Showing posts with label Porky. Show all posts
Showing posts with label Porky. Show all posts

Saturday, November 16, 2013

RPG Toolset: The Manse, from Polycosm Publishing

The Manse is a very compact tool for developing a wide variety of mansions, villas and related structures, for use in writing fiction or as part of the ongoing adventures table-top RPG group. It is simply incredible how much good stuff is packed onto just one of the two pages. In addition to the 36 map elements, there are five suggested connecting elements; four tables for determining orientation, doors, landscapes beyond, and stairs; more than a dozen proposals to help you sort out what the overall purpose or use of the structure is/was; and a host of suggestions to help flesh out the various elements and features of the location(s) being developed. There is also a dice-less random number generating system included, so you don't even need your dice to use this tool-set. And you get all this for under a buck.

Whether you prefer the Vornheim approach or the Judges' Guild/City-State method for mapping/developing cities and the locations to be found within them, this tool will come in handy for fleshing out abandoned mansions, old halls, ancestral estates and all sorts of huge ruined piles. We're using it to help flesh out some of the Abandoned Properties within the Burned Over Districts of Wermspittle.

All in all, this is a wonderful tool and a great addition to any DM's arsenal of tricks. Highly recommended!

Polycosm Publishing's The Manse is available for the low price of just 79 cents at RPGnow: http://www.rpgnow.com/product/113444/Landscape-The-Manse

Monday, March 25, 2013

Space-Age Sorcery Now Available For Download

Space-Age Sorcery is ready for download via our Free Stuff Folder at BOX.
The FREE pdf contains:
  • More than 100 strange new spells suitable for use with most Old School RPGs
  • Magic User & Cleric Spell Lists
  • A table for Optional Dire Consequences
  • 1d6 Spell-Based Scenario Seeds
  • 1d6 Magic Items
  • 1d6 Encounters
We're working on an Expanded Edition of Space-Age Sorcery which we hope to make available in softcover format. We'll keep you updated as things develop. In the meantime, We hope you enjoy Space-Age Sorcery! More fun stuff is on the way...

Wednesday, February 8, 2012

Lens Flayer (Labyrinth Lord)

To quote from the Porkotic Manuscripts:

"Lens flayers burst into reality on streams of photons running between light source and observer, and hang in the air, perhaps in numbers, latching onto a lens and bleeding contrast. They are believed to be vassals only, used to add a sense of truth to creation, and are captured by arcane means by certain artists for the same, perhaps as devotion."

So spaketh the Expansive Porcine Prophet in regards to his recent discovery of a number of Unique Spectral Entities on the eve of the Optician's Conventicle. This of course was only moments before the place was ransacked by the unwashed hordes of Kaligannu who mistakenly raided the sacred precincts of the sponsoring shrines in the hopes of gaining corrective eye surgery for the cataract-plague that was then affecting most of their adults. Cyclopes are very sensitive about such things...



Lens Flayer
No. Enc.: 3d4 (6d4)
Alignment: Chaotic
Movement: 120'
Armor Class: 10/0*
Hit Dice: 2+1
Attacks: 1
Damage: 1d4 +drain contrast
Save: MU3
Morale: 11

Stange little transplanar flamelets, the Lens Flayers are vaguely sentient entities who rely upon the perception and observation of others in order to be able to cross-over into the more material realms. They consist mostly of stray photons and a hazy, heat-shimmer effect that is mostly a trick of the light, a conspicuous conscious illusion that requires an outside participant to function, let alone exist.

Lens Flayers drain away all visual contrast from whatever they latch onto. It appears that they somehow consume contrast in some bizarre, abstract almost metaphorical metabolic manner. Those objects or victims who survive an assault by these things are left drained of contrast in the areas affected, and tend to take on a faded, muddy sort of appearance.

When a Lens Flayer latches onto a lens, piece of polished glass, mirror, or some similar surface, they prefer to remain attached and are exceptionally easy to strike or to damage with spells. It is recommended that one apply some form of magical Darkness to any weapon intended to be used against these creatures as that will allow the en-spelled weapon to do double damage against these things and gain a Save so as not to lose its contrast.

Darkness spells inflict 1d6 damage/per level of the caster to these creatures.

Artistic Interpretations
Sorcerers and other artists do indeed capture and  bind Lens Flayers into specially prepared lenses, crystals, and optical arrays. This has allowed some industrious innovators to develop means of deliberately fading materials into eye-fooling camouflage, to create intriguing lighting effects within otherwise static paintings, to revise the appearance of sculptures, and to work a wide range of experimental effects that are constantly expanding as new things are attempted every day. There are also rumors of work being done to harness the Lens Flayers for strange new sorts of Light/Contrast/Darkness-based weapons...but much of that work is being conducted in secret...

Source: Lens Flayers were originally created by Porky from The Expanse, we just converted them over to Labyrinth Lord as a creative collaboration. The original post is available HERE.

Thursday, December 15, 2011

Guest Blogger -- Porky's New Monster: The Manitrude [Labyrinth Lord]


Manitrude
No. Enc.: 1
Alignment: Neutral
Movement: 90' (30') + 30' (10') per initial Hit Dice
Armour Class: 4 (jacket) / 8 (tubers)
Hit Dice: 1d6
Attacks: 1-6 (1 per initial Hit Dice)
Damage: 1
Save: C4 (Improves with additional  Hit Dice)
Morale: 7
Hoard Class: None
XP: 300 per initial Hit Dice

Manitrudes are sentient molluscotuberoids, tough chitinous jackets each carried aloft a mass of dexterous tubers. In immature Manitrudes these tubers are used to draw nutrients from the environment, whether soils, mould colonies or humid atmospheres.

As the creatures develop, however, they become increasingly coordinated and agile and take to hunting ever larger prey, pinning their victims and feeding on their vital fluids by a powerful osmotic mechanism. A mature Manitrude is able to strike swiftly by propelling itself from surfaces, and even distract and mesmerise its victims, reputedly in some cases setting intricate traps; it is suggested by the enlightened that an ancient and adept Manitrude may even be capable of a form of flight in fluids as thin as air, and a rudimentary speech by means of vibration.

The tubers themselves are often damaged in the course of exploration, excavation and pursuit, but rapidly regrown down from the jacket, which itself also grows additional folds as the central nervous system evolves. These lost tubers quickly sprout young Manitrudes into the surrounding space, while the growth of the jacket has led to speculation that Manitrudes are able to learn from their consumption of other creatures, and are perhaps capable of developing immense intelligence over time; scholars hungry for the knowledge they may possess are known to have commissioned collecting expeditions. Manitrudes are long-lived, and may be effectively immortal while possessed of sufficient developed tubers to at least subsist.

In combat a Manitrude will select a single victim and strike rapidly, attempting to enwrap the individual while shielding tubers and victim alike with its jacket. To this end it may leap double its maximum Movement in the first round. For each successful attack by a Manitrude against any target, the hit point lost is transferred to the Manitrude and the target is enwrapped, with the following effects: a) the target suffers a cumulative attack penalty of -1, b) the Manitrude has the number of Attacks available to it reduced by 1, and c) the Manitrude continues to attack this target once per round regardless of its number of Attacks, transferring the hit point each time. Effects a)-c) last until the Manitrude is next successfully attacked by any individual; hit points lost to a Manitrude by a target may be recovered as normal, while the Manitrude adds those gained to its running total, increasing the initial level permanently if it is exceeded. The lower of the Manitrude's two AC values is used when the jacket is placed between attacker and tubers, the higher otherwise and at range.

If a Manitrude is dealt a total of 6 or more hit points of damage with any single blow, its maximum Movement is reduced by 30' (10') and number of Attacks by 1; the Manitrude will then attempt to flee. If the maximum 6 Hit Dice are rolled, the Manitrude may fly for one quarter of its total available Movement when uninjured, and may also attempt communication.

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The Manitrude is the brain-child and creation of Porky from Porky's Expanse blog, working from an illustration by Hereticwerks/Garrisonjames.