The Ultimate Monster Summoning Chart (Elves & Espers Edition)

Posted by Joshua on Mar 30, 2009

Jeff’s Gameblog: a blog about games and stuff: two neat bits from Supplement I

So here’s my challenge to all you refs out there: share either in the comments here or on your own blog a custom Ultimate Monster Summoning chart for your campaign.

  1. 1d6 Drowleks
  2. 1d100 Bubblemen
  3. 2d10 CybOrcs riding rocket-propelled AirSharks with frickin’ laser-beams on their heads
  4. 1 Abomination
  5. 1d100 Zombots
  6. 2d20 Pigsies
  7. 1 Majyc
  8. 2d10 Firewights
  9. 2d6 Corpse Guard
  10. 1 Super-Model
  11. 1d100 Thaumivorous Ghost-Moths
  12. Roll twice and combine.

Posted in Advice/Tools || Comments Off

My Copy of Open Game Table Arrived

Posted by Joshua on Mar 30, 2009

And it shore does look purdy.

I haven’t read it cover-to-cover, it’s not that kind of book, but leafing through it there are a number of interesting articles that I hadn’t seen before…either they hadn’t caught my eye in the RPG Bloggers Network feed, or they had been posted before I first joined.  And of course there are some of my old favorites, like the piece on adventure design from I Waste the Buddha With My Crossbow, or Jeff Rient’s How to Awesome-Up Your Players, immortalized in print.

My hat’s off to Jonathan Jacobs, who did a bang-up job.


I Want You

Posted by Joshua on Mar 24, 2009

To help Uncle Bear
uncle-sam

Uncle Bear has hit a rough patch, rough enough that a small donation will actually make a difference in his family’s circumstances.  Just go to his site and hit his tip jar.


Posted in Cool Links || Comments Off

Too Good To Be True

Posted by Joshua on Mar 24, 2009

A Tunnels & Trolls character so good I suspect a bug in my Rollon plugin:

STR: 13 CON: 17 DEX: 11 SPD: 8
INT: 16 WIZ: 23 LK: 24 CHR: 23

Except I rolled dozens of characters while testing it, and never saw the like before…


The Monstrous Majyc

Posted by Joshua on Mar 23, 2009

Well, the meme bug has bitten, and Ravyn asks

Doesn’t everyone sometimes wonder what they’d be if they were an RPG-style monster? I did, as part of a coordinated RPG Blogger Bestiary… and I ended up with this.

Well, no, the thought hadn’t really crossed my mind before.  But now that you ask.

The Majyc

Monster Rating: 95 (typically found on dungeon level 1)
Combat Dice: 10d6+48  WIZ 95
Special Abilities: Mirage – cost 0, can cast once per 10 minutes when not in combat.  Port-a-Vision – cost 0, can cast once per 10 minutes when not in combat. Mystic Visions – cost 0, can be cast once per combat turn.  Wall of Stone – can be cast once per 10 minutes for 0 cost when not in combat, or at normal cost (47) Omniflex – cost 0, once per party, only if captured.  Wink Wing – cost 0, as per Leprechaun ability.  Blow Me To – cost 0, once, after casting Omniflex.

The Majyc is singular, only one is ever found in a dungeon.  It is a small semi-translucent humanoid, about the size of a fairy but without the wings.  It is hard to spot (SR5 vs Int) if it’s not moving.   It will tend to gravitate towards libraries and collections of books, if the dungeon has any, and then use its powers to divert and distract both adventurers and monsters from the area it’s inhabiting.  It will only fight if cornered.  If captured, it will offer to cast Omniflex on one party member; after casting Omniflex it is teleported via Blow Me To to another dungeon entirely.

The Majyc is fond of combining its spells with architectural features of the dungeon in order to discourage and confound trespassers. For instance, it might create the illusion of a pit just in front of a real pit, while concealing the real pit with the illusion of a floor, so that creatures attempting to jump the visible pit fall into the real pit (or vice-versa, so creatures seeing the illusory pit will approach the edge to investigate and fall right into the real one), or put an illusion of a corridor over a Wall of Stone.  It will not, generally speaking, harass creatures that are heading in the proper direction (away from its lair) or attempt to finish them off.  It never possesses treasure of its own, though it is possible that it has established itself in a library that contains rare and valuable items.  It will not take a room that’s an obvious treasure-vault for its home, since that is just inviting trouble from adventurers.  If it can’t find a suitable book-filled area, it will attempt to create one by pilfering books from other parts of the dungeon.  If the dungeon doesn’t have any, it will leave.