Archive for September, 2013

Sequeko’s Coextensive Neck

Sequeko was a powerful magic-user from the ancient land of Kush. Famous for her beauty and wisdom, Sequeko ruled Kush for two centuries, sustaining her youth and vitality by means of annual exposure to a strange fire that erupted from a crater in a cavern deep beneath the royal palace. While skilled in all arcane arts, Sequeko’s greatest power resided in her mastery of interdimensionalism. She could open portals to other planes of existence, and she forged alliances with several extradimensional powers. Sequeko crafted several unique magic items, both for her personal use and as gifts and rewards for those who with whom she was well-pleased. Many of these magic items made use of Sequeko’s interdimensionalism.

Sequeko’s Coextensive Neck: This rare and unusual magic item appears to be a series of gold rings that fit snugly around the neck. When worn, they create a protective aura around the wearer’s neck. Hazards related to swallowing dangerous substances, invasive parasites, et cetera, do not affect the wearer, for the source of the harm is shunted into another dimension. Attacks that affect the neck are likewise ineffective.

September 30th, 2013  in RPG No Comments »

The Fichae

Herbivorous fichae (singular ficha) travel the vast verdant prairies of Lygia in small, competitive herds, usually comprised of an adult male, an adult female, and their offspring of various ages. Adult fichae are ponderous land animals. A full-grown bull stands 12 feet at the shoulder on average, and weighs around three tons. Full-grown cows are slightly smaller and lighter. These xenobeasts resemble ancient Terran ceratopsid dinosaurs, such as the triceratops or centrosaurus, but with rose and light purple scales.

Ficha cows go into heat about every seven Terran months, gestate for fourteen terran months on average, and typically deliver one or two young, which reach sexual maturity after about 16 Terran years. Mature bulls leave the herd in order to find a mate from another herd. This is a dangerous time the male’s life, for rival herds view unrelated males as threats. Violence against a rogue male by the herd’s alpha male is common.

Speaking of violence, fichae may be herbivores, but they are also aggressive, more likely to run at than away from a perceived threat. Against larger creatures, a ficha attacks with its powerful gore attack. Smaller creatures simply get trampled. When faced with a charging ficha, a smaller creature has a choice: either stand their ground and try to attack the ficha, or else to jump out of the way. In the former case, the smaller creature can attack with a -2 penalty before getting trampled for 4d6 points of damage. Otherwise, the smaller creature can attempt an Evasion save to leap out of the path of the ficha’s charge and avoid damage.

Stars Without Number

Armor Class: 3
Hit Dice: 12+12
Attack Bonus: +10
Damage: 2d6 gore, or 4d6 trample
No. Appearing: 3-9
Saving Throw:
Movement: 45 ft.
Morale: 8

September 29th, 2013  in RPG No Comments »

Epiloguing

Last OwlCon, I played in an Arabian Nights-inspired adventure that used Barbarians of Lemuria for the rule system. It was quite a hoot. Our characters explored a lost jungle island, fell victim to the machinations of the serpent people, and alternately engaged in fleeing in terror and fighting for their lives. As the session came to an end, we got to “epilogue” about what happened to our characters after the adventure.

I narrated briefly about how my character, who had killed the ship’s captain during the adventure, managed to set himself up as the new ship’s captain, much to the delight of the crew and the gaggle of wenches being entertained by my character’s tale of adventure. Every other players did the same for their characters, and then the GM added his own epilogue, revealing an unexpected twist. In each case, the epilogues could serve as plot hooks. So, if that session were not a convention game but part of an ongoing campaign, the GM could use my epilogue to explore another sea adventure with my character as ship’s captain.

I liked epiloguing so much that I added it to both sessions of Stars Without Number I ran at OwlCon. It seemed to be a big hit with the players. Best of all, at the end of the session, I had one potential plot hook per player, plus the epilogue that I added as the GM. (I remember one of my two GM epilogues describing the lost space yacht shifting out of warp near inhabited space while on board the Cthulhoid horror in the form of a long dead mother comforted her long dead son.)

I remain intrigued by epiloguing.

The basic idea is simple. After an adventure is over, each player gets about two minutes to describe some of that adventure’s consequences as they relate specifically to that player’s character. Each player does this, taking turns in whatever manner seems appropriate. Then, after all the players have epilogued, the GM gets to add his two cents worth. The events of the epilogue are assumed to happen during the downtime between adventures.

Unless things go horribly awry, Man Day Adventures meets again this Saturday. I don’t know if we’ll get an entire adventure done that day. I’m thinking not, but, regardless, I think I’m going to introduce epiloguing to the group and see what happens.

Might be fun.

September 17th, 2013  in Man-Day Adventures No Comments »

Baridipopo

During the last winter of King Geirthjof’s reign, the jǫtnar raged down from their mountain lairs, ravaging Geirthjof’s frontier lands. Forts burned, and hundreds of people fled the advancing jǫtunn horde. When news of the incursion reached Geirthjof, the aged king donned his armor, took up his lance, and mounted his griffon to lead his armies into battle one last time.

At Forni Pass, Geirthjof met the advancing jǫtnar, knowing he had to stop them in the chokepoint leading out of Baridipopo Valley. Otherwise, the jǫtnar could spread out through the more loosely defended lands closer to the capital. The battle lasted throughout the day and into the early hours of the evening. Thousands died, and Geirthjof himself fell under the axe of the jǫtunn jarl Thrúdgelmir, but not before the king struck the jarl a mortal blow.

The strange mingling of human and jǫtnar gore, of noble sacrifice and bestial rapaciousness, cursed the land. As winter months turned to spring, Baridipopo Valley failed to thaw. Indeed, cold and ice tightened their grip even more over the region. Today, no matter what, Baridipopo Valley remains locked in deepest winter. The arctic conditions fade as one moves away from the valley, but the valley itself is always frozen. Heavy snow and ice, sudden windstorms and blizzards, and air so cold that it burns the lungs combine to make life within Baridipopo Valley almost impossible. Even animals native to the arctic lands around the valley do not venture far into this eternal winter.

King Geirthjof’s frontier on the other side of Baridipopo Valley has yet to reclaimed. The pass through the valley cannot be used for trade and travel. The frontier’s burned-out forts and destroyed villages remain as grim monuments to jǫtunn savagery. Bands of jǫtnar prowl the frontier, but even they seldom venture into the valley.

“Why?” you ask.

It’s not because jǫtnar cannot survive the frigid conditions of Baridipopo Valley, but because of the other dangers resulting from the strange curse that seized the land after Geirthjof’s death and victory. More than winter’s hazards await any who would trespass on the valley’s unhallowed land. Undead monsters made from corpses, ice, and terror stalk the valley. Colonies of deadly ice bats swarm through the dead, frozen forest.

Still, the brave or the foolish risk Baridipopo Valley’s dangers. The jǫtnar were known to have looted and pillaged the frontier, but the spoils of the victories were never recovered. Is their lost treasure locked in ice somewhere in Baridipopo Valley? So far, few adventurers have entered the valley and emerged with more than tales of terror and body parts lost to frostbite, but the successes are tantalizing: weapons with remarkable qualities, coffers full of gems and gold coins, et cetera.

What greater treasures may yet be discovered?

September 14th, 2013  in RPG No Comments »

The Alar Mantid

Alar mantids are a race of winged insectoids who dedicate themselves to meditative martial arts and aesthetic discipline. They typically live in remote monastic communities hidden in forest or mountain locations. Alar mantids resemble praying mantises nearly the height of a man. They have two sets of wings: two larger feathered wings and smaller set of moth-like wings. While they loathe violence, alar mantids are not pacifists, and they are formidable opponents when forced to fight.

If an alar mantid’s claw attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the alar mantid’s. All alar mantids can speak with animals at will (as the spell). Also, all alar mantids have the following thieving skills: Climb Walls 88%, Delicate Tasks 30%, Hear Sounds 4 in 6, Hide in Shadows 25%, Move Silently 35%, and Open Locks 25%.

Swords & Wizardry

Hit Dice: 4
Armor Class: 6 [13]
Attacks: 2 claws (1d6+2)
Saving Throw: 13
Special: Speak with animals, thieving skills
Move: 15 (Fly 18)
Alignment: Lawful
Challenge Level/XP: 6/400

September 4th, 2013  in RPG No Comments »