Archive for Other People’s Games

[Doodles and Dragons] Vast and Starlit

Epidiah Ravachol is selling a microgame via self-addressed stamped envelope. To buy it, you mail him a dollar and a picture that you drew. These are the pictures that I drew. Sometime in the next few days I’ll mail them to him.

Picture 007

Picture 008

Picture 009

Picture 010

[Doodles and Dragons] All the Doodles and more

In celebration of finishing my year-long effort to draw a cartoon of every single monster in the 2nd Edition AD&D Monstrous Manual, I made a PDF containing a one page World of Dungeons hack along with every one of my cartoons.

(If you like the game portion, you should check out the actual World of Dungeons or the Adventure Time hack thereof.

[D&D] Tao Zi, Githzerai Avenger

Tao Zi is my current D&D 4e PC, a Githzerai Avenger who has been exiled to the mortal world for mysterious reasons.

Playtest: Ghost Lines Dark

We played Ghost Lines Dark last night. There were, of course, a few kinks to get worked out about how Cthulhu Dark relates to Ghost Lines. But it was a lot of fun and seemed to work over all.

I stole Judd’s idea of having the PCs be a crew of new recruits mentored by Orlence, a legendary master bull who was too drunk to operate. This nicely gave a reason for a bunch of new recruits to all be working a train line without much supervision.

I also used the Ghost Lines map that john posted on his blog. They didn’t get very far, so it didn’t come up much. But I liked having a bunch of places names and an idea how things were arranged. (I think that the “add a fact to the map” mechanics I threw into Ghost Lines Dark would come up more in a multi-session campaign rather than a single session playtest.)

We had three PCs:

Adric Dunvil who acted as their Spider (an Iruvian, he was also skilled as a Rook I think) old friends with Caul, afraid of rats after a terrible experience with a swarm of ghost rats in Bright Harbor.

Caul Hellyers, Iruvian Owl and Rook. He hadn’t actually passed the final exam for the bull training, but a kindly master bull named Pholonia gave him a passing mark anyway. (My GM failure: Pholonia should have been the drunk master bull that they were operating under. Gotta reuse NPCs as much as possible.)

Aran Laudius, their Sevoran Anchor, addicted to fermented beetle wings that the brew out in Cullfield.

I decided that much of the electro-rails industry was located in Southpointe. Near the Imperial City, Southpointe was a crossroads city, so it would be a good place to put all the trainyards and such. The PCs had been through some basic bull training but never fought an actual ghost before setting off west, toward the Imperial City.

As the train pulled out of Southpointe, Orlence pulled Caul aside. “Listen, kid. There are some secrets that you don’t want to know about. You know that refrigerated car at the back of the train? Stay away from it.” Then Orlence stomped off to the bar (and was never seen sober again.)

So naturally, the first thing the PCs did was to go back the the refrigerator car to investigate. It was covered in signs saying “Keep Out – authorized Personnel Only.” The car was locked shut, but a few rolls got the door open. Well, not “open”. They couldn’t undue the lock on the door, but they used their electro-hooks to pry the bottom half of the door apart from the jamb enough that they could fit through with their encounter suits. Two bulls went inside while one stayed out to be lookout and keep the train’s porters from asking too many questions.

Inside were several dozen chest freezers, about the size of a coffin. Knocking the padlock off of the nearest one, the bulls found a human body (male, adult, naked) frozen in ice. The Owl’s spirit goggles didn’t show any soul inside the body, so it was either dead or a Hollow. Checking the corpse over determined that the body was still apparently alive.

Somebody was secretly transporting dozens of Hollow bodies into the Imperial City. (In retrospect: Perhaps I should have made more clear that this was likely illegal, The bulls were curious about this but didn’t worry about how the Hollow got there or where they were going.)

By this time, Caul was on lookout duty and saw an approaching ghost with his spirit goggles. The boys climbed up onto the top of the train and headed up the front of the train to confront it. Aran quickly tried to arrange the body so it looked like the Hollow tried to escape on its own. This was about as convincing as it might be in the ten seconds he took to do so.

Caul’s player asked “So what does this ghost look like?” and I natural responded “That’s a great question. What does this ghost look like?” The ghost, it turned out, looked like an elderly man with a long, animated beard and no long. He was stretched out and twisted in odd ways, so that he was over nine feet tall and had impossibly long arms. Asking a second player for a detail, the spirit inspired pain and nausea in the stomachs of anyone that looked at him. I asked the third player “What is still surprisingly human about this ghost?” The only part of the ghost that wasn’t horribly twisted were his eyes. Old ghost man had kindly old grandfather eyes, that just wanted to be close to the PCs, even as his hideous gnarled claw hands ripped at their encounter suits.

Aran, their anchor, was the last to leave the refrigerator car, but he tried to get the ghost’s attention. A roll (risking mental trauma, naturally) got the ghosts attention. I wasn’t clear from the original game exactly how Anchors gets the ghost to focus on them (just that their job was to withstand the ghost’s attentions). Aran decided to get the ghost’s attention by pretending to recognize it as a long lost relative. “Uncle Bob! I’ve missed you!” (Side note: “Bob” is not on the name list. This was a deliberate decision on Aran’s player’s part. Bulls, you see, never nickname ghosts with names that have been cleared. Sharing a name with a ghost is bad luck; it connects the spirit to you. So if you have to name a ghost, you give it a weird or archaic name that no one uses any more. Like “Bob”.)

Aran’s excellent roll and some trauma taken meant that the ghost was laser focused on him. It flew right through Caul (Harm roll, didn’t result in any Harm though) on the way back down the train to where the Anchor was. Caul slashed it with a lightning hook as it went by, and the ghost’s sad old man eyes turned to look at him in confusion. “Why are you hurting me when I just want to be close to my loving family?” the eyes seemed to ask. “Uncle Bob” hugged onto Aran and caused him some more trouble while Adric stood back. He was playing it safe, letting the other two risk themselves against the ghost (and it showed: in the end, Adric had suffered the least out of the three). Adric threw a spirit bottle underneath, yelled for everyone to get back and launched a lightning-web. An excellent roll caught the ghost perfectly. The clear glass bottle was now full of swirling green-grey fog. As you watched, occasionally those sad, confused eyes would drift past and look at you pleading to be freed.

The bulls were, naturally, jubilant after bagging their first real ghost. They decided to hunt down Orlence and show off their good work. They stormed off through some public bits of the train, showing off their full spirit bottle. (If Ghost Lines is steampunk Ghostbusters, then this would be the “We came! We saw! We kicked its ass!” moment in the hotel lobby. A brief moment of self-congratulation at how destructive and successful their first real job went.) Orlence was getting drunk in the train car with the bar. As the PCs walk in, Orlence is arguing with the bartender, demanding more alcohol. As Orlence slumps onto the table, Adric plops the spirit bottle in his hand. Orlence only realizes that it isn’t alcohol only when those sad, dead eyes stare up at him.

Congratulatory drinks all around, celebrating their first bagged ghost. I realized then that I had no idea what the bulls do with a ghost they caught in the spirit bottle. Taking a ghost into the city wasn’t allowed, obviously, but just throwing it back into the poison fog seemed strange and wasteful. Orlence drunkenly explained that some bulls smuggle ghosts into town and burn them to make electroplasm. Make some money on the side. Totally illegal but it pays better than their real job.

Somewhere in this conversation, we got talking about the ghosts in the wilderness. Someone said that they were glad that they’d never end up like Uncle Bob. Orlence told them about another bull that he saw when he was an apprentice. Guy fell from the train outside Duskwall. Next time Orlence worked the Duskwall line, they had to clear the bull’s own ghost from the line. That, he explained, was the end fate waiting for all of the bulls.

The bulls don’t ask about the Hollow bodies on ice, but Caul gets an idea. He gets wondering what happens when you put a ghost into a Hollow body. He hopes to be able to resurrect Uncle Bob once more. Caul heads back to the refrigerator car. He hasn’t explained his plan, but Adric and Aran are curious about the Hollow, so they follow.

Civilians don’t like to go out into the poison fog, so nobody’s been in the refrigerator car. The Hollow is still where they left it. Without saying a word, Caul upends the bottle into the Hollow’s mouth. Suddenly, the Hollow’s eyes flip open, with the same confused, tragic look as the ghost had. The body starts trying to claw its way out, but it is still stiff from being frozen and can barely move.

Now that they have made a zombie, no one is sure what to make of it. Adric is a bit shocked. Aran is the most horrified. This is when he explains how death is the ultimate trauma you can go through. When your spirit is ripped from your body, it permanently damages your psyche. “Aran, why do you know this?” Adric asks. Aran explains that he was technically dead for five minutes during a training accident and his spirit had separated from his body, making him technically a ghost possessing his own Hollow body. This trauma was why Aran was now an addict and an Anchor: his near death experience gave him a natural affinity for ghosts. And relevant to their current situation, a spirit that was dead for a few minutes is messed up. A ghost that was dead for years or centuries would never be a functioning human being again. Now the bulls have a real problem on their hands. If they take a possessed Hollow into the Imperial City, then they’ll all be in trouble.

Uncle Bob is waking up and trying to claw at Aran’s heavy encounter suit, but the suit is too tough for the still half frozen Hollow body to do anything. Caul runs off to get Orlence for guidance while Aran holds Uncle Bob down.

Orlence is drunker than before. He’s starts cursing Caul out when Caul says they went into the refrigerator car, and is even more shocked when he’s told about the ghost in the body. He drunkenly stumbles up from his stool and eventually manages to get his encounter suit helmet on. Unfortunately, Orlence has no idea what to do with the guy once they get there. From the front of the train, the bulls all hear the whistle that means they’re getting close to Imperial City.

Adric has an idea, though. He’s going to set up a lightning cage inside the car with Uncle bob inside, then drag the hollow body out. This wouldn’t be enough to separate a living person from their body, it could separate a ghost from a Hollow. Uncle Bob’s eyes still plead for help from the bulls as they loop a cable around his feet and plant him in the middle of the electric field generators. Adric risks physical harm and winds up being pulled through the lightning fields when Uncle Bob starts kicking. But Bob is pulled through anyway. The Hollow’s head breaks open and starts bleeding on the floor, while Bob’s ghost was torn t shreds in the electric field.

Orlence is passed out in the corner by now. The bulls decide to leave him there with Uncle Bob. Either he’ll look like he was poking around where he shouldn’t or he’ll look like he singlehandedly saved the train from a ghost-possessed Hollow. Orlence is drunk enough that he won’t recall what happened. The bulls clear out before the train pulls into the station, doing one last very public patrol of the train. (The bulls never found out what happened to Orlence, but he didn’t work the Bayside line again.)

We wrapped up with playing the downtime a bit. I need to adjust the Ghost Lines dark rules a bit, as they earned a lot more money by sidejobs instead of their job as bulls. Everyone worked a side job. Aran, a Sevoran, also went drinking in the pub and bought his Trauma down by taking a mental scar “What about Uncle Bob?” which symbolized his sympathy for the ghosts they were destroying. Aran also worked as a bouncer at the same bar, got some Harm for his trouble but paid off a favor that he owed Ty Cronel the Fixer (a nasty criminal NPC that didn’t figure in very much). Caul chose the most sedate job possible: basketweaving, while Adric went leviathan hunting. The game ended with Adric bursting in on Caul’s gentle basket weaving, excited about leviathan hunting and about the awesome lead that he earned on the side job. (shit, I forget now what the lead was. Something lucrative in northern Akoros.) If this had been the first session of a campaign instead of a one-shot, that lead would have been where we picked up next session.

I liked the game a lot! The setting really worked nicely. The Cthulhu Dark adaptation mostly did its job, with most PCs taking varying amount of Harm and Trauma. Think that two or three ghosts and you’d be close to dead and ready to buy some scars in your downtime. (I think a few of the feedback loops only kick in over a few jobs instead of one single job, though.)

Very cool. Would play again.

Might play again next week, actually. We had too many players show up, so we separated into two groups and the latter played Pandemic and Elder Sign. So now I have to run Ghost Lines for those people at some point.

Ghost Lines Dark

I really like the setting and idea of Ghost Lines, a minigame by john Harper. Except for the fact that it runs on the Apocalypse World engine. I really hate Apocalypse World. So I took .INDD files that Mr. Harper provided and hacked a new system for the game, based off of Cthulhu Dark by Graham Walmsley.

An afternoon of hacking gave me Ghost Lines Dark, largely because Messers Harper and Walmsley had already done all the hard work.

Games on Demand menus

Made for a friend’s Games on Demand selection for a local house con.

Games on Demand menu

Games on Demand version 2

Minimalist RPG covers

Following a discussion on RPG.net, I made some minimalist style rpg covers.


Ocean cheat sheet and cards

Ocean is a roleplaying game by Jake Richmond, about amnesiacs trying to escape monsters in an abandoned underwater research facility.

I made up ocean in a nutshell and some cards to make the game easier to play.

[Fiasco] Solarman

Have you seen the Asshole Project? It a charity effort to raise money for Amnesty International. They’ll do this by writing up a big book of asshole NPCs for use in Fiasco (or other games), dubbed appropriately enough, The Fiasco Big Book of Assholes. Like a monster manual for your standard RPG, but full of assholes instead of monsters. This ebook thing will be offered pay-what-you-like and the proceeds will go off to the aforementioned charity.

Anyway, one way to help is to pick a playset and write up a suitably dickish NPC for that setting. Here’s an asshole that I wrote to match a playset that I wrote, Science Comics.

Devon Fizthugh, AKA “Solarman”

“Yeah, Solarman is a capital-H Hero. He’s fighting supervillains. Monsters. All that shit. Still an asshole, though.

“Look at him on the news. I’d like to punch him in his wideass smile. He’s got too many teeth. No one built like that should wear gold spandex. You ever notice the trademark symbol on his chest next to the sun logo?

“Dude’s not really even solar powered. He’s just Devon Fitzhugh, some billionaire playboy. No powers. Just gadgets that I made for him. Now he sells ‘em – under the table – to African dictators. Not that I ever see any of those profits. Bastard kept all the patents. ‘Work for Hire’ he says. Instead, I get a pink slip and a non-disclosure agreement.

“You remember the original Solarman, from back in the 40s? Fitzhugh bought Solarman’s public persona in an estate auction. Wanted to ‘monetize’ it. Initially, Fitzhugh applied to join the Global League of Villainous Enterprises. But his accountant told him that the merchandising rights would be worth more if he went face instead of heel. That’s why Solarman became a hero. Not for truth or justice or the price of oil. Just for some sweet action-figure money.

“Shit, you know that Captain Victory is the original Solarman’s son? He was gonna call himself “Solarman II” but Fitzhugh sued. Fitzhugh will crush anybody if he thinks he can make a dime doing so. That’s Solarman for you.

“Shit. I’m rambling again. Don’t tell anyone I told you this, okay? I don’t want that asshole’s lawyers all over me.”

(Disclaimer: Solarman is not based on any real person living or dead, or for that matter on any other fictional superheroes of similar name.)

[D&D 4e] Gelatinous Owlbear

Gelatinous Owlbear
Level 8 Elite brute
Large Aberrant beast
XP 700

HP 212 Bloodied 106
AC 20 Fort 23 Reflex 21 Will 18

Speed 5 (cannot shift)
Saving throws +2 Action points: 1

Traits:
Made of Goo

Whenever an adjacent enemy attacks and hits the Gelatinous Owlbear, they take 5 acid damage.

Ooze
While squeezing, the ooze moves at full speed rather than half speed, it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat advantage for squeezing.

Translucent
The gelatinous owlbear is invisible until seen (Perception DC 25) or until it attacks. A creature that fails to notice the cube might walk into it, automatically being grabbed by the gelatinous owlbear.

Standard actions:
Slimy claw (Basic attack, melee 2) +14 vs AC; 2d8+8 acid damage and target is immobilized (save ends).

Double slap: the gelatinous owlbear makes two basic attacks against the same or different target. If both attacks hit the same target, then the target is grabbed (until escape). The gelatinous owlbear can extrude new pseudopods to grab any number of creatures.

Gnawing Beak: All creatures grabbed by the gelatinous owlbear take 2d8+11 acid damage.

Triggered actions:
Vomitous Hoot: (Immediate Interrupt, at-will) Trigger: An enemy makes an opportunity attack against the gelatinous owlbear. Close blast 3 (creatures in blast) +12 vs. Fort; push 3 squares, immobilized and prone (save ends both).

Str 20, Con 16, Dex 14, Int 2, Wis 16, Cha 10
Alignment: Unaligned Languages: -