Thursday, February 7, 2013

[My Life With Rudolph] The Setting


As I mentioned earlier, I've run two games of "My Life With Rudolph," using the excellent My Life With Master rules.

In each game, the minions of Rudolph were denizens of Christmas Town, from the classic 1964 Rankin/Bass stop-motion television special Rudolph the Red-Nosed Reindeer.

I took 8 of the characters from the show for minions: Clarice and Fireball (the two other reindeer young friends of Rudoph), Yukon Cornelius, Hermey the Dentist Elf, Sam the Snowman, Hank the Tall Elf, Charlie-In-The-Box and The Bumble. I also added a 9th minion, a magical Talking Wolf.  Each of these minions has some ability that is more than human and another ability that is less than human.

I started each game by handing out the characters and letting the players choose which they wanted. I explained the rules and let the players divide a set amount of points between Self-loathing and Weariness for each character. We discussed possible connections the PCs would have in Christmas Town, then I set the Fear and Reason levels for the game and we started.

I told them that Rudolph summoned them to his cave for the first of his orders to them:

"Burn down the Christmas Tree Forest!"

In the first game, at this first evil command from Rudolph, one of the players said to the rest of the group "Yeah, guys, this is the high-water mark. Things are not going to get better from this point on!"

Tuesday, February 5, 2013

[My Collection] My Life With Master


My Life with Master, by Paul Czege, is "a roleplaying game of villainy, self-loathing, and unrequited love" and it's really, really twisted. The player characters are minions of an evil master, tasked to do his evil bidding.

There are several reviews (1, 2, 3) and more (4) linked on the game's home page.

I've run the game twice for my groups (a one-shot each during the 2010 and 2011 holiday seasons) using the same holiday setting that I call "My Life With Rudolph." I'll write up in the notes and post them for you.

Wednesday, January 23, 2013

29 In Cat Years!


Today my blog is three. Three!

That's amazing.  That's about 29 years for a cat!

918 posts over the course of 1,097 days - nearly a post a day.

For the first year, I worked hard to post every day, to build up a steady habit and some good content. 

For the second year, I wanted to relax a bit, post when and what I wanted rather than feel the grind. 

And at this point, I don't know what I want for the third year. I'm amazed I got this far. Maybe I'll just keep on keepin' on.

To my followers and disciples, thanks for reading my humble blog for the past three years. I hope that you enjoy the next three!

Sunday, December 30, 2012

[Old Campaign] One Shot from 2003

Back in 2003, I ran a one-shot of Tunnels and Trolls for a Seattle Group set in The Ring Vaults and then I wrote up the actual play notes. Here it is below:

Game System: Tunnels & Trolls

Game Master: Me!
Players: Alan, Laura, Eric, and James
Characters: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)
Date: June 9, 2003

Recaps
All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).

After a quick character creation and equipage, I ran them through some of the basics for T&T: saving rolls, combat rules, missile rules.

The Adventure of the Evening started with a friend of theirs ("Give me a name" "George" "Give me a race" "Elf"), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them. When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him.

The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5" x 5") to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.

Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons. After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.

All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn't show up until the end.

Thanks to everyone for their time, even with/despite the very primative combat rules!

Player Thoughts
Alan: The game was a blast, Matt. I'm glad to finally get a chance to play T&T. I love James' drawing of Ssstewart with a miner's lamp-hat, segmented bronze armor and a giant handy-man's hammer wrapped in his tail. I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!

Laura: Yeah, James' picture was great. I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting "evil." My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them. We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.

Friday, December 28, 2012

[S&W White Box] Killin' Dragons: Level 10 - Zu

Zu (ancient Red Dragon)
Desolation: Mordale
Lair: Hursef's Cavern*

Zu is mere legend to many, he's so old. And rarely, if ever, does he leave is lair. Old and fat, they say, with a treasure even the gods envy. But not so old, and not so fat, as one would believe.

When he was last spotted in the night sky, the Temple of Heresy was being built, nearly 2000 years ago. Oh, yes, he's not moved much in the last few millenia, but he's not a push-over. Still sharp as ever, still able to rend and claw.

He sleeps a lot, yes, he does, but becomes instantly awake when someone steps within his lair. But to get to Hursef's Cavern is a trial in itself. The thousand miles of tunnels beneath Mordale are thick with trolls, chimera, and hell hounds, while the surface of Mordale is inhabited by giants of all kinds. Through them first and then great treasure, but only after defeating Zu. Have fun storming the dragon lair, suckers!

History of the name: Zu is a dragon from Sumerian mythology who stole the Tablets of Destiny and hid them on a mountain. Whoever possesses the tablets rules the universe, so Marduk slays Zu to recover them.

Zu, ancient Red Dragon, Age: ~4500, Desolation: Mordale, Lair: Hursef's Cavern, Armor Class: 2 [17], Hit Dice: 10, Hit Points: 80, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes fire (80 damage, cone 90ft by 30ft), Move: 12 (24 when flying), Spells (4/3/3/2): Detect Magic, Hold Portal, Protection from Law, Sleep, Detect Thoughts, Levitate, Phantasmal Force, Alter Time, Fireball, Protection from Normal Missiles, Hallucinatory Terrain, Massmorph.

Giants dwell within Mordale while trolls, chimera, and hellhounds wander the myriad of tunnels beneath.

* My final theft of an excellent map by Dyson.

Monday, December 24, 2012

[S&W White Box] Killin' Dragons: Level 9 - Jormungandr

Jormungandr (aged Blue Dragon)
Desolation: The Coast of Prylyn
Lair: Esterlea Island, Temple of Heresy*

Jormungandr is a great Blue Dragon that resides as the Grand Master of the Temple of Heresy, a post he has held for nearly two thousand years. Esterlea Island two millenia ago was an evil place and the populace worshiped the dragon, building him a temple and feeding his vanity (and his belly) with many sacrifices gained through piracy and mainland raids. In time, however, their evil overtook them and their pirate fleet was destroyed by the combined navies of several countries on the Coast of Prylyn.

When the survivors returned to Esterlea Island and begged the great dragon for aid in their battle, he laughed at them and feasted upon them. In the ensuing centuries, more and more evil folk have traveled to the island in order to serve the dragon as corsairs and, without fail, they have fallen prey to his depredations after failing in some military action against neighboring navies. So far, there have been five great pirate empires that have built themselves up on the island only to be defeated in battle and then ultimately slain by Jormungandr.

Currently, the pirates of Easterlea Island are few in number but are more than a minor inconvenience for even the heartiest of adventurers. In order to slay the dragon, guile and trickery may be in order. Often, the island is depopulated when the fleets sail, as the evil corsairs trust to the dragon to protect their homes. Perhaps then is a good time to strike ....

History of the name: Jormunganr, also known as the Midgard Serpent, is from Norse mythology. It is a child of the trickster god Loki and an enemy of Thor. It circles the earth, biting its own tail. During Ragnarök, Jormunganr rises from the sea and poisons the sky with its venom. Thor defeats the monster then takes 9 steps before falling to the beasts poison.

Jurmungandr, aged Blue Dragon, Age: ~2500, Desolation: The Coast of Prylyn, Lair: Temple of Heresy, Esterlea Island, Armor Class: 2 [17], Hit Dice: 9, Hit Points: 63, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits lightning (63 damage, line 100ft by 5ft, save for half damage), Move: 12 (24 when flying), Spells (4/3/2/1): Read Languages, Sleep, Protection from Law, Detect Magic, Phantasmal Force, Detect Law, Invisibility, Fireball, Alter Time, Confusion.

Piratical minions uncounted, but probably numbering in the hundreds or thousands.

* Dyson draws some fantastic maps, doesn't he?

Friday, December 21, 2012

[S&W White Box] Killin' Dragons: Level 8 - Vermithrax Pejorative

Vermithrax Pejorative (very old Green Dragon)
Desolation: Dorholt Forest
Lair: The Ocean Below*

Vermithrax Pejorative is a very old dragon who has dominated the Dorholt Forest for nearly 1000 years. Many generations of adventurers have sought the dragon in the leafy trees, only to be killed by the dragon herself or the various dangers that inhabit that evil wood.

Recently, Vermithrax gained the forced servitude of a Djinn named Osedael (who isn't really enjoying the job very much). Should a puissant band of adventurers come to the Dorholt Forest, Osedael may be convinced to subtly aid them in order to spell the doom of his mistress. But he's got a fine line to walk and can be forced to attack to kill the party should he be directly ordered to by the dragon (currently, he's got a bit of latitude in interpreting his standard "orders").

History of the name: Vermithrax Pejorative was the dragon in the movie Dragonslayer (1981). Her name means "The Wyrm of Thrace who makes things worse." The king of Urland sacrifices 2 virgins to the dragon each year, chosen by lottery. The hero of the piece, Galen, wounds the dragon with an enchanted spear called Sicarius Dracorum ("Dragonslayer"). The dragon is eventually slain by the wizard Ulrich of Craggenmoor at the cost of his own life.

Vermithrax Pejoritive, very old Green Dragon, Age: ~1000, Desolation: Dorholt Forest, Lair: The Ocean Below, Armor Class: 2 [17], Hit Dice: 8, Hit Points: 48, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes poisonous gas (48 damage, cloud area 50ft diameter, save for half damage), Move: 12 (24 when flying), Spells (4/2/2): Charm Person, Sleep, Hold Portal, Read Languages, Invisibility, Detect Invisibility, Lightning Bolt, Hold Person.

Osedael the Djinn, Armor Class: 5 [14], Hit Dice: 7+1, Hit Points: 36, Attacks: fist (2d6) or flaming great sword (2d6+2d6), Special: create food/water, create wooden, cloth or metal objects, illusions, gaseous form, invisibility at will, whirlwind, Move: 9 (24 when flying), Spells (4/2/1): Charm Person, Detect Magic, Read Magic, Light, Phantasmal Force, Web, Alter Time.



* Another fabulous map from Lapsus Calumni

Wednesday, December 19, 2012

[S&W White Box] Killin' Dragons: Level 7 - Ancalagon the Black

Ancalagon the Black (old Black Dragon)
Desolation: Bymarsh
Lair: on the shores of Bypond Lake, Ruins of Corvel on the Mount*

Ancalagon the Black is an old dragon, set in his ways. He's lived in his lair for a long time, in fact, he was responsible for it being a ruin. Over 500 years ago, he flew in from the west and slew the men and elves of Corvel on the Mount in a devastating early morning attack. None survived and he immediately moved in and started gathering his hoard.

A few years ago, a clutch of basilisks moved into the ruins and Ancalagon was surprised that he could speak with them and wasn't affected by their gaze. The basilisks have a free rein in the ruins and make excellent watch-dogs (and rather final security systems).

History of the name: Ancalagon is a dragon bred by Morgoth during the First Age to be the mightiest, from the Middle Earth books by J. R. R. Tolkien. He was slain by Eärendil, who destroyed the dragon by casting him onto the triple-peaked towers of Thangorodrim.

Ancalagon the Black, old Black Dragon, Age: ~800, Desolation: Bymarsh, Lair: Ruins of Corvel on the Mount, Armor Class: 2 [17], Hit Dice: 7, Hit Points: 35, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits acid (35 damage, area 60ft by 5ft), Move: 12 (24 when flying), Spells (3/2/1): Sleep, Shield


3 Basilisks, Armor Class: 4 [15], Hit Dice: 6, Hit Points: 20, 17, 15, Attacks: bite (1d6), Special: Petrifying gaze, Move: 6


* Still another great map from Dyson.

Tuesday, December 18, 2012

[S&W White Box] Killin' Dragons: Level 6: Abraxas

Abraxas (adult White Dragon)
Desolation: Vertkeep Downs
Lair: in the Medusa Chasm*

Abraxas descended on the Vertkeep Downs within the last decade. No one knows where he came from but sages have speculated that he's actually one of the 13 unnamed dragons of antiquity that were sealed within a magical cave by the great wizard Zhedratia the Wise, to sleep until the end of the world. Somehow he's escaped this fate but noone has really knows if this is true. He took a dungeon in the Medusa Chasm as his lair and has a werewolf as his chief bootlicker (and a pack of wolves as his shock troops).

History of the name: Abraxas, also spelled Abrasax or Anbraxas, is a Persian dragon. He is a symbol of Gnosticism.

Abraxas, adult White Dragon, age: ~600, Desolation: Vertkeep Downs, Lair: Medusa Chasm, Armor Class: 2 [17], Hit Dice: 7, Hit Points: 28, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes cold (28 damage, cone 70ft by 30ft), Move: 12 (24 when flying), Spells (4/2/1): Charm Person, Sleep, Protection from Law, Detect Magic, Invisibility, Detect Invisibility, Fireball.

Bloodrage the Werewolf, Armor Class: 5 [14], Hit Dice: 3, Hit Points: 17, Attacks: weapon (1d6), Special: Lycanthropy, control wolves, only affected by silver or magical weapons, Move: 12.

6 Wolves, Armor Class: 6 [13], Hit Dice: 2, Hit Points: 10, 9, 8, 8, 7, 5, Attacks: bite (1d6), Move: 18.

* Yet another excellent map from Dyson

Sunday, December 16, 2012

[S&W White Box] Killin' Dragons: Level 5 - Glaurung the Deceiver

Glaurung the Deceiver (immature Red Dragon)
Desolation: Fallshore
Lair: The Lost Temple of Mumbar*

Glaurung has ravaged Fallshore for centuries and killed many knights and warriors that have tried to slay him. Glaurung resides in a ruined temple up in the hills and a trio of chaotic Centaurs form the bulk of his minions.

History of the name: Glaurung is another dragon from Middle Earth, considered the Father of Dragons. J.R.R.Tolkein wrote him as a wingless fire-breathing dragon who was slain by Túrin Turambar. His nickname was "The Deceiver" due to his ability to enslave men.

Glaurung the Deceiver, immature Red Dragon, Age: ~400, Desolation: Fallshore, Lair: The Lost Temple of Mumbar, Armor Class: 2 [17], Hit Dice: 10, Hit Points: 30, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes fire (30 damage, cone 90ft by 30ft), Move: 12 (24 when flying), Spells (4/2): Charm Person, Hold Portal, Read Languages, Light, Levitate, Detect Thoughts (ESP).

3 Centaurs, Armor Class: 5 [14], Hit Dice: 4, Hit Points: 18, 15, 12, Attacks: kick (1d6) or two-handed warclub (1d6+1), Special: None, Move: 18.

* Thanks to Lapsus Calumni for another excellent map.

Friday, December 14, 2012

[S&W White Box] Killin' Dragons: Level 4 - Uwibami the Swift

Uwibami the Swift (immature Blue Dragon)
Desolation: Ironvale
Lair: northern cliff wall in the Waterfall Caves*

Uwibami the Swift is a blue dragon who's desolation is over the whole of the Ironvale. He has successfully kept other predators, both non-dragon and dragon, away from his lands. His lair is in the Waterfall Caves and more than one band of would-be dragonslayers have met their end there - usually by being electrocuted by Uwibami's breath weapon striking the water they were standing in. A clutch of spiders lives in the woods right outside Uwibami's lair and he spends many hours watching them and feeding them captured enemies.

History of the name: Uwibami is a dragon from Japanese folklore. He had a habit of attacking horsemen, grabbing the riders from their mounts and eating them.

Uwibami the Swift, immature Blue Dragon, Age: ~400, Desolation: Ironvale, Lair: Waterfall Caves, Armor Class: 2 [17], Hit Dice: 9, Hit Points: 27, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits lightning (27 damage, line 100ft by 5ft, save for half damage), Move: 12 (24 when flying), Spells (4/2): Detect Magic, Light, Protection from Law, Sleep, Web, Invisibility.

5 Giant Spiders, Armor Class: 6 [13], Hit Dice: 2+2, Hit Points: 12, 12, 12, 10, 9, Attacks: bite (1d6+poison), Special: surprise opponents (on 1–5), save to avoid becoming stuck in the web, +1 to save vs. poison, Move: 18.

* Thanks for yet another great map from Dyson.

Wednesday, December 12, 2012

[S&W White Box] Killin' Dragons: Level 3 - Kalseru the Wicked

Kalseru the Wicked (young Green Dragon)
Desolation: Norden Woods
Lair: Raven's Ruins* near Westron Barrow

Kalseru the Wicked, also known as Kalseru the Green, makes her desolation in the deep forests of Norden Woods. Her lair is near the Westron Barrow, in an old dungeon called Raven's Ruins. A small mixed band of humanoids, including a Bugbear captain, serve as her personal guard.

History of the name: Kalseru is a goddess in Australian aboriginal mythology. She appears as a rainbow serpent and is associated with weather, rain, rebirth and fertility.

Kalseru the Wicked, young Green Dragon, Age: ~200, Desolation: Norden, Lair: Raven's Ruins, Armor Class: 2 [17], Hit Dice: 8, Hit Points: 16, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes poisonous gas (16 damage, cloud area 50ft diameter, save for half damage), Move: 12 (24 when flying), Spells (3/1): Charm Person, Protection from Law, Detect Magic, Detect Thoughts (ESP).

Crash, Bugbear captain, Armor Class: 5 [14], Hit Dice: 3+1, Hit Points: 14, Attacks: halberd (1d6+1) or bite (1d6), Special: Surprise opponents (on 1–3), Move: 9.

3 Bugbears, Armor Class: 5 [14], Hit Dice: 3+1, Hit Points: 13, 13, 12, Attacks: halberd (1d6+1) or bite (1d6), Special: Surprise opponents (on 1–3), Move: 9.

3 Goblins, Armor Class: 7 [12], Hit Dice: 1-1, Hit Points: 3, 3, 2, Attacks: spear (1d6) or short bow (1d6-1, 50ft), Special: -1 “to-hit” in sunlight, Move: 9.

2 Kobolds, Armor Class: 6 [13], Hit Dice: 1/2, Hit Points: 2, 1, Attacks: short sword (1d6-1) or sling (1d6, 30ft), Special: -1 “to-hit” in sunlight, Move: 6.

4 Orcs, Armor Class: 6 [13], Hit Dice: 1, Hit Points: 6, 4, 4, 3, Attacks: weapon (1d6), Special: -1 “to-hit” in sunlight, Move: 12.

* Thanks to Dyson for this excellent map.

Monday, December 10, 2012

[S&W White Box] Killin' Dragons: Level 2 - Scatha the Worm

Scatha the Worm (very young Black Dragon)
Desolation: Shadowmarsh
Lair: Dorian's Cave*

Scatha the Worm is a clever Black Dragon, prone to tricks and traps rather than a stand-up fight. She has managed to cow nearby monster tribes through guile and intimidation in the swamp where she dwells. Her lair is a subterranean cave guarded by undead skeletons under the dragon's control.

History of the name: Scatha the Worm is from J. R. R. Tolkien's Middle Earth and dwelled in the Grey Mountains. Scatha is described as a "long-worm" and was defeated by an ancestor of Eorl the Young named Fram, son of Frumgar. The recovery of Scatha's hoard lead to a conflict with dwarves and Fram died in the feud. Fram's descendents include Éowyn. Merry Brandybuck received a horn from Scatha's hoard as a gift from Éowyn.

Scatha the Worm, very young Black Dragon, Age: ~100, Desolation: Shadowmarsh, Lair: Dorian's Cave, Armor Class: 2 [17], Hit Dice: 8, Hit Points: 8, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Spits acid (8 damage, area 60ft by 5ft), Move: 12 (24 when flying), Spells (2): Sleep, Hold Portal.

10 Skeletons, Armor Class: 7 [12] with shield, Hit Dice: 1, Hit Points: 6, 5, 4, 4, 3, 3, 3, 2, 2, 1, Attacks: sword (1d6), Move: 12.

* Thanks to Dyson for this excellent map.

Saturday, December 8, 2012

[S&W White Box] Killin' Dragons: Level 1 - Chrysophylax Dives

Chrysophylax Dives (very young White Dragon)
Desolation: Hedgewall Mountains
Lair: Eldor's Cave* on Mount Dorwick

Chrysophylax Dives, also known as Chrysophylax the White and sometimes Frostburn, is a very young dragon, only about a hundred years old. The dragon has recently set up a desolation (a sages term for a dragon's territory or desmesne) and has bullied a goblinoid band in the area to serve as his minions. His lair is located in a cave on Mount Dorwick, which he co-habitates with a Shadow (the Shadow lives in one of the side caves).

History of the name: Chrysophylax Dives is the name of the dragon in J. R. R. Tolkien's Farmer Giles of Ham. He is arrogant, pompous and vain, but can only be bullied so far. Farmer Giles defeats him with the help of a magic dragon-slaying sword called Caudimordax.

Chrysophylax Dives, very young White Dragon, age: ~100, Desolation: Hedgewall Mountains, Lair: Eldor's Cave on Mount Dorwick, Armor Class: 2 [17], Hit Dice: 7, Hit Points: 7, Attacks: claw/claw/bite (1d6/1d6/1d6), Special: Breathes cold (7 damage, cone 70ft by 30ft), Move: 12 (24 when flying), Spells (2): Charm Person, Sleep.

6 Goblins, Armor Class: 7 [12], Hit Dice: 1-1, Hit Points: 4, 3, 3, 2, 2, 1, Attacks: short sword (1d6-1) or spear (1d6, 20ft), Special: -1 “to-hit” in sunlight, Move: 9.

Goreghast the Shadow, Armor Class: 7 [12], Hit Dice: 3+3, Hit Points: 15, Attacks: touch (1d6+strength drain), Special: drains one point of strength with each hit, Move: 12.

* Thanks to Lapsus Calumni for such an excellent map.