Sunday, February 13, 2011

GROOVY

Found new interest and excitement in my game (that had started to fall by the wayside), largely thanks to:

http://planetalgol.blogspot.com/2010/04/master-index-of-freely-available-planet.html

http://carcosa-geoffrey.blogspot.com/

http://www.goblinoidgames.com/mutantfuture.html

http://www.goblinoidgames.com/labyrinthlord.html

http://www.goblinoidgames.com/spacemen.html

Thank You.  I really needed a fresh jump-start, and soon my campaign will gain its own momentum again!

PLAYER "SPECIES"

HUMAN/DEMI-HUMAN

TERRAN Either Earthman or Gnarth-born. Have a "general" rather than "specific" evolutionary edge; +1 to all Saves, +10% earned XP, +1 HP/lvl

GNARTIAN Humanoids originally bred from human stock by Snake Men for color-coded ritual sacrifice. Appear mostly human, except for slight webbing of digits, minor cranial ridge, lack of hair (females do have hair on their heads), and coloration. Ultravision 6", +4 Save vs Poison. PCs start with two Hit Dice at first level; one maximum value (as all PCs receive), and one rolled randomly and added to this base. Skin color (d6): yellow, orange, red, green, blue, purple. Eyes (d6 ): emerald, sapphire, ruby, topaz, diamond, onyx. Hair (d6) gold, silver, copper, bronze, black, white

APEMAN Neanderthal-like "cavemen" with simian features, originally brought to Gnarth by Snake Men for use as slaves. STR+2 (% STR available), CON+1, INT-2, CHA -2


NON-HUMANS

REPTILIAN (DEX +1, CHAR -1) Dinosaur/lizardman humanoid, scaly hide (base AC 9). AT by claw(x2)/bite routine for 1d4(x2)/1d6 or BW (as XP lvl)+ one bite/rnd. Infravision 60', Chameleon blending, Suspend Animation/Hibernate for up to 90 days on full stomach, Prehensile tail can carry light objects and possibly manipulate them (could carry a flashlight, but not wield a dagger), Climb Walls (Base 50%, +10%/lvl), Superior sense of smell

INSECTAUR (CON +1, INT -1) Mantis-man humanoid, having six limbs and an exoskeleton (base AC 8). Wide-Angle Vision, surprised only 1 in 8, Back legs allow Jump 10' vertical, 20' ahead, 10' backward, Vibration-detecting antennae, Flexible thorax allows movement on four limbs (MV 15) or only two (MV 12), and rearing up to employ all four forward limbs to manipulate objects, attack, etc. Insectaur limbs are not as large or powerful as a bipeds, requiring two hands to employ primary weapons, such as longswords, which would normally only require one hand. When employing all four frontal limbs, they may attack as follows:
1. 2x/r, with two weapons of size/dam equal to short swords or smaller, or
2. with a two-handed weapon (great sword, polearm) held in all four hands, as XP lvl, or
3. if a Fighter or Thief, standard primary/secondary combo (req. 2 hands to weild the primary) as XP lvl
Note that Insectaurs may not wield two primary weapons simultaneously, and although up to four weapons may be in hand, only two may be used to strike during a rnd. Any hands not wielding weapons may employ a small shield, each granting +1 to AC.

HERBIVOID (STR +1, DEX -1) Sentient, motile, plant-based humanoid, having fibrous exterior (base AC 7), and woody skeleton. SA: Immune to most mind-affecting spells and most poisons, Blunt weapons and constriction do only 1/2 damage, Punch 1x/rnd for 2d4, Resist Fire and Cold at -1 damage/die, Rooting ability during rest period (once/day) Heals damage for 1d6 rather than standard 1d4, and can also Root and Photosynthesize during daylight hours, regenerating 1HP/hr

Note: The body structure of non-human player species does not allow them to utilize normal clothing and armor; Reptilians can employ magic cloaks or robes, but not helms, and generally only wear tunics or loincloths, Insectaurs and Herbivoids do not wear any clothing at all, except a harness or baldric to facilitate carrying items. Each species does produce their own armor; Reptilians fashion Scale mail from armored dino hide, Insectaurs forge breastplates which add to AC, and Herbivoids carve suits of wooden Banded mail, and of course magic examples of these may be acquired while adventuring.

https://docs.google.com/View?id=df6nwzfx_5gx6vnzgb

http://savageafterworld.blogspot.com/2010/01/new-character-race-insectaur.html

EARTHMAN ORIGINS (a la Algol)

 I love the classic sci-fi device of transporting (modern) humans from Earth to Strange New Worlds, a fun idea also found on both Athanor and Algol, to name only two.  Link below to the original tables I stole the idea from!

EARTHMAN ORIGIN TABLE (d24) and the Things They Carry.
01 Archaeological accident &/or curse, has safari helmet
02 Was LARPing in steam tunnels, has aluminum foil hat and dice
03 Is dreaming... maybe?  Has any one minor mundane item of choice
04 Out of body experience/Astral Projection, has earplugs and eye-mask
05 Took bad drugs, believes reality is an hallucination, has disposable lighter
06 Bitten by mysterious wolf, has pentacle on palm
07 Was dabbling in Super Science, has calculator watch
08 Unwilling/Willing subject of occult experiment gone right, has faith
09 Unwilling/Willing subject of scientific experiment gone wrong, has vendetta
10 Remembers only a beam of light... has car keys, credit card, and cell phone
11 Stayed up late exploring RPG Blogs on the net, passed out, has beer bottle
12 Abducted by aliens, has repressed memories
13 Was trying to find the lavatory at a Grateful Dead show, has ticket stub
14 Cursed by a filthy street person, still has the 75 cents
15 Deceased and and bodily reincarnated, has embalming scars
16 Was at Stonehenge at the wrong solstice, has worthless quartz crystal
17 Was in a tornado, is accompanied by small dog
18 Was in an seeking the hollow earth, a cryptozoid, or lost city, has machete
19 Lost in a corn maze on Halloween, has costume &/or mask
20 Rock climbing/hiking/kayaking, met with strange cloud, has Swiss army knife
21 Passenger, crew or pilot, sailed into the Bermuda Triangle, has flask of liquor
22 Separated from tour group at the Great Pyramids, has visitor's map
23 Shipwrecked, has a compass and probably a beard
24 Struck or seriously injured and is in a coma, was clutching hospital bill

http://planetalgol.blogspot.com/2009/11/post-100-d24-earth-man-on-planet-algol.html
http://swordsofathanor.blogspot.com/

Thursday, February 10, 2011

Temple o' the Toad pt 2

FEB 10, 2011

Both Gorn and Thorax remain in "room 11", lamenting their numerous Withered limbs, the result of a previous encounter with Froglodyte Mummies, sharing Quinn's "Ring of Regenerating (1HP/hr) While you Sleep", which apparently also restores atrophied limbs in lieu of its usual effect.(1limb/day). Thorax's idea!

A new Gnarticle was added to the lexicon when the tarry, coin-encrusted Froglodyte Mummy burst forth from what Tarkus Traptripper termed a "Gnarcophagus"! Rose employed her Silence Spell to great effect, rendering the Spellcasting abilities of the ancient amphibian Mummies useless.

After returning to the "locked, seemingly secure" room 11 for like the fourth time, the party finally decides to investigate the mysterious stone block with undecipherable runes! Xy the Mutant Mastermind used Psychometry to reveal a vision of the block being pivoted aside to reveal a cavity... from which Sot Palad drew forth a Dagger of Venom from a suspiciously-unlocked box, and Failed save vs Spells to avoid plunging it into his chest! Reduced to 2HP, the Wizard chose to immediately place the weapon "back in the box"... not realizing that the Save vs Suicide Stab was written as a one-time occurrence, which only happens the FIRST time a character handles the object! Otherwise, it is a semi-living um... thing, which produces up to 3 doses of Venom/day, doing 3d6 dam, save for 1/2. I had concerns that introducing this weapon would spur the combat-foolhardy mage into ill-advised melee even more often, or that the unscrupulous PCs would pull something like, "Would you trade that Potion for a Magic Dagger? Here, check it out..." However, in typically unpredictable fashion, nothing I anticipated occurred, and this potent, deadly weapon now lies "safe" in a box somewhere in Sot's backpack! Still, its gonna be fun when it gets hungry, and starts rattling around in there!

A second visit to the "Hatchery" room revealed that the strange reptilian egg remains incubating in its nest, and Tarkus once again expressed desire to take it, noting that "and least I could throw it at something", but is once again dissuaded, "at least till we leave the dungeon"

We leave off with the party entering the natural caverns where the natural pool is located, and being confronted by five table-sized Massive Toads...

("Temple of the Toad" is my version of The Fane of St Toad ... but there are so many Frog Gods and God Frogs and such... isn't it also the name of another adventure, or something?)

'WELCOME TO THE WORRRLD OF TOMORRROW!"

Rather than start a brand-new, 1st lvl campaign in my newly designed World of Gnarth, the existing party has been transported from (tradit. mythological/fantasy) Calantos to (futuristic, weird science) Gnarth via a Gate of the Serpent People. Arrive clueless to find a battle raging between a One-Eyed Psionic Giant and a party of (mostly!) Humanoids, are immediately attacked themselves by the Giant, which is dispatched with the aid of the native strangers. The abused survivors take refuge in a Barrow Tomb (?) entrance, but their leader, Gamma Ray Gary, expires from a fatal combination of old age and radiation poisoning. Before departing, the bespectacled, bearded Gary informs the party that they're not in Oz anymore, divides his loot among his alien companions, and gives his Earth Man revolver to the party (along w/20 silver bullets!), and asks that "his boys" be taken on by the Party - both sides heartily agree - and finally requests that the party at some point journey to Og to deliver a deed for some property in the Eternal City to his brother... Irradium-Ray Ernie.
And so, standing atop a set of damp, dank stairs descending to darkness, silhouetted by the light of two moons, we find our intrepid adventures poised on the brink of yet another subterranean (subgnartian?) excursion:

THE CALANTOSI
Sot Palad -wiry and ruthless Wizard, lvl 4, he may only have 1st and 2nd lvl Spells, but his Ring duplicates whichever formulae he memorizes!
Tarkus Traptripper - F5 he's the big guy who opens the doors, covers the retreats, and generally kicks ass in between. Also "checks for traps" by aggressively walking into/over/near, touching/pressing/pulling whatever is likely to do him damage
Borune of Und - confused Cleric of a Fire God, not dealing well with being cut-off from his deity but determined to survive
Rose of Uller - cautiously resigned Cleric, kept generally cheery by her Rose Colored Spectacles. The lone voice of reason
Quinn "The Medicineman/woman" - Wary thief whose skills, and ability to transform into an Owlbear courtesy of the mangy pelt he always wears, have turned the tides on many occasions

THE NEW GUYS
Gorn - a Reptillian fighter with a big axe and an appetite for flesh
Xy - a Green Gnartian whose strange abilities as a Mutant Mastermind are proving most appreciated, particularly his Regeneration, Object Reading, and "Lucky" (auto make any one Save/day)
Thorax - iridescent Insectaur fighter, leaping into melee with a flurry of short swords and shields

also featuring Skully, the Talking Skull, whose Legend Lore and Practical Knowledge had been rendered mostly useless on this unfamiliar planet, but who (which?) has found new purpose in relating the extensive stored knowledge of the recently-departed Gamma Ray Gary, which, to everyone's surprise - even mine - he was able to "download a copy of" when the well-traveled Earthman made his final (?) voyage. (seems this is how Skully arrived at his store of knowledge; he has gained a lifetime of experience from each of his former owners! I dread the day Xy decides to use Object Reading on Skully, and I have to invent a list of departed owners on another planet)

What mind-bending weirdness awaits in the Temple of the Toad?

http://planetalgol.blogspot.com/2010/03/planet-algol-artwork-preview-and-robust.

http://shirosrpg.blogspot.com/2009/04/fane-of-st-toad.html

YOUR OWN... PERSONAL... FORCE FIELD

*turn on your tranceiver, I'll make you a believer... just try to touch me!*
If you're gonna crawl across an alien landscape, ya gotta have a personal EFG. Where else are you gonna clip your Raygun, your loincloth? Gnoob!

ENERGY FIELD GENERATORS
Harness/Webgear apparatus with Power Pack (25 ch)

TYPE/CH per TRN/EFFECT
1. Mirror 1 Reflects/Dissipates Lasers
2. Electro 1 20 HP/rnd Shield vs Electric
3. Sonic 2 30' radius Silence
4. Kinetic 3 10 HP/rnd Shield vs Physical
5. Cloak 2 Invisibility
6. Holo 3 Illusory Projection
7. Force 4 30 HP/rnd Shield vs (any) Energy
8. Antigrav 1 Levitate/Feather Fall
9. Antirad 4 Negates Radiation (only)
10. Nullfield 5 Impervious Shield
11. Displacer 1 -2 AC, first AT auto misses
12. Enviro 1 Filters viruses, disease, gas

Figure each has an on/off switch, possibly an input for a larger, backpack Power Pack (50ch)
Also thought it might be cool to have "modular" EFGs; the more-or-less standard basic harness and Power Pack, but with a selector switch (on/off/output A, output B, output ALL) the type of field generated dependent on which type(s) of emitter modules are attached. This could be fun... possibly a harness and emitter module could be found at separate times/locations... a player could be seeking additional new modules to add to his gear... "I'm not messing with this one - he's got four different emitters attached to that thing!"

"NEGATE WOUND"

I thought a cool idea for a variant Healing option would be an item or spell that would completely heal any ONE wound received, no dice roll involved.  For ex: our hapless PC has run afoul of two sword-thrusts, doing 10HP and 7HP damage, respectively, and also a stray arrow for 3HP.  He decides to down his Potion of Wound Negation, which completely heals his worst unhealed wound, and so negates the first sword thrust and he is healed for 10HP.  Of course, players will try to hoard this one, but that's what dinosaurs are for.

DAMMIT DAMMIT DAMMIT


HOUSERULE - SPELLCASTING
Wanted an alternate to automatically losing the Spell if struck during casting.  These rules allow the possibility of completing the Spell despite being hit, if the Player chooses to take the risk, and also provides for a chance of a more severe penalty to occur...

If caster is struck for damage prior to starting the Spell, the
Spell cannot be cast, but is not lost.  If caster is struck after beginning, but prior
to completing a Spell, a save vs Spells may be (Player option) made to determ if casting may be completed (-1/Spell lvl).  If failed, the spell is lost, and if the fail result is "1" or less, caster is subject to the Spellcasting Failure Table.  Damage greater than 1/2 of the Spellcaster's HP negates the option of saving, Spell is lost, no other effect.

SPELLCASTING CRITICAL FAILURE (d6)
1. Spell attempted affects caster, and possibly others
    in area of effect (save, if any, applies)
2. 1d4 additional random Spells memorized also lost
3. Auto Stunned 1d4 rnds
4. Unable to employ Spells for 1d4 trns
5. Unconscious for trns = to lvl of Spell attempted
6. Feebleminded, save -4, permanent until Dispelled, a successful 
    Save requires a second roll on this table, using a d4

Athanor has the best take on this I've seen, I just wanted something less extensive.

Monday, February 7, 2011

MAGIC RINGS

Like anybody needs another Ring Table, but here's the one I'm using for Gnarth, which incl the classics, some variants, some restrictions and clarifications, and removes those I just didn't like

RINGS (d50) * = up to 10 Charges or 1/Day, Duration (if any), 1 turn

1. FLYING up to 6 trns/day
2. FREE ACTION immune Webs, Holds, Sleep
3. PROTECTION bonus to AC (1 in 10 Displacement +2)
4. WATER WALKING/BREATHING/ACTION
5. WIZARDRY memorize one additional spell of ea lvl
6. SPELL TURNING % as per Dispel Magic at 12th lvl
7. SPEAKING w/ANIMALS
8. SHOCKING TOUCH +1d4 dam by contact, 1/trn
9. ULTRAVISION 12"
10. HASTE*
11. HEALTH immune disease/sickness
12. LONG YEARS age at 1/2 normal rate, immune to unnatural aging
13. HYPNOTISM one sentient creature at any one time, of =/< HD/lvl
14. INVISIBILITY*
15. HEALING as Heal spell *
16. ALERTNESS improved/bonus to Initiative, Surprised 1 in 8, immune to Sleep
17. FEARLESSNESS immune Fear
18. SUSTENANCE need not eat/breathe for # weeks/days = to lvl
19. FREE WILL immune mental influence/control such as Charm, Hypnosis, etc
20. FIRE (or other) RESISTANCE as Scroll
21. TRUTH auto Detects Lies, user unable to lie
22. MAGIC MISSILES 2d4+1 missiles/day, fire up to 3/rnd
23. MAGIC DETECTION* glows if previously undetected magic enters w/in 10'
24. LIGHT & DARKNESS as Light spell, unlimited, plus Darkness 10' rad, 1/day
25. UNSEEN SERVANT 1/day
26. KNOCKING*
27. MIRROR IMAGES* 1d4 images
28. ETHEREALITY 1d4+2 charges
29. POLYMORPHING* 1d4 forms, predetermined &/or selectable
30. NON-DETECTION immune to scrying or detection
31. VENOM NEUTRALIZATION*
31. JUMPING*
32. BURNING HAND*
33. BLESSING* (1 in 10 apllies to 1" radius)
34. LUCK bonus to saves (1 in 10 auto Save, 1/day)
35. BLINKING*
36. FEATHER FALLING
37. TONGUES*
38. TALKING DEAD*
39. SHIELDING as Shield Spell
40. GAINFUL REST regenerate 1HP/hr, while sleeping only
41. COLOR SPRAY*
42. CHANGE SELF*
43. ESP 30’ range
44. WOUND NEGATION* completely heals any one specific wound/strike
45. IDENTIFICATION 10 charges
46. GASEOUS FORM*
47. STRENGTH* STR of 18
48. TRAP DETECTION*
49. ABILITY BONUS adds to Primary Ability, lowest Ability, or specific Ability
50. DM SPECIAL (new Ring, roll twice, etc, possibly limited ch &/or uses)

GNARTIAN "ARTIFACTS"

In my Carcosa/Algol-influenced world of Gnarth, the term "Artifact" is used specifically to refer to polyhedral, psychically controlled magic items. Most need further detailing.

ELDER ARTIFACTS (d24)

Exceptionally powerful magic items of the Elder Species, always in the form of a sphere,
cube, or other polyhedron, though of varying material. Some contain charges, some usable only
by Spellcasters, possible side effects, all very rare. Often hover/float as GNARN stones (many
operate while levitating), and may in fact be large GNARNS. Some Artifacts "bond" with a specific
user, some charged items are Level Variable; # charges = to user's lvl (subtract 1 ch per use,
gain one ch per XP lvl advance), plus 1d10 ch.

1. CUBE O' FORCE Hematite, Projects Energy Fields, 6ch/day, 1 trn dur, Type &
Cost/Trn: 1. Cloak, 2. Hologram/Illusion, 3. Anti-grav, 4. Kinetic (20 HP/r), 5. Force, 6. Nullfield

2. SPHERE O' ANNIHILATION Ultrablack metallic sphere, creates Antimatter copy which auto
interposes between user and any one attacker, and attacks 1/rnd as user, save vs. Disintegration.
User must save vs INT on d20 ea time used, or Orb floats 10'/rnd random direction for 10+1d10 rnds

3. PYRAMID O' RESURRECTION Smoky crystal "scans" corpse, restores life, removing all BM,
as well as 1d4 GM, no loss of XP, Save vs 1 lvl Drain when first grasped, thereafter has level-
variable ch

4. CUBIC GATE Bronze cube composed of 27 smaller cubes, Allows instantaneous access to
predeterm or previsited site, 1/wk (d6): 1. on Klaatu, 2. on Verrada, 3. on Nikto,* 4. 1000'
Teleport, 5. predeclared Recall Point, 6. Random Location (useable anytime)

5. ORB O' IMPRISONMENT Dull gray stone sphere, effect as Spell, # ch lvl variable, Save for no
effect/no loss of ch, 1/day

6. PRISMATIC PYRAMID Multicolored crystal, Prismatic Sphere 1/wk, Prismatic Spray #ch lvl
variable, Color Spray 1/day

7. SHINING TRAPEZOHEDRON Metallic, Doubles first level spells, increases Spell effects as
if +4 XP lvls, can recall Spells cast, total # Spell lvls/day recalled = to XP lvl

8. ORB O' NULLIFICATION Deep purple stone, No Magic, Mutations, or Energy Devices will
work w/in 100' rad of user, duration/day 1trn/XP lvl

9. OMNISCIENT OCTAHEDRON Pale blue dbl pyramid Answers any question fully, 1/wk, and
allows consult table 1/day/XP lvl with ANY question, will be answered as best as possible from
following possibilities, 1 in 8 uses results in completely random response (d8): 1. As I see it, Yes
2. Signs point to Yes 3. You may Rely on it 4. Ask Again Later (24 hrs) 5. Concentrate and Ask
Again 6. Don't Count on It 7. Sources say No 8. Outlook Bad

10. CELESTIAL STAR Translucent diamond-like twelve-pointed crystal, "Turns" Undead as Cleric
of XP lvl +2, sheds light causing 1d6 dam/rnd to Undead w/in 10', 1 trn/day, 1/day Undead
Disruption beam, 100', save vs Spells

11. CUBIC KEEP Rough, dull white stone, enlarges to impervious 10' cube, Phasedoor 5'x5'
only bearer can activate, 20 cubic foot interior; load it up!

12. ORB of the ALL-SEEING EYE White crystal with floating "eye", total of 3 uses/day, any
effect(s), dur 1 trn; Clairvoyance 100', Find Traps, Detect Magic, Secret/Concealed/Hidden,
Invisibility, Illusion

13. ICOSAHEDRON O' INFLUENCE Multi-colored ceramic, allows "re-roll" of any d20, #ch/day=
to lvl

14. DECAHEDRON O' HEALING White metal, Completely Heals all wounds, 1/day(?)

15. OCTAPLEX O' SUCCESS 24-sided flat yellow stone, allows substitution of d24 for d20 for
self or others w/in 60, 1 ch/day/XP level, max 12/day

16. HYPERCUBIC MAZE Dolm Tesseract, Hypnotizes, and if successful, target can be
commanded to enter extra-dimensional Maze for 1d4 trns

17. GLOBE O' INVULNERABILITY Orange crystal grants constant Minor Globe (unaffected by
spells lvls 1-3) 1/day, Anti-Magic Shell (5' rad) 1/wk

18. DODECAHEDRON O' DOOM Black stone riven with random crimson "cracks", can call down
a Meteor Strike doing 10d10 dam, roll for ea w/100' diam area, 1 use/month,ea drains 1,000 XP

19. THE GRAND RHOMBIC TRIACONTAHEDRON none living know the exact nature/powers of
this 30-sided golden Artifact... some postulate that it is a weapon of inconceivable might,
possibly a Doomsday device designed to extinguish the sun, while others believe it to be an
Omega-13 device which alters/amends the flow of time itself...

20. PYRAMID O' PLAGUES Calls forth the Creeping Doom, a swarm of 101-500 biting/stinging
creepy-crawlies (determ total by 1d4 for # of hundreds, +1d% additional), ea does 1 HP auto
damage, once ea attacks, it dies, first use summons an uncontrolled swarm, attack all w/in 10",
ch = to lvl (w/o addit 1d10ch)

21. RUNIC CUBE Mottled, rough stone, each face can project a Symbol (Discord, Fear, Insanity,
Hopelessness, Pain, Sleep), two uses/day, total

22. DEATH STAR Dark gray six-pointed star, control Undead as Cleric of same XP lvl, beam
drains 1d4 XP lvls, and when these equal 2x bearer's lvl, he transforms into an Undead himself

23. ASTRAL OCTAHEDRON "Appears as a piece of the night sky", allows out-of-body,
"Silver Cord"-style Astral travel, 1/day

24. HENAGONAL SINGULARITY The first person to view this impossible 1-sided thing must
save vs INT (minus 1d4) on a d20, or thereafter be afflicted with a drooling, gibbering form of
Feeblemind, if successful, can call upon the HS to fulfill one Wish, whereupon it collapses in upon
itself and disappears from normal space
* the three Moons of Gnarth

http://en.wikipedia.org/wiki/Polyhedron