to base.

All went well and several new players keen to do again. No regular time proposed yet but will run if i can get at least 3 more players.

Saturday, 24 January 2015

The Blood Wizard Harvest

(I started this a month ago on holidays) So got to Adelaide and ate a ham and drank beer and hid from world at old friends house till dad turned up in a panic thinking I was dead because I didn't phone him. Anyway all plans I heard were concerning xmas eve so I was carried away to Goolwa with short notice. Have gotten a long way through my EMO dnd house rules book and Red Brick Book.

For now here is a school of necromancy: Blood magic
(thanks to Miss E, age 9 for help)
I mention other elemental-necromancer lists here and will do them later

Spell Format:

Spell Name
Range: Duration: Target: Save:
Description

Blood magic
This is a school of Necromancy predating humanity that consistently re-appears on Exile Island. Probably due to the many remnants of prehuman and necromancer ruins. Partly due to blood necromancy one of several attempts by the elementals to re interest humanity in the elemental magic. When the Necromancer kings began to fragment after their thousand year reign many heresies developed. The elemental heresies led to the return of full blown elementalism that supported the barbarian hordes destroying the Necromancer kingdoms.

Blood magic is a hybrid of water elementalism and necromancy
Breath magic is a hybrid of air elementalism and necromancy
Body magic is a hybrid of earth elementalism and necromancy
Spirit magic is a hybrid of fire elementalism and necromancy

When calling or creating any water elemental being they may replace water with blood to make blood elementals for example. Another note is there are other spells from common wizard lists blood wizards use, especially making or summoning undead, ghoul touch and vampire touch spells. Generally prefer flesh and blood and gore to dessicated or bony undead. A version of a standard spell used by a blood wizard might have a more blood themed rational like a death spell variant called Congeal Blood or Boil Blood

These spells are found in the great book of blood the Hemonomicon. Rare to find a fully intact volume but fragments turn up. The complete book also includes recipe to create homonculi.

Spell Level zero (cantrips)

Bleed
Range: 3" Target: one person Duration: one round  Save: CON Negates
Causes a blood nose on a foe or other petty bleeding messy wound. Some wizards use to fake mortal wounds, soil clothes, humiliate foes or make their own eyes bleed for dramatic effect. Causes no damage and results automatic if subject willing.

Cauterise
Range: touch, Duration: Target: Save:na
Stops a bleeding wound instantly stabilising any one below zero HP bleeding to death

Bloody Stain*
Range: 3" one target or 1" cone Save: DEX Negates
Squirts a cup of blood 3" or a cone fx spray over 1" staining the target with revolting warm blood, a DEX save can avoid getting hit. The reverse of the spell (remove bloody stain) removes a bloody stain from a outfit or small room or murder scene

Blood Knife
Range: own hand Duration:one round per level, Target: creates one knife Save:na
Sacrifice one HP and form a sharp functional knife that turns to useless blood spatter at end

Cramp*
Range: 3" Duration: 1 round Target: 1 medium creature Save: Negates
A stab of sharp pain makes target save or drop a weapon if cast on hand or if cast on foot of running person who fails a save will make them fall. Reverse makes a nasty cramp go away.

Slippery Clots
Range: 3" Duration: one turn Makes 1" radius circle per level
Anything passing through area or trying to grip slips in sticky thick congealed clots. Some animals may stop to eat it and forget chasing people

Detect Blood
Range: 6" Duration: Round Target: blood Save: None
Detects living beings with flowing blood or spilled blood, blocked by any wall over six inches

First Level

Thirsting blade
Range: Touch Duration: round/lv Target:one weapon Save:CON Negates
Cast on a weapon and anything it hits capable of bleeding will bleed one hit point per round until the spell duration ends. Example a 10th lv caster puts spell on a sword, on the next round it hits a victim who for the next 10 rounds loses a HP.

Vomit Blood*
Range: 10"/lv Duration: one round Target: one person Save: CON Negates
Cast on a target who loses next action while violently spewing up a gallon of vile blood and taking 1HP/lv. The reverse version lets you liquefy a corpse and devour it to gain the equivalent HP called Absorb Blood.

Reduce Wound*
Range: Touch Duration: round/lv Target: one being Save: CON negates if unwilling
Target takes one less point of damage per dice during the duration. The reverse is increase wound and victim takes one extra point damage per dice.  

Regenerate Wound*
Range: Touch Duration: round/lv Target one person: Save: CON negate if unwilling
Heals one point of damage per round. Reverse makes foe bleed from miraculous wound.

Second Level

Vampire Mist
Range:3 " per lv Duration: round/lv Target: 2" radius Save:na
Caster places the mist in a desired location, it appears as a cloud of red mist but it leeches one HP per round per living being who touches the mist in a round

Blood Charm
Range: 3" per lv Touch: Duration: 1 turn/lv Target: 1HD/lv Save: WIS negates
Caster can temporarily charm multiple HD of equal or lesser creatures as long as they are wounded or bleeding or have blood on them. The charmed victims each get a save to resist. Charmed victims will keenly obey most suggestions but if abused and mistreated may get extra saving throws. If controller treats them well they will charge to defend their master.

Blood Font
Range: Touch or 1"/lv Duration: round/ lv Target: One place on ground Save: None
Makes a pint of blood every round pump from a point on solid rock or earth. Can attract predators or defile a location or cook to produce one meal per pint. Some cook with rice or make blood sausage.

Blood Trace
Range: Duration: Target: one living being Save: None
If you have tasted blood of a living being can track that beings location, can follow a direct line to the targets location when spell cast. 

Open Wound
Range: 3" /lv Duration: round/lv Target: one living being Save: WIS negates
By pointing a great gob of flesh on a target explodes for a d6 damage then they take one point damage per round.

Blood Shield
Range: Touch Duration: turn/lv Target:one being Save:na
Coats the recipient in a clotted coating of pulsing clotted blood that absorbs damage by giving the target a buffer of 2HP per level. Act as extra HP buffer. Often use to create enhanced undead or bodyguards or self.

Red Corpse Dust*
Range: 10"/lv Target: one corpse/lv Duration: one turn per level Save:na
Converts one corpse per level into a pound of red dust so as to make easy to carry or to turn into a preserved food stuff. The reverse of the spell rehydrates corpse into normal. If incomplete or mixed or contaminated the corpse becomes a hideous monster. This is used to create instant corpses to make undead. Possibly use to transport sides of beef.

Third Level

Bloody Bones
Range: Touch Duration: Permanent Target: One skeleton Save:na
Upgrade skeletons with +1HD +3"Move +1AC DAM1d8, also gives them a red fleshy coating, the ability to scream and known to jump or climb skillfully to attack targets. A Necromancer may only enhance one skeleton per level max at any one time, if creator dies the skeletons run free and wild.

Blood Goblins
Range: Touch Duration: Permanent Target:Ground
Sacrifice one HP to create a goblin per level that obeys for a turn per level before running free if you don't make a deal with them.The scarlet goblins feel some bond with their creator which can be exploited.

Blood Feast
Range: Touch Duration: Permanent Target: one HD of corpses per level Save:na
Corpses collapse into a mass of semi liquid gelatin that can be eaten easily. Extracts liquefied flesh from a corpse per level, each batch if eaten either acts as a days food or heals 1d3 HP. The marvellous magical meat slurry can be kept only three hours without refrigeration, after that it causes violent retching.

Reverse Zombies
Range: Touch Duration: Permanent Target: One Zombie Save:na
Upgrade zombies with +1HD 12"Move +1AC DAMd6 with 2 attacks, also gives them inside out wet red skin and enhanced mobility. Can jump or climb normally as if living and is far more alert. A Necromancer may only enhance one zombie per level max at any one time, if creator dies the zombies run free and wild.

Blood Rage*
Range: Touch Duration: Recipients CON in rounds Target: one living creature Save: WIS if unwilling
Enters a fury where recipient can remain conscious in negative HP and receives +2 to hit and damage. Will hunt and kill foes but without a target of hate will attack any near target. After CON in rounds spell the victim is exhausted and must make a CON save or pass out a d10 rounds. The reverse Cool Blood sedates victim -2 to hit and damage, half speed and will not pursue anyone out of sight, preferring to stand still if no threats.

Liquefy Form
Range: Touch Duration: turn/lv Target: one living being Save: WIS if used against will
Flesh melts into red liquid slime that can squeeze through gaps, climb like a slug, swim underwater or cling to ceilings. Only moves at 6" and cannot speak. Used for escapes and surveillance.

Fourth Level

Wall of meat
Range: 3"/lv Duration: Permanent Target: create a wall Save:na
Creates a section of wall of meat 10 foot high one foot wide 20 foot long per level. To pass the disgusting fleshy wall you must get over it or hack through 10HP per level to create a hole that a normal person can pass. The wall dies a turn/lv after creation and begins to decay as normal meat. The wall can be used to feed 100 people per level if it is cooked before it goes off. 

Seize Gaze
Range: 3"/lv Duration Permanent Target:One being with eyes Save:WIS negates
Victim in range makes a saving throw or one of their eyes flies into the hand of the caster inflicting 1HP damage a round and damaging the victim eye sight until restored with magical healing.

Blood Beast
Range: Touch Duration: turn/lv Target: makes a monster Save:na
Creates a 1HD per level monster with AC+14 MOV 15" ATT 3 DAM d8bite/d6claw/d6claw. The beast is made from blood and gore from corpses requiring 1HD of corpse per HD of blood beast.

Flesh Tentacle
Range: 1" /lv Duration: turn/lv Target: self Save:na
A horrid red fleshy tentacle erupts from your body inflicting a d8 (+STR bonus) or grappling any target in range. Can also be used to swing, open doors or hold tools. Rolls to hit as normal, replacing a standard combat action.

Blood Monolith
Range: 3" /lv Duration: round/lv Target: within 3" of monolith Sav:na
A scab coated giant blood clot arises from the earth a foot high per level and 1/2 a foot wide per level. Moves towards enemies at MOV 3". Living beings within 3" of the monolith take 1d4 a round and must save vs WIS or suffer fear for duration of spell. The monolith can be destroyed by attacking it as unarmoured person with 1HD per caster levels.Can block doors ways and passages.

Regeneration
Range: none Target: self Duration: one turn per level Save:na
Heal 1 HP per round. 1% per use develop a pound of your flesh into horrible tumours per use. Long term users become a hideous mass of lumpy flesh growths

Fifth Level

Purify Blood*
Range: 3"/lv Duration: Instant Target: One living thing Save: CON die if fail
Removes traces of disease, parasites and poison in the blood. Reverse version, Foul Blood acts as poison killing targets who fail a CON save.

Wall of blood
Range: 3"/lv Duration: turn per level & permanent Target: create a wall Save: STR
Creates a wall of swirling liquid blood which after one turn per level congeals into a sticky chumpy solid mass of clot which will attract animals and peasant cooks. Starts 10 foot high, one foot thick and 3" long section per level but the height halves when liquid form expires. While liquid requires a break doors roll (1/2 STR save) to pass through, stops missiles and most spells. If STR roll fails the victim is dragged around the perimeter until they escape with a STR save at a speed of 9".

Blood Warrior
Range: touch Target: self Duration: permanent  Save:na
By cutting self for 1d3 HP a blood being erupts from the wound with one HD per level of the caster with AC+6 and a move of 12". It inflicts 1d6+ 1 per caster level. Obeys the bidding of it's creator but may be ignorant things having limited worldly knowledge. Only one blood warrior at a time can be made. They heal 1HP/lv/day.

Blood Ward
Range: touch Target: surface like wall, floor, box lid Duration: one week per level Save: CON Halves
Cut finger for 1HP and trace bloody sigil on surface that glows with scarlet light. If touched by a living being it arises, a hungry thing, biting and draining the intruders life force for 1d3 per level.

Hungry  Blade
Range: touch Target: one weapon Duration: one turn per level Save: CON Negates
Cast on a weapon, wounds will bleed for 1 HP a round on living beings the round after being hit. Equal to the casters level. If the victim saves they do not bleed. Only effects living things.

Sixth


Taint Bloodline*
Range: touch Target: one person Duration: permanent level Save: CON Negates
Victims offspring and every generation thereafter has taint d6 1=part fishman 2=lycanthropy 3=mutant 4=part reptilian 5=idiot 6=hideous cripple. Reverse removes a taint or family defect and is used by inbred dynasties to remove degenerate taints. A remove curse or reversed spell removes taint.

Flail Skin*
Range: 6"/lv Target: one weapon Duration: permanent Save: CON Negates
Shreds and removes persons or corpses skin leaving it in a single sheet and the body in a horrible disfigured state. The victim takes 1d6 damage per lv and is hideous to behold requiring serious healing magic to replace the epidermal organ. Reduces victims life span by half unless restored by reverse or other healing magic. If used on a leader will give followers a morale check.

Seize Heart
Range: 6"/lv Target: one person Duration: one round Save: WIS Negates
Tears out living victims heart which flies into casters hand killing the target

Mass Vampirism
Range: 6"lv Target:  Duration: instant Save: CON Negates
Drains up to one HP/lv from any living thing in range of life in the form of liquid blood that pours from victim into the caster. Works on friend or foe. Once fully healed can have up to double normal HP but lose one per round over normal HP.

Seventh


Vampire Curse*
Range: 3"/lv Target: one person Duration: permanent Save: WIS Negates
Victim can now only live by feeding off blood and no other food or liquid ingested. They have a constant craving and feel tempted to kill others possibly requiring a WIS save to resist urges to drink others blood. A willing person could produce a small amount of blood to relax them for a while but would be unhealthy to do more than once a week. The reverse or Remove Greater Curse cures the condition.

Blood Storm
Range: mile radius Target: sky Duration: round/lv Save:na
Red clouds form over a d10 rounds then a downpour of blood pours from the sky covering everything in range in foul blood. Most beings in area freak out requiring a morale check or will flee area. Many intelligent beings will see as an omen of the end of the world.

Troll Regeneration*
Range: touch Target: one person Duration: turn/lvl Save: CON Negates if unwilling
Target regenerates 3 HP per round while under effect. If reversed as Troll Degeneration target bursts into horrible hemorrhages and tumours all over and if they survive resemble a hideous troll like freak. If they are "killed" they arise as a troll, totally taken over by chaotic maddening tumours and no longer a normal being.

Eighth


Blood Golem
Range: touch Target: one pile or pit of corpses Duration: one turn per level Save:na
Can create a colossus of gore using 1000gp ingredients per HD up to 2HD percaster level. Each corpes used gives the thing 1HP to a maximum allowed by HD. Each HD is one foot tall. The horror has AC16 MV12" and has a 3d12 punch or stomp attack. The creature id psychotic and angry but mostly obey while in wizards sight. If left out of control it wanders off to kill and eat anything it can find while gibbering and screaming. Some wizards keep the being in a well or tower and seal in when they are asleep.

Tower of flesh
Range: touch Target: creates a tower Duration: permanent Save:na
Creates a living tower of flesh 2 foot high per level and one foot wide. It has passages, windows, rooms and 1d4 sub basements. The living tower twitches when harmed. Tends to attract vermin and parasites, possibly developing a internal ecosystem in time. It has 40 HP per level AC10 and may be killed by death magic and other means. It has a CON equal to casters level to resist disease or poison of death magic. If killed takes month to rot away attracting vermin and animals. May be burned and will feed a army of 200 men per level with roast wizard flesh.

Ninth


Clone Flesh
Range: touch Target: one inch cube of flesh Duration: permanent Save:na
With a cube of flesh and a lab with great bell jars worth 1000GP per creature HD, can grow a identical copy in one month/HD. It hates the original, can sense it's location and sees to destroy it. After it totally assumes normal manner of original. Some wizards manipulate the growing being using non weapon skills to give beings minor cosmetic changes like swapping it's attributes or adding features of other species. Clones often feel ungrateful to creators and will quickly wish to avoid them in most cases. May be possible to store flesh cubes or clones with cold or stasis or in jar in lab with alchemical apparatus.

Blood Throne
Range: none Target: self Duration: 3 rounds/lv Save:na
A great geyser of blood erupts under the wizard supporting them several feet off the ground in a standing or walking position and moves with them. While drenched in the unholy fountain the caster cannot lose HP's or be killed by death magic. The caster feels elated and is drenched in gore after.

Let me know if ive made any major mess ups or feel welcome to make suggestions