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Showing posts with label requests. Show all posts
Showing posts with label requests. Show all posts

Monday, March 26, 2012

A Penny for the Old Guy and Stats for the Aye-Aye


You don't know this thing?  This is an aye-aye, a lemur native to Madagascar.  While not my favorite animal, I'm rather fond of them.  I mean, look at that face.

They're interesting creatures; they use a specialized middle finger to extract grubs and such from trees.

Also, they're supposed to be pretty friendly; they have no fear of humans.

Anyway, noisms wrote a post requesting statistics for such a creature, and I decided to participate, because aye-ayes are awesome.  Also, proving that synchronicity is rampant, Jedediah recently started a new series called "Strange Beasts" which gives descriptions of weird creatures rife for gaming.  So far, she's only done honeypot ants (another favorite of mine; the variety and diversity of ant species is truly staggering), but I'm sure that will grow pretty quickly.  Or it already has, because you're reading this post three years in the future.

Spooky.

Anyway, I decided to go with the legends surrounding the aye-aye to make a mythic aye-aye.  Stats are Weird Fantasy Role-Playing, but conversion should be pretty simple.  Enjoy!

Death Lemur (Mythic Aye-Aye)


No. Appearing: 1
Alignment: Neutral
Movement: 120′
Armor Class: 13 (as no armor + shield for you non-LotFP:WFRP people)
Hit Dice: 7
Attacks: 1 (finger-stab or pointing)
Damage: 1d4 (or death; see below)
Morale: 9 (if your system tracks morale)

Occasionally called the "aye-aye" by native tribesman, the Death Lemur is a strange, nocturnal creature.  Supposedly, the Death Lemur was empowered by the local death god as a psychopomp.  Seeing a Death Lemur is an ill omen, and a sure sign that a death will befall the village.  For this reason, the villagers have many minor rituals that are to ward against the presence of death, and whole tribes will engage in ritual hunts to purge the creatures from the nearby forest in the hopes of removing the taint of death from the area.

Death Lemurs are frequently solitary, and sapients always encounter them alone.  They are typically docile, only attacking those who attack them, although they do occasionally take lives according to inscrutable whims.  In combat, the Death Lemur points at victims with its long, thin middle finger; anyone subjected to this fate must save vs. magic or die instantly.  If forced into close combat, it will attempt to stab with its middle finger.  The creatures are surprisingly adept with their strange digits, able to punch through light armor or find gaps in more heavily-armored opponents.

Friday, March 9, 2012

Tagged

I'm not one for memes, but I was tagged by Jedediah, and you should probably be reading Book Scorpion's Lair (books, role-playing and randomness), Ook, she wrote (an ecology photoblog), and Of Rats and Gangs (the Shadowrun replays noted on Book Scorpion's Lair have their own blog, written as an in-character journal).

If none of those interest you, what in the Hell are you doing reading my blog?

Anyway.

The Rules Are:

1. You must post the rules.
2. post eleven fun facts about yourself on the blog post.
3. Answer the questions the tagger set for you in their post, and create eleven new questions to ask the people you've tagged.
4. Tag eleven bloggers, however, you can break the rules and tag fewer people if you want. Make sure you hyperlink their names/blogs.
5. Let them know you've tagged them - it's good manners ;)
6. Enjoy and have fun with it.


1. If you could choose three people to game with (any at all: fictional, real, famous ect.), who would that be?
Stephen Colbert, Snoop Dogg, and Irene Adler.  Why, you ask?  Stephen Colbert has familiarity with the game, Snoop Dogg would probably have a blast (seriously, Snoop Dogg always projects an aura of having fun), and Irene Adler outwitted Sherlock Holmes.  She would either be the most interesting player or the most annoying; it's difficult to say.

2. What's the most weird thing you have ever eaten?
Everything I've eaten makes sense to me.  I guess I'll go with fried pickles, as my response was typical of the responses I've seen — initial suspicion followed by immediate acceptance.

3. Name the three most important things to have in case of zombie attacks.
It depends on the zombie.  I'll go with clean water, clean food, and plenty of wood — fighting zombies never seems as important as outlasting zombies.

4. Whats top of your bucket list?
I don't have a bucket list.

5. What's the most weird character concept you have ever come across, as a GM or player (feel free to include your own)?
I always get back to the eccentric newspaperman who wanted to disprove religion.  He had a missing eye but frequently wouldn't wear an eyepatch.  Sadly, I never ran that game.

6. Dracula or Frankenstein? Why?
As much as I love Dracula, it's all about Frankenstein's monster.  Shelley's original creation is some alchemical god, super-strong and hyper-intelligent.  He'd be likable if he didn't have all the daddy issues.

7. If you could choose any movie at all to see on the big screen (again or for the first time), which one would that be?
Lawrence of Arabia.  I'd imagine it's impossible to go wrong with a Lean epic.

8. Where did you buy your first dice?
My very first set (Vampire: the Masquerade d10s) was a gift, but I know they came from Colzac Comics.  The first set I bought came from a gaming store a nearby mall; I was out on a random outing and recalled that a friend of mine worked at said store.  I can't remember the name of the store for the life of me.  Both of these stores are now defunct.

9. You're offered a day on a holodeck. What do you create?
I'm running my next Cthulhu LIVE game, obviously.

10. Time travel: what would be your destination of choice?
You know, time travel seems like more of a hassle than an adventure, so I'm not sure I'd want to deal with it.  That having been said, I talked about the Colonial era earlier in the week, so that could be interesting.  For that matter, I've heard a tale about a Man in Black visiting the Continental Congress.  I want to see if that's true.

11. If you had to choose a RPG system to live in, what would that be?
I guess I'll go with Unknown Armies.  It sounds about right.


And now, my turn:
1. You can pick up to five players, living or dead, to populate your gaming group.  What is your dream gaming group?
2. What is your favorite role-playing game?
3. What is your favorite role-playing game you've never had the chance to play/run?
4. Do you prefer to play or GM?
5. What is your favorite novel?
6. What is your favorite author?
7. What is your personal Appendix N?  Give three (quick) examples.
8. What was your first role-playing session like?
9. Do you listen to music while gaming, and if so, what band(s) do you choose?
10. How did you meet your current gaming group?
11. What is your favorite gaming moment to date?


Tagging:
You!  I'm going to do this self-serve: if you like the questionnaire and want to pass the chain, then you're officially tagged.  Answer the questions either on your own blog or in the comments.

Sunday, December 11, 2011

Request: Secret Doors

Happy Christmas from the Santicore!

This year, I participated in Jez's Secret Santicore, and the random number gods paired me with someone who has trouble with secret doors, and so wanted some sample secret doors with concrete methods of activation and specific reasons to be in the dungeon.

(At least I think I got that right.  If you happen to be the requester and find this doesn't suit your needs, feel free to comment — we do returns and exchanges here.)

Anyway, I made a table of thirty secret doors.  1-20 are "mundane," meaning that they use mechanical means, however improbable.  21-30 are magical, meaning that they use magic mechanisms or somehow require interaction with a supernormal creature, like a ghost or golem.  They might need slight modification depending upon where you put them ("Why is there an assassins' training ground in the Temple to Love and Squirmy Little Puppy Dogs?"), but they should at least be good inspiration.

Feel free to peruse the table or roll a d30.  If you just want a random mechanical secret door mechanism, roll a d20.  If you want a random magical or fantastical secret door mechanism, roll a d10 and add 20 to the result.

Without further ado, the table:

1 - This door is hidden behind a statue of a local lust deity recessed into the wall.  The statue and the section of wall swing open, revealing a secret passage, when the lips are pressed.  Supposedly, supplicants were to kiss the statue, and variants with switches placed to simulate other sexual acts likely exist.  Characters searching the area might notice the seams in the wall or the pedestal around the statue’s base, or they might notice seams around the statue’s arms.

2 - This door is hidden behind a bas-relief depicting showing historical scenes from the local kingdom.  The door slides open when the reliefs of the rulers are pressed in order according to the chronological order of their reigns.  Characters searching the area might notice the seams around the bas-relief, or seams around the buttons on the bas-relief.

3 - This section of wall contains a mechanism with a switch that vibrates at a certain frequency.  It will slide open when a certain note is played, requiring either an instrument, a singer with perfect pitch, or an appropriate tuning fork.  Characters searching the area might notice the seams around this section of wall.  Characters with supernormal hearing might notice the reverberations in the wall, indicating the presence of some small, acoustic chamber.

4 - This section of stone wall has a switch disguised as a stone.  Pressing the stone causes the wall to slide open.  Characters searching the area might notice the seams in the wall.

5 - A fresco depicting a local deity will slide open when a particular tune (a hymn or paean, perhaps?) is played on a nearby pipe organ.   Characters searching the area might notice the seams in the wall.

6 - A nearby message admonishing the faithful to not fear evil is accompanied by a statue of a black dragon recessed into the wall.  Reaching one’s hand into its mouth will allow one to press a switch in the back of the throat, causing a nearby section of wall to swing open.  Characters searching the area might notice the seams in the wall.

7 - A statue of a local deity of peace, its arms outstretched, stands in a place of prominence in the room.  A wall panel slides open when at least twenty-five pounds of equipment are placed in its arms — roughly the weight of weapons enough for six or so people.  Modern adventurers might not put their weapons in its arms, but the old supplicants did so before entering the secret passage.  Characters searching the area might notice the seams in the wall, or they might notice seams around the statue’s arms.

8 - A bookcase or other large, heavy object sits in front of an open doorway.  Astute characters might note scuff marks on the floor or a slight breeze.

9 - Astute characters might notice that this wall is hollow when tapped, or that there are seams in the mortar.  A simple people, the builders of the dungeon just used a prybar to open this wall, which can slide aside when pressure is applied.

10 - A statue to a local folk hero or maimed deity sits in the room.  A ceremonial weapon of the type who originally wounded this figure rests somewhere nearby.  Recreating the legendary figure’s wounds with this ceremonial weapon — in the order they were received — causes the statue to rise on a pedestal into the ceiling.  The pedestal has steps so that characters can climb it as a ladder, literally ascending into the heavens with the passing of this entity.  Characters searching the area might notice the seams in the statue’s base, or that the figure’s wounds contain seams or buttons.

11 - An astrological diagram has several recesses where nearby stones can be placed.  Each stone has an astrological symbol on it.  Placing the stones to recreate the birth chart of the Chosen One causes the wall with the diagram to iris open.  Characters searching the area might notice the seams in the wall where each wedge of the diagram is in place.

12 - This emergency escape route was installed by a corrupt ruler who attempted to eradicate the influence of the old regime.  This figure’s final affront was to place a tapestry of the region’s founder over the escape route, so that he would have to cut it open in time of strife.  This escape route was never used, and has lain that way since the ruler was killed by the servants.  Characters searching the area might feel a slight breeze from the direction of the wall.

13 - A subterranean river and a broken waterwheel dominate this room.  Anyone fixing the waterwheel — or harnessing enough power to turn the drive shaft — finds that a panel in the far wall slowly rotates with the waterwheel.  Characters searching the area might notice the seams in the wall.  Some characters might just wonder what the waterwheel powered.

14 - This room in a military barracks features a relief on the wall depicting an example of a hated enemy (“The 304th Dwarven Legion will exterminate all bullywugs!”).  Hitting the appropriate locations as per the old drills causes the wall to slide open for about five seconds, long enough for a few people to go through.  The old idea was that a recruit showed a superior officer his training by rapidly attacking the target, causing the wall to slide open and allowing the recruit to enter the next room.  Astute characters might notice the seams in the wall or in the “pressure points” on the foe diagram.

15 - Two statues stand is this room, holding their swords aloft.  If their sword arms are lowered, a trapdoor will open between them.  Characters searching the room might notice the seams in the floor or on the statues’ arms.

16 - A tangle of rooms was used as a training ground for assassins, and only those who recalled the teachings of the order could pass to the next chamber.  This room contains a statue of a humanoid resembling a typical member of the town watch.  As a mechanical feature, it rotates to face the largest concentration of weight in the room, either looking at a closely-packed group or the heaviest person in the room.  This room and the surrounding hallways are fitted with highly-sensitive pressure plates, built in such a way that they may be mistaken for old, slightly loose stonework by those who do not know better.  Passing through the secret passage is simple — the subtle handholds on the walls allow initiates to climb without touching the floor.  A hidden wall panel slides open if weight is removed from the floor tiles for more than a minute.  Characters might notice the pressure plates in the floor or the seams in the wall.  Some characters might grow suspicious at the rotating statue, particularly if they are unable to detect magic emanating from it.

17 - Strangely, the same room has another secret door — those who can leap from the wall and twist the statue’s head as if snapping the neck before the statue rotates to face them cause a trapdoor in the ceiling to open.  The trapdoor stays open for five minutes before the assembly resets.  Travelers must possess their own rope and grapple — or just be able to jump or climb very well — in order to proceed.  Characters might notice the pressure plates or the seams in the ceiling, as well as the seam around the statue’s neck.

18 - A large statue of a cyclops dominates one wall of this room.  If someone scales the statue and depresses its eye, the statue animates in a mechanical fashion and smashes the wall next to it (it may also incidentally hit the person activating the statue).  Characters might notice several seams on the cyclops statue, indicating articulation, or they might notice that the wall is weakened or hollow.  It is highly likely that the dungeon designers meant this as an escape route or a place for something well-hidden.  Some artisans also leave little trinkets behind, so this little treasure room might only contain some bizarre little fetish or some such.

19 - A treasure chest in the room contains treasure, but it also contains something else.  If the lock is locked while the chest is open, the key will turn past the point when it normally stops, opening the false bottom of the treasure chest.  A ladder leads down into another section.  Though it is time-consuming to clear out the treasure chest, the designers felt that most tomb robbers are too greedy to look further.  Characters might get suspicious about the fact that the treasure chest cannot move, and some might notice something strange about the lock.  Others might notice the seam at the bottom of the treasure chest.

20 - This circular room has a bas-relief on the wall depicting a sea deity or a legendary seafarer.  The ship’s wheel on the wall can be pulled from the wall and rotated.  This will rotate the entire room, closing some exits but opening others.  Some variants may not rotate the room, but may instead raise a pedestal in the middle, revealing a spiral staircase leading downward.  Characters might notice seams in the bas-relief, or in the floor or ceiling.  This very well may lead to a shrine to the deity in question, or perhaps a subterranean, aquatic passage leading elsewhere.

21 - This section of wall is a bas-relief or fresco depicting a local deity or folk hero.  If the proper supplication is performed before the wall, it swings open.  Characters searching the area might notice the seams in the wall, or the subtle arcane iconography in the wall revealing its magic.

22 - This secret passage is activated by a nearby painting of a local foe (likely historical).  Staring into the eyes of the painting for at least a minute causes the nearby section of wall to recess into the ground.  Characters searching the area might notice the seams in the wall, or the subtle arcane iconography in the wall revealing its magic.

23 - This section of wall isn’t stone at all, but an ooze that has taken on a consistency appropriate for the nearby wall.  Applying the appropriate reagent causes the ooze to assume its normal state and move aside.  Setting fire to the wall (or otherwise attacking it) prompts the ooze to attack.  Astute characters might notice that the wall quivers slightly, or that the acoustics in the room aren’t quite right.

24 - This section of wall bears an emblem of a local mage’s guild or equivalent.  The wall disappears briefly when struck by a particular spell, such as magic missile.  Inner chambers require higher-level spells to activate.  Characters might notice the subtle arcane iconography in the wall revealing its magic.

25 - This section of wall depicts the local deity of slaughter.  Spilling blood on the image causes it to open.  Strangely, spilled blood soaks into the image and is absorbed.  Characters searching the area might notice the seams in the wall, or the subtle arcane iconography in the wall revealing its magic.

26 - Invisible, incorporeal ghosts guard a crypt in this room.  They will open a hidden wall panel to any whom leave offerings to them in excess of 100 gp worth of coins or goods.  Unscrupulous characters who detect the ghosts might coerce them with pain or magic instead.  Characters searching the area might notice the seams in the wall, or they might detect the presence of the ghosts.

27 - In a chamber dedicated to a local deity, an oddly-placed statue of an opposing deity is recessed into the wall.  A holy book of the local deity sits in the room; reading a passage wherein the deity defeats the opposing deity causes the enemy deity’s statue to recess into the ground.  Characters searching the area might notice the seams in the wall around the statue, or the subtle arcane iconography in the statue revealing its magic.

28 - A large, flaming brazier sits in the middle of the floor, generating light and heat.  Following the temple’s instructions to be purified by flame, anyone who actually leaps into the brazier finds only a moment of pain before finding it is just an illusion.  A trapdoor leads into the floor.  Characters searching the area might notice the subtle arcane iconography in the wall revealing its magic, or perhaps that an object near the flame is not scorched.

29 - A sundial sits in the center of this room, whose entire far wall is dominated by a scene from an historical battle.  Shining a light on the sundial to recreate the supposed time of this battle (“Ah, yes, I remember from my time at university that the Battle of Gloaming’s Dark supposedly happened around the fourth watch after midnight, hence the name.”) causes the far wall to recess into the floor.  Other dungeons may make use of this trick, using times important to the builders of the tomb.  Astute characters might notice the seams in the far wall, or the subtle arcane iconography in the sundial revealing its magic.

30 - Undead stand silent sentinel in this room, but do not attack unless they are attacked.  If they are commanded to open the wall — possibly by a command word issued elsewhere, or possibly just by someone commanding them to open the door — they will do so.  Characters searching the room might notice seams on the wall.  Suspicious characters might make note of the fact that there are undead guarding the room with no apparent purpose.  Some magi architects, not wanting to delve into necromancy, might use golems instead.

Monday, August 15, 2011

Guest Spots and Requests

And one more fiddly bit for the day.  Hopefully.

I know some of the people who expressed an interest in reading this blog are new-ish to gaming.  If you are (hell, even if you aren't), and you want me to write about a topic that interests you, let me know.  I'll either write about it, research it and write about it, or direct you to a place that can explain the concept or answer the question a million times better than I can.

Also, I know some of you are writers, but may not keep a blog (or maybe you keep a blog, but you don't want to write about your gaming pasttime on there).  If you want to do a guest piece on here, let me know and I'm sure I can post whatever article you have along with whatever contact information you want me to give (or none, if you wish to remain anonymous).  Just, you know, keep it within the confines of gaming.  Preferably.

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