Saturday, June 4, 2011

Little Wars by H. G. Wells -- PLUS BLOCKS!

I've known about this book for quite some time now, but I recently re-Googled it when I saw the Kickstarter for Uncle Chestnut's Table Gype.  I haven't decided if I want to be a Supporter yet.  It's not that I don't like the game -- I DO!  It's that I've already done three Kickstarters this month.  (I'm patiently awaiting my DungeonMorph dice!!!)

I have not given the book a thorough read-through yet, but I plan to do so during my June vacation.  :)

One part that clicked for me was the use of wooden blocks as scenery.  Here's an example pic:

I've recently dug through several boxes of wooden blocks in my garage and I've liberated some blocks for use in my games.  Here's a pic of the "block box":

I haven't decided if I'm going to paint them yet.  I guess I'll just need to see how they work out in play.  

Some of the blocks are tall and relatively thin.  I think they'll make fine pillars.  Other blocks are more "wall like" and I think they can be used effectively to give more dimension to battles.  There are also some blocks that will be fine stand-ins for doors.  Others for altars.  Some odd pointy ones for who knows what.  There's a cone and pyramid in there somewhere too.

I've had these blocks a long time.  I think I got them years and years ago when I was in college to be an elementary school teacher.  

I don't get any commissions off these links, but to save you the trouble if you are thinking of buying some blocks....


http://www.walmart.com/ip/KidKraft-Wooden-Block-Set/15135626 -- $15.98 -- these are part natural wood and some are painted...

This is an expensive set, but Wells and Chesterton would be proud!

Here's a set that intrigues me.  Called "vari-design" these are funky shapes like urns, pillars, spheres, eggs, etc.

Also, here's a post about using blocks to map a DUNGEON ADVENTURE FOR KIDS!  Cool pics over there too!  Check it out!

Enjoy your blocks and enjoy LITTLE WARS!

Little Wars - HTML

Friday, June 3, 2011

History and Overview of Dungeons and Dragons

I stumbled across this link at a site called "Jonny Nexus" while I was Googling for something else.  :)

It's a PDF of the "History and Overview of Dungeons and Dragons."  It seems to be well written, it has a lot of footnotes and it's 186 pages long.

Download it here

Thursday, June 2, 2011

This should be called Telecanter's Silhouette Font

Was searching for a dice font to use in my monster book and I happened upon this one.  Pretty cool.

Download Here

Wednesday, June 1, 2011

Underground Adventure

This past weekend, my wife, some friends and I all drove to southern Arizona to visit Kartchner Caverns and the Copper Queen Mine.  It was very interesting being underground in these two locations.  It felt a little like a dungeon adventure!

Some comparison/contrast observations:

Cavern Mine
Walls are smooth, natural in appearance Walls are rough, chunky, evidence of tools used
Wet, dripping water, mud, pools of water Dry, dusty
Warm, humid (80°F+) Cold, dry (47°F)
Flowstone, stalactites, stalagmites, soda straws Wooden supports, metal bolts, tools
Bats, guano, crickets, ground sloth Evidence of human(oid) activity


One key idea -- without light you are doomed!!!

Here are some pics I found online of the two places.  Enjoy!

KARTCHNER CAVERNS








THE COPPER QUEEN MINE







Monday, May 30, 2011

DM Tool Page

I'm putting this page together primarily for my own use.  I want to have some of my favorite links in one spot for ready reference during games.  It may be of some use to other folks out there.

Random Names  these are particularly suited to my style of game.  YMMV.

RANDOM NPCs
-- Personality
-- Crowds
-- Adventurer 1-sentence
-- Detailed description
-- Cussing
-- Villains

RANDOM DUNGEONS
Gozzy's
Dave's Mapper -- geomorph based awesomeness.
Donjon
MythWeavers
Dizzy Dragon -- uses geomorphs and stocks the dungeon

MAGIC
-- Mystical and Magical Places
-- Vancian Spell Names
-- Random Magical Effect -- Wand of Wonder on STEROIDS!
-- Potions
-- Unique Items
-- Unique Weapons
-- Swords
-- Quest Items

Random Treasure grab a PDF and GO!

MEGA RANDOM PAGES
Chaotic Shiny -- too much good stuff to mention
-- Cities
-- Traps
Serendipity -- lots more
Seventh Sanctum -- even more!
-- Tavern Names
-- Books -- lots of detailed information to make the book come alive!
All of Chris Pound's stuff here
Age of Fable -- lots of stuff!!
-- Age of Fable Labyrinth Lord Generators

Friday, May 27, 2011

The Twice Twice Stone

Hidden somewhere in the wilderness (or perhaps in a dark corner of a dungeon) is this strange carved stone.  It radiates a strong alteration magic if detected.

Some say that the ancient ones used devices such as this to activate their many mystical concoctions.  Whether that is true, none can tell.  It's use is somewhat limited now.

Any liquid poured onto its topmost basin will trickle down through the lower basins.  The volume of liquid will be quadrupled, but there will be a 10% chance that the efficacy of the potion will be affected in some way.

Pouring liquid into the middle-most basin will cause the volume to simply double.  A 5% chance that the potion will be altered exists.

Pouring the liquid into either of the two lowest basins has no magical effect.

Random Changes to Potions (d6)
  1. the magic of the potion is reversed.
  2. the magic of the potion is canceled.
  3. the magic of the potion is changed into something exceedingly strange (think Wand of Wonder)
  4. the magic of the potion is tweaked in an odd way (potion of flying turns drinker into bird; potion of invulnerability covers drinker with thick iron scales; etc.)
  5. the potion is changed randomly into another type of potion.
  6. the duration of the potion is likewise doubled or quadrupled.

Tuesday, May 24, 2011

Type I, II and III Demons are TERRIBLE - Part II

Type II-G Demons (Hezrou) - GREATER

Frequency: Common
No. Appearing: 1
Armor Class: -2
Move: 6"//12" (that's swimming)
HD: 9 -- (maximum 72 HPs)
% In Lair: 10%
Treasure Type: C
No. of Attacks: 3
D/ATT: 1-10/1-10/4-16
Special Attacks: See Below
Special Defenses: See Below
Magic Resistance: 55%
Intelligence: Low
Alignment: CE 
Size: L (7' tall)

Hezrou look like a gross toad with arms in place of forelegs. Greater Hezrou look very much like the normal sort, but their skin may be a bit shinier and lustrous than typical. Some Greater Hezrou have skin of unusual colors (purples and bright green) where typical Hezrou are of dull colors. They may be struck by normal weapons. Their Darkness is of the 15' radius variety. These additional abilities may be performed, one at a time, at will: Cause Fear (as the wand), levitate (as 8th level MU), detect invisible objects, telekinese (5000 gpw or 500#), gate in another Type II demon (see below).

Each round, roll 1d6 and consider the following additional attack modes:
1
2
3
4
5
6
On a roll of 1, the hezrou attempts a Tongue Lash. It attacks a single target within 10' for 2-12 points of damage if it hits.















On a roll of 1-4, the hezrou utters a Croak of Doom. All within earshot save or take a   -5 to their next saving throw.











On a roll of 3-6, the hezrou will attempt a Froggy Piledriver. The hezrou rolls to attack up to 3 adjacent melee attackers. Roll to hit each one in turn at +2. Each target hit takes 1d10 damage, moved back 5-20' and the hezrou follows up.

Opening a Gate

When a Hezrou attempts to gate in another of its kind, roll 2d6. If any die comes up a 1 or 2, a single Hezrou of a normal sort will appear. If both dice are 2's, a Greater Hezrou will appear.