Thursday, January 26, 2012

Secrets Of The Chill Master Revealed!

So where was that mystery passage from?

Guesses have included: Roberto Bolano, Gabriel Garcia Marquez, Carlos Castaneda, and Thomas Pynchon pastiching one the above.

Actually it was from Terevaldo Roberto Flechero L'unares' second novel.

Now Terevaldo Roberto Flechero L'unares is not merely an author of fiction, but (Borgesially enough) a fiction himself: an imaginary author whose work appears in the Vampires supplement for 2nd Edition of the horror RPG Chill.

Which is to say that passage was actually written by either Gali Sanchez or Drake Mallard, the authors of said sourcebook.

More to my point today, this passage pretty much encapsulates 2nd ed Chill.

On the one hand: it's kinda good, isn't it? Like it isn't maybe mad genius, but the ideas and execution are not just at "frustrated novelist" (which is like what you're called at 0-level if your class is Game Designer) but actually maybe even buzzing hummingbirdally up near "actual novelist".

I mean, it could give you genuine nightmares. And I love the bit about the transistor radios.

On the other hand: What the fuck does all this humid glitterball poetry have to do with a game, Chill Vampire Sourcebook?

And therein lies the glossy black vein of pre-White Wolf retropretension that is Chill 2e. Copyright 1990 and looking every inch of it. If, in looking through it, we can undeniably ascertain that it is not only Retro (now as it was not then) and Pretentious (as anything subtitled "A Scary Game For Scary People" could not hope to not be), but also Stupid, then we will know that Chill is perfect.

-Cover: Color pencil drawing of threatening version of masky Montreal opera clown in blue and orange instead of the traditional purple and pastel. Beneath ransom note.

-I like the layout of the table of contents: it reminds me of the menu for an upscale Washington DC restaurant where they have wrought-iron chairs out on the patio and an awning in racing green and all the drinks have olives in them.

I mean, fuck off if you want to know which of the 43 pages under "character generation" contains the 'taxi driver' career, but it looks nice.

-Quote from some made-up author named "Robert Davidson" who is not HP Lovecraft about the nature of fear. (Not-being-Call-of-Cthulhu is a major theme of Chill. As is Vampire The Maskthingy not existing yet.)

-Another aspect of Chill: artists who are almost Bill Sienkiewicz but not. More than one. Though one of them has a side of not-exactly-that-Hollywood-caricature-guy-who-works-his-daughter's-name-into-everybody's-face next to his Sienkiewiczwich.

-Beginning of the book: "If you've never played a roleplaying game, or if you haven't read the 32 page Introductory Insert in the back pocket of this book, you'd better stop reading now." (emphasis fucking mine). 32 pages is half of Vornheim. 32 pages is longer than Vault of the Drow. 32 pages could get you introduced to most of Western philosophy and all of Greek cuisine and still have room for house ads. Anyway fuck me because this pdf doesn't have it. But boldly I soldier anyhow...

-"Now that you’re ready to begin, you’ll probably want to know what’s in this CHILL book. Well, hang on to your. .. dice! We’ve got brain worms. We’ve got gorillas. We’ve got scientists, yetis, and monkeys. Thieves, mystics, and reporters. Gazelles, bears, and alligators. And, of course, flies, rats, mummies,werewolves,vampires...you name it!"

First: "hang on to your...dice!" Hah, we fooled you! You thought we were going to say "hat"!

??

Second: Isn't this suddenly sounding like a Hellboy RPG?

-"The second section of this book contains the mechanics of the game: both the players and Chill Master (CM) should read up on..."
Yes, that's right, if you're running this game, your players have to call you The Chill Master. Which is ok by me because that's what everyone calls me anyway.

This guy is totally The Chill Master.


-Like Cthulhu, skills are on an easy-to-grasp 0-100 scale. (Knowing you have photography at 45% tells you a lot more than having photography at +3. +3? Is that good? Is it like Lois Lane good or William Eggleston good?) Unlike CoC and its Chaosium Basic Roleplaying ilk it also has ability scores (strength, health...) on the 0-100 scale. While this has a pleasing surface simplicity and many a CoC or Runequest player mayhap has wondered why their system didn't do the same thing, the gears grind a bit when you do it this way, as we shall soon perceive...

-The basic abilities chosen seem pretty well picked for a horror RPG--Dexterity is like fingeriness and Agility is like jumpiosity and then Luck, Perception, Personality, Stamina and Willpower. You can instantly think of situations in horror movies where any of these things matters. No "intelligence", which I do hope is a nod to "player-skill-not-character-skill"

-Willpower is a depletable stat, like hit points. This is not quite as nice as Sanity Loss in CoC but the idea has legs.

-Some dipshit named 'Rax' who is, I believe, never identified is periodically quoted talking like Eddie from Iron Maiden periodically and going on about lickspittle and mantasting and generally failing to scare me.

-The crippling late-Silver-Ageness of the system comes into play with skills: first of all, the base number for each skill is often some derived crunch nightmare of mixed ability scores (Climb is the average of your agility, perception, stamina and strength f'rinstance), second of all the system doesn't have just pass/fail, with fumble and impale for rolling really high or low, it also has a degrees of success system: Low Medium High Colossal.

Dig the madness--"T#" stands for "target number" (usually like 45 if the skill is at 45):

The following chart summarizes results of Specific Checks:

L result =T#through (T#-tens digit) +I
M result = tens digit through (T# t 2) + 1
H
result = T#t 2 through tens digit + I
C result = I through tens digit

And on top of that, the target numbers are variable to begin with. So you don't just go "you have to pass a check at minus 20", but "you have to pass a check at minus 20 and then get higher than an 8th of the tens digit plus a 4th of the twelves digit and fuck is this math really easier than just going HEY THE BETTER YOU ROLL THE MORE INFORMATION YOU GET OUT OF LITTLE SALLY ABOUT THE BAD DOLL THAT TRIED TO STEAL HER HAIR, JUST GM IT YOU FUCK"


-Oh and why is it bad to have the ability scores on the same 0-100 scale as the skills in this here modern skillheavy system?

"Using The Skill List:
The CM must be familiar with the following list of (like 80) skills to prevent players from using simple Ability Checks to allow their characters to perform actions that require skills"

So while yes, it is as crunchily satisfactory as a Snickers to have your Martial Arts score actually related to your Strength and Stamina scores (unlike in CoC)--actually getting all that math to work together is harder than it might seem. Either character generation is long and mathy (Runequest), skills are always higher than associated ability scores and quickly reach superhuman (any "+1" system), or some other weirdness. Skill-based systems claw at the soul.

-The lack of a straight-up Intelligence stat makes the ability-derived skill system a little wonky, too, like your Art Criticism skill is derived from Perception and Willpower. Though, honestly, having done a bit of it I can see that: must...look at..terrible...Felix...Gonzalez...Torres...sculpture before..deadli...zzzzzzzz.

-Almost every skill has a special spell-like mechanic attached to it. The bowfire rates are under the bow skill, f'rinstance. Explosives have an even-odd result on top of the degrees-of-success result. Okay, I like that one.

-So anyway point is clunky.

-The scariness advice in the GM section is excellent, though. Every Halloween somebody asks me how to write a scary adventure, it's all here: Isolation. Mystery. Reversal. Tease. Fuck with sensory information. Unexpected sound effects.

-(Well almost all, here's another tip: Find an emotion adjacent to fear--dislike, anxiety, disgust, confusion, etc.--and worm your way in from there.)

-Interesting/surprising highlights in the (basically unarguably classy and extraordinarily tasteful and loaded with stuff like Dracula and Rosemary's Baby) recommended reading/viewing section include:

WILLIAM GIBSON (?)
ANY UNIVERSITY ABNORMAL PSYCHOLOGY TEXT
BLUE VELVET
ERASERHEAD
THE HUNGER
Brazil
Doom Patrol (and the rest of the DC Vertigo line--so maybe this was just because Mayfair was also publishing the DC Heroes RPG)
Grendel (the comic book)
Blood (Epic Comocs)
Creatures on the Loose (Marvel Comics)(notable to me because I have never heard of this comic. You know how I often I go "I have never heard of this comic?" Not often.)

Not Present for Predictable But Still Kinda Funny Reasons:

H.P. Lovecraft

-But are the monsters good? Yes, here's the Mean Old Neighbor Lady:

If the child escapes and returns home, he finds to his terror that his parents do not recognize him and return him gladly to the neighbor lady who comes asking about her “nephew who’s visiting from out of town.” “I’ve been worried about the little tyke,” the creature explains, “because of that wild imagination.”

The creature keeps the child in the darkness of the cellar, taunting him with playthings that “you can’t play with because you’re bad,” starving the child, and threatening to send the dog down into the cellar if the child cries or makes any noise. The child’s Willpower sinks from fear and hunger, until at the equinox (mid-March or mid-September), the neighbor ladv completes it wicked act by using the Minion Discipline: the child becomes a gamin, and is released to wander into nearby homes, where it begins its evil game of “murder.”

AaaaaaH!!

-..1)Although the creature does not suffer normal

physical damage, it does take wounds from eggs
used as thrown missiles.

Nice.

-And then there's Puppet People: made of wood, with a thin covering of flesh and they always hunt in pairs "The origin of these perverse creatures remains a mystery; all that is known for sure is that they are nasty and incredibly ignorant."

-And, of course Werejaguars. What a wonderful word. Werejaguar.

-CoC is a horror game and Chill is a horror game and any game can be played in any way but the basic form of conflict suggested in both the rules and modules for purist Cthulhu is: investigate investigate be confused investigate MEETTERRORYOU'REINSIGNIFCANTGoINSANeDIE. Whereas Chill 2e--while not as Universal Horror as the first edition, is much more cinematic than Cthulhu. It is about the PCs. They can win. They are interesting and maybe psychic. But then so are the monsters. It's a dance. It's more of Silence of the Lambs thing, more of a back-and-forth...

When I think about making a D&D character I think about a bundle of stats who will one day turn into guy I am going to have to learn to like, when I think about making a CoC character I think of someone who would be fun to see go crazy, when I think about making a Chill PC I think about how this guy is my fucking vampire hunter in my vampire hunter movie.

-(One could posit that the White Wolf products push even further in the DC-to-Marvel scale into it's-all-about-you-and-how-very-interesting-you-are-and-the-world-is-dull.)

-If I was going to play a Chilly game today here is what I would do: use the CoC system, throw in The Art (Chill's psionic-PC powers) (just let people pick or roll randomly for 1-2 powers) and call it done. The rest is just writing the scenarios. "Your car breaks down on an abandoned stretch of road"

Tunnels & Trolls DONE DIRT CHEAP!

This happened on Google +.

You kinda have to read the whole thing to get the full effect. Most names have been removed to protect the innocent and the guilty.

____________________________________
Zak S

It's always been weird to me that in Dirty Deeds Done Dirt Cheap the guy goes "Concrete shoes, cyanide, T&T". I would've figured them for Runequest guys.
___________________________________
- Comment
+7 -


43 comments

(Somebody) - Tunnels and Trolls much easier to play when drunk
Yesterday 6:55 PM +2


Zak S - ..and upside down--they're Australian.
Yesterday 6:56 PM - Edit

(Somebody) - and when they roll dice they spin in the opposite direction
Yesterday 6:56 PM +1

(Somebody) - its true we Australians can stand on our hands for days at a time
Yesterday 6:57 PM

(Somebody) - I could definitely picture Bon Scott as being a Runequest fan, but the rest of the band definitely strike me as more of a T&T kind of crowd.
Yesterday 7:06 PM

(Somebody) - On a vaguely related note... Palladium's TMNT "Mutants Down Under". It hasn't aged gracefully. Racial slur on opening page. 0_o
Yesterday 7:14 PM

(Somebody) - Was it the accents?
Yesterday 7:14 PM


Zak S - I WILL HEAR NO ILL OF THE SECOND BEST-ILLUSTRATED BOOK IN THE HISTORY OF RPGS THAT ALSO HAS PUNK UZI KANGAROOS IN IT!!
Yesterday 7:14 PM - Edit +1

(Somebody)- I know, it's freakin' awesome, isn't it? I love that book.
Yesterday 7:16 PM

(Somebody)- The Palladium Fantasy book "Adventures in the Northern Wilderness" also has some kick-ass Eric Talbot artwork. Siembieda had a good eye for artists back in the day.
Yesterday 7:19 PM (edited) +1

(Somebody) - I figured they'd watch more TBS than anything...
Yesterday 7:23 PM

(Somebody) - I've never actually played T&T. What about it is a "dirty deed"?
Yesterday 7:27 PM

(Somebody) 40 bucks! That's hardly "dirt cheap"

http://www.ebay.com/itm/Tunnels-and-Trolls-PC-Big-Box-11118-/270836742499?pt=Video_Games_Games&hash=item3f0f20b963
Yesterday 7:32 PM

(Somebody) I must now ask for the name of the BEST illustrated book in the history of RPG's that also has punk uzi kangaroos in it.
Yesterday 7:35 PM

(Somebody)T&T free/lite: http://www.rpgnow.com/product_info.php?products_id=54407
Yesterday 7:35 PM

(Somebody)He's saying "Thunder Chief". Now that's rock and roll.
Yesterday 7:42 PM


Zak S - 3o thieves and the thunder chief. Best illustrated? the 2 volumes of Realms of Chaos: (Slaves to Darkness and The Lost and the Damned) for the original Warhammer
Yesterday 7:55 PM - Edit +1

Ken St. Andre - I love that song, Dirty Deeds--Done Dirt Cheap! Never made the T & T connection before. Hey, you should tweet that comment, or let me do it. :)
Yesterday 8:01 PM


(Somebody)"Thunder Chief" is totally RuneQuest.
Yesterday 8:03 PM


Zak S - Tweeted!
Yesterday 8:13 PM - Edit

(Somebody)For me, G+ has totally bumped Twitter lately.
Yesterday 8:19 PM

(Somebody)Is that some of euphemism y'all kids use now-a-days?
Yesterday 8:20 PM

(Somebody)YOu can blow up a lot of tunnels w/ Trinitrotoluene
Yesterday 8:24 PM

(Somebody)It works using the literal definition :-)
Yesterday 8:25 PM

(Somebody)In that the Google building has literally collided and struck the Twitter offices?
Yesterday 8:28 PM

(Somebody)OED: "North American - displace from a job, especially in favour of someone else: she was bumped for a youthful model "

Or maybe I am young! /clicks heels/
Yesterday 8:32 PM (edited)

(let's call him "David")- Man, "T&T" had some infantile spell names...
Yesterday 8:59 PM

Zak S - Them's fightin' words.
Yesterday 8:59 PM - Edit

David- "Glue-You", Smith!
Yesterday 9:02 PM +1

(Somebody)- There's nothing infantile about playing pretend!
Yesterday 9:05 PM

David - True...but there are levels. I've heard the game itself is solid but "Yassa Massa"? Really?!?
Yesterday 9:10 PM (edited)


(Somebody) - Oh dear! :-D
Yesterday 9:11 PM

David- From the T&T 1st edition: "Yassa-Massa! To be used only on previously subdued monsters / foes. Total strengths I.Q. & Charisma. Will permanently enslave monsters with ratings lower then the above total." Amazing...
Yesterday 9:13 PM

(Somebody) It was the 70's, ROOTS (1977) was a real popular TV mini-series & Book(1976)! ... the seventy's was a different world; not so quick to judge: I don't think it was meant to disparage. It was in the mass psyche of the times. ;0)
10:52 AM (edited)

David: I know, I was a child of the Seventies. That still doesn't prevent me from wanting the ask the designers: "What the f#@$ were you thinking?!?!"
11:47 AM


Zak S - Go ahead and ask, the designer is right here on g+ and his name is right in front of you
5:29 PM - Edit +1


David- Kens st andre? On G+? where? WHERE??
10:50 PM


Zak S - Look up.
11:00 PM - Edit

David - Holy crap!!! I'll just be over here keeping my mouth shut...
11:07 PM (edited)


Zak S - Laugh
Out
Loud.
11:11 PM - Edit +2

Wednesday, January 25, 2012

How To Keep Keep Simple Combat Interesting

Oddysey does a great job here of explaining how just because D&D has a lot of rules for combat it doesn't mean it's about combat.

She touches on something which you hear a lot from newies raised on WOTC D&D which is: well isn't combat without all the feats and ninjitsu dull?

Initiative. Roll to hit. Damage. Roll to hit. Damage. Initiative.

No it is not. But, and this caveat goes for all Old School D&D: you have to have a good DM. Oh well.

Let us say you would like to be one of those good DMs? How do you make simple combat interesting?

Get yourself a simple combat-moves system.

Want to trick the catpegasus into charging the wall? I use d10 + stat vs. d10 + target stat. High roll wins. Other people might just use chances on a d6. If you trust your DM to come up with fair chances, these systems are nice and easy and fast. If you do not, do not play role playing games and make gingerbread cookies instead and then mail them to me so that I can eat them while I GM well.

Monsters love grabbing people.

Monsters are the grabbiest!

Roll to hit. Target number is as if for a touch attack or dex-as-(ascending)-ac. Success means target is grabbed. Less damage is done than usual but the target is still grabbed and can be hurt at will next round unless they do something about it.

Or their friends do--which isn't that hard, since their friends should get a +1 or +2 for trying to hit the monster while it is busy trying to rip their paladin in half. Unless it has like 20 arms...

Monsters Love Throwing People

Especially at other people.

Monsters Are Smart

Do your PCs use hit-and-run tactics, heal a lot and shoot from cover? Well so do the goblins.

They also hate your party's cleric above all other foes.

Monsters Are Dumb

Monsters (like players) often don't just sit back, look at their ability scores and go "Hmmmm...what't the most effective attack I could make?" they go "Gah! Shiny man hit Gorg! Gorg mad!"

Just saying, in a combat, "Well since Caroline keeps whaling on him, he's definitely going after her" both adds a little texture to the encounter and reminds the PCs they are acting in a cause-and-effect world.

Try To Use Your Half Of The Combat To Change The Tactical Situation Every Round

There are lots of things you can do that are mechanically identical to roll-to-hit-AC, roll-damage that nevertheless move people around and mix things up. If the bear hits the thief, see if the thief tumbles back and knocks a torch off the wall. Then roll to see if leather armor is flammable. Then roll to see if bears like the smell of cooking thief more than they fear fire.

Make The Tactical Set Up Interesting To Begin With

Pool of water, fireplace, ledge, multiple exits...if you are making a dungeon, put the monsters next to something they or the PCs can use to their advantage.

Use The Die Rolls

Take fumbles and crits and use them to complicate the situation:

If someone rolls a 20 you are totally allowed to go "Ok, hold it, lemme think..." and take a second to imagine that if the vampire was about to bite the ranger and the wizard rolled a 20 to throw the holy water than that probably means the vial of holy water went right into the vampire's mouth and so the vampire has a throat full of holy-water-covered-broken glass going on.

If someone rolls a 1 while charging the lizard man this means s/he's charged right past one, tripped over a lizard tail and landed in the pile of lizard eggs. Oh they are terribly upset now--but they don't want to break the eggs either...

Monsters Make Noises

A strangled gargling sound can go a long way, I find.

If you ever feel like breaking your players' hearts--have Orc A suddenly say Orc B's name as Orc B is dying. The effort-to-effect ratio is staggering.

Fear of Death Is The Mother Of Invention

This is standard OSR cant but it's true: a scared player is a thinking player.

If You Have To Say "No", Explain Why

Sometimes a player has an awesome plan and it should work. Sometimes a player has an awesome plan that is not going to work and why this is so would be clear to their PC.

Explain why it won't work in enough mechanical detail that the parameters of the problem are clear. "We need something stronger than silk, hmmmm...."

Recap Continuously

"Ok, you're grappling the plover, you have one leg in its mouth and you are in the lava" Players are easily confused in the hurly burly of the speedy exchange of blows.

Everybody knows a good DM narrates combat, but remember sometimes you just have to say it all again so that everybody is always in it.

Is It Easier Than Backstabbing?

This is standard: A thief gets +4 to backstab an opponent who doesn't know s/he's there. Basically any bonus that you give players or foes in combat should use this as a baseline: is this easier or harder than backstabbing some goggle-eyed cluelacker?

If You Can Remember It, You Can Have It!

You want to keep things moving.
"Is it d6 or d8, can't remember...."
"Well I'm telling you it's d6 since you didn't write it down"
Next time they'll write it down. In big red letters.

Relax, You Can't Do It All

(DM Energy + DM Attention) Divided By (# Of PCs + # Of foes) is a limiting factor here. Sometimes you just have to go "12? You miss. Next!" and move on to something you can do a little more with.


___________

P.S. Answer to yesterday's Latin American literary mystery is coming, be patient.

Name That South American Magical Realist...

Can you guess what novel this is from?
Or the author?

Then over the zocalo Don Roberto would fly through the many-layered and fabulous night, changing the frequency of the townspeople’s transistor radios...

This time, when Don Roberto entered the glitterball, the two men smoked cigars, and Don Roberto told Josue Maldicho about the tower and its lancet windows, a tower indeed so tall that it was said that the servants aged unspeakably climbing the stairs that led from its cellars to the large, muraled study at its pinnacle. The mural depicted the history of the region, so delicately crafted that once, when Don Roberto spilt wine on the eastern wall, he had to use great speed and diligence in cleaning up the accident: had he not, the volcano called ”La Malinche” would never have existed. So it was that the younger servants worked on the ground floors, the middle-aged on those floors of the tower which lay only slightly above the cloud cover, and the aged where the air was so thin that only those who had faded, who needed less than before in their diminishing lungs, could survive. Don Roberto, of course, ate, slept, and lived on the floors above his servants. ”The stratospheric Don,” whispered Josue Maldicho with reverence, as brilliant parrots, conures, and jandayas disguised slyly as parakeets joined in chorus above the zocalo-a chorus that agreed with Maldicho, if not in reverence: “Yes, the stratospheric Don.”

”You flatter me,” disclaimed Don Roberto, the end of his cigar glowing in the darkened interior of the glitterball, its smoke rising invisibly through the gaps between the mirrors and into the air above the zocalo, where it rose toward the moon, passed through several time zones, and dispersed in a country where the dogs laugh, where solid architecture is valued, where the stars bowed in magnificent homage, and the years turned under.

Monday, January 23, 2012

Must...Organize...Useless...Ideas...

Once upon a time this blog had zero followers. Assuming you are reading this before the end of all things, it probably now has more than that. Here's a highlight reel for anybody who might've jumped in mid-stream.

WTF is This Blog?

Our TV Show (episode 18 is the best, they let us kinda do what we wanted starting around episode 5, the ones starting at 8ish are the most popular)



Essays



























Allegedly funny








Resources





Cathedral of All-Flesh (A dungeon)






Some rules & DM tricks I use and, sometimes, why I use them:

Saturday, January 21, 2012

The "I Call On My Years Of Training" System

Once per day a PC may say "I call upon my years of training!" and thereby add his/her level to any ability check involving a task characteristic of his or her class or race.

This can only be done once per day no matter how many different kinds of class-appropriate challenges come up that day.

The maximum is + 1o. (10 total including ability score bonuses, if you're using a DC system). After 10 you get to do it twice a day and split the bonus numbers however you want.

___________________
Example:

Scruffy The Bandit and Muppet the Sorceress want to try to interpret the hieroglyphs in a dusty old codex. Scruffy has to roll an Int check (at -8 or at a DC of 18, because the DM says so). Muppet also has to roll an int check (also at -8 or at a DC of 18, because the DM says so) however, Muppet may choose to call on her vast sorceressy training to do this and thus can add +5 since she is level 5.

If, later that day, they come upon an obscure alchemical substance, Muppet is out of luck and has to roll like everybody else, as she's used up her training bonus for the day.

If she was level 13, she could add 5 and bank 8 for later that day or add 10 and bank 3, or whatever, up to 10.
___________________

Optional extras:

-If you are including thief functions in this, thieves do it all the time--not just once per day--up to +10 total (including any ability score bonuses, if you're using the DC system). Edit: In an old-school system, this means the standard array of thief abilities tops out at +10, so this requires a further hack--maybe at this point the thief starts being able to dip his or hands into other classes' skill pools. Like how they can start to read magic or whatever at a certain point...

-If you want to use it with a whole skill system, then just modify the rule so it says "Once per day a PC may add his/her level to any single ability check involving a skill s/he has"

...and otherwise skills don't do anything.

-This whole system probably doesn't apply to saving throws. But consult your GM
___________________

Um, Dude, Why Bother?

I like this system because it creates a situation where tasks that challenge a high-skill PC do not have to be completely out of the range of possibility for low-skill PCs.

It compresses the difficulty scale, essentially.

The high-level adventure does not have to be full of tasks that only one possible class (ranger, thief, druid) could possibly do right.

So you can make a wall at, say, climb check= dex - 4. A fighter might have trouble climbing that wall, but they could make it. A thief of any level could also have trouble climbing that wall, but their level would still matter if they wanted it to.

Or you could make tracking a foe through a marsh check at simply -1 int. The ranger does not have to have a high int to successfully follow the tracks and be better than other people at it, but anybody else still has a shot to follow them. Because, hey, it's tracks in the mud.

Friday, January 20, 2012

There Is Life After Dangerous Ice Monkeys

Dear players:
This is where you are. You are in the ice maze. I'm sure you remember all about the Royal Fist Monkeys.

This is Brug. Remember Brug? Sam is (was?) playing Brug. Now Brug is an ice statue. If Brug gets knocked over by monkeys, even an Ice-To-Flesh spell is not bringing back Brug.

You are in the Ice Maze because the naturalist Miriya Essik is paying you to capture the ice medusa. This is Myria's home.

Just catch the ice medusa, get her to your boat, and sail for 6 days.

Miriya has promised you 2000 gold pieces each. If you return the ice medusa, she will probably offer you more gold to go find her an even more dangerous monster.

Do you have to do it?

No, you can do whatever you want.

Like what?

Here are some outstanding issues you have created:

This is Connie. You remember Connie? Connie's PC got drunk and..well a lot of things happened that got rolled on a random table. One of them is she got in a jam and prayed to her god that she be not in that jam any more. Vorn answered her prayers.

Only problem is: now Vorn wants something in return...

...some crown. Which one? Vorn says Connie will know it when she sees it and it's hidden somewhere in a fortress or dungeon somewhere in the islands you are now in.

Every day she spends not looking for this crown she will lose a saving throw point. That is bad.

So she has to either look, or find a way to get the quest spell lifted. Vorn is watching.

This is Queen Jayaeleene. You rescued her from the ice maze and took her back to her kingdom of Vrokk (one of the islands). She appreciated that. You are welcome to visit whenever.

However, also visiting her is this here white elf, Gormengeth. He's kind of creepy, frankly.

This is Mandy. She is still hallucinating. Someone might want to try to do something about that before the most powerful and unstable member of the party starts imagining flatworms crawling out of your eyes and tries to mace them.

This is the witch, Frost. She's had a vendetta against Mandy ever since she killed one of her bodies waaaaaaaaaay back at level 2. Last time you guys left the ice dungeon, she was there waiting and attacked...

...with her leopard men. They are vicious and leopardy. They will put you in jeopardy.

Then there's always your home, back west, which you have fled, on account of that skeleton invasion. Who the hell knows what's going on back there now?


And, as always, there's the whole rest of the planet to check out. Click to enlarge and be even more confused.