Wednesday, August 28, 2013

Slow War...

...on a Flat Planet.

A play-by-post wargame in the background of D&D games I'm running.

The factions are...
The fearless dwarves of Lanthanum Chromate+10 in battle but slow on the march. 
Archbishop Sarpedon, blessed of Tiamat. His "4 claws and 5 fangs"--an army of welded warbands--is possessed of powerful chaos magic (dumb ideas welcome and a bonus to succeed) but prone to faction and disobedience (GM rolls 1 in 6 chance of fuckup). He is currently drawing these forces toward The Spasm beneath the former fortress of deceased Ferox in the radioactive rain forest of Cobalt Reach.
Pharoah Nas Akhu Khan She En Asbiu.  His city is built around the skull-faced sphinx of Temple of the Red Sun, occupied by the Rusted Lich, commands 20,000 githyanki and the Maidens Of The Powerslave. Being soulless desert-fiends unable to mix with normal men, they have no spy network, but their stronghold is immune to assault.
The Negatsar of the Chaos Wastes is so vast he cannot move, wheeled upon 40 thrones by dead-eyed servants. His hordes of fork-tongued Slavians actually all kinda average out, gamewise. They are obedient all-purpose freaks of the White-Tiger Bleak Tundra.
The Half King, a Larch Prince of Faerie. The spying and scrying network of the Faerie is impressive. They are less capable in open battle: -10. Due to an ancient contract, if he should directly attack the forces of the Pale King, his armies will lose 1/4 of their strength.
The Pale King Artorius, the Pale King of Gilliam-Briarbraddock, comes from the land of Annwn with all his horses and all his men (leaving all his wolves and all his women to defend his kingdom under the able command of Good Queen Jenny ). Black eyed, extravagantly bearded, very cautious, and always in search of new lands to tax, he inevitably heeds the counsel of his Hatter.
He is served by Pale Knights--a fantastic cavalry in shining armor (+20 in a stand up fight) who nevertheless cannot cross running water unaided (they'll need an ally, or slaves). Due to an ancient contract, if he should directly attack the forces of the Half King, his armies will lose 1/4 of their strength.
The Goblin King of Gaxen Kane. Inverted in speech, inverted in mind, he walks on the ceiling and is bound to his shadow. His hog-balloon spies keep him extremely well-informed of enemy activity and are, perhaps, the key to his nation's ability to survive despite its vulnerable position between Cobalt Reach and Nornrik.
Ching Shih, a Pirate Queen of Enraki, and mistress of the White Scar. No-one moves faster at sea, but her reavers are ill-equipped to fight on land (-10).

Her sister Rogue Traitor--The Sleeping Captain Ba'Al'Sheeba--is an exiled vampire of Gyorsla and her ship is the Blood Angel. Her fleet carries its wealth where it goes, so she has no headquarters to attack, however, as she must sleep so long as the waves move beneath her, her crew can sometimes misinterpret orders if they are alone at sea for too long.
Nyvyan, Colorless Queen of Nephilidia, the Eversinking Isle of seafrost and rime is, like all Nephilidian vampires, amphibious. Her forces are +10 to fight at sea, but due to the elaborate rituals and towering Rook Golems that attend their land movements, they cannot cross land with any stealth. It is immediately obvious when Nephilidia goes on the march.
High in the mountains, nearly touching the sky, are the domes and spires of the wondrous City of Tellach Avail , home to the great Caliph Naxthrool, his craven vizier En Sabath Null (advised by leopards) and the stunning Labyrinth of Nightingales. The caliph's forces are ill-equipped, at present, to fight in the cold climes north of the Palace of Ferox (-10 up there) but enchantments protect his eternal city from all assault from without.
The Black Metal Frost Giant Queens of Nornrik rule the cruel cold elves there. One is smitten with a witch of Vornheim. It is said they can call on the spirits of the wind to aid them in various ways (+5 to various things, depending on how this is used), but are despised by the southern gods (-20 to fight south of the Palace of Ferox).
The Gilded Princesses of Drownesia wield curved blades from the backs of parasaurs. Their distant jungle home is effectively invulnerable to assault, but the territory is strange to them, so they move slowly over both land and sea.
There is a Red King, and he is terrible and he is tall. He wears a red crown. The long red years have made him strange and he hides from the sun, sleeping, his strange dreams making unseen days stranger. Sleeping, he dreams of ruin and of distortion--of an Antiland, reversed and red. When he opens his red eyes in the red night there is his red land: it is inverted, rigid, and wrong.

His vampire armies cannot cross running water unaided but may, through Looking Glass Magic, begin the game in any civilized area, and return to Voivodja through that same portal at any time.

There is a cruel Queen of Hearts: she is in a different castle and she is on a different mountain and she sleeps in a different wooden box, but she is also hiding and dreaming. She dreams into being a world unending, unbeginning, with wonder and murder, disruption and unreason. And melancholy green gardens. And it is there now. And hers.

Her armies have the same restrictions as the Red King's.

From Yoon Suin sails Liangyu Hui, the Oligarch of Silaish Vo. He represents a human polity, but he is a desert troll. How he ended up as the Oligarch is a mystery.

Like the Drownesians, he carries his supplies with him and his home is effectively invulnerable to attack, however, he, too, is in unexplored territory, and so moves slowly.



 From somewhere deep within the unknown corridors of the Cruel City, the Hex King emerges each night onto the tower's balcony and whispers enigmatic decrees.

In times of unusual confusion, the Hex King orders his attendants to drop a goat from the balcony onto the square, where the hidden meanings encoded in the patterns and positions of the resulting blood and innards are interpreted for the populace by a shrill crone.

His armies are mad, and so obey such orders as they grasp feebly, but the King has access to strange magics (bonus to your chance of fucked up idea working).


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Moves:

Make a move at any time by telling me. Do whatever you want. I'll inform you what needs to be done to resolve your action.

There'll be a lot of rulings-not-rules and Common Law game design here.

Most of the rest of this is just nitpicking and I-dotting, so don't let it intimidate you....

Timing and Speed:

I'll try to get back to y'all at least once per day. Actions where timing is immediately important will be resolved in order of fastest action first.

Nominally, each day represents at least a day, so put everything you want done (including if/thens) in your orders.

Movement:

If it comes up, moving over water is twice as fast as marching over land. "Fast" troops are 10% faster than normal ones and slow ones 10% slower. Normally it takes about a day to march 4 spaces (24 miles).

Strength:

Basically you start with 100 Strength. This is the currency you use for a lot of things representing wealth, power, influence, etc. 1 strength point represents 1% of your army (usually about 1000 hd worth of regulars) or 10 levels/HD worth of special types (including whatever is needed to train, transport and feed them)--like if you need an assassin, you can spend a Strength point to get a 10th level assassin or spend a strength point to make a little force of 2 3hd fighters and one 4th level wizard, etc.

(At the start, some armies (like the goblin army) are big (100,000 goblins) some, like the Pharaoh's (20,000 Githyanki + slaves) are small, but the total strength of those forces is equal. One Githyanki's effectively worth 5 goblins.)

When you win fights or take important territory you win Strength.

A lot of things cost no Strength, you just do 'em.

I'll keep track of how much Strength you have.

Exploration:

Every space on the map has something on it...



Just rolling around purposefully searching territory without fighting anyone else is kind of like pulling cards off the Chance pile in Monopoly--you might get something good, you might get screwed.

If you find anything good, likely at least one other faction will hear about it.

Battles:

Each side rolls d100 plus or minus modifiers plus the total Strength of the troops you sent. High roll wins, disparity equals the percent of the strength gambled that the losing side lost.

You can send as many troops as you want, but a maximum of 30 Strength worth of troops can be "gambled" on one roll. Battles larger than that go in phases, and there is time for forces to maneuver after the first engagement/roll.

Headquarters:

Many factions have a headquarters at their starting location. If you lose that, you lose half your Strength.

The Pharaoh and Caliph's headquarters' are immune to assault and the Yoon Suin and Drownesian HQs are too distant to be part of the game. Ba'Al'Sheeba has no headquarters.

Spies:

When you do secret stuff there's a pretty good chance at least one other faction will find out. This is the table I'll roll on (note the Pharaoh isn't on there, he only notices the obvious):

Who hears about your plans?

Roll d20

1 Half King
2 Half King
3 Half King
4 Goblin King
5 Goblin King
6 Goblin King
7 Hex King
8 Gilded Princess
9 Frost Giant Queen
10 Caliph Naxthrool
11 Colorless Queen
12 Ching Shih
13 Pale King
14 Negatsar
15 Dwarves
16 Archbishop Sarpedon
17 Ba'Al'Sheeba
18 Red King
19 Queen of Hearts
20 Liangyu Hui

...if I roll your own faction, your plans remain secret.

Research:

Googling words associated with the various factions and locations paired with "dndwithpornstars" on this blog is kind of like flipping through the spell list in the D&D players' book--maybe it's a waste of your life, maybe it's a fun and helpful exercise in Setting Mastery. Either way if you go "Hey look, it says right here elves will run from puppies!" then, hell, I wrote it, I guess I gotta give it to you.

Winning and Losing:

When you're out of Strength, you gotta lick your wounds and take your army home. Maybe make a new faction. Last man, woman or salient entity standing from is the winner or, if the game ends early, whoever has the most Strength when the game ends wins.

The player will be ranked, and their FLAILSNAILS D&D PCs will be awarded bonust xp based on that rank.

I'll keep score and keep track of movements on this:
Click to enlarge

Numbers refer to numbers on the green map, above.

(Mandy hasn't decided who she wants to be yet so she's not on there.)

You may start sending orders at any time.
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Monday, August 26, 2013

Anybody Know These Mystery Miniatures?

I won these off a mechanic in a bar bet years ago. The guy said they were from the original Space Marine game but I'm not sure I believe him. Anyone know what they are?




They appear to be morons with one eye and space bazookas

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Sunday, August 25, 2013

Six Thoughts On A Thousand Dead Babies


1. An adventure module by Zzarchov Kowalski. Dark secrets in a quiet town, devil cult, some interesting magic items and spells, works with any TSR-era D&D or clone or the author's own system (Neoclassical Geek Revival). Whimsy and disgusting death. Written by Zzarchov Kowalski.

2. The sparse art is the closest I've seen to Sin City era Frank Miller illustrating a D&D module. Jez Gordon did it. He also did that cool map in Qelong. He also plays Man Rider. He is becoming an impressive figure. Why Zzarchov didn't have him do the cover I'll never know.

3. It says "OSR"in it a lot. Most consumers are not going to know what "OSR" means. Unless we assume only the kind of people who'd read this review and so probably know OSR stands for Old School Renaissance (of TSR-style D&D) would ever pick this module up. Which might be true.

4. It is efficient, engagingly written, mechanically solid, and there's a sense of...anticipatory and ominous giggling?--as if the man with the banana peel knows that when you slip on this peel when there stars are in just this position, the laughter will rend the sky.

5. This is integral to recognizing it as special: if you get the joke and dig it, then it's going to seem like clever mischief. If you don't, it's still absolutely playable: there are factions and red herrings and there is a small dungeon with obstacles that would entertain any group I know for an hour or two and it's very possibly still worth your four dollars and your twenty seven cents, it just won't stick out as being terribly unusual.

6. If you like both of these and you like that both appear in the same thing, you'll probably like A Thousand Dead Babies (spoilers--highlight to read):

A SMALL LEATHER POUCH FILLED WITH TEETH
The teeth in this bag are all from an adult human (or humanoid). There are 23 teeth in total, all but 4 are charred. Burning a tooth will cause a billowing cloud of fog to fill the area with 75 cubic feet of fog. They quickly become damaged if exposed to light. 

THE SCROLL OF MANLEATHER
This is a two foot tall rolled up piece of human leather, tied shut with a bloodstained piece of twine. It contains a spell to enlarge a goose into a monstrous bloodthirsty. . . goose. The spell appears to have originally been recorded as a tattoo that someone decided to remove from its previous owner. The spell is called Dire Goose. 



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Saturday, August 24, 2013

Anybody know what these things are called?

Is it a card catalogue cabinet? Because I found one today...

...and it's perfect.

Especially if you're like me & you're always running a game and then you're like "I know I have more gnolls than this..."

So I made this stupid blog entry in case anybody was like "Oh fuck, good idea, I should ebay those"

I keep the fragile ones under these cubes--5 CD cases+packing tape

Also, if you didn't know, the standard milk-crate is the same size as the standard RPG book.
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Thursday, August 22, 2013

How Do I Break This Curse? (D100)

1. Perform a service for each of 8 infamous heretics on 8 successive Saint's Days.

2. See the sea through the eyes of a hated foe.

3. Touch a wild goose with gloves of kidskin when the moon is waxing.

4. Break bread with a weevil as big as a man.

5. Eat 12 pigs in 12 blankets.

6. Sink a 3-masted ship sailed by a virgin.

7. Drink a cocktail derived from the blueblack ink of an ancient octopus.

8. Spin 20 tales for the entertainment of prisoners on 20 successive nights.

9. Break open a vault older than the mammals, and then seal it with red wax.

10. Openly fondle the idols of an Eastern faith in a public square during a lunar eclipse.

11. Stone a giant to death without magic or other arms.

12. Learn an ancient tongue and teach it to an asp.

13. Recover 30,000 gold pieces worth gems from beneath the Earths' surface.

14. Become a prince, command an army, defeat an emperor, then eat a breakfast of cold cereals.

15. See the Cloven Stars from the top of the Gauntgorge Peak.

16. Drink the blood of a vampire that has feasted on the flesh of your closest ally.

17. Pile fifty toads on a pigpike and slay with it a mighty troll.

18. Learn the ways of moths, and imitate them before an audience of thousands.

19. Behead a statue of an evil god, and affix the heart of a greater demon in its place.

20. Save a child from elephants.

21. Save an elephant from children.

22. Save 9,826,755 gold pieces and sacrifice them to an aspidochelone.

23. End a war that has slain at least 5000.

24. Burn 40 bridges at least 5 years of age until they fall, incinerated.

25. Discuss mathematics with an orc, a slave, a sleuth, three maidens and an ecdysiast during the holy month of Plas Neer Naxx.

26. Survive a fall from the clouds into the sea.

27. Kill the wizard who cast the curse and the write his name in blood on the wall of every temple for 100 miles.

28. Contract lycanthropy.

29. Mold a statue of the moon goddess from the bones of 90 man-slain gnolls.

30. Answer the riddles of worn men in hidden taverns on every continent.

31. Watch pirates die in the coils of eels.

32. Blind a bishop.

33. Force a hostile duke to break a promise, then slather him in rich jelly.

34. Swim in a bath of scented lemon juice on the far side of the earth.

35. Save five cities from otherwise inevitable doom.

36. Rescue a madman from a fornicator and send him into the ocean.

37. Bludgeon desert asses with the bones of buzzards on an uncharted island.

38. Defeat an arsonist in a game of chance once a month for 3 months.

39. Mock the aggrieved in a peach orchard after a devastating flood.

40. Find the curate of a bad cult and use his or her desk for weird sex.

41. Smother a rhino in whalegut, and slay 50 foes in a true and pitched battle while painted in its blood.

42. Remove the noses of those who oppose you until their number is nine hundred and seventy nine.

43. At the spring equinox, show deference to a slave and then make his master beg for apple-shavings.

44. Make a powder from the bones of a lich felled by your own hand. Mix it with banewort and flywhile. Drink it.

45. Befriend a flind and aid it in a mad venture.

46. Walk 400 miles on foot, to the Vast Salamander Plain, then drink buttermilk from a conch.

47. Mount the Typhoon Beast of Zorg'rax'ull and ride it until it dies of exhaustion.

48. Learn the Ritual of 8000 Indigos as carved on the Pleasant Wall and thereby banish the Dispersed Megalopolis.

49. Devise a stratagem to defeat the Nine Plausible Grotesques and, accompanied by 4 companions, enact it.

50. Deliver justice to twenty random souls.

51. Enter the pyramid of Nizin Noxx and acquire the embalmed jugular of a 300,000 year old vizier.

52. Flay the flesh from a pheasant, then cause it to be coronated by a nation of at least 10,000.

53. Hunt nine unicorns, take their shadows, sew them to the feet of devils.

54. Hunt the Hand of Vecna, attach it to a living host.

55. Find the smallest and the largest beast in Darken Dayr Emmel, cause the former to overcome the latter in a deadly contest.

56. Cultivate and then weave the silk of the Plasmic Moth and wear a shirt of it during the inauguration of a leader elected by plebiscite.

57. Perform one of the Hidden Scores composed by the great Anagorax on the Organ of The 5 Imprications.

58. Travel to the court of the King of All Tigers. Insult him.

59. Discuss the theories of ludology with 2000 virgins. Devise a game they admire. Defend it in public fora for an hour or more a day for 3 months.

60. Seek the Sublime Lawns of the Palace At Trottgeist. Defend them from all comers.

61. Drink the red milk of the Lactating Enchanter.

62. Find the Lost Drama of the Speckled Stone. Perform it in three theaters.

63. Locate the mighty Xag Ya and Xeg Yi, say to each in turn "Come at me, orb". Endure such consequences as ensue.

64. Concoct a unique scent from the musk gland of the Murder Ox. Use it to lure the Xiamorgh from its bleak tower on the Plane of Lourdes.

65. Clothe a bastard in the raiment of a Lord of Hell.

66. Murder a frost giant unaided while a red sun burns and the call of carrion birds echoes across the escarpments and pale plains of the colorless waste.

67. Solve the Five Puzzles of Ethreel En Nazh Nathron and obtain the gems of his ancient gallery.

68. Match wits with an alien philosopher until it shrieks and melts into meat.

69. Note the tritones in the mid-day howl of the Sound Fiend, devise a countersong, perform it.

70. Confuse the Parliament of Gargantua with specious notions and then seize their Marbled Jewel.

71. Be knighted in 3 nations.

72. Rescue 12 innocents from death by hanging.

73. Taste the amber fungi of the Butcher's Forest and set down the visions thus initiated in the Book Of Clathchaurn Chlaad.

74. Spy on the Midmarch Court of the Unseelie and report their doings to the Goblin King.

75. Drain the venom from the heads of 3 medusae into a summer fruit. Eat it.

76. Go to the Mourning Height and meet the Flat Scholar. Elope with at least two of his vampire children.

77.  Steal into the fastness of Archbishop Norngillian and replace five verses in the Codex of Nynglisten with corresponding ones from the The Orvalian Heterodoxies.

78. Collect the tongues of astrologers from every nation in your hemisphere and tie them together in an Oracular Orb measuring 3 feet in diameter.

79. Build a house as tall as a Tarrasque in the deepest jungle.

80. Build a bridge-city for inch-high men from lumber, tin and black lead that crosses the River of Impenetrable Devices.

81. Build a ship from only clocks, sail it to the Isles of Drownesia.

82. Erect public temples to a pair of antithetical gods in the center of a great metropolis. Recruit at least 132 adherent for each.

83. Speak to the Despised Winds at every dusk, and spend an hour in the service of the Despised Winds each night for one month.

84. Patronize each inn and public house along the Mildewed Circuit, writing an honest account of the service and fare of each for posterity and the benefit of travelers.

85. Purge the Forest of Sclerotics of evil influence with the aid of goblin-hunting dogs.

86. Make the acquaintance of allies separated by a continent, serve as their messenger for five exchanges.

87. Duel all comers during the Festival Of Obscurity in the Rigid Disrict.

88. Recover a rusted box from the bottom of Massacre Lake.

89. Eat of the grains and meats of the land until overtaken by fatness and thereafter decry, before at least 10 witnesses and for at least 8 months, all images of women dressed in the garb of harlots.

90. Adopt a child and pledge, on pain of death, to raise it in the service of the Ring Wolf.

91. Bite a hydra's buttock.

92. Construct a house where noble women come to bathe in exotic lathers and cleansing salts. Staff it with trained tamarinds and burn it to the ground on a dismal Thursday.

93. Roll a living beholder like a boulder over the heart of a sleeping titan and onto its shoulder.

94. Scorn all offers of aid for ninety-nine days.

95. Contrive a scheme that successfully bests the Nimbus Minox in a contest of Labyrinths.

96. Contrive a confection of sugar, water, and hog gelatin, whip it to a spongy consistency, cast into a cylindrical shape and coat it in starches. Roast it over the flames of your most fearsome enemy. Consume it.

97. Consult the Groaning Tarot concerning the fortunes of 5 queens, and then ensure these come to pass.

98. Consult the bald and bearded Torchbearer of the Burning Land. Scorn his counsel for the company of women.

99. Find a goat that is a polymorphed architect.

100. Find an architect that is a polymorphed goat. Employ it.
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Tuesday, August 20, 2013

...or you could just roll Gather Information, I guess


They land in the port of Abu Zin Zeer looking for the white elves who were rumored to be transporting the eye of a fallen god.

But first they hid in an alley and tested out this deck of magic cards they found.

The first card is drawn, a sphinx appears from the shadows in the alley and offers to trade secrets.

Sir Ward tells her who is responsible for the fortress that fell out of the sky onto Nizadd and she whispers to Sir Ward "I'm not real".

This is a Deck of Illusions they've found.

"When one is drawn at random and cast out, an illusion with audial and visual components is formed. It lasts until it is dispelled. The illusory creature will not go more than 30 feet away from where the card lands when it is thrown, but will otherwise move and act as if it were real."

So they're not only foreigners who've landed in a foreign port during an eclipse, they're foreigners in a foreign port who've landed in an eclipse and are followed everywhere by a lionwoman.

While the rest of the party goes out to scour the local underworld for clues, Anil, cleric of Manpac takes the deck and false sphinx back to the ship.

He has the goblin henchmen build a makeshift stall on the dock from scrapwood and kludge-nails, hangs it with banners and proclaims that for mere copper pieces any one man woman or child can step forward, See the Enigmatic Sphinx, attempt to answer its Arcane Riddle and Be Given--In Exchange--The Gift of A Secret Revealed.

Naturally all the Sphinx's riddles are like "If you were a white goblin prince being trailed by a retinue hauling a package the size of an elephant, where would you hide?"

So it's all brilliant with one hitch--the sphinx isn't real, so she has no idea if the answers she's getting are true or not, and, likewise, hasn't much genuine information to give in exchange, so she's just lying off her ass and so are her customers.

So the locals are like "Umm, if I was a box as big as an elephant I'd hide...in a...melted...place?" and the sphinx is like "Very well! What is your request?" "What became of my father?" "He...is all...wet because he fell out of...a drain...a stormdrain. Yes. It was messy."

It's rough out there.
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Monday, August 19, 2013

The Danger Room Funnel

Was building my first Wild Talents PC today and...

...just realized I wrote "building". Yeah, I was building it. Then I gave up because the power system was so fiddly it evoked the word "building" and the GM was cool and built it for me and it took him like 15 minutes because he knew the system.

Which got me thinking how even though I like some things about build systems (one thing actually: as your points dwindle, you learn new things about your PC, like...she has Journalism and Engineering but no Library Use...so I guess she's some kind of charming mechanical savant) the main point of allllllll that headache in superhero systems of taking 3 points from here for Limited Range and adding 2 points there for Advanced Loudness is for people to be able to estimate the power level of the campaign.

Which, with stuff like Champions and Mutants and (Would you like Masterful Jump or Jumptastic Finesse?) Masterminds and Wild Talents seems like a tremendous amount of lonely work for a pay-off that's not too terribly grand.

Then I thought why not sum over all that?

So here's the Danger Room Funnel:

1. Everybody make a PC. Just throw together somebody that looks like who you wanna play, don't worry about the points.

2. GM starts the session: the players are performing a training exercise. They're fighting a bunch of clones or robots and each other in a massive battle royale. Anybody who gets knocked out immediatley gets healed up and sent back in.

3. GM and players monitor the results, then tweak their PCs according to their performance.

4. All the changes are explained away by a massive bombardment of cosmic rays or Bendis starting a run on the book or some shit.

5. Players who intentionally play half-assed in order to not have their powers adjusted are declared boring and excommunicated.

Yeah it takes 2 hours but so does deciding whether your guy has Advanced Smell or Smelling Acuity so why not spend those 2 hours playing?
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