Thursday, 6 August 2015
Mathom Correction
If you received this year's Mathom, please ignore the last paragraph on Page 1. It snuck in from last year's offering!
Monday, 3 August 2015
Mathom Preview
Midnight tonight is the last chance to obtain this sparkling, no-art beauty. Here is a sample:
Calot
In response to her call I obtained my first sight of a new Martian wonder. It waddled in on its ten short legs, and squatted down before the girl like an obedient puppy. The thing was about the size of a Shetland pony, but its head bore a slight resemblance to that of a frog, except that the jaws were equipped with three rows of long, sharp tusks.
- Edgar Rice Burroughs, A Princess of Mars
Calot: Init +4; Atk bite +2 melee (1d6); AC 12; HD 1d8; MV 80’; Act 1d20; SP ferocious bite, loyalty; SV Fort +1, Ref +10, Will +8; AL L.
Calots are fierce, intelligent animals that are the fastest living things on Barsoom. Despite the fact that they are noted for their loyalty, and used as “watchdogs” by Barsoomians, to be called a calot is a deadly insult, and wild calots can pose a serious threat to travellers.
A calot can clamp down on a successful bite attack, doing 1d5 damage each round until it is shaken free (opposed Strength vs. a +3 bonus; one free attempt per round). This hampers the bitten victim so that it takes a –1d penalty on the dice chain to Initiative and attack rolls, but if the opponent is larger than the calot, it can automatically inflict 1 point of damage each round by spending an Action Die to do so.
Because of their fierce loyalty, a calot gains a +2 bonus to attack rolls, and a +3 bonus to damage, when defending a creature it has bonded with.
Like the preview? Find out how to get the Mathom here!
Twenty entries for Barsoomian creatures, a discussion of bringing your PCs to Barsoom, nine lunar creatures, and three entries for campaign worlds alien or mundane.
Like the blog? I could use your help here!
CalotIn response to her call I obtained my first sight of a new Martian wonder. It waddled in on its ten short legs, and squatted down before the girl like an obedient puppy. The thing was about the size of a Shetland pony, but its head bore a slight resemblance to that of a frog, except that the jaws were equipped with three rows of long, sharp tusks.
- Edgar Rice Burroughs, A Princess of Mars
Calot: Init +4; Atk bite +2 melee (1d6); AC 12; HD 1d8; MV 80’; Act 1d20; SP ferocious bite, loyalty; SV Fort +1, Ref +10, Will +8; AL L.
Calots are fierce, intelligent animals that are the fastest living things on Barsoom. Despite the fact that they are noted for their loyalty, and used as “watchdogs” by Barsoomians, to be called a calot is a deadly insult, and wild calots can pose a serious threat to travellers.
A calot can clamp down on a successful bite attack, doing 1d5 damage each round until it is shaken free (opposed Strength vs. a +3 bonus; one free attempt per round). This hampers the bitten victim so that it takes a –1d penalty on the dice chain to Initiative and attack rolls, but if the opponent is larger than the calot, it can automatically inflict 1 point of damage each round by spending an Action Die to do so.
Because of their fierce loyalty, a calot gains a +2 bonus to attack rolls, and a +3 bonus to damage, when defending a creature it has bonded with.
Like the preview? Find out how to get the Mathom here!
Twenty entries for Barsoomian creatures, a discussion of bringing your PCs to Barsoom, nine lunar creatures, and three entries for campaign worlds alien or mundane.
Like the blog? I could use your help here!
Saturday, 1 August 2015
Mathoms II: Barsoom Stats & More!
![]() |
| "Mediocre!" |
The Mathom is done. It contains a bunch of stats for Barsoomian creatures, as well as the lunar creatures from The Revelation of Mulmo, and an extra monster or two (which are OGC).
Shiny, Chrome, and Ready for Valhalla!
Tuesday, 28 July 2015
Mathom Time
Well, it is nearly that time of year again, when I send out a "Birthday Mathom" pdf. Next Tuesday, as a matter of fact.
While I am not yet sure what is going to go into this Mathom, I will be sending it out to anyone who does the following:
(1) Posts in the Comments section with their Top Three DCC adventures to date - any author! - with at least three words for each to say why.
(2) Sends me their email address at ravencrowking at hotmail dot com so that I can send them their Mathom.
DEADLINE: Monday, 3 August 2015 at midnight EST.
As in years past, the Mathom is likely to be some combination of preview material and other stuff that I couldn't publish normally due to copyright reasons (such as stats for Appendix N creatures). But I don't know. I haven't assembled it yet.
On Another Note
The last couple of years have been challenging for me. Specifically, my creative output has suffered as my energies have been channeled elsewhere. I was hoping that 2015 would have seen output similar to 2013, but Life doesn't always play fair.
Most of the things that have vexed me in the last two years are simply domestic. Everyone has to deal with domestic issues, and hopefully with time and effort, they will be sorted. This is something you could help with, though, if you were so inclined.
Regardless of my own reduced output, there has been a LOT of GREAT material published for this game in 2015, both by Goodman Games and others. I would like to point out especially The Vertical Halls, Patrons Extraordinary: The Unpretty Preview, Crawling Under a Broken Moon #5, and Steel and Fury as some things you may have missed and probably should not have. Did I mention Drongo: Ruins of the Witch Kingdoms, Wrath of the Frost Queen (now available in print), or the most excellent Black Powder, Black Magic?
I am sure that I haven't even mentioned some of the best of 2015 so far. Blame Old(er) Man Memory, which is not nearly so good as Young(er) Man Memory. Also, I assume that you are all aware of boxed sets like Peril on the Purple Planet and The Chained Coffin. If not, why not?
UPDATE
The Mathom is done. It contains a bunch of stats for Barsoomian creatures, as well as the lunar creatures from The Revelation of Mulmo, and an extra monster or two (which are OGC). Hope you enjoy it!
While I am not yet sure what is going to go into this Mathom, I will be sending it out to anyone who does the following:
(1) Posts in the Comments section with their Top Three DCC adventures to date - any author! - with at least three words for each to say why.
(2) Sends me their email address at ravencrowking at hotmail dot com so that I can send them their Mathom.
DEADLINE: Monday, 3 August 2015 at midnight EST.
As in years past, the Mathom is likely to be some combination of preview material and other stuff that I couldn't publish normally due to copyright reasons (such as stats for Appendix N creatures). But I don't know. I haven't assembled it yet.
On Another Note
The last couple of years have been challenging for me. Specifically, my creative output has suffered as my energies have been channeled elsewhere. I was hoping that 2015 would have seen output similar to 2013, but Life doesn't always play fair.
Most of the things that have vexed me in the last two years are simply domestic. Everyone has to deal with domestic issues, and hopefully with time and effort, they will be sorted. This is something you could help with, though, if you were so inclined.
Regardless of my own reduced output, there has been a LOT of GREAT material published for this game in 2015, both by Goodman Games and others. I would like to point out especially The Vertical Halls, Patrons Extraordinary: The Unpretty Preview, Crawling Under a Broken Moon #5, and Steel and Fury as some things you may have missed and probably should not have. Did I mention Drongo: Ruins of the Witch Kingdoms, Wrath of the Frost Queen (now available in print), or the most excellent Black Powder, Black Magic?
I am sure that I haven't even mentioned some of the best of 2015 so far. Blame Old(er) Man Memory, which is not nearly so good as Young(er) Man Memory. Also, I assume that you are all aware of boxed sets like Peril on the Purple Planet and The Chained Coffin. If not, why not?
UPDATE
The Mathom is done. It contains a bunch of stats for Barsoomian creatures, as well as the lunar creatures from The Revelation of Mulmo, and an extra monster or two (which are OGC). Hope you enjoy it!
Sunday, 26 July 2015
Rhino-Triceratops from the Herculoids
Rhino-Triceratops: Init +2; Atk gore +5 melee (1d12+6) or charge +3 melee (3d12+6) or
energy rock +4 ranged (3d6); AC 20; HD 10d8+20; MV 30’ or burrow 10’; Act 1d20;
SP fast movement, extendable legs, energy rocks; SV Fort +10, Ref +4, Will +6;
AL N.
These strange, alien creates appear to be a cross between a rhinoceros
and a triceratops, with ten short, stubby legs. These legs are extremely
powerful, allowing the creature to move at twice its normal speed, in addition
to its regular move, by expending an Action Die. The legs can also extend upwards to a height
of 50’, enabling the rhino-triceratops to reach sustenance that might be out of
reach, but the creature can only move at half speed, and cannot spend its
Action Dice for additional moves when doing so.
A rhino-triceratops has four horns on its head, one medium-length
horn rising from the tip of the snout, two smaller ones further up, and one
hollow horn in the middle of its forehead. This horn is where the
rhino-triceratops stores its supply of energy rocks (see below). These horns
also assist in burrowing as the rhino-triceratops rotates its head rapidly,
moving through the earth and even solid rock.
Through some unknown method, a rhino-triceratops can generate and
store up to 12 “rocks” made of solidified energy, which they can fire as a
ranged attack (up to 120’) from their hollow horn. They explode on impact, and
a rhino-triceratops can shoot two of these rocks using a single Action Die.
Generally benign herbivores, rhino-triceratops are usually solitary.
They become hostile when threatened in some way, often attacking until their foes
are slain or driven off. They stay together long enough to mate and then they
part, with the female raising the young only until they can fend for
themselves.
Rhino-triceratops communicate amongst themselves with gravelly
growls, snarls, and roars, and appear to have a rudimentary form of
intelligence. They sometimes form close attachments with other creatures,
although this is very rare. Rhino-triceratops are brown, green, or any shade in
between.
Source: The Herculoids (Hanna
Barbera Productions). Modified from original write-up by Rendclaw, via Turgenev’sPDF collection.
Thursday, 23 July 2015
I just signed the petition "Supreme Court of Wisconsin: Grant justice in the appeal of Walter Wessel IV" and wanted to see if you could help by adding your name.
Our goal is to reach 100 signatures and we need more support. You can read more and sign the petition here.
More gaming stuff anon.
Thanks!
Daniel
Our goal is to reach 100 signatures and we need more support. You can read more and sign the petition here.
More gaming stuff anon.
Thanks!
Daniel
Wednesday, 22 July 2015
Please Help
On 30 April 2015, my nephew, Walter Wessel IV, took his own
life as a direct result of his experiences with the Wisconsin judicial system.
He was accused, while a minor, with criminal damage to property over $2500. One
of his accusers has now subsequently committed suicide.
Like many teenagers, Wally had a rebellious side. He
initially refused to speak to the detective assigned to the case, citing his
Constitutional right to do so. This seems to have upset the detective enough
that she made it her mission to see him convicted. In the preliminary hearing,
the judge indicated that there was not enough evidence to go to trial.
Consider the highlights:
- The prosecution withheld the recordings of the interviews with the only witnesses for the state from the defense.
- The investigating officers took DNA evidence, which did not match the accused.
- There was, in fact, no physical evidence presented.
- The witnesses for the state had their juvenile charges either completely dismissed or adjudicated as a result of their testimony. Again, one of these has now committed suicide himself, following the death of my nephew.
- These witnesses not only had a motive to fabricate an accusation, but they were consistently inconsistent in their testimony about that accusation.
- My nephew had an alibi for the time the crime had been committed, which could be verified by phone records, and that person testified in court.
In the initial trial, the court-appointed defender was
clearly incompetent, and sabotaged the testimony of my nephew’s witness. Upon
appeal, the District Attorney stated that they had worked hard at finding the
guilty person, going so far as to use DNA analysis, although she neglected to
mention that the results of the DNA analysis did not support conviction. The
appellate judge ruled that, although my nephew had not received a fair trial,
his Constitutional rights had not been violated because (1) he had heard the
evidence against him at the pretrial hearing and because (2) the judge did not
believe my nephew’s testimony.
My nephew committed suicide during the appeal process.
Although his family has tried hard to restore some sense of justice, they don’t
even have a reason behind the second appeal’s failure. They now have until 17
August 2015 to request a further appeal from the Wisconsin State Supreme Court,
and have no hope of being given a fair hearing if the matter can simply be
swept under the carpet.
According to my nephew’s attorney “The Supreme Court is very
hostile both to one another and to defendants. Even if they did take the case,
I don't think they would grant him relief. In the last few decisions they've
released in criminal cases (including one of my cases), the supreme court has
gone out of its way to deny relief to defendants and in doing so (in my opinion)
created very bad law.”
My nephew, Wally, was not perfect. He did have run-ins with
the law as a juvenile, but he was also turning his life around. He was
gainfully employed, well-liked at work, and in line for promotion. He smoked
pot recreationally, and he drank about the same amount as his peer group.
Wally was sent to the Huber Facility, where he was provided
hard drugs by other inmates. To the best of our knowledge, this was his first
experience with hard drugs. On the day after his release, his probation was
revoked for drinking and drugs, and was sent to prison to wait his revocation
hearing. He had been diagnosed with depression while in custody for awaiting
his revocation.
He elected to go to a boot camp for 6 months, although
depression disqualified him from going, and after a couple of months he had to
leave because they were afraid that he would kill himself. His probation
officer knew at the time that he had been diagnosed with depression by two
different doctors, one paid by the state. His probation officers broke the
rules by sending him there, and should have offered him a drug program instead.
Neither his parents nor my nephew were made aware of this until it was too
late. His lawyer suggested a doctor assess his mental state. He was found to be
suffering from Post-Traumatic Stress Disorder, most likely related to his
conviction of the crime and what followed. He was once again released to
probation.
After 3 months, Wally smoked again to ease his depression,
an act that cost him 18 months in prison. His mother, my sister, said: “But
before the judge sent him to prison he commented on how convenient it was that
we were able to buy a diagnosis of PTSD and then he went on for what seemed to
be at least 10 minutes telling my son what a piece of shit he was. Then he sent
him to prison, not because he was a danger to society but because he needed to
be punished. I guess that wanting to end one’s life is not punishment enough.”
Because Wally was small, he spent a lot of time in solitary
confinement for his own protection – a small room with no windows. This is
normally a severe punishment, and there is growing consensus among
psychologists and human rights advocates that it is a form of torture. This was
after he had been diagnosed with PTSD.
Four months after my nephew got released from prison his
grandfather died. He was depressed and again smoked pot. Since this had been
the second time (he admitted to both times prior to any tests) he was locked up
for 3 days. His grandfather died, he smoked a joint, he had to go to jail for
three days.
I don’t have the words to tell you what Wally’s suicide has
done to his family. No, he was not perfect. But he was also not guilty of this
particular offense, and no reasonable court interested in a just outcome would
have found him so. Therefore, I am asking you to help. When the Supreme Court
of Wisconsin is considering whether to hear this case, and when they rule on it
if they do, they need to know that the outcome matters. They need to know that
people are watching and waiting to see what they do.
Below is a link to his court records. These are a bit
misleading, because the two Dane County traffic offenses were related to
another person by the same name. The
final case in Waukesha relates to sending a topless picture of an ex-girlfriend
to a then-current girlfriend. The prosecutors sought a 40 year sentence.
We would like to give this case as much coverage as possible. What I am asking you to do is simply to +1 on Google or share to Facebook. Even if it does not help his case with the Wisconsin Supreme Court, it will be of enormous comfort and support to my sister and her family.
I beg you to help me.
Friday, 17 July 2015
Plasmoids from Herculoids
Quasarian Plasmoid (small): Init +5; Atk slam +1 melee (1d3) or grapple +4 melee (0); AC 17;
HD 4d8; MV 20’; Act 1d20; SP DR 5, +4 AC vs. ranged weapons, grapple (Strength
+4), immunities (blunt weapons, electricity, force attacks), regenerate 3
hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +2,
Ref +6, Will +1; AL L.
Quasarian Plasmoid (medium): Init +4; Atk slam +3 melee (1d5) or grapple +7 melee (0); AC 18;
HD 6d8; MV 20’; Act 1d20; SP DR 5, +3 AC vs. ranged weapons, grapple (Strength
+6), immunities (blunt weapons, electricity, force attacks), regenerate 2
hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +4,
Ref +6, Will +3; AL L.
Quasarian Plasmoid (large): Init +3; Atk slam +5 melee (1d7) or grapple +10 melee (0); AC 19;
HD 8d8; MV 20’; Act 2d20; SP DR 5, +2 AC vs. ranged weapons, grapple (Strength
+9), immunities (blunt weapons, electricity, force attacks), regenerate 1
hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +2,
Ref +6, Will +1; AL L.
These strange
creatures are formed of a softly glowing whitish-yellow protoplasm. They have solid
black eyes with whitish-yellow irises. Reproducing by division every 10 years,
they range in size from three feet in height to over eight feet, depending
on their maturity level. Plasmoids move by either bouncing along or undulation,
and can alter their shape to fit through the smallest holes and
cracks. They originally hail from the world of Quasar, but
have been found on different worlds as well.
Plasmoids tend to
be solitary creatures, but they have an affinity for Lawful humanoids, sometimes
becoming their self-appointed protectors and guardians. Plasmoids can fully understand
humanoid languages and desires after 1-3 weeks,
but communicate with each other through a language of chitters and
babbling, along with eye expressions. They draw their
sustenance from
the very air. These creatures are very difficult to kill. They can be
stretched, even sundered, and they will reform their shape in moments and start
regenerating the damage taken. Usually these whimsical, strange yet kind creatures
spend most of their time
defending either
their territory, their young, or their allies. Some wander their world, hiding
from those that might fear them while searching for potential allies.
In combat, Plasmoid
bodies shift and undulate in strange ways to avoid blows. This is even more
effective against ranged attacks, which they can dodge with comparative ease.
Their elastic, spongy flesh is immune to impact damage and blunt
weapons, electricity, and force attacks (such as magic missiles). They take only half damage from fire, but are
vulnerable to cold, which causes a –4 penalty to AC and a –1d penalty to a
Plasmoid’s Action Dice for 1d5 rounds. These effects are cumulative with
multiple cold-based attacks.
A Plasmoid can
attempt to wrap around an opponent, doing no damage but potentially disabling
him unless he can succeed in an opposed Strength check. A creature which fails
three such checks is helpless.
Plasmoids are very
intelligent, and can reshape their bodies roughly into any solid shape they can
imagine. Because of their resilience and elasticity, they can form
umbrella-like shields, parachutes, or even trampolines. The efficacy of any
given form must be determined by the judge on a case-by-case basis, but the
judge is encouraged to grant the Plasmoid a faux “Deed Die” or a die type equal
to its Hit Dice (1d4, 1d6, or 1d8). This faux die does not add to attack roll
or damage, but the result can be used to judge the success of attempts to trip,
encumber a weapon, etc., that the Plasmoid may make inside or outside combat.
This faux die can also be reduced by cold-based attacks, or have circumstantial
penalties or bonuses using the dice chain as the judge determines.
Source: The
Herculoids (Hanna Barbera Productions). Modified from original write-up
by Rendclaw, via Turgenev’s PDF collection.
Note: The relationship between the Plasmoids of Quasar and other strange, bud oddly similar, creatures isn't well understood. In particular, the Shmoo seems to be a somewhat less malleable neutrally-aligned relative of the Plasmoids. Shmoos also reproduce far more quickly than do Plasmoids, and a single Shmoo may rapidly become an infestation.
Wednesday, 15 July 2015
The Chained Coffin Rides Again!
The Peril
on the Purple Planet boxed set has gotten a lot of attention, and for
good reason. But it is not the only recent boxed set from Goodman Games. I call you attention to the Chained Coffin boxed
set, written predominantly by Mr. Michael
Curtis. In all fairness, I was given a chance to playtest the adventure
with my group, although uncredited, and had nothing but praise for it then. The
lack of useful feedback may have something to do with being uncredited.
The main
advantage of the boxed set is a fully-realized, non-standard fantasy setting
that owes much to the “Silver John”
stories of Manly Wade Wellman. The advent
of the Dungeon Crawl Classics role-playing game encouraged me to look
again at the list of Appendix N
authors in the original Dungeon Master’s Guide. Among them
were a few authors I had never really read before. Manly Wade Wellman is a
strong storyteller, with an excellent voice. I have devoured all of his work
that has fallen within my reach…not only John
the Balladeer, but also Hok the
Mighty.
Michael
Cutis has really managed to capture the tone and feel of these stories within a
fantasy RPG framework. I don’t know that there is any higher praise I can give
without adding spoilers about the adventures herein. Perhaps a secondary, and
better, praise can be added: In a recent conversation at the gaming table,
returning to the Shudder Mountains has been suggested amongst the players
themselves. Perhaps, they say, they should try to find Ol’ Blackcloak again, and this time actually talk to him.
Within the
boxed set, you get the titular module, an 11 x 17 map, the Almanac of the Shudder Mountains,
the Chained
Coffin Companion, Sour Spring Hollow, The
Woeful Caves of Yander Mountain, and, if you paid premium, a complex handout
for a puzzle in the module. Taken altogether, this gives the prospective judge
a funnel, a 3rd level adventure, a 5th level adventure,
and enough information on the setting to (1) modify the DCC rules to take
advantage of its strengths while (2) having material to play for a long, long
time.
Several
creatures from Appalachian folklore – or seemingly straight from the pages of
the inspirational literature – are also provided, and provided well. As is
magic appropriate to the setting. Hell, the whole thing’s good. The only thing
I had asked for, and did not get, with this set was a CD of Michael Curtis
singing folk songs. I’ve never heard Michael Curtis sing, so it could be a
blessing.
These
adventures are all good, and, even more importantly, they all capture the right
“feel” for the setting. The Chained Coffin itself offers the
players a rather unique experience – carrying around an NPC within a coffin
that they cannot open. Hopefully, the NPC is who he claims to be. Hopefully,
they can make peace with the superstitious folk living on the mountain while
carrying around a coffin covered with Chaotic sigils. The climactic encounter
of this adventure briefly introduces another location that I, as a judge,
immediately wanted to detail and have the players explore.
Michael Curtis, I am sure you know what I mean, so get
to work on it!
There is
also a bonus adventure, The Rat King’s River of Death, by Sean Bean, which is disgustingly worthy
in its own right, although it doesn’t necessarily fit into the Shudder
Mountains. This adds a level 1 adventure to the brew, and cunning judges will
find a way to incorporate the material if they wish.
Finally, if
you need more material that can be meshed into your Shudder Mountain campaign,
you can easily use my own Arwich Grinder published in Crawl#9, Mermaids from Yuggoth from In the Prison of the Squid Sorcerer (you
will note a Silver John reference in this adventure; the first of two
adventures for DCC – and both in this product – designed to be played interspersed
with other adventures), and (perhaps) even Tomb of the Squonk from PulpWeird Adventures #1.
The
Chained Coffin boxed set is well worth the money.
Good gaming!
Subscribe to:
Posts (Atom)









