Friday, 23 April 2021
Mammoth Mummy Emerges From Its Museum
Thursday, 22 April 2021
Rex Finds the Beast's Wind-Pipe
The so-called Beast is just a goofy-looking critter with a single tooth that is no longer than a short sword. It is intelligent, and not particularly malevolent. It is, instead, good at sneaking around settled areas looking for livestock to feed on.
If it succeeds in an attack roll by more than 4 points, the Beast can make an opposed Strength check (vs. +2) to swallow a creature no larger than a halfling whole. Swallowed creatures have a -2d penalty to any rolls, and can only use small weapons already to hand or spells. Swallowed creatures take 1d6 damage each round. If the Beast is damaged while a creature is swallowed, the swallowed creature normally takes half damage.
Rex the Strangler: Init +1; Atk by weapon +4 melee (by weapon+2) or grasp +4 melee (choke); AC 11; HD 3d12+6; hp 25; MV 30’; Act 1d20; SP choke; SV Fort +4, Ref +2, Will +2; AL L.
Rex the Strangler will certainly use weapons, but his grasp attack is feared throughout the land. When Rex succeeds with a grasp attack, he grips his opponent's windpipe and begins to choke it to death. Each round of choking (including the first) requires a Fort save. When the first Fort save fails, the opponent is unconscious. When the third Fort save fails, the opponent dies. The initial DC is 10, but the save DC increases by +4 for every additional round Rex the Strangler maintains his grip.Tuesday, 20 April 2021
Giant Walking Eye...Relays What It Sees
The Giant Walking Eye roams the world of Terra A.D. (or DCC), as a gigantic red thing a good 8' tall. It relays all that it sees to the rest of its body, which hides in a nearby cave. It can transmit up to 5 miles, but usually stays much closer to the rest of it.
If the Giant Walking Eye sees something that interests it, it can summon the rest of its body. If it is attacked, its body is either automatically summoned or warned, depending upon the nature of the attacker. If the attacker is weak enough to do the Giant Walking Eye no lasting harm, it is often simply consumed.
Body of the Giant Walking Eye: Init -5; Atk grasp +8 melee (2d12 plus grab) or swat +9 melee (3d12) or kick +10 melee (4d12); AC 25; HD 10d20; MV 80’; Act 2d24; SP crit as giant on 20-24; SV Fort +14, Ref -8, Will +8; AL C.
If the eye itself is an 8' tall thing, imagine the size of the creature it belongs to. Even when you take into account that the actual "eye" portion is only about 4' in diameter, and that it is a great goggly-eyed thing, the monster itself is easily over 80' tall....and that eye is really large in proportion to its body! In fact, those stats are extremely generous to the PCs who might encounter this thing. It could easily be much, much worse.
Also, it has two eyes, and the other one is probably around here somewhere.
Also, there is probably also a giant wandering nose....with a disgusting special attack!
Saturday, 3 April 2021
Virtual Gary con Recap
Ethereal Gary Con XIII ran from March 25th to 28th, and - not surprisingly - it was a virtual event. The advantage of virtual events is that, in addition to people in North America, I got to play with individuals in the United Kingdom, Germany, and Serbia. The disadvantage is that I am not just rolling out of bed at the Timber Ridge Lodge to jump into games. I am using an area that I share with my family, and that means trying to balance home and play in a way that I don't have to worry about at a physical convention.
Of course, that is all just a long-winded way of saying that I miss physical conventions.
On Thursday, I got to play Stephen Newton's Shadow Under Devil's Reef hosted by Judge Julian Bernick of Spellburn fame. I have run games for Julian twice before, but this was the first time that I got to play an adventure he was running. With enormous luck, I left the adventure virtually unscathed!
Also on Thursday, I played Slowly the sloth in Dan Steeby's The Big Bop Back to Brooklyn, using the Bronx Beasts rules, and that was a load of fun. I can't really talk about the adventure, as it isn't out yet, but I can say that the rules and action really did catch the feel of an 80s Saturday Morning cartoon. The rules for various beasts trying to be the dominant member of the pack came into play several times, and they were definitely fun to use.
On Friday, I played in Michael Curtis' To Free the King of Elfland, a sequel to the most excellent The Queen of Elfland's Son. Again, as this adventure is unpublished (and still in the playtest stage), there is little I can say. One experience along the way was both charming and fantastic. Although Michael Curtis' vision of Elfland has many points of contact with Lord Dunsany's, it is even more a thing that bears his own stamp.
(If I had been at the Con physically, I would have tried to get 3+ games in from Thursday to Saturday, so you can see how being at a virtual Con is more limiting, for me at least, than being at a physical Con. I am really, really hoping to see people in meatspace next year!)
On Saturday, I switched hats from player to judge, and ran The Fence's Fortuitous Folly (DCC Lankhmar) for Martin Saunders, Paul Gyugyi, Adrian Hermann, and Mihailo Tešić. As became a theme for the convention, the players finished with time to space, so we also did a little carousing and a second expedition.
Later that day, I ran The Dread God Al-Khazadar for Eric Rollins, Adrian Hermann, Scott McKinley, and Geoff Knox. I used these special characters, so the party consisted of Prospero, Conan, Princess Ariel, and Bilbo Baggins. To start the game, I had to get the previous tenants of WA_1 to decamp, and it was not at all easy. This was the first time something like that had occurred at a virtual convention for me, and as it was repeated on Sunday, I think I will stick to my own Discord for virtual gaming hereafter. Of course, when I ran games at AlbaCon, either they had more courteous attendees or they monitored their servers better, because the same problems did not occur.
On Sunday, I ran Apotheosis in Green and Gold, an 8th level playtest, for Chris Zank, Randall Harris, Adrian Hermann, and Jason Menard. Again I had to remove the current inhabitants of the Discord room, but, unlike the first case, the previous inhabitants were polite about it. Because this was a playtest, I won't say much about it, but fun was had,
Overall, I enjoyed the convention, but I really miss physical cons. Whether your beverage of choice is a Spotted Cow, black coffee, Mountain Dew, or just water, it is nice to share that directly while the dice roll. It is also nice to have the Con be a thing unto itself, rather than feeling like you are interrupting the weekend for your family.
Thank you to all the awesome folks who played in my games, and those who ran the games I played in, or put up with me as a player in those games! DCC folks really are the best folks.
Tuesday, 23 March 2021
Chess Enthusiast?
If you are interested in chess, or just feel like checking it out, I encourage you to do so!
Monday, 15 March 2021
Spawn of Cyclops Con & Etc.
Spawn of Cyclops Con was the last weekend in February, so I am a bit late in posting this. However, since I was set to record Episode 109 of Spellburn the Friday after, and it discussed the convention, I decided to wait until after the podcast episode dropped. In the meantime, I discovered this nice podcast, in which a few nice words are said about my blog post about creating magic items!I only ran one adventure this convention, Journey to the Crypts of Orderly Death, a level 3 adventure originally written for a patron at Storm Crow Manor in Toronto, and which I am currently playtesting.
The final group on Sunday included Pete Doroshenko, Jon Wilson, Hector Cruz, Aaron Kreader, and Julian Bernick. The game started at 1:00 pm. The entire opening encounter was bypassed by a well-cast holy sanctuary, which received some mention on the Spellburn episode. I wouldn't nerf a critical if the monsters rolled one, and I won't nerf good rolls from the players either. 







