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13 Jul 07:30

Magnitude, Admiral Ackbar Mini Bust Based on Artwork by Steven Daily

by Justin Page

Magnitude Mini Bust

Magnitude” is a mini bust of Star Wars’ Admiral Ackbar from Gentle Giant Ltd., LucasFilm and artist Steven Daily, which is based on an original painting by Steven. The mini bust is currently available to pre-order online from Gentle Giant Ltd. It is expected to ship after July 21, 2013.

This mini bust stands at 8” tall and comes in a screen printed wooden box with a 4 x 6 limited edition lithograph print by Acme Archives. Limited edition of 500 pieces. Each comes with a hand-numbered certificate of authenticity and bottom stamp.

Magnitude Mini Bust

Magnitude Mini Bust

Here is the original “Magnitude” painting by Steven Daily:

Magnitude

images via Gentle Giant Ltd., Ltd. Art Gallery

via Figures.com, Topless Robot, Technabob, Neatorama

13 Jul 07:29

The Coffinmaker, Short Film About a Carpenter Who Handcrafts Earth Friendly Wooden Caskets

by EDW Lynch

“The Coffinmaker” by Dan McComb is a thought-provoking short film about Marcus Daly, a Vashon Island, Washington-based carpenter who handcrafts environmentally friendly wooden caskets. According to the Green Burial Council nearly 1 million tons of steel in the form of caskets are buried each year in America—that’s enough steel to build the Golden Gate Bridge.

via Vimeo Staff Picks

13 Jul 06:31

Hartford Betamax Black Book Edition Stars Without Number Campaign- Battle Star Galactica Telemovie 'Lost Planet of Gods' The Mega Dungeons of Kobol

by Needles
Introduction 
Today I got the chance to go to a friends house as part of the VHS club I belong to and get glimpse at an ancient treasure beyond compare. The movie version of the original Battle Star Galactica episode 'Lost Planet of The Gods'. This episode is considered by many to be one of the very best of the original Battle Star Galactica run. 
You can find an overview of the episode right over HERE
What really struck me was Kobol! According to Wiki :
'Within the context of both Battlestar Galactica stories, Kobol is the birthplace and original home of humanity, from which the civilization departed and formed the Twelve Colonies on other worlds.[1] According to legend, there was also a thirteenth tribe who settled on a "lost" colony, a planet called Earth, whose location remained a mystery to the populations of the other twelve.'
Why watch a VHS copy of this episode? Well because it contains a very important set of scenes that never were aired! They have quite a bit to do with the mega dungeons of Kobol. According to Wiki:
'In scenes that were filmed, but deleted from the final broadcast of the episodes, Captain Apollo explains that in its final days, Kobol was stricken with terrible overpopulation and waste. The surface and atmosphere of the planet were in fact so polluted that only the absolute strongest of creatures could still survive. After the human inhabitants of Kobol fled the planet and founded the colonies, they deliberately destroyed all of their technology and spacecraft; it took several centuries to rebuild even the most primitive ships for exploring the stars. The scene where this dialogue takes place was filmed for the episode "Lost Planet of the Gods", but only appears onscreen in the expanded telemovie version (it was edited out of the original airing)'
So they destroyed their technology and space craft hmm? Could some of it survived? And are there other secrets on Kobol? 

Into The Void - The Secrets of Kobol 
Commander Adama: The Book of the Word tells us that a great star guided the Lords of Kobol away from the dying planet, across an endless black sea.
Col. Tigh: The void? Adama, there are probably as many voids in the universe as there are ideas.
I posted the other day about possibly using Battle Star as a basis for a game but there are other possibilities! 
According to wiki : 
'Kobol orbits an irregular variable star, and its encompassing system of planets lies immediately adjacent to a "magnetic void". The people of Kobol developed space-faring technology, and within the story it is suggested that their population likely reached the limits inherent in occupying a single planet, and, coupled with other disasters or factors (such as the star around which Kobol revolves), motivated humans to leave the planet.
Eden was the name of a city on the planet, and, according to Commander Adama (Lorne Greene), was "the first to fall" to some unknown cataclysm'
Who knows what other secrets Kobol may hold. The planet is still within the magnetic void. There are possibly some Cylon warriors left behind to stand watch should any others find this world. Then there are thousands and thousands of miles of ruins, pyramids, dungeons, and the Lords know what else waiting for others to find it. 
I was struck by several things watching this telemovie. One there are miles and miles of  ruins. The whole planet seems very Earth like and why the Biblical themed destroying of all technology? There might still be some of this technology left in the ruins of museums, schools, and certain houses of worship as well as the old seats of governmental power.
Major Spoilers Ahead : 
According to wiki,
'Adama performs the ceremony, Boxey as the protector gives Serina away. During the ceremony a bright star appears and Adama orders Tigh to scan for a planet in orbit. Apollo asks Adama what it could be and Adama says it could be the planet Kobol.

The Colonials land on the surface of the planet, where there are pyramids and ruins. Adama chooses a site for a camp, and posts a guard even though the planet is supposed to be dead.
Lucifer reports to Baltar that a star has appeared and guided Galactica to a dead planet. Baltar recognizes a chance to spring a trap, and orders Lucifer to prepare his craft. He will go alone, for only he can bring Galactica back to the Imperious Leader.
Adama, Serina, and Apollo explore the ruins. Adama suspects that it might be Eden, the largest city and the first to fall. Adama recognizes the seal of the Ninth Lord of Kobol. He was the last leader of Kobol before the thirteen tribes went to the stars. Apollo realizes that Adama is hoping to find the location of the thirteenth tribe (and Earth) by looking here.
The three find the entrance to the Tomb of the Ninth Lord of Kobol, which bears a warning of death for those that enter. Serina recognizes that Adama's medallion is the same as the seal on the tomb, and it acts as a key to open it.
They find the bodies of tomb robbers, and then are trapped by bars that descend, but lift when Adama uses his medallion again. They enter a room that appears to contain a sarcophagus.
Baltar enters through a different door, greeting Adama. Adama lunges at him, trying to strangle the traitor. Apollo pulls him off of Baltar, saying that he should be left to the council.
'

Quick Note about the Seal of the Twelve
According to the Battle Star Wiki : 
The Seal of the Lords is a medallion that is the symbol of the Lords of Kobol. CommanderAdama normally wears this peculiar medallion with his commander's robes when in full dress.
He explains to Colonel Tigh that the medallion is a symbol of the Colonial faith as well as a symbol of power. The medallions are passed to members of the Quorum of Twelve; both he and the treasonous Lord Baltar have the last known surviving Seals.
The medallion is also used in the sealing ceremony, where the master of ceremonies wraps the medallion's chains around the bride and groom's hands as each holds the other's hands, with the medallion itself on top.
On Kobol, in search of answers to the whereabouts of Earth, Commander Adama uses the medallion as a key that opens the tomb of the Ninth Lord of Kobol, as well as to circumvent the cage-trap in the corridor leading to the tomb. The diamond-shape of the medallion also served as a mirror to reflect light to photo-sensitive eyes of the animal-figures within the tomb, thus opening the actual resting place beneath the faux sarcophagus (Lost Planet of the Gods, Part II).
You can find out more on the wiki right over HERE

This is the important bit, 
Adama suspects that it might be Eden, the largest city and the first to fall. Adama recognizes the seal of the Ninth Lord of Kobol. He was the last leader of Kobol before the thirteen tribes went to the stars. Apollo realizes that Adama is hoping to find the location of the thirteenth tribe (and Earth) by looking here.
The three find the entrance to the Tomb of the Ninth Lord of Kobol, which bears a warning of death for those that enter. Serina recognizes that Adama's medallion is the same as the seal on the tomb, and it acts as a key to open it.'I believe that the Lords of Kobol might have had some dealings with things best left undisturbed and they paid for it dearly
.


The Tomb world of Kobol 
Kobol is a very interesting little world. Entirely desert and filled with ruins that look as if they stepped right out of the pages of a Egyptian tour book. The Lords of Kobol had ruled this world for generations with a super science without compare. Then one by one the worlds of the empire fell. This sounds suspiciously like another science fiction classic HERE
There are dark and some what ominous hints throughout the Battle Star Galactica series that mankind were pawns in greater moves by powers far beyond his ken. 
File:Frazetta - In Pharaos Tomb.jpg

The military and the religious seat of government on the world of Kobol were very closely tied together. There were sacred knowledge and secrets  passed down from generation to generation. The fall of man from Kobol is hinted at and teased about in the 'Book of The Word'. But only the mega-dungeons of Kobol hold the answer.  

1d10 Random Fall of Mankind on Kobol Table 

  1. Mankind glazed into the realm of time travel and saw things at the beginning of time that drove them to the brink. The secrets of that forbidden science must never be revealed. 
  2. Mankind unlocked the gifts of the Outer God and the secrets of antimatter. They thought themselves the equal of the gods and were taught the errors of their ways. 
  3. The gifts of forbidden knowledge polluted the scientists and scholars. Only the military and priest hood were able to preserve most of society that brought itself to the brink of extinction. 
  4. The Cylons were right and mankind is actually a plague upon the universe and is destine to end all of existence should the forbidden secrets of the city of Eden be revealed! 
  5. There are no secrets. Mankind degenerated from the cradle of his high technology and the priests were actually the cause. The true rulers are now so much dust and man shall never truly achieve those heights again. 
  6. The secret of the Outer God who is locked within Kobol must never be let loose. Mankind looked into the face of the devil god and found himself staring back. He fled into the darkness rather then acknowledge such horrors. 
  7. The truth must never be revealed. There are horrors that the Cylons will not go near and the children of mankind await the time when they shall kill their fathers and mothers among the stars. 
  8. The world is not dead but sleeping. There are millions of human warriors awaiting their time when they can awaken and seek out Earth to battle the Cylons! 
  9. The undead lich kings of Kobol are still stirring beneath the sands and awaiting their time again when the stars are right and they can once again claim their descendant slaves once again. 
  10. Adama was a fool. The power of the Lords of Kobol echoes among the stars. Should the legacy of mankind be awakened. 'The Angel of Death' shall descend from the stars and obliterate man from the face of the universe. 

12 Jul 05:55

The Effects

by Patrick Stuart

Ryan Silva asked for “long term and short term effects of subterranean adventuring if you would.” I would and could and can and did.

Short Term

Fatigue and vitamin deficiency. 

Disturbing and colourful hallucinations become common whenever the lights are out. They are clearly not real though they do prevent you from sleeping.

You begin to know where you are in the cave when you wake up. You have recall of nearby formations without turning on the light.

In the first weeks, paranoia and rages are common.

During the first six months the rapture stalks you, after this, if it fails to take you, it disappears and comes only occasionally.

You slowly abandon useless items, ruthlessly purging your belongings for weight. You shave your blades to razors and slice from the soles of your shoes.

Long Term

As the memory of the sun decays your claustrophobia lessens. The day sunlight disappears from your dreams, you no longer fear small spaces, even the narrowest squeeze can be pushed through without a test.

You recognise worked passages from the tool-scars left. Later, you can tell the size and natre, and mood, of the worker by the trace of their swing.

You come to recognise the identity of spilt blood by its smell and taste, if the person is known to you.

Maximum pupil dilation at all times.

Gradual, then total, pigment loss from skin.

In the first week, a total collapse of your immune system. Immunity reaches zero. Then invisibly replaced with a (relatively) harmless semi-intelligent fungal symbiote.

Hair Loss.

Skin becomes extra-sensitive, clothes uncomfortable. After weeks you can learn to use your skin to sense the air flow in the surrounding area, giving you a good idea of cavern size and possible exits. As well as general size of linking passages.

Hearing becomes extra-sensitive. You subconsciously begin making tongue clicks to judge distance in the dark. Though unaware of this.

The rhythm of your conversations slows imperceptibly. You breathe out single words. Shouting becomes intolerable, even in times of danger. Battles pass in silence on both sides.

Osteocytes begin to form upon you scalp and joints. Harmless, painless frills and horns of bone.
Your finger bones lengthen and crook permanently. This provides a tireless hold while climbing and increases your ascent speed.

Your time sense erodes without any realisation, your wake-sleep cycle extends from 24 hours to 48 then to 72. You do not notice this

Respiration and digestion slow. In silent moments or when still you sometimes go 30 seconds between breaths.

Your breathing becomes non-audible when you are sleeping or waiting.

You no-longer trust paper as it decays too fast. You start to tattoo your knowledge and maps onto your skin. Your self-developed code is shorter than writing and means your flayed skin would be useless as a map for others. A clever trick, you think. You start with your forearms and thighs then spiral out.

Effects on Magic Users

Casting of Light spell changes gradually, darkens to infra-red, then becomes nearly invisible as memory of sunlight decays.

Surface creatures gradually disappear from the results of summoning spells.

Any fire generated stats to burn deep-blue.

ESP no longer brings you visions of others mental states. Only flows on smell or movement, taste and sound, you do not notice this.

Spells used to trace and spy on others likewise lose their visual component, you know where someone is, you smell, taste and hear them. You feel them in the air. You do not see them. This is not disabling in any way.

Spider Climb lasts longer. It begins to eat up spell slots without you realising. When all 1stlevel spell slots have been consumed, Spider Climb becomes semi-permanent, subconsciously and cyclically cast and re cast whenever you are awake. Following this, the concepts of ‘up’ and ‘down’ will begin to lose all meaning. You may not understand the words.

The Imprison spell begins to feel shaky and unreliable. You begin to think you hear the voices of people you had previously imprisoned as you near their location. 

The spell Flight begins to decay. It lessens, disappears, then returns as ‘Dive’. This lets you dive and walk through rock as if it were water or gas.

Effects on Clerics

As you approach Hell, the reach of heavean comes less frequently, silently but with invisible force. You can burn spell slots for one of a kind high level miracles.

Gods voice intensifies as you reach the Core.

God speaks continually now. But unaware of you. As if addressing a crowd in the next room.

You can no longer create food or drink. Yet the same spell allows you to fast for days without any effect.

The earth regards you. The stone is aware. You know that if you addressed it, it would hear. Yet this is wrong and forbidden.

The stone is one with the stars. You can read the curls of sediment and speleothem as if they were hidden constellations.

For a long time lightning does not heed your call, then, as you grow deeper, suddenly it does. This time coming from below.

(A few of these are inspired by Jeff Longs book The Descent. If you gave that book an index and some sub-par illustrations it would be half way to being a module on its own.)
12 Jul 04:49

The BBC's Doctor Who docudrama gets the first Doctor exactly right

by Rob Bricken

The BBC's Doctor Who docudrama gets the first Doctor exactly right

Shockingly, that's not an old picture of William Hartnell as the first Doctor. That's actor David Bradley as Hartnell, in the first promo picture for Mark Gatiss' An Adventure in Time and Space, the docudrama retelling the creation of Doctor Who.

Read more...

    


09 Jul 21:35

"Banned Satanic D&D Commercial" by Megasteakman, an...



"Banned Satanic D&D Commercial" by Megasteakman, an excellent parody of the Satanic Panic view of gaming, found via The Escapist blog.

09 Jul 05:09

These are Dragons (Dragons for S&W Whitebox)

by Pearce Shea





Talk of how to create a dragon in Swords & Wizardry inspired me to put this together.

First, Dragons are ridiculously dangerous opponents. They're intelligent, shaped for mayhem and murder, long-lived, possessed of enormous amounts of resources which they'll happily use to hire someone to kill you. 

So, things like HD, attacks, breath damage, etc. aren't super instructive when differentiating between Dragon ages (for me). They're also kind of boring; the granularity is interesting, but much less so if we're just talking about a change in a few mechanics. None of the below has to be true at all, it's just an ecology of Dragons based pretty much solely on the Dragon section in S&W Whitebox (free download of the whole thing here).

HOW BIG ARE THEY? HOW OLD?

Standard S&W rules apply for HD and damage, so roll a d8 for age:

1. Very Young Dragons (years 0-3 or so)

          "Hatchlings," about 5 feet long from end to end, lives in a brood of 3-18, flies at half speed and is ungainly in the air. Highly intelligent hunters, will likely lure prey into a trap,  when solitary, will fight only when cornered, otherwise, will prefer to nip/breathe/claw and run until its full numbers are available at which time all will pounce on the weakest looking target. Highly incautious and may not necessarily view adventurers as threats, more as playthings (they still kill their playthings). Most will hunt nearby wildlife or small humanoids. A forest devoid of game is often an early sign of a nearby brood. Most will nest near where they were born as they tend to be born in locations well-hidden.

2. Young (years 4-5 or so)

           "Whelps," about ten feet long from end to end, lives in a brood of 3-12. Will fight as hatchlings, will also have hunting patterns more established, will be highly aware of the terrain and may have more elaborate traps established. By this point some of its brood have likely died to illness, predation, roughhousing or adventurers and the Dragon will be much less eager to engage in melee if numbers aren't on its side, prefer to flee and fight another day (or more likely, return with the rest of its brood and stalk its former attacker).  Will begin to hunt and stalk larger, more intelligent creatures, especially orc and other humanoids living along the fringes of civilization. Eat less frequently than younger Dragon but tend to glut themselves when they do, mimicking the feasting/hibernation pattern of older Dragon.

3. Immature (years 6-10 or so)

            "Hunters," about fifteen feet from end to end, live in groups of 3-9. Dragons of this age will still often hunt and live in a group, but as they age, they begin to feel a certain distrust of others of their kin and the first roots of their greed and covetousness take hold. They will develop a craving for privacy and independence from the brood, but still prepare these lairs with the help of the brood, carving out a network of caves, mazes and traps replete with murderholes and the like which take maximum advantage of their breath weapon and other natural abilities. The obsession with preparing the most defensible lair is highly ingrained, part nesting behavior, part a coping strategy for leaving the safety of the brood's numbers.

Most will lair where their nature inclines or where they are best adapted (white dragons in areas with lots of snow, black dragons in swamps, blue dragons in abandoned, lightning-blasted wizard's towers), but this is far from a necessity. Immature Dragons are highly proud of their lairs and the various traps therein and the brood will compete and obsess over these lairs and increasingly elaborate tricks and traps.

Immature Dragons intentionally hunt and bait intelligent humanoids and pride themselves on their ability to take down increasingly dangerous prey. Most will intentionally hunt away from their lair and will bring food home for later. Some may even store food away from the brood, to prevent discovery of their siblings.

4. Adult (years 11-60 or so)

          "Lairing," about 20 feet from end to end. May live with one other of its kind, if only to have someone around to defend the lair while you're out foraging through towns and villages for food. Dragons of this age are frequent and wide-ranging hunters. As they begin to acquire more material goods, whether from conquests or as the result of defending its lair from looters, a Lairing Dragon will become slowly covetous and jealous, increasingly solitary and acquisitive. It's rare that any Dragon of this age that his laired with another will make it to old age without killing its partner in a fit of jealous, mistrust or abject fury.

5. Old (years 61-99 or so)

           "Solitary," about 20 feet from end to end. At this point, the Dragon is truly greed and solitary. If any of its brood or a Lairing partner have thus far survived, the Solitary Dragon is obsessed with finding them and silencing them and accordingly, Dragons this old are likely to die by the hand of one another than looters. Dragons of this age rarely hunt or even leave their lair but when they do, the result is often catastrophic for the surrounding area. After a good meal, the Dragon will sleep for days.

6. Very Old (years 100-200 or so)

            "Hibernating," about 20-40 feet from end to end, depending on precise age. Hibernating Dragons are rarely awake, but will decimate a series of towns or even an ill-prepared city when hungry. Most sleep for years and spend their little waking time not dedicated to eating to shoring up their traps and burying their hoard ever deeper. As they age, their waking/sleeping cycle is increasingly associated less with hunger and more with nearby cataclysmic events, making their awakening fortuitous (waking the day of an enormous battle, the winning side easy pickings, waking on the day of a high holiday in a nearby city, when the revelers are least cautious). The Dragons hoard likely contains at least one truly unique magical item, likely something from another age, perhaps an intelligent item. This will undoubtedly be the Dragon's prized possession and it may risk all to get it back.

During hibernation, particularly the last, long sleep it undergoes at around age 195 or so, the Dragon will begin to change, grow larger, grow more horns, eyes, wings, may take the ability to shapechange, may be able to cast magic as a Magic-User of its HD. It's scales become thicker, hollow.

7. Aged (years 201-399 or so)

             "Chiming," about 60 feet from end to end. The scales of Chiming Dragons are hollow and they produce alien tones when they move. These tones can be addictive, hearing them can be similar to taking psychoactive drugs (save v paralysis or you're tripping) but will grant visions of strange cosmological significance. Dragon addicts/cultists will likely attend/worship the Dragon. Dragons no longer sleep and rarely eat. When they do eat, they eat any and everything: rocks, sound, trees, the living, the dead, shadows, thoughts. Chiming Dragons begin to care less for their material hoard and more for lost knowledge, secrets. They may well kidnap religious leaders, powerful wizards in hopes of teasing out secrets from them (or attracting the attention of those even more powerful). May trade quite a lot of gold for a good secret (but then may try to kill you as they prefer their secrets...secret).

                 Near the end of this period, the Dragon will begin to build hundreds of cocoons thickly walled by its dropped, chiming scales.

8. Ancient (400+ years old)

             "True," about 80 feet from end to end (or much, much larger). Most True Dragons take on a different shape as their original is often painfully arthritic. True Dragons likely grant cleric spells as any other divine being. They now eat only strange, intangible things and they burn for the secrets of the universe. True Dragons may live for thousands of years before their memory begins to fail. This is the Dragon's greatest fear and many will do whatever they can, including inciting their worshipers into single-minded pursuit of a means of halting the progress of dementia and memory loss. Those Dragons that fail (it's believed that all have) commit ritual suicide, vomiting all of their secrets into the cocoon left in their lair. The cocoons will hatch into other Dragons or perhaps things stranger still, depending on the secret.

HOW DO THEY FIGHT?

Dragons are highly intelligent and clever but they fight like animals. They will try to bullrush, headbutt, use their tail and the length of their body to knock down and crush before bringing tooth and claw to bear. Larger Dragons will likely just try and step on you.

THINGS THE DRAGONS KNOW

Dragons are pathologically acquisitive and this behavior extends to less material goods as well. They collect and covet information (especially secrets), spellbooks and other sorts of less immediately tangible power. Accordingly, a Dragon always knows secrets about the area surrounding its lair. If the elf fortress has a secret backdoor, the Dragon knows it. If there is a cure for the plague ravaging the nearby towns, the Dragon knows it. How you get that information out of the Dragon is another matter.

Adult and Old Dragons know one of the things below. Very Old know two things, Aged know three and Ancient know three plus something apocalyptic.


the secret of a star
the recipes necessary to cook star flesh
the weakness of a god
why the elves do not die
what dwarves fear most
the language of an old, lost race
the location of something a character most wants/needs
the location and key to the treasure vault of another Dragon (or God)
the true name of another Dragon
a book containing the most powerful spell (ritual) the Dragon knows
what is buried beneath the city of the overlord
the magical sentence that will cause the giants to curl up like dead spiders
how to learn the secrets of trees or stones or the wind or rain
the secret of crow boy
what happened to the leader of your religion
where they've stashed their hoard
how to eat time
how to swallow sound

WHAT AN ANCIENT DRAGON KNOWS (APOCALYPTIC STUFF)

this should include stuff that makes sense in the context of your setting, like:

the location of one of the pillars that holds up the world
the true name of the worm that encircles the universe and is slowly devouring itself. When sated, it will crush the world between two hoary talons
a ritual that remakes reality
the location of the forge in which the world was fashioned

pictures: Albín Brunovský, Brian Froud
08 Jul 00:39

The Planes of Hubris- Weird Dice Generator for the Planes

by wrathofzombie

Vortex

 

Planes are cool and I enjoy putting extra-dimensional encounters/travel into my games.  I wanted to create a quick die generator for Dungeon Crawl Classics that will be used in my Hubris game.

 

This gives me a few interesting tidbits that I can flush out myself, rather than having to read a bunch of stuff that my players may or may not interact with/give a shit about.

 

All you do is drop the following dice: d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30.

Then consult the table below.  Once you’ve generated a plane scratch them off and write new stuff in its stead.

 

d3- You Emerge From the Portal

  1. Sopping wet, covered in ectoplasm
  2. Completely normal, but all your clothes and possessions are at your feet.
  3. Dry, sunburned, dehydrated, and exhausted.

 

d4- Seasons (or equivalent)

  1. Summer
  2. Winter
  3. Fall
  4. Spring

 

d5- The Local Denizens are… 

  1. Giant humanoids
  2. Sentient oozes
  3. Reptilian in nature
  4. Have demonic heritage
  5. Creepy living dolls

 

d6- Time Functions

  1. Slower- one minute there is an hour on home plane
  2. Faster- one hour there is one minute on home plane
  3. Normal as on home plane
  4. Does not function in a perceivable manner to outsiders
  5. Slower- one hour there is one year on the home plane
  6. Faster- one year there is one hour on the home plane

 

d7- Interesting Thing

  1. People use conch shells filled with blood to talk across great distances
  2. Sentient airships are used for travel
  3. Anthropomorphic cat-people are used as slaves
  4. Food never rots
  5. Certain people are able to utilize strange powers with their mind
  6. Creatures tan in the moon, not the sun
  7. The younger are revered and the elders become servants and slaves

 

d8- Problems…

  1. A cylindrical planetoid is being drawn nearer and nearer
  2. The sun and moon collide.  The entire plane is now in a permanent solar eclipse like state
  3. Insects have become infused with magic and have become super intelligent and are ravenously hungry
  4. Sky pirates have begun laying siege to important ports of the realm
  5. Extreme cold is causing whole areas/villages to freeze
  6. Vengeful spirits of a long forgotten battle have risen and believe that the war still continues
  7. Enraged living spell stalks easy targets
  8. Two opposing factions are on the brink of full war

 

d10- Religion is…

  1. A thing of the past…
  2. Rigidly controlled and monitored
  3. Free thinking, openly discussed and welcomed
  4. Does not exist (clerics cannot cast spells while here)
  5. Not tolerated.  Those that practice are jailed or executed
  6. The cause of current open civil war between three prominent religions
  7. Practiced privately in own home, not something to share
  8. The theocratic god-king allows worship in himself only
  9. A twisted mirrored image of the home plane
  10. What saved the plane from the last cataclysm

 

d12- More Problems…

  1. Violent storms rage across the landscape
  2. The memories of the people are being consumed by a dark phantasm.
  3. The enemy of the current leader of the Plane (roll d14 again) is declaring war
  4. Magic is not function as should, causing chaos
  5. Strange cult is vying for power against established religion(s)
  6. All the elementals of the plane have turned to stone
  7. A giant vortex is gobbling up everything in its path and slowly expanding
  8. All humanoid children in the world suddenly grow old and die
  9. Ancient evil awakens
  10. Two planes collide and merge
  11. Strange and horrible creatures invade from another plane
  12. Drought, famine, plague, chaos, death, riots, you name it…

 

d14- Leader of the Plane (or just local area)

  1. An old war hero
  2. A prophet that heralds a grim future
  3. A boy-king attempting to live up to parents legacy
  4. An outsider to the realm that conquered
  5. The ghost of a murdered demi-god
  6. An extremely intelligent talking idol
  7. Religious leader of prominent religion
  8. The Council of Six Nightmares
  9. Conglomerate of prominent/powerful citizens
  10. Reanimated corpse of a hardened criminal
  11. A sorcerer claiming to be from another world
  12. A gigantic dragon
  13. A glowing 20ft orb
  14. An old man with too many stories

 

d16- You Appear in the Plane Here…

  1. Cramped in a broom closet
  2. In a placid lake full of carnivorous fish
  3. Burst up from a grave
  4. Crawl out under the bed of a child
  5. In the cage of a hungry humanoid
  6. In the hut of a witch
  7. Explode out of the back of a giant
  8. In the depths of an outhouse
  9. In a locked room in a dungeon
  10. In a violent whirlwind
  11. Spit out of a whirlpool spinning counterclockwise
  12. Dribble out the nose of a creature with a cold, then reform as solid
  13. As a faded memory of someone then made real
  14. On the back of a giant flying bird
  15. On the edge of a volcano
  16. An electrical storm that ravages a small town

 

d20- How to Travel to Plane

  1. Through the mouth of a gigantic fish
  2. On the breath of a dying man
  3. Drinking the tears of a weeping heartbroken princess
  4. Through the closet in a child’s bedroom
  5. Walking backwards through a maze
  6. Having sex in a cemetery
  7. Dancing too fast to a slow song
  8. Climbing to the peak of a frost-capped mountain
  9. Singing a song long forgotten to man
  10. In a locked room in a dungeon
  11. By seeking forgiveness from someone you’ve wronged
  12. By breathing in the first laugh of a newborn baby
  13. By potting a plant in the desert
  14. Sailing on a still sea with no wind
  15. Swimming in a pool filled with alchemical substances
  16. Staring into the sun for 1d3 days straight
  17. Taking a door of hinges and rotating it to open the other way
  18. Being shrunk and going into a teapot
  19. By striking a deal with an extra-dimensional being
  20. By breaking a promise to a king

 

d24- Random Strange Effect on You When Entering the Plane

  1. All copper is turned to gold
  2. All glassware and vials are turned to sand
  3. Sex is changed (will return to normal upon leaving realm)
  4. Become spirit (will return to normal upon leaving realm)
  5. Gravity lighter (jump higher)
  6. Gravity heavier (no jumping, move slower)
  7. Magic is amplified (+5 to rolls for 2d4 days)
  8. Magic is muted (-5 to rolls for 2d4 days)
  9. Magic ceases to work (for 2d4 days)
  10. Make Fort save (DC 12) or gain 1 minor corruption or mutation
  11. Your foreign body collides with an object of realm that causes explosion (2d6 damage 15ft radius)
  12. All liquids are turned to ice (potions receive a save)
  13. Any animal companion transforms into anthropomorphic version
  14. Age 2d6 years
  15. Reverse age 2d6 years
  16. All wounds are healed.
  17. All corruptions, mutations, injuries, diseases, curses gained AFTER character creation are healed and removed (whether beneficial or detrimental)
  18. Gain ability to speak random language
  19. Gain glimpse into future (allowed to reroll one failed check while in the plane)
  20. Become ravenously hungry as though haven’t eaten in 2d10 days
  21. Body becomes luminescent
  22. Skin changes color (choose one from rainbow)
  23. All hair falls out for 1d3 years
  24. Roll twice

 

d30- Type of Plane

  1. Chaos
  2. Law
  3. Light
  4. Darkness
  5. Lies
  6. Fire
  7. Water
  8. Life
  9. Death
  10. Alternate reality
  11. Pleasure
  12. Torture
  13. Water
  14. Dreams and Nightmares
  15. Earth
  16. Nature spirits
  17. Astral
  18. Ethereal
  19. Sorrow
  20. Outer Realm
  21. Prismatic Saturation
  22. Insanity and Madness
  23. Temptation
  24. Knowledge
  25. Realm of the Gods
  26. Time
  27. The Imprisoned
  28. Beastmen
  29. Failure
  30. The Dragons

 


06 Jul 20:58

Nostalgia Overload

by noreply@blogger.com (Al)
Check out the blog 2 Warps to Neptune for some classic pics of young folks in the 70-80's playing D&D. Its great stuff, and there's some good info on the infamous Summer Adventure Camp from days of yore.

These pics are fun to blow up and look at closely for all the little details - snacks, books, clothes, etc, you probably haven't seen much of since the early 80's.






See lots more at the blog here!

The whole blog in general is pretty cool, actually.
06 Jul 16:52

MEanwhile surrounded by half formed things stillborn yet mewling

by scrap princess






Things hatching from the earth

1. A new sun. It will attempt to consume the old sun. If it succeeds everything will be different now.
2. The inverse of your form in discarded skin. It has been lonely for a very long time time
3.Luminous bug eating children
4. Bottled men
5. Shadows from the previous sun
6.Drill bombs from the other side of the world
7.Fruiting bodies of the vast mycelium web that is the actual form and purpose of every tunnel and every burrow
8. Everything that flies
9.Soldiers of Glass
10.Breath stealing cats
11. Nightgaunt Whispersmiths
12.Wise Vermin
13. Spider Keys
14. Traitors tongues
15.Crawling Spears
16. Everyone buried under the wrong name
17.Whistling
18.Vast Plumes of Mold
19.Air Drinking Roots
20.Very Stubborn Fish

Things Sewn Into the Air

1. Old Spider Troubling Hobbits
2.Virulent Misinformation
3.Door/Sinkhole
4. Mirror/Window.
5.Hungry mouths
6.Scabrous citadels
7.Cages/refugees
8.Words/parasites
9.Snakes/organs
10.Bard Flesh
11.Wicked/unlucky Children
12 Cloaker Priests

Subtle or Unlikely Weapons

1.Mistrust
2. Caged song birds
3. Human Hair
4.Tattoos
5.Feathers
6.Leaves
7.Mutes
8.Avalanches
9.Sweat
10.Drumming

Things Buried Long Ago in Snow

1.Things somewhat like pets and somewhat like weapons
2.Things somewhat like armour and somewhat like furniture
3.Castles of Hair
4.Flea Kings
5.Shoutings
6.Tarry Brides
7. Contracts with the tides
8. Thief Eggs


Things falling slowly from the sky

1. dead ghosts
2.Invisible jellyfish
3.one winged angels
4.Obsidian knives
5.Mummy infested islands
6.Giants Hearts

Rogue Elements

1.Spite
2.Absence
3.Fat
4.Noise

?
1.Faster
2.Further

Where do we put all the ruins?
1.Duh everything is ruins
01 Jul 04:32

Splatter Punk 70's & 80's Post Apocalyptic Horror Campaign Sundown Edition - Cemeteries of The Dead Part Two Daylight

by noreply@blogger.com (Needles)
 Please Press Play To Begin! 
Daylight does not leave on safe from encounters with the weird of the 'Supernaturalpyse' Below are some of the daylight hazards that mark this era of supernatural terror and horror beyond the ken of men and adventurer! 

Splatter Punk 70's & 80's Post Apocalyptic Horror Campaign
The 'Nightwing' curtesy of Emperor's Choose Games! Get it HERE
The unholy energies of the "Supernaturalypse" surges through the veins of the Earth. Long forgotten things crawl from the funk of fossilized worlds near the dimensional borders of Earth. Monsters imortalized in myth and legend return.The  NIGHTWING or (Giant Bat) is one such horror! These foul mutated monsters correspond to no known animal of Old Earth. These are the stuff of nightmare itself mutated by the supernatural energies of Hell itself. 

 These foul beasts often are found in the urban ruins of shopping malls, the shells of  churches, and a wide variety of the husks of skyscrapers. These brutes can eat a man within moments. They are often called by necromancers and the undead to bare witness to foul ceremonies and banquets to the moon.
Because of the company that these foul things of Hell keep there is a 40% chance of them carrying some god forsaken disease of the supernatural such as Red Death, Black Plague, or other less nameable infections.
 There have been reports of other larger versions of these monsters capable of carrying mansized or larger riders. These are often dismissed as legend. Many of the varieties of these monsters are active during the day!

Scavenger Angels 

File:Angel in St Pauli cemeteries, Malmo.jpg

 These stone faced scowling angels turn to stone during the daylight hours. They feed upon the misery and fear lurking in the air even during the sunlight. These beings look after the dead as a mother with her children They don't tolerate intrusions into their domains.
 They are actually an unholy hybrid of alien cybernetics and magic! They stand watch only to spring to life when the sun goes down! These monsters also carry a vendetta and have very long memories. 
Type: Other
Hit Dice:
 8
Armor Class: 2 [17]
Attacks: 2 claws (1d8), bite (2d10)
Saving Throw: 3
Special: Unknown(weird alien cybernetics) 
Move: 12
Alignment: Chaos
Challenge Level/XP: 14 / 2600


Bronze Death Griffon 
File:"Griff" Statue in the forecourt of the Farkashegyi Cemetery Budapest.jpg

Type : Other Hit Dice: 9
Armor Class: 2 [17]
Attacks: 2 claws (1d6), bite (2d10)
Saving Throw: 14
Special: Immune to psychic abilities or mind magic 
Move: 12
Alignment: Chaos
Challenge Level/XP: 13 / 2600Summoned from beyond the pale these demonic bronze monsters watch over tombs, cemeteries and entire necropolises. They are single minded in their devotion, and utterly deadly when roused. They hate the living with a vengeance and while away eternity thinking of cunning plans to kill trespassers and  adventurers.
They are active both day and night. They will spring to life at a moment's notice and
tear any fools apart who happen to disturb them.
These beasts do not fly but move quickly and have a bronze like skin that protects them from most attacks and the elements. These alien demon like monster's minds do not reside upon the same plane as their bodies.  Though they  have the appearance of  griffons they are demonic guardians and alien psychopaths of the highest order. 


1d10 Cemeteries of The Dead Part Two Daylight Random Encounter Tables File:La Recoleta Cemetery by Mardetanha 1925.JPG

  1. 1d10 Cultists tending the grounds and making a pilgrimage to a sacred tomb. They will attack as 2nd level fighters and are led by a 2nd level black magician. 
  2. 1d6 Grave yard lurkers tending the grounds and doing general maintence. 3 hit dice each, Armor 8, Damage 1d4 armed with a variety of shovels, pick axes, and garden tools
  3. 1d8 wild hell dogs 4 hit points, 1d6 bite, armor 8. Looking for a fast meal. 
  4. A very nervous necromancer on the run from a local cult, will pay 4 pieces of gold and offer a favor if you accompany him to a tomb. Has 1d4 funeral relics
  5. 1d4 Crypt trolls taking a stroll for a quick meal of some adventurers or lurkers. Stats a standard trolls but add mummy rot. 
  6. Weeping Guardian  This statue is actually a hell spawned horror that sucks life essence. The alien horror has 3 hit points, AC of 7, and does 1d4 points of damage as it feeds on Constitution. 
  7. A priest of  the old faith looking to make a name for himself or get himself killed. Wishes to put a stake into his sister who was turned into a vampire. 
  8. A pair of kids looking to mess around the graves. Actually two psycho children killers, each of these pint sized knife wielding weirdos isn't even human. 2 hit points each AC of 8, 1d6 in enchanted kitchen cutlery.
  9. An undead guardian worm winds its way around an ancient tomb of some dead occultist. The worm appears as a statue. This 10 hit point Horror does 1d8 damage in a powerful bite and has an AC of 6. The thing carries the "Red Death" upon its fangs. 
  10. A necromancer has summoned 1d10 zombies and is preparing to cause havoc to the locals. He might kill you and add you to his horde or pay you to help keep them rounded up!
28 Jun 22:16

‘120 Minutes’ Rewind: The Sisters of Mercy, Sonic Youth, Nitzer Ebb at Reading — 1991

by Slicing Up Eyeballs

The Sisters of Mercy and Dave Kendall

[tweetmeme]For this week’s “120 Minutes” Rewind, we present a series of clips of what host Dave Kendall announces as “the first-ever international edition of ’120 Minutes,’” broadcast in August 1991 from England’s Reading Festival. As you can see from the footage below, Kendall chats up The Sisters of Mercy’s Andrew Eldritch and members of Sonic Youth, Nitzer Ebb and James.

Check it out (via dpallen):

 

120 Minutes: The Sisters of Mercy

 

120 Minutes: Sonic Youth

 

120 Minutes: Nitzer Ebb

 

120 Minutes: James

 

PREVIOUSLY ON SLICING UP EYEBALLS

 

 

28 Jun 22:12

A quick way to make people feel bad about their whole lives

by Esther Inglis-Arkell

A quick way to make people feel bad about their whole lives

Want to find a way to psychologically crush your enemies? There's an easy way to do it. All it takes is a quick question to make them think of the worst aspect of their life, and then asking them, directly, what they think of their life.

Read more...

    


28 Jun 04:21

Thift-score: mad, wonderful scrapbooks of 19th C Texas butcher who loved flying machines, secret societies

by Cory Doctorow


Robbo sez, "Charles Dellschau, a retired butcher in Texas in the late 1800's created a series of scrapbooks: '2,500 intricate drawings of flying machines alongside cryptic newspaper clippings filled the pages, crudely sewn together with shoelaces and thread' - it's an astonishing collection of mystery and whimsey with loads of drawings and plans for arcane flying machines, a secret society and coded messages strewn throughout. The books were found by a junk dealer in the 1960's and are now valued at $15,000 - per page."

These are astounding illustrations and amazing fantasies; they've been collected in a book called THE SECRETS OF DELLSCHAU: The Sonora Aero Club and the Airships of the 1800s, A True Story, which includes a lot of commentary on Dellschau's work and context.

He began with three books entitled Recollections which purported to describe a secret organization called the Sonora Aero Club. Dellschau described his duties in the club as that of the draftsman. Within his collaged watercolors were newspaper clippings (he called them “press blooms”) of early attempts at flight overlapped with his own fantastic drawings of airships of all kind. Powered by a secret formula he cryptically referred to as “NB Gas” or “Suppa” — the “aeros” (as Dellscahu called them) were steampunk like contraptions with multiple propellers, wheels, viewing decks and secret compartments. Though highly personal, autobiographical (perhaps!), and idiosyncratic, these artworks could cross-pollinate with the fiction of Jules Verne, Willy Wonka and the Wizard of Oz. The works were completed in a furiously creative period from 1899 to 1923, when air travel was still looked at by most people as almost magical. Newspapers of that period were full of stories about air travel feats and the acrobatic aerial dogfights of WWI were legend.

Dreams of the Sonora Aero Club [John Foster/Design Observer]

(Thanks, Robbo!)

    


28 Jun 01:51

A Show Of Evil

by Tobie Abad
A Show of Evil
by Tobie Abad

So you have players who insist they want to be evil characters.   Maybe they're the minority in the group.  Or maybe they outnumber the ones who want to be heroes.  And after considering things, and talking to all your players, in the end you have all decided to still go for it because yes, it can be fun.

Here are some things to consider adding or bringing up with the group to make the game more interesting:

1) The No Kill Rule
A mixed group of good and evil can sometimes spell very rapid character deaths.  The Paladin might decide he HAS to hunt and kill the evil Assassin.  Or the Fallen Angel might make it a point to destroy the Saint.

Tell them: Don't.
Instead, remind them that the game can remain more fun if a no-kill rule applies.    And once they feel its a stupid rule because there's no fun if the good/bad guy doesn't terminally deal with the other, quickly shoot off the following examples:  Batman and the Joker, The Devil and God, and practically any other franchise that features a hero and his rival villain.

For the Hero, the concept of redemption will always be there.  There may be a time the villain can be rehabilitated. Or can be made to understand the evil he does.  And if not, there's the idea that the hero MUST not become the villain.  He must never cross that line.  And at its most basic, maybe the hero does want to cross the line, and can, but if he does so, the villain has the last laugh.  In the end, the hero's pride keeps him from letting the villain win.    (And if the player does kill the villain, tell the player of the villain to feel free to HAUNT the hero for the rest of the game.  Or be sure to throw the full weight of his actions upon him in later narrative arcs.)

For the Villain, the hero must be broken down.  The hero must be made to give up.  Killing him is easy, but removes all the fun and fulfillment of being evil.  Killing him removes the point of being his dark reflection.  And in the end, if he does kill him, the Hero player can always create someone who wants to avenge the old character.  The game can continue, but now the stakes definitely may change.

Remind both players a "killing" moment makes for a great climactic moment in a story.  So to time it well, rather than just make it something that happens by accident.  Or by opportunity.  And remind them this no killing rule applies only to each other.  All other non-player characters are free game.

2) RewardsWhether or not the game itself has an existing system, be sure to create a reward system for whenever either player acts in full accordance to his preferred role.  The Hero must gain something for doing good things, such as saving total strangers, or doing "the right thing" even if it may be to his own detriment.  While the Villain gets something for showing cruelty, or for having moments of megalomania and the like.    This way, the two feel the distinct difference in their roles.  The Hero who opts to resort to violence does NOT get the extra fruits of his decision.  The Villain who shows compassion does not get the bonus for being nice.

This ties in to the fact that if you want to encourage an approach, you show a benefit for doing it.

Maybe the reward can be a bonus they can apply to their roles.  Or maybe, plan and simple (which can work for almost all games out there), each time they receive the "bonus" they get a token which they can cash in to reroll any roll whose result they did not like.

3)  TemptationsOn the flip side, you might want to throw temptations in.  Sort of, throw small systems to see how hard and determined the player is in embracing their chosen role.  The Hero might get the bonus whenever he resorts to violence, cruelty, and breaking his word.  The Villain might be thrown allies, friends, and other bonuses for free whenever he decides to sincerely try kindness.  Or care for someone.  Or even just doing it in reverse, by making such allies and advantages cost time and effort to have as a villain, but come easily when he does good.

Tempt them to stray from their roles.
This should give birth to pretty cool role-playing opportunities.

4) Show me you mean it
My last suggestion was one I've embraced for any game where a player might opt to kill/sacrifice or otherwise eliminate another player character from the story.  Firstly, this applies only to games where I've made it clear to all players that character death will be something that happens in the game. While in some games the players enjoy a "no kill unless you really act stupid or is dramatically appropriate" rule, I've run other games where I've made it clear, "There is no fate or destiny in this game.  If you die, then you die."

So in such a game, if a player, for example, opts to literally sacrifice the others to save himself/others... have them walk up to the player whose characters were killed, face them as they pick up the character sheet (and yes, the other player is free to plead, beg, and do everything save for touching the other player to convince them to reconsider), and tear it up in front of the other without breaking eye contact.

This was my version of "Show me you mean it" and nicely, it has worked wonderfully in practice.


Hope you find these ideas fun!
Do let me know if you tried them out.
26 Jun 20:50

gothicpunk: Lovely. John Blanche, from The Prince and the...



gothicpunk:

Lovely.

John Blanche, from The Prince and the Woodcutter, 1979.

26 Jun 02:32

Gutterpunk Grit

by Adam

I am currently running a playtest for this game system I’m making. This post is meant to tell my players, who are all sitting around with laptops, what the attribute and skill list is.

Attributes:

Body (BOD): How healthy and strong the character is.

Finesse (FIN): How agile and coordinated the character is.

Intuition (INT): How quick-thinking and aware of the world the character is.

Knowledge (KNO): How much the character knows and how quickly they learn.

Charisma (CHA): How commanding the character’s presence is.

Magic (MAG): How mystically inclined the character is.

Skills (with associated attribute in () next to it)

COMBAT SKILLS

Weapons: (FIN)

Weapon Categories: Swords, Knives, Clubs, Axes, Bows, Firearms.

Brawling (BOD)

Improvising (Special)

Dodge (FIN)

PHYSICAL SKILLS

Athletics (BOD)

Slight of Hand (FIN)

Stealth (FIN)

SOCIAL SKILLS

Bluff (CHA)

Negotiation (CHA)

Intimidate (BOD)

Empathy (INT)

Charm (CHA)

WILDERNESS SKILLS

Ride (INT)

Track (INT)

Navigation (KNO)

Handle Animal (INT)

CUNNING SKILLS

Translate (KNO)

Lockpicking (FIN)

Perception (INT)

Alchemy (KNO)

Healing (KNO)

Devices (KNO)

Lore (KNO)

Investigate (INT)

MAGIC SKILLS

Sorcery (KNO)

Elementalism (INT)

Ego (CHA)

Enchantment (KNO)

Kinetics (INT)

Will (CHA)

(The following is unfinished and cannot be picked yet)

Necromancy

Demonology

Traits (UNFINISHED)

All traits are listed as follows: Name (point cost): Description

POSITIVE TRAITS

Chink in the Armor (5): You have a working knowledge of armors, to the extent that you know where to put the knife in order to slip between the metal plates. All piercing weapons have -1 AP in your hands.

Horseman (3): Whether it’s from work on a farm, training as a knight or service as a dragoon, you know your way around horses and other riding animals. You get a +2 competence bonus to all Ride checks, as well as all Handle Animal checks that have to do with horses.

Rage (4): When the battle fury is upon you, no foe can stand in your way. A character with this trait can enter a berserker rage at any point for 1d6 rounds. During the rage state they get +2 to Finesse and Body, but cannot dodge or parry. After the rage ends, the character immediately takes 5 unresisted Stun damage.

Unflappable (2): You are not easily shaken by sudden frights or unfathomable horrors. You get +2 against any fear-based mental attack, including Intimidation attempts.

Rich Upbringing (3): You have mad cash.

Well Equipped (3): You may choose two more pieces of your own gear, or roll on the gear chart four more times.

 

NEGATIVE TRAITS

Red Right Hand (-4): Something about you immediately identifies you as a villain to the common and superstitious man. Whether it’s a scarred face, thief-marks burned into your skin by a magistrate or some sort of demonic curse, you are pretty much immediately assumed to be the bad guy. All Charisma-based skills are at -2, and NPCs will generally assume you to be evil unless proven otherwise. The local police force, if any, will be twice as likely to single you out of a crowd. On the other hand side, your strange appearance gives you +2 to Intimidate.

Large Ego (-2): You have an inflated ego.

 

GEAR

 

Fantasy Grit: Gear

 

Damage:

Speed:

Reach:

Traits:

 

 

Weapons:

 

BLADES SKILL

 

Dagger

Damage: 1 + STR/2 Piercing, STR/2 Slashing

Speed: 4

Reach: 0

Traits: Daggers lunge at range 1 instead of 2, and can be thrown range 2 using the throwing weapons skill.

 

Stiletto

Damage: 1 + STR/2 Piercing

Speed: 3

Reach: 0

Traits: Stilettos lunge at range 1 instead of 2. AP -2

 

Shortsword

Damage: 2 + STR/2 Piercing, 1 + STR/2 Slashing

Speed: 2

Reach: 0-1

Traits: At range 0, Speed changes to -1.

 

Longsword

Damage: 3 + STR/2 Piercing, 3 + STR/2 Slashing

Speed: 1

Reach: 1

Traits: None. Standard sword.

 

Rapier

Damage: 3 + STR/2 Piercing

Speed: 2

Reach: 1

Traits: AP -1

 

Saber

Damage: 2 + STR/2 Piercing, 4 + STR/2 Slashing

Speed: 1

Reach: 1

Traits: None.

 

Cutlass

Damage: 1 + STR/2 Piercing, 5 + STR/2 Slashing

Speed: -1

Reach: 1

Traits: None.

 

Greatsword

Damage: 6 + STR/2 Slashing, Piercing, 2 + STR/2 Impact

Speed: -4

Reach: 1

Traits: Can only be used if your Strength is 4 or higher. If the target attempts to parry an attack by this weapon, add the Speed penalty to the dice pool instead of subtracting it unless they are parrying with another weapon that has this trait.

 

 

POLEARMS SKILL

 

Any polearm may also deal Impact if the butt end is used as a bludgeon.

 

Shortspear

Damage: 4 + STR/2 Piercing, 1 + STR/2 Slashing

Speed: 0

Reach: 1-2

Traits: Polearm bludgeon 1 + STR/2

 

Pike

Damage: 4 + STR/2 Piercing

Speed: -3

Reach: 2-3

Traits: Polearm bludgeon STR/4

 

Halberd

Damage: 3 + STR/2 Piercing, 2 + STR/2 Slashing

Speed: -2

Reach: 1-2

Traits: Polearm Bludgeon 1 + STR/2

 

Glaive

Damage: 2 + STR/2 Piercing, 3 + STR/2 Slashing

Speed: -1

Reach: 1-2

Traits: Polearm Bludgeon 1+ STR/2

 

 

 

CLUBS SKILL

 

Mace

Damage: 1 + STR Impact

Speed: -1

Reach: 1

Traits: If the target attempts to parry an attack by this weapon, add the Speed penalty to the dice pool instead of subtracting it unless they are parrying with another weapon that has this trait.

 

Morningstar

Damage: 1 + STR Impact and 2 Piercing (this damage is dealt together)

Speed: -2

Reach: 1

Traits: If the target attempts to parry an attack by this weapon, add the Speed penalty to the dice pool instead of subtracting it unless they are parrying with another weapon that has this trait.

 

Warhammer

Damage: 3 + STR Impact

Speed: -4

Reach: 1

Traits: If the target attempts to parry an attack by this weapon, add the Speed penalty to the dice pool instead of subtracting it unless they are parrying with another weapon that has this trait.

 

Quarterstaff

Damage: 2 + STR/2 Impact

Speed: -1

Reach: 1-2

Traits:

 

 

OTHER MELEE

 

Battleaxe

Damage: 6 + STR/2 Slashing

Speed: -3

Reach: 1

Traits: If the target attempts to parry an attack by this weapon, add the Speed penalty to the dice pool instead of subtracting it unless they are parrying with another weapon that has this trait.

 

Hand Ax

Damage: 3 + STR/2 Slashing

Speed: -2

Reach: 1

Traits: Can be thrown at range 2 for 3 + STR/4 Slashing.

 

 

RANGED WEAPONS

 

Damage:

Accuracy:

Range:

Traits:

 

BOWS

 

Longbow

Damage: 4 + STR/2 Piercing

Accuracy: 0

Range: 180 ft

Traits: AP -1. Cannot be used on a horse, while prone, or in cluttered environments. Gets a -2 Accuracy penalty instead of a bonus at range 2, and cannot be used at range 1 under any circumstances.

 

Shortbow

Damage: 3 + STR/3 Piercing

Accuracy: 0

Range: 60 ft

Traits: Cannot be used while prone. No penalty for being used while on horseback.

 

Crossbow

Damage: 4 Piercing

Accuracy: 0

Range: 50ft

Traits: AP -2. At point-blank range (range 2), this increases to -5.

 

Hand Crossbow

Damage: 2 Piercing

Accuracy: 0

Range: 5 ft

Traits: Can be used at range 1 with no penalty.

 

 

 

FIREARMS

 

Misfire and Accuracy Modifier by Mechanism

Matchlock: 6, -4

Wheellock: 5, -3

Snaplock: 4, -2

Flintlock: 3, -1

Emberlock: 2, 0

 

Derringer

Damage: 2 Piercing

Accuracy: By mechanism

Range: 5 ft

Traits: +4 to conceal this weapon. Can be used at range 1 without penalty.

 

Pistol

Damage: 5 Piercing

Accuracy: By mechanism

Range: 10 ft

Traits: AP -1. Can be used at range 1 without penalty.

 

Musket

Damage: 7 Piercing

Accuracy:

Range: 30 ft

Traits: AP -2. Gets a -2 Accuracy penalty at range 2 instead of the point-blank bonus.

 

Rifle

Damage: 7 Piercing

Accuracy:

Range: 50 ft

Traits: AP -2. Gets a -3 Accuracy penalty at range 2 instead of the point-blank bonus. Takes longer to reload than a standard firearm.

 

Carbine Musket

Damage: 6 Piercing

Accuracy:

Range: 20 ft

Traits: AP -2. No penalty for being used on horseback.

 

Blunderbuss

Damage: 7 Piercing

Accuracy:

Range: 10 ft

Traits: Can hit everyone in a cone in front of the shooter. Range penalties are -6 instead of -2. AP +2

 

Dragon Gun

Damage: 8 Impact

Accuracy:

Range:

Traits: AP -3

 

 

 

 

WEAPON MODIFICATIONS

 

Melee Weapons

 

Custom Grip: The hilt or handle of this weapon is shaped specially to fit your hand, giving you +1 die to all actions performed with the weapon.

 

Break Down: The weapon can be broken down into component parts, which can then be hidden and carried separately. The weapon takes 3 turns to put back together.

 

Brace Bar: (Spears only) A metal bar is added at the base of the blade, interfering with people trying to reach your precious body. -1 Speed, +2 dice to intercept charge attacks or lunges.

 

Hand Guard: (Blades only) Metal curves over your hand, protecting your fingers from impacts and sharp things. -2 Speed, +2 against disarm attempts. Also, you may now punch people with the guard for STR/2 Impact damage.

 

Barbed: (Bladed only) The blade of this weapon has barbs that tear through flesh. +1 Slashing damage, +2 Piercing, but parry attempts gain +2 dice.

 

 

Ranged Weapons

 

High Tension: (Crossbows Only) The string of the weapon is replaced by one made of corded steel wire, and the arms reinforced. +2 damage, but the weapon takes a full extra turn to reload.

 

 

 

ARMOR

 

P/S/I:

Mobility:

Traits:

 

Ordinary Clothing

P/S/I: 0/1/0

Mobility:

Traits:

 

Leather Armor

P/S/I: 2/3/2

Mobility: 0

Traits:

 

Chainmail Shirt

P/S/I: 3/5/3

Mobility: -1

Traits:

 

Padded Armor

P/S/I: 2/3/3

Mobility: 0

Traits:

 

Plate Mail

P/S/I: 7/9/5

Mobility: -4

Traits:

 

Scale Mail

P/S/I: 6/7/4

Mobility: -3

Traits:

 

Full Plate

P/S/I: 12/12/9

Mobility: -6

Traits:

 

Breastplate

P/S/I: 5/5/3

Mobility: -2

Traits:

 

 

SHIELDS

 

P/S/I:

Mobility:

Traits:

 

Buckler

P/S/I: +2/+2/+1

Mobility: 0

Traits: Can be used to parry

 

Wooden Round

P/S/I: +3/+3/+2

Mobility: -2

Traits:

 

Kite Shield

P/S/I: +3/+4/+3

Mobility: -4

Traits:

 

 

 

 

 

 

 

 

ARMOR MODIFICATIONS

 

Lance Cup: (Round and Kite Shields only) Gives the shield a notch to balance a lance on in order to stabilize it. +2 to charge attacks on horseback with a lance.

 

 

24 Jun 04:17

Item Generator

by noreply@blogger.com (Telecanter)
Here is my take on a tool to help DMs come up with items.  I'm assuming that qualities of the items would be handled by a separate chart.  And if the items are magical that would be a separate chart as well.  This is just meant to help you come up with a random thing.
Drop two different colored d4 on it.  Choose one color to correspond to the figures and one to the triangle shaped categories.  Where the figure die lands on the silhouette indicates what it is related to.  So, a die on the hand has something to do with hands or fingers.  The other die will tell you what type of item it is.  If it is aesthetic, the item might be a ring.  If it is warfare, it might be a gauntlet.

A die that doesn't land on either figure can be read as items that aren't directly related to the bodies: furnishings, wall-coverings, urns, coffers, statues, etc.  A category die that falls off the page will still be in one of the category triangles, which stretch to the horizon.

Most of the categories are pretty self-explanatory.  I see "Learning" as information storage and retrieval: calendars, zodiac charts, royal successions that are incorporated into an item (like this), or scientific tools-- astrolabes, magnifying glasses.  It could also be a book about what the other die is pointing to.  "Daily Life" is meant to be tools, toys, musical instruments, etc.

You can read the number on the figure d4 if you want to.  So, a Daily Life item for a child on the hand might be a top, or a small spoon, or doll, for example.  An aesthetic result on the horse head could be a fancy falcon hood, a dog collar, a wreath for sacrificial oxen, or a bridle of some sort.

You don't have to use d4.  They are pointy and flat, though, which makes for a good choice here.  And the small number of results should be memorizable with use.  But you could potentially drop d10s or d12s or something and have whole subcharts of specifiers.

I playtested this a bit with my buddy and using it in conjunction with the object qualities chart really helped.  Mostly knowing what it was made of helped you figure out what kind of thing it might be too.  (I plan to revise the object quality chart soon).
06 Jun 00:14

Wicked-Awesome Art Wednesday: Into the Castle

by John Carr

deviantART by Edli

This landscape strikes me as very Appendix N.

The post Wicked-Awesome Art Wednesday: Into the Castle appeared first on Age of Ruins.

04 Jun 06:28

“I don’t say homosexuality is an abomination, Sir, the bible...





















“I don’t say homosexuality is an abomination, Sir, the bible does.”

24 May 12:06

Further Meditations and Thoughts on NOSFERATU: PLAGUE OF TERROR Part III For Your Old School Horror Campaign

by noreply@blogger.com (Needles)




A splash page from the upcoming NOSFERATU: PLAGUE OF TERROR Kindle ebook by Rik Levins and Melissa Martin Ellis.



Introduction 



Please read this part for an overview of the graphic novel Part I HERE And Part II HERE


The following is a continuation of NOSFERATU: PLAGUE OF TERROR which is going to be coming out as a downloadable ebook soon. I used the graphic novel as the basis for a World of Darkness and Kult crossover campaign way back in the 90's. But ultimately I ended this campaign when the players went their separate ways.  The themes of the campaign followed the graphic novel and the film from which is is derived. They can be broken down into the following : 

  1. The curse of the vampire as supernatural disease and its effects on the victim and the pollution of the soul. 
  2. Immortality as a curse and personal hell. It places the victim outside of the laws of God and man. The person becomes a blight on the face of reality itself. 
  3. The vampire as walking disease vector and font of corruption. 
  4. The loose ends of both the graphic novel and the film and exploitation of those ends as story hooks for newer horrors. 
PLAGUE OF TERROR
Photo: Very moody splash page by Rik Levins and Melissa Martin Ellis from the upcoming NOSFERATU: PLAGUE OF TERROR ebook.


The following is a thought exercise and  riffs off of  Plague of Terror and the original movie. Each issue of  Plague of Terror weaves its way through the centuries and hits the high notes about the battle between Orlock and the hero of the piece. Its a good solid story and a ripping yarn.  That being said there are loose ends that a DM can and should use for their own campaigns.
A plot overview from Wiki : 

Returning from the Crusades in the eleventh century, English knight Sir William Longsword stops at the castle and finds the nuns dead or dying of plague. Longsword’s squire, seeking treasure, inadvertently frees Orlock who kills the man. He bites Longsword but does not turn him into a vampire—rather, he becomes immortal for reasons known only to Orlock. The series tracks Orlock throughout history as he perpetuates his evil, instigating wars and bringing down plagues. Longsword tracks him through 19th century India and the madness of the Vietnam War and finally catches up to him in an abandoned cathedral in contemporary Brooklyn.
The final chapter ends in a conflagration in which both Orlock and Longsword are killed but the curse of the Nosferatu is passed onto an innocent, as it was to Longsword ten centuries before. The series was notable for presenting a vampire character drawn from European folklore rather than the refined Anne Rice model that was in vogue at the time.
Nosferatu: Plague of Terror compilation in graphic novel format was released by Millennial Concepts in October, 2009.



The Burden Of Immortality 

English knight Sir William Longsword is ultimately a very tragic figure in the series. Orlock makes him immortal. A fellow member of the damned. He's consigned to his own personal hell of living along side his hated foe for eternity.  He's a hero because even as the world winds down through the centuries he's still out there fighting both his own existence and as a warrior. 
Yet what does he do throughout the centuries? Simply moving from one war to another in pursue of  Graf? There's a lot of room for a DM to fill in gaps right here.  A being that can not die might be a monster in his own right. The source of immortality is the carrier of a plague of evil beyond compare. 
The burden he carries is harsh and very nasty. The idea of a never ending existence raging across the world trying to end your own existence? That's not living at all. Its simply trading one hell for another.  
What secrets might Sir William Longsword hold? In a world of Darkness setting he's a rather unique figure in a world of mages, vampires, and werewolves. A lost soul damned down through the centuries pursuing his prey. Or is it the other way around? 
 The series centers on Orlock but really its Longsword whose the intriguing one. With a setting like Kult, this knight has some very rare insights into how the world really works. A being who might well be sought out by others because of his own legend. An undying warrior in pursue of an evil merely whispered about in certain occult circles and dingy bars. 
A warrior who walks in a sunset world of half truths,legends, and the living hell of the immortal damned. 
 Surly he couldn't be used in a AD&D or OD&D setting? I'm ultimately reminded of the old Keep Adventure by Mayfair games. In this one the party is part of a plot in the Dark Ages involving the adventure location and then their own descendants get involved again. I can see using Longsword in the same way.  

NOSFERATU: PLAGUE OF TERROR As Rpg Chess Board 




The series is a solid tour of a strange and through a glass darkly history of a very dark and dangerous world. A world of vampires,plagues, immortals, and violence, which makes it a perfect place to adventure. Ultimately is the fact that its tied into the fact that it is its own mythology. The mythology of its authors and creators which I hope at some point they return to. Its a good jump off point for a very distinct campaign. But in the end its a very complex chess board for an immortal chess master who creates war and plague moving through the shadows of history.
However its not one that I would use myself again. 


Everything that follows here is going to be based on the silent film  Nosferatu, eine Symphonie des Grauens. Which was based on Bram Stoker's character Count Dracula.
The Plot according to Wiki: 

In Nosferatu, Count Orlok is a vampire from Transylvania, and appears to be the haunt of many nightmarish creatures, including a werewolf (which was actually played by a hyena in the film). Orlok, known locally as the eponymous "Nosferatu", is a living corpse also known as "The Bird of Death", which feasts upon the blood of living humans.
Count Orlok dwells alone in a vast castle hidden among the rugged peaks in a lost corner of the Carpathian Mountains. The castle is swathed in shadows, and is badly neglected with a highly sinister feel to it. He is in league with the housing agent Knock, and wants to purchase a house in Wisborg. Local peasants live in terror of Orlok and never venture out after dark. Thomas Hutter scorns their fears as mere superstition, and ventures to the decrepit castle; however, the coach-driver will not take him over the bridge leading to it. A black-swathed figure in a black coach (Orlok in disguise) drives him the rest of the way. He is greeted by Orlok, who claims as it is past midnight all his servants have gone to bed, and the two dine together and discuss Orlok's purchasing of a house in the fictional city of Wisborg, Germany. Hutter accidentally cuts his hand when slicing bread and Orlok is barely able to control himself from drinking from Hutter's wound. After Hutter collapses in a chair, Orlok feeds off of him, but this is not shown on screen: Hutter discovers two bites on his neck the next day but is unaware that his host is a vampire.
Hutter only realises the horrific truth later in his chambers after further reading from "The Book of the Vampires", and he discovers that he is trapped in the castle with the Nosferatu. Orlok advances upon Hutter, and Hutter's beloved wife, Ellen, senses through telepathy that her husband's life is in mortal danger; she screams for him and somehow Orlok is powerless to touch him. The next morning Hutter searches the castle, and discovers to his revulsion that Orlok is "sleeping" in the basement in a filthy coffin filled with earth. Hutter then witnesses Orlok loading a cart with several coffins filled with soil, one of which he then hides in and they are driven off to be loaded on to a ship headed for Wisborg. This soil is later revealed to be unhallowed earth from Orlok's grave; according to "The Book of the Vampires", all Nosferatu must sleep by day in the unholy earth from their graves to sustain their power.
On board the ship, he kills every crew member until only the captain and his first mate remain. Later when the first mate goes to the cargo hold to investigate, Count Orlok rises from his coffin, terrifying the first mate who jumps overboard in fear. The captain ties himself to the wheel of the ship when Count Orlok creeps up on him and kills the captain. His journey by sea spreads plague all over Europe.
Upon his arrival in Wisborg, Orlok infests the city with rats that sleep in his coffins, and countless people fall victim to the plague, forcing the local authorities to declare a quarantine and provoking hysteria among the citizens. Rather than come back as vampires, however, his victims simply die. Ellen and Hutter know the causes of the plague but fear they are powerless to stop the vampire. Ellen watches sullenly as lines of coffins are carried through the empty streets, and she realises Orlok must be stopped. Ellen learns from "The Book of the Vampires" that - rather than a stake through the heart - the Nosferatu can only be vanquished if a woman pure in heart willingly allows him to feed off her long enough to prevent him from seeking shelter from sunrise. Ellen coaxes Orlok to her room and lies in bed whilst he drinks from her neck. The sun rises, and Orlok is burned away in a cloud of smoke. Knock is able to sense Orlok is dead. Ellen dies soon after.




The Children of Orlock 

 There is an entire world within the film itself  which never gets mentioned today. We get lots of deviations or reflections upon this dark world but never any real expansion. 

 Ultimately the coming of Orlock brings the plague of corruption onto the shores of Europe. The plague spreads like wildfire throughout the whole of Wisborg. Those who contract it die.
 This is a sickness of the soul and spirit. The rats moving through out Europe spread it. The disease is very nasty and spreads quickly through cities. Yet everything stems from Orlock himself. 

A reflection of evil in the very beginning of the film. The character of Knock looks and acts like a miniature Orlock and even the contract for the house he wishes to buy is a satanic contract if there ever was one. 


One thing that has always bothered me is the end of the movie. The sun comes up and the evil is extinguished.  There are several ideas that occur. Why was orlock spreading this horrid plague in the first place? "In Plague of Terror" we are given one possible answer. But let us look at this through the lens of the DM for a moment. Was Orlock trying to create an empty kingdom of the dead? A place were the plague vicims were stacked six foot high. Those bitten die and receive the curse of the vampire. Orlock was going to be a king whose throne was those of bleached skulls. A world of death ruled by an undead king.  Why kill your food source?
 Those who survive are likely to have wounds upon their souls. Divine healing might be needed and even then it might not be a sure thing. Insanity, degeneration, and worse might await the plague survivors.  


Aftermath of the Plague Bearer  
 
 What I'm about to say is has caused some very large arguments. Count Orlock isn't Dracula or even a close reflection of him. From Wiki:  "Orlok does not create other vampires, but kills his victims, causing the townfolk to blame the plague, which ravages the city. Also, Orlok must sleep by day, as sunlight would kill him, while the original Dracula is only weakened by sunlight. The ending is also substantially different from that of Dracula. The count is ultimately destroyed at sunrise when the "Mina" character sacrifices herself to him."
Evil like this does not simply wither with the coming sunlight even according to the Book of Vampires in the film. Could there be plague victims trapped in a living undead hell just waiting to tear into the streets?  You bet they are. Remember Orlock isn't Dracula or even a shadowy reflection. Just use your favorite game's version of zombies add fangs and plague. Parodies of humans that might fall between the cracks of reality itself.  


 The Shadow Kingdoms of Orlock 


The world of Orlock is a shadowy place where the final stages of death caused by the plague makes things seem to fade away. Each day the second hand of the clock brings Orlock's vision of reality closer to reality.
 This isn't the World of Darkness or Kult but the world of Orlock. And what does this creature want for the world? A look at his Carpathian origin point paints a very grim picture indeed. A place 
swathed in shadows, and is badly neglected with a highly sinister feel to it.
This is a kingdom of phantoms,vampires,undead, and werewolves.The day brings final dissolution of the things of the night. But only for that night. This is a vastly different world from the more traditional games of Vampire or Kult or even OD&D.
This is a world affected by the ravages of the plagues of the vampire. A place of the damned and haunted. A place that might be swept away at dawn's light into the pages of someplace like Kult or Limbo.
A place where the living,half living, and undead are under the sway of both angels and demons.  Caught up between the Illusi
on and Death itself. 

Nosferatu: A Symphony of Horror Itself As Future Horror Rpg Campaign 




The movie itself might also be transported to a very bleak steampunk kinda future where the Count once again begins his attempts. The PCs might be plague survivors, undead hybrid things, vampire slayers or even 1900's Undead Bounty Dogs hunting down the last remains of this horror.
This kinda campaign is perfect for Mutant Future or a science fantasy campaigns. This kinda of campaign would be populated with vampire worshiping cults, Reverents, ghosts, werewolves, crazed survivors, and even other vampires.  



 Relics of The Grave
 


 When we speak of any world infected by the evil of Orlock and his ratlike minions. We are also talking about former treasure houses of the living. These places are folded between the pages of history books. Lost unto themselves. Items from these sort of places carry their own curses.
 According to Hoyt "Lust For Blood The All Comsuming Story of Vampires"  Items handled by the undead carry with them a curse all their own. In the world of Orlock even the items of survivors of the plague might well carry this sort of haunting. Items cursed by fate. Diaries of survivors and photos of the world of the undead.
Vampire touched gold with its guardian rats. All these options are on the table.
There is one item that threads its way through the movie itself that tells of the evil of the Nosferatu but of which we know little about. 


"The Book of the Vampires" threads its way throughout the film despensing critical information, acting as chorus for the plot,and we almost nothing about it. Who was the author, where did the book come from, and why is it the authority on the undead?
This book gives a DM the opportunity to create his own book of the undead with critical information for his games. It allows one to insert highly critical info to players with little fear of doubt.
The author knows his subject and isn't afraid to deal with it. 



The Rats of Orlock  


One loose end that bothers me are the "Orlock disease vector". The rats with the coffins spreading the plague. So Orlock is banished. Do the rats vanish with him? Or do the little furry minions wait for another day to spread the taint to a new unsuspecting world? 
Are these rodents of unusual aspect? I've used them any number of times to spread some nasty disease upon unsuspecting players. 
These minions could be awaiting the return of their master.Just waiting for the opportunity to swarm when the night comes to arise from sewer and storm drain. 

The Blight of Reality 
Legends of Orlock point to a seething cauldron of horror just waiting to be tapped for your games. The truth is that this often neglected classic needs to be dusted off and used more often for table top rpging. 
NOSFERATU: PLAGUE OF TERROR is a decent and concise way of delivering the horror of  Orlock but go back to the source material to get the full effect! You can purchase the book right over HERE

 
21 May 04:15

Cute Little Fox Plays With a Golf Ball

by Kimber Streams

Petsami has uploaded a cute video of a young fox stealing and playing with a man’s golf ball.

via Tastefully Offensive

20 May 14:50

How I Prep a Scenario, Ulverland-style

by Jack
oz gagnon

matches my style of story design

On Friday I got to run a game for some folks I've only played with a couple of times.  It was a pretty fun game, I reckon, but to be honest I didn't spend a lot of time writing/prepping a scenario.  In fact, I rarely do. My experience is that the more you attempt to nail down what's going to happen the more you're actually straight-jacketing the possibilities for things to go in unexpected and fun ways.  Here's how I prep:

I usually start by picking something that already exists to riff off of.  In this case I decided to "remix" a movie I had just watched earlier in the week: The Vampire Lovers.  Basically, The Vampire Lovers is already a filmic remix of J. Sheridan Le Fanu's Carmilla, a tale of a young girl being preyed upon by a mysterious visitor.  (Now that I think about it, Carmilla is already a novelistic remix of Colerdige's poem Christabel.)  Halfway through the process I added elements drawn from the movie Black Sunday just to freshen in up.



Putting pen to paper, the first thing I do is sketch out the main NPCs.  Since the player characters will be investigating the strange goings-on in an ancestral manor house, I made notes on the residents:

Elena Karmore - 16, red-haired, beautiful & innocent, has fallen ill (lamprey like wound on throat, blood on sheets, weak and comatose)
Morgan Karmore - father of Elena, veteran of the Martyrlands, stern but caring, will do anything to save his daughter
Dr. William Hull - acts like he has something to hide, powerless to improve Elena's health
Carmen Delinda - governess, 30s, dark-haired
Boris Norling - hulking & strong, loyal servant of the Karmore family, superstitious, believes the illness to be witchcraft
Lizbeth McDonnel - 16, blonde, visiting the Karmore family, ethereal and stares into space

In Carmilla, it is the young woman visiting the afflicted family who is the predator--she's a vampire.  I decided I didn't want to go with another undead villain since I tend to overuse those, so I decided that witch was siphoning off Elena's blood with a strange external organ.  But I also wanted to switch it up a bit, so I decided at this point that the governess, Carmen Delinda, was the culprit.



I also decided to plant red herrings that could implicate any of the above as the cause of Elena's illness.  A search of the NPCs' rooms would reveal that Morgan had brought back books of black magic from his time in the Martyrlands, the doctor had a number of mutant organ specimens in jars of spirit, Carmen's room was conspicuously bare, and Boris's room had pagan idols mixed in with icons of the orthodox faith.  I also had a list of ways the NPCs would cast suspicion on each other, but these barely came up.

Now that I have Carmen established as the villain, I wanted to figure out who her minions are.  I decided on redcaps because redcaps are creepy as fuck and it makes sense that evil fey would align themselves with a pagan witch.  



I then decided that Carmen needed a second in command, so I made up an undead woman whose face is obscured by a black lace veil who drives a spectral coach.  Now that I've added an undead creature to the mix, I retroactively made Carmen a witch who has returned from the grave to seek revenge (shades of Black Sunday here.)



I had also decided that I wasn't going to make new stats for any of these.  Carmen is basically an evil cleric, the redcaps are goblins, the woman in black is a ghoul who uses a whip instead of claw/claw/bite.

At this point, the back-story has emerged in my head: a century ago the missionaries who brought the Church to this area waged a holy war against the indigenous pagans who refused to  convert.  The ringleader of the pagan resistance was a witch named Lady Nemarc (yeah, I did the anagram thing, sue me) who was eventually hung by Church inquisitors.  However, at the moment of her execution she cursed the town, saying "We will drink your children's blood!  Our vengeance will wait!"  Which means that Carmen has come back to fulfill the terms of her own curse; Elena is to be the first of her ex-sanguinated victims. 

I then sketch out some NPCs in the town who can reveals bits of the back-story as the investigation proceeds: local priestess, librarian, storyteller at the tavern, etc.

Now I need a hook, but this is easy when the players will go in the direction of adventure: they find an overturned carriage on their way to the village; the coachman bears a letter from Morgan Karmore to the cathedral to the south begging for them to send an exorcist to help his daughter.  Then, at the inn, Boris bursts in to recruit anyone he can to help protect Elena at the Karmore house.  Once there, the characters can investigate, ask questions, etc.  And then I make a list of things that might happen each day and night; characters being pulled aside by NPCs dropping hints and red herrings, attacks by the redcaps at night who want to remove Elena from her bedroom (which has been blessed by the local priestess, unwittingly preventing Carmen from feeding in that chamber), etc.



Then I sketch Carmen's lair, a simple faerie mound in which she was buried by the inquisitors who killed her. Add treasure, tidy up, and that's the framework.  Now, there is no telling what the players will do within that framework.  In fact, there were some really awesome things that emerged that I hadn't counted on: the party's assassin using her disguise ability and a ventriloquism spell to impersonate Carmen to send the redcaps away, a high-speed chase on horseback as several characters attempted to leap onto Carmen's spectral carriage, etc.  But those unexpected bits are the best part.  You can't plan on them, you just need to give them the space to come up naturally.

20 May 14:46

All I Have to Do is Dream…

by ravencrowking


Dream sequences are a significant part of the fiction that inspired the game.  Conan meets with the Epemitreus the Sage in a dream in The Phoenix on the Sword.  Frodo sees Gandalf escape in Orthanc in a dream in The Fellowship of the Ring.  The Dreamlands of H.P. Lovecraft beckon, and John Carter’s adventures on Mars occur while his body sleeps in a near-death state on Earth.  Dreams can reveal information, supply gear, or even be places to adventure in their own right.

I. Simple Dreams


The purpose of a simple dream is to supply information to the player/PC involved.  This is what happens when Frodo dreams of Gandalf in The Lord of the Rings.  These dreams may be simply prophetic, or they may be the result of powerful supernatural beings trying to communicate information to the sleeper.  This sort of information is generally coded, and must be interpreted correctly to be of value.


As an example, in one Dungeons & Dragons game I ran, a paladin character was presented with some ethical problems, and was strongly considering acting as the party wished rather than as conscience dictated.  The character had a dream wherein he was confronted with a man juggling nine coloured balls, with the admonition that no one could hold them all at one time.


In another (online) game, I had a dream occur with a parable relating to the current situation.


In ancient times, dream interpretation was taken very seriously, because it was known that the gods sent messages to dreamers.  Dream interpretation was a valuable service, if one could do it well.  Even today, there are many books on dream interpretation available at bookstores – although we tend to believe that dreams are messages from our subconscious, rather than from gods.


I find that these sorts of dreams are best represented by writing the dream out, printing it off, and then giving it to the player to read.  Importantly, after the player is done reading it, I take the sheet back.  It is up to the player to note the salient points and write anything down he or she may wish to remember.


Some of these dreams should be red herrings – they are just dreams, and not messages from beyond.


Simple dreams can have effects on the waking characters as well, such as lack of rest or even physical damage, if they arise from a choice the players have made.  See James Raggi’s Death Frost Doom for an excellent example of how choices made by the PCs can have consequences when they sleep.


II. Complex Dreams


If the character has something to gain other than simple information, it may be worthwhile to briefly play the dream out in-game.  This allows the GM to judge just how much should be gained, if anything at all, in the same way as occurs in other parts of the game.


For instance, imagine that your PC(s), like Conan, gain an audience with some supernatural patron while dreaming.  In this case, how your players choose to react, and what they have their characters say, is probably important enough to the outcome of the sequence to spend game time playing it out.  Character sheets are probably not needed…most dreams of this sort can be resolved simply through description and role-playing.


The simplest form of complex dream allows the character to choose between two options.  For example, imagine that a character is being haunted by a dream hound, which hunts him throughout his sleeping hours.  After a brief description of the hound and the scene, the GM asks the player what he will do.  If the PC confronts the hound, it is rendered powerless, and the haunting ends.  If the PC runs, the hound is empowered, and some debilitation occurs to the PC in the waking world.  Again, the simplest form is that the PC gains no benefit from rest.


Within a complex dream, there is something to be gained, something to be lost, or both.  In order for the choice to be meaningful, it has to meaningfully affect the game in some way.  Otherwise, you are much better off simply treating the sequence as a simple dream, above.


In these sorts of dreams, objects can manifest from the dream world into the material world, as was the case in The Phoenix on the Sword, but that is not the only option.  A dream might unlock the key to a wizard’s spell if the player chooses wisely, or it might grant luck or supernatural patronage.  The level or type of information gained from a dream might be linked to choices made in the dream itself.


Characters can die in dreams.  They may or may not die in real life as a result.  Dream creatures can cause physical injury, or eat away points of Intelligence, Personality, Wisdom, or Charisma (depending upon your game of choice).  At this point, though, dice are going to be rolled, and you are probably looking at a full-on dreamscape.


III. Dreamscapes


A dreamscape is a dream which seems to have a physical, objective reality of its own, even if the rules do not conform to those of the waking world.  My module, Through the Cotillion of Hours (Purple Duck Games), is an example of a dreamscape.


When devising a dreamscape adventure, the prospective GM must determine (1) why the dreamscape has formed, (2) what the rules of the dreamscape are, (3) how the characters enter the dreamscape, and (4) whether or not they are transformed by entering the dreamscape, and if so, how.


Answering (1) will help in answering the remaining questions.  If there is but a single player involved, the dreamscape can spring from that character’s mind.  Otherwise, some supernatural or psychic entity is probably responsible, and that creature can determine to some degree what the conditions of the dreamscape are.  A demon-formed dreamscape is hellish, while that formed by a goddess reflects her theology, portfolio, and symbolism.  If a dreamscape is formed by the mind of a PC, its texture and details arise from what the GM knows of the PC and her experiences.  There is also the possibility that the dreamscape is another plane unto itself, and needs no creature’s thoughts to sustain it.  H.P. Lovecraft’s Dreamlands, and the Barsoom of Edgar Rice Burroughs can be treated in this manner.


So then, what are the rules of our dreamscape?


A dreamscape can be temporary, or recurrent, or enduring.  A temporary dreamscape is intended to exist only for a single adventure.  A recurrent dreamscape is used as the location of a number of adventures, or even the same adventure repeated multiple times until “solved”.  An enduring dreamscape, like Lovecraft’s Dreamlands, can host entire campaigns.


The prospective GM will have to answer, at the very least, the following questions.  It should be noted that, in a game in which dreams play a major part, the answers to these questions can differ with each and every dreamscape encountered, if the GM so desires.  In fact, giving dreams their own rules is part of what differentiates dreams from other adventures.


1. Can the characters will the dream to change?  Can they introduce elements?  Can they change the wallpaper?  If so, how?  What are their limitations?


2. How does magic work in the dream?  If the game system has a cost for magic, does that cost actually get paid by the character, or is the cost part of the dream as well?


3. How does combat work in the dream?  What happens if the character is wounded?  Do the wounds manifest on her body, or are they healed upon waking?  What if the character dies?


4. Are there limitations on the character’s actions?  For example, in a nightmare, the character might attempt to flee, but be unable to move.  This could be given game statistics by reducing movement speed in some or all parts of the dreamscape, requiring a saving throw to act, or other means.


The GM should remember, when describing a dreamscape, that the rules of the waking world need not apply.  Within a dream, it may be entirely possible to have conversations with ghouls, for example, without worrying about having your face eaten.  Characters may be able to fly.  There are no limitations due to time or distance – architecture need not make sense.  It is even possible to have the characters abruptly find themselves in an earlier part of the dream again. 


Think about what your own dreams are like.  Use them.  Buy some dream interpretation books.  Use the symbolism in them.  Think up gonzo shit, and have fun with it.


(3), How the characters enter the dreamscape, is important, because it is entirely possible that the characters do not know that they are dreaming.  The Doctor Who story, Amy’s Choice, has the Doctor, Amy, and Rory experiencing two dreams sequentially, with a challenge to discover which is the real world and which is the dream world before they all die.


Randolph Carter enters the Dreamlands intentionally.  John Carter is paralyzed in a cave when he feels his soul detach and head towards Mars.  Through the Cotillion of Hoursoccurs at some point when the characters are already sleeping.  If the dreamscape actually exists as a plane unto itself, there is no reason that the characters cannot enter it bodily and awake.


Which leads into (4).  Characters entering the dreamscape need not use the same statistics as they do in waking life.  Different dreamscapes can also use different statistics.  There is no reason not to devise a dream in which the PCs are all talking ducks, or panda bears, or goblins.  They could be disembodied, stronger than normal, weaker than normal, or as normal.  They could have to reroll their statistics, and use the new stats in the dreamworld.


In an extended campaign with an enduring dreamscape, each character may have two sheets – one representing his waking self and one representing his dream self.  These need be nothing alike.  They need not even be using the same game system.  They need not even involve the supernatural.  It is easy to imagine, for example a Travellergame wherein there is a machine that allows characters to share dreams.  When hooked up to the machine, characters dream themselves into a Dungeon Crawl Classics game.  If their DCC personae die, they wake up.  Either they can choose to start over, or they can pay X credits to “restore” their personae.


Even within the above scenario, there is no reason that a character cannot have a “dream within a dream” or a separate dream, that uses different statistics and/or follows different rules.  In Star Trek: The Next Generation, the holodeck functions as extended dream sequences, but this did not prevent Jean Luc Picard from experiencing a more visceral dream in The Inner Light.


When a character has more than one set of statistics, and is not aware he or she is dreaming, the GM need not tell the character to switch sheets until game events make statistics relevant.


Conclusion


Dreams are a part of life – once considered an important part – and they can easily be used in role-playing games to offer insight, a sense of connection to the larger supernatural world (in fantasy games, anyway, and perhaps in others, depending upon your tastes), and variety in gaming experience.


Use the different levels of dreams to have different effects in your games.  Use them sparingly or often, use them appropriately, and have fun with them.

17 May 04:43

Tips On Co-Gming a Game

by Tobie Abad
Tips On Co-Gming a Game 
by Tobie Abad

Not that many groups have ever tried having more than one game master in their games.  There are many possible Perhaps the gm is new to the hobby, and wants to run a game but isn't that confident yet with handling system-related decisions?  Or perhaps the group is a large one, and the gm doesn't want others to be bored while individual scenes are run?  Ultimately, the co-gm role is an interesting one because a second person is there to engage the others players even while the first gm is still handling a different scene with another.

Here are some tips on how to approach co-gming a game:
1) Know the "need to know" stuff
To run a game with a co-gm means being willing to trust a second person to help you in the game's narrative flow.  While this might sound unthinkable to some more old school groups, for those who have explored narrative-control friendly games, this is a very acceptable and fun thing to do.

But since the co-GM usually wants to help usher the first GM's plot forward, there might be a list of "need to know" stuff you should be aware of, whether they be the outline of the session, the key scenes to hit in the game, or even just the motivations of key NPCs which you may end up portraying.  That way, things don't go completely contrary to any pre-established scenes or narratives that included the said characters.

This also means checking with the GM if there are any things that are meant "not to be clarified/wrapped up" as far as the players may be concerned.  For example, the GM might have an ongoing plot being built up, and a recurring clue is a tattoo in the shape of an octopus.  You might want to ask the GM beforehand if that plot thread is off limits, or if you're free to make up details or maybe even the truth behind it.

2) Volume Modulation
When scenes run concurrently beside one another, the tendency is to get more and more vocal to try and maintain the focus of attention.  It might be better to keep any scenes running at the same time to a minimum, just to avoid this very problem.  But when the need to run scenes at the same time does arise, considering finding a comfortable volume level that works without intruding on the other scene.

Smart co-GMs can use the second scene to give the player an introspective moment, perhaps throwing him questions to ponder in his head, or playing the scene out like an assisted internal monologue while the other scene unfolds.  Key lines can include, "You start to think about.." or "That moment, your mind remembers this time..." as jumping points for such scenes.

3) Have a Blue Book/Laptop Communication Option with the GM
Given the need sometimes to keep things "behind a GM screen", consider having a notebook or program like Notepad or Word open to quickly type in anything that you might need to discuss withe the GM quickly, without breaking stride from running the game.  The messages should be kept short and concise of course, as to not disrupt the fun of the game.  But the gaming gods know how many times I've been happy to be able to quickly type, "Is it alright to have this NPC die?" to bring a scene to a dramatic conclusion.

4) Don't Get Lost Playing With Each Other
When a GM plays an NPC and a co-GM plays the second NPC, it can be fun to have them banter at each other or interesting to use that as a mechanism to reveal more of the story.  The scene where the leader of the Cult discusses with his lieutenant while the players spy on them can be cooler to watch when two people portray the scene.  But if the two start portraying it a bit too long, the players might wonder why there's in the scene at all.  So don't get too caught up enjoying each other's role-playing.  Keep in mind the group is still there!  I know it sounds like a stupid reminder, but I have had games where a SINGLE GM portrays two NPCs and the narrative goes on and on and on to the point I end up telling the GM, "I step out into the open and say, 'Really?'"

5) Use Some Unique Psychological Opportunities
Say you want the players to feel uncertain.  Or paranoid.  Because you want them to feel immersed the way the characters are.   Then here's a few quick ideas:
by Jon Gosier

a) The head shake.
While one gm runs the scenes and is very supportive of the player's plans and declarations, have the other one focus on the laptop/notes and slowly, quietly shake his head as if to say no.    For that added push, have him glance up at the player at a key declaration. Then slowly roll his eyes back to the notes and again, almost imperceptibly this time, shake another no.

b) The Dice Roll
The characters are escaping from the prison.  They are now quietly moving in the shadows, hoping to reach the sewer line before the others spot them.  As the gm runs the scene with all the drama and tension needed, the second GM can amp up the tension by rolling dice, then consulting the notes, and occasionally pointing at something for the first GM to either nod yes or shake no to.   Trust me, they will definitely feel the tension grow because they know, "SOMETHING IS HAPPENING THAT WE CANNOT SEE!"

If you want to really push their buttons, do all dice rolling in plain sight.  Let them SEE the results.  So each time the dice show a success, or worse, a failure, they will be dying in worry over what it is about.

c) The Twin/Double/Doppleganger Scene
The players are forced to two groups, and group A finds the contact they need to talk to.  As the GM runs that scene and has the contact warn them of the big bad guy's major plans, have the co-GM start the scene with group B.  Only in the second scene, they meet the SAME contact.    This contact, on the other hand, tells them the exact OPPOSITE of what the first GM stated.

Who is telling the truth?  Who is lying?  And why are there two of them?
That should make for a cool game story there.


So there you have it.  Some ideas and tips on how to share the GM reins with a friend.
Have fun.  Together.
16 May 15:42

More On Adventure Design

by ravencrowking
It would be really nice to have a big get-together and raise a few pints and talk about adventure design.  This post came about as a result of some conversations I have had on that topic recently.

I've cut the specifics out, but otherwise it is as I said it the first time.

I caution you against thinking about adventures in terms of story.  There is a story....what happened before the PCs became involved....and there will be a story after PC involvement is done and the players are reliving the events, but I do not believe that the GM can or should know what is going to happen at each point along the way.

I would like to talk a little bit about layers and trigger events.  Also about overt and covert threads.

What most people do when they start working on an adventure is the covert thread...what is really happening that the PCs must uncover in order to bring events to a satisfying conclusion.  Most adventures need a layer of overt threads...things that happen out in the open, the ways that the players (and locals) first view the events and places in the adventure.  If you think about an adventure as a mystery, the covert thread is what really happened.  The overt threads are all of the other side issues, the alibis, the red herrings, and the daily life that conceals the covert thread from the detective until the mystery's climax.

Some rules of thumb:

  • For every part of the covert thread that the characters must uncover, there should be at least six clues.  
  • For any part of the covert thread that it would be cool if the characters uncovered it, there should be at least three clues.
  • For every location you want the PCs to go to in order to discover these clues, there should be overt reasons for them to go there.  Note that NPCs saying not to go there, even if there is a hoard of gold lost on those old burial grounds, is almost certain to make any PC walk into a death trap, let alone a creepy swamp.

As an example of what I mean here, consider ADVENTURE  The characters are going in to GOAL.  That's an overt reason for action.  They need GIZMO to get in the LOCATION.  That's another overt reason for action.  Along the way, they are given many clues about the covert thread (the nature of the CREATURES in this area) which should lead them to a second covert thread (maybe we shouldn't DO SOMETHING THEY WERE PROBABLY PLANNING ON DOING).  The presence of various treasures and things to manipulate give the players more overt reasons to explore beyond a strict linear progression to the pool.

As the PCs examine the various clues, their understanding of the adventure changes.  Some of what was covert becomes overt.  This continues throughout the adventure.  As a result, the players' understanding of the adventure (and adventure location) develops a layered depth created through interpreting and re-interpreting what they encounter and whatever events occur.  We all experience this in film or fiction, and we all know how shallow a movie or novel is that fails to cause us to reinterpret what has gone before.  It is the difference between Dark Knight and Batman Forever.

There is nothing like peeling back those layers, as a player, and suddenly seeing the whole thing clearly.  It is a great feeling, a moment of sheer exhilaration.  Of course, it has to be the players actually doing the work, or it is meaningless.  The GM telling you Bert is Evil is nothing like putting the clues together and realizing that, very much in contrast to what you've been thinking all this time, Bert is actually the evil mastermind who is controlling the entire street.

A note on clues:  Different people can be pressured to play the villain's game in different ways.  One might be promised gold, and his greed makes him do vile things.  Another might have a shameful secret he is afraid will be exposed.  Yet another might simply be trying to prevent the villain from targeting his baby sister.  Various NPCs, being made to do the villain's bidding through various means, offer more clues than do the same NPCs if they are all doing it for gold.  Different motives give rise to different behaviours, which in turn give rise to different chinks in the armour of the mystery, and more ways for the players to crack the shell open.  You want to provide as much context as you can, without overtly spilling the beans, because you want the beans to be spilled.  And it should not matter if they are spilled early or late.

That these different motives also raise the spectre of not all the "bad guys" being bad; that "fighting them" in some cases means (or can mean) "rescuing them" is all the better....because, if nothing else, it allows the players to have moments where they must make ethical decisions.  It also means that a rescued "enemy" can become an ally, and can impart information (context) to the players.

Instead of imagining a climax where the PCs figure out what is going on, try to imagine the climax where the players learn the covert thread earlier, at the time, or never, and it still works.  It is better to offer clues at the end, and give the players the opportunity to either figure it out or not, than it is to spill the beans.

Never knowing is better than knowing because the GM told you.

Knowing because you figured it out yourself is best of all.

Trigger events are things that happen after a particular condition is met.  I.e., after the players ask at the Rusty Fox about the creepy old lighthouse keeper, they are attacked by thugs dressed like ghouls.  Trigger events, when at all possible, should follow as a direct consequence of whatever triggered them, so that the timing is a clue to the covert thread.  Even the dimmest of players will eventually realize that the priest is a spy if, after every time they go to him for help, the Temple of Chaos seems to know what their plans are.

Layering requires paths to explore that are not the main thread.  Each of these paths, in some way, points back toward the major issues and what is moving below the surface.  Both layers and trigger events are used to create the impression of things moving below the surface, and to give the players clues to finally peer below the surface and discover just what is going on.

This relates rather directly to a recent blog post.

Anyway, I am beginning to blather here.

Best of luck with your designs.
15 May 00:46

Scratch Made Grape Soda Fermented with Yeast

by TotesEmily
Image: 
Date of Post: 
Fri, 2013-05-10

Turn grape juice into bubbly homemade grape soda using champagne yeast!!

Location: 
San Francisco CA
12 May 18:57

Five Best Coffee Makers

by Alan Henry

Whether you do drip, French press, AeroPress, pour-over, percolator, or use a pod brewer, there are seriously more ways to make a good cup of coffee than we could ever highlight. Still, some methods are better than others, and you didn't hesitate to let us know. Here are the top five coffee makers, based on your nominations.

Earlier in the week, we asked you which coffee makers you thought were the best. We didn't expect the tidal wave of nominations you gave us, but we were happy to see them. Our only regret is that we can only feature the top five, and we don't have room for a lot of the very specific models and other less well-known products you shared with us. Even so, we know you'll sound off again in the discussions. In the meantime, here are your five favorites:

French Press (Bodum/Grosche/Espro/IKEA Upphetta/etc)

Ah, the venerable French press. Also known as a coffee plunger or a cafetière, the French press is a tried and true method of making a delicious cup of coffee that extracts an exceptional amount of flavor from coffee beans in a short brewing time. It's not the fastest or the slowest method in the roundup, and it's not the most hands-off, but it's hardly difficult, and for most people who want a pot of coffee big enough for a few cups (but who are also ready to upgrade from drip), it's a great option.

A relatively fresh coarse grind, good, cold water, and the time to both heat and brew, and that's all you need for a great cup. The french press method eschews disposable filters and gives the drinker complete control over the brew time and the end-strength of their coffee. Various models and types exist, from the ever-popular Bodum models to the affordable IKEA Upphetta and the dual-filtered Espro, so prices vary depending on the size and brand you go in for. Even so, those of you who nominated your French presses spoke highly of the control it gave you and the delicious coffee as a result.


Aerobie AeroPress

The history of the AeroPress is almost as fun to read as the AeroPress itself is to use, especially considering the AeroPress is the only non-sport/toy product Aerobe makes. We love the portable, single-cup maker, and even walked you through getting the best cup with one, and many of you nominated the Aeropress because it's fast, cleanup is a snap, and you get a quick, well-extracted, delicious cup in a matter of minutes (seen in the video above, although clearly it's a bit of an exaggeration).

The shorter brewing time and disposable paper filters may be a cause for concern to some, but filters are widely available in several-hundred packs, and the fact that the AeroPress uses air pressure to extract more flavor from the (relatively) finely ground coffee in the chamber makes for a more well-bodied cup. Best of all, the AeroPress will only set you back about $25 regardless of where you buy one. The AeroPress' shape and size make it absolutely ideal for taking a great cup of coffee with you anywhere you go, which is essential if you don't want to give up a good cup just because you're visiting friends or traveling for work.


Pour-Over Brewing (Chemex/Hario V60/Melitta/Clever Coffee Dripper)

Pour-Over filtration brewing isn't exactly new, but it has surged in popularity recently, partially due to a whole new group of people discovering the method who had previously known nothing more than push-pot office brew and Mr. Coffee drip pots. Pour-over brewing is fairly simple: a glass or plastic cone is mounted on top of a carafe, and a paper or cloth filter is used to store the coffee in the filter. You then boil good, cold water to the proper temperature, and slowly pour the water over the freshly ground coffee you put in the filter. You have control over the amount of coffee that goes into the filter, and the temperature of the water, but not so much the level of extraction (beyond through the amount of coffee used, of course).

The end result is a stronger extraction than you might expect because of how long the water stays in contact with the coffee as it passes down through the grinds and through the filter into the carafe below. You also get a more well-balanced cup but one that's still smooth, blending the characteristics of drip and pressed coffee. Depending on the model you purchase, you can spend as little as $25 (for the Clever Coffee Dripper, for example) or as much as $40 for a Chemex, not including filters and accessories. Detachable filter models are surprisingly portable, too, and can be used with thermoses, any available carafe, or even right into your coffee cup.


Technivorm Moccamaster

The Technivorm Moccamaster thermal drip coffee maker picked up enough nominations of any individual brewing method that we had to feature it (that, and its competitor and natural alternative, the Bonavita BV1800). The Moccamaster is a handmade thermal pot that represents a significant upgrade to traditional drip models. The Moccamaster (and the Bonavita) both strive to bring the temperature of the water up to the proper level in an independent heating area, away from the coffee and the carafe, and only then introduce the water to the coffee stored in the filter bed above the carafe. The Moccamaster and the Bonavita both have models with thermal carafes on top of their heating elements (if you don't like the idea of a glass carafe on top of the element), and they're built to only allow the water to extract for the proper length of time before exiting the filter bed—all design elements that many more affordable drip makers completely neglect, in favor of features like timers and attached grinders.

The Moccamaster even earned a nod from Cooks Illustrated Magazine, a significant feat for a drip maker. When people talk about dropping the drip, they usually haven't tried one of these models. Cost of entry can be significant though, the Moccamaster starts around $300 (and the Bonavita, by contrast, is $130 for the glass carafe and closer to $150 for the thermal model). If you do enjoy a Moccamaster or a Bonavita, don't forget our tips to getting the best coffee from a drip maker. They'll help you make the most of it.


Bialetti Moka Pot

The Moka Pot, also known as the Moka Espresso or the Moka Elite, were invented in the early 1930s and have been making killer coffee ever since. It's incredibly popular in Europe and Central and South America, and while it's not as popular in the United States, a few of us here at Lifehacker love them, even if they're not the easiest coffee makers to find in your local department store (although they are $25 at Amazon, so there's that). I've seen them in thrift stores, old and well-loved models available for a few bucks, with people passing by not knowing what they're seeing.

When brewing with the Moka pot, water in the bottom chamber of the pot is heated and steam pressure pushes it up through a central basket that contains the ground coffee, and then finally into the top chamber where the coffee eventually rests, ready to pour. Since steam pressure is important and the water is in the bottom chamber, the pots are usually made of aluminum or stainless steel, and go right on top of the heating element when brewing. Just open the top, clean it out, pour water into the bottom, add coffee to the center basket, and pop it on the stove. The Moka pot's classic gurgle signals that the pot is finished brewing and ready to serve. They're super-easy to use (although they get seriously hot), and while you don't get much control over the nuances of the brew, the final product has an extraction ratio more like espresso than drip, and has a flavor and balance to match.


There you have it, the top five, based on your nominations earlier in the week. Now it's time to vote for the winner:

Honorable mentions this week go out to Keurig Single-Cup Brewers, which came surprisingly close to making the top five (They only missed by one or two nominations). Regardless of your opinion of pod-coffee makers, many of you appreciate the convenience and ease-of-use that Keurig's brewers bring to the mix. Similarly, Nespresso's pod-based brewers came pretty close to the top as well.

Another honorable mention goes out to vacuum pot coffee makers, like the Yama and the Cona, which use a tiny amount of ground coffee to yield a delicious, strong cup of coffee. We also want to highlight the only cold brew method that made the upper echelons of the nominees, the Toddy Cold Brew System, which makes a flavorful, strong cup for hot or iced coffee in no time.

Of course, we would be remiss if we didn't point out that regardless of the coffee maker you use, if you put terrible coffee into it, you're going to get an awful brew out of it. Many of you pointed out starting with quality beans and a good even grinder shouldn't be overlooked in the rush to find a great gadget to make your morning cup. In short, even the best brewing techniques can't turn lead into gold.

Have something to say about one of the contenders? Want to make the case for your personal favorite, even if it wasn't included in the list? Remember, the top five are based on your most popular nominations from the call for contenders thread from earlier in the week. Don't just complain about the top five, let us know what your preferred alternative is—and make your case for it—in the discussions below.

The Hive Five is based on reader nominations. As with most Hive Five posts, if your favorite was left out, it's not because we hate it—it's because it didn't get the nominations required in the call for contenders post to make the top five. We understand it's a bit of a popularity contest, but if you have a favorite, we want to hear about it. Have a suggestion for the Hive Five? Send us an email at tips+hivefive@lifehacker.com!

Photos by Mat Honan, Don LaVange, Ty Nigh, Lauri Rantala, and Bill Rice.

12 May 00:54

[Music] Free Cyberpunk Comp by Ggmlk

by Gorgonmilk
Gorgonmix No. I: Photosynthesizer 
 Soundtrack to a cyberpunk noir film 
...that doesn't exist :(

 


TRACKLIST
    1. SEDITION IS LUST | Snog with Pankow | 4:16
    2. SHOWERED IN GLASS | Shinjuku Filth | 3:53
    3. SLOWLY MUTATING | Implant | 4:53
    4. ICEOLATE | Front Line Assembly | 5:16
    5. MONSTER RADIO MAN | Skinny Puppy | 2:23
    6. ATOM SMASHER | Mentallo & The Fixer | 6:20
    7. THE FOG | Klinik | 7:22
    8. EVIL EYES | Vomito Negro | 5:13
    9. SHITHAMMER (LIVE) | Numb | 7:15
    10. CONFUSION | Robotiko Rejekto | 3:02
    11. FLESH | A Split Second | 3:53
    12. MOTIVATION | Museum of Devotion | 4: 58
    13. PEOPLE LIKE GODS | NTRSN | 2:40
    14. WIRETRIPPED | Binary Park | 6:10
                              12 May 00:38

                              The Doom from Beyond Space and Time

                              by terje.nordin

                              So I finally bought and read the Monolith from beyond space and time, and it really is a magnificently epic mind fuck – just reading the booklet was as a psychedelic experience! In his foreword James Raggi says that the module is a homage to HP Lovecraft, and it really is a Lovecraftian adventure, even though there are no references to Cthulhu, the Necronomicon, Yog-Sothoth or any tentacled monsters or Great Old Ones at all. This is an adventure module that captures some of the basic themes of HPL’s cosmic horror without regurgitating the specific details of the Cthulhu Mythos.

                              Well, many others have made fine reviews of the module so I’ll just pitch in this little idea. The following spell can be introduced in a dream of a Magic-User PC, written on a scroll as part of a treasure hoard or it can be the goal for an epic quest or the focus for a mysterious conspiracy.

                              New spell: Call of the Doom from Beyond Time and Space
                              Magic-User Level 1
                              Duration: Instantaneous
                              Range: Touch (see below)

                              This spell causes the Monolith from Beyond Space and Time to manifest in the campaign setting. It will then expand its influence until it encompasses the entire world.

                              How will the monolith enter the local reality?
                              1. A new star is born, during 3d4 nights it grows visibly larger becoming a comet blazing across the sky with a flaming tail visible night and day. Finally, as it shines brighter than the sun, it hits the ground on the very spot where the spell was cast, annihilating everything within a radius of 1d1000 miles and covering the sky in a blanket of dust.
                              2. The monolith bursts out of the ground beneath the spot where the spell was cast. The surrounding 1d100 miles are shaken by an earthquake.
                              3. The spellcaster’s body is turned into the monolith, his or her mind is now an inhabitant of the world within the monolith.
                              4. The valley of the monolith has always been there, adjust history to accommodate this fact.
                              5. The valley of the monolith replaces a randomly determined hex on the campaign map.
                              6. The monolith arrives anywhere on the campaign map where the spellcaster wants if to manifest.

                              The valley of the monolith will retain the same internal dimensions as described in the module, but will gradually expand its outer perimeter by absorbing every directly adjacent hex on the campaign map each day until the entire world is under its influence.