What I'm working on right now:
A circle and squares within even larger squares! I can smell your intriguedness... intriguity... from here.
Saturday, 28 September 2013
Sunday, 1 September 2013
The Dwarves' battle song
You know you're officially spending too much time on all things fantasy when... a socialist drinking song makes you think of Tolkienesque Dwarves on their way to epic battle. :D Hence: a very loose translation of "Wat zullen we drinken", to the tones of Son ar chistr.
I think I also officially have too much time on my hands.
What shall we be drinking, seven days and nights,
what shall we be drinking, such a thirst!
There is enough for every man, so let us drink as one,
Tap the keg my friend! Yea we will drink as one, not alone!
Then we will be working, seven days and nights,
then we will be working, all for all!
There will be work for every man, so let us work as one,
seven days and nights! Yea we will work as one, not alone!
But first we must battle, no one knows how long,
but first we must battle, for our doom!
For the freedom of every man, so let us fight as one,
together we are strong! Yea let us fight as one, not alone!
I think I also officially have too much time on my hands.
What shall we be drinking, seven days and nights,
what shall we be drinking, such a thirst!
There is enough for every man, so let us drink as one,
Tap the keg my friend! Yea we will drink as one, not alone!
Then we will be working, seven days and nights,
then we will be working, all for all!
There will be work for every man, so let us work as one,
seven days and nights! Yea we will work as one, not alone!
But first we must battle, no one knows how long,
but first we must battle, for our doom!
For the freedom of every man, so let us fight as one,
together we are strong! Yea let us fight as one, not alone!
Thursday, 15 August 2013
Flintlock Firearms Fumble table
While writing a steampunk/fantasy one shot I suddenly got the urge to make a table of possible mishaps involving flintlock weapons... because what more diabolic pleasure does the GM have than tables upon tables for anything that can go wrong for his/her hapless players. :D I love them, really.
Flintlock Firearms Fumble table
The
character first makes a to-hit roll. If the shot misses, the GM rolls 1D2 to
see if the shot simply goes wide, or if a fumble occurs. In case of the latter,
a roll against the character’s Firearms skill is made (D%). A to-hit roll of 1
always either results in a fumble or the shot hits an adjacent ally, whichever
is more appropriate to the situation.
*
The Firearms skill check succeeds: This results in a misfire. The shot missed,
and reloading will take one extra round. Possible causes:
- an excess of powder leaves burning
embers in the barrel, which first must be extinguished
- the barrel has become fouled,
making it more time consuming to seat the round
- during reloading the firearm goes
off at half-cock, necessitating loading to start anew
*
The Firearms skill check fails by less than 25%: This results in a simple failure
to fire: the character has to spend three rounds examining the firearm to rectify
the cause of the failure, before an attempt at rearming can be made. Possible
causes:
- a dulled or improperly cut flint
fails to strike a spark in the pan
- the hammer fails to strike the
frizzen, becomes stuck in half-cock
- the primer in the flash pan fails
to ignite, due to a damp, insufficient or inferior charge
- neglect or poor craftsmanship has
caused the frizzen to become jammed
*
The Firearms skill check fails by more than 25% but less than 50%: This results
in a mechanical failure: the character has to spend an hour clearing or
repairing the firearm and make a successful Firearms check. Possible causes:
-
the sulfur in the black powder has eroded the lock mechanism
- the lead shot and wadding have
become caught in the barrel
- the half-cock notch breaks,
removing the safety mechanism
- fouled by accumulated black powder
discharge, the touchhole clogs
*
The Firearms skill check fails by more than 50%: This results in a structural
failure: the character has to spend 4 hours repairing the firearm and make a
successful Firearms check. Possible causes:
- sulfuric acid or weak integrity
has corroded the inside of the barrel
- the trigger mechanism jams
- a faulty powder charge ignition
destroys the combustion chamber
- the breech of the firearm becomes
obstructed
*
The Firearms skill check fails with a roll of 100: This results in a critical
failure:
- improper loading has left air
between the powder and lead shot, causing the firearm to start short and the
barrel to explode. The firearm is destroyed and the character takes 1D8 damage
- during reloading the powder charge
ignites as the powder is being poured down the muzzle. The character is caught
in the blast, takes 1D6 damage and is stunned for 1D4 rounds
- during reloading the frizzen is
struck by accident before the pan is primed. The main charge ignites and the firearm discharges. The firearm is dropped and damaged: 8 hours of repair
need to be spent. The character is caught unaware by the blast and stunned
for 2D4 rounds
Wednesday, 24 July 2013
Some goings-on
- Erik Tenkar over at Tenkar's Tavern is putting together the first issue of the new Unofficial OSR zine, slated for appearance beginning of September. Watch for a contribution by yours truly: Malaveen's Regalia: five items imbued with wondrous power (and a malevolent spirit).
- As part of the stretch goals of the recent Low Life Redredged kickstarter Andy Hopp will be releasing an anthology of Low Life stories, verses and illustrations under the title Low Brow High Adventure, and I'm proud to announce this will include my short story 'Peppersian Letters'. Look for it in the near future in one of the better pools of muck near you!
- As part of the stretch goals of the recent Low Life Redredged kickstarter Andy Hopp will be releasing an anthology of Low Life stories, verses and illustrations under the title Low Brow High Adventure, and I'm proud to announce this will include my short story 'Peppersian Letters'. Look for it in the near future in one of the better pools of muck near you!
Monday, 10 June 2013
Low Life Redredged kickstarter
Low Life: Rise of the Lowly, a unique and hilarious post-apocalyptic setting for Savage Worlds is getting kickstarted for a new edition, with more stuff, more full color art and just general more? Why yes, yes indeed!
Sunday, 2 June 2013
Within the Radiant Dome review
Within the
Radiant Dome, written by Gavin Norman, is the second module in Geoffrey McKinney’s
Psychedelic Fantasies line, which focuses exclusively on original adventures
filled to the brim with new monsters, spells and items. The modules are home
printed and devoid of any artwork, keeping the cost down, though a map of the
Radiant Dome is featured on the inside of the detachable cover.

Fairness
compels me to state that a) Gavin is my friend and GM of several years and b) I’ve
recently written a module of mine own for the Psychedelic Fantasies line, so
obviously I’m not going to be trash-talking either! So why write this review?
Two reasons. Firstly I genuinely believe Within the Radiant Dome is an original
and most importantly fun module that you should pick up, you’re missing out
every minute that you don’t! Secondly I can write this review from the unique
position of having played through the adventure twice with the author, which
has given me a good feel for how the module can be/is intended to be played. How
much enjoyment you get from any role-playing session is of course dependent on
the people you play with and the quality of the GM; but reading through the
module afterwards it’s clear to see Within the Radiant Dome is just a very
well-thought-out product! Now on to the review proper shall we? A warning for my more erudite readers: this is a module designed for use with any basic (clone) D&D ruleset, and not, as the title would suggest, a Percy Bysshe Shelley pen & paper game!
Any
adventurer worth their salt has heard of the Radiant Dome, a fabled place
filled with riches that on certain occasions materializes in the earthly realm
for a brief period of time. Some enterprising adventurers return as very
wealthy men and women, some never return at all... tying it all together are
rumours of a wizard that had a hand in the construction of the Dome.
The Dome
features three distinct levels, each with their own feel and unique encounters.
Some of these can be rewarding, others quite dangerous, but they’re all exciting
and once you get your head around the oftentimes weird logic of the place,
clever players who enjoy puzzles and a different approach to dungeons than
simply loot/smash/kill should have a field day. There are quite a few social
encounters, something which is always a nice change of pace in a dungeon crawl,
which put the player characters’ alignments to the test. I think it’s possible to run the module more ‘straight’,
but playing and reading it I very much got a funhouse dungeon vibe. Your
enjoyment of the module may vary depending on how much you desire ‘realism’ in
your D&D game. As anyone reading this blog may have noticed, I’m a fan of
wacky fast-paced adventures and all things gonzo, so for me it is an excellent
fit.
Once the
party makes it way down to the lower levels of the Dome, they start running
into a variety of the more dangerous inhabitants of the Dome. I felt the combat
encounters work well and are quite memorable thanks to the monster design.
Players will do battle with a necrotic flesh golem, happen upon clockwork
automata, flush a fetid fecal fiend back to the nether realms and run into a
nasty beastie which the locals worship as a god. The adventurer who braves
these perils will find him or herself rewarded with a number of interesting
magical items which you could easily incorporate in other science fantasy games.
A minor
gripe for me was that there are one or two instances where the adventure as
written does not allow a save to prevent something from happening, something
which I would change if I’d run the module, but on the scale of “screwing
players over” it still registers quite low, and as it is easily changed to your
personal preference it doesn’t matter much. Also as written there are occasions
where the adventure might go off the rails if the players were to decide to
take certain actions (i.e. boarding a space ship prepped for departure). Such
eventualities should be prepared for beforehand, but otherwise the adventure is
ready to be played out of the box, so to speak.
In
conclusion, if you’re still reading this and haven’t already rushed over to
Psychedelic Fantasies to get your copy of Within the Radiant Dome this instant,
then I advise you to take the rest of the day off to do some soul-searching and find
out why you hate fun so much, you poor creature.
Monday, 6 May 2013
Psychedelic Fantasies module #3
In the spirit of shameless self-promotion I'm very happy to announce module #3 in the Psychedelic Fantasies line by Geoffrey McKinney, author of Supplement V: Carcosa among other things. If you like the sort of thing that has appeared on this blog over the last few years (disclaimer: some of the monsters already posted here show up in the module again), you might also like The Fungus that Came to Blackeswell: a tale of a small subterranean village suddenly overrun by aggressive fungi. I can guarantee it's the best module penned by me that you'll read all year!
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