Monday, April 22, 2013

Ectoplasmic censer helm

Nut much time time to post today. A "quick" drawing of a mysterious ectoplasmic censer helm guarded by nockers goblins.


Friday, April 19, 2013

Rat-thing chimera or humunculi carrier

A giant rat-human-pigeon chimera that terrorize some small folks like pixies, brownies or mouse people.
Maybe the pigeon head have cockatrice's petrifaction powers, the human head have charm powers to attract victims and the rat head naturally carry diseases.


Or maybe it just a swarm of creepy rat-things with homunculi growing on their back.
Maybe the homunculi heads can cast together a paralysis spell if there is enough of them (each one constantly repeat a single word or syllable of the spell).

Thursday, April 18, 2013

New spell: summon twisted nose imps

Summon twisted nose imps
Magi-user level 1
Duration: see below
Range: 10'
The spell summon 8 incompetent, stupid and malicious imps that will try but totally fail to follow the magic user commands. 1d8 of the imps will have 2 hp, the remaining are half sized and have 1 hp each. All imps have a AC of 13 and a ML of 5. They do 1 point of damage when biting or do weapon -2 damage (-3 for smaller ones). The nose imps have a tremendous sense of smell (they can smell anything: gold, hope, keys, etc...), but they have a hard time communicating information. They have 1 on a d6 chance to understand (and try to follow) any of the mage commands (or to do or communicate anything useful).

The imps remain until killed or when the exasperate mage ask them to leave. But naturally they only have 1 on a d6 chance to understand the mage command when asked to go away.

Monday, April 15, 2013

House rule for fear in Barrowmaze and stress.

There is a optional house rule in Barrowmaze for fear. Each time the player characters have a close encounter with undeads they loose a point of wisdom. At zero wisdom they go crazy and are removed from play.

This made me think about stress rules in some games like InSpectre.

Just brainstorming here, but I could consider those stress rules for a game like LotFP:

  • Each time a character have a close encounter with death and the unnatural they have to mark a point of stress on one stat of their choosing. (players choose how to represent this, too nervous, feel weak, can't concentrate, shaky hands, etc).  
  • Stress points eat stat ratings and reduce stats effectiveness (or not?) 
  • Once stress points reduce a stat to zero the character is shaken and can't fight, use his skills or spells. (But is not removed from play) 
  • When stress points reduce a stat to zero it also permanently reduce it score by 1. 
  • Fear spell and other horrible spells cause 3 stress points (or a random number?). 
  • A companion dead cause 2 stress points (or maybe 3?).
  • When receiving multiple stress points in one instance, you have to apply them all in one stat, you can't split the points to distribute them over multiple stats. 
  • Resting in a camp: remove 1 stress point.
  • Resting in a safe inn or house: remove 2 stress point. 
  • Healing and courage spells remove 1 or a random number of stress points?
  • Carousing remove 1 stress point (or a random number & the use of the carousing event table). 
  • You can soak a number of stress points equal to your level before starting to record them on your stats (?). 

You can simply record stress points beside your stats. But maybe this is simply too complex. But I like that players can choose how stress affect their character. GM don't have to hold back awarding stress points since players can distribute the stress where they want.

That said, right now I don't think I would use those house rules. But I am kind of tempted to try them.



Saturday, April 13, 2013

Friday, April 12, 2013

StoneHell and the power of losing your helm

With my Thursday group I played my first session of Dungeon Crawl Classic with Vincent Quigley as our new dungeon referee.

We rolled up our group of level 0 adventurers and we had a great session venturing into the StoneHell valley.

We had 16 characters, only 5 character died, I was expecting the funnel to be more deadly. But we scouted the valley and we dint really venture into the dungeon itself. Exploring the dungeon would clearly had produced a deadlier and greater funnel. But still, the funnel worked and I already have 3 favorite characters: A clever 1hp merchant, a crafty dwarf mushroom farmer and a clumsy squire.

Vincent house ruled that we could sacrifice our character helm to avoid taking damage from one incoming attack (3 characters started with a helm). This saved the life of two characters. I found the house rule colorful and very interesting, it remembered me of the warrior special ability in Stars Without Number.

I am tempted to also use this house rule in my LotFP campaign. But tweaked a little bit.

Like: once by session you can sacrifice a major piece of equipment to avoid the damage from a killing attack.

You can sacrifice:
  • A piece of armor: Helm, shield or 2AC worth of plate armor.
  • Your main weapon, but it need to be a large weapon.
  • Your holy symbol if you are a cleric.
  • Your spell book if you are a magic user. (you can "re-write" it but you lose d3 random spells!)
  • A medium sized magic item.
But you are also stun for d3 round (maybe a saving throw can let you avoid the stun).

EDIT: well I am still thinking this over.

Saturday, April 6, 2013

Eggshell Immortals

Little bit late for easter, but here are the Eggshell Immortals (clic for larger image).


Thursday, April 4, 2013

My forest is turning into a megadungeon.

I am working on a adventure location: a ancient forest slowly rotting in a perpetual autumn (kind of inspired from my memories of the Forest of Doom). 

I left the project sleeping for a time, but after receiving and reading Barrowmaze, I had a spur of enthusiast and I checked up my old projects. So I started writing new location entries ("rooms" descriptions) for my forest and now I have 90 of them. 

I am trying to apply a lot of stuff that I have learned from reading many OSR blogs, but recently a note from Dreams in the Lich House, "For Where Your Treasure is, There Your Heart Will Be Also", nourished a lot of my thinking and it indirectly made me realize that I can easily find some parts of me in my dungeon entries. I think that I like that, while still keeping in mind to produce a solid dungeon, I will try to dig more into this.

Also one of my main inspiration is the autumn palette of colors. Often I think about a combination of colors before writing my entries. I will also keep this in focus. Oh and naturally, I will also want to illustrate my dungeon myself.  



As for the forest layout, I am still thinking about how I will organize my entries on a map. I know that I want to keep a dungeon map feeling VS a wilderness hex map. If you look at a geomorph caves map it easy to imagine the background rock as a dense forest, corridors become trails and chambers become glades. Naturally it not perfect, but I think that I will experiment with this.