Sunday, October 31, 2010
When I ran the Savage Colonial Gothic game, I included a headless horseman, not the original one but one created by evil forces after the PCs killed him. I figured the irony would be sweet!
Unfortunately, he never came on the scene as the campaign fizzled before his grand appearance. Oh, well. I'll have another chance at this headless rider at some point.
Headless Horseman (WC)
Agility d8 Spirit d12 Smarts d8 Strength d10 Vigor d6
Pace 6 Parry 8 Toughness 9 Charisma -0-
Edges: Ghost Warrior, Improved Block, Fearless, Alertness
Hindrances: Mean, Vengeful
Skills: Fighting d12, Riding d12, Stealth d8, Notice d8+2, Intimidation d12.
Equipment: Sword, Str + d8
The Horseman's Horse
Agility d6 Spirit d6 Smarts d4(A) Strength d12+3 Vigor d8
Pace 8 Parry 6 Toughness 10
Edges: Ghost Warrior, Fleet-footed, Size +3, Sturdy, Calm
Skills: Fighting d8, Guts d8+2, Notice d6
Kick, Str + d6
So be safe, don't eat too much candy (I always do), avoid too many nasty tricks and don't lose your head.
Saturday, October 30, 2010
Issue no. 22 of One Thousand and One Nights and One Night Campaign Design 'zine was published in February 2008.
I continue with the Mathemancy Actual Play write-up, include some 3x3s for a Savage Worlds of Solomon Kane character, and put in Part 3 of the Changeling Project (as well as mention some delicious fruitcake).
Only three links for the game notes page, and all three work: Collin Street Bakery, makers of fine Fruitcake, 3x3 NPCs and a short example.
Friday, October 29, 2010
It turns out that (amazingly) all you need is a D20. All rolls use one die type. And it works pretty well.
So I started collecting it. I have Blue Rose and the two supplements and picked up most of the True20 books. I've been very satisfied with them (though for some strange reason, people have trouble with the magic deer in Blue Rose - I'm not going to argue the point, though it seems silly to me as it is no more an issue than elves dropping fireballs on people).
There are three reviews on RPG.net (1, 2, 3) plus the revised edition (4) and five of the supplements (5, 6, 7, 8, 9). And six Blue Rose reviews (10, 11, 12, 13, 14, 15).
Thursday, October 28, 2010
Important People: James (S), Bill (X), Bob (E), Alexis (C)
Important NPCs: Stephanie Shaw MD, Nick English Ph.D. Computer Science, Capt. Adele Droblas, Royal Australian Army, Andrew Greenberg Ph.D. Mechanical Engineering, Jay Richardson MS Computer Science, Matt Borselli Ph.D. Physics, John Dougherty, the Vault Robot, Robbie the PolBot, and various other Uni Survivors.
With these great finds, the Group brings the box down to the Uni Survivors living area. The Vault Robot follows them. There, they find a majority of the council, Dr. Stephanie Shaw, Dr. Nick English, Capt. Adele Droblas and Dr. Andrew Greenberg, in a meeting with other Uni Survivors. Rushing in with the Key Card manufacturing machine and the envelopes, the Group asks for an explanation, figuring that this was a test of some sort, but none of the council members, as well as other Uni Survivors present, can explain the presence of the security envelopes with their names on them (and especially their important contents).
The acquisition of a Key Card manufacturing machine is met with a round applause and very excited examination. Before long, a group of survivors has it set up and creates some Violet/1 Key Cards. Before they get carried away, however, Dr. Shaw stops them and has the machine brought to the necessary group. At the same time, several members of the Engineering and Security groups spend some time examining the Vault Robot.
Dr. Shaw congratulates the Group on a fine job and asks them to continue with their work, saying that these leads in these envelopes should be followed up on. The Group return to their quarters, with the Vault Robot following along, to prepare for their first excursion.
The Group find that each of the Silver/2 and Cobalt/4 Military Key Cards operates perfectly and allows them access to Silver/2 and Cobalt/4 restricted areas. Additionally, their information in the UDC is upgraded to include the Silver/2 and Cobalt/4 Military Key Card authorizations. Bob requests a Violet/1 Civilian Key Card from Dr. Shaw and it is delivered bright and new.
Bob asks the Vault Robot what his designation is. The Vault Robot answers NSDQ-1473. The Group dub him Nasdaq the Robot.
End of Part 2.
Wednesday, October 27, 2010
Issue no. 21 of One Thousand and One Nights and One Nights Campaign Design 'zine was published in January 2008.
I continued with the Savage Worlds Changling: The Dreaming project, presented an Actual Play of a Savage Mathemancy game, a podcast that talks about one-on-one gaming and the quote of the month that lead to this blog.
The game notes contained some interesting links, the following which still work: How to Run Changeling: The Dreaming and a Changeling: The Dreaming Resource page, a great GM tool TenFoot Wiki, Godzilla Gaming Podcast, Episode 8 (one-on-one gaming covered at 29 minutes to 56 minutes), and the Mathemancy inspiration Zauberpunk! (Steve Jackson Games Pyramid Magazine).
Tuesday, October 26, 2010
Flying Giant Hand (Wild Card)
Agility d8 Smarts d6 Spirit d8 Strength d12+4 Vigor d10
Pace 8 Parry 9 Toughness 12 Charisma -0-
Edges: Armor (+2), Improved Block (+2 to Parry), Improved Sweep (no penalty for adjacent targets), Large (+4 to hit), Size +5, Flying.
Skills: Fighting d10, Notice d8, Throw d8, Guts d8, Intimidation d10
The Flying Giant Hand came from somewhere near the Blue Meanies. It hired on with the Big Bad on the chance of smashing people and it did the job well. During the final battle with the PCs, Taelisin defeated the Flying Giant Hand with magic and the PCs finished it off. I don’t believe anyone looted the giant glove off the hand, but I may be mistaken.
Monday, October 25, 2010
The premier episode is a re-imaging of the classic Sherlock Holmes Study in Scarlet novel, set in modern London, with an honest-to-goodness Afghanistan veteran Dr. Watson and a tech-minded but still eccentric Holmes.
Cleverly written and an excellent cast (including Rupert Graves as DI Lestrade and Martin Freeman as Dr. Watson, and not to forget Benedict Cumberbatch as Holmes), I look forward to the remaining two episodes (and will probably buy the DVD shortly thereafter).
Sunday, October 24, 2010
Sure there are arguments about whether it's a proper RPG or more of a board game. I don't care. I'm going to collect it anyways, even if I don't ever play it. And with about a half-dozen game boxes out already (I'm only missing one so far) and at least a couple more due before the end of the year, I look forward to continuing to collect it.
RPG.net has five reviews (1, 2, 3, 4, 5) but none for the supplements (though that will probably change in the future).
Saturday, October 23, 2010
Issue no. 20 of One Thousand and One Nights and One Night Campaign Design 'zine was published in January 2008.
This issue introduces Pink the Orc and the start of my Savage Worlds Changeling: The Dreaming project. I also wrote another My Style article.
The game notes include Orcs: Orc Roleplaying Community, "I Commit An Atrocity" (RPG.net thread), Changeling: The Dreaming (wikipedia) and FUDGEling.
Friday, October 22, 2010
This short sword, a bronze gladius with a skull and crossed bones etched on the blade, is world famous for it’s rather unusual effect. Whomever is slain by this sword (the killing blow) immediately comes back to life (treat as Hard to Kill Level III 95% chance of being alive) whole and healed (Instant Healer, instantaneous) as soon as the sword is removed from it’s body. To keep the person dead, the sword must remain in the body.
Shortsword (base $200)
+0 Fighting ($200)
Hard to Kill III, limited to target only and only if dealt the killing blow ($9000 x 50%)
Instant Healer, limited to target only and only if dealt the killing blow ($2000 x 50%)
Thursday, October 21, 2010
Important People: James (S), Bill (X), Bob (E), Alexis (C), Robbie the PolRob, Vault Robot.
With two failures to attempt to get the Vault Robot to stand down, James enters the foyer to confront the Robot a third time, this time in RAA military uniform and using his own issued Sodium/5 Military Key Card. The Robot warns James that this is the third time he has entered the vault foyer, each time with a different Key Card, and this is highly suspicious. The Robot orders James to exit the foyer within three warnings or the Robot will open fire.
James tries to exit the foyer but the door will not open. The Robot warns James a second time to exit or it will fire. Obviously concerned, James tries to contact the Group through the security camera in the foyer but the Group is unable to open the door from the outside. The Robot warns James a third time to exit or it will open fire. At that point, from the point of view of those watching at the Security Station, the lights flutter, the computer screens and security screens blink, and darkness falls in the vault foyer as automatic weapons fire and screaming is heard from over the security camera.
Believing that James has been attacked, the other members of the team work quickly to open the vault foyer's door. When they try to contact the rest of the Uni Survivors, they find out that the power plant is on the blink and that there are other problems. Contacting Supply, they request a drill or saw to open the door, but Supply is busy and can't get someone to bring the equipment for a while - the possibility of loosing power is very bad and that is their main concern.
With no view of the foyer through the security camera, Alexis goes to the vault door and tries her key card. The door opens and James steps out. The security camera in the vault then begins to work again, giving a clear view of the vault foyer.
After conferring with the Group, James says that the Robot didn't open fire on him. It ordered him to sit down and James refused and remained by the door. The Robot approached James and tried to do something but he doesn't know what. Then it walked back to its place.
The Group, by consensus, believes that someone is fucking with them.
Alexis decides to try the Robot (n). She gets a RAA uniform and using her own Sodium/5 Military Key Card, she enters the vault and tells the Robot to stand down. The Robot complies and requests whether it needs to keep guarding the vaults. Alexis says that the vaults no longer require the Robot to guard. The Robot steps out into the hallway and powers down to "sleep" mode.
Alexis spends some time looking about the vault foyer, in several filing cabinets are documents for the contents of the vaults, but most of them deal with only one of the vaults which contains safety deposit boxes. Bob enters the vault foyer, passing the Robot by displaying his own Sodium/5 Military Key Card and saying that he is going to check the electrical system in the vault. The Robot says "Carry on" and powers down to "sleep" mode.
Alexis enters the three vaults while Bob searches the main desk in the vault foyer. On the desk is a computer and peripherals and Bob finds an Uzi on a quick release clip under the desk as well as a clip board with the vault access codes in a desk drawer.
Bob examines the security camera in the vault foyer and tries to get the reflective dome off of it. James and Bill are in the security station and suddenly an alarm sounds. Bob's attempt to remove the security camera reflective dome brings the security system on active and a joystick controller pops up on the console in front of James. On his monitor, James sees crosshairs suddenly appear on Bob with a request for automated fire or manual and a countdown to automatic fire. James chooses manual and, using the overhead speaker system, tells Bob to stop. Bob comes back to the Security Station and finds out how close he was to having the automated security laser fire at him at close range.
The Group figures out that each security camera has a laser coaxed to it, allowing the security stations and main bunker computer to observe as well as attack. The Group is surprised that no one told them this and guess that no one actually knew about it. Looking around the hallways as well as several rooms, they discover that each security camera is within sight of another security camera.
James, Bill and Bob reenter the vault foyer and meet up with Alexis. With the vault security codes as well as the Blue/3 Civilian Key Card, they open the three vaults and check out the contents.
In the first two vaults contain a whole bunch of safety deposit boxes, containing wills, stocks and bonds, insurance policies and some jewelry. The Group doesn't spend much time looking through the stuff.
The last vault contains a treasury of Australian money. About A$50 million or more in Australian currency, including over 50,000 A$200 gold "Koala" coins; over 100,000 A$100 gold coins; over 5 million A$1 silver coins; and over 10 million A$0.50 silver coins. James takes one of the A$200 gold "Koala" coins as a keepsake.
Also in the vault was a big box, which when opened contained two important finds.
First, what appeared to be a Key Card manufacturing machine, with blank cards and civilian color inserts for Civilian Key Cards (but no metal inserts for Military Key Cards). And second, four security envelopes, each with one of Group B's names on it in neat handwriting.
James Stenbeck: contained a Silver/2 Military Key Card issued to James Stenbeck and a note "Main Uni Reactor, Physics Building, Start up sequence at strtupseqnce.doc on the Anderson Stuart mainframe computer"
Bill Farnum: contained a Silver/2 Military Key Card issued to Bob Dawson and a note "Fisher Library, Cray-HS"
Bob Dawson: contained a Cobalt/4 Military Key Card issued to Bill Farnum and a note "Dr. W. J. Smithson, Plague Research, Breakthru?, Biochemistry, 3 PolRobs"
Alexis Pratt: contained a Silver/2 Military Key Card issued to Alexis Pratt and a note "Carslaw Building. Security Code: Transmit-Chocolate-Novel-Eight-Five-Niner-Jacket"
The Group, by consensus again, believes that someone is fucking with them, again.
End of Part 1
Wednesday, October 20, 2010
There's one review on RPG.net (1) which gives the game excellent props.
Tuesday, October 19, 2010
Issue no. 19 of One Thousand and One Nights and One Night Campaign Design 'zine was published in December 2007.
No. 19 featured a mix of different things to create a modern weird campaign, including the lost android of Philip K. Dick, a box of Hitler's cigars, and a 2000 year-old sword. Also I review a book called the Bloody Benders, about a family of murderers in the 1800s.
Most of the links still work, including Rick Geary's Bloody Benders, as well as the wikipedia article, Godzilla Gaming Podcast, Goblinoid Games (makers of Labyrinth Lord), and a bunch of other wikipedia articles: The Adventures of Buckaroo Banzai Across the Eighth Dimension, Philip K. Dick and th Sword of Gou Jian.
Monday, October 18, 2010
In my Distinguished Flying Cross campaign, I plan on having the Jenny appear, either as a plane attacking the PCs or as an escape plane as the characters are fleeing eldritch horrors.
Sunday, October 17, 2010
Roland the Headless Thompson–Gunner (Wild Card)
Agility d8 Smarts d8 Spirit d12 Strength d10 Vigor d6
Pace 6 Parry 7 Toughness 12 Charisma -0-
Edges: Ghost Warrior, Improved Block (+2 to Parry), Fearless (Immune to Fear/Intimidation), Hidden in the Mist (Notice with Raise roll to Spot).
Skills: Fighting d6, Shooting d12, Stealth d8, Notice d8, Intimidation d12
Weapon: Tommy Gun 12/24/48 2d6+1 RoF 3.
After Roland killed Van Owen, he wandered Earth fighting in various wars. He was pulled to the Forgotten Realms during the “Banestorms” and took service with the Big Bad. He was stationed on the Isle of the Mists in the pocket dimension, where he gunned down all who tried to gain access to the castle. He was finally defeated by the PCs when they discovered his secret he wasn’t alive and it was his possessed Tommy Gun that contained his spirit. Once they destroyed the Tommy Gun, Roland disappeared.
Saturday, October 16, 2010
I'll post something game-related tomorrow.
Friday, October 15, 2010
Issue no. 18 of One Thousand and One Nights and One Night Campaign Design 'zine was published in December 2007.
Running a hard science game was a chore and I outline some of the problems I had when I tried the Albedo RPG. I also added a character for a Seven Leagues game (the inferno Spider) and a bit on podcasts (this one I still listen to on a regular basis).
Most of the game note links still work: Albedo RPG on Wikipedia, as well as the Albedo RPG Online Character Generator and info on the comics (Albedo Anthropomorphics Issues #1 - #14, and Command Review Issues #1 - #3 and #4 by Steve Gallacci). In addition, Seven Leagues with free Seven Leagues Demo Pages, plus the All Games Considered Podcast.
Thursday, October 14, 2010
Domain Commune: A meeting of the Domain Council convenes. Council member Karma Stephens asks for an opportunity to speak. Chairperson Gale Norman grants Karma the floor. Karma talks to other council members Christian Martin, Robert Weale, Deborah Maynard and Chris Damitio about the necessity of increasing trade with other local communities and investing in new groups to explore the ruins. The council talks about food production and recent hostilities with Duke William of the Duchy of Sydney.
The Computer System: In a darkened room, a large mainframe computer is working away. On many monitors around the room are images flashing too fast for the human eye.
The Mystery Man: Still in the same room, the man is watching the computer monitor. The uniform, on second look, appears more of a paramilitary uniform than official RAA. The desk lamp illuminates the title of the book - "Poisons for Professionals."
Knights of St. John: Grand Master Seth Zuckerman calls his knights and brothers of the Order to a meeting. Several knights, Sir Kevin Nelson and Sir Alex McLean, speak of the defenses of the community. Brother Pat Lichen talks about the food supplies in storage and Brother Ty McBride talks about the hospital and current issues.
The Creatures: These same creatures are barely seen running through dark woods in the middle of the night.
Wednesday, October 13, 2010
Shadow, The Daleland's Bardic Sword is a simple longsword of local forging. The first owner was a bard who loved the Dales so much he had it enchanted with knowledge of the Dalelands (Knowledge Dalelands, uses owners Smarts attribute +3). The sword actually speaks out loud (very talkative) with a precise British accent, even in the middle of battle (a minor distraction). The sword has a base enchantment (+0 Fighting) that will operate against creatures that can only be struck by magic weapons, but it works best while in the Dalelands themselves (+1 Fighting).
Longsword (base $300)
+0 Fighting ($200)
+1 Fighting, limited to Dalelands ($1000 x 50%)
Skill: Knowledge Forgotten Realms, limited to Dalelands (owners Smarts) +3, talkative ($3000 x 50% x 50%)
Tuesday, October 12, 2010
One statue of Stalin found it's way into a woodland park in Seattle. Who placed it there remains unknown to this day nor is there any indication where in the Russia it actually came from (it doesn't match any known statue). The Seattle Parks Department, after investigating, formally stated the piece was donated by an anonymous benefactor and that it would not be removed (despite the fact that the paperwork is a jumble or non-existent or contradictory in nature) because it presents "a cultural asset to the community." Full stop, no further investigation or questions would be answered on the matter. Good day and thank you very much.
Over the ten years or so the statue has been in the woods, it's moved at least 25 times, never returning to the same place twice. Each time, it's concrete base has moved with it, securing it soundly to the new location. No evidence of the moves has ever been found: workers paid, witnesses to the act, or even paperwork filed at City Hall.
On some nights, it is rumored, the statue will answer your questions of the future, the present and the past. The price of such knowledge is unknown but my sources have assured me it isn't cheap. And sometimes, the statue does more than talk.
Monday, October 11, 2010
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.
Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.
Sunday, October 10, 2010
Issue no. 17 of One Thousand and One Nights and One Night Campaign Design 'zine was published in November 2007.
This issue I talk a bit on what I'm reading and write up two of the characters in the book, an excellent quote about dragons, and a look back on when I was a killer GM in a brutal Aftermath! game (actually using the system rules).
Amazingly, all of the links still work: Aftermath! from Fantasy Games Unlimited, Footfall (Niven and Pournelle), Keep on the Borderlands (Emerson) with two PCs from the novel Willow, Elven Ranger, Level 2 and Mead, Elven Wizard, Level 2, and Criminal Minds (CBS).
Saturday, October 9, 2010
Elven Wraith (Wild Card)
Agility d8 Smarts d8 Spirit d10 Strength d8 Vigor d10
Pace 6 Parry 8 Toughness 10 Charisma -0-
Edges: Armor (+1 leathery skin), Bony Claws (Str +1), Undead (+2 to recover from Shaken, +2 to toughness), Improved Block (+2 to Parry), Fearless (Immune to Fear/Intimidation), Quick, Wizard, Arcane Background (Magic), Power Points 25.
Skills: Fighting d8, Notice d6, Stealth d10, Guts d10, Intimidation d10, Spellcasting d8
Spells: armor, blast, bolt, healing, light, invisibility, zombie.
The Elven Wraith was the main flunky of the Big Bad, after the PCs took out the Balrog. He was the general of the Big Bad’s army at the final battle. Taelisin gained the Wraith’s enmity early on in the game, but Popper was the one who managed to kill him. He used a LAW rocket in the final battle right when it looked like the PCs were facing certain defeat. The PCs never learned what his name was.
Friday, October 8, 2010
Worg-bane is a finely crafted longsword of elven manufacture. This ancient blade is the scourge of evil Worgs everywhere. The sword has a base enchantment (+0 Fighting) that can harm creatures that are harmed by magic weapons, but works best (+1 Fighting, Intimidation +1) when used by an Elf (Guts +1) against Worgs.
Longsword (base cost $300)
+0 Fighting ($200)
+1 Fighting, limited to Worgs ($1000 x 50%)
Skill: Intimidation +1, limited to Worgs ($1000 x 50%)
Skill: Guts +1, limited to against Worgs, limited to Elves ($1000 x 50% x 50%)
Thursday, October 7, 2010
Important People: James (S), Bill (C), Bob (E), Alexis (C)
Group B spends the first week in training with Group A to become familiar with their weapons and armor, and then they are all fully deployed.
The first actual project dropped in Group B's lap is a security vault on the first floor of the Anderson Stuart bunker where an Unknown (possibly military) Robot is guarding a set of three big vaults. The Council doesn't know what is there and, figuring that it may contain important equipment for it to be guarded by the Robot, wants the contents intact. Group B is warned that they should avoid explosives because of possible damage to the vault contents.
Group B is shown to the First Level Security Station, where they can observe the Robot over the security cameras in the foyer and the vaults. Observing the Robot, they find out that it mainly stays in the vault foyer and regularly, but erratically, patrols the three vaults. They also learn that there are several different types of robots around. Anderson Stuart has control of several dozens of Police Robots (PolRobs) and Security Robots (SecRobs), but, while this Robot is similar to PolRobs and SecRobs, it is also different and it is wearing military combat armor. Hence, it could be a military grade robot. They are also told that no one has tried to enter the vaults or attempted to talk with the Robot.
Bill and Bob talk about various ways of blowing up the Robot, which both James and Alexis nix, reminding them both to avoid explosives. Alexis determines, by observing the Robot patrol, that the Robot is probably an AI. Bill decides to build a radio signal jammer in case the Robot is in radio contact with the UDC. He contacts Matt in Supply and gathers the necessary parts to build the device, spending several hours working on it. James enters the vault foyer for the first time and displays their one Blue/3 Civilian Key Card. The Robot tells him that he has three verbal warnings to exit before the Robot will open fire. James leaves the foyer before the third verbal warning.
They figure that with combat or explosives out, electricity may be the answer. They seek a way to shut off the electricity, but, unfortunately, the vaults are on a dedicated line. Alexis checks the electricity usage on the computer and tries to figure when the Robot will power down. It seems the Robot recharges every 12 months and the last time it did was 2 months ago. Another dead-end. Alexis gets Captain Droblas to give her military computer authorization to connect to the UDC. Captain Droblas grants each of the team Sodium/5 Military Key Card access and gets them the appropriate Key Cards. Alexis then tries to get control of the Robot but only succeeds in running several diagnostic programs that do not further their plans.
Meanwhile, Bill has returned from Supply with his jammer built and, in the process, procures a very battered PolRob that the team dubs Robbie. Alexis is still booted into the UDC mainframe but is still limited to what she can do. In the hallway, Bob is trying to figure out the power routings.
Group B then decides to try to use military structure to order the Robot to stand down. James dresses in RAA military uniform and enters the vault foyer a second time. The Robot asks for proper authorization and James uses Captain Droblas' Cobalt/4 Military Key Card. The Robot identifies James but notes that the Military Key Card he is displaying belongs to someone else. The Robot refuses to stand down and orders James to exit or it will open fire.
James calls Captain Droblas and tries to get the Captain to go into the room with her Key Card but the Captain is busy and says, "Have you done as much as you can? First, do as much as you can on your part before calling me in. Don't waste my time."
End Session One.
Wednesday, October 6, 2010
He was a good boy, though. And he is missed.
Tuesday, October 5, 2010
This first special issue of One Thousand and One Nights and One Night Campaign Design 'zine was published in November 2007.
Part of the reason I wrote this issue was the desire to help others write, layout and publish their own 'zines. It talks about how I do my own 2-page 'zine, getting started writing, finding your own voice, layout style, layout options (including where to put the header, also known as the Nameplate), adding graphics, what program you use (I use Open Office), and round off the issue with info on websites and advertising.
I don't know how many people have used this but I hope that it inspired someone to write a free 'zine. If you are inspired to write one, let me know and I'll review your 'zine on this blog.
Monday, October 4, 2010
Which led to the an obvious problem - If I follow him, I lose my 106th but if I don't and tell people about him, I still lose my place. Aaarrrggghhhh!
My desire for cool blogs outweighed my own self-interest and of course I followed malevolent & benign. So should you.
Sunday, October 3, 2010
Issue no. 16 of One Thousand and One Nights and One Night Campaign Design 'zine was published in November 2007.
This issue I talk about my Savage Worlds Forgotten Realm Campaign (which included a Balrog!), a review on Confessions of a Part Time Sorceress (I may have been too harsh but believe the point is still there), and a bit on Tricky Owlbear's Behind the Spells.
Some of the links from the game note page still work - Confessions of a Part-Time Sorceress (on Amazon), My Savage Realms! Notes, and a bunch from wikipedia: Roland the Headless Thompson Gunner, Balrog, The Dreadful Flying Glove, and Keystone Cops.
Saturday, October 2, 2010
If it doesn't provide you any ideas for a Dresden Files game, I don't know what would.
Friday, October 1, 2010
Several of his closest followers were known as the "witches" - Florinda Donner-Grau, Taisha Abelar, Amalia Marquez and Kylie Lundahl. These women were Carlos' lovers and wives and fellow mystics.
The day after his death, these four "witches" disappeared. And four weeks later, Carlos' adopted daughter Patricia Partin disappeared, too. Her car was found abandoned in Death Valley. And in 2003, bones were found near the site.
In 2006 the skeleton was identified as Patricia's body.
And no one saw the rest of the "witches" ever again.
Where did they go? Did they have some other place to go? Are they all dead or are they living somewhere else? Or possibly somewhen else? And what happened to Patricia (if that really was her skeleton)?