Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Wednesday, May 7, 2025

Isle of Dread - Have you been to Sharks Bay?

 

Not far from the village of Tanaroa and the great wall there is a bay with narrow beaches that is inhabited by several especially aggressive Bull Sharks. I don't think it is named, but i always referred to it as Sharks Bay. 



When I was envisioning this campaign, I wanted to use that area as more than just "there are sharks." So I thought it might be a good place for a ruin of the ancient civilization, and that evolved a bit more into a temple of the shark god. It is a crumbling ruin inside a great boulder, and it is now used by a shark god Shaman and some weresharks. 




I had this particular part of the bay be mostly sea cliffs. Even with some rope it is a bit of a difficult climb to get down there.




The temple itself was about 60 feet or so from the cliff bottom water line. During high tide the water in between would be several feet deep. But at low time it is just a few inches of water, a tidal pool area, where you can actually walk across to the entrance. 






Inside the crumbling ruin some rays of light from cracks above showed that it was sort of an indoor tidal pool itself. Some giant crabs and "Ochre Pods" that were sort of mini ochre jellies (looking like large tadpoles). Minor annoyances compared to the Shark God shaman and weresharks that entered once the alter and its treasure goodies were tampered with. 










After a pretty big fight the Shaman escaped (raising the local water level as he did so the party had to scramble back to the cliff as the tidal pool water raised enough for sharks to come swimming at them). 

I'm hoping to tap into him again, and the shark god itself, before the party leaves the island. 



Tuesday, May 6, 2025

Isle of Dread - what color is your Axe Beak?

 The weekly Isle of Dread campaign continues. 

One thing I have been doing in most sessions is creating my own small random charts to use in that particular session. Early in the campaign while in the big city before the great ocean voyage, I was doing this. So like in the city I would have several things on a table like encounter a troublemaking gang, aggressive panhandlers, an already established enemy NPC, etc. 

So the other session I had one for the beach areas both on the village side of the great wall, and also for the Sharks Bay area on the other side of the wall not far away. I had giant crabs, lions, tiger, axe beaks, etc. On a grassy hill near the sea cliffs of Sharks Bay they randomly encountered some Axe Beaks.

For many years now Axe Beaks have been a staple for coastal areas for me. I don't really know why, But at some point I used them near a beach and this became the environment I liked to have them encountered. 

I actually have loved big flightless Terror Birds since the 2008 film 10000 BC..






Adding to the fun is that these scary carnivorous birds have actually existed, and not that long ago really. They stalked the earth at the same time as early man. 

Of course in DnD they have always been around, and the images have been almost countless..





I have probably used a different image in each encounter I use them in every few years. But when the party on the Island encountered some I did not have an image handy. So into The Google Machine I go. And pretty quick I find an image perfect for Isle of Dread Axe Beaks..


Polly want a human liver?


They made honking and "ookie Dookie" sounds, and the party dubbed them "Ookie Dookie" birds. Certainly not the hardest encounter they will have, but a nice basic fight to keep the blood flowing is good. But it was really fun to come up with a perfect image for an Isle of Dread Axe parrot-like Beak on the spot and hurl it at the characters. 

Cheers

Wednesday, April 9, 2025

Finally found my Supers RPG to run online?

 

I have posted in the past about my deep background with Supers RPG's (also here), going all the way back to childhood starting with the very first superhero game Superhero 2044. Then Supergame, then Villains and Vigilantes, and finally Champions/Hero System. That was my favorite, and using my futuristic hero setting Haven (based in part on Superhero 2044's Inguria Island) I turned many of my DnD groups on to it as an alternative. There would be resistance (most were not comic book fans) but they would eventually be requesting it. They loved it, despite the crunch of Champs. It was probably my favorite genre, in large part having grown up a comic book kid.






Now several years since the last time I ran a supers session, and also now that I essentially run all games online, I have been hankering to give it a go on Roll20. But the crunch of Champs would make it very hard. I considered Mutants and Masterminds which was fairly popular online, but it has its own high crunch it seems. I don't want to have to learn nor run another crunchy ruleset. 


Interesting note: when I first looked into this about
a year ago, the deluxe book (the most recommended 
as far as character creation choices) was out of print
and going for around 300 bucks where you could find 
it. But it is now apparently around 50 bucks and easily found. 


Last year for a couple session I played online in Kickstarted supers system I can't even remember what it was called. It was based on 5th ed DnD. It was kind of fun, but the guy kind of lost it mid-session and decided the system was no good for what he was doing. He declared he was probably going to try another system, but I passed. Put my search for a system on hold. 

But now in recent weeks I discovered Marvel Multiverse RPG, a fairly new system. I always rejected a licensed supers game, especially based on Marvel or DC, but the attractions of this was it was fairly rules light, and had excellent Roll20 support it seems. I immediately ordered the book off Amazon, and started watching Youtube videos about it. 



It has an odd, what I think is kind of clunky dice rolling system, but it is indeed simple. I can work with it I think. And it based around Marvel is OK. My Haven setting is more or less an alternate future version of the Mavel Universe (I always had it 20 years in the future of whenever I ran it) as a base, though having grown up on comics I was very familiar with Multiverses. I had Haven be a kitchen sink of genres, and other comic universe stuff could enter into it. Sci Fi in general really. I even had a Jedi show up in some old session. 

MM RPG has a rank system to determine your supers level, from street level like Daredevil all the way up to Galactus, and how that all works with the powers is something I need to research more of. Also it is all a little bit of an investment. The physical book was almost 40 bucks, and for Roll20 I will need to buy the in-platform version. For full functionality (sharing rules with players, a character sheet builder, etc) I think I need a subscription to something called Demiplane. But money is not really an object if I could get this off the ground with some decent players. 

I have plenty going on with my DnD right now. But I am around 30 sessions into the campaign and already past the point where I get a wander lust for other genres and systems. So as always it is sort of life raft building time. My research shall continue, but I am hopeful for supers action!

Cheers



Wednesday, April 2, 2025

Children of Trouble - the D&D Suicide Squad

 So, my Isle of Dread campaign has been going well for months, running almost every week. A couple of months ago we were missing an important player and the discussion began about an alternative I would run when somebody needed could not attend but we still had enough for a session. One player shot down my idea of just starting another secondary campaign starting at 1st level. He wants to start higher, and that does seem to be the trend these days. The other players were fine to start at 1st, but then I started wondering if I wanted another standard campaign starting at 1st. 


So I started pondering. Then the idea came out of the blue, Well, maybe not so out of the blue. Over recent years I had considered this campaign, but the idea was a bit off the beaten path for me. Almost all of my campaigns in my homebrew world I started as a kid happened in or around the west coast kingdom of Tanmoor. Almost 120 years of character continuity there. But for this I thought outside the box. Why not a campaign set in the Acherian Empire on the east coast?



The free kingdom of Tanmoor started over 800 years ago as a colony of Acheria, the first city of the lands of Acheron, based heavily on ancient Rome. A fantasy Roman Empire where they hate non-humans and magic types that were not clerics.

A few decades ago Tanmoor gained independence after many battles across the lands and in Tanmoor itself. A new age of kings and queens had begun in the west. Even during the centuries of Acherian Governors Tanmoor had evolved to be a city diverse in terms of non-human presences (due to proximity to the Wood Elf forests) and in contrast to the Empire proper, Tanmoor was like any DnD city chock full of wizards and all that. Big mages guild and all. 



But in the Empire, an age of decline began after the loss of Tanmoor. Now, Acheria itself was mostly just a place far away that Tanmoorians hated. I never had games set directly in the empire. Or on the upper east coast period. Well, now I am. 

So during those times decades ago when Acheria was sending troops to the west to secure their hold on Tanmoor, and them mostly being trounced in large part due to high level player characters taking part in the struggles, they came up with a specialist group they called The Children of Trouble to send in and counteract the diverse, magic wielding character parties that were devastating the troops. This group was made up of criminals of the empire. Wizards and non-humans. They were given powerful magic items and sent west to challenge the west and its player characters. 

This was way back in the 90's, and I had based the concept of The Children on a group of violent mutant hunters that appeared in X-men comics called The Marauders. The Children of Trouble presented a real challenge for the player characters. The Acherians considered it a successful strategy. But they were a product of their time.

But lately the notion hit me. Why not tap into the concept for this alternate campaign.  So I presented it as having been inspired by The Suicide Squad. They knew the movies, but I collected the comics back in the day, and it made sense. I would run it like that.


Will "Slappy" Smith

Oddball characters, either nonhumans or illegal magic users, who had run afoul of the Empire and earmarked for death in the colosseum but taken into a special prison and inducted into the new Children of Trouble program. 

I started them at 4th level, but would quickly put them to 5th. I gave them some decent starter magic items. Unarmed, dressed in wool prison togas, they were escorted by many guards with war dogs and removed from the regular prisons (where they had anti magic collars, and to an old abandoned and ruined ancient part of the city (as I say the Empire was in decline) where some very old academic buildings were being used as this special prison. 





The Warden. Brutal high level fighter.





Mentor, a high level Wizard and a former
member of the old CoT. He's their handler
at the prison. Fairly kind and somewhat helpful,
He represents the "benefactors" of the CoT
program. In a way he is as much a prisoner
as they are. 

Led into the main building, still partially in ruins and being restored, the characters are shackled, have anti magic collars (created by clerics), and are dressed in light togas. well armored guards and lots of barking guard dogs surround them, as they were told the deal: serve the empire out of the prison and they will find their circumstances improving more and more. If they agree (otherwise back to the main prison and prepped to die in the colosseums) they fight in a testing room lightly armed against archers, and then sent to their tiny crappy cells they will be in until after they are fully proved. Also, they are told that if they escape they have temporary tattooed "glyphs" on the back of their necks that will allow Orcus clerics to cause a demon to be summoned next to them to attack. That takes care of the "exploding collar" type situation the Suicide Squad members are in. 

The demon glyph. I also use it as the home
page image for the campaign. The symol
for the CoT, if you will. 

They get their first mission pretty quick. An area called "the Prefectures" between the twin cities of Acheria and Achium, a once vibrant suburban area fallen into some disrepair like much of the Empire, where a growing bandit gang called The Bloody Red Caps is taking over entire neighborhoods. 


So they went to Sarnath prefecture neighborhood where a couple dozen members of the gang had taken over. They were to send a message by destroying them as brutally as possible. This gang of freaks were certainly very horror show. I had named this session "The doom that came to Sarnath" or "the Bloody Red Caps have a bloody bad day"





The Mastodon, an old school Acherian troop 
transport used to transport CoT when outside 
the city proper. Drawn by warhorsed and driven 
by a pair of half ogre prisoners. 




The assault on the gang in the taverna was one of the most violent sessions I have ever run. My intention in the campaign was to have these mostly combat sessions, with a sort of over the top DnD combat parody vibe. Fantasy Tarantino. Not all the characters are evil, but they are all capable of coming off as terrifying. 



An elf from the Shadow Realm


A death goddess worshipping Dragonborn

An Asian female shape shifter assassin


Goblin artificer, raised by dwarves


Her mechanical familiar

Paladin Aasimir angel sort of character. She has
a halo that can come down over her face and it 
has eyes on it. She is imspired by Nephlim or
something. One of the few non evils


So it was a bloodbath and lots of fun. The CoT went back to the prison and were given access to after mission open air bathhouse with massages, and nice clean linens and better and warmer wool prison tunics, and an hours access to the meal hall for all kinds of decent food and drink. After their next mission they are given a dorm building to habitat, though still well guarded. 

Not only was this Children of Trouble idea and session super fun, but the players came up on their own with a secondary group to run for. Group B. 

A whole 'nother pack of freaks. 


And I have run an intro session for these monsters. Good Golly. I may post about them next, though I can't let the main campaign, Isle of Dread, get lost in the shuffle. This was supposed to be an occasional thing to run. But you gotta give the players what they want. 

Cheers.  





Sunday, February 9, 2025

Isle of Dread - gotta do the Giant Crab

 After around 10 games in the city and around 3 on the boat ride, the party is on the Isle of Dread. 

The first time I used the module as is was when I was a teen. A long time ago. Since then about 120 years of character continuity has gone by, and things change. Not the island, really. I have had adventures there several times over the years. Maybe a couple or three with expeditions to the plateau. 

But the villages have had some changes. For a couple of decades in game time there was the Pagos Trading Company that had a trading post on the beach near Tanaroa and the great wall. It was mostly run by characters over a couple of campaigns long ago. But it went out of business eventually. But the trading post remains, run and pretty much owned now by old Pagos employee Trader Tim. Tim has lived there for over 20 years, and is a friend to the tribes. He helps with trade negotiations and even keeps the tiki bar going. He can even provide fairly comfy accommodations in some huts on site. There is even a hot tub!






But the big fun of last night's session was emulating one of my favorite scenes from the old Mysterious Island movie I have loved since childhood.


I think the last time I did the Isle, it was giant crabs but the size of Shetland ponies. But I wanted to do this big one. It was chasing some village girls when the party came across them. 





I gave it 18 AC and 60 hit points. The characters are 4th level now, and they hit it hard with magic and stuff. The AC helped keep it around awhile, but web and damage spells made fairly short work of it. But the characters had fun with it. We ended the session with a hot tub party, and the grateful native girls showing up with a nice big pot of crab bisk!


The fun on the Isle has only just begun.

Cheers

Tuesday, December 31, 2024

D&D Wokeness issues gets more and more media coverage

 

The whole wokeness invading D&D thing has been discussed on blogs and such for a good while, but it was when Elon Musk recently tweeted the possibility that he might buy it from Hasbro is when I realized this issue was going mainstream. 

The popularity of the game thanks to things like Critical Role has also led to the discovery of famous people having been players at least in the past, which Musk clearly was. Sure, figures such as Vin Diesel and even leftist late night shill Steven Colbert have been known about for a good while. But along with Musk we are finding more. 

Since I started watching a lot of Youtube because I mostly work from home, I have bits of clips I like to watch. One of these is The Hill, a news show that is one of the few balanced options for such. It is usually hosted by one leftist, and one on the right (more or less). 

Host Robby Soave often brings up being a boardgame and DnD geek. So he certainly chimes in on these issues of woke takeover of his beloved pastimes. 

I almost get chills with this stuff. When I was a kid I had to hide my geeky loves. I would leave football practice and sneak off to the history hall (where I knew no teammates would be lurking) to hang out with my dork friends and get my DnD on. Who would have thought it would ever get so mainstream that actual news journalists would be talking about it in a way that was not about satanic panic and dudes getting lost in college maintenance halls?




Friday, December 27, 2024

Isle of Dread - Sea of Dread

 

So the party is on the 2 to 3 week journey across the western ocean, heading to the sea of dread to adventure on the Isle of Dread. At the border of the sea of dread is a very large area that has a massive seaweed forest beneath the waves operating large blankets of floating seaweed on the surface. This area is known about, so the captain of the ship is aware of it. Not just a dangerous area because of potential large ocean wildlife that could attack, but ships tend to get stuck in these great blankets of seaweed, but it’s the time of year, early summer, where the seaweed breaks up for a while. So rather than take the three or four extra days to circumvent the area its decided to travel on through it.

And not long into that first day a ship that has been stuck in seaweed for a couple of weeks is encountered. The journal label will eventually find when they get in there says thusly..

Last date: two weeks ago

“This is first mate Prellis. I continue this ships log post death of our respected Captain Barrat. We remaining crew of The Black Gull, proud buccaneers of the West Pacific trade routes, are wounded and out of food and fresh water are fading fast. While looking for our own prey, We came across an Ottonese vessel far from its home waters, full of foreign pirates, and found ourselves in conflict with the devils on these most remotest of waters. They blasted our lowest back deck with a strange fiery missile from a cannon with the visage of a devils face. Then they came aside and we took to a brief man to man battle on our main deck. Our dear captain fought with the ferocity of 5 men, but he was felled by a backstabbing attack. The rest of us bravely rallied and the intruders retreated to their ship, preparing another cannon blast. We have no cannon, but we do have Silas, our ships wizard, who summoned a thick fog to cover our limping escape.

We were not pursued, and we soon knew why. It was nightfall, and in the chaos we forgot we were near the great seaweed rivers. We immediately got stuck in the thicker mats of the green weeds. With our lower level taking on some water. we cannot hope to escape. To get free into the open water would mean the Black Gull shall sink fast. We are slowly dying now of thirst, great hunger, and festering wounds. We have left the ships warchest in the cargo hold. Though the hold is more and more exposed to the sae, we care not. What good is coinage to the dying?

Last date: one week ago

I am the last alive, and my nightmarish thirst and hunger will soon do me in. Over a handful of days those of us left thought we could hear the captain's voice. Telling us we will rise again and once more wreak havoc on all living things. They say the seaweed forests are a place those who die may rise as the angry and jealous unliving. Is this how we brave seadogs of The Gull go into the darkness?

Now I alone can hear. I thought I saw him, a ghastly and foul figure. He said I will soon be at rest but shall rise again to hate all life. What a fate. What gods of good would allow this? "

Trapped in seaweed, undead and giant octopus haunted,
and waiting for characters to enter. 



So this western pirate ship was attacked by an eastern (Asian) pirate ship. Wounded and stuck in the seaweed they eventually are all dead and are now undead. Several zombies and the captain has become a wight. They await any living beings to enter the crew deck for them to destroy out of the hatred they now have for the living.



Once in there, the zombies all failed their saves against the turn from the Dragonborn cleric. But the white stepped up and is a little more powerful than typical so he put up a good fight. Also, since I’m treating the ship sort of like a haunted house every turn a barrel or a bunk would get thrown at a character. but they took care of everything quite easily then they made their way down to the cargo deck, which was partially open to the sea. Clearly the seaweed blanket was holding the ship up and keeping it from sinking the last couple weeks. But as the seaweed’s been breaking up, it’s getting a bit dangerous do to the breach. But the journal says the ships war chest is down below so down below they go. 

cool animated water effects (you cannot see)





So in the cargo hold an octopus has been accessing through the breach caused by and enemy cannon. As the ship is tipping a bit it is at a slant and the water around where the octo hangs out is about 10 feet deep. I used tentacles from the free online image library that I could stretch out to grab at characters. 


Gotta put on pants for the island. Centipedes
and other stuff can crawl up into your biznezz..

                                                    


The female Tiefling bard was caught, and with bad rolls was in real danger of being dragged under by the now wounded octopus. That is an instakill.

One of two drow who are on this trip. Going
to the tropics at the beginning of summer. It will be
bright and sunny a lot of the time. Smart. 

spring fishing look


but Jevan the drow coastal ranger jammed over, using a potion of freedom of movement and used his extra on Spira to free her. The octo sucked itself back through the breach to escape. This violent action of course caused the ship to go into full sinking mode, but they made it off the ship with the chest loaded with pirate treasure. They will open it up to find lots of gold and stuff beginning of next game. 

In the city sessions and this ocean voyage I have been using small random tables with like 3-5 possible encounters. For the city I would have items that had to do in part by what was going on in the campaign so far. Maybe an enemy or gang members they previously dealt with, or an NPC. For the sea voyage it was just this stuck ship encounter, a sahaguin attack during a storm, or a dragon turtle. I had maps and info to do any of it, and kept the details as basic as possible. I can always use one of these other encounters on the trip home. 

So next session its arrive at the island. Unless I feel like tossing another sea encounter in there haha.

Cheers.