Miasmagaster
No. Enc.: 1(1d4)
Alignment: Chaotic
Movement: 30'
Armor Class: 7
Hit Dice: 5
Attacks: 3 (Pincers/Bite/Miasma)
Damage: 1d4+1/1d4/Save or contract disease
Save: F5
Morale: 6
These beings are a strange mix of mollusc, crustacean and insect features. They are soft, even flabby invertebrates, cold-blooded, and given to long periods of hibernation. The spongy head-mass is covered with several different types of eyes and other sense organs, allowing a Miasmagaster to see invisible, out of phase things, even ethereal objects. Some are believed to see through walls. In any case they are extremely difficult to surprise.
Miasmagasters cultivate billowing clouds of fetid vapors that cause most living things to sicken and even die after prolonged exposure. The miasmas created and wielded by these beings can inflict nasty infections, horrid diseases, and even various sorts of dungeon funk, depending on the particular miasmagaster.
The Miasmagaster first appeared in Bujilli's Sojourn, Episode 5.
Tuesday, November 29, 2011
Grobbly-Bonk [minor demon]
...
Since the illustration for this particular critter is in Fight On! Issue 12 (page 42), we thought that we'd offer some Labyrinth Lord stats for the thing, just in case anyone was interested...just keep in mind that this is not a terribly pleasant entity to encounter in a dank basement or some musty attic...
Grobbly-Bonk the Gluttonous
No. Enc.: 1 (unique)
Alignment: Chaotic
Movement: 90'
Armor Class: 2
Hit Dice: 8
Attacks: 1 (Bite or Claw or spell-like ability)
Damage: 3d4 (bite), 2d4 (claw)
Save: F8
Morale: 7
A typical Grobbly-Bonk demon can cast the following spells as natural abilities:
Detect Magic, Read Magic, Read Languages, Detect Alignment at will.
Darkness, ESP and Locate Object X3/day
Cause Fear and Putrefy Food and Drink, X1/day.
Curse X1/week.
Unless restricted by a Magic Circle or bound by a spell, the Grobbly-Bonk automatically returns to his home plane within 3d6 hours after being summoned.
The basic outline of how to summon Grobbly-Bonk is fairly common knowledge and is contained in numerous different grimoires in more or less accurate and complete versions. Magic Users and sorcerers are prone to call upon this foul thing primarily because this type of demon works for large quantities of meat, consuming 4d6 x 100 pounds of raw meat on average. Luckily, that meat can be in any condition, and come from nearly any source as the Grobbly-Bonk are not very picky eaters. This makes them ideal first-time conjurings for would-be demonologists and summoners, allowing them to call forth something that probably won't automatically outwit them and demand exorbitant sacrifices, servitude and other such nonsense.
Once well-fed, the demon will attempt to perform whatever task is required of it to the best of its rather limited abilities and notoriously deficient intelligence (roll 3d4 and subtract 2 for both INT and WIS...). Hopefully it will be able to complete the task before being returned to its plane of origin.
No one has successfully identified the specific plane from which the Grobbly-Bonks come. It is suspected by most ranking demonologists that anyone who has managed to locate the plane has summarily been eaten. This has understandably had a chilling effect on further academic inquiries into the matter.
Grobbly-Bonks are particularly well-skilled in locating lost objects and will often scratch a crude version of a treasure map into the floor or wall where they are summoned whether they are requested to do so or not. These maps invariably neglect to show any possible traps and often leave out important details, but they are always 100% accurate in terms of what they do show.
Monday, November 28, 2011
Every Young Space Lord's Guide to Building Solar Systems
Pulp-Style Solar System Generation (Version .05)
Table One:
Star-Type
- O
- B
- A
- F
- G
- K
- M
- N (Neutron)
- E (Exotic)
- Special
Table Two:
Possible Companion Stars
- Solitary Star
- Binary System: Secondary
- Solitary Star
- Binary Star: Primary
- Trinary System: Secondary
- Exotic System
- Binary System: Secondary
- Trinary System: Primary
- Part of Cluster: roll 2d6 for close-stars
- Binary System: Primary
- Special
- Trinary System: Tertiary
Star Size-Category
Once you have determined the Type of Star, roll 1d10 to determine the Size-Category. Each Type will have a size of 0-9 (or 1-10 if you prefer). The number you roll for the Size-Category will be used as a modifer through-out the rest of the process.
- Primaries gain +1d4 to Size Category. (Never go above 10, unless Exotic.)
- Secondaries take -1d2 to Size Category. (Never go below 1, unless Exotic.)
- Tertiaries take -1d4 from Size Category. (Never go below 1 unless Exotic.)
Roll 1d4
- Add 1d6 for Solitary Stars
- Add 2d6 for Binary Stars
- Add 3d6 for Trinary Stars
- Add 4d4 for Clusters
Determine Zone-Type for each Orbit
- One Zone across system: (70%) Debris, (20%) Outer Planets, (5%) Inner Planets, (5%) Exotic.
- Two Zones: (50%) Debris, (20%) Inner Planets, (10%) Outer Planets, (10%) Habitable, (10%) Exotic.
- Two Zones: (70%) Debris, (5%) Inner Planets, (5%) Habitable, (10%) Outer Planets, (10%) Exotic.
- Three Zones: (60%) Debris, (10%) Inner Planets, (10%) Habitable Planets, (10%) Outer Planets, (10%) Exotic.
- Four Zones: (30%) Debris, (10%) Inner Planets, (20%) Habitable Planets, (30%) Outer Planets, (10%) Exotic.
- Five Zones: (70%) Debris, (5%) Inner Planet, (5%) Habitable, (10%) Outer Planet, (10%) Exotic.
- Five Zones: (20%) Debris, (20%) Inner Planets, (30%) Habitable Planets, (20%) Outer Planets, (10%) Exotic.
- Five Zones: (30%) Debris, (5%) Inner Planets, (45%) Habitable Planets, (15%) Outer Planets, (5%) Exotic.
- Special: More than Six Zones.
- Zero Zones: No planets present. (Possibly Artificial Habitats)
Debris
- Dust
- Small rocks, mostly grit
- Ice and dust, nothing very substantial
- Mostly pebbles with the occasional larger chunk
- Boulders mixed with fine particulate dust
- Huge masses like tumbling mountains, lots of impacts, very active
- Planetismals floating in mostly clear channels plowed through ice, dust and smaller bodies
- Remains of one or more former planetary bodies
- Mostly gas and dust, with some helpfully obscured fragments like cloaked icebergs
- Dense rings of dust
- Clumped-up pockets of rubble caught-up in the Trojan Points of nearby planets
- Exotic
Inner Planets
Inner planets have a base (5%) chance to have a moonlet and a (20%) chance of some sort of Outpost or Installation/Ruin.
- Hot, molten slag-world
- Burnt cinder
- Mesoplanet
- Totally unstable body ready to explode
- Oblong captured asteroid
- Rogue moon from outer planet
- Hyper-Hot-House World
- Exotic
Habitable Planets
Habitable planets range from size 0 Mesoplanet-sized asteroids to size 10 Super-Earths. They have a (30%) Chance to have 1d4 moons, per size category. Gravity and other environmental factors are modified on all Habitable Planets by the terraforming technologies of the Lords of Humanspace. There are no Uninhabitable Planets according to the Planetary Engineers of the Autocrator. No world will be allowed to defy the mandate of the Engineers nor the implacable will of the Autocrator.
- Water World
- Ice World
- Verdant World
- Desert World
- Airless Surface, Underground Ecology
- Hollow World
- Mesoplanet
- Overgrown: Jungle/Moldy/Fungal World
- Ruins
- Many islands, no continents
- One mega-continent (Pan-Gaea)
- One Face World
- Paired Contra-Worlds (Orbit exactly opposite one another)
- Wilderness
- Nature Preserve
- Restricted World
- Reservation World
- Enclave World
- Abandoned
- Exotic
Outer Planets
- Cold Gas Giant
- Ice Giant
- Hot Gas Giant
- Super-Massive rocky world
- Planetesimal
- Dwarf Planet
- Kuiper Belt
- Oort Cloud
- 2d4 Mesoplanets
- Exotic
Exotic Planets
- Remnant of Protoplanetary Disk
- Protoplanet (remnant)
- Debris Disk
- Strange Mesoplanet
- Antimatter asteroid
- Rogue Planet
- System is actually still emerging from a Nebula
- Entire system is still a Protoplanetary Disk, all planets indicated are inside the dust/debris of the Accretion Disk
- All planets indicated have been shattered in a cosmic cataclysm. Their orbits are now filled with debris. Have a nice day.
- Mega-Planet. All planets indicated have been compressed into one Mega-Planet...
- Mega-Structure. 1d6 orbits are taken up with a solar-system-scale structure.
- Even more exotic...
So that is a start...
We'll keep adding things to this until it becomes more workable or it collapses under its own weight and becomes a black hole, whichever comes first.
Friday, November 25, 2011
Vilg (Wermspittle)
Vilg
No. Enc.: 1
(1d4)
Alignment:
Chaotic
Movement:
60' (20')
Armor Class:
7
Hit Dice:
1+1
Attacks: 1
Damage:
1d4+poison
Save: 0
level human
Morale: 4
Vile and despicable creatures, the Vilg have appalling appetites and worse table manners, often indulging in the consumption of such offal as would make a ghoul reconsider its own hunger.
Vilg are sometimes
summoned as familiars by ghouls, goblins, or other unsavory humanoids
who are able to stand both the stench of these wretched, warty
things, and their gross appetites as well. These toad-things prefer
to dine upon the most corrupt and decayed formerly-living matter they
can acquire. They are sometimes used by more fastidious ghouls as a
kind of disposal for those unspeakable remnants of charnel repasts
that they wish to eliminate from their dens.
The poison that a
Vilg inflicts upon its victims is a terrible necrotizing corruption
that forces a save or else it will cause the victim's flesh to
literally putrify until it is either healed, cut off or burned--or
the Vilg is killed. Ghouls are immune to this effect, and it only
works while the Vilg is still alive; killing the Vilg will cause the
poison effect to fade over 1d6 turns.
There are dark
rumors of larger, smarter Vilg-breeds out amidst the deeper catacombs
of dead worlds known only to certain ghoul factions.
Tuesday, November 22, 2011
RPG Blogger Alliance
We've just signed-up to join the RPG Blogger Alliance.
There are over 200 RPG-oriented blogs in this group.
You can consider that one of our blog rolls.
Mini-Interview: Matt Finch
I recently had the opportunity to ask a few quick questions of Matt Finch, who wrote the Core Rules for Swords & Wizardry retro-clone RPG.
Jim: What motivated you to develop Swords & Wizardry? Why the three different rules-sets? How did that evolve/happen?
Matt: Most people think of Original D&D in one of two ways: either as the first three books of the original boxed set, or as the full set of books and supplements. In between those two extremes, there's a third significant step which happened with Supplement 1: Greyhawk. The Greyhawk supplement made a fundamental adjustment to the underlying rules of the game, shifting lots of the numbers upward from a d6 into the full range of polyhedral dice. Weapons and monsters did different amounts of damage rather than 1d6, and character classes suddenly got different-sized hit dice. Unlike add-on elements that came in later supplements, such as new character classes, monsters, magic items, etc., this particular change was structural. It created a true second version of OD&D, for all intents and purposes. When I started working on Swords & Wizardry, to create an OD&D clone, one of my primary motivators was the creator of the Knights & Knaves Alehouse, a gentleman named Jerry Mapes. Jerry's health was failing, and one of the things he regretted was that his preferred version of D&D, which was OD&D, hadn't gotten a retro-clone to allow publishers to pick it up and create resources for it. With his help, I started working on Swords & Wizardry. My first effort focused on that middle version of the game, the post-Greyhawk structure in which the numbers have been ramped up (along with various other alterations made in that supplement), but not containing all of the sub-classes that were added in the later supplements. This is how I ran my games, and I've discovered that it's actually a pretty common point where OD&D gamers settle. Tim Kask, for example, also runs his game at the "3 books + GH" spot.
Anyway, that was the first version, the Core Rules. Jerry wasn't very happy with them, though. He was a WhiteBox player, and one of the things he really liked about OD&D was the simplicity of the way it worked BEFORE those structural changes took place with the Greyhawk supplement. So (since Jerry's health by this time effectively prevented him from writing), he suggested that Marv Breig would be a good partner to work with on creating a "WhiteBox" version of the game. Since I prefer the Core/Greyhawk version of the rules, I wasn't confident that I could reproduce the magic-of-simplicity that Jerry was seeing in the WhiteBox rules. Marv did a phenomenal job of creating the WhiteBox rules, working backward from my Core Rules to excise out the Greyhawk influences and then to flesh it back out into a true version of WhiteBox-style OD&D.
That's how the first two versions of the game developed.
The third, "Complete Rulebook" version was driven by the fact that neither the WhiteBox nor the Core Rules of Swords & Wizardry contained "everything." At the point in time just before TSR changed tracks toward the idea of a comprehensive, official set of rules (AD&D), OD&D had developed into a far more fleshed-out game than it was at the time of the Greyhawk supplement. Rangers and illusionists had appeared in the Strategic Review, monks and druids had appeared in later supplements, and the overall set of options was relatively close to what would become AD&D. Many S&W players wanted to try out the OD&D rules at full throttle, with all the whistles and bells that came in right up until the change-over to AD&D. When Bill Webb and I made contact about working together with Frog God Games, the opportunity to produce a "Complete" version became possible. It's very popular, especially with players who began with AD&D rather than OD&D, because it has most of what they consider to be core elements of the game without the layer of additional complexity that was added in the OD&D to AD&D shift.
Jim: Your 'Quick Primer for Old School Play' remains an excellent introduction for potential new players, or for DMs/referees looking to try-out an old school rules-set like OD&D. What was the hardest part of writing the Primer?
Matt: I took my best shot at that with the Old School Primer. It's very hard to put DM advice into words, because it intellectualizes something that doesn't actually happen at a theoretical level.
Jim: How is an old school 'referee' different from what is currently expected of a 'DM'?
Matt: The task is the same; the musical instrument is what's different. A technique that works best with one musical instrument may be a "bad habit" when playing a different instrument. There is a generally different approach used when playing a game that has very abstract and open-ended rules from the approach taken when playing a game with a more comprehensive set of rules. In both cases, the task is to bring life to the imaginary situations that arise in the game, but the tools are different.
Jim: There seems to be a lot of emphasis on the Pulps (Conan, Elak, Thongor, Bran Mak Morn, etc.) and the Weird (HPL, Clark Ashton Smith, etc.) in many old school games/rules-sets, why do you think that is?
Matt: I'm not sure it's true, at least not if the point of comparison is Tolkien. I think old-schoolers are focusing on those elements because they offer a lot of ground that hasn't been covered, as opposed to the Tolkienesque elements which were so comprehensively adopted into "official" D&D that they have become "standard."
In terms of my preferences for the literary inspirations for D&D, I tend to be a stick-in-the-mud. :) I like what's already there without really feeling the need to seek out new approaches to it. I think that my own campaigns tend to be more along the lines of Vance and Leiber, but that's because they tend to focus on lots of unique and strange things, both individuals and places. They are strange without really crossing all the way into a different genre.
Thanks again to the Matt Finch for taking time out from his very busy schedule to do this mini-interview. Good luck with the marathons!
Matt's Blog: http://swordsandwizardry.blogspot.com/
Swords & Wizardry WhiteBox rules: http://www.swordsandwizardry.com/?page_id=6
Swords & Wizardry Core rules: http://www.swordsandwizardry.com/?page_id=4
Quick Primer for Old School Play: http://www.lulu.com/product/file-download/quick-primer-for-old-school-gaming/3159558?productTrackingContext=author_spotlight_912860_
Monday, November 21, 2011
Two Free PDFs from Rended Press
Matthew Schmeer of Rended Press has made both Grogonmilk's Community Project 'The Goblin Market,' and our own Motivational Dysfunctions Table from Old School Heretic available as free PDFs.
Goblin Market: https://www.dropbox.com/s/ldn1fbzizdmau40/TheGoblinMarket.pdf
Motivational Dysfunctions: https://www.dropbox.com/s/n001b4rgv2bfmbp/OSHMD.pdf
Thank you Mr. Schmeer. Both of these PDFs look very nice and should come in handy down the road.
Goblin Market: https://www.dropbox.com/s/ldn1fbzizdmau40/TheGoblinMarket.pdf
Motivational Dysfunctions: https://www.dropbox.com/s/n001b4rgv2bfmbp/OSHMD.pdf
Thank you Mr. Schmeer. Both of these PDFs look very nice and should come in handy down the road.
Scenario Seeds: On Thin Ice
The Current Situation
The way ahead is covered in ice. It looks like the path has been flooded or perhaps it crosses a small frozen canal or drainage ditch. A light covering of snow has drifted across the surface, making it a bit slippery, but otherwise it looks passable.
Initial Impressions (Just in case anyone asks...)
- The ice is dark, full of murkiness, but it is fresh water and (if melted) drinkable.
- The ice will creak and groan as it shifts under the weight of anyone attempting to walk across it no matter how much they weigh. This appears normal and is not worrisome to those familiar to such environments.
- The water below the ice seems to be fairly shallow, not more than ten feet deep at best.
- All other conditions are TBD; adapt things as you see fit. (Random Weather Tables...)
And Then...
Once half the party crosses a given point, the ice will give-way with a loud snap that echoes like a gun-shot in the cold, still air. The ice within a ten to twenty footradius will split asunder, dropping those unfortunates caught outupon it directly into the frigid waters below.
The water is very cold, a bit muddy,but only really as deep as the shoulders of the tallest member of theparty. There is no current, so struggling to reach the edge of the still unbroken ice is mostly just a matter of swimming/wading/lunging and then either grabbing hold of some rough patch or getting assistance from others such as a handy rope, ten foot pole, etc.
The loud crack of the breaking ice, followed by the noise of people shouting and thrashing about in the water might be enough to attract the attention of some prowling hunter or other wandering monster or random encounter.
But Wait There's More...
Of course exposing the group to hypothermia and possibly some sort of infection isn't enough. Not by half.
- Below the thin section of ice that collapsed is a jumbled mess twisted, torn and jagged metal that will pierce, slash, and lacerate those who fall upon it, flail up against it or come into contact with it in the course of falling through the ice or struggling to get out of the water.
- Blood in the water will have a good chance to attract aquatic predators.
- Anyone injured by the jagged metalunder the water will be even more susceptible to hypothermia and infection.
Further Complications and Options (D12)
What is down there? Obviously there issomething down there, but what might it actually be? Could all of this wicked-sharp metal bethe wreckage of something interesting, useful or dangerous?
- The metal wreckage is from a Crash-site.
- Beneath the fractured ice is an ancient tomb, now mostly flooded – what the group initially took for being some sort of canal or ditch is in fact a collapsed section of this cold, wet crypt.
- Strewn all through the mud below the ice are the corroded and broken armor and weapons of an entire army that was wiped-out at this very spot in a long forgotten battle with some now extinct tribe or other.
- The spikes and blades were set in this place as a deliberate trap. Those who set this trap are now alerted and on their way...
- This is a caltrop-lined ditch, intended to serve as a defensive field fortification for either an army that has long passed or might still be in the area.
- It is a moat, but the keep, castle or manor it once surrounded seems to be absent, or perhaps misplaced?
- The metal fragments are the remains of a gargantuan golem or colossus that once terrorized these lands long, long ago, before being destroyed by some legendary hero or demi-god.
- The metal is just the tip of a massive deposit of some fabulous ore or possibly a meteorite that might attract the notice of smiths or others with the knowledge and skill to make use of this stuff.
- The sharp blade-like bits of metal are actually the protruding fronds of metallic plants extending into this area from an entirely other plane/dimension/world due to some lingering magical/technological effect.
- This is the subtly hidden and trapped secret entrance to some villain's lair. (High chance it is inactive, abandoned or mostly destroyed). Or it might only lead into a series of only partly flooded caves...
- This area contains the shallowly-buried ruins of what was once a great and thriving city.
- Mucking about with the metal-bits will have a good chance to dislodge something, either giving the group a chance to haul-up some fragment of weird metal that could potentially be useful in making weapons or armor, if they don't find it easier (and potentially healthier) to trade it away instead.
Crash-Site (Random Table/Any System)
Crash-Site: Table 1 (D20)
- Armored war-zeppelin
- Zinguthian aerial barge
- Time-displaced jet airliner from 1974...
- Martian Cylinder (see War of the Worlds for more details)
- Radium-fueled flier from Barsoom
- Montgolfier-style hot-air conveyance
- Just a weather balloon
- Wrecked Soyuz capsule (good chance of survivor cosmonaut...)
- Hindenburg-style dirigible disaster
- Several dozen sets of once-wondrous pitted and corroded bronze wings, their harnesses rotted away,and all enchantment long since diminished to less than an echoing glimmer.
- Shards of what were once part of a hyper-sentient crystalline gestalt entity from some far off world.
- Delta-winged metal conveyance that once might have had a flexible tentacle or something similar projecting from the front.
- A peculiar triangular wedge-shaped object inscribed with odd 'runes.'
- Broken remains of a golem constructed in the shape of an air-vessel.
- Roc-shaped airship with what were once functionally articulated wings.
- Saucer buried deep within a thick patch of ice, even if found in midst of a sweltering jungle.
- Orb covered in hexagonal pattern, there can be no doubt but that it came from outerspace. Of course, after anyone notices it, the ship's crew causes it to be buried under a landslide...
- Remains of a once gaudy hot air balloon. Beneath the remains of the rotting basket is a single skeleton clutching a fake emerald.
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