Archive for January 19th, 2013

The Mountain Fastness of the Vermillion Coenobites

Over at Tenkar’s Tavern, some excellent people, including map guru Dyson Logos, are running a too-cool contest. Check out the details here. Of course, I have to throw my hat into the ring, so here’s my entry for the Best Creature. This entry uses Small Map C – Troll Chasm.

The Mountain Fastness of the Vermillion Coenobites

Last century, the Vermillion Coenobites labored to create a mountain retreat where they could sing their escatic psalms to bring about the end of one age and birth of the next. For a time, the community thrived, but eventually it collapsed from within, torn apart by internal jealousies and conflicts over obscure doctrinal points. Shortly after the last abbot died, poisoned by the hands of a rival monk according to persistent rumor, the order disintegrated. Many questions about the last days of the Vermillion Coenobites remain unanswered. Chief among these questions is this one: What happened to the order’s wealth? During the cult’s heyday, several wealthy donors gave generously to the monks to secure positions of importance in the next age that the order would supposedly bring about.

Unfortunately for treasure seekers, the order’s crumbling mountain fastness is abandoned no more. A band of earthwrights now live in the ancient monastery, and these creatures do not tolerate trespassers. To warn and frighten away the curious, the earthwrights have left would-be interlopers trapped in tombs of twisted stone in which the imprisoned have starved to death.

Earthwright (for Swords & Wizardry)

Hit Dice: 3+3
Armor Class: 2 [18]
Attacks: By weapon (1d8)
Saving Throw: 14
Special: rock jump, shape earth and stone
Move: 6
Alignment: Chaos (sometimes Neutrality)
Challenge Level/XP: 5/240

Earthwrights appear much like dwarves, but stand noticeably taller and wider. They shun armor, relying on their stony flesh for protection. If forced into melee, earthwrights fight with weapons, preferring cold steel that can hack muscle and bone. More formidable than axes and broad swords, however, is these creatures’ power over earth and stone. Once per day each, an earthwright can “cast” animate object (stone objects only), passwall, and transmute rock to mud. Earthwrights move slowly, but they can rock jump once per round. This ability enables an earthwright to teleport between any two points touching earth or rock that are within 60 feet. The destination must be within the earthwright’s line of sight. Once per round instead of making a normal attack or “casting” one of its spells, an earthwright can shape earth and stone out to a range of 60 feet. The target must make a saving throw to avoid being partially entombed as the earth and stone beneath him snake upward to grab and hold. A trapped target cannot move or attack unless he first succeeds on an open doors check. Earthwrights often layer earth and stone on a victim. Each successive saving throw an already trapped creature fails imposes a cumulative -1 penalty to his open doors checks to break free.

January 19th, 2013  in RPG 1 Comment »

Rory’s Story Cubes

I seldom need much encouragement to do two things: spend money on myself and be geeky. This explains how I ended up with a set each of Rory’s Story Cubes and Rory’s Story Cubes Actions.

It happened like this:

Christmas vacation had arrived. I had two weeks off, and I’d deliberately decided to not do any of my teacher work during the holiday. Instead, I would eat, drink, and be merry. Being merry involved living vicariously through people I follow on Google+, including Matt Jackson of Chubby Monster Games. Matt Google-plussed about using Story Cubes to flesh out an NPC for a game he was going to run.

I’d never heard of Story Cubes, so I surfed the Interwaves, and ended up watching several reviews and demos on YouTube. After this, I found myself one-click shopping at Amazon dot com. A few days later, the boxes of Story Cubes arrived, and they were mine. All mine!

Since then, I’ve played with them a bit. I demonstrated them to my family. I demonstrated them to my 5th graders. The demos weren’t hard. You (1) roll all nine dice, (2) look at the pictures, and then (3) make up a story that starts “Once upon a time…” using the pictures. That’s it. There aren’t any wrong answers. For added complexity and/or more options, toss the action dice as well. These have pictures of stick figures engaged in various activities. When you’re done making up your story, pass the dice to another player and enjoy them getting to be spontaneously creative.

The game components per set consist of nine sturdy six-sided dice with rounded corners. Each face of each die has a different picture for a total of 54 different pics per set. The dice come in a sturdy box a bit larger than a pack of playing cards. The box holds itself shut via a magnet. Both sets fit easily in the outer pocket of my laptop’s carrying case. I could fit either one in the front pocket of my jeans.

This game is a great idea for some silliness with your kids, as a teaching tool for students, as an ice-breaker at a party or meeting, or as inspiration for your own writing/gaming. In the latter mode, taking my cue from Matt Jackson, here’s a quick NPC to go along the dice results shown in the picture above and to the right:

NPC’s Name: Marlena

Occupation: Marlena is a dealer for high-stakes card games (hand) held in the private residences of the wealthy (building). She’s not above skewing the odds in favor of the house (scales).

Details: Marlena questions the morality of her occupation (question mark) and fears she’s living on borrowed time (clock). She is an avid reader (book).

Personality: Marlena hates to lose (the L). She loves fine and beautiful things, especially those that are fleeting (flower). Marlena has trouble managing her personal finances (credit card).

January 19th, 2013  in RPG 2 Comments »

The Mngurumo

One of the advantages of being a one-man show of a game company is that I get to set all of my deadlines without having to worry about committees or what not. When I started writing Tiamat’s Throne, I had set a deadline of the end of February 2013 to have the playtest documents ready. I’m not too sure that’s going to happen, but I’m plodding along regardless. While the possibility of missing my deadline is a bit annoying, at least I haven’t taken anyone’s money in exchange for nothing. I guess that’s something.

Regarding Tiamat’s Throne, I’m most behind on my planet write-ups (see an example of a rough-drafted planet here). I’m trying to have a variety of planets to make it easier for GMs to mix and match various science fiction and fantasy tropes. So, for example, Castor is a undead apocalypse planet. Deneb is an arctic world. I know I want to have a dinosaur planet because dinosaurs are cool. This also means I get to make up new dinosaurs, such as:

Mngurumo

Stars Without Number Stats

Armor Class: 4
Hit Dice: 8
Attack Bonus: +6
Damage: 3d4 tail
No. Appearing: 4-16
Saving Throw: 11+
Movement: 20 ft.
Morale: 7

Swords & Wizardry Stats

Hit Dice: 8
Armor Class: 4 [15]
Attacks: Tail (3d4)
Saving Throw: 8
Special: Blind, breath weapon, immune to sonic effects, sonar
Move: 9
Alignment: Neutrality
Challenge Level/XP: 10/1,400

The mngurumo (ming-uru-mo) is a sauropod that travels savannahs in family herds. Adult bulls average 10 feet in length, excluding the tail, which adds about another 10 feet, and weigh around one ton. Cows are somewhat smaller. Mngurumos possess some unusual abilities. They are sightless, completely lacking any visual organs. What appear to be ocular cavities in the creature’s skull contain highly sensitive sonar organs. As a result, mngurumos function nearly as well as sighted creatures in most respects. When threatened, mngurumos prefer to flee, but if hard-pressed, they will fight. A mngurumo’s tail lash strikes with devastating force. Adult mngurumos also possesses a powerful breath weapon that inflicts 8d4 points of sonic damage in a cone with a length of 70 feet and a base of 30 feet. A mngurumo can use its breath weapon once per hour.

January 19th, 2013  in Product Development, RPG No Comments »